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Guide and Walkthrough

by kevos

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                =*=             T H E     L E G E N D     OF
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               || ||            A    L I N K    T O    T H E    P A S T
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               'ˎ ˏ'
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                 ˅


                         A full guide written by kevos
                        Copyright (c) 2025 Kevin Hughes
                    Email: sentrythedestitute[at]gmail.com

                                 *-----------*
                                  Version 1.1
                                 *-----------*


This guide is best viewed on a computer or tablet, as the formatting may be
affected on a smartphone. You can also print a hard copy if you prefer.

Feel free to contact me with questions, comments, corrections, or feedback about
this guide or the game it's for. Kindly do not send hate mail or spam, as it
will be ignored and deleted. Before emailing, please ensure your question hasn't
already been answered in the guide.


                              ~~~~~~~~~~~~~~~~~~
                 Dedicated to the memory of Harper, my wife's
            beloved six-year-old cat. Thank you for being a loving
              furry companion to her, and for keeping me company
               during so many evening gaming sessions and while
                     I was writing the bulk of this guide.

                   We'll always love and miss you, buddy. <3
                              ~~~~~~~~~~~~~~~~~~


=================
TABLE OF CONTENTS
-----------------

[Z301] - Version History
[Z302] - Introduction
[Z303] - Story
[Z304] - Controls
[Z305] - Game Basics
[Z306] - Walkthrough
[Z307] - Spoiler-Free Walkthrough
[Z308] - Inventory
[Z309] - Pieces of Heart
[Z310] - Treasure Chests
[Z311] - Enemy List
[Z312] - Boss Guide
[Z313] - Legal Info, Acknowledgments, and Contact

NAVIGATING THE GUIDE: The bracketed codes in the Table of Contents are to help
you quickly find a chapter. Some of the chapters are further broken out into
subchapters with search codes of their own. If you are reading this on GameFAQs,
you can use their own search bar. Their Bookmark or Last Viewed features may be
helpful as well. Otherwise, press Ctrl + F on Windows or Command + F on Apple to
bring up your preferred browser's search function.





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                                                                          /\
 [Z301] - VERSION HISTORY                                                /--\
                                                                        /_\/_\
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*******************************************************************************

===========
Version 1.1
-----------

Date Started: May 27, 2025
Date Finished: September 13, 2025

Big-ticket updates:

1) A Treasure Chest section with check boxes, with updated walkthrough to
include treasure chest bracketed search codes; 2) Check boxes for the
Spoiler-Free Walkthrough, Inventory, and Pieces of Heart chapters; 3)
Reformatted ASCII Master Sword at the top of the guide to be more in line with
the sword's modern look; 4) All uses of Pegasus Shoes and East Palace changed to
Pegasus Boots and Eastern Palace, respectively, to align with their more
well-known names. I also updated the Swamp Palace walkthrough to note that you
can use the Bombos Medallion to kill the Water Tektites just before facing the
boss. I've been playing this game for nearly 30 years and somehow never knew
that! Aside from those things mentioned, I made a bunch of other minor edits.

===========
Version 1.0
-----------

Date Started: June 11, 2024
Date Finished: March 21, 2025

After over nine months of intermittent work, the full guide is complete and
ready to publish. Updated versions will be published if I decide to add/change
things or, more likely, because of corrections. I might add an Appendix chapter
in a later version. For now, though, this guide can be considered "finished."





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                                                                          /\
 [Z302] - INTRODUCTION                                                   /--\
                                                                        /_\/_\
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Welcome to my guide for The Legend of Zelda: A Link to the Past! This
comprehensive guide is for the Super Nintendo Entertainment System version of
this classic title, first released in Japan in 1991 on the Super Famicom (the
game's English-translated Japanese name being "Triforce of the Gods") and
released in North America and Europe in 1992.

After Nintendo took a different and often-considered polarizing approach with
Zelda II: The Adventure of Link, they returned to the gameplay style and
top-down perspective used in the original Legend of Zelda. Taking advantage of
the SNES's 16-bit hardware, A Link to the Past offered a far bigger adventure
with richer colors, more detailed textures, and a wider range of player
movement. Although the game was more linear than the first, it made up for this
with fantastic side quests and challenges. Dungeons were tough and the bosses
even tougher. Players were given not just one, but two whole lands to explore.
The music received a major upgrade, with composer Koji Kondo remastering the
original game's Overworld Theme while bringing in fresh pieces such as "Zelda's
Lullaby," "Ganon's Theme," and "Kakariko Village." Nintendo even added more
story elements, giving players greater investment in the journey.

The game was a huge success and became massively influential. Those motifs I
mentioned would go on to help create what is now the core musical identity of
the series. As for gameplay, A Link to the Past established a formula that would
be reused, recycled, and in some cases improved upon in 3D sequels like Ocarina
of Time, The Wind Waker, and Twilight Princess. Even a good number of the
handheld 2D entries owe their style and gameplay to A Link to the Past. It's a
formula that stood as the definitive way to make a Zelda game until Breath of
the Wild came along in 2017 to shake things up and bring new life to the series.
Such is A Link to the Past's legacy that it was rereleased on some of Nintendo's
later consoles, ported to the Game Boy Advance in 2002 alongside the multiplayer
game Four Swords, and given a spiritual sequel in A Link Between Worlds for the
Nintendo 3DS.

When compared with today's gaming world, A Link to the Past can seem dated.
Nevertheless, it consistently remains ranked among the best games ever made.
Given that it led to Ocarina of Time - a title commonly regarded more highly,
sometimes even revered as the greatest game of all time, and which set a
standard for the industry that echoes to this day - A Link to the Past will no
doubt remain a significant entry in the history of video games.

This is my first guide ever and is, in a way, 20 years in the making. A Link to
the Past is my favorite game and I always wanted to write a guide for it. I
first attempted one when I was a teenager and got as far as the Eastern Palace,
but life happened and I shelved the project until the original text was lost
following a hard drive failure. Over the years I kept thinking back to the idea
and now that I'm well into adulthood I have much more motivation to do this -
even if not necessarily all the time I would like!

Writing this is, therefore, more of a pet project than anything else. That said,
I believe I can make it one of if not the best guide ever written for A Link to
the Past. I will walk you through every aspect of the game. We're talking
collecting all Pieces of Heart, items, upgrades, and treasures, and exploring
the nooks and crannies of the overworlds and dungeons. Having used a guide or
two for other games myself, I designed this guide's structure to take
inspiration from those that came before while also adhering to my personal
playstyle and the strategies I believe are most efficient. I respect the authors
who have worked passionately on their guides and I aim to show that same passion
and dedication in mine.

A Link to the Past is still played around the world. There are countless videos
of first-timers proudly sharing their 100% completions, seasoned gamers looking
for a challenge through speedrunning or minimalist quests, and veterans taking
their mastery to the next level with randomizer mods. It is my sincere hope that
this game will be played for years to come, even as players continue to enjoy
contemporary gaming. With A Link to the Past being available on the Nintendo
Switch, it seems likely that Nintendo will keep porting older games on their
future console(s), ensuring that they will not be entirely forgotten. (As of
this guide's September 2025 update, the Nintendo Switch 2 has been released, so
keeping fingers crossed!) Should the day come that a new generation is picking
up A Link to the Past for the first time, perhaps curious about this relic of a
bygone age they've stumbled upon, this guide - much like the little village bird
that comes to aid the hero in his hour of need - will be here across time and
space for those who could use a helping hand. (You'll get the reference later.)

(NOTE: As you probably know unless you're totally new to the series, the player
character's official name is "Link." The game allows you to name him whatever
you want up to six characters maximum, but I will refer to him as Link
throughout the guide.)





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                                                                          /\
 [Z303] - STORY                                                          /--\
                                                                        /_\/_\
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*******************************************************************************

A quick warning: The story below may contain spoilers, particularly toward the
end, so consider skipping this chapter if you want to play the game without
prior knowledge.

The plot of A Link to the Past is classic for an action-adventure fantasy game:
save the princess, defeat the bad guy, and restore peace to the land. Its story
isn't as layered or thematic as its successors (such as its immediate sequel,
Link's Awakening), but what is here works well enough. Like most games of its
time, A Link to the Past relied on its instruction manual to give players
context for their quest.

The following story is a direct copy from the game's American manual, copyright
(c) 1992. Although much of the translation from Nintendo of America has been
fairly criticized for misrepresenting or outright contradicting the original
Japanese, the overall elements are similar. Nintendo expanded the Zelda lore by
describing the creation of Hyrule and the Triforce. They gave Ganon - the chief
antagonist of the series - a backstory and introduced the Master Sword, Link's
iconic weapon which has become as much a symbol of the series as the Triforce
itself. Ultimately, this game's story paved the way for the Zelda timeline
(convoluted as it is). If nothing else, it's a fun read. Enjoy!


                             THE LEGENDS OF HYRULE
                             ---------------------

To set the stage for this adventure of the legendary Hero of Hyrule, it will be
informative to delve into the Triforce myth, an ancient epic about the creation
of the world that is still believed in the land of Hyrule. Every culture has
such myths and theories about the creation of their worlds, and it can be
beneficial and entertaining to examine them in detail, for they often affect the
present-day social structure. The legends say the mythical gods of Hyrule had as
their chosen people the Hylia. These ancient people left scrolls that are the
primary source of the legends...

                        -*- The Creation of Hyrule -*-

According to the Hylian scrolls, the mythical gods descended from a distant
nebula to the world that was and created order and life. The God of Power dyed
the mountains red with fire and created land. The God of Wisdom created science
and wizardry and brought order to nature. And the God of Courage, through
justice and vigor, created life - the animals that crawl the land and the birds
that soar in the sky. After the gods had finished their work, they left the
world, but not before creating a symbol of their strength, a golden triangle
known as the Triforce. A small but powerful portion of the essence of the gods
was held in this mighty artifact, which was to guide the intelligent life on the
world of Hyrule.

Although it was an inanimate object, the Triforce had the power to bestow three
titles which gave the person who received them great powers: "The Forger of
Strength," "The Keeper of Knowledge," and "The Juror of Courage." From its
hiding place in the so-called Golden Land where the Gods placed it, the Triforce
beckoned people from the outside world to seek it in the hope that someone
worthy of these titles would find it.

With their magic-infused blood, the Hylian people were endowed with psychic
powers and skill in wizardry. It was also said that their long, pointed ears
enabled them to hear special messages from the gods, so they were held in high
esteem by many people in Hyrule. Their descendants settled in various parts of
the world and passed on their knowledge and magical lore to all people. But in
its passing, the lore was often distorted or lost altogether...

                       -*- Gates to the Golden Land -*-

In Hyrule, there are many Hylian buildings which are mentioned repeatedly in the
legends. These buildings, which now lie in ruin, pale shadows of their former
splendor, are closely tied to the Triforce. Some were said to house the Triforce
itself...

If it were only a symbol of the gods, the Triforce would be coveted by many. But
a verse from the Book of Mudora (a collection of Hylian legends and lore) made
the Triforce even more desirable:

                        In a realm beyond sight,
                        The sky shines gold, not blue.
                        There, the Triforce's might
                        Makes mortal dreams come true.

Many aggressively searched for the wish-granting Triforce, but no one, not even
the Hylian sages, was sure of its location; the knowledge had been lost over
time. Some said the Triforce lay under the desert, others said that it was in
the cemetery in the shadow of Death Mountain, but no one ever found it. That
yearning for the Triforce soon turned to lust for power, which in turn led to
the spilling of blood. Soon the only motive left among those searching for the
Triforce was pure greed.

One day, quite by accident, a gate to the Golden Land of the Triforce was opened
by a gang of thieves skilled in the black arts. This land was like no other. In
the gathering twilight, the Triforce shone from its resting place high above the
world. In a long-running battle, the leader of the thieves fought his way past
his followers in lust for the Golden Power. After vanquishing his own followers,
the leader stood triumphant over the Triforce and grasped it with his
blood-stained hands. He heard a whispered voice: "If thou hast a strong desire
or dream, wish for it..." And in reply, the roaring laughter of the brigand
leader echoed across time and space and even reached the far-off land of Hyrule.
The name of this king of thieves is Ganondorf Dragmire, but he is known by his
alias, Mandrag Ganon, which means Ganon of the Enchanted Thieves.

                          -*- The Imprisoning War -*-

I do not know what Ganon wished for from the Triforce. However, in time evil
power began to flow from the Golden Land and greedy men were drawn there to
become members of Ganon's army. Black clouds permanently darkened the sky, and
many disasters beset Hyrule. The lord of Hyrule sent for the Seven Wise Men and
the Knights of Hyrule and ordered them to seal the entrance to the Golden Land.

The Triforce, being an inanimate object, cannot judge between good and evil.
Therefore, it could not know that Ganon's wishes were evil; it merely granted
them. Suspecting that Ganon's power was based on the Triforce's magic, the
people of Hyrule forged a sword resistant to magic which could repulse even
powers granted by the Triforce. This mighty weapon became known as the blade of
evil's bane, or the Master Sword. It was so powerful that only one who was pure
of heart and strong of body could wield it. As the Seven Wise Men searched for a
valiant person to take up the Master Sword, Ganon's evil army swarmed from the
tainted Golden Land into Hyrule and attacked the castle. The wise men and the
Knights of Hyrule combined forces to wage war on this evil horde.

The Knights took the full brunt of the fierce attack, and although they fought
courageously, many a brave soul was lost that day. However, their lives were not
lost in vain, for they bought precious time for the Seven Wise Men to magically
seal Ganon in the Golden Land. All of Hyrule rejoiced at the victory that upheld
peace and order over Ganon's evil and chaos. This war, which had claimed many
lives, became known as the Imprisoning War in stories told in later centuries.

                       -*- The Coming of the Wizard -*-

Many centuries have passed since the Imprisoning War. The land of Hyrule healed
its wounds and the people lived in peace for a long time. Memories of the
vicious Imprisoning War faded over the generations...

So it is no surprise that no one was prepared for the new disasters that have
recently struck Hyrule. Pestilence and drought, uncontrollable even by magic,
ravaged the land. The king of Hyrule, after counsel with his sages, ordered an
investigation of the Imprisoned Dark World (as the Golden Land had come to be
known) but the wise men's seal was apparently intact. He offered rewards for
anyone who could find the source of these troubles. In answer to these summons a
stranger named Agahnim came and quelled the disasters with a previously unseen
form of magic. As a reward, the king gave him a new position as chief advisor
and heir to the Seven Wise Men. The masses proclaimed him their hero. Peace had
returned to Hyrule... or had it?

Of late, rumors have traveled their whispering path with alarming frequency.
Rumors saying Agahnim now rules the country with his magic... Rumors of strange
magical experiments in the castle tower at night... The people of Hyrule were
gripped by dread.

                               -*- Prologue -*-

One night, a girl's voice awakens you from your sleep.

"Help me...
My name is Zelda...
I am in the castle dungeon."

She telepathically pleads.

You jump out of bed not knowing whether the voice was part of a dream or
reality. Upon leaving your bed, you find your uncle, who should be fast asleep
at this time, preparing to go out, girded for battle.

"I'll be back by morning," he says as he departs. "Don't leave the house."

You watch him leave with the family sword in hand and shield on arm. This is a
night like no other... Who is Zelda? Where had your uncle gone and for what
reason?

And so, on an ill-fated night, a new chapter in the legend of Hyrule's hero
begins - a new chapter in The Legend of Zelda!

                       YOUR QUEST AS THE LEGENDARY HERO
                       --------------------------------

The Golden Land of the Triforce has become a Dark World corrupted by Ganon's
evil wishes. However, this is not enough for Ganon; he also wants to make
Hyrule, the Light World, his own. To do this, he needs to break the Seal of the
Seven Wise Men.

But he cannot do this with his power alone. He must also use the life force of
the descendants of the Seven Wise Men. With Agahnim the wizard as his pawn, this
is about to become a reality (thus the late-night experiments in the castle
tower...).

You, as the legendary Hero of Hyrule, must enter the Dark World on a quest to
save the maidens that Agahnim has sent there. The aim of the game is to solve
the many mysteries and adventures that await you along the way to rescuing the
maidens, defeating Ganon, and returning peace to Hyrule.

                                      END
                                      ---


There you have it! You have been presented with your quest and now it is time to
get underway. The next two chapters offer basic information about the game if
you it. If you'd prefer to get straight to playing, skip to chapter [Z306] for
the walkthrough!





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 [Z304] - CONTROLS                                                       /--\
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Let's be honest, if you're a new player reading this, the chances you're playing
on an SNES console are probably low. After all, this guide was written between
2024-2025! Luckily, the game is available on newer consoles with equivalent
controls, not to mention that aftermarket copies of the SNES controller exist
and are fairly compatible with current systems. Thus, I will safely assume,
whichever way you're playing, that you are familiar with the controller you're
using and can adapt it to match the controls listed below.

The game's controls are pretty straightforward. You can pick them up very
quickly and surely long before we reach the first dungeon, but here they are all
the same for reference.

======================
Control Pad - Movement
----------------------

Use the Control Pad (aka the D-pad) to move Link through the game. You can move
in eight directions: up, down, left, right, and diagonally by pressing two
directions simultaneously. The Control Pad is also used to move through menus
such as the Sub Screen and when saving the game.

=============================
Select Button - Save and Quit
-----------------------------

This button brings up a menu with two options: Continue Game or Save and Quit.
Note that this menu doesn't include a Save and Continue option; you can only
choose this if you get a Game Over.

==================================
Start Button - View the Sub Screen
----------------------------------

Press the Start Button to bring up the Sub Screen, which shows your Items and
Equipment Upgrades. Pressing Start again takes you out of the Sub Screen. For
more information about the Sub Screen, see subchapter [Z305.01].

===================
Y Button - Use Item
-------------------

The Y Button lets you use the item you selected from the Sub Screen. While
certain items are specific-use only, most of them can be used for attack and/or
defense, and others may require magic power.

=======================
X Button - View the Map
-----------------------

Press the X Button to view the Overworld Map or the Dungeon Map. Icons will
flash to indicate where you are or to denote places of interest. In dungeons,
getting the Compass will reveal the boss's location.

======================
B Button - Swing Sword
----------------------

The B button lets Link attack with his trusty blade. You can hold the button
down and then release it to execute a Spin Attack. See subchapter [Z305.02] for
more info on sword combat.

==================
A Button - Actions
------------------

As noted, this button controls actions including talking, picking up objects,
grabbing and pulling, reading, running (once you have the Pegasus Boots),
swimming (once you have Zora's Flippers), and opening chests.

=========================================
L and R Buttons - Alternate Overworld Map
-----------------------------------------

When viewing the Overworld Map (not Dungeon Maps), you can use the L and R
Buttons to quickly toggle through two modes: one which will display the Map in
its entirety and a close-up version of the Map which you can scroll through with
the Control Pad.





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 [Z305] - GAME BASICS                                                    /--\
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This chapter provides a bit of good-to-know info before starting the game. Most
of it is stuff you'll likely figure out as you play and you can find much of
this in the game's SNES manual, digital copies of which are easy to look up
online. Still, this may be helpful if you're a new player and you're already
here so you may as well read on, right? :)

As I mentioned at the beginning, the subchapters below also have bracketed codes
that you can use to quickly find what you're looking for. Like the Story
chapter, this one may spoil parts of the game so please read at your own risk.

[Z305.01] - Main and Sub Screens
[Z305.02] - Combat
[Z305.03] - Hyrule and the Dark World
[Z305.04] - Dungeons
[Z305.05] - Characters
[Z305.06] - Heart Containers and Pieces of Heart



*******************************************************************************
 [Z305.01] - MAIN AND SUB SCREENS
*******************************************************************************

===========
Main Screen
-----------

This is the primary screen of the game where the action takes place. At the top
of the screen are various icons to be aware of. I'll describe them from left to
right.

The green bar on the far left is your Magic Meter and shows how much magic power
you have. REMINDER: Some items require magic power to use them. You can refill
the Magic Meter by collecting Magic Jars, which are common items found in
bushes, under pots, or dropped by defeated enemies. Small Magic Jars will refill
1/8th of the meter, while large jars fill it completely. At some point in your
adventure you can reduce your magic consumption by 50%, effectively doubling
your magic power.

To the right of the Magic Meter is the Item Display which, of course, shows the
current item you selected from the Sub Screen. Next to the Item Display is the
number of Rupees you've collected. Rupees are the currency of Hyrule (the whole
Zelda universe, in fact) and come in three colors and denominations in this
game: Green = 1 Rupee; Blue = 5 Rupees; and Red = 20 Rupees. You can hold a
maximum of 999 Rupees.

Next are your Bomb and Arrow counts. At the start of the game you can hold a
maximum of 10 Bombs and 30 Arrows, though you can increase these limits. You
will not be able to use Arrows without the Bow, but you can carry them on you
until you find it.

There is one more icon that will show on the Main Screen when inside a dungeon:
a Small Key icon. This, naturally, shows how many keys you have. Small Keys can
be used to unlock doors in the dungeon they are found in.

The far right of the screen displays the total number of Heart Containers you've
collected and is your Life Meter in the game. They deplete when you take damage
and you get a Game Over when all Heart Containers are empty. Other than looking
at the screen, you'll know when you're low on life energy because an annoying
beeping will sound, so keep that in mind. :) You can restore your life by
collecting Recovery Hearts, which are also commonly found in bushes, under pots,
or dropped by defeated enemies. Another way to refill life is to collect Fairies
(or visit Great Fairies) or by consuming certain potions. The maximum number of
Heart Containers you can have is 20. For more info, see subchapter [Z305.06].

==========
Sub Screen
----------

As mentioned in the Controls subchapter, pressing Start will bring down the Sub
Screen, temporarily pausing the game. This screen is how you change items so
it's good to get used to the layout. The Sub Screen is divided into five
windows.

The top left is the ITEM window, which shows your Inventory. A big letter "Y" is
displayed to help you remember which button to press to use the item. The top
right window displays the name and picture of the item you've selected.

The rest of the windows are informational in function. The bottom-left is the DO
window which lists all the actions you can take, as well as displays the items
that are used to perform these actions. As with the ITEM window, a big letter
"A" is available to remind you which button to press.

The middle-right window is basically a Quest Item menu that tracks particular
items that are vital to your mission. You start off collecting pendants, but
this changes upon reaching the Dark World.

Last but not least, the bottom-right window shows your equipment and the upgrade
level they're currently at. When inside a dungeon, this window also tracks if
you've collected the Map, Compass, and Big Key. When out in the Overworld, it
displays the number of quarter Pieces of Heart collected. For more information
on dungeons or Pieces of Heart, see subchapters [Z305.04] and [Z305.06],
respectively.



*******************************************************************************
 [Z305.02] - COMBAT
*******************************************************************************

Sword combat in A Link to the Past is simple, at least compared to the abilities
that would be introduced in later titles. Still, it's an improvement over the
original game where Link could only stab (not to mention move) in the four
cardinal directions. In this game, you still technically swing the sword in
those four directions, but the operative word here is "swing" - with this
feature, Link's blade has a wider range. Mastering the sword and its
capabilities will go a long way toward restoring peace to Hyrule.

First, there's the basic sword swing. By pressing the B button, Link can simply
hack and slash his way across Hyrule. It's a tried-and-true method that will
serve well in a majority of scenarios, and yet there are other techniques that
may prove useful too. For example, by holding the B button Link can draw power
into his sword. Once it's charged, release the button to make Link perform a
Spin Attack. (Known as the Whirling Blade Technique in-game, this move is more
well-known as a Spin Attack throughout the series so that's what I'm calling
it.) The Spin Attack delivers more damage than a sword slash and can be used to
attack enemies behind you.

(TIP: While holding the B button, you can hold the sword out and move around. If
the sword is "poked" against objects it can cut, such as rows of bushes, it will
do so.)

Another ability is the Dash Attack, which can be performed after acquiring the
Pegasus Boots. Hold the A button to build up speed and after a couple of seconds
Link will take off at a fast run while holding his sword out. If there are
enemies in the way, Link will hit them as he runs past. The last technique is
the Beam Attack, a ranged attack carried over from the previous games. When Link
has obtained the Master Sword or a more powerful blade and all his Heart
Containers are full, he can fire off a beam from his sword. This attack can be
used against enemies from afar.

You will probably use the sword more than anything throughout your playing.
However, it's to your benefit - and may even be necessary - to use other weapons
that are available. Link's arsenal includes classics like Bombs and Arrows; a
carefully thrown, well-timed Bomb or a bullseye shot with an Arrow can do
wonders and you may find that they do *more* damage than your sword in certain
situations. Also returning in this game is the Boomerang, which can kill very
weak enemies in one hit and stun others. Stunning can give you an easy open to
either attack or evade foes, so it's not a bad trick to utilize. There are
elemental rods, magic canes, and special medallions you'll come across, all with
unique powers of their own, not to mention extra neat things like a Hammer and a
Hookshot. The real trick to this game is to not rely on your sword alone -
certain enemies and bosses *will* require you to use other weapons to defeat
them. It's also just good gaming strategy to mix up techniques when
accomplishing tasks.

As far as defense goes, using the shield in this game is basic. With the
exception of the Control Pad, if you aren't pressing any buttons Link will
automatically ready his shield. The shield can protect Link from most frontal
ranged attacks such as Arrows, but it will not defend against all attacks. You
can find stronger shields as you progress through the game.



*******************************************************************************
 [Z305.03] - HYRULE AND THE DARK WORLD
*******************************************************************************

A Link to the Past was really the first in the series to introduce a theme of
duality. Going beyond the original overworld/dungeon binary of its predecessors,
the game presented *two* whole overworlds for players to enjoy: Hyrule - aka the
Light World - and the Dark World. Each world has different dungeons, enemies,
and environments that make them stand out against the other.

The game begins in Hyrule, a relatively peaceful land save for its recent
problems. The Light World is a lush, beautiful kingdom with fascinating locales:
a crystal blue lake, a tall mountain waiting to be scaled, a vast desert full of
mystery, a thick forest with secrets to uncover (if you don't get lost), and of
course we can't forget to mention the tranquil Kakariko Village or the hostile
but thrilling Hyrule Castle. Link lives with his uncle in a small house south of
the castle. The game immediately drops you into the action as you follow Link's
uncle to the castle, where you are just as suddenly thrust into the role of
hero. After rescuing Zelda, Link begins a quest to find the three Pendants of
Virtue. With these crests, the young would-be hero can draw the mighty and
legendary Master Sword from its pedestal in the Lost Woods. Only this ancient
weapon is powerful enough to cast down Agahnim.

But things are not over yet, not even close. Immediately after the duel with
Agahnim, you'll find yourself in the Dark World, once the sacred Golden Land
where the Triforce lay hidden, but now a twisted, corrupted mirror of Hyrule.
There's a stormy swamp in place of the desert, an abandoned town home to thieves
and vagrants, dead woods swarming with foul creatures, and a forbidden mountain
lashed with a malevolent air. Here in the Dark World, monsters are stronger and
the dungeons are deadlier. The wicked power flowing through the land causes
anyone who ventures here to transform into a shape that reflects their heart or
personality. When Link enters the Dark World, he is turned into a pink bunny.
(I'm not kidding.) By carrying the Moon Pearl, however, Link can keep his true
form. So what are you doing here, exactly? Well, without wanting to give it away
unless you already read the story, let's just say your quest is about to get
much bigger than you might imagine.

The game's duality involves switching back and forth between the Dark World and
the Light World. There are eight magical portals throughout Hyrule that can
transport Link to the Dark World, nine if we count the one that opens at Hyrule
Castle after defeating Agahnim. While Link can go into the Dark World via these
portals, he can only return to the Light World by means of the Magic Mirror.
Doing so leaves behind a special one-time portal that can be used to return to
the Dark World. Using the Magic Mirror to again go back to the Light World will
erase the existing portal in favor of a new one. With the Magic Mirror, Link can
reach areas in Hyrule that are otherwise inaccessible. Not only is this
ultimately necessary for beating the game, but curious players who take
advantage of this mechanic may be rewarded.

Hyrule is, in a way, a training ground. The enemies here are weaker than what
you'll face down the road. Your time in Hyrule will take you across the far
reaches of the kingdom so you'll become familiar with most locations before too
long. This is, in truth, meant to set you up for the grander journey you'll
undertake in the Dark World, as you will have to rely on your knowledge of the
Light World to figure out how to manipulate the Dark World's terrain to your
advantage. Certain actions you take in Hyrule can affect the Dark World, opening
new paths and leading to the next destination. At least, though it seems this is
what the developers intended, the concept isn't utilized very much. Regardless,
this world manipulation could be tricky, but it's also fun and I have no doubt
you'll catch on quickly. Of course, you also have this guide to help you out if
you get stuck.

The two-world concept was simple but brilliant for its time. Instead of coding
an entire land, Nintendo made the Dark World an overlay of Hyrule with palette
swaps. This saved a ton of cartridge space and was implemented into the game's
story by having the Dark World act as what Hyrule could become if it met the
same fate. From a storytelling perspective, this duality sets up the
never-ending desire of the Zelda franchise's villains to reshape the world in
their image. On a technical level, it foreshadowed the gameplay that Nintendo
would use in future installments, such as Ocarina of Time's child and adult
worlds or Twilight Princess's light and shadow themes.



*******************************************************************************
 [Z305.04] - DUNGEONS
*******************************************************************************

Dungeons in Zelda have come a long way. The first two games gave players simple
yet tough labyrinths and palaces. The dungeons of later games became more
complex, involving grand temples, dangerous volcanos, dilapidated mansions,
haunted pirate ships, mines and factories, and even living creatures, to name a
few variations. For much of the franchise's history, dungeons have revolved
around central themes or "big puzzles" to solve.

A Link to the Past kind of sits in the middle of this transition. The dungeons
draw on the previous games and build on those foundations. Many are conceptually
similar, but others have noteworthy unique themes and puzzles. They also vary in
length and linearity. Completing one dungeon may require revisiting certain
rooms more than once whereas it may be a straight shot to the boss in another.
The puzzles are a little basic yet still satisfying and a lot of the monsters
will put up a fight. The important thing is to be ready. Like any good dungeon,
the ones in this game are there to test the player. They can be difficult if you
are ill-prepared for them. Keep your wits about you when exploring these
sinister places and you'll return peace to Hyrule yet.

The game begins with Hyrule Castle. Technically, this is more of a mini-dungeon
but don't count it out - this won't be the only time tackling this fortress.
After saving Zelda, Link's quest will take him to three mystical shrines: the
Eastern Palace, located in Hyrule's rocky canyon to, well, the east; the Desert
Palace found within the Desert of Mystery in the southwest; and the Tower of
Hera, standing high atop Death Mountain in the north. Then it's off to Hyrule
Castle once more for a battle with Agahnim.

Upon reaching the Dark World, the number of dungeons doubles. Link's first
destination is the foreboding Palace of Darkness. Next is the flooded Swamp
Palace, the Skull Woods dungeon in the dark forest, and the hideout Thieves'
Town buried beneath the Village of Outcasts. Further beyond is the chilling Ice
Palace under the Dark World's twisted lake, Misery Mire located in the Swamp of
Evil, and the hazardous caverns of Turtle Rock. Finally, the last trial is none
other than Ganon's Tower, the largest and most complex dungeon in the game. In
total, there are thirteen dungeons including the first trip to Hyrule Castle,
giving A Link to the Past the most dungeons of any game of the series so far.

All the dungeons follow a similar path. You open treasure chests containing
things like Rupees, Bombs, or Arrows, as well as Small Keys that can be used to
unlock doors - note that you can only use Small Keys in the dungeon where you
find them and only one key per door. Aside from these, there are four main
treasures to collect: the Map, the Compass, the Big Key, and a special item from
the Big Treasure Chest. The Map displays the layout of all the rooms in the
dungeon and marks your current position. (REMINDER: Press the X button to see
the Map.) The Compass shows where the boss is located. The Big Key is needed to
open certain doors and the Big Treasure Chest. Hyrule Castle is the only dungeon
without both a Compass and a Big Treasure Chest, though it does have a special
item to collect. If you find these main treasures and open the Big Treasure
Chest, they will be displayed on the Sub Screen as confirmation that you've
collected them.

At the end of the dungeon is a powerful boss to defeat, frequently requiring the
special item you collected from the Big Treasure Chest. Except for in Hyrule
Castle and Ganon's Tower, defeating the boss gets you a Heart Container to
increase your life capacity, as well as either a Pendant of Virtue or a Crystal.
These Quest Items can be tracked on the Sub Screen and are necessary to beat the
game.



*******************************************************************************
 [Z305.05] - CHARACTERS
*******************************************************************************

A Link to the Past features a cast of intriguing major and not-so-minor
characters. Knowing them and the roles they play can really enhance the gaming
experience! Note that this is not a full list, but a selection of the more
important characters. You'll have to be a thorough explorer to meet everyone.

====
Link
----

This is the protagonist and player character of all the mainline Zelda games,
that is until 2024's Echoes of Wisdom. (Not counting Hyrule Warriors, and
*definitely* not including the Philips CD-i games, we don't talk about those.)
Silent but heroic, Link is a skilled swordsman with unmatched courage and an
iron will. Whether a young child or a full-grown adult, he is destined to be the
savior Hyrule, or any other land, needs. Link's portrayal in this game is that
of a young man descended from a long line of courageous knights, who is called
upon to rescue Princess Zelda and protect Hyrule from Agahnim the wizard. To do
so, he will have to embark on a quest of trials that will truly prove if he is
the prophesized legendary Hero.

=====
Zelda
-----

Princess Zelda is the titular character of the series. In the first two games
she was portrayed as a damsel in distress needing saving; unfortunately, her
role here is much the same. In more recent titles she has received better
character development and stands on equal footing with Link in terms of
importance, sometimes more so. She is known as a noble, compassionate leader
with mystical powers and wisdom beyond her years. In A Link to the Past,
Princess Zelda is one of the descendants of the Seven Wise Men and is in grave
danger from Agahnim. She's available to give Link encouragement as he roams
Hyrule on his journey to claim the Master Sword and defeat the dark wizard.

==========
Sahasrahla
----------

The village elder and a fellow descendant of the Seven Wise Men, Sahasrahla acts
as an homage to the "Old Man" character from the original Legend of Zelda. You
meet Sahasrahla fairly early in the game, where upon completing the Eastern
Palace he will give Link a useful item. He's the character you'll likely talk to
the most; apart from the times he'll telepathically contact Link, he also
provides helpful tips inside the dungeons. I encourage you to listen to these
tips as they could be crucial to your success!

============
Link's Uncle
------------

Little is known about this man other than he, like his nephew, is descended from
the Knights of Hyrule who fought in the Imprisoning War centuries ago. He takes
off at the beginning of the game to rescue Zelda himself and tells Link to stay
home. Naturally, Link doesn't listen and follows his uncle into the stormy
night.

========
The Sage
--------

This kind character resides at Hyrule's Sanctuary. He promises to hide Zelda
while Link is out and about doing hero-type things. Like Zelda, the Sage will
offer help and tips.

=======
Old Man
-------

You will run into the Old Man when heading up Death Mountain for the first time.
A lonesome fellow, he will share his views about the current state of Hyrule.
Once you escort him to safety, he will hand over an intriguing mirror. His cave
serves as a loading point when starting up the game in the Hyrule Overworld.

=======================
The Witch and Assistant
-----------------------

Link can meet the Witch outside her Magic Shop mixing a cauldron. She has a
liking for forest mushrooms and will be delighted if someone brings her one. Her
Assistant sells magic potions inside the shop. (NOTE: The Witch and her
Assistant are sometimes called "Syrup" and "Maple," respectively, in other games
such as the 2002 GBA port, inspired by their appearances in Oracle of Seasons
and Oracle of Ages. I'll be referring to them as the "witch" and "assistant"
since the SNES game does not reveal their real names.)

=========
King Zora
---------

This is the leader of the river Zoras that constantly like to attack Link from
bodies of water. Why the king doesn't call off his subjects is anyone's guess.
At any rate, King Zora will engage in business dealings - he is the sole maker
of the Flippers, but be warned that they are quite expensive.

=============
The Flute Boy
-------------

The mysterious Flute Boy can be found hanging out in a grove southwest of Link's
house, playing his flute for all the woodland animals. Strangely, if Link moves
close enough, the Flute Boy will suddenly vanish. Mysterious indeed...

==================
Dwarven Swordsmith
------------------

This blacksmith works in his shop in Kakariko Village. He is so skilled with his
craft that he can even temper the already powerful Master Sword. He cannot do it
alone, however, and requires the help of his recently missing partner.

===========================
Venus, Queen of the Fairies
---------------------------

Most Fairies in the game restore life. This queen, however, will instead give
you different valuables depending on what she receives in turn. She has a
lookalike somewhere in Hyrule who plays a similar role - this doppelganger of
Venus is said to like honest people.

=======
Agahnim
-------

This powerful wizard came to Hyrule in the name of peace, but he soon took over
the kingdom and plunged it into another era of darkness and fear. Rumors say
Agahnim has disposed of the king, brainwashed Hyrule's Soldiers, and is casting
sinister magic on descendants of the Seven Wise Men, with Zelda as his next
victim. What is Agahnim up to? That will, of course, be Link's job to find out
and stop him.

=====
Ganon
-----

Also known as Ganondorf in his human form, Ganon has been the primary antagonist
of the Zelda series since its inception. Although Nintendo has introduced new
villains in other games, Ganon tends to return to the series eventually.
Power-hungry and tyrannical, Ganon stops at nothing to achieve world domination
and will crush all who stand in his way. Like Link and Zelda, his character has
been fleshed out over the years and his motivations have varied. In this game,
Ganon is a war-mongering king of thieves who was defeated and sealed away long
ago. What this apparently long-forgotten evil has to do with current events is
for you to discover.



*******************************************************************************
 [Z305.06] - HEART CONTAINERS AND PIECES OF HEART
*******************************************************************************

This subchapter is not about where to find Pieces of Heart. For that, please see
chapter [Z309].

The first game introduced Heart Containers as both overworld items and prizes
for defeating dungeon bosses. In Zelda II, they were solely overworld items,
while defeating a boss would max Link's experience and offer a chance to boost
his damage resistance. In both games, the purpose of a Heart Container was to
increase Link's life capacity by one full Heart (in Zelda II's case, a Life
Bar). A Link to the Past continues the tradition of giving the player a Heart
Container after conquering a boss.

Like many things the game introduced that have now become staples of the
franchise, the Pieces of Heart concept originated here. Pieces of Heart are
hidden throughout Hyrule and the Dark World. As the name implies, they are not
full Heart Containers. Each Piece of Heart equals a quarter of a Heart Container
- thus, collecting four of them will add one extra Heart Container to your Life
Meter. In addition to all the Heart Containers you can collect, there are 24
Pieces of Heart, accounting for six of the game's 20 total Heart Containers. You
can track Pieces of Heart on the Sub Screen.

Acquiring Pieces of Heart is a fun side quest. Some are easily obtainable and
some can only be picked up after getting a certain item. A few sit in plain
sight and others are well-hidden. Generally, they are rewards for winning games
or accomplishing tasks, and each one is satisfying to collect.

(NOTE: If you Save and Quit your game and then come back to it later, Link will
always start off with around half of his Life Meter regardless of how many Heart
Containers were filled when you quit. This may or may not be an advantage. On
one hand, if you saved the game with little health left, this could be a good
thing! On the other, if you had full health, well, then it's annoying. If you're
playing the GBA version, you'll start with however much health you had when you
saved your game.)





*******************************************************************************
-------------------------------------------------------------------------------
                                                                          /\
 [Z306] - WALKTHROUGH                                                    /--\
                                                                        /_\/_\
-------------------------------------------------------------------------------
*******************************************************************************

The walkthrough is broken out into subchapters for ease of both writing and your
use. Like the previous chapter, you can use the bracketed codes below to search
for the specific subchapter you need. As mentioned before, the guide is intended
to be as thorough as possible. All Items, Treasure Chests, and Pieces of Heart
will be pointed out and we will explore every area. Note that it's not necessary
to find absolutely everything or go everywhere to beat the game, but if you are
eager for total completion then this is the guide for you. On the other hand, if
you would prefer more of an outline than a complete walkthrough, skip ahead to
chapter [Z307].

To help keep track of your progress, I've included a checklist at the start of
each subchapter. There is also a "What's New" list so you can be aware of what
to look out for.

(FULL DISCLOSURE: The format of the checklist is inspired by MrShotgun's
GameFAQs guides for Ocarina of Time, Majora's Mask, and Twilight Princess. I
have always liked that style and wanted to do something similar. Although it
appears he hasn't been online since at least 2015, I reached out to him for
approval of my adopting the style. I haven't heard back and truthfully I don't
really expect to after all this time. Since his last guide was submitted in
2007, I'm hoping there's no harm in moving forward. It is meant to be an homage
to MrShotgun's work, but if he ever responds and requests that I use a different
format, I will of course do so.)

Be sure to save frequently! Nothing is more frustrating in gaming than putting a
lot of playtime into a session only to lose your hard work. As a reminder, there
are two ways to save the game. The first is by pressing the Select button;
you'll be given the choice to either Continue Game or Save and Quit. The second
method is if you get a Game Over, where you'll be presented with three options:
Save and Continue, Save and Quit, or Do Not Save and Continue. If you restart
the game in Hyrule you will eventually get to choose one of three startup
locations: Link's House, Sanctuary, or the Mountain Cave. Restarting a game in
the Dark World will always spawn you at the top of the Pyramid of Power. Lastly,
if Link dies inside a dungeon, he can restart at the beginning of the dungeon as
long as you choose the Save and Continue option - this will not be the case if
you choose Save and Quit.

With all of that out of the way, let's go!

[Z306.01] - A Dark and Stormy Night...
[Z306.02] - Mini-Dungeon: Hyrule Castle
[Z306.03] - Kakariko Village
[Z306.04] - Search for the Elder
[Z306.05] - Dungeon I: Eastern Palace
[Z306.06] - To the Desert
[Z306.07] - Dungeon II: Desert Palace
[Z306.08] - Waterfall, Lake, and Mountain
[Z306.09] - Dungeon III: Tower of Hera
[Z306.10] - The Blade of Evil's Bane
[Z306.11] - Dungeon IV: Hyrule Castle Tower
[Z306.12] - Cast into the Dark
[Z306.13] - Dungeon V: Palace of Darkness
[Z306.14] - The Great Collection
[Z306.15] - Dungeon VI: Swamp Palace
[Z306.16] - The Skeleton Forest
[Z306.17] - Dungeon VII: Skull Woods
[Z306.18] - Opening the Gargoyle
[Z306.19] - Dungeon VIII: Thieves' Town
[Z306.20] - A Sword and a Bottle
[Z306.21] - Dungeon IX: Ice Palace
[Z306.22] - The Swamp of Evil
[Z306.23] - Dungeon X: Misery Mire
[Z306.24] - Silver and Gold
[Z306.25] - Dungeon XI: Turtle Rock
[Z306.26] - The Last Journey
[Z306.27] - Dungeon XII: Ganon's Tower
[Z306.28] - The Pyramid of Power



*******************************************************************************
 [Z306.01] - A DARK AND STORMY NIGHT...
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  03/20               Pieces of Heart:  00/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|_ Bow and Arrows   _ Silver Arrows    _ Boomerang        _ Magical Boomerang|
|_ Hookshot         _ Bombs            _ Magic Mushroom   _ Magic Powder     |
|_ Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         _ Ice Rod          _ Magic Hammer     _ Bug-Catching Net |
|_ Shovel           _ Flute            _ Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    _ Magic Mirror     _ Pegasus Boots    |
|_ Power Glove      _ Titan's Mitt     _ Zora's Flippers  _ Moon Pearl       |
|_ Bottle #1        _ Bottle #2        _ Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|_ Fighter's Sword  _ Master Sword     _ Tempered Sword   _ Golden Sword     |
|_ Fighter's Shield _ Red Shield       _ Mirror Shield    _ Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         _ Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|_ Pendant of Courage        _ Pendant of Power           _ Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Lamp
- Fighter's Sword
- Fighter's Shield

********************

Boot up the game and let the title screen load. If you wait a short bit of time,
you will be treated to a fun cutscene explaining the game's backstory. It's
basically a truncated version of the story found in the manual. You can skip the
introduction at any time by pressing a button and be returned to the title
screen. Once the title screen has loaded up, press the Start Button to go to the
Player Select screen. (Almost any other button will do this as well.) Choose one
of the three available files and enter the name you want to use for your
adventure. (As a reminder, I will be referring to the player character as "Link"
- his official name.) Return to the Player Select screen and select your newly
created file to get started!

We open on a dark one-roomed house. Sounds of heavy rain pound the walls. Your
player character, Link, is fast asleep in bed while his uncle sits at the table.
Suddenly, an urgent message flashes across the screen - a telepathic plea for
help from someone named Zelda, who is being held prisoner in the dungeon of
Hyrule Castle by the wizard Agahnim. She says Agahnim has done something to
several other girls, taken control of the castle, and is attempting to open the
seal of the Seven Wise Men. The message is clear: She needs rescuing.

The lights go on and Link springs awake. His uncle tells him he is going out and
will be back by morning, ordering Link to stay in the house and wait for him.
Armed with a sword and shield, he takes off into the night. He has no doubt
heard the call and is headed to the castle.

Press any button to jump out of bed. Take a moment to play around with the
controls and get a feel for the directions. You can use the A button to pick up
the pots beside Link's bed to gain Recovery Hearts, though you don't need any
right now. (REMINDER: Using the A button after lifting an object also causes
Link to throw it.) Once you're ready to leave, go to the treasure chest inside
the house [TC001]. Use the A button to open the chest and get your first item -
the Lamp! You can use this to light torches and see through the dark. It is one
of several items in the game that requires magic power to use. (For the Lamp,
magic is needed only for lighting torches.) Presently, the Magic Meter is empty
so you won't be able to use the Lamp to its full potential. As the first item in
the game, it is automatically selected for you.

Head through the door to go outside into the thunderstorm. If you want, pick up
the bushes surrounding the house as they might have Rupees. Note the white rocks
here. You aren't strong enough to lift these objects yet but keep them in mind
as they usually have goodies under them. Be cautious when picking up bushes or
rocks; they may have Landmines hidden beneath!

You can climb down the hill Link's house is on by either taking the open
pathway, or you can have Link jump off by pushing toward the edge. He will
automatically leap off after a second or so. Walk around the area a bit and
you'll notice pairs of castle Soldiers blocking all the paths to the next areas
- you're confined to this space for now. The Soldiers offer tips on what the
various buttons do, so you can speak to them if you need a refresher.

If you press the X button to bring up the Map, you will see a flashing X to the
north of our current position. This is where we need to go. Just to the east of
Link's house is a dirt road. Follow this road north into the next area where
you'll come across a moat. Keep moving west until you come to a sign. The sign
is supposedly from the king offering cash rewards for anyone who can find the
descendants of the Seven Wise Men. (The sign is, in truth, a ploy of Agahnim's
to further his plot.)

Just beyond the sign you'll find a bridge extending over the moat. Hyrule Castle
is directly ahead, although the gate is closed and the Soldier guarding it
orders you to return home. What to do now? If you explore the outside long
enough, you'll receive another telepathic message from Zelda. She tells Link
there is a way into the castle gardens using a secret passage from outside the
walls.

From the front gate, follow the castle wall east and then north along a stone
pathway. At the end of the pathway is a lone bush surrounded by smaller stones.
You'll know it's the correct one when you pick it up from the ground and a
special tune plays - the world-famous Zelda secret jingle! Drop down into the
hole the bush was hiding.

Link will land in a shallow pool of water. Walk down the hall to find Uncle
slumped against the wall. He has been mortally wounded and though he chastises
Link for getting involved, he has no other choice but to have his nephew
continue in his stead. He hands over the Fighter's Sword and Fighter's Shield
and explains a "secret technique" handed down by the family. This technique is
the Spin Attack, a useful sword move achieved by holding down the B button until
power has been drawn into the blade. Once you have full power, release the
button to unleash the Spin Attack. It deals out twice the damage and is
fantastic against groups of enemies. With that, Link's uncle sadly passes. This
mission is now up to you. It is Zelda's most desperate hour and you must help
her - you are her only hope!

Move along the hall and through the door into the next room. Here you can do
battle with two green-armored Soldiers who are patrolling rather aimlessly.
These Soldiers will charge at Link if they see him but otherwise don't react
much. Two sword slashes each will kill them. At the east end of this hallway is
a treasure chest [TC002]. Open it to get a Blue Rupee, which is worth five total
Rupees. (NOTE: If you did not open the treasure chest inside Link's house, this
chest will contain the Lamp.) Under the pots are small Magic Jars to fill your
Magic Meter a tiny bit. If you want to try practicing with the Lamp, go up to
the unlit torch in this room and press the Y button to light it.

Go back to the west end of the hall, up the steps, and out the door. Link will
be outside again but this time in the castle courtyard within the walls. Use the
sword to cut down the bushes in front of you. (REMINDER: You can also mow down
bushes with the sword if you hold the B button down to draw power and then poke
at the bush with the sword tip.) Head further west to find more castle Soldiers,
one of whom will attack directly upon spotting you. Either bypass or defeat
them, then head up the path to the front doors and enter Hyrule Castle.



*******************************************************************************
 [Z306.02] - MINI-DUNGEON: HYRULE CASTLE
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  03/20               Pieces of Heart:  00/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|_ Bow and Arrows   _ Silver Arrows    _ Boomerang        _ Magical Boomerang|
|_ Hookshot         _ Bombs            _ Magic Mushroom   _ Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         _ Ice Rod          _ Magic Hammer     _ Bug-Catching Net |
|_ Shovel           _ Flute            _ Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    _ Magic Mirror     _ Pegasus Boots    |
|_ Power Glove      _ Titan's Mitt     _ Zora's Flippers  _ Moon Pearl       |
|_ Bottle #1        _ Bottle #2        _ Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  _ Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield _ Red Shield       _ Mirror Shield    _ Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         _ Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|_ Pendant of Courage        _ Pendant of Power           _ Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Boomerang
- Heart Container x1

********************

This isn't a dungeon in the truest sense since it doesn't have a boss waiting
for you at the end, but as it is your first foray into battle it may yet provide
a good challenge. Hyrule Castle contains several chambers and hallways which are
patrolled by Soldiers under Agahnim's control. Link's task is to navigate this
dangerous fortress to the holding cells below.

You're currently standing in a large, majestic entrance chamber. Press the X
button to bring up the Map and you'll see that you're not looking at the
Overworld anymore. Inside dungeons, Maps instead show you all the floors. The
flashing dot is Link's current position. Arrows mark entrances/exits and the
small white rectangles represent stairs leading to other floors. Hyrule Castle
has five floors in total. As you can see, we are currently on 1F - our
destination is floor B3.

Head north a bit to spot three Green Sword Soldiers. Note that Soldiers from
here on out will attack on sight and even react to noise, so if you're aiming to
ignore them you'll have to be careful. This is a good opportunity to practice
the Spin Attack. Either way, defeat the Soldiers. From this chamber, you have
three directions to choose from. Ignore going north for now; this leads to the
throne room and we can't do anything there yet. Instead, go either west or east.
Both will ultimately take us where we need to go.

Either direction has similar layouts. There are steps in these adjacent rooms
that lead to upper walkways, but don't bother with them. (If you're that
curious, they lead to the tops of the castle walls, but there's not much of
interest there right now.) Follow the red carpets in these rooms northward.
You'll come across more Soldiers to either sneak by or defeat. Keep going north
until you are forced to go either east or west depending on which direction you
came from and enter the next room. You'll know you've come to the right room
when you're in a long horizontal hallway and there's a stairway in the middle of
the room flanked by four gargoyle statues. Step into these stairs to go down to
B1.

This small room contains a treasure chest and a blue-armored Sword Soldier. This
foe is tougher than the Green Sword Soldiers and takes three strikes from the
Fighter's Sword to defeat. Pick up the Small Key the Blue Sword Soldier leaves
behind, then grab the Dungeon Map from the treasure chest [TC003]. You can now
see the full dungeon layout on the Map Screen. Dark blue rooms indicate rooms
you have not entered yet while bright blue ones indicate the opposite. Anyway,
use the Small Key you picked up to open the locked door to the south and move on
to the next room.

Go down the steps here to the lower floor and take care not to fall into the
chasm. If you sneak behind the Blue Sword Soldier as he edges near the chasm and
then attack with your sword, the force of the blow will send him falling. Pretty
cool, huh? Continue south to the next screen, continuing to be mindful of where
you step lest you fall, where two more Blue Sword Soldiers are stationed. Be
cautious - these enemies can just as easily knock you into the pit which will
cause Link to lose life! It also starts Link back at the beginning of the
screen.

Link can defeat the Soldiers here in a variety of ways. The pots are super
helpful and can kill the Soldiers in one hit each, or they can be used to knock
them into the chasm. And of course, there is always his trusty sword to get the
job done. You'll find there are creative ways to defeat enemies in this game.
Use what works for you. Further south along the catwalk is another Blue Sword
Soldier - you know what to do by now. Move west along the path to the next
screen when finished.

On the next screen you come to a much wider, more open room. Head north, then
west a bit and fight off the Green Sword Soldiers. They're probably easier to
deal with now that you've handled the blue variety, eh? You can also use the
upper passageway to sneak around the Soldiers. Head north through the doorway.

The door you came through will seal shut, trapping you in this room. There is a
door to the north but it's locked. Where's the key? Kill the Green Sword Soldier
and both the south and east doors will open. Go through the east door.

The door behind you will seal again, this time leaving you to fight off a Blue
Sword Soldier. Retrieve the Small Key he drops and open the treasure chest to
get the Boomerang [TC004]! The Boomerang is a nifty little item that can destroy
small, weak enemies in a single hit and stun most others. Stunning will
immobilize enemies for a short bit of time and can give you an open to either
bypass or defeat them. The Boomerang can also be used to pick up Recovery Items
from a distance.

After getting the Boomerang, return to the previous room. Climb up the steps to
the upper floor, use the Small Key you just got to unlock the door, and go to
the next room. There's nothing in this small room so follow the passage to the
stairway at the end and head down. This small hallway is B2 and there's nowhere
to go but down the stairs to the west. Do so and Link will arrive at B3, the
castle dungeon.

Move into the room and defeat the Green Sword Soldier. Before you go further, I
want to point out the first cell here which contains three pots. Underneath each
of these pots is a Recovery Heart, but if you don't need health then try not to
destroy these pots. I will explain why in a second. Next to this cell is another
cell where you can see Zelda herself in plain sight. It's not as simple as going
up to her though - she is guarded by a new enemy: a Ball and Chain Trooper.

*=================================*
 Mini-Boss: BALL AND CHAIN TROOPER
*=================================*

As indicated, this Soldier isn't technically a boss (no cool theme music for
one), but he is the most dangerous foe you've faced so far. This enemy swings a
powerful mace that will deal significant damage to Link if hit. There are two
ways to defeat this guy: an easy way and a hard way. Since I'm nice I'll give
you the easy way first. Remember those pots I told you earlier to ignore if
possible? Remember how pots were useful against the other enemies in this
castle? *nudge nudge* Go back to the cell next to Zelda's, pick up a pot, return
to the Trooper, and chuck the pot at him. The force of the pot will knock him
back quite a ways, giving you time to grab another pot and hit him again. Using
this method, the Ball and Chain Trooper goes down in two hits. That's right,
two! Easy-peasy! 

If you'd prefer more of a fight, classic swordplay is the second and harder
option. The Trooper will swing his mace when he gets close to Link. Wait for him
to swing the mace, backing up to give him a wide enough berth to do so, then
rush in to slash at him with Link's sword. If you're fast you can attack him
twice in between his mace swings, but don't forget to quickly back away to a
safe distance once he begins to swing again. The Boomerang is helpful here;
while it won't immobilize the Trooper as it does other Soldiers, it will stun
him long enough to get in a quick strike. Eight sword slashes (or four Spin
Attacks) will take the Ball and Chain Trooper out.

========

Grab the Big Key the Trooper drops. In dungeons, the Big Key is used to open
certain locks that cannot be opened with Small Keys, and it's also used to open
the dungeon's Big Treasure Chest (Hyrule Castle doesn't have one, however). Use
this key to unlock Zelda's cell simply by going up to the door. Approach the
princess and she'll thank you for saving her. She'll brief Link on what has been
happening and urges that you both escape before the wizard finds out. She knows
a secret passage out of the castle but you first need to return to the first
floor.

You're back in control of Link with Zelda following behind. Feel free to open
the treasure chest to get a Blue Rupee [TC005], then get out of here. (NOTE:
This is the final treasure chest that may contain the Lamp if you haven't found
it yet. Should you skip this treasure chest, you'll have to return to it or
Treasure Chest #002 [TC002] to get the Lamp, which you're going to need soon.)

You should be able to get back to the first floor on your own since it's a
single path back but here's a quick guide: Go all the way west in this room and
up the stairs, then up another set of stairs. Go south in the next room and
south again. Back in this wide-open room, you can take a shortcut by going
south, then up the steps to take you to the upper passageway. Follow this route
to its very end, going east then north, and jumping off the pathway down to the
lower floor. Ignore the Blue Sword Soldier, climb the stairs, and go through the
door. Ignore this Soldier as well and go up the stairs to return to 1F.

Back on 1F, go either east or west and follow the hallway south. You can make
good use of the upper passageways to sneak past the Soldiers, then head around
the corner to the entrance chamber. Once there, Zelda will tell Link that the
secret passage to a place called Sanctuary is in the throne room, which is the
room north of your current location. Get on to the upper floor of this room if
you aren't already, then go up the stairs in the center of this floor to go to
2F, the throne room.

Don't worry about the Blue Sword Soldiers here and instead make a beeline for
the thrones in the back, where a large ornamental shelf rests along the wall.
Zelda says you can push the shelf from the left side and warns it's pitch-black
on the other side and you'd need a lamp to see. Luckily, you already have that
(or you should anyway), so we're good to go. Get on the shelf's left side and
push it all the way to the right, revealing a hidden door. Go through the door
to enter the passage Zelda was talking about.

The door behind you slams shut. As she warned, it is indeed dark in here. The
only available light comes from your Lamp and even then it illuminates only a
small area around you. From your position, go as far east as possible. You'll
likely come across Rats that can be killed in one hit with the Fighter's Sword,
though you can also simply stun them with the Boomerang. Once you've gone east
you should find a torch. Go ahead and light it with the Lamp which will fill the
room with temporary dim light (remember to select the Lamp from the Sub Screen
if you need to). With the room now lit enough that you can actually see, feel
free to explore. There might be some goodies under the pots. At the northeast
end of the room is a stairway leading down to 1F, so take it once you're good to
keep going.

In this small hallway, you can once more use the Lamp to light a torch in the
corner. This room contains new enemies called Ropes, which are basically snakes.
They will charge at Link upon seeing him and take two sword slashes each. They
can be annoying but mashing the B button will make short work of them. At the
end of this hallway is yet another set of stairs - take these down to B1.

Kill the two Ropes that come charging at you as you move north, then take a look
at the Map which shows that this room is shaped like a cross. Our goal is the
east corridor where a treasure chest lies in wait. As you head this way you'll
encounter bat enemies called Keese. They're pesky but they avoid attacking
directly, and they are so weak that they can be taken out with the Boomerang.
Defeat them if desired, then open the chest to get a Small Key [TC006]. Now,
take the Small Key and go up the north corridor where you can unlock a door and
advance to the next area.

Link and Zelda have entered the sewers underneath Hyrule Castle. She will tell
you that you'll be near Sanctuary once you pass through here. This room contains
nothing of value, so head through the west doorway, ignoring any enemies you
come across. The benefit of all the water is that the Rats will ignore you. In
the larger room to the west, continue to wade through the water, hugging the
north wall until you come to dry land. Kill the Keese you see here and go
through the north door.

This room contains more Rats, and I advise lighting the torches in the south
corners to make it easier for you to see. Kill all the Rats in here and one of
them will drop a Small Key. Grab it, then defeat the Keese and go through the
locked door in the northeast corner.

Hooray! You're finally out of the darkness and back in a fully lit room. Begin
heading north and take note of the two sections of wall on the left that have
cracks running along them. These types of walls can be destroyed either with
Bombs or by running into them with the Pegasus Boots. Unfortunately, we have
neither of those so we can't explore what's beyond the wall for now. Defeat more
Rats and Keese as you move across this room. When you get to a group of four
blocks, simply push the middle block up to open a path forward, then go up the
stairs back to 1F.

The architecture of this room is distinctly different from the last few rooms.
Here you can either ignore or defeat more Rats (make use of the pots to do so),
then go south through the door.

This room contains two switch levers Link can grab and pull. Zelda tells Link
that Sanctuary is just beyond the door ahead and asks him to pull the switch
lever "over there" to open the door. Of course, she's not pointing where so
you'll have to choose the correct one. The lever you want to pull is the one on
the right (direction-wise, it's the easternmost one). The left lever is a trap
and will rain down a bunch of Ropes for you to fight. If you're daring,
defeating them might net you extra Rupees. In any event, go over to the lever on
the right and press the A button to grab it. Then, pull back on the Control Pad
to make Link pull the lever. Once it's been pulled far enough the secret jingle
will sound and the south door will open, permitting you to pass through.

An ornamental shelf slides open to reveal Sanctuary! It's similar to a church,
though not explicitly so. The kind Sage here asks if you're responsible for
rescuing Zelda, who confirms so. The pair urge you to stop Agahnim before he
breaks the seal of the Seven Wise Men and say the only weapon strong enough to
defeat him is the legendary Master Sword lying deep in the northwestern Lost
Woods. Your next task is to seek out the village elder who knows more about this
powerful blade. The Sage marks the elder's house on your Map for reference and
warns you that with Zelda freed the castle Soldiers will now be hunting you
both.

Once you're able to move again, go over to the treasure chest [TC007]. Open it
to get a Heart Container - your prize for delivering Princess Zelda to safety!
This brings your total Heart Containers up to four. Leave Sanctuary through its
south door.



*******************************************************************************
 [Z306.03] - KAKARIKO VILLAGE
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  04/20               Pieces of Heart:  00/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|_ Bow and Arrows   _ Silver Arrows    X Boomerang        _ Magical Boomerang|
|_ Hookshot         _ Bombs            _ Magic Mushroom   _ Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         _ Ice Rod          _ Magic Hammer     _ Bug-Catching Net |
|_ Shovel           _ Flute            _ Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    _ Magic Mirror     _ Pegasus Boots    |
|_ Power Glove      _ Titan's Mitt     _ Zora's Flippers  _ Moon Pearl       |
|_ Bottle #1        _ Bottle #2        _ Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  _ Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield _ Red Shield       _ Mirror Shield    _ Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         _ Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|_ Pendant of Courage        _ Pendant of Power           _ Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Piece of Heart x4
- Heart Container x1
- Magic Mushroom
- Bombs
- Bottle #1
- Bug-Catching Net
- Bottle #2

********************

You probably didn't realize it, but as you trekked through the sewers the sounds
of the rainfall stopped. It's a cool little detail the game designers added to
indicate the passing of time. Now, it's a bright, glorious day in Hyrule (the
looming threat from a nefarious wizard notwithstanding) and the classic
Overworld theme blasts in the background. Onward to adventure!

As the "What's New" list indicates, we're picking up a few items and Pieces of
Heart in this subchapter. Begin by heading down the dirt road past the Sanctuary
gates and coming to a fork where you can head east or west; go west.

Kill or ignore the Green Sword Soldier here and move on to the next screen,
where you can fight off two more Green Sword Soldiers. If you read the nearby
sign it will say Kakariko Village is further west. That is our major place of
interest for this subchapter, but we're not going there immediately. Break off
from the dirt road and start heading north, passing by a small body of water.
Take note of the whirlpool you see in the water - this particular whirlpool is
one of several magical waterways throughout Hyrule. They can transport you
between certain bodies of water, acting as a form of fast-travel. You'll be able
to use these once you have Zora's Flippers. Anyway, continue going north until
you scroll to the next screen.

Keep going north past groups of trees and bushes. Watch out for the Crows
hanging in the trees - they will swoop in and attack if you get too close. Two
sword swipes will take them out. There are also strange, gooey green enemies
hanging around called Buzz Blobs. If Link attacks these directly with his sword
he will receive a painful electric shock and lose life. The key to these
annoying buggers is to first stun them with the Boomerang, then attack with the
sword. (You can also toss bushes at them.) As you go north you'll pass by a cave
opening blocked by a massive white rock. This is the entrance to Death Mountain,
but we need the Power Glove to remove that rock before we can enter the cave so
keep it in mind for later. Go north to the next screen.

On this screen are a pair of Lumberjacks - A. Bumpkin and B. Bumpkin - currently
in the process of cutting a tree. One of them gives Link a warning about
mysterious fog covering the nearby forest and the other mentions that the tree
they're cutting feels strange... how curious. You can explore their house if you
want but there's nothing of value. Behind the house is a cave. The cave leads to
a pool of water, but you can see a Piece of Heart sitting on a high,
inaccessible ledge with an opening next to it. This doorway is how you'll get
this Piece of Heart but you will have to skip it for the time being.

Back outside, go slightly west of the Lumberjacks, then north along a pathway
through the trees to enter the Lost Woods. This foggy dense forest with awesome
music holds some valuable treasures including the Master Sword itself, but we
can't get that for now. Sprinkled throughout the forest are small copycat swords
intended to throw you off. You can't equip these imposter swords, but you can
chuck them at enemies! Also, be aware that the forest is teeming with Thieves
who will charge at Link if he goes near them. They don't hurt you, but you can't
hurt them either. If a Thief manages to ram into Link he will drop things like
Bombs, Arrows, and Rupees that the Thief will try to steal if you don't get them
back first. It's best to avoid Thieves altogether, though if they do try to
attack just swing the sword at them to bat them away.

Journey westward into the forest a bit and kill the Crow and Buzz Blob you see
here. A little way north is a hollowed-out log. If Link enters it, he can play a
minigame. For a rather steep price of 100 Rupees, Link can open one chest and
keep the treasure inside. The prizes are 1 Rupee, 20 Rupees, or 300 Rupees. It
may sound tempting but I honestly don't think the odds are worth it, so I
recommend skipping this minigame entirely. Besides, Rupees are rather plentiful
in A Link to the Past and you can easily collect a lot without having to spend
money to make money. It's up to you, however.

Back in the Lost Woods, walk south a bit until you come across a pair of
hollowed-out logs, one of which you can currently enter while the other is
blocked off. You may also notice a lone bush here. If you approach it, a weird
creature will crawl around underneath. This thing is called a Spiny Beetle, or a
Hoarder. These are easily defeated with the sword but they also serve a unique
function: If Link can pick up the bush that the Spiny Beetle is hiding under, it
will drop Rupees. (NOTE: Spiny Beetles may also hide under rocks.) It won't hurt
you other than knocking you back if it touches you, so if you want to collect
spare Rupees this is a fun way to do so. Sooner or later the Spiny Beetle will
perish and leave behind a single Rupee. It's your choice to kill it, ignore it,
or let it drop its valuables. From the Spiny Beetle, go south through the east
hollowed-out log (it's the only one you can enter from your current position).

As soon as you come out the other end, immediately swing around and go north
through the log beside it. When you come out the other side, hang a left and you
should spot an oddly shaped and oddly moving red and white thing sitting on the
ground. Cut the bushes here and pick up the odd-looking object to get a Magic
Mushroom! The only use this item has is as an ingredient for Magic Powder, which
we will get in the next subchapter.

Go back through the same log you just came through but don't go back through the
log next to it. Instead, move east. Here you should see a small hollowed-out
tree stump. Right above this stump is a square of nine bushes. Cut them down and
the middle bush will reveal a hole. Drop into this hole and you'll land in a
cave. Sitting here ripe for the taking is your very first Piece of Heart
[POH01]! If you read the chapter on Game Basics you'll know that collecting four
Pieces of Heart grants you one additional Heart Container. If you didn't read
it, well, now you know!

Jump down from here and go out the door. On the other side is a Friendly Thief.
You will encounter a few of these during the game, and instead of taking things
from you, Friendly Thieves might drop some fun lore and even share their
treasure with you. This one says that the cave is a hideout for thieves and that
an ex-member is hanging out at the entrance to the desert. Walk south out of
this cave to head back to the Lost Woods.

We've done all we can in the Lost Woods for now, so let's get out of here and
get over to the village. Follow the forest path to the southeast. Watch for the
Crow sitting in one of the trees here and continue onward until the screen
dissolves and you return to the Overworld. Continue going south on this screen
while defeating Green Sword Soldiers. The building you can see here is home to
one of two Fortune Tellers in Hyrule (the other is near Lake Hylia). Link can
pay a fee to the Fortune Teller who will provide a clue as to what he should do
next. Since you're reading this guide the Fortune Teller is a bit unnecessary,
though feel free to use their services if you're interested. When you're ready
to go on, take the dirt road further south and pass under the wooden arch to the
next screen to reach Kakariko Village.

Ahhhh... such calming music, isn't it? Kakariko Village offers tranquility not
found elsewhere in Hyrule. Take a look at the Map and you will see a flashing X
very close to your position. This is the place the Sage at Sanctuary told you
about - the home of the village elder. The house in question is the first
building you'll come across, a large dwelling with a red roof and two doors. The
sign outside the house is intriguing; it says Link is wanted for kidnapping
Princess Zelda and demands he be turned over to the Soldiers. What outrageous
propaganda! Anyway, go inside the house and speak with the old woman who lives
here. She gives Link a brief story about the Master Sword but notes the elder
has gone into hiding since Agahnim began rounding up descendants of the Seven
Wise Men. She has no idea where he is but believes someone in the village should
know. Exit the house. (There's no need to check the other room as there's
nothing to collect or see.)

Right next to the elder's house is a small stone building with a green,
leafy-looking roof. Remember this - we will be coming back here momentarily. Go
as far west as you can go on this screen, walking past a lone tree, alongside a
dirt path below some pink shrubs. At the far end is a hill with a cave opening
below it. Ignore the cave and instead climb onto the hill. Much of the edge is
blocked off, but the very end of it has a fence post with a small opening that
Link can squeeze through. Right below this opening is a hole in the ground - a
well. These are inaccessible to Link from ground level and must be accessed from
a higher point. Have Link jump from this opening and fall into the well.

Inside this cave are four treasure chests and two pots. Open the chest beside
you to acquire some Bombs [TC008]. BE CAREFUL when you use these! You have
exactly three and we are going to use each one in a specific way, starting right
here in this cave. If you look along the north wall, to the left of the three
remaining treasure chests, you should notice that part of the wall looks oddly
shaped and colored, like there are small crevices etched into it. This is a
bombable wall. Go ahead and switch to Bombs if you haven't already done so. Get
near the crack in the wall, press the Y button to lay a Bomb down, then back
away to a safe distance so you aren't hurt by the blast. The Bomb will go off in
a couple of seconds and reveal a secret opening. Go through this opening and
pick up the pots to receive Blue Rupees and Recovery Hearts. The treasure chest
[TC009] at the very end contains a Piece of Heart [POH02]! Return to the
previous room.

Open the remaining chests ([TC010]-[TC012]) and pick up the pots to receive
three Red Rupees and two Blue Rupees, respectively, for a total of 70 Rupees.
Jump down to the lower level behind you, wade through the pools of water over to
the right, and climb up the steps. Destroy the pots here for Recovery Hearts and
exit the cave.

We're now going to return to that stone building with the green roof I mentioned
earlier. Walk eastward, passing by the lone tree, and enter the green-roofed
dwelling. The dude inside tells Link that this place used to be a hideout for a
group of thieves whose leader, a guy named Blind, apparently really hated bright
light. At the back of the hideout is a stairway. Go down it to the basement.

In this room are four treasure chests all blocked by, well, blocks. This is a
classic Zelda block puzzle and requires strategic movements to get to the
treasure chests, each of which contains a Red Rupee for a total of 80 Rupees. In
keeping with the format of the treasure chest codes I'm using for this guide, I
will label the treasure chests from left to right as [TC013] through [TC016]. If
you mess up the puzzle, you can reset it by going upstairs and coming back down.

Remember, the chests are labeled from left to right. Here are the directions:

1. Push the block northwest of [TC015] down.
2. Push the block to your left further left so that it sits above [TC014].
3. Push the block southeast of [TC014] down.
4. Walk around chest [TC014] and push the block southwest of it down.
5. Push the block below [TC014] to the right to access [TC013], [TC014], and
[TC016].
6. To get to the last chest, push the block southeast of it north.
7. Finally, push the block just left of Link further to the left to get to
[TC015].

Once you've completed the puzzle and claimed your prizes, turn your attention to
the north wall. There is another noticeable dark line indicating a spot you can
destroy with a Bomb. With the *second* of three Bombs, blast this open (again
making sure to be far enough away to avoid damage). Beyond this wall are six
pots each containing a Blue Rupee. Open the treasure chest [TC017] to receive
yet another Piece of Heart [POH03]. We are on a roll! You can now go back
outside. By the way, the six pots in this room will respawn with Rupees every
time you leave the house and return to the basement. It's a great way to stock
up on money if you need it, but make sure to leave the house completely - this
trick doesn't work if you only go upstairs.

Back outside, it's time to collect more items. You should have well over 100
Rupees at this point if you've been following along with me. If you don't,
perform that Rupee trick I just mentioned until you have enough. Climb down the
steps in front of the green-roofed house and you'll come across a weather vane
on the right and a man in a turban sitting on a carpet on the left. This man is
a Street Merchant and he sells one and only one item: a Magic Bottle for 100
Rupees. Buy the Magic Bottle, the first of four you can collect in the game. It
sounds pricey, but these Bottles are great to have. They are used to store
captured Fairies which can automatically heal you up to eight Hearts if you get
a Game Over, or hold magic potions that can restore life and/or magic depending
on which potion you have. Having such items on hand will be crucial as you face
the game's more difficult challenges.

On either side of the village are houses with women pacing around outside them -
one woman is wearing a blue dress and the other is donning yellow. These women
sadly believe the falsehood that you have captured Zelda and will call for a
Soldier if you approach them. The Soldier will chase after you until you defeat
it, go inside a house, or leave the village. The women will also run inside
their houses and lock the doors, preventing you from going inside until you
leave the area. If you can access the eastern woman's house, on the back wall
you can find a picture of a familiar-looking character - some guy with a big
nose, a mustache, and a red cap with the letter M on it. What a fun-looking
fellow! If you grab onto this picture and pull back on it, four Blue Rupees will
pop out. Good way to make back a little bit of money spent on the Magic Bottle.

Just south of the eastern informant woman is a house with bushes blocking the
front door. Cut them down and go inside, where the man here will tell you about
the Zoras that live in far northeast Hyrule. It is said that they have a
treasure that can turn people into fish and he's eager to see that... okay,
moving on... Leave this house and go into the house directly west. A boy is
lying in bed here; this is the Bug-Catching Kid. As his nickname implies, he
loves catching bugs. Get closer to him and he will wake up saying he got sick.
Since he can't partake in bug-catching fun right now he decides to lend his
Bug-Catching Net to Link. Hooray! With this, Link can collect Fairies to store
in Bottles as well as catch Bees. You may have come across a Bee or two at this
point if you've been cutting bushes. Bees start off attacking you but if you
catch one in a Bottle and release it later, it will be on your side and help
attack enemies. Somewhere in Hyrule is a "Good Bee" that's said to be even more
friendly and powerful.
(NOTE: To select a Bottle, you first have to select the Magic Bottle icon on the
Sub Screen. Doing so brings up a special menu on the right side of the Sub
Screen for you to select the Bottle you want. To get out of this menu, press
either right or left on the Control Pad. I know, it's a little strange. In the
GBA port, each Bottle has its own slot on the Sub Screen without needing to open
a sub-menu.)

Leave this house and go south across the stone path to the bigger building.
There's a hidden door on this building's north side so go through it. You've
entered a tavern, behind its bar. You can't play bartender here, but you can
remove the pot blocking the treasure chest, then open it to receive a second
Magic Bottle [TC018]!

Exit the tavern through the way you came and keep heading west. You'll find a
man with a fashionable pink hat. As soon as you get near him though, he takes
off running in the opposite direction. You won't be able to catch up to him
until Link has the Pegasus Boots so ignore him for now. From here you can see
two people: an old woman sweeping in front of her house and a blue-haired boy to
your south standing right next to a water trough. Talk to the boy first. It so
happens he is the very person who knows where the village elder is hiding - or
as he calls him, the "grandpa." He marks the hideout on your Map, a place far to
the east on the other side of Hyrule. We'll make our way there in the next
subchapter.

Ignore the wooden hut for now and go west past the blue-haired boy until you
come across a cluster of bushes and another small wood hut with seemingly no way
inside. This hut is interesting because it's one of if not the only place in A
Link to the Past to have a bombable wall with no visible crack. We're now going
to use the last of the three Bombs we got earlier. Go to the hut's south side
and plant the Bomb in the middle of the wall. Viola! A hidden shack! Inside are
a pair of Rats and pots with little goodies. You can get four Bombs, five
Arrows, and Rupees. This is why I recommended saving that last Bomb - this way
you can collect more of them without actually spending money to do so. Neat,
huh? If you leave the hut and reenter, the goods under the pots will respawn (as
will the Rats) so you can max out your Bombs and Arrows to 10 and 30,
respectively. Link will need the Bow before he can use Arrows, but you may as
well collect them while you're here.

If you did not reserve that last Bomb (*tsk tsk*) and/or don't care to save a
bit of cash, then the alternative is to purchase them. Go back to the
blue-haired boy and head inside the wood hut next to him. This is an Item Shop,
one of a handful in the game. The shopkeeper inside sells three things: Life
Medicine for 150 Rupees, Recovery Hearts for 10 Rupees each, and 10 Bombs for 50
Rupees. In addition to the Bombs, should you have the money then go ahead and
purchase the Life Medicine, which will be stored in your newly-acquired Bottle.
This potion fully restores all your Heart Containers, but do note that you have
to consume it *before* you lose all life and get a Game Over.

Back outside, go north to the old woman sweeping in front of her house. She
doesn't have much to say other than that she trusts you despite Agahnim's lies.
Inside her house is a flock of Cuccos. Cuccos are peculiar creatures in the
Zelda franchise that are without a doubt immortal beings with powers far beyond
mortal understanding. It is possible to attack Cuccos with the sword. They don't
ever die, but if Link keeps attacking them they will eventually summon a horde
of Cuccos to wreak their fowl vengeance upon the young hero for daring to smite
one of their kin. It's honestly a hilarious bit of Zelda lore and you're welcome
to do it if you want to have a bit of fun. But given that they will hurt Link
and make him lose life, I don't actually advise it. Anyway, I'm sure you didn't
care to hear me talk about Cuccos. Now that you have more Bombs, you could use
one to blast open the patched wall on this house's east side. On the other side
is a small room with a treasure chest containing more Arrows [TC019], though you
probably don't need this if you're already filled to capacity. Exit the house.

Follow the stone path east and then head south at the corner where the Running
Man is. You should be back at the tavern. Enter it through its south door. Talk
to the old man sitting on the carpet in the corner here and he'll mention his
flute-playing son, who has gone to look for something called the Golden Power
and hasn't returned. The other man sitting at the bar tells Link about a
beautiful woman he met at a place called the Waterfall of Wishing. Essentially,
both of these men are sharing bits about the game that will be important later.

Leave the tavern and go east again until you come across a wooden arch. There is
another area of Kakariko Village that you can explore if you head one screen
east from this arch. The only thing to note on this screen is that it's the
location of the Smithery. The Dwarven Swordsmith inside this shop is a master of
his craft who can temper your sword, but he can't do it without his partner, who
has disappeared. For now, keep to the main area of the village and go south
under the wooden arch to enter a new area of Kakariko.

Go south past the first cliff and immediately head west at the lone bush (don't
jump down the second cliff). You'll pass by two buildings along this path: one
to Link's southeast on a lower level and the other to the northwest on a higher
level with steps you can climb to access it. The northwest building is the
village library (known as the House of Books in the game), though there's
nothing to see here for the time being. The southeast building houses a treasure
chest minigame very similar to the one back in the Lost Woods. At only 20 Rupees
it is cheaper to play but the prizes aren't as rewarding (1 Rupee, 20 Rupees, or
50 Rupees). Your odds are only slightly better here as you have a chance to make
money or break even. Like with the Lost Woods location I personally don't
recommend this game, but it's your call.

Go to the southwest portion of the screen where you'll come across a long
red-roofed house that looks like it's cut off at the screen's edge - the other
half of the house is simply on the other side. Enter this house through the only
door you can access. Talk to the young man here (this guy makes me think of
Elvis... I think it's the hair). He says he has been fighting with his younger
brother and sealed the entrance to his room. I know brothers fight and all but
that's a bit much, isn't it? There is a very obvious crack in the house's left
wall, so we're gonna tell this guy to kick rocks. Blow open the wall with a Bomb
and free his brother. You can talk to each brother afterward but neither of them
says anything important. The real reason we're here is much cooler than settling
sibling squabbles. Leave the house through the younger brother's room on the
other side of the wall you blew up.

On the other side of this house is a maze, which the woman here will challenge
Link to complete within 15 seconds to receive a prize. As soon as the woman
tells you to go, start cutting the bushes going north, then take the second
left. Follow this path as far west as you can go, cut down three more bushes
going north, and turn immediately west again toward the sign. Turn south at the
sign and go to the edge of the fence where you'll see two bumps on the ground.
This is a shortcut! Push against these bumps and Link will leap over the fence
like he does when jumping off a cliff. This leaves your way to the goal clear,
where a blue-haired man and a Piece of Heart await. Getting through the maze
this way should take about eight or nine seconds, enough time to snag the Piece
of Heart [POH04]. With this in hand, you should have earned yourself another
full Heart Container, bringing your total up to five.

At this point, it's time to leave Kakariko Village and find the elder. Jump off
this bluff to the ground below and go east to the next screen. Continue moving
east across the screen until it scrolls again and you've left the village -
noted by the return of the Overworld theme.



*******************************************************************************
 [Z306.04] - SEARCH FOR THE ELDER
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  05/20               Pieces of Heart:  04/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|_ Bow and Arrows   _ Silver Arrows    X Boomerang        _ Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   _ Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         _ Ice Rod          _ Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            _ Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    _ Magic Mirror     _ Pegasus Boots    |
|_ Power Glove      _ Titan's Mitt     _ Zora's Flippers  _ Moon Pearl       |
|X Bottle #1        X Bottle #2        _ Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  _ Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield _ Red Shield       _ Mirror Shield    _ Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         _ Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|_ Pendant of Courage        _ Pendant of Power           _ Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Piece of Heart x1
- Ice Rod
- Magic Powder

********************

Although we're now looking for the village elder, there are additional treasures
we can collect so we're going to do that first. Follow the dirt path south until
you see two Blue Sword Soldiers. Defeat them if you wish, then take note of the
group of bushes blocking a path heading north here. Cut down these bushes and
proceed north into a grove. At the far end of this grove (called the Haunted
Grove in-game) is a boy sitting on a tree stump, playing a flute to a flock of
woodland animals. This is, in fact, the son the old man back in Kakariko Village
told Link about. If Link gets too close, the animals will flee and the Flute Boy
disappears. Where has he gone? You'll find out much later, but for now, return
to the previous screen. Continue going east, defeating the Blue Sword Soldiers
along the way and transitioning to a new screen.

On this screen is a Blue Soldier carrying a set of Bow and Arrows. Link can
block Arrows with his shield if you don't press any buttons (excluding the
Control Pad). Kill or move past the Blue Bow Soldier, going north to the next
screen. Keep going north and then east while fighting or sneaking by a trio of
Green Sword Soldiers. On the north end of this screen you can find a pile of
light-colored rocks. These piles can be destroyed if you run into them with the
Pegasus Boots. We don't have those yet so we'll have to ignore this for now, but
if you ever come back to it later you can smash this pile to reveal a hidden
grotto with a Fairy Fountain inside.

Keep going east until you scroll to yet another screen. Does this area look
familiar? It's Link's house! It might look a bit different without the
rainstorm. Should you need Recovery Hearts, you can collect them from the pots
inside the house. Defeat the Blue Sword Soldier walking around south of the
house, then continue south to the next screen to an area known as the Great
Swamp.

(NOTE: If you Save and Quit your game and return to it later, Link's house will
act as one of three possible locations you can spawn when in the Light World.
Sanctuary is the second location, while the third location is on Death Mountain
- we'll talk about that in a later subchapter.)

Follow the edge of the eastern cliff until you find a crack in the wall. Bomb
this section, then go inside to find a Great Fairy Fountain. These magical
beings can be found throughout your adventure and will helpfully restore you to
full health if you've taken damage; simply walk up to the Great Fairy to do
this. In addition to the Great Fairies, you can find smaller Fairies in
fountains of their own, under pots, or as prizes for defeating enemies. If you
touch a Fairy it will restore up to eight Hearts. You can also capture a Fairy
with the Bug-Catching Net and store it in a Bottle if you have one to spare.
Should you lose all your Hearts, the Fairy will automatically heal you, or you
can release it at your leisure. Throughout the walkthrough I will distinguish
between Great Fairy Fountains - referring to those with Great Fairies who can
fully heal you - and Small Fairy Fountains - referring to pools with small
Fairies, like the one near Link's house I mentioned a short bit ago.

(NOTE: You may notice that fairy is spelled as "faerie" in this game. It's an
archaic variation and was changed to the modern spelling in the GBA remake. I'm
using the latter spelling throughout the guide. ) 

Return outside to the Great Swamp and march through the grass toward the
southwest. This swamp is flooded with all sorts of enemies: Blue Bow Soldiers on
patrol, Crows waiting to ambush you, Green Bow Soldiers hiding under the grass
ready to surprise attack you, and a new enemy called a Toppo. This blue
rabbit-looking animal will jump out of the grass at random spots. You can defeat
it, but if you cut the patch of grass underneath its jumping-out spot, it will
fall back to the ground and lie there helplessly. Walk up to it and it will call
you a thief before dissipating in a puff of smoke and leaving behind a random
item such as a Recovery Heart, Bombs, Arrows, a large Magic Jar, a small Fairy,
or Red Rupees. Nifty!

Continue southwest until you come to a large stone building surrounded by water.
If you check the Map it's in the south-central part of the Great Swamp - you
really can't miss it. Go inside this building, which is actually a reservoir
called the Swamp Ruins. A treasure chest sits behind three blocks and a wide
trench can be seen below. At the other end is a door. The block puzzle is
designed to give you access to either the treasure chest or the door but not
both at the same time. You will have to exit and reenter to reset the blocks. If
you're after the treasure chest, push the left and right blocks up, then the
center block either right or left. The chest contains three Bombs [TC020].

To get to the door, make sure the blocks are reset, then push the center block
up so it blocks the treasure chest and push either of the side blocks further
left or right. Go up and through the door. In this room is what appears to be a
floating skull with red orbs circling it. This is called an Anti-Fairy. They are
very irritating little buggers that will take both life *and* magic if they
touch Link. The only way to defeat them is with Magic Powder, which you don't
have yet, so do your best to avoid it. On the north wall are two levers. The
lever you want is the east one. (The west lever will cause Bombs to fall from
the ceiling.) Pull back on the east lever and the dam holding back the water
will open, causing the trench to flood. You're done here so go back outside. You
will see that by opening the floodgates inside and allowing water to flow, the
entire pool of water surrounding the reservoir has nearly emptied. Sitting in
the shallows is a Piece of Heart [POH05] waiting for you to collect.

Fun fact: You can pick up the fish jumping around here. If you take the fish one
screen north and throw it into the deep, dark blue water, it will throw Rupees
your way as thanks. However, if you take it to the Street Merchant in Kakariko
Village (the one who sold you the first Magic Bottle), he will give you a
variety of Recovery Items including Hearts, Arrows, and Bombs. It's a neat
secret, but it's also out of the way of our next destination.

From the Swamp Ruins, head one screen east. Link will meet two new enemies: a
Sand Crab and an Octorok. Sand Crabs move slowly going up and down, yet quickly
when going side to side. Be careful not to let a Sand Crab touch you as it can
take off two Hearts. Octoroks are less predictable thanks to their quick
movements. Their main attack is firing rocks in four directions but the rocks
can be easily blocked with the shield. Sneak past or kill these enemies (each
takes one sword slash) and go on to the next screen.

Immediately look along the north wall to find a cracked spot you can destroy
with a Bomb, behind which is a cave. Inside are fast-moving, worm-like enemies
called Mini-Moldorms. You need to kill all four of them to open the locked door
at the end of the room, so begin by dealing with the one right in front of you.
As for the ones hanging on the sides of the room across the bottomless pits, you
can actually get to these by tightly hugging the south wall and walking across
to the other sides. (This only works with the south wall, so don't attempt it
with the north wall.) Defeat the rest of the Mini-Moldorms and the door will
open. On the other side is a Friendly Thief and four treasure chests
[TC021]-[TC024]. Talk to the Thief and he'll give you a whopping 300 Rupees!
Friendly indeed! Open the chests to receive Bombs, Rupees, and Arrows. Leave the
cave and continue heading east along the shore of a large body of water - Lake
Hylia.

Keep following the shoreline east, watching out for enemies along the way. You
may also notice monsters pop out from the lake and spit fireballs at you - these
are Zoras. Link can't do much about them from way up here, so avoid their
attacks. When you get to the next screen you'll encounter a floating enemy
called an Octoballoon. Its gimmick is to explode into tiny versions of itself,
which it will do after it flies around for a bit or if you attack it. It's best
to bypass it and continue on your journey. Turn north and walk along the wall
until you come to the end of the coast. Take down the Sand Crabs here and enter
the cave opening you can see here.

In this ice cave, use a Bomb on the north wall. The other side contains a Small
Fairy Fountain. If you have a spare Bottle or two, go ahead and capture one or
both Fairies. If you come back here later with the Pegasus Boots and run into
the Fairy statue, the Good Bee that I mentioned in the last subchapter will pop
out. You can capture this Bee later on if you want, but I don't personally think
having it on hand is worth much and recommend sticking with Fairies.

There's a door leading to another room of the Ice Cave, but it's blocked off on
the other side so go back outside. Set a Bomb at the cracked wall to the left to
blast open a hidden entrance to the Ice Cave, then go inside and progress
through the first room to the room beyond. Open the treasure chest to get the
Ice Rod [TC025]! The Ice Rod shoots a powerful blast of frost that can instantly
freeze some enemies, but it also uses quite a bit of magic power. It will come
in handy later, but for the time being stick with the Boomerang for stunning.
Now, leave the Ice Cave.

From here, return all the way to Link's house, using the Map if needed. Once
you're there, go east one screen. You'll come across a white bridge patrolled by
Soldiers. Before we continue with the main adventure, allow me to divert your
attention for a moment. From this bridge, go south to the next screen.

You'll arrive on the northwest shore of Lake Hylia. To your east is a cave
housing another Item Shop. Like all the other Item Shops in Hyrule, this one
carries Life Medicine, Recovery Hearts, and Bombs. In the southwest of this area
is Hyrule's second Fortune Teller. This is all there is of interest here, so
return to the previous screen.

Go north across the white bridge and onto another screen, defeating the Soldiers
along the way if you must. Quickly navigate northward through this rocky
terrain, which is swarming with Octoroks. In the next area, defeat the Blue Bow
Soldiers as you continue going north, cutting the bushes around the rocks to get
through.

Keep following the path northeast to the next screen until you come across a
Buzz Blob. Just beyond the Buzz Blob is a small house with a Witch standing
outside, stirring a cauldron. Go up to her, pull out the Magic Mushroom you
picked up in the Lost Woods, and press the Y button to hand it over to her so
she can finish her brew. She tells you to come back later, but all you actually
have to do is simply leave the screen and return. Go inside her Magic Shop and
pick up the bag sitting next to her Assistant - you have now acquired Magic
Powder! (Note that this permanently replaces the Magic Mushroom on the Sub
Screen.) Earlier I mentioned that you can use Magic Powder on Anti-Fairies. It
can be used on other enemies to varying results but bear in mind that it uses
small bits of magic power.

Notice the three potions available for sale here: You've already seen Life
Medicine in Kakariko Village but the other two are useful as well. The green
potion is Magic Medicine that can refill the Magic Meter and the blue potion is
Cure-All Medicine to replenish both life and magic to full capacity. You can
talk to the Assistant to receive a sample of the Life Medicine - handy if you
need a quick restore!

Leave the Magic Shop and head back west. If you use your new Magic Powder on the
Buzz Blob, it will turn into a goggle-eyed creature called a Cukeman. You can
talk to it, though it speaks in riddles. It can still shock Link if he touches
it, so make sure to stun it with the Boomerang first.

Retrace your steps back south through the rocky Octorok-filled area. When you
return to the white bridge, don't go across it. Instead, go east past the bridge
and onto the next screen. Further to the east is a cave housing a Great Fairy
Fountain. Visit her first if you need life, then head north one screen to enter
a canyon-like area. Keep going north, passing under archways and going up some
stairs, taking out Octoroks as you go, until you find a building sitting on a
lower area of the grounds. Check the Map and you will see this is the spot the
blue-haired boy in Kakariko Village marked. Drop down and enter this building.

Talk to the old man here to be introduced to Sahasrahla, the village elder!
Sahasrahla will tell you that to claim the Master Sword one must first collect
the three Pendants of Virtue. As a test of heroism, he wants Link to retrieve
the Pendant of Courage in the nearby Eastern Palace. He'll also provide the
locations of the other Pendants and the Master Sword.

Back in control of Link, pick up the pots at the north end of the room and
destroy the wall with a Bomb. On the other side are three treasure chests
[TC026]-[TC028]. The middle chest contains three Bombs and the two on either
side of it carry 50 Rupees each. With these acquired, leave the hideout.

Bring up the Map again - as you can see, the Pendant of Courage is indeed to the
east, very near your current position. For your convenience, the locations of
the other Pendants and the Master Sword itself are also shown. On the way to the
Eastern Palace you'll encounter new enemies called Armos, armored statues that
come to life when you get near them and attack by hopping toward you. You can
try slipping around them but if they come alive you can safely outrun them. They
take four sword slashes or two Spin Attacks to defeat.

From the elder's hideout, go up the stairs, east, then south until you come to a
fork in the road blocked by an Armos. Defeat it and continue southeast, coming
to another Armos blocking a set of stairs going down. Near this is a break in
the wall you can jump off from. Do so before the Armos has a chance to hit you.
Now, climb the set of stairs here and keep climbing, dodging around one more
Armos and a Blue Soldier, until you meet two Armos guarding a final set of
stairs. This is the entrance to the Eastern Palace, so head on up and through
the door to begin your first real dungeon.



*******************************************************************************
 [Z306.05] - DUNGEON I: EASTERN PALACE
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  05/20               Pieces of Heart:  05/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|_ Bow and Arrows   _ Silver Arrows    X Boomerang        _ Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         X Ice Rod          _ Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            _ Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    _ Magic Mirror     _ Pegasus Boots    |
|_ Power Glove      _ Titan's Mitt     _ Zora's Flippers  _ Moon Pearl       |
|X Bottle #1        X Bottle #2        _ Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  _ Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield _ Red Shield       _ Mirror Shield    _ Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         _ Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|_ Pendant of Courage        _ Pendant of Power           _ Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Bow and Arrows
- Heart Container x1
- Pendant of Courage

********************

(Two quick notes: 1) If you have been following along, you should already have
some Arrows. Since Arrows are useless without the Bow, it made sense not to
check them off until you acquired the Bow itself, which we're getting in this
dungeon. 2) Less important, this dungeon is referred to as the East Palace
in-game. Most fans, myself included, call it the Eastern Palace so I'm choosing
the more popular term.)

As the game's first true dungeon, the Eastern Palace is simple in its design as
is proper for a first level, so to speak. It contains a central hub from which
the other rooms branch out and getting through the dungeon requires looping this
hub a couple of times. After getting the Big Key and the Bow, it's off to the
second floor where the dungeon boss awaits. It's fairly straightforward and a
nice way to ease players into the game's dungeon concepts.

In this first room, you are presented with three doors to choose from. The east
and west doors lead to dead-ends so ignore them (unless you want the Green Rupee
each pot here contains). Approach the sealed center door and lift the pot to
find a gold circle under it. This is a Floor Switch. Have Link step on the Floor
Switch and the door will open. Go on through to the next room.

Proceed into the room and both doors will seal shut. The tentacled enemies here
are called Popos. They are slow, easy-to-kill creatures that go down with one
sword slash each. After disposing of them, notice the circular tile that appears
to be raised a bit? This is another Floor Switch, so step on it to open the
north door and head on through.

This large room has the kind of trap one might find in Indiana Jones. Swishing
noises announce the arrival of Cannonballs soaring down a narrow pathway from
north to south. Go down the steps and carefully enter this passage. Link can
stay safe from the small Cannonballs by navigating around them as they pass by
or by hiding into one of the side areas off the main path. Occasionally, a giant
Cannonball will come down and take up the entire path, requiring you to take
cover on the side until it passes. When you've safely made it across to the
north end, don't go up the steps yet and instead go west and turn south. Go up
the steps at the end of this passage, then cross the bridge to the east to find
pots and a treasure chest [TC029]. The chest has 100 Rupees and the pots contain
additional Rupees for the taking. Now, return to the north side of this room, go
up the steps, and enter the next room.

We've reached the hub of this dungeon. Advance forward and take the east path to
find a closed door and two pots sitting nearby, guarding a Floor Switch. Step on
the Floor Switch and go through the east door. Fight off Popos and new skeleton
enemies called Stalfos, who take two slashes to defeat. They will try to jump
away from sword attacks, so you'll have to get in a bit close and be timely with
your attacks to kill them. Go through the northeast door.

This room contains an Anti-Fairy. Sprinkle Magic Powder on it and it will turn
into a normal Fairy. The Magic Powder is the only way to defeat Anti-Fairies and
it comes with that neat trick, so if you need a Fairy then try using the Powder
on these annoying buggers. Under the center pot is a Floor Switch; press it and
go through the south door.

Open the treasure chest in this empty room to get the Dungeon Map [TC030]. Jump
down, head up the steps, and go out the west door, then west once more to get
back to the hub room. This time, take the west path. Repeat what you did
previously by stepping on the Floor Switch in the corner and going through the
now-open west door. Four Stalfos await you here, so take them out as you go
through the southwest door.

The doors seal shut in this room, which has bones littering the floor. Pick up
the middle pot and four more Stalfos will materialize. You can use the pots in
here to quickly destroy them. Unlike sword attacks, they won't try to dodge
objects thrown at them. When the Stalfos are defeated, head through the north
door, then open the chest in the next room to obtain the Compass [TC031]. With
this, you can view the location of the dungeon boss. Walk down the steps and go
through the east door.

Ignore the path going south here. The gray box on the wall is a telepathic tile
that you can use to hear messages from Sahasrahla. Read his message about using
the item in this dungeon against armored foes, then continue eastward. You're
now on the lower level of the hub room, but there isn't much to do here since
you don't have the Big Key. Try to not get too close to the north wall or you
will wake up the Green Eyegores. Go across the room through the east door.

You were in this room earlier but on the upper level. Walk south under the upper
walkways, take the steps up, and go through the door here. The next room is
shrouded in darkness save for the light from Link's Lamp. Quickly circle the
room clockwise to avoid the Anti-Fairies pursuing you. On the east side of the
room is a Popo and a Floor Switch. Defeat the Popo and step on the switch. If
you're fast you can go through the east door that opens before the Anti-Fairies
touch you, or just circle the room again if you don't want to risk that. The
room to the east is dark as well and houses several Stalfos. Take them out if
you can, then make your way to the northeast pot and remove it to find a Small
Key. Return to the previous dark room and continue following the path to the
west, killing another Popo, until you come to a locked door. Use the Small Key
you acquired and go through it.

You're out of the darkened rooms for now and are standing on the upper level of
the Cannonball room. Head west along the path and through the door at the other
end. This room contains Popos and Stalfos, one sleeping Green Eyegore, and four
Anti-Fairies circling a pot. So that's obviously important. The puzzle here is
to defeat all the other enemies which will cause the Anti-Fairies to fly away
from the pot. You won't be able to use the Magic Powder on these particular
Anti-Fairies. Start with taking out the Popos, then the Stalfos - but try not to
use any of the pots here to do so.

With the other enemies defeated, let's turn our focus to the Green Eyegore. When
you get close to it, the Green Eyegore will open its eye and chase after you for
a bit before closing its eye and becoming stationary again. They are tough
enemies that will take a total of eight slashes from your sword to kill... or
you can chuck a single pot at it for an instant-kill. Once the enemies are dead
and the Anti-Fairies disperse, remove the pot they were guarding and step on the
Floor Switch under it to make a treasure chest appear on the platform in front
of you [TC032]. Open it to receive the dungeon's Big Key. Proceed through the
north door.

Go down the steps and push the right block north, then go up the path and hang a
right, going through the door to return to the hub room. With the Big Key in
hand, go up to the Big Treasure Chest [BTC01]. Open it to receive the Bow! At
last we can use those Arrows we've collected. Don't hang around to celebrate
though because Stalfos will immediately drop from the ceiling! These unique
Stalfos will send their heads flying at you, which are totally invincible to
attack but will go away after a short bit of time. You can try beating them back
with your sword, navigating around them, or retreating to another room and then
reentering. Once they're gone, go up the north steps to the locked door. Link
can hop off the platform here to the large vases on either side; both will drop
him to a basement level where two Fairies are flying about. To get out of this
small room, step on either of the orange Teleportation Tiles which will return
you to the hub room. There's a likely chance that this will alert one of the
nearby Green Eyegores. Try out your new toy on them - a single Arrow fired from
the Bow will defeat them. When ready, open the locked north door to enter
another dark room.

If you check the southwest and southeast corners you will find torches. I
recommend lighting one or both of these to give you room to see. Kill the Popos
here, then take out both Green Eyegores using your Bow and Arrows. One of them
will drop a Small Key. Don't use this on the locked door yet. First, pick up the
northeast pot and go through the door. Jump off the platform in this room to a
lower level where you can collect 18 Blue Rupees (90 Rupees total) while dodging
the Anti-Fairies or turning them into regular Fairies. Go up the steps and
return to the previous room, then walk over to the west, pick up the pot, and
use the Small Key on the locked door to go upstairs to 2F.

Defeat or ignore the Anti-Fairies. Lift the southwest pot and step on the Floor
Switch, then go through the door. You can kill all three Green Eyegores in this
room if you'd like, but we really only need to worry about the bottom two. Kill
the bottommost one first and step on the Floor Switch it was guarding to open
the door ahead. Kill the middle Eyegore and go to the next room (the other
indented tiles are fake switches). In the room beyond, Link will be bombarded
with Cannonballs flying from every direction! There are four indented tiles in
this room. The northeast tile is the one you need to move forward, so weave
cautiously around the Cannonballs, step on the Floor Switch, and get through the
door as fast as possible.

Slay the Stalfos, then face the new Red Eyegore blocking the north door. Unlike
their green brethren, Red Eyegores are impervious to pots and sword strikes, so
only Arrows will do. Get its attention and quickly shoot it with two Arrows to
defeat it. Head through the door and take out the six Popos here before they
scatter. Hold off on the pots for now unless you really need more Arrows or
Recovery Hearts. Slowly approach the Red Eyegores - you will inevitably wake
both of them up, so back away quickly when you do and take them out one at a
time with Arrows. Upon defeat the north door opens. Grab anything from the pots
if you need them, then head on through.

*===========================================*
 Boss: Stone Guardian Sextet - ARMOS KNIGHTS
*===========================================*

(Ocarina of Time introduced cool titles for its bosses, a tradition that
continued in a number of games that followed. I always liked that concept so for
fun I came up with my own for the bosses of this game.)

As soon as you enter the room, the door will slam shut, and six huge Armos
Knights wait to do battle with you. They are basically more monstrous versions
of the Armos you saw outside. As soon as the fight starts, the Knights come to
life and bounce around the room in a pattern. The pattern starts with them
jumping in a wide circle, then moving in to form a smaller circle before
expanding out again. They end things by lining up along the north wall and
bouncing southward, then returning to their circle and repeating the pattern all
over. The best way to avoid getting hurt is to stay in either of the south
corners and pick them off one at a time.

Recall what Sahasrahla said about using the treasure in this dungeon to defeat
armored foes. Have the Bow handy and fire off Arrows at the Armos Knights. Each
one takes three Arrows to be destroyed. You can also use your sword, just note
that each Knight will require 12 slashes. Should you run out of Arrows, you'll
have to resort to the sword anyway. Once you have defeated five of them, the
last Armos Knight will literally turn red with rage and attack by leaping into
the air and trying to crush Link. This continues for the rest of the fight. If
you can, try to stay south of the Knight and pelt it with Arrows; the force will
send it flying back a bit and help you evade damage. Dodge it as much as
possible while shooting. Like its brethren, three Arrows will defeat it.

========

Once the final Armos Knight has fallen, grab the Heart Container it leaves
behind. A green pendant will fall from the ceiling - the Pendant of Courage!
Pick it up and the dungeon officially ends. As a bonus, your Life and Magic
Meters will fill to capacity, preparing you for your next task. Now that we have
the Pendant of Courage, let's take it to the elder!



*******************************************************************************
 [Z306.06] - TO THE DESERT
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  06/20               Pieces of Heart:  05/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        _ Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         X Ice Rod          _ Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            _ Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    _ Magic Mirror     _ Pegasus Boots    |
|_ Power Glove      _ Titan's Mitt     _ Zora's Flippers  _ Moon Pearl       |
|X Bottle #1        X Bottle #2        _ Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  _ Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield _ Red Shield       _ Mirror Shield    _ Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         _ Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        _ Pendant of Power           _ Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Pegasus Boots
- Piece of Heart x2
- Book of Mudora

********************

                         ~~~~OPTIONAL EXPLORATION~~~~

Before returning to Sahasrahla, I want to take a moment to point out an area of
Hyrule we would otherwise not explore. If you head directly south of the Eastern
Palace, you'll eventually come to a grove of golden trees. Continue further
south to a new screen. At the end of this area is a small light-colored rock
surrounded by wooden stakes in front of a cave. Deep within the cave is a Small
Fairy Fountain. As for the curious rock blocked off by the stakes, underneath it
is a mystical Warp Tile. What is a "Warp Tile" you might ask? I promise we'll
find out later on. You can't access this one anyway since we don't have the
tools to do so, and this precise Warp Tile won't be used much, if at all. Still,
as this is a completionist's guide I wanted tell you about it for your game
knowledge.

                                   ~~~~~~~~

Return to the elder's hideout by going down the steps of the Eastern Palace and
heading west, ignoring the Armos and hopping down from the ledge. Jump down
twice more and keep heading west until you're back at the hideout. Enter it and
speak with Sahasrahla. With the Pendant of Courage in hand, Sahasrahla
recognizes you as the hero of legend and shares a story about the Knights of
Hyrule. In addition, he hands over a valuable prize: the Pegasus Boots! By
holding down the A button and building up speed, Link can take off at a fast run
in the direction he's facing. He'll keep going until he either changes direction
or runs into an immovable object such as a tree or wall. Note that some trees
may drop things like Rupees, Fairies, or Apples (which restore life) but others
could be hiding a swarm of Bees that will attack upon being disturbed. Link will
also have his sword drawn as he runs, letting him mow down enemies in his path.
And there's one more cool trick - if he runs into certain cracked walls they
will break apart, saving you from using a Bomb. As you can see, there is much
you can do with the Pegasus Boots!

(NOTE: The Pegasus Boots are known as the Pegasus Shoes in this game, their
first appearance in the series. They were renamed in the follow-up game Link's
Awakening and have been called such since then, so I've opted for the more
well-known term.)

Before you go, Sahasrahla advises about an item in the cave east of Lake Hylia.
He is referring to the Ice Rod, which you already have, so you can move on with
your journey. (Gosh, it's like Link has precognition.)

We're now going to head back toward Sanctuary. While it's not really our main
destination, trust me on this. It's a little bit of a trek, so now is a great
time to break in your new running gear! Leave the Eastern Palace grounds through
the south, then go one screen west and one screen north to return to the
rocky-terrain screen. Continue north, then west across the wooden bridge, and
north again. At the north end of this screen is a lone bush. Underneath it is a
hole leading to another Great Fairy Fountain, the exit of which will take you
back to the Overworld. Keep going west, passing by the Cemetery, and you'll
return to the screen where Sanctuary is located.

From here, go west one more screen and curve around to the north so that Link is
on the bluff above the dirt road, then head back east to the Sanctuary screen.
You'll see a pile of five white rocks. Dash into the pile to reveal a secret
cave underneath, then open the treasure chest [TC033] to find a Piece of Heart
[POH06]. Leave the cave, then jump down from the bluff and return to Kakariko
Village using the same route the first time we went there.

(Optional fun: Once you've arrived at the village, go inside the house of the
blue dress-wearing informant to the west. You can find a Cucco underneath a pot.
If you sprinkle Magic Powder on this Cucco, it turns into a woman! She'll lament
her human form and tell you off for bothering her Cucco friends. Additionally,
you can use the Pegasus Boots to try catching the Running Man (the guy in the
funny pink hat outside the Sweeping Lady's house). There isn't anything integral
to either of these things, they just provide a little amusement.)

Head to Kakariko's southern area (make sure the screen transitions) and go
inside the northwest building with a book and quill above the door. If you
recall the last time you were here, this is the Library, or House of Books. Go
inside, then notice the green book lying on top of the left bookcase. Dash into
it to knock the book to the floor, then walk around and grab it. This is the
Book of Mudora, which can be used to translate ancient Hylian language. We need
this to access the next dungeon, so it's a good thing you picked it up now.

Leave Kakariko through the east and follow the path back to Link's house,
defeating Soldiers along the way. Go south to return to the Great Swamp and head
southwest until you reach a narrow passageway, near a sign that points to the
Desert of Mystery. Take this path one screen west. Kill the Spiny Beetle/Hoarder
under the rock here. At the north end is a man sitting next to a sign, which
kindly asks you to ignore said man. Back in the Lost Woods, you met a Thief who
mentioned that an ex-member was hanging out by the entrance to the desert - this
is him. For a bit of fun, you can pick up his sign and throw it. He'll berate
you for destroying his sign and follow you until you leave the screen.

Along the northern wall on the other side of this man is a cave leading to a
Great Fairy Fountain. Restore your life if you need it, then continue southwest
to enter the Desert of Mystery.

As you enter the vast desert, a Vulture will likely swoop from its nesting place
atop a cactus and fly around you. You can defeat it with sword strikes, but it
takes precise timing and movement. Begin heading north, passing by a cliff with
a large green stone monolith and moving around cacti and Landmines until you
reach a cave entrance. Head inside.

Go through the first room of the cave. In the second room is an old man similar
in look to Sahasrahla but dressed in green robes. This is Aginah, Sahasrahla's
brother (though this is not mentioned in-game). If you spoke with him before
obtaining the Book of Mudora, he would have provided some very interesting game
lore. However, for the sake of efficiency, I had you pick up the Book of Mudora
before coming here. For your interest, Aginah would have told Link about the
Great Cataclysm, an event foretold in an ancient prophecy. Part of the prophecy
states that the hero would "stand in the desert holding the Book of Mudora."
Aginah would end by recommending you get the book. Well, we already did! Link
truly has amazing psychic abilities, huh?

Lay a Bomb down in the very middle of this room's south wall. In the room on the
other side is a treasure chest [TC034] containing another Piece of Heart
[POH07]. We're done in this cave, so leave it the way you came in to return to
the desert.

Back outside, start heading west and be on guard for cacti, Landmines, and
Vultures. Along the way, you will likely encounter Geldmen, sand creatures that
will pop out of the ground and instantly charge toward you. Take them out with
two sword slashes, and you'll soon come to a platform on a raised bluff. Upon
the platform are three massive green statues that look like either turtle shells
or faces. In the middle of the platform is a stone tablet. If Link tries to read
it, the language is indecipherable. Pull out the Book of Mudora and, while
standing in front of the tablet, press the Y button to translate the language.
It says to make a wish to open the way forward. A short cutscene takes place
showing Link doing just that. Press a button to get out of the cutscene and the
statues will move, opening the north path forward. Take it and climb the steps
to reach the next dungeon, the Desert Palace.



*******************************************************************************
 [Z306.07] - DUNGEON II: DESERT PALACE
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  06/20               Pieces of Heart:  07/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        _ Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         X Ice Rod          _ Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            X Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    _ Magic Mirror     X Pegasus Boots    |
|_ Power Glove      _ Titan's Mitt     _ Zora's Flippers  _ Moon Pearl       |
|X Bottle #1        X Bottle #2        _ Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  _ Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield _ Red Shield       _ Mirror Shield    _ Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         _ Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        _ Pendant of Power           _ Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Power Glove
- Piece of Heart x1
- Heart Container x2
- Pendant of Power

********************

The Desert Palace is unique among the Light World dungeons in that it has
multiple entry points. The main entrance is the one you just came through, while
the east and west exits lead to different areas of the desert. Furthering its
special layout, you actually have to exit the dungeon to access its second
phase. Overall, the Desert Palace is more difficult owing to new enemies and
traps so be on guard.

Before we move on, I should note that once you have entered the Desert Palace
you are stuck until you find one of the other exits; the three statues outside
will have reverted to their original positions, trapping you.

As soon as you enter this vast entrance room, four Green Leevers will rise from
the sand-covered floor and slither toward you. They're slow-moving and take two
hits to defeat. They may burrow underground after a short period, only to try to
surface directly underneath Link and ambush him.

Begin heading north, but be wary. At the north-center of this room is a green
statue with a single eye circling it - a Beamos. If you are in this eye's line
of sight, it will fire a powerful and unblockable laser at you that can knock
out one whole Heart. You can't defeat Beamos statues so avoid it at all costs.
Sneak around the Beamos to the northwest hallway. Quickly pick up the pots here
and run around the corner before the deadly eye spots you, then head north to
the next room.

You'll meet a new foe called a Devalant. This red version will shoot three
fireballs at you. Devalants create small pits of quicksand around them when they
pop out. Getting too close to the quicksand will pull Link toward the Devalant,
so attack it from a slight distance but still close enough to kill it with the
sword. With the Devalant out of the way, enter the door ahead.

In this room, kill both a Green Leever and a Red Leever (they move slightly
faster than the green ones but are just as easily defeated), then use the pots
in this room to defeat the Eyegores after you wake them up. Under the
north-central pot is a Floor Switch. Step on it and open the treasure chest that
appears to get the Dungeon Map [TC035]. Leave this room the way you came, then
head west to the next screen.

Defeat the Red Devalant and Leevers, then enter the north doorway. Another
Beamos is in this room, so quickly hide behind one of the southern lanterns. On
the northwestern lantern you'll spot a Small Key. Wait until you have a clear
shot then dash into the lantern to knock the Small Key down and grab it. Should
you wish, you can check out the Telepathy Tile on the wall to listen to
Sahasrahla's advice about collecting all the treasures in a dungeon. Go back
through the south door.

Use the Pegasus Boots to dash to the east end of the dungeon. In this corner are
three pots as well as two Leevers and another Red Devalant. Defeat them if you
would like. Do you hear a familiar "swishing" noise? This sound was heard in the
Eastern Palace, in rooms where Cannonballs flew across the screen. The sound is
coming from the other side of the east wall, which we'll get to in a moment. The
north door in this corner room leads to a trap room - the door will seal shut
when you enter and you'll be forced to fight off four Red Leevers and a Red
Devalant. The door will not reopen until you defeat them. There's nothing of
value in this room, so I advise against entering it except for filling out the
Map. Instead, go south.

Just ahead is a locked door. Use the Small Key you retrieved to go through it.
In the next room, take cover from the Beamos using the gargoyle statues, then
defeat the Popos to open the north door - be sure to grab the Compass from the
treasure chest before moving on [TC036]. Here is where those swishing noises are
coming from; sliding along both sides of the room are Cannons firing off
Cannonballs. Be nimble as you head north through this trap. On the other side is
a treasure chest containing this dungeon's Big Key [TC037]. Collect it, then
carefully return to the previous room, sneak around the Beamos, and go west.

                         ~~~~OPTIONAL EXPLORATION~~~~

This next part is only if you want to fill out your entire Dungeon Map, so skip
to the next paragraph if you'd prefer. Otherwise, as you come out of the Beamos
room, start heading south. You'll find more Leevers, a Red Devalant, and a Blue
Devalant - these don't shoot fire like their red cousins and are slightly
weaker. Go through the southeast door to find a room with a single Beamos and
one of the dungeon's secret exits. This one leads only to a dead-end. If you
choose to go outside, note that it is possible for Link to jump off the ledge
here, but it puts him at the lowest level of the Desert of Mystery. Getting back
inside the dungeon requires returning to the platform with the stone tablet and
using the Book of Mudora to open the entrance again so, you know, maybe don't do
that and just go back inside. :) Leave the room with the Beamos through its west
exit.

                                   ~~~~~~~~

We're now going to return to the northwesternmost corner of this giant room. For
reference, it's the corner area south of the room where you knocked the Small
Key from a lantern. When you get there, go through the west door. A Beamos
stands in the center, surrounded by pots. Unlike statues and lanterns, pots will
not keep you safe from the Beamos' attack, so you'll have to act fast here.
Quickly pick up the northwest pot to uncover a Floor Switch. Press it and
immediately dive through the north door before the Beamos sees you.

Go up onto the dais and open the Big Treasure Chest to obtain the Power Glove
[BTC02]. With this mighty gauntlet, Link now has the ability to pick up heavy
objects that he couldn't before! Return south and once more press the Floor
Switch under the northwest pot, then go back through the east door before the
Beamos has a chance to blast you.

Go all the way south here, sidestepping or defeating a horde of Leevers and Blue
Devalants, and enter the southwest door. Yet another lone Beamos guards this
room. The south door takes you outside the dungeon, while the north door is
sealed. The only thing in that room is a Small Fairy Fountain. Our destination
takes us outside, but if you want to get those Fairies then you will again have
to move quickly here. Stay out of the Beamos' sight as best as you can, then
take a look at the west set of blocks. Counting from left to right, push the
third block north. The door unseals, giving you access to the room on the other
side to get those Fairies. Once your business is concluded, leave the dungeon
through the exit to the south.

You're back in the Overworld for now. Go down the steps and head south along the
bluff. Don't jump down or you'll have to progress through the dungeon again to
get back here. At the southern end of this bluff is a Vulture guarding a Piece
of Heart [POH08]. Kill or ignore the Vulture and grab the Piece of Heart, which
should reward you with another full Heart Container and bring your total to
seven, then return north. Go past the dungeon exit you came out of and toward
the wall, heading east. You'll come to a cave entrance blocked by four white
rocks. Now that you have the Power Glove, you can pick these up. Do so on one of
the rocks, toss it away, and enter the cave to enter the second and final phase
of the dungeon.

A Beamos waits for you in this room. Move swiftly to the east part of the room
and push the lower of the three blocks either right or left, then hurry through
the door. This next room introduces a new trap: Flying Tiles, which, as
described, will rise up from the floor and hurl themselves at Link. Try to keep
Link standing in the doorway. If he stays here, the tiles can't reach him. 22
tiles in total will fly by. When they're all gone, pick up the southwest pot to
find a Small Key and use it to unlock the north door, heading upstairs to 2F.

Head south along this empty room to the next one. Defeat the Popos while hiding
from yet another Beamos and go through the door to the east. This long room
contains more Popos and THREE Beamos! (Yeah, the developers really oversaturated
the Desert Palace with these wretched things.) Fight off the Popos as you
cautiously head north until you come to a row of pots. The second from the right
pot hides a Small Key. Collect it and charge through the locked door ahead.

You encounter another set of Flying Tiles. Repeat the same doorway trick from
before until they go away, then go pick up the pot in the northeast corner to
find another Small Key and go through the next locked door. The room beyond
houses a single Red Eyegore, so wake it up and take it out with two Arrows.
After that... well, now what? There doesn't appear to be anywhere else to go.
What to do? Whip out the Lamp and light the four torches. The west wall will
slide backward, revealing a locked door - the door to the boss. Once you can
move again, grab Recovery Items from under the pots and go through the door to
begin the boss battle. 

*========================================*
 Boss: Subterranean Centipedes - LANMOLAS
*========================================*

You'll have to fight three of these creatures. They will surface from under the
sand and hurl bits of dirt in four diagonal directions. Getting hit with the
dirt will knock off one-half a Heart. If you are hit by one of the Lanmolas
themselves, they'll cost Link a full Heart of damage. That said, they are very
easy to avoid and the dirt debris is their only real attack. Each Lanmola will
briefly glide through the air before diving back into the sand and popping up
again in different spots. To defeat them, you must attack their heads. It's best
to concentrate on one Lanmola at a time. Be warned, after defeating two of them,
the third Lanmola will get nasty by moving faster and sending chunks of dirt
flying in all eight directions.

Link can use several items to defeat the boss. You might be tempted to try Bombs
but I wouldn't bother; the centipedes emerge from the sand faster than the
Bomb's timer and their movements are so random that throwing a Bomb is unlikely
to help either. Arrows are slightly better, although you still need to time your
shots perfectly. Each Lanmola will perish after four Arrows. If you opt to use
the sword, attack the Lanmolas aggressively when they surface. You could wait
for them to fly toward you, though I recommend chasing them down. You can snag
two or even three sword slashes before they dive. With the sword, each Lanmola
can endure eight hits. However, the best weapon against the Lanmolas is the Ice
Rod. While the Ice Rod's chilling blast moves slowly and uses considerable
magic, each Lanmola can be defeated with two shots. Talk about a brain freeze!
Whichever method you use, keep up the assault until all three are toast.

========

Pick up the Heart Container and the blue Pendant of Power that falls to the
floor. Congratulations on acquiring your second Pendant! We're well on our way
to getting the final one and ever closer to the Master Sword. Link's Life and
Magic Meters will refill and he'll be transported outside the entrance of this
phase of the Desert Palace.



*******************************************************************************
 [Z306.08] - WATERFALL, LAKE, AND MOUNTAIN
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  08/20               Pieces of Heart:  08/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        _ Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         X Ice Rod          _ Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            X Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    _ Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     _ Zora's Flippers  _ Moon Pearl       |
|X Bottle #1        X Bottle #2        _ Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  _ Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield _ Red Shield       _ Mirror Shield    _ Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         _ Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           _ Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Zora's Flippers
- Piece of Heart x3
- Magical Boomerang
- Red Shield
- Bottle #3
- Max Bomb Upgrade
- Max Arrow Upgrade
- Magic Mirror

********************

Before we go for the last pendant on Death Mountain, a bunch of items and
upgrades are now available for you to get. Our first destination is Zora's
Waterfall located in far northeast Hyrule. Make sure you have 500 Rupees at this
point. If you have been following this guide to the letter, you ought to have
plenty. Should you need extra cash, there is a place nearby you can use to
easily stock up.

Leave the Desert of Mystery through the southeast, then go north and immediately
curve to the first south you can take. With the Power Glove, Link can remove
these two large white rocks just as he can the small ones. (You may have seen
black/dark-colored rocks in your travels; Link needs a stronger glove to lift
these.) Pick up the southern large rock to reveal a hidden cave. Inside it is a
Friendly Thief circled by 10 pots, each containing a Blue Rupee underneath for a
total of 50 Rupees. The Friendly Thief mentions a cave east of Lake Hylia, but
you've already been there before - it's the Ice Cave. His message is really
informing you about the Good Bee. Anyway, the best thing about the cave you're
currently in is that the Rupees will respawn if you exit and go back inside, so
repeat this until you have at least 500 Rupees. You can also use the Power Glove
to remove the rocks the Spiny Beetles/Hoarders in this area are hiding under; do
so and collect the Green Rupees they drop. If you collect them quickly enough,
the Spiny Beetle will toss out a Red Rupee before disappearing.

With 500 Rupees in hand, it's time to visit a new area of Hyrule. Let's start by
heading to the Magic Shop (where we picked up the Magic Powder). By now you
should be fairly familiar with Hyrule's geography and comfortable with the Map,
so I'm going to be giving out fewer directions except for when reaching new
areas, but here are a few friendly handouts: Go northeast through the Great
Swamp and pass by Link's house going further east. Travel north across the white
bridge and through the rocky-terrain area, and keep going northeast to arrive at
the Magic Shop. Continue east beyond it, remove the large rock, and follow the
path to the next screen.

Ignore the Buzz Blob and dash into the rock pile. This creates an opening for
you to climb onto the bluff here and allow you to head north. Sneak by or kill
the enemies on this screen and jump down to the shallow water. Keep going north
until the screen dissolves and you enter a brand-new area of the world - this is
Zora's Waterfall. You'll know you're in the right spot if you're standing in a
river and the sound of rushing water partially drowns out the background music
(heh, get it? I'll see myself out...)

Zora's Waterfall is home to, well, the Zoras, an aquatic race of fish-people who
are hostile to outsiders. You have likely seen a Zora here and there around Lake
Hylia, but here they are abundant. Zoras will pop out from the water, indicated
by the whirlpools they generate when they appear. A Zora emerging from deep
water will shoot fireballs at you before diving back underneath, while a Zora
that surfaces in shallow water will chase you down. Take down any Zora that
comes at you; each one takes four sword slashes and the first one will always
stun them. Stay on the shallow path as you navigate this area. The nice thing is
that you won't lose life if you jump into the deeper water and you'll be sent
back to the spot from which you jumped.

Follow the shallow water path as far north as you can go. Along the way you'll
see a Piece of Heart sitting on an inaccessible ledge - we'll get that very
shortly. Once you've gone as far north as possible, head east and turn at the
first south. You'll encounter three forks in the path. The one you need is the
southernmost fork. Take this path all the way east and turn north. At the very
end is a waterfall. When you approach it, a giant Zora, known as King Zora, will
surface. He'll ask what you want, so say that you are here for the flippers. He
will offer them up... for 500 Rupees! (You *do* have enough to buy them,
right?!) Go ahead and make the purchase. It seems awfully expensive but the
Flippers are worth it, not to mention necessary. With Zora's Flippers acquired,
Link can now swim in the deep waters of Hyrule and has access to the magical
waterways King Zora mentioned.

Head south and into the deep water to begin swimming. The controls are basic yet
a bit janky. You can move Link in the same eight directions as walking, and
pressing the Y, B, and A buttons will make him swim faster. Have Link jump off
the small waterfall to the lower river. Follow the shallow path west to dry land
and keep going until you reach the Piece of Heart [POH09] we passed by earlier.
We're all wrapped up here, so go back east and into the water, hop down the
waterfall, then head west along the shallow water path to return to the entrance
to Zora's Waterfall. Leave through the south of the screen to return to the main
Overworld.

Stay in the water and circle around the cliff here. On the other side is another
waterfall. Swim into it and you'll discover a hidden cave. Inside the cave is a
small pool of water. This is the Waterfall of Wishing, which one of the old men
at the Kakariko Village tavern first told you about, and we are here to gain
ourselves two cool upgrades. Walk up to the pool and you'll be asked to throw
something in. You can then cycle through your items using the Control Pad. If
you toss an item into the pool, a Great Fairy even more grand than any you've
met will appear and return the thrown item to you. However, there are two items
in particular that she will upgrade.

Start by throwing in the Boomerang, then tell the Great Fairy truthfully that
you dropped it. She says she likes honest people and rewards you with the
Magical Boomerang - a red-colored, improved Boomerang that can fly twice as fast
and twice as far. Groovy! Note that this completely replaces your original
Boomerang. Now, wait until you are prompted to throw an item again, and this
time toss in the Fighter's Shield. Answer honestly again and she gives you the
Red Shield! Remember all those pesky fireballs the Zoras were hurling at you?
This shield is capable of absorbing those so hooray for you! (TIP: If you throw
in an Empty Bottle and answer truthfully, the Great Fairy will fill it with
green Magic Medicine.) With these acquired, leave the Waterfall of Wishing.

Now, since this walkthrough is based on how I play, I should tell you that this
is the point where I begin working on upgrading my Bomb and Arrow capacities.
This side quest costs a lot of money... 1,400 Rupees to be exact! It's expensive
for sure, but this is a completionist guide so I'm sharing it with you. Besides,
it's also just a good idea to do this; Bombs and Arrows are frequently used so
having extras on hand is helpful. You don't have to max them out right now - not
that you can anyway since you're limited to 999 Rupees at a time. Doing this
quest in batches as you collect more Rupees is much easier.

First, we need to head to Lake Hylia. Normally you would have to walk all the
way there, but with the Flippers we can get there much faster. From your current
position, swim south. You'll notice two whirlpools around here, one of which a
Zora emerges from. The other whirlpool, however, is different in that it neither
disappears nor does a Zora pop out of it. This is one of the magical waterways
King Zora told you about. (I also briefly talked about these back in subchapter
[Z306.03] before our first visit to Kakariko Village.) By swimming into one of
these special whirlpools, Link can quickly transport to different bodies of
water around Hyrule. This one happens to take Link all the way down to Lake
Hylia, so swim into it to be taken there.

When you reappear in Lake Hylia, swim northeast. You'll pass by an island.
Ignore this for now and keep swimming until you come to a river just off the
lake. Follow the river to the white bridge. Swim toward the bridge and you'll
see the screen transition; you're now underneath the bridge. Climb onto the
small landmass here and talk to the snoozing man. He will give you Bottle #3!
Leave this area and swim back to the island that we bypassed earlier. Climb onto
the island, then go inside the cave seen here.

Walk up the long hallway to arrive at a pool flanked by Fairy statues. Before
approaching the pool, look along the east wall to find a spot you can destroy
with a Bomb. On the other side is a Small Fairy Fountain - capture one in your
new Bottle if you want. This is one of the more accessible areas to catch
Fairies, so you can always return here to fill your Bottles if needed. Now,
return to the pool of water in the previous room.

This pool is known as the Pond of Happiness. It claims that by tossing in Rupees
you can increase your happiness. You have the option of throwing in 5 or 20;
throw in 20 (trust me, it's better to toss in the maximum amount every time).
You'll get a message that measures your happiness level and one of four possible
"luck" descriptors: Big Trouble, A Little Luck, Good Luck, and Great Luck. This
refers to a somewhat obscure luck statistic built into the game. Big Trouble
means that the next 10 enemies Link defeats will not drop any items, whereas
Great Luck means the next 10 enemies will all drop items upon defeat.
Interestingly, A Little Luck and Good Luck apparently don't have an effect.

Anyway, keep throwing in Rupees until you've tossed in 100. Another Great Fairy
similar in appearance to the one you met at the Waterfall of Wishing will
materialize. This is Venus, Queen of the Fairies, who offers you a choice
between carrying more Bombs or Arrows. The choice is ultimately yours to make.
For every 100 Rupees you throw, Venus will increase your Bomb or Arrow capacity
by 5. Once you've made your first choice, you'll be asked going forward to throw
either 25 or 50 Rupees, making it much less burdensome to reach 100 each time
(although the overall process is still tedious...). The highest maximum Venus
will upgrade your Bombs and Arrows is 50 and 70, respectively. Also, once you
reach 40 Bombs or 60 Arrows, Venus will graciously increase your total by 10
instead of 5. If you do the math, that means maxing out the totals is 700 Rupees
each, or 1,400 total.

If you have the Rupees to spare at this time then contribute as many as you can
and increase the maximum total of the item you want. As I said before, you will
not be able to do this all at once since you can only carry up to 999 Rupees, so
unless you really want to grind for Rupees and knock this out of the way now, I
recommend returning when you have extra cash to part with. For your convenience,
after we finish the next dungeon I will start including reminders at the
beginning of each non-dungeon walkthrough subchapter. Also, to prevent confusion
for the sake of the Adventure Checklist, the Max Bomb Upgrade and Max Arrow
Upgrade will be marked as complete from here on out. Please keep that in mind
when regarding your own gaming experience.

(NOTE: If you try increasing your Bombs or Arrows beyond their max totals of 50
and 70, respectively, Venus will return your Rupees and suggest you visit her
friend at the Waterfall of Wishing, which you just came from. In fact, I'm
convinced the developers placed that Whirlpool Waterway outside the Waterfall of
Wishing for the express purpose of hinting to players to come to this location
and find the Pond of Happiness. That the two Great Fairies look alike and are
friends reinforce that belief. It's a small but appreciated example of how to
reward players for their curiosity and willingness to explore.)

When you're done upgrading all you can (or want) at the Pond of Happiness, go
back outside. There is a hidden Rupee cache not far from here that we haven't
uncovered yet, so now is a good time to mention it since it could be useful for
collecting more Rupees. The cache is right outside the Ice Cave. Jump into the
lake and swim southeast. Follow the river around to the east until you come to a
dock north of the Octoballoon. Continue north until you return to the entrance
to the Ice Cave. Pick up the giant rock here to reveal the hidden cache. A
Friendly Thief lives here, and under the four pots are Blue Rupees. It's not
much, but like the cave near the desert the Rupees respawn if you exit and go
back in, so you can use both of these spots to grind for Rupees.

Once you've taken all you want, let's continue with our adventure. The next stop
is the Cemetery east of Sanctuary. From Link's current position outside the Ice
Cave, jump into the water to the south. Take the left path and dive off the
waterfall, then swim into the stationary whirlpool you see here. It's another
Whirlpool Waterway, and this one drops you off at the small pond west of
Sanctuary. What amazing shortcuts! Return to land and go east two screens until
you arrive at the Cemetery. Go inside, though be wary of the Red Spear Soldier
on patrol and the gravestones themselves. If you push a gravestone, a ghost
called a Poe may rise out and fly around. Poes can seriously hurt Link and take
a good beating, so if you unintentionally push a gravestone and make a Poe
appear, dodge it. Make your way to the northwest gravestone, lift the rocks
guarding it, and push it north to reveal a hole. Drop down into it.

Look familiar? This is one of the secret passage rooms in Hyrule Castle. Last
time we were here I mentioned the two cracked walls along the west side. You
couldn't do anything about those before, but now with Bombs and the Pegasus
Boots, these walls are no problem. Destroy one of the cracked walls, it doesn't
matter which. On the other side is a hidden room with pots and three treasure
chests [TC038]-[TC040]. The treasure chests on the sides contain extra Bombs and
Arrows, while the middle chest holds 300 Rupees! If you don't need to spend
these on anything, I suggest using them at the Pond of Happiness. Four of the
pots contain Recovery Hearts should you need them. Once you're done here, leave
the room through the way you came or destroy the other cracked wall, then
proceed to very last room of the passageway where the two levers are. Remember
to pull the one on the right, then pass through Sanctuary and back to the
Overworld. (NOTE: If you talk to either Zelda or the Sage, they will restore you
to full health.)

At last, it is time to head up Death Mountain. Go west one screen, then north
another. Toward the north end, behind a group of trees arranged in a V-shape,
are a pair of Buzz Blobs, a sign, and a giant rock blocking a cave entrance. (I
pointed this rock out when we were last here, on our way to the Lost Woods.) The
sign says not to enter Death Mountain without the King's permission but we're
gonna go ahead and ignore that. Pick up the rock - a Spiny Beetle/Hoarder may or
may not appear - and enter the cave.

It's dark in here, so use the light of the Lamp to navigate through the tight
passageways. Jump down from the ledge and begin heading north, then immediately
east at the first fork. At the next fork, continue going east. You'll come to a
corner where it appears you can only turn south. However, you can actually
squeeze through the tight crevice going north. Do so, then turn east on the
other side to run into an old man blocking the way forward. He'll request to
follow you, so go through the door to the next room.

As you move forward in this room, the Old Man asks Link to turn right but this
is incorrect. Instead, walk around the bottomless pit here and continue going
east. The Old Man also talks about the Golden Power, advising Link against
searching for it. When you've gone as far east as possible, the Old Man asks you
to turn right again (and shares information about his granddaughter whom Agahnim
kidnapped). This time listen to him and turn right at the fork so that you're
going south. Fight off any Keese that get in the way and head out of the cave to
arrive on Death Mountain.

Be on alert as you progress here; you'll encounter massive falling Boulders and
Deadrocks, fast-moving and erratic enemies that will knock off one whole Heart
if they touch Link. You cannot defeat a Deadrock with the sword. Trying to do so
will merely turn it to stone for a brief time, although this does allow you to
sneak by before it unfreezes and resumes running about. The only way to defeat a
Deadrock is to sprinkle Magic Powder on it to turn it into a Slime, at which
point Link can slay it with a single sword hit. Lead the Old Man until you reach
a cave entrance. The Old Man thanks you for your help and hands over the Magic
Mirror, which we'll talk about shortly. Follow the Old Man inside.

This dwelling is the Mountain Cave, which becomes the third and final point you
can respawn from when resuming your game in Hyrule. Like Zelda and the Sage, the
Old Man will restore Link's health if he talks to him. (He'll also refer to an
object called the Moon Pearl - keep this in mind.) Go north through the first
room of the cave and go east into the next one. Move south and around the
passage here and through the doorway, then hug along the south wall of the dark
room until you exit the cave.

You're back outside Death Mountain on a higher peak. Weave around the falling
rocks, heading west until you come to a ladder. Ignore the cave at its base (it
leads you back to the main part of the Overworld, near the first cave you used
to get here) and instead climb the ladder. When you've reached the top, go east
until you come to a cave entrance. South of this entrance is a break in the
mountain ledge where you can drop down. Position Link along this edge directly
opposite the cave and jump down. You should land on a small ledge right in front
of another cave. (If you fall past this ledge, then you were standing too far
east.)

Head inside the cave before you, then go north and up the stairs where you can
find a Piece of Heart [POH10]. You can check out the Telepathy Tile; Sahasrahla
tells you to find a way to the top of Spectacle Rock in order to get to the
Tower of Hera. This cave is, in fact, the inside of Spectacle Rock - named so
because the twin peaks resemble the shape of a pair of glasses. Now, drop down
into the hole on this floor. When you land, you can go east to find a Small
Fairy Fountain. Collect the Fairies if you want, then go northwest to the next
screen. Defeat or run by the Mini-Moldorms in this passage and go back outside.

Jump down from the ledge Link is standing on and head back west while dodging
the falling Boulders. Climb up the tall ladder again to return to the higher
peaks of Death Mountain. Head east past Spectacle Rock until you come across a
strange blue tile. This is certainly unlike anything you've seen yet. If you
recall after we completed the Eastern Palace, there was a short "Optional
Exploration" section that briefly mentioned magical Warp Tiles - this is one of
those tiles. Step onto it and watch as the world around you dissolves in a whist
mist.

When everything settles, you'll appear somewhere new, somewhere that doesn't
quite feel right. Ominous music plays in the background and a foreboding wind
strikes the air - you have been transported to the Dark World! This twisted,
tainted realm was once the sacred Golden Land where the almighty power of the
Gods was kept hidden, the relic known as the Golden Power, or as its better
known, the Triforce. What's more, Link has been transformed into a pink bunny!
You are utterly powerless in this form as you can't use any items or your sword.
Luckily, this area of the Dark World contains no enemies.

Feel free to check out the Map. As you can see, the Dark World looks very
similar to Hyrule save for notable differences. You're confined to this zone of
the Dark World for now. That said, there are a couple of areas to note. First,
just south of where Link appears in this land is a break in the edge of the
cliff. If you were to jump down from here you would find a cave, but there isn't
anything you can do in there yet. Keep it in mind for much later in your quest.
Second, at the far southwest of this area, on the lower peaks, is a cave hiding
a Great Fairy Fountain should you need it. Once you're done exploring what you
can or wish to, be sure to return to the point you entered the Dark World from.

Do you hear a funny sound? Walk around and you'll encounter a pair of odd
creatures: an angry, orange, demon-looking character kicking around what looks
to be a pink ball-like being, who is much more friendly. Both characters
basically tell Link the same thing; you need the Moon Pearl from the Tower of
Hera to keep your original form in this world.

Check out the ground these two characters are standing on. The shape of the dirt
here looks a bit familiar, doesn't it? It actually looks a lot like Spectacle
Rock in Hyrule. Have Link stand along the north side of this dirt formation and
use the Magic Mirror. You'll be transported back to Hyrule and returned to human
form. If you return in a good spot, you'll be standing on top of Spectacle Rock,
with another Piece of Heart [POH11] waiting for you to claim it. Take note of
the shimmering glow you left behind - this is a portal that can return you to
the Dark World, but it can only be used once. As you progress through later
parts of the game, you'll make ample use of the Magic Mirror and can use your
temporary one-way portal to get back to the Dark World. The portal will also be
marked on your Map so you can refer to where you left it.

Leap down from Spectacle Rock's north side and head east to the tall, massive
structure, ignoring the Deadrock on the way. Climb the steps to begin the game's
next dungeon, the Tower of Hera.



*******************************************************************************
 [Z306.09] - DUNGEON III: TOWER OF HERA
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  08/20               Pieces of Heart:  11/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         X Ice Rod          _ Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            X Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  _ Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  _ Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           _ Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Moon Pearl
- Heart Container x1
- Pendant of Wisdom

********************

In terms of linearity, the Tower of Hera is pretty basic. You briefly explore
its "basement" (which is actually the ground floor), but the rest of the time is
spent climbing level after level to reach the boss on 6F. The dungeon's
creativity lies in two new puzzle mechanics: Star Switches that shift floor pits
around, and Crystal Switches that either raise or lower certain barriers
depending on the color of the switch. To get through this dungeon, you will have
to use these two Switches to manipulate the rooms around you.

The dungeon begins on 2F. The way forward is blocked off by a series of blue
blocks, and sitting right in front of you is a Crystal Switch, which is
currently red. Strike it with your sword to turn it blue and the blue blocks
will lower. By contrast, the orange blocks in this room are now raised. This is
the function of the Crystal Switch - whichever color the switch is, the blocks
matching that color are lowered while the opposite-colored blocks are raised.

Note the stairways to the east and west. The east stairway is currently blocked
by orange blocks, so go down the west stairway to 1F. There are two Stalfos in
here and one of them has a red-tinged skull. Like all Stalfos, this one will
jump away from your sword slashes, but it will also check a bone at you in
retaliation. Take out both Stalfos, then turn to the Small Key on the floor
guarded by the Mini-Moldorm. Instead of turning the Crystal Switch red to lower
the orange blocks, use the Boomerang to retrieve the key. You need the blue
blocks to stay lowered for now and it's more efficient to get the key this way.
Go back upstairs.

Back on 2F, go north to the row of orange blocks, then turn around to face the
Crystal Switch near the dungeon entrance. Throw the Boomerang at it to lower the
orange blocks. On the other side is a statue with a Telepathy Tile on it.
Sahasrahla's message here is that the Magic Mirror can be used to return to the
dungeon entrance at any time. That's convenient! Go north to the platform and
grab the Dungeon Map from the treasure chest [TC041]. Watch out for the
Mini-Moldorm around here, as well as the fire-breathing, dinosaur-looking
enemies. These are Kodongos, and although they're enclosed in their pens, the
fireballs they spit can seriously hurt. Thankfully the fireballs aren't
difficult to dodge and the Kodongos can be killed with a single sword strike
each, so do so and then go northwest. Unlock the door here and go downstairs.

This room contains Flying Tiles, like those in the Desert Palace. You won't be
able to avoid them by standing in the stairway this time, so either take them
out one by one or try to dodge them and let them smash into the wall. Once
they're gone and the east door opens, hit the Crystal Switch in the corner to
lower the blue blocks guarding the door and go through. Slay the Mini-Moldorm
and strike the Crystal Switch to lower the orange blocks. Kill or ignore the
other Mini-Moldorms and go south. Get rid of the Red Stalfos in the next room.
Don't lift the pots yet; instead, take out the Lamp and light the four torches.
Doing so will make a treasure chest appear [TC042]. Open it to get this
dungeon's Big Key! Remove the pots in the corners to find recovery Magic Jars.

Your next goal is to go up the east stairway on 2F. It would be nice to get
there quickly... remember what Sahasrahla said? Pull out the Magic Mirror and
use it to return to the dungeon entrance. Cool, right? This is a useful trick if
you need a hasty getaway or have to leave the dungeon and don't want to walk all
the way back to the entrance. Be warned, though, that the opposite is true - to
get back to where you were in the dungeon, you'll have to progress on foot.
Anyway, once you're back at the entrance, hit the Crystal Switch to lower the
blue blocks and go to the east stairway. Hit the switch again to lower the
orange blocks and head upstairs to 3F.

You encounter more new enemies known as Hardhat Beetles. They come in two
colors: blue and red. You'll encounter the red variety later. The blue ones here
take three strikes from the Fighter's Sword to defeat. Don't bother with
anything other than the sword, as they are impervious to all other weapons.
Striking the Beetles will cause both them and Link to bounce back. You'll want
to take care when doing this as it may cause you to fall into one of the pits
and back down to the floor below. If your angle is good, you can knock the
Hardhat Beetles into the pits as well. Defeat all three of them to open the
door. Regarding the Crystal Switch here, it should be red if you've been
following along. If it isn't red, make it so. In fact, at this point we will not
be hitting anymore Crystal Switches for the rest of the dungeon. I'll explain
why in a short while. Proceed through the west door.

Kill three more Hardhat Beetles in this room. The door ahead is blocked by a
raised blue block on one side. The orange block on the other side is lowered,
but there's a pit in the way. Take a look at the tile with a star engraved on it
over by the east door. If you step on this Star Switch, the two pits in the room
will move from west to east, giving you access to the lowered orange block and
the locked door. The Star Switch also moves to the other side of the room. Step
around it and go through the north door.

Navigate east through this next room as you kill more Hardhat Beetles. Don't
step on the Star Switch near here. Once you make it to the east side of the
room, you should see the stairway blocked by a pit and a set of blue blocks.
Again, don't hit the Crystal Switch here to lower the blocks. Instead, step on
the Star Switch to the north so that the pits move instead. With the pit out of
the way, go upstairs to 4F.

This large room is teeming with Mini-Moldorms and Red Kodongos. Head west,
making use of the pots to slay the Mini-Moldorms. A lot of the pots in this room
are hiding Rupees, so feel free to check under all of them to collect extra
money. Head to the center of the room and collect the Compass from the treasure
chest [TC043]. Next, check the Telepathy Tile on the Eyegore statue behind the
chest. Sahasrahla tells you to make sure you don't forget the Moon Pearl from
this dungeon. If you recall, both the Old Man who gave you the Magic Mirror as
well as the odd-looking characters you met in the Dark World mentioned the Moon
Pearl. This enchanted orb is the only way to keep Link in his human form while
in the Dark World, so it's absolutely critical that you get it. You can actually
see the Big Treasure Chest sitting on the north end of the room but we can't get
to it from this floor. To get to it, we need to go up to 5F. Head to the
stairway in the northwest, being mindful of the Kodongos, and go upstairs.

Start heading south in this expansive room, watching out for the spinning bar of
fireballs rotating around a block. This is known as a Guruguru Bar and was first
featured in the Super Mario series. Step on the Star Switch sitting next to the
Guruguru Bar to shift the pits in this room. You'll notice this room also
contains a number of round blue objects. These are Bumpers, named such because
if you touch them you'll be bounced backward. Getting caught in a series of
these Bumpers can be a nightmare, so do your best to get around them. You'll
also encounter your first Red Hardhat Beetle here. This sucker needs eight sword
blows to defeat. If you can, try knocking it and the Blue Hardhat Beetles into
the pits, possibly even making use of the Bumpers yourself.

Now, see the three pits in the northwest corner of the room? Jump into the
northernmost one. You'll fall through a series of large vases, floor after
floor, until you land in an unmapped room on 1F containing Fairies. Capture them
in Bottles if needed, then use the Teleportation Tile to return to 5F.

It's now time to collect the Moon Pearl. Go back to the west side of the
Guruguru Bar and step on the Star Switch. In doing so, a small pit will appear
in the north-center of the room. If you stand near this pit and check your Map,
you'll see that your position on 5F is directly above the Big Treasure Chest on
4F (indicated by the red rectangle). This next part is important: Be sure to
drop into the pit from its *north* side. When you land you will be right in
front of the Big Treasure Chest [BTC03]. Let the Spark pass by, then open the
Big Treasure Chest to get the Moon Pearl! Go south across the pair of Star
Switches. You can see why you needed to drop from the pit on its north side; the
switches cause a pit to appear in front of the chest and block it off. Go back
to 5F and head to the east side of the room.

Remember when I said we wouldn't be touching any Crystal Switches for the
remainder of this dungeon? On the east side of 5F is a group of pots surrounded
by orange blocks, which are presently lowered. DO NOT pick up these pots unless
you need life. Each one has a Recovery Heart under it and believe me when I say
that you will probably need to reserve these. At the northeast corner is the
final stairway of the dungeon and it leads to 6F. Head up the stairs to begin a
duel with one of the most maddening bosses in all of Zelda history.

*=====================================*
 Boss: Giant Erratic Annelid - MOLDORM
*=====================================*

If rage has a source, it's fighting Moldorm. This boss has been irritating Zelda
players for decades. The fight's difficulty has little to do with Moldorm's
actual strength and more to do with how hard it is to attack it. Although
Moldorm has no direct attacks of its own, it will charge unpredictably around
the floor it slithers on, and getting hit by it will send Link flying. Its hide
is so thick that hitting it with the sword also causes you to bounce backward,
similar to Hardhat Beetles. Compounding this is that the battlefield is on a
balcony suspended over a large pit. If Link gets knocked into the pit, he'll be
sent back to 5F and will have to climb back up to continue the fight. Worse yet,
falling to the floor below resets the entire battle, meaning all damage to
Moldorm is undone while Link has to nurse any wounds he receives. If Moldorm
knocks Link into the arena's central pit, he'll drop two floors to 4F. It's easy
to get knocked off so players must be quick and agile. 

Moldorm has one weak point: its twirling red tail tip. You need to hit the tail
six times, but the boss's quick movements make doing so tough. Stay light on
your feet - this is, after all, a battle of precise movement. Be alert as you
dodge and weave around Moldorm, then attack its tail when you have an opening.
You can try Spin Attacks, or just hack and slash. You may find it easier to stay
near the south wall where you at least have a cushion in case you get knocked
back. Once you've hit Moldorm five times, it will scurry even faster around the
room. This is the boss at its most dangerous, but also its most vulnerable.
Remain patient and wait for the right moment to strike its tail a final time,
bringing this chaotic worm to rest.

========

Grab your Heart Container and the red Pendant of Wisdom. Well done on acquiring
all three Pendants of Virtue! At last, it is time to take up the Master Sword,
which we'll cover in the next subchapter. The Life and Magic Meters refill and
you're dropped off outside the tower. Give yourself a pat on the pack for making
it this far; you've earned it after the fight with Moldorm. :)



*******************************************************************************
 [Z306.10] - THE BLADE OF EVIL'S BANE
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  09/20               Pieces of Heart:  11/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         X Ice Rod          _ Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            X Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  _ Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Master Sword

********************

REMINDER: If you have Rupees to spare, consider throwing them into the Pond of
Happiness to increase your Bomb and Arrow limits.

This is a short subchapter. Start heading west from the tower. Take note of the
bridge extending over a chasm on the north side - we'll come back to this much
later. (There is something on the other side that requires the Master Sword to
get.) Keep heading west, hopping down from the ledge, then either climb down the
tall ladder or jump off for a faster route. Enter the cave here (the sign near
it says this will take you back near Kakariko Village) and follow the passage
westward, fighting off Keese and dodging around bottomless pits as you do. In
the cave's next room, hug the west wall until you come to the exit. When you
exit the cave, you'll be standing above the cave entrance you used to first
enter Death Mountain. Hop off the ledge and head north, pass by the twin
Lumberjacks, and go northwest to return to the Lost Woods.

Check the Map and look for the flashing sword icon in the northwest corner of
the Lost Woods. This is your goal. Work your way through the Lost Woods until
you come across a hollowed-out log south of the Master Sword's location. You'll
know you've come to the correct one when going through it makes the screen
dissolve and you enter a clearing: the Sacred Grove. Harmless woodland creatures
will dash across the screen as you head north. At the very end is the one true
Master Sword - the mythical and powerful Blade of Evil's Bane. If you'd like,
you can use the Book of Mudora to read the inscription on the pedestal's south
side. Then, step up around to the north side and lift the Master Sword! It has
nearly twice the power of the Fighter's Sword, a longer reach, and comes with a
new feature: the Beam Attack. As long as Link has full life, he can fire off
beams from the tip of the Master Sword. This ranged attack has about as much
strength as the Fighter's Sword, though it's still nifty to use it against
enemies from a distance.

The fog clears from the Lost Woods and Sahasrahla contacts you telepathically to
congratulate you on obtaining the Master Sword, firmly believing you can take
Agahnim down. When you have control of Link again, leave the Sacred Grove
through the hollowed-out log to the south... but as you come out the other side,
Zelda contacts you with a desperate cry for help - the Soldiers are coming for
her! There's no time to lose; make haste to Sanctuary!

When you arrive, you'll spot the Sage lying on the floor. He'll say you arrived
too late and that Zelda has been taken to the castle, where Agahnim intends to
sacrifice her to open the final seal of the Seven Wise Men. (In actuality, it
doesn't matter how quick you are getting here, this is intended to happen.) The
time has come to face the wicked magician, so let's get over to Hyrule Castle.
With the castle gates open, you can march directly into the castle grounds.
Enter the castle through the same front door you used at the start of the game.

Not much has changed since you were last here. The same Soldiers still wander
the halls. But you are much stronger and these guys are no match for the Master
Sword. You can go east or west here. Either way, get onto the upper floor, then
head out the south door to reach the castle rooftop. Walk over to the central
door which is guarded by an energy barrier. With the power of the Master Sword
in your hand, strike the barrier to remove it from your path. Go through the
door to begin our next dungeon.



*******************************************************************************
 [Z306.11] - DUNGEON IV: HYRULE CASTLE TOWER
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  09/20               Pieces of Heart:  11/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         X Ice Rod          _ Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            X Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

(Nothing)

********************

When we last visited Hyrule Castle, it served as an introduction to the game's
dungeon design. Things are different now, though. You've grown in experience and
claimed the Master Sword, but the stakes are higher than before. Unlike the
other dungeons you've played through, Hyrule Castle Tower doesn't have a
complicated layout. Instead, you power through each room, fighting off a
gauntlet of Soldiers as you storm up the tower to reach Agahnim. It's a fitting
concept for the intensity of the moment. Stay focused on the task at hand -
Zelda needs you now more than ever.

Head to the next room where you'll meet two Gold Ball and Chain Troopers. If
your Life Meter is full, make good use of the Master Sword's Beam Attack on
these enemies. The beams will knock them back, keeping you safe from their
maces. It takes longer than striking them directly with the sword, but it'll
help keep your life intact. (I also recommend making heavy use of the
Boomerang's stunning capabilities.) Once they're dead, go east into the next
room. Take out the Blue Sword Soldiers that rush at you, then collect the Small
Key from the treasure chest that appears [TC044]. Use it to open the locked door
and go upstairs to 3F.

The next couple of floors are shrouded in darkness so proceed with caution.
Defeat the Blue Sword Soldier as well as the winged creature hanging around here
(called a Chasupa), then go west. This next room is a maze containing Blue Sword
Soldiers and Chasupas. You need to reach a small treasure chest on the west side
of the room; use the Lamp on a torch or two to illuminate the path. Grab the
Small Key from the chest [TC045], then go back through the maze and use the key
on the southeast locked door. In the next room, defeat or avoid the Blue Sword
Soldiers and head up the stairs to reach the 4th floor.

Follow the red carpet and go west, taking down or running past the Blue Sword
Soldier and Blue Bow Soldier. In the room beyond, move delicately across the
catwalks. Remember, you can knock the Soldiers into the bottomless pit for a
quick defeat. Go through the northeast door which will immediately shut behind
you, leaving you to fight off two Blue Bow Soldiers and one Blue Sword Soldier.
One of the Bow Soldiers drops a Small Key for you to use on the locked door to
go up to the next floor.

You're done with the dark rooms from here on out. Defeat the Red Spear Soldiers
and Chasupas to unlock the west door. The Telepathy Tile in the northwest corner
warns that you cannot attack Agahnim directly with the Master Sword and must
instead return his power back at him. We'll go over that in a minute. In the
next room, kill a pair of Red Spear Soldiers, and then even more Red Spear
Soldiers and Chasupas in the following room. Snag the Small Key that one of the
Soldiers drops and go through the east door. Either fight off or dodge the swarm
of Soldiers in this room and go through the stairway to 6F.

Push the west statue to open a path and once again either defeat or ignore the
trio of Soldiers as you progress to the next room. Head north along another
narrow path, using a sword and Boomerang combo to knock the Soldiers into the
bottomless pit. Go up the north steps, through a final stairway, and north one
more time to finally meet Agahnim. Unfortunately, there is nothing Link can do
but watch as the wizard successfully casts his spell on Princess Zelda. After
the cutscene ends, cut down the middle curtain that Agahnim retreated behind to
reveal a hidden chamber. Go through to begin your fight with the wizard.

*========================================*
 Boss: Priest of the Dark Order - AGAHNIM
*========================================*

(In the original Japanese text of the game, Agahnim is a priest. Nintendo of
America recharacterized him as a wizard to avoid overt religious references.
"Priest of the Dark Order" is the name of Agahnim's theme music on the
soundtrack and I love the sound of it so I decided to use it here. :))

Agahnim will teleport around the room for much of the battle. The first thing to
note is that you cannot physically harm the wizard with the Master Sword; if
Link touches him with the sword, he will be treated to a nasty electric shock.
The way to defeat Agahnim is to turn his magical energy against him.

Agahnim has three attacks to choose from. The first is a glowing fireball
projectile - the *only* magic attack Agahnim is vulnerable to. You must strike
the projectile with your sword to send it back at Agahnim to damage him.
Interestingly, you can also use the Bug-Catching Net to reflect it back. The
second attack is a ring of blue fireballs which will split into six smaller
projectiles if struck. His third and most devastating attack is obvious: When
Agahnim teleports to the north-center of the room he will unleash a blast of
lightning. To evade this, simply stand on the north side of the room. (There's a
small chance he may fire a different attack, though I do not recommend playing
the odds.) Successfully land six hits on Agahnim to defeat him.
 
========

Once you've delivered the final blow, another cutscene takes place. The world
dissolves around you in a flash of light as Agahnim delivers on a promise to
draw you into the Dark World...



*******************************************************************************
 [Z306.12] - CAST INTO THE DARK
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  09/20               Pieces of Heart:  11/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  _ Quake Medallion  |
|_ Fire Rod         X Ice Rod          _ Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            X Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Piece of Heart x2
- Heart Container x1
- Quake Medallion

********************

REMINDER: If you have more than 110 Rupees to spare, consider throwing them into
the Pond of Happiness to increase your Bomb and Arrow limits. Why specifically
110 Rupees? You'll see in a little while.

Welcome to the Dark World! You stand at the peak of a massive structure known as
the Pyramid of Power. Sahasrahla contacts you telepathically to provide some
background on this twisted world and urges you to rescue the missing Maidens -
the ones Agahnim sent here to break the Seal of the Seven Wise Men - and win
back the Golden Power. Only then will you truly restore peace to Hyrule. In a
way, this is what the game was preparing you for. Hyrule was basically child's
play while the Dark World presents more difficult challenges to overcome. With
twice the number of dungeons to explore, your quest has really just begun.

Before we press on, I want to briefly mention a couple of things. First to note
is that that my directions through this overworld will be less specific than
they were when getting around Hyrule. I will, of course, be thorough with the
dungeons, however you should be familiar enough with Hyrule's geography at this
point that if I direct you to an area in the Dark World then you should have an
idea of how to get there. After all, the Dark World may be a "new" land but it
mirrors the Light World's geography. You got this!

Second, remember that you can use the Magic Mirror to return to Hyrule. There
will be times we will be moving back and forth between the two lands so you'll
have plenty of opportunity to get used to the Mirror. If you return to a spot in
Hyrule that you otherwise should not be able to access (think inside a wall or
standing on top of an object) you'll be forced back into the Dark World. Using
the mirror around this area will take you back to Hyrule Castle. You won't be
able to enter the castle anymore and the grounds are now guarded by stronger Red
Spear Soldiers. Additionally, a new portal has opened up right under the castle
gate. Whenever Link crosses the gate, he will be immediately transported to the
Dark World. With all that out of the way, let's move on.

Begin heading down the steps in front of you, then take the east steps at the
fork. There are two breaks in the wall here. Drop down from the east opening and
circle the perimeter of the Pyramid to the north to pick up your first Dark
World Piece of Heart [POH12]! Your total Heart Containers should now be up to
10. Continue down the Pyramid and beware of the enemies walking around here. The
spear-throwing, pig-like Moblins are easy enough, but the Snap Dragon (a Venus
flytrap-looking monster) and the Hinoxes (Bomb-throwing cyclops creatures) will
give you a run for your money. If you're strapped for Bombs, Hinoxes will
usually drop some upon defeat. At the very base of the Pyramid are two trees;
you can dash into the west one for a Fairy. Additionally, you can pull on the
westernmost Agahnim statue along the wall of the Pyramid for four Blue Rupees.

Head one screen east and go north, fighting off the enemies here. You're
basically heading to where the Magic Shop is normally located in the Light
World. Along the way, note that the rocks here look like skulls. Most of them
are ordinary, but some of them are actually enemies called Stal, which remain as
motionless as the skull rocks they imitate until Link brushes against them. If
you encounter one, take it out with two sword slashes. As you get closer to
where the Magic Shop would be you'll meet a tentacled creature known as a Ropa.
They kind of look like a cross between Popos and Leevers, but Ropas are much
stronger. If they touch Link he'll lose two whole Hearts, so be careful around
them. The nearby building, located in the same spot as the Magic Shop, is an
Item Shop. In the Dark World, Item Shops still carry Life Medicine and Bombs
like their Hyrulean counterparts, but instead of Recovery Hearts they sell a
replacement Fighter's Shield. Keep progressing northeast past the Item Shop -
we're making our way to the same spot where the Waterfall of Wishing is located
in Hyrule.

Two more enemies debut around here: Slaroks and Ku, which are the Dark World
equivalents of Octoroks and Zoras, respectively. When you've gone as northeast
as the land will take you, you'll arrive at a place called the Lake of Ill Omen.
You should see a sign around here cursing anyone who throws anything into a
circle of stones. Isn't that curious? Well, we're obviously going to ignore this
request, right? Grab something - a skull rock, a bush, or even the sign itself -
and go down the steps and into the shallow water where you'll see the very
circle of stones the sign mentioned. Chuck the object you picked up into this
circle.

An irritated Catfish will jump out of the water and toss something your way in
exchange for leaving him alone. It's the Quake Medallion! This is one of three
medallions that can be found in the game, and each one imbues the Master Sword
with special powers. If Link uses the Quake Medallion, he will jump into the air
and stab the Master Sword into the ground, setting off a powerful earthquake and
killing smaller, weaker enemies while having interesting effects on others. It
uses quite a bit of magic power though, so use it sparingly. Don't try throwing
another object into the circle of stones. If you do, the even more annoyed
Catfish will blast a fireball at you.

Return southwest to the screen directly east of the Pyramid of Power. (For
reference, this would be the rocky-terrain screen swarming with Octoroks in the
Light World, east of Hyrule Castle. In the Dark World, this area is patrolled by
Moblins and a Hinox.) When you get there, go one screen south to encounter two
Blue Taros, a Ropa, and a Hinox. Defeat them and jump into the river using the
nearby dock. Follow the river east and south to reach Ice Lake, the Dark World's
version of Lake Hylia.

Ku appear in Ice Lake, as do new flying mushroom-type enemies called Zirros.
Blue Zirros like to swarm upon Link and are quick to fly away if you attack with
your sword (you can damage them if you're close and fast enough). Green Zirros
are more dangerous; they drop small explosives that will detonate upon hitting
the ground. They are, however, easier to kill than their blue cousins.

In the middle of the lake is an icy building (it's actually another dungeon that
we can't access yet). Just to the west of this are two oval-shaped patches of
shallow water. The northern one is surrounded by a circle of stones. Stand
roughly in the middle of the northern shallow water and use the Magic Mirror to
return to Hyrule. You should be standing on top of an island in Lake Hylia, with
a Piece of Heart [POH13] ripe for the taking! Grab it while minding the Buzz
Blob and go back to the Dark World. (If you fall off the island and into Lake
Hylia, you'll have to return to the Dark World via another portal to get back on
track with the walkthrough. For ease of reference, I recommend using the portal
at Hyrule Castle Gate.)

                         ~~~~OPTIONAL EXPLORATION~~~~

At the far east end of Ice Lake are a series of caves. (It's where the Ice Cave
is located in Hyrule, the place where you got the Ice Rod.) In the Dark World,
one of these caves leads to a strange hand-looking creature. This is a
storyteller, one of a few in the Dark World. For a fee, the storyteller will
give you a tip about the game. Honestly, these tales are superfluous when
following a guide. This "profitable story" is about a middle-aged man who used
to be a Thief. Since you've already heard about and even met this guy there's
nothing new.

Right next to this cave is a cracked wall, inside of which is a Great Fairy
Fountain. Outside these two caves is a giant boulder you can lift. Go inside to
find a Spike Floor trap with a Telepathy Tile on the other side. Crossing Spike
Floors causes damage unless you use the Magic Cape, which we don't have right
now. The Telepathy Tile isn't that great either; Sahasrahla states that if you
use the Magic Hammer on a frozen enemy you may be rewarded a Magic Jar. While
that *is* good advice, it's not worth going out of the way for it, much less
getting hurt by a Spike Floor in the process. Anyway, head back outside. South
of this screen is a stationary whirlpool - the Dark World's only Whirlpool
Waterway. This one takes you far to the north, near the base of the Dark World's
Death Mountain.

                                   ~~~~~~~~

With Piece of Heart #13 acquired (and if you're done exploring Ice Lake), it's
time to check out the Palace of Darkness Sahasrahla mentioned. If you check your
Map, you'll see a flashing crystal icon in the eastern reaches of the Dark
World, right in the spot where the Eastern Palace in Hyrule is located. Before
you go for the next dungeon though, do you have 110 Rupees to spare? If you
don't, return to the Light World and hit up one of those Rupee caches I talked
about in earlier subchapters.

When you have the Rupees you need, return to the land north of Ice Lake. Before
you reach the grounds surrounding of the Palace of Darkness, you can find
another Great Fairy Fountain alongside a cliff near a line of trees. As a matter
of fact, it's in the exact same spot as another Great Fairy Fountain located in
Hyrule south of the Eastern Palace.  

Next, go north to enter the area that is normally the Eastern Canyon in Hyrule.
Instead of a canyon, you'll be met with an impressive set of hedge mazes. Defeat
or dive around more Ropas and Snap Dragons as you follow the dirt path east. A
side path heading north guarded by six demon-headed statues leads to a temple of
sorts, inside of which is a character that looks similar to a small tree. This
sentient tree provides a little more info on the Golden Power and the man who
took it for his own, causing the Golden Land to transform into the Dark World.
This is also the first time the game mentions the Golden Power by its true name:
the Triforce. After talking to the tree, you can blow up the cracked wall in
here and find some skull-shaped pots hiding Recovery Hearts. When you're done,
go back outside and continue following the dirt path east and north.

A Ropa waits to ambush you at the entrance to the hedge maze, indicated by a
large arrow on the ground. Sitting in the golden trees around here is a bird
enemy called a Dacto. The Dark World equivalent of Crows, Dactos are much more
aggressive and persistent. They will dive-bomb you and keep on attacking until
you take them out or leave the screen, and they can knock off a whopping three
Hearts. I recommend trying to avoid them as best as possible since they're so
annoying to defeat. Follow the arrow sign into the hedge maze. At first, this
seems difficult to navigate. However, take a close look at the roof of the maze.
You can see spots where the roof is transparent; these mark the path forward.
Follow these transparent spots to get through this first part of the hedge, then
continue north and west. Kill the Ropa here and continue going west until you
exit the hedge maze. Go north again, slay another Ropa, turn right under the
hedge opening, then go southeast into a very large hedge maze. Follow the
pathway eastward. As you do, you may notice something start to follow Link.

When you come out the other side, you'll see you've been joined by a monkey! The
monkey introduces itself as Kiki and it loves Rupees beyond anything else in the
world. Give him the 10 Rupees he requests and he'll accompany you. Start leading
Kiki east, but be mindful of the enemies around here. If you get hit, Kiki will
run away and you'll have to go back and get him. You need him with you for now,
as he has a vital role.

Keep going east as far as you can, taking out or ignoring a Moblin and Hinox,
before arriving south of a building with a Ropa waiting to attack you. Kill the
Ropa, and if you check the Map you can see this is where Sahasrahla told you to
go. Go north under the hedge maze and up the steps to reach the building. As you
approach it you'll find the entrance completely sealed. Kiki offers to open it
for you for 100 Rupees. It sounds ridiculous, but it's the only way to get
inside so hand them over. Kiki will jump to the roof of the structure and press
a button, giving you access to your very first Dark World dungeon. 



*******************************************************************************
 [Z306.13] - DUNGEON V: PALACE OF DARKNESS
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  10/20               Pieces of Heart:  13/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  X Quake Medallion  |
|_ Fire Rod         X Ice Rod          _ Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            X Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|_ Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Magic Hammer
- Heart Container x1
- Crystal #1

********************

Like the rest of the land they reside in, the challenges of the Dark World
dungeons are a step up from what you faced in Hyrule. As the first, the Palace
of Darkness gives you a taste of the dangers to come. Puzzles and traps are more
complex and there is a significant increase in backtracking to finish the
dungeon. True to its name, the palace has quite a number of dark rooms where
enemies hide in the shadows, eager to ambush you. To top it off, the dungeon
showcases the Dark World's major upgrade in bosses, featuring one of the game's
deadliest boss battles.

The first room is similar to the Eastern Palace in that you have three doors to
choose from. Unlike the Eastern Palace though, each door leads you somewhere
(just to highlight how much bigger and more complicated the dungeons are moving
forward). Start by choosing the west door, stepping on the Floor Switch in the
corner to open it. The next room contains four pots and a Helmasaur, a small
masked dinosaur that immediately charges at you and will continue until
defeated. Its mask protects it from frontal attacks, although its backside is
vulnerable to sword slashes. You can also easily defeat it with one of the skull
pots. When it's vanquished, go down the stairs to B1.

In this room, a pair of statues called Medusas will shoot fire at Link. (I have
no idea why they're called that but it is the official name.) They can't be
destroyed so just dodge the blasts. Under the southwest skull pot is a Floor
Switch. Press it, then collect the Small Key from the treasure chest that
appears [TC046].

Use the Magic Mirror to return to the dungeon entrance. This time go through the
east door, then slay the Helmasaur and head downstairs once more. If you could
use a Fairy, sprinkle Magic Powder on the Anti-Fairy to receive one, then step
onto the Teleportation Tile to be taken to a new room in the dungeon. Turn the
Anti-Fairies into regular Fairies if you wish, and if you inspect the Telepathy
Tile on the north wall you'll get a message not from Sahasrahla, but Princess
Zelda! She urges you to hurry, though we're in no position to rescue her right
now. For now, destroy the south wall by either dashing into it or using a Bomb
and go to the next room.

A trio of Bari lurks in this hallway. They will periodically pulse with
electricity, making them invincible to sword attacks. Wait until they stop, then
take them out with the Master Sword - each Bari takes one hit. Alternatively,
you can fire an Arrow while they're pulsing to kill them. At the west end of the
hallway are a series of cracked walls and a cracked floor. Avoid blowing up the
leftmost cracked wall and the floor; this only creates a bottomless pit.
Instead, destroy the rightmost cracked wall and proceed through.

You'll encounter new enemies in this room. Known as Goriyas, they mimic your
movements. The Green Goriyas will move east and west in the same direction as
Link, yet in the opposite direction when going north or south. They are
susceptible to sword attacks. The Red Goriya moves in the opposite direction no
matter which way Link goes and is immune to the sword. Only Arrows will take
this fellow out. Further, if you directly face the Red Goriya, it fires an
unblockable energy blast at you. Focus on the Green Goriyas first by slashing
repeatedly at them until they die. To defeat the Red Goriya, you'll have to
trick it. Stand a good distance away, then turn to face the Goriya while
positioned a bit off-center so that it doesn't attack you. Shoot an Arrow in the
Goriya's direction, then quickly and just barely move so that the Goriya walks
right into the line of fire. Two Arrows will destroy the Red Goriya, opening the
north door for you to go through.

A conveyor belt extends across this long hallway, slightly hindering your
progress as you head north. Complicating this are silver Blade Traps sliding
from side to side. Before you get on the conveyor belt, destroy the Blue Bari
with an Arrow, or the Beam Attack if your Hearts are full. Then start walking
across the conveyor belt, weaving around the Blade Traps. If you stop moving the
floor will push you back, so keep that in mind as you pause to defeat enemies.
Take note that the direction of the conveyor belt switches halfway through,
pushing you faster to the north end.

On the other side of the room is a Red Bari, a stronger variant of its blue
cousin. It behaves the same way, though it comes with an added twist. When
attacked, it will split into two smaller versions of itself called Biri. The
Biri will also pulse with electricity from time to time. Defeat the Bari and the
subsequent Biris, then go up the stairs to 1F. Defeat a trio of Red Bari and
retrieve the Dungeon Map from the treasure chest [TC047]. Next, use Bombs to
open the cracked walls on both sides of the room. Fairies can be found in the
east room, while the west room holds a treasure chest containing a Small Key
[TC048]. Collect the Fairies and the Small Key, then use the Magic Mirror to
return to the dungeon entrance.

With two Small Keys in hand, it's time to go through the central door. Lift the
skull-shaped pots to find Bombs, then use one of the Small Keys on the north
door. Up ahead are turtle enemies called Terrorpins. Their impenetrable shells
make them immune to sword attacks so ignore them for now. Walk along the west
pathway while watching out for the Blue Bari and Medusa. Halfway across the
bridge is a spot with a cracked floor. Place a Bomb here to blow it apart, then
drop into the pit.

When you land, go around the corner of this upper landing to reach a locked
door. Unlock it and go upstairs, take the Big Key from the treasure chest
[TC049], and jump off this ledge using the gap to the right. Evade the
Terrorpins as best as you can, and as you walk around Stalfos will drop from the
ceiling to send their heads flying in your direction. Swipe them away from you
until they leave, then lift the lone skull pot sitting at the end of the long
line of blocks. Step on the Floor Switch to make another treasure chest with
another Small Key appear [TC050]. Retrieve it, then either use the Magic Mirror
to once again go back to the dungeon entrance, or step onto the Teleportation
Tile in the northwest corner which will take you to one of the B1 rooms.
Regardless of your choice, your goal is to return to the central chamber where
you got the Big Key. (If you opt for the Teleportation Tile, you can quickly get
back to the central chamber by going upstairs to 1F and pushing the gargoyle
statue out of the way - watch out for the Helmasaur.)

Once you're back at the central chamber, take the east path. You'll see two
blocks. Push the bottommost block off the gap in the bridge and go through the
north door. Grab yet another Small Key from the treasure chest [TC051], then
position Link at the north end of this platform. The arrow sign is actually here
to tell you that you can leap across the gap to the platform on the other side.
Do so, then head up the steps, go west and defeat the Blue Hardhat Beetle, and
advance north through the locked door.

Immediately get rid of the skull pots and book it across the walkway, which
begins to fall away into the chasm below. Two Helmasaurs will try to cut you off
but you should be able to get around them. If you fall into the chasm, you'll
start back at the south doorway and will have to leave the room and come back to
reset the bridge. You'll see the dungeon's Big Treasure Chest on the left as you
cross the bridge. When you've made it to the other side, open the locked door to
the left.

You'll enter a dark room populated with Green Kodongos. You can't see them in
the dark but you will be able to spot the fire they spit. Watch your step as you
navigate this maze. You can get Bombs from a treasure chest in the northwest
corner [TC052], though the real destination is the southeast corner. Open the
treasure chest there to receive a Small Key [TC053], then make your way north
along the east wall. You should find a small crack. Blast it open and go through
to find yourself on a small platform with the Big Treasure Chest [BTC04]. Open
it to get the Magic Hammer! With this, you can now take care of those pesky
Terrorpins. Go back through the dark maze room and through the northeast doorway
to return to the falling walkway room, then go through the east door.

Pull out the Magic Hammer and strike the ground surrounding the Terrorpins. If
they're close enough, the force sends them flipping onto their backsides and
exposes their weak underbelly, giving you the chance to slay them. Be sure not
to use the Hammer again if you're standing too close to them when they're turned
over. If you do, they will flip back onto their legs and pursue you more
aggressively. Take the Compass from this room's treasure chest [TC054], then go
downstairs using either stairway. In this dark basement room, dodge the
Anti-Fairies (or turn them into Fairies) and collect the horde of Blue Rupees
(270 total). Be sure to also collect the rewards from the two treasure chests
[TC055]-[TC056]; one holds a single Arrow and the other has a Small Key. When
you've collected everything, go back upstairs and head through the locked door
to the south.

Remove the west skull pot and take the Blue Rupee from this room's treasure
chest [TC057]. Don't use Bombs on any of the cracked walls or floor as there's
nothing here. Now, go to the west gargoyle statue and push it east out of your
way, trapping the Blade Trap and opening the way to the south door. Go on
through.

You'll find yourself back in a familiar room where Hardhat Beetles lie in wait.
Get them grouped near the corner of the suspended platform - you don't want them
hovering near the north middle edge. While they're hanging out in the corner,
quickly head west and leap off from the break to get to the platform in the
center of the room. Complicating matters here is a Bumper ready to send you
flying into the abyss. Kill the Hardhat Beetles or knock them into the pit, then
focus your attention on the Crystal Switch to the south. You can't reach it with
the sword, so use the Boomerang or one of the pots to strike it, turning it blue
and lowering the blue blocks to the east so you can move on.

Go to the north end of the room where you'll find six skull pots, three on
either side. Get rid of the east line of skull pots and you'll find a Floor
Switch under the last one. If you step on it, the north door will open, but it
closes as soon as you step off the switch. The key to this puzzle is to have
something heavy stand on the switch in your place. Go to the northeast gargoyle
statue and push it into the corner over the switch. The skull pots on the west
side have Recovery Hearts so grab them if needed and head through to the next
room to meet another set of Goriyas. Defeat these in the same way you defeated
the last group (remember to trick the red one into getting hit with your
Arrows), then move on to the next room.

Wait until the Blade Trap is out of the way before running over to the Crystal
Switch up ahead. Turn it red, then head east to come to a large Eyegore statue.
This seems to be a dead-end. If you shoot an Arrow into the Eyegore's eye, the
wall will shift and reveal a stairway. Take it down to B1.

The next series of rooms are covered in darkness. You'll find your way blocked
by a group of weird-looking laughing faces called Moles. They are harmless and
their only purpose in the game is to act as barriers. They are also aptly named,
as you must use the Magic Hammer and play Whack-A-Mole to get them out of your
way. Do so, and you may also find that the Hammer knocked a couple of Terrorpins
onto their backs. Defeat them quickly, then position yourself between the
lowered orange blocks and the raised blue ones. Strike the Crystal Switch to
lower the blue blocks and go through the west door.

Defeat the lone Terrorpin in this room and move onto the next one. This
following is swarming with six Terrorpins. I recommend trying to take out no
more than two at a time. Light the torches if you need them. Once they're all
defeated, go through the east door. In the center of this room is a
Teleportation Tile surrounded by blocks. Push the northeast block south and step
into the tile to go to another room in the dungeon.

You might recognize this room. It's where we collected a bunch of Rupees, but
this time you are within an inner section of the room you couldn't access
before. Head north, slaying four Terrorpins, until you reach the boss door. When
you're ready, go through the door to face your first Dark World boss.

*============================================*
 Boss: Infernal Masked Beast - HELMASAUR KING
*============================================*

This boss has enjoyed much praise from Zelda players. For one, it has a
fantastic design and looks exactly like the sort of menacing fiend you'd expect
to encounter in an evil land. Beyond that, it's a terrific fight and, frankly,
the first truly challenging boss battle. At the very least, the boss has more of
a chance of actually killing you.

Stay south of Helmasaur King at all times. The north wall is littered with Blade
Traps so you won't want to go there anyway. The boss has two main attacks.
First, it will spit out a fireball which splits into three copies, and each of
those will further divide into four. The fireballs all shoot off diagonally, so
stand at right angles of the fireballs so they can't hurt you. Helmasaur King's
second attack is its tail, which it will periodically swing at Link like a whip.
You'll get a short heads-up when it's about to swing its tail, as the tail will
begin moving faster to build up power. Avoid the tail by staying close to the
boss's face or keeping your distance.

Before you can damage Helmasaur King, you must remove the giant blue mask
covering its face. You can break off pieces of the mask with either the Magic
Hammer or Bombs. The Magic Hammer method is technically faster but it requires
16 total smacks to break the mask. It also means having to get up close enough
to hit it. On the other hand, five Bombs will destroy the mask, and you can
chuck Bombs at Helmasaur King from a distance, though this needs good timing.
Since the Bombs take seconds to go off and the boss constantly moves about, this
method ends up being a slower tactic versus using the Hammer. Once the mask
breaks off the monster's face is revealed. Its weak point is the obvious emerald
on its forehead. At this point, Helmasaur King also becomes more dangerous; it
moves faster and attacks more frequently. You can use Arrows or the Master sword
on the emerald - eight blows from either weapon will put this beast down.

========

Well done on conquering the first Dark World dungeon! Snag the Heart Container
and the Crystal that drops from the ceiling. The Crystal holds one of the
missing Maidens. Listen well to her tale about Ganon and the Triforce. After
she's done, your Life and Magic Meters refill and you'll return outside.



*******************************************************************************
 [Z306.14] - THE GREAT COLLECTION
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  11/20               Pieces of Heart:  13/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             _ Bombos Medallion _ Ether Medallion  X Quake Medallion  |
|_ Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|_ Shovel           _ Flute            X Book of Mudora   _ Magic Cape       |
|_ Cane of Somaria  _ Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            _ "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Piece of Heart x6
- Heart Container x1
- Bombos Medallion
- Shovel
- Flute
- "1/2" Magic Meter
- Magic Cape
- Cane of Byrna
- Ether Medallion

********************

REMINDER: If you have Rupees to spare, consider throwing them into the Pond of
Happiness to increase your Bomb and Arrow limits.

Now that we have the Magic Hammer, nearly the entire rest of the Dark World is
open to us. We could head off to the next dungeon now, but why hurry? There is
so much we can collect at this point! The dungeons continue to get more
difficult, so arming ourselves with more equipment and extra life isn't a bad
idea. And thus, the reason behind the name of this subchapter.

Go back through the large hedge maze where you met Kiki the monkey, then head
around the corners and to the south to leave the mazes altogether.

                         ~~~~OPTIONAL EXPLORATION~~~~

If you really want to explore every nook and cranny, you could head east from
the hedge maze entrance and then south to another screen. The only thing of
interest here is a cave where you can find a storyteller who looks like some
kind of bird. He will give you a game tip for 20 Rupees. The tip is about the
Lake of Ill Omen where we got the Quake Medallion, so this story is useless to
us at this point.

                                   ~~~~~~~~

Go south a screen from the entrance to the hedge maze, then go west to reach the
screen with a Ropa, a Hinox, and two Blue Taros. Defeat them and walk south to
the land bridge extending over the river. Blocking your way is a group of purple
stakes; pound them into the ground with the Magic Hammer so you can move on. If
you go south one more screen from here you can find another of the Dark World's
Item Shops. As a reminder, the Dark World Item Shops sell replacement Fighter's
Shields. This is good to note, because right outside the Item Shop is a
plant-like enemy known as a Pikit. The Pikit has a long tongue that it'll extend
toward Link in an attempt to steal Bombs, Rupees, Arrows, and even his shield!
The Pikit will drop the last item it eats upon defeat, so if it grabs your
shield and you act quickly before it can steal another item, you can recover
your shield. Should you lose the Red Shield, you could go to one of these Item
Shops, buy a Fighter's Shield, then go to the Waterfall of Wishing in Hyrule and
throw it in to receive a new Red Shield.

Anyway, back on the screen north of the Item Shop, head west one screen. You
will find yourself in the place where Link's house would be in the Light World.
Occupying this space in the Dark World is the Bomb Shop. The shopkeeper sells 30
Bombs for 100 Rupees, which isn't too bad if you're running low but it's a waste
of money if you haven't increased your Bomb limit to at least 30. You can buy
Bombs if you need them right now, but don't forget about this place - it'll be
really important much later.

(NOTE: You can find a Small Fairy Fountain on the screen west of the Bomb Shop.
It's in the exact same spot as a similar fountain near Link's house. Simply dash
into the pile of rocks with the Pegasus Boots to open the way to the fountain.)

Go south from the Bomb Shop to enter a new area called the Plains of Ruin.
Immediately sidle east along the wall here to find a crack. Bomb it, then talk
to the creature here to receive 300 Rupees! (As you might have guessed, this is
the Dark World equivalent of a Friendly Thief. In this land, Thieves are called
Pikku. You'll encounter less charitable Pikku later on.) Lay a Bomb on the
center wall behind the Pikku to reveal a hidden room with four treasure chests,
each containing a Red Rupee [TC058]-[TC061]. With 380 Rupees in your pocket,
this would be a great time to donate to the Pond of Happiness and continue
increasing your Bomb and Arrow limits.

Back outside in the Plains of Ruin, go as far southwest as you can until you
move to a new screen. This is where you would enter the Desert of Mystery in the
Light World. Defeat some Ropas here and head all the way west (defeating the
nearby Hinox if you must). You'll come to a dead-end wall surrounded by purple
stakes. Stand on the inside of the stakes near the wall and return to Hyrule via
the Magic Mirror.

When you return, Link will be on a plateau. Go west to the next screen, where a
green monolith stands at the end. We passed by this when we first entered the
Desert, and now that we can access it, pull out the Book of Mudora and use it to
read the ancient Hylian script on the monolith. Link will hold up the Master
Sword and be rewarded with the Bombos Medallion. When cast, Link will swing the
Master Sword to set off an immensely powerful firestorm that will kill almost
any enemy on screen. Like the Quake Medallion, it uses a considerable chunk of
magic so keep your eyes on the Magic Meter when you use it.

Be careful not to fall off the plateau as you head back into the magic portal.
Once back in the Dark World, return to the Plains of Ruin by going east one
screen, then move along the west wall as you head north to the next screen.
Remove the giant rock here to open the path forward and start going westward.
Fight off the enemies here, then take a look at the two easternmost trees; they
are following you with their eyes. If you touch either tree at what appears to
be a mouth at the trunk, you will be knocked back and they'll each spit out a
Bomb. After the Bombs explode, you can safely go up and talk to each of them.
The northern tree is friendly and offers info about the magical Warp Tiles
between Hyrule and the Dark World. The southern tree is far less approachable
and chastises you for bumping into it. These Talking Trees are scattered around
the Dark World and come in the two types I mentioned: the curious storyteller
and the irritated one who wants to be left alone. None of the trees have items
or Heart Pieces to give you or anything like that, they're just fascinating
world-building.

Next, tuck yourself into the southwest corner of the screen where you should
find a circle of bushes. You don't have to stand right in the center of the
bushes but at least be near them. Once more, go back to Hyrule via the Magic
Mirror. Link is once again standing on a higher ledge. Avoid the Landmine and go
inside the cave. There's a Piece of Heart [POH14] sitting behind the pots in
here so run on over and grab it!

Leave the cave and go back to the Dark World using the portal. Next, go north to
the large group of bushes. Cut them down and go north into a grove. (In Hyrule,
this is called the Haunted Grove.) In the center of the Dark World grove is a
peculiar character sitting on a tree stump. If you remember, we visited a
flute-playing boy very briefly early on in our journey. He was the one playing
his Flute to an audience of woodland animals in Hyrule's Haunted Grove, only to
mysteriously disappear if we got too close to him. This is that very same
character. Talk to him and he'll ask you to find his Flute for him. He says it
was buried near some flowers in Hyrule's grove and lends you his Shovel to dig
it up for him.

Before we press on, note that the Shovel is not a permanent item in the SNES
version of the game (this was changed in the GBA port). Once you find the Flute,
it replaces the Shovel for the rest of your adventure. It's a bit of a shame
because the Shovel would be really handy for digging up hidden Rupees and
Recovery Items. Then again, a lot of these items are plentiful. The point is,
you lose the Shovel once you get the Flute. You cannot skip getting the Flute as
it's mandatory for beating the game. Feel free to hold on to the Shovel for a
while if you'd prefer, but make sure you get the Flute before too long because
we're going to be using it regularly from now on.

All of that out of the way, go to the northwest part of the grove to find
patches of flowers. Whip out the Magic Mirror to return to the Light World, then
use the Shovel to dig up one of the flower patches here to uncover the Flute
(which, frankly, looks more like an ocarina than any flute I've ever seen). The
Flute Boy vanishes once more so now it's time to go back to the Dark World.
Approach the cursed Flute Boy and he'll tell you to give the Flute to "a tired
old man" in Kakariko Village. As his final request, he will ask to hear the
Flute one last time. Play it for him, and the boy will turn into a tree, more or
less kicking the bucket. Oof... that's dark. 

Let's fulfill the Flute Boy's dying wish by taking the Flute to Kakariko Village
(while also partaking in sidequests along the way). Don't go back to the Light
World just yet. Instead, leave the grove and follow the dirt path to the
northwest to reach the southern section of an area known as the Village of
Outcasts. As soon as you enter, you can see a building with a target and arrow
hanging above the door. This is the Shooting Gallery and it costs 20 Rupees to
play a round. The goal is to shoot five Arrows at the octopus targets moving
along the back wall from right to left, while hand-shaped objects move in the
opposite direction to impede your shots. Each successful shot nets you Rupees as
a prize and if you can hit the octopus targets without missing a single shot,
you will earn double the amount of Rupees. Here's a breakdown: 

1 target = 4 Rupees
2 targets = 8 Rupees
3 targets = 16 Rupees
4 targets = 32 Rupees
5 targets = 64 Rupees

This means you can potentially earn a total of 124 Rupees. Again, to compound
your prize you must hit the targets all in a row without missing. If you do
miss, your prize resets to 4 Rupees. It's not a bad minigame to practice your
archery with and earn a little profit, though remember that Rupees are the only
thing you can win here. And as I've mentioned previously, Rupees are not hard to
come by in this game.

On the screen to the west of the Shooting Gallery is the Treasure Field and a
fun activity called the Digging Game. The gamemaster will loan you a shovel for
80 Rupees and you have 30 seconds to dig in as many spots as possible. You get
to keep any treasure you dig up including Green Rupees, Blue Rupees, Red Rupees,
and Magic Jars. Hidden somewhere randomly in the field is the best reward: a
Piece of Heart. This prize changes spots each time you come back and play the
game. My advice is to keep digging the same spots every round until you dig up
the Piece of Heart [POH15]. It's pretty easy to find Rupees in this minigame, so
you're more likely to break even or make a profit, but sometimes it's just bad
luck and you may walk away with a net loss. Once you have the Piece of Heart,
leave the Digging Game screen and use the Magic Mirror to return to Kakariko
Village.

Things have changed since you defeated Agahnim. The peaceful village tune has
been replaced by the Overworld theme and Soldiers now patrol all over town.
Begin by heading to the screen where the Smithery (aka the Blacksmith's Shop) is
located. This is directly east of the main, northern area of Kakariko Village
which contains only the one shop.

We still can't do anything inside the shop right now. Instead, take a look at
the cave entrance south of the shop, as well as the hole in the ground right
next to the entrance. Right above the hole is a gap in the ledge you can jump
down from. Said gap is blocked by a wooden stake, so use the Magic Hammer to
pound it into the ground, then jump from the gap and into the hole. When you
land in the cave below, head north to the next room to find an ornate statue
with a chalice in the center. Walk up to the statue and sprinkle Magic Powder on
it. An angry purple bat will rise from the statue and condemn you for waking it
up. As punishment, the bat seemingly casts a curse on you. What he really does
is make it so that all your magic items consume half as much magic power. In
other words, this basically doubles the Magic Meter! It's a great upgrade to
have since you'll likely be consuming more magic in the upcoming dungeons. Leave
this room, then head west and out of the cave to return to the village. 

Go to the tavern where you found the second Bottle (make sure you enter from the
south side) and approach the tired old man sitting on the rug in the corner.
Play the Flute in front of him to deliver news of his son. Speak to him again
and he'll suggest playing the Flute for the "bird in the village square." He's
referring to the weather vane in the center of town, to the east of the Street
Merchant.

Head to the weather vane and stand in front of it, then play the Flute. In doing
so, the bird statue here will shatter and reveal a living white bird. This
special companion comes with the ability to fly you to one of eight locations
around Hyrule, making getting around much easier. All you have to do to summon
the Bird is play the Flute and your new friend will pick Link up and deliver him
to the location of your choice. We'll be making use of this throughout the rest
of the game.

We now need to return to the Dark World. However, instead of using the portal
left by the Magic Mirror, we're going to use one of the special Warp Tiles found
throughout Hyrule. From the weather vane, head to the northwest section of
Kakariko Village. You'll see two paths leading north to the Lost Woods - take
the westernmost path. Fight off the Blue Sword Soldiers and enter the Lost
Woods. Ignore the Blue Sword Soldier here and follow the forest path leading
east, then south back out of the Woods. Continue south; if you dash into the
lone tree you'll receive a large Magic Jar to fully restore the Magic Meter.
Pound the stakes into the ground, then pick up the small white rock to reveal a
Warp Tile and go back to the Dark World.

From where you warp in, head slightly north to the lone tree, ignoring the
ghostly Hyu (the Dark World version of the Poe), and cut down the horizontal row
of bushes heading west. You'll find another Talking Tree who wants to be left
alone. Defeat or dodge the Moblins and head south to reach the main area of the
Village of Outcasts. This part of town is crawling with Moblins, Hyus, Taros,
and Pikku (the Dark World counterpart to Thieves). Begin heading south, passing
by a Talking Tree, and check out the northwest building with a treasure chest
sign above the door, marking the spot of another minigame. Go inside.

The object of this minigame is to open two treasure chests of your choosing for
30 Rupees. Most of the prizes are junk items like a single Bomb or Arrow. The
best and much rarer prizes are 50 Rupees, 100 Rupees, and a Piece of Heart,
which as you can probably guess is why we're really here. The odds here are
probably better compared to the treasure chest games found in the Light World
and it's not that expensive to play. Like the Digging Game, the prizes shift
with each round so I recommend to keep opening the same two treasure chests each
game until you get the Piece of Heart [POH16], which will earn you a new Heart
Container (you should now have 12 total). With the Piece of Heart acquired,
return to the village.

Head to the northeast area of the village and go inside the house seen here.
Sitting around the corner at the north end of the house is a treasure chest
[TC062]. Open it to get 300 Rupees, perfect reimbursement if you spent a ton of
money on the Treasure Chest and/or Digging Games. Go back outside.

For your reference, there is Item Shop located directly south of you. You'll
have to pound a pair of purple stakes with the Magic Hammer to get inside. Like
most of the Dark World Item Shops, this one carries the usual wares of Life
Medicine, a Fighter's Shield, and ten Bombs.

Next, head to the south-central area of the village where you'll find an
enclosed shack surrounded by skeletal Cuccos. You can see obvious cracks in the
shack's south wall, so blow it up with a Bomb. Go inside and open the treasure
chest [TC063] to receive another 300 Rupees!

Stay in the Dark World and travel to the screen where the Cemetery is located in
Hyrule. There are two places to note along the way: 1) a Fortune Teller on the
screen directly north of the Village of Outcasts; 2) an Item Shop one screen
east and one screen south of the Fortune Teller. You'll have to hop over the
fences on the Item Shop's west side to get to its door. This Item Shop sells a
Red Shield, a Good Bee, and Arrows. It is, in fact, the only shop that carries a
Red Shield. Handy to know if you lose your Red Shield to a Pikit, although at
the price of 500 Rupees you'd be much better off buying a Fighter's Shield at
one of the other Item Shops and exchanging it for a new Red Shield at the
Waterfall of Wishing in Hyrule.

Anyway, if you're done exploring either of the above places of interest, keep
moving until you arrive on the screen I directed you to go, where the Cemetery
is usually found in the Light World. Here in the Dark World, this area is known
as the Ghostly Garden. Kill or sneak by the enemies here and head toward the
rock pile in the northeast corner. It seems to be blocked off by skull rocks
that Link can't lift yet, but if you look to the left side of the rock pile you
can see a lone bush. You can get to this by going around the statue. Cut the
bush and enter the small enclosed space. Position Link in either of the south
corners of this pen, then return to Hyrule via the Magic Mirror.

Watch out for the Poes flying around when you return to the Cemetery, then stand
in front of the gravestone you see here and dash into it to reveal a hidden
room. (If Link grabs the gravestone instead of running into it, you're standing
too close. Hold down the B button to draw power in your sword, then press down
on the Control Pad to back Link up a smidge until he's right up against the
rocks, then release the B button.) Go down into the chamber and head to the end
of the room to find a treasure chest [TC064]. Open it to get the Magic Cape!
This garment turns Link invisible at the cost of magic power. While wearing the
Magic Cape, he is totally invulnerable to damage except for falling into
bottomless pits. Interestingly, the Cape also lets Link walk through Bumpers -
those annoying traps we first saw in the Tower of Hera. Apart from being a cool
item to have on hand, the Magic Cape will be used in this subchapter alone. For
now, let's head back into the Dark World. 

Dash into the rock pile here for a Red Rupee should you want it, then cut down
the northernmost lone bush and go up the nearby steps to a small ledge. Use the
Magic Mirror to once again return to Hyrule and go inside the cave you
materialize in front of. The pots inside all contain Recovery Hearts or Bombs,
though what we're here for is on the other side of the wall. Blow open the north
wall with a Bomb and grab the Piece of Heart [POH17], then return to the Dark
World.

                         ~~~~OPTIONAL EXPLORATION~~~~

On the screen where Sanctuary is located in the Light World - that is, the
screen directly west of your current location - you can find a cave where
another storyteller dwells. For 20 Rupees, the octopus creature in this cave
will share that there is "great beauty" inside the Pyramid of Power, but the
entrance has been sealed shut and no standard Bomb can open it. Unlike the other
storytellers you may have met so far, this one actually shares information we
hadn't heard previously, so that's something.

                                   ~~~~~~~~

Our next place of interest is exactly two screens west and one screen north from
where you picked up Piece of Heart #17. Dash on over there, and when you arrive
you should recognize this area; in the Light World, this is where you first
entered Death Mountain. Approach the mountain, where you'll for sure spot a
Piece of Heart sitting on a high ledge. There's a sign here that says one who
wears the Cape will receive a Piece of Heart. Directly east of the sign is a
large rock. As you approach the rock, defeat the Dactos that will likely swoop
down at you, then pick up the rock and enter the cave.

Defeat the Hardhat Beetles in this room and try not to touch the Bumper, then go
upstairs to the next floor. There is a pit here leading down to the bottom floor
that seems impassable. You can cross it using the Hookshot, however we don't
have that nor do we need it. If you tightly press against the wall along the
northwest corner of the pit, Link can cross the tight space. Quickly remove the
skull pots before you lose your footing, then continue down the south hallway.
(If you have difficulty crossing the gap this way, you can come back here later
when you have the Hookshot.) Now, pull out the Magic Cape, activate it to turn
invisible, and simply walk through the Bumper. Remember to turn off the Cape so
you don't waste magic power, then go outside to claim the Piece of Heart
[POH18].

Jump down from the ledge and fight off the Dacto that will no doubt ambush you,
then go one screen north. In Hyrule, this screen contains the home of the twin
Lumberjacks, A. Bumpkin and B. Bumpkin. In place of their house in the Dark
World is yet another Item Shop, but as you likely have caught on by now, that's
not why we're here. Return to the Light World yet again. When you arrive, notice
the tree with a different shade of green leaves compared to the rest of the
surrounding trees. This is the very same tree the Bumpkins were cutting through
earlier. Dash into the tree and watch as the leaves collapse to reveal a hole in
the trunk that you can drop down into. When you land in the cave below, go up
the steps. On the other side is a Small Fairy Fountain, so grab a Fairy or two
if you want, then go through the east door to pick up another Piece of Heart
[POH19]! Jump down into the water and leave the cave through the south door.

Next on our agenda is the Death Mountain of both worlds, where we shall be
picking up two more items to add to our collection. For this next part, I
strongly recommend getting at least two Bottles of Magic Medicine either from
the Magic Shop or by tossing Empty Bottles into the Waterfall of Wishing. (You
can save time getting to either location by calling the Bird with the Flute and
having it drop you off at location #2.)

When you have the two Bottles of Magic Medicine, fly to location #1 on Death
Mountain. This will conveniently put you close to the Mountain Cave where the
Lost Old Man is hiding. Go through the cave the same way you did before. When
you get back outside, continue the climb by going up the tall ladder to the
west. You'll find new enemies known as Tektites populating this area. These
monsters get around by jumping and are quick to evade attacks. They're a little
annoying, but well-timed sword swings will take them out. (The Magic Hammer will
also make short work of them.) Step into the Warp Tile at the far east end of
the path to return to the Dark World. Directly south of where you warp in is a
break in the edge of the mountain. Have Link jump down from this ledge to the
one below, then go inside the cave here (known unofficially as the Treasure
Cave).

You'll discover a long tunnel where the majority of the floor is covered with
dangerous spikes. Walking across these causes severe damage to Link, but with
the Magic Cape, he can safely cross the spikes unharmed until he runs out of
magic power. First, use the Magic Hammer to slam down one of the Moles blocking
the way, then use the Magic Cape to become invisible. Head through this cave as
quickly as you can, making use of the Pegasus Boots where possible. At the end
of the Spike Floor is a very large block. Lift it, throw it away, and get onto
safe ground before your Magic Meter empties. Take the Magic Cape off and
approach the treasure chest [TC065]. Open it to receive the Cane of Byrna! This
staff creates a magical force field around Link at the cost of magic power. The
force field protects Link for as long as it remains active and has an added
bonus of damaging enemies upon contact. While the Cane of Byrna isn't needed to
beat the game, you might find its powers incredibly helpful against hordes of
enemies.

You'll no doubt have used up a lot of magic power getting through here, so
consume one of the Bottles of Magic Medicine to restore your Magic Meter. If you
didn't use the Cape or didn't pick up Magic Medicine, then I admire your daring!
You can collect Recovery Hearts from the skull pots if you need them. Don the
Magic Cape again and begin the walk back to the cave entrance. Since you'll once
again be short on magic power by the time you get back there, consume your
second Magic Medicine bottle. You see why I recommended getting two Bottles?
Anyway, head back outside, then jump down from the ledge. Go west to find a tall
ladder that allows you to return to the area where you warped in from Hyrule.
Get to the top of Spectacle Rock by returning to Hyrule while standing in its
Dark World silhouette. (If you talk to the NPCs, they'll commend you for
retaining your true form thanks to the Moon Pearl.)

Back in Hyrule, hop off Spectacle Rock and go north along the Tower of Hera's
west facade, then cross the bridge to the left. One the other side you'll find a
green monolith similar to the one in the desert. Take out the Book of Mudora to
translate its message and you'll receive the Ether Medallion, the game's final
magic medallion. With the Ether Medallion, Link can summon a powerful polar wind
that will instantly freeze most enemies on the screen. As with its companions,
it uses a considerable amount of magic power so remember to keep your eyes on
your Magic Meter.

                         ~~~~OPTIONAL EXPLORATION~~~~

This next part deals with checking out the as-of-yet unexplored eastern caves of
Death Mountain, where a number of treasure chests can be found. The prizes in
these chests are either Rupees or Recovery Items and I'm only including them for
the completionist's sake. If you aren't interested, skip the next six (6)
paragraphs to continue the main journey.

Head back east from where you got the Ether Medallion, going past the Tower of
Hera to the next screen. Defeat the Blue Tektite and avoid the Deadrock. Go
across the bridge, where you'll come to another Deadrock and a Red Tektite, a
stronger and faster variation. Pound a stake into the ground to move forward
while dodging the enemies. Along the south edge of the mountain are four breaks
to jump from. Leap from the westernmost break to land on a small ledge, then
enter the cave. Simply follow the path of this tunnel - known as Spiral Cave -
while fending off Mini-Moldorms and Blue Bari until you come to a pit at the
very end. Drop down to the floor below and open the chest to get 50 Rupees
[TC066]. Jump to the lower level and defeat the batch of enemies, then head
south out the exit.

Start traveling east as you come out of the cave. This area is swarming with
Tektites and Deadrocks so be watchful. (A note for your Hyrulean lore
collection: At the southernmost end of this area is a single black rock,
underneath which is another magical Warp Tile to the Dark World. You can't lift
it without the Titan's Mitt, but we'll be back way later to use this portal.)

Keep going east until you come to a pair of cave entrances. The west cave
appears to lead nowhere, but if you wade into the pool of water you can see a
pot sitting on a high ledge. If we had the Hookshot we could latch onto the pot
to access a Small Fairy Fountain. To be honest, this Fairy Fountain isn't that
easy to reach all things considered so I don't think it's worth coming here
after we get the Hookshot, but I wanted to point it out to you all the same.
Since we can't do anything here, let's go back outside and check out the east
cave entrance. When you enter, you're not able to get past the block and reach
the stairway on the other side, but if you follow the path to the west and blow
up the north wall at the end you can find an Item Shop. Feel free to buy
anything you need, then leave the cave and head to the southeast corner of Death
Mountain where you can find another cave entrance. Go inside.

Proceed into the cave, dropping into the east pit to the floor below. (The
stairway to the west will take you back to the top of Death Mountain but we're
not heading back there yet.) When you land, notice that you are now standing on
the other side of that room with the block and the stairway from the previous
cave. You may have also observed a peculiarity... in order to reach this room,
you had to drop from a higher elevation, which you accessed from a cave that was
on a *lower* level, geographically speaking, than the very cave you are
currently standing in... welcome to what players know as Paradox Cave! It's
named as such since the internal cave layout doesn't align with the external
geography. I have no idea if this was intentional or an error on Nintendo's
part, although it's kind of cool. Anyway, from where you are standing you can
spot not only a stairway going up, but a cracked section of the north wall. Blow
it open and head through to the other side. Snag Recovery Hearts from the pots,
retrieve three Bombs and 10 Arrows from the chests [TC067]-[TC068], then return
to the previous room and go upstairs.

After reaching the next floor, swing around through the door directly to the
west. The door will slam shut behind you and trap you in a fight with three
Mini-Moldorms. Take them out, then use the Boomerang on the Crystal Switch,
which will soar over the barrier here, to lower the blue blocks and provide
access to the five treasure chests ahead [TC069]-[TC073]. Each one holds 20
Rupees for a total of 100. Return to the previous room, jump into the pit, push
down the lone block, and go out the south exit. 

Return to the southeasternmost cave entrance and go up the west stairway this
time. Slay the Mini-Moldorms and go outside to return to Death Mountain's peak.
There's one last cave I want to point out before we leave. Go west along the
south edge. Counting the breaks in the edge from right to left, jump off the
third break. (It's the one directly to the right of the first break you used to
access the lower part of the mountain.) Enter the cave before you and go down
the stairway at the north end to find a small room containing Fairies. Feel free
to have your fill if you need them. This completes all there is to see on
eastern Death Mountain, so I hope you enjoyed yourself because we won't be back
here for a while.

                                   ~~~~~~~~

At long last, it's time to continue our quest and hit up the next dungeon. Call
the Bird using the Flute and fly to location #7 to be taken right outside the
Swamp Ruins. Ignore the Ruins for right now and go one screen north. We haven't
quite talked about this screen before.  In the water is Hyrule's third and final
Whirlpool Waterway - this one takes Link to the river northwest of the Magic
Shop. Go north past the Waterway and up against the north wall, then pound the
stakes into the ground. Defeat the Octorok and remove the rock to reveal another
Warp Tile. Return to the Dark world by stepping onto it. Get out of this
closed-off area by pounding down the purple stakes, then head south one screen
while going around a Pikit and some Zirros.

This screen contains a building similar to the Swamp Ruins. Defeat the enemies
here if you need to, then return to the Light World while on this screen. Go
inside the Swamp Ruins and head to the back room, then pull back on the east
lever to open the floodgate and drain the water outside. Return outside and go
back to the Dark World via the portal. You will see that the water around here
has also been drained. Now, climb the steps of the building before you to begin
the Swamp Palace.



*******************************************************************************
 [Z306.15] - DUNGEON VI: SWAMP PALACE
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  12/20               Pieces of Heart:  19/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|_ Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|_ Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|_ Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                _ Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Hookshot
- Heart Container x1
- Crystal #2

********************

Water dungeons tend to get an understandably bad rap within the Zelda fan
community. They're generally considered tedious, confusing, and/or way more
difficult than they ought to be. At least, this seems to be the view with the 3D
games. The concept makes its debut in this game, and I don't think it's too bad
in the 2D world. Your task in the Swamp Palace is to manipulate the water's flow
by pressing special levers. Doing so opens up pathways that will let you
progress further into the dungeon. It can be puzzling at first, but stick with
me and you'll get through it with no problem.

If you've been following along, we've never set foot here before. This first
room contains a flooded canal you can swim in, which is only made possible
because we opened the floodgate in the Hyrule Swamp Ruins and drained the marsh.
Across this canal to the northeast is a Telepathy Tile where Sahasrahla explains
this concept by describing how objects in one world can affect their
corresponding twin in the other world.

Swim to the northwest ledge, go past the Blade Trap, and defeat the trio of
Water Tektites. Head across the room and a bubble-like foe known as a Kyameron
makes an appearance. Once it fully generates out of the water it will zoom
around the room until it either hits Link or disappears, upon which it
regenerates. To prevent it from doing so, you can freeze it with the Ice Rod and
then smash it with the Magic Hammer. Take the Small Key from the treasure chest
[TC074]. Go through the north door down to B1.

You're almost instantly accosted by Water Tektites, a Kyameron, and a fireball
from a distant Medusa. Dodge around or kill the Water Tektites, then use a Bomb
to destroy the cracked wall at the end of the northwest alcove. Go through to
the room on the other side and take the Dungeon Map from the treasure chest
[TC075]. You may have noticed new enemies popping up from the shadows when you
walked by. These are Zols and they are extremely weak creatures that can be
defeated in one hit each. The only thing they really have going for them is that
they can sneak up on you if you stay still, so keep your eyes on the floor and
you'll be fine. With the Map in hand, return to the previous room, wade south
through the shallow pool, and pick up the southernmost skull pot to find a Small
Key. Use it to unlock the southwest door and go on through.

This room houses a Red Stalfos, a Blue Bari, a Red Bari, and two new traps: a
string of fireballs called a Winder, which moves unpredictably and changes
direction each time it encounters a solid object such as a wall; and a Yomo
Medusa, which shoots fireballs in your direction whenever you swing your sword.
With these traps in mind, defeat the Stalfos and Bari, then head down the steps
into the canal and go through the north door. Pick up the skull pot to find a
Small Key, return to the previous room, then go up the north steps and unlock
the north door to go into to the next room.

Take out the Stalfos, then pound the Moles to give you access to the lever in
the northeast corner. Stand on its east side and push the lever. This will cause
water to flow into the canal behind Link. If you want, you can blow up the west
wall, behind which you can find a Blue Rupee and a single Bomb under a pair of
skull pots. Go back to the previous room and jump into the now-filled canal,
then swim west and climb back onto dry land using the short ladder. Go through
the west door.

This large room acts as the dungeon's hub. Yet another new enemy makes its
entrance here: the Pirogusu. These tadpole-like monsters fall out of holes along
the walls and they're speedy swimmers. They take out two Hearts if they touch
Link, so if you encounter one take it out quickly. They also keep coming, so
don't worry about defeating each one you encounter. Head through the south door
as quickly as you can. In this room, notice the two blocks to the west. We need
to get to the other side of those. Follow the water clockwise while defeating
more Water Tektites and Pirogusu. When you get back to the blocks, push the
south one east to make a treasure chest appear [TC076]. Open it to receive the
Compass, then return to the hub room.

Go up the steps in the southwest corner and into the next room. Take advantage
of the skull pots in this room to defeat the enemies and prevent the Yomo Medusa
from shooting fireballs. Go down the steps into the canal and through the north
door to find a skull pot, underneath which is another Small Key. Retrace your
steps back to the hub room. Once there, head across to the northwest corner
(watch out for the Pirogusu) and unlock the door you see here. 

In the next room, defeat the Red Bari and Blue Stalfos, then strike the Crystal
Switch from its east side to lower the blue blocks (your sword can reach it from
here). Push the lever to fill the lower canal with water. Get back on the
Crystal Switch's east side and strike it again to turn it back to red. Our next
destination is the room south of here, although if you were to go there now
you'll find the way blocked off by raised orange blocks. We need the Crystal
Switch to stay red for an important task very soon, so get back to the south
room by returning to the hub room and going through the southwest door.

Jump into the water and swim west, then hop out of the water. The lone skull pot
at the north end has a Recovery Heart if you need it (you'll also pass over a
hidden Zol, so defeat it), then go through the west door. Defeat or bypass the
enemies and go down into the shallow water. Watch out for the Water Tektite and
Kyameron, then take a look at the Y-formation set of blocks to the west. Push
the south block west and the middle block north to open a way forward. Go up the
steps and make your way to the stairway leading to 1F.

Push the block away and watch your surroundings as you wade northward in this
room, dodging the multiple enemies and traps. At the room's north end you'll
find a pit on both the west and east sides, each guarded by a block that you can
push aside. Optionally, dropping into the west pit leads to a treasure chest
containing a Red Rupee [TC077]. If you choose this first, simply hop down from
the ledge after grabbing the Rupee, then head south and go back upstairs to
return to the upper room. The true goal is the east pit. Push the block away and
drop into it. When you land, you can pick up the skull pots to receive Blue
Rupees should you want them. Otherwise head east, passing over the recessed
orange blocks. (See why we left that Crystal Switch red earlier?) You can snag
even more Blue Rupees under all the skull pots in the next room, then grab the
Big Key from the nearby treasure chest [TC078]. Now, return to the hub room,
making use of the Map if needed.

When you arrive at the hub room, climb onto the large platform in the center
toward the Big Treasure Chest [BTC05]. Open it to get possibly the most fun and
versatile tool in the game, the Hookshot! This weapon fires a chain that will
latch onto certain stationary objects such as pots, rocks, blocks, bushes, and
chests and pull Link toward them. Similar to the Boomerang, the Hookshot can be
used to pick up Recovery Items from a distance as well as a weapon against
enemies - although the Hookshot can only move in one of four directions, not
diagonally. You'll find the Hookshot is even stronger than the Boomerang, being
able to one-shot a lot of enemies including Water Tektites and Pirogusu. Take
out the Hookshot and use it to latch onto the skull pot you can see sitting on
the east ledge. Link will shoot across the gap over to this ledge. Pick up the
skull pot further east to find a Small Key, then head back up to the central
platform. Go to its north edge and use the Hookshot to reach this room's north
side where you'll find a locked door. Go through it.

Start by going west in this room. Try out the Hookshot on the Red Bari here. You
can harm it even when it's pulsing with electricity, and it can be used on the
smaller Biri as well. Once it's defeated, lift the north skull pot to reveal a
Floor Switch. This one won't stay down by itself, so push the nearby gargoyle
statue onto it. Ignore the door here unless you want to fill out your Map; the
subsequent rooms lead to a dead-end. Instead, with the Floor Switch pressed
down, go to the east side of the room where you'll find a stairway going down
and a doorway leading north. Go through the doorway. Defeat the Red Bari and
proceed down the stairway at the end to go to B2.

After arriving on B2, you can pick up the skull pot to the south to find a
Recovery Heart. Next, push the lever to drain the pool of water, then go down
the steps and through the west door. From here, you can immediately head north
to the next room, but if you want some goodies head south first. Go through the
door here to find a room with skull pots and two treasure chests
[TC079]-[TC080]. Each treasure chest holds a Red Rupee and the skull pots
contain Recovery Hearts. Grab what you want, then return to the previous room
and go north into the following room.

There's a door to the north, but this also leads to a dead-end so ignore it.
Wade eastward through the water and take out the Water Tektites. Count the
blocks in this room from left to right, then push the third one east to make a
treasure chest containing a Red Rupee appear [TC081]. Next, look at the
waterfalls lining the north wall. Approach the one that is second-to-last from
the east wall and you'll find you can walk through it. Defeat the Blue Bari in
the next room, grab Recovery Items from the skull pots, and go up the stairs.

Defeat another Blue Bari as well as the Zols that appear - these, too, can be
defeated with the Hookshot - and go south. The large body of water up ahead is
slowly moving from east to west. It will make swimming with the current a breeze
while naturally making it difficult to do the opposite. Note the Water Tektites
swimming about; unfortunately, you cannot defeat the ones in this room with your
sword.

You can tackle this room the hard way or the easy way. The hard way would be to
jump right into the current and swim around the Water Tektites. The much easier
way is to use the Bombos Medallion to kill all the Water Tektites, making this
room far simpler to navigate. (Make sure all the enemies are on screen to knock
them out in one go.) In any case, jump into the current and swim against it
toward the east ledge. Hop out of the water and grab the Small Key from under
the skull pot.

Go back in the water and swim west with the current. If you'd like, you can hop
up to the central ledge and blow open the cracked wall to find more Recovery
Items. When ready to proceed, swim to the west ledge. Climb out of the water,
unlock the door, and go through the next room to encounter the boss.

*====================================*
 Boss: Gargantuan Scyphozoa - ARRGHUS
*====================================*

Similar to Helmasaur King, the battle with Arrghus features two phases. The boss
surrounds itself with small polyps called Arrgi and as long as these creatures
are around, you cannot harm Arrghus. In the first phase of the fight, you must
use the Hookshot to pull the Arrgi toward you and defeat them. Two sword slashes
each will destroy them and since you can only latch onto them one by one this
will take time. (NOTE: If you try pulling on an Arrgi while facing north, you
will likely get hurt. It's weird, I know, but it's due to how hitboxes work in
the 2D gaming space. Just try not attacking from this direction and you'll be
okay.) In the meantime, Arrghus will slowly float around the room toward you. It
has one attack during this phase; it will send its minion Arrgi swirling around
it in two circles. The safest way to avoid this attack is to stand in the corner
furthest away from the boss.

When all the Arrgi are gone, the second phase begins and Arrghus goes on a
rampage. It will retreat to the ceiling and attempt to crash right on top of
you, so get out of the way fast! For the remainder of the battle it will speed
around the water; this is your chance to attack. Deliver either a sword slash or
a Spin Attack if you can. Each time you land a blow, Arrghus will take to the
ceiling and repeat the process of trying to squash you. A total of eight sword
slashes or four Spin Attacks will silence it.

========

Pick up the Heart Container and the Crystal. After a cutscene in which the
Maiden gives more backstory on Ganon and the Triforce, your Life and Magic
Meters will refill and you'll be returned to the dungeon entrance.



*******************************************************************************
 [Z306.16] - THE SKELETON FOREST
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  13/20               Pieces of Heart:  19/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|_ Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|_ Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

(Nothing)

********************

REMINDER: If you have Rupees to spare, consider throwing them into the Pond of
Happiness to increase your Bomb and Arrow limits.

I strongly recommend from here on out to have at least one Bottle or more of
Blue Cure-All Medicine if you don't already, because the game takes things up a
notch in the next dungeon and beyond. The best place to get this potion is
naturally the Magic Shop. It costs 160 Rupees per Bottle but it is well worth
the price. If you have maxed out your Bomb and Arrow capacities and collected
the Rupees I pointed out in subchapter [Z306.14] as well as the Rupees from the
Swamp Palace, you should have more than enough to get at least one helping.

This subchapter is short because we're going straight to the next dungeon.
First, we need to get over to the northeast section of the Dark World, just
outside its version of the Lost Woods, a place known as Skeleton Forest. If
you're outside the Swamp Palace, the quickest way is to return to the Light
World and go through the Warp Tile north of Kakariko Village - you can call the
Bird to get you to the village (choose location #4), then go through the Lost
Woods to get to the portal. Should you like to take the long way and get more
familiar with the Dark World's layout, you can head to the river east of the
Pyramid of Power. Along the river is a break where you can latch onto some skull
rocks with the Hookshot (the rocks are outside your field of view, however the
Hookshot can reach them), and that will take you to the north section of the
Dark World where you can then head west to Skeleton Forest.

However you choose to get to the area surrounding Skeleton Forest, there are
four entry points into the forest that you can utilize: one entrance at its
northeast edge, and three entrances along its southern edge. For this
walkthrough, we're going to use the south-central entrance. If you came into the
Dark World using the Warp Tile north of Kakariko Village, the forest entrance is
directly north of where you warped in. Head that way to enter Skeleton Forest.

Now, in spite of the name of this subchapter, we'll actually be exploring
Skeleton Forest itself in the next subchapter. Why is that, you may ask? Well,
that's because the next dungeon is just beyond and because of its unique design
and structure, it will make much more sense to tackle both the dungeon and its
outside environment together.



*******************************************************************************
 [Z306.17] - DUNGEON VII: SKULL WOODS
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  13/20               Pieces of Heart:  19/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|_ Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|_ Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 _ Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Fire Rod
- Heart Container x1
- Crystal #3

********************

(NOTE: The dark forest where the dungeon is located is known as Skeleton Forest,
while the dungeon itself is called Skull Woods. Ingenious naming, I know... It's
a bit of confusing nomenclature, but as these are the official names that's what
I'll be using. I'll try to be as clear as I can.)

If you thought the Desert Palace was special with its multiple entry points,
Skull Woods takes this idea and thrusts it into overdrive. The dungeon's
numerous entrances are scattered throughout Skeleton Forest - some are standard
doorways and others are pits in the forest floor that Link can drop from.
Completing Skull Woods requires traversing in and out of the dungeon and through
the forest outside, collecting treasures and Small Keys to progress. A couple of
tough enemies and a new kind of trap are introduced here, and at the end of the
dungeon lies what is arguably the most difficult boss battle yet. 

You'll know you entered the correct section of Skeleton Forest if there is a
Ropa right in front of you and the only direction you can go is east. Defeat the
Ropa and start walking. Up ahead is a Pikit - it's been a while since we've seen
one, but don't let its long tongue snatch any of your hard-earned items,
especially not the shield! Defeat or ignore the Pikit, then head north from its
location. You'll come across a pit in the ground, This is actually one of the
entrances to the next dungeon and this is the one we want to start with. Go
ahead and drop into the pit to officially begin the dungeon properly.

You should land in a room with Blue Bari - take them out and start heading
south, defeating Blue Hardhat Beetles and dodging the Bumper trap. Slip by the
Guruguru Bar when it's safe to do so and go through the southeast door. Ignore
the Hardhat Beetles and keep moving east into the next room. 

This large room contains loads of Blade Traps and Bumpers, making it difficult
to move around. You also get to meet two new enemies here: Gibdos and
Wallmasters. The mummified Gibdos have high offense and defense, so defeating
them while evading their attacks will take a bit of work. Try making use of the
skull pots to knock the Gibdos into the Blade Traps to deal damage. Wallmasters
are disembodied hands and will provide a brief warning; if you hear a falling
sound and see a shadow under Link, this is the sign that a Wallmaster is about
to fall from the ceiling and try to grab you. They don't deal damage if you're
caught, but they will take you back to whatever entrance you used to enter the
dungeon (similar to the Magic Mirror), so try to dodge them at all costs. You
can slay Wallmasters, though note that they usually respawn. With all that enemy
lore out of the way, get to the treasure chest in the center of the room
[TC082]. Grab the Small Key from inside, then go through the locked door in the
northeast.

Slay the Red Hardhat Beetle and step on the Star Switches to the north. The
floor pits will move, giving you access to the treasure chest in the corner
[TC083]. Open it to get the Dungeon Map, then use the Magic Mirror to return to
the point where you entered the dungeon. Return to the room to the east.

Fight off the Hardhat Beetles and head north. Open the treasure chest to pick up
the Compass [TC084]. Doing so will cause a hidden Star Switch to activate and
floor pits to appear all over the room. Move around the pits and go through the
north door, where you'll find three Gibdos and a Red Stalfos trapped between
barriers blocked off by skull pots. Use this to your advantage and execute Spin
Attacks to defeat the enemies. Be wary, too, of the falling Wallmaster. With all
enemies out of the way, head to the northwest corner to find a treasure chest
[TC085]. Open it to obtain a Small Key, then go through the east door. This room
holds the Big Treasure Chest but we'll have to come back for it later. Kill or
ignore the Red Bari, then go outside to return to Skeleton Forest.

You'll come out of the mouth of a large skull. There are more of these dungeon
entrances/exits lying about in the forest. Ignore both pits to the south, as
each one takes you back to rooms we've already explored. Instead, go around the
cluster of nine bushes and either defeat or avoid the Ropa. (Keep that cluster
of bushes in mind for something shortly.) Go through the skeletal tunnel here,
defeat the Ropa, and swing around south through the second tunnel where you'll
come across another dungeon entrance at the end of the path. Go back inside the
dungeon through this entrance.

Defeat the Blue Bari and Gibdos upon entering this room; you don't want them
bothering you while trying to work. Beware the presence of a Wallmaster as well.
Under the skull pot in the center is a Floor Switch that will open the north
door, but you'll need the easternmost gargoyle statue to keep the door open.
Once you've positioned the statue south of the switch, you'll then have to get
behind it and pull it backward over the switch. Bear in mind that the Wallmaster
will continue to come after you as you do this, so you'll likely need to
accomplish this puzzle in short bursts. Once the door is open and you can reach
it, go on through.

This next room houses a Gibdo, a Red Stalfos, a Blue Stalfos, a Red Bari, a
Blade Trap, *and* a Wallmaster. Take down all the enemies (minus the Blade
Trap), and don't lift the skull pot at the north wall. Underneath it is a new
trap called a Rabbit Beam, which will stay put for a second or so before
charging at Link. This trap can transform Link back into his Bunny form if it
touches him, rendering him helpless. The transformation doesn't last forever and
will reverse after several seconds or if Link takes damage. The only way to
destroy Rabbit Beams is by using one of the Magic Medallions. Since those use a
considerable bit of magic, I recommend just dodging the Beams unless you really
need them out of your way.

Open the treasure chest in the center of the room to get the Big Key [TC086]. If
you're low on magic, you can bomb the east wall, behind which is a small room
with a skull pot containing a large Magic Jar. Be on the lookout for yet another
Wallmaster. With the Big Key obtained, return to the previous room. Push the
gargoyle statue out of the way and exit the dungeon.

Head back through the pair of skeletal tunnels and return to the bush cluster I
referred to a few paragraphs ago. Start cutting them down and the middle bush
will reveal a hidden entryway to the dungeon. Drop down into the pit.

When you land, take one of the skull pots and chuck it at the nearby Helmasaur
for a quick kill. You can use another pot on the Blue Hardhat Beetle. If the
nearby Star Switches aren't activated (meaning they're not grayed out), step on
them. Next, place a Bomb on the west wall and then go through the newly formed
doorway. Approach the lever and pull back on it, destroying the south wall.
Proceed south, taking out the Mini-Moldorms in the process. Go up to the Big
Treasure Chest [BTC06], then open it to acquire the magical Fire Rod! As the
companion to the Ice Rod, the Fire Rod acts similarly but shoots a blast of fire
instead of ice and is powerful enough to defeat some enemies in a single hit. As
usual, watch out for your Magic Meter when you use it. Now, return to the
previous room. Go south across the Star Switches, ignore the Red Hardhat Beetle,
head through the west door, and go out through the south exit to once more
return to Skeleton Forest.

Retrace your steps through the pair of skeletal tunnels again and go back inside
the dungeon using the entrance at the end of the path.

From the room with the Blue Bari and Gibdos, go west. Ignore the Blue Hardhat
Beetle and Winder here as you continue west to the next room. In this small
room, head to the northwest corner, taking care of the Blue Hardhat Beetle and
Wallmaster as you do. Under the skull pot is a Small Key so grab it. Don't worry
about the locked door; for now, exit the dungeon yet again through the south.

From here, you have two options. An easier path is to take the Small Key you
picked up and get on with the rest of the dungeon. But if you are interested in
filling in all the rooms on the Dungeon Map and seeing what lies beyond that
locked door we just ignored, go to the next paragraph. Should you want to
advance forward, skip the next three (3) paragraphs.

                         ~~~~OPTIONAL EXPLORATION~~~~

Alrighty, you're here because you chose to explore the rest of the dungeon. From
your current position, head directly north through the easternmost skeletal
tunnel. Follow the path to its very end, defeating Ropas along the way. At the
end of the path you'll come to a pit. Drop into it to get back inside the
dungeon.

Once inside, slay the Blue Hardhat Beetles and watch for yet another friggin'
Wallmaster, then step onto the Star Switches in the center of the room. The pits
will move such that you can reach the south section of the room. Does this look
familiar? Avoid the Blue Hardhat Beetle and Winder and go west.

This room is where we got the previous Small Key and you can now access the
north door. Quite frankly, there's nothing really of value in this room except
for Recovery Items, but if you wish to fill it out on your Map then go ahead and
use the Small Key on the door. Three Helmasaurs guard this room, which is also
littered with skull pots. You can remove these to gather the various Recovery
Items. As you do, pieces of the floor will begin to fall away. If you get stuck
in the center of the room, let Link fall into the pit and be taken back to the
door. Once you're done here, return to the previous room and head back outside.

                                   ~~~~~~~~

From the dungeon exit you come out of, defeat the Ropas and go north through the
westernmost skeletal tunnel. At the end of the path you'll come to the largest
skull in the entire forest with a kind of appendage/snout extending from its
face. Use the Fire Rod on the appendage to burn it away and open the entrance to
the final phase of the dungeon, then enter. (Whatever this thing is, its eyes
open after you blast it with the Fire Rod so I assume it's alive... kinda
creepy...)

Now, if you skipped over the "OPTIONAL EXPLORATION" paragraphs above and still
have the Small Key from earlier, you can simply head north right across the room
to the locked door and proceed through. If this is the case for you, then defeat
the Mini-Moldorms, head across the bridge, go around the Winder, and go through
the north door. Skip the next paragraph to continue the dungeon.

If you do *not* have a Small Key available, go down the steps to the lower
floor. Under this bridge is a hidden maze that you can't see from this angle,
although the Spark up ahead isn't impeded by the barriers. Once you're under the
bridge, go north past the first barrier, take the east pathway, north beyond the
next barrier, take the east pathway again, go north again, and this time take
the west pathway to reach the doorway on the other side. In the next room, save
yourself the trouble and go up the steps to the upper floor, then south across
the bridge. You'll have to fight off one Gibdo, though it's better than the
horde of enemies and traps waiting for you on the lower floor. When you reach
the south end, quickly hop off the ledge and go through the southwest door
before the Rabbit Beam can touch you. Grab the Small Key from the treasure chest
here [TC087], then use the Magic Mirror to return to the dungeon entrance.
Defeat the Mini-Moldorms, head across the bridge, avoid the Winder, and go
through the north door.

In this room, you must cross several Star Switches while evading the falling
Wallmaster and a trio of Bari. Start with the switches in front of you, then
step on the central Star Switches. This gives you access to a lone Star Switch
in the southwest corner. Activate it, then go north to the two skull pots and
get them out of the way. Don't step on the central Star Switches again. Instead,
step on the collection of Star Switches directly northeast of those, which will
let you reach the single northeasternmost Star Switch. Step on that, lift the
skull pot out of your way, and go through the east door.

Once more you'll have to contend with a Wallmaster and a few Gibdos. This room
also contains four unlit torches, all of which must be lit at the same time to
open the northwest doorway. If a single torch remains unlit or goes out, you
won't be able to go on. So, you'll need to act fast. First, take out the Gibdos.
If you have a full Magic Meter and either Green or Blue Medicine, I recommend
using the Fire Rod, which can defeat Gibdos in one hit. That said, you may also
find it best to conserve your magic power as much as possible. It's ultimately
up to you.

With the Gibdos of the way, study the location of the four unlit torches. Note
that one of them is behind two skull pots which you will have to remove before
you can light the torch. When ready, quickly light the torches with either the
Lamp or Fire Rod as you head north, and be mindful of the Wallmaster. The Lamp
uses less magic power but the Fire Rod has the advantage of distance. You will
definitely have to use the Fire Rod on the north torch since it sits across a
pair of bottomless pits. Successfully light the four torches, then dive through
the northwest door before it slams shut.

Enemies and a Rabbit Beam await you here, along with yet another blasted
Wallmaster. (Just like the Desert Palace's overabundance of Beamos, the game
developers littered this dungeon with an unreasonable number of Wallmasters in
my opinion.) Try to get the Rabbit Beam to hit one of the blocks so it
disperses. If you're hit, step around the enemies as best as you can until Link
transforms back into his Hylian form. Tackle the Mini-Moldorms and the Gibdo,
then cut down the centermost curtain along the north wall to find a hidden
doorway. Go to the next room.
 
Another batch of enemies including a Wallmaster are to be found here. Take them
all down - the Gibdo carries a Small Key so you can go through the east door.
The skull pots in the corners have Recovery Items so feel free to grab them,
then go through the door.

In this small room is another Wallmaster (the last one, mercifully) and two
Blade Traps sliding back and forth near a pit - notice this pit looks to have a
floor beneath it. Dodge the Wallmaster and pick up one of the skull pots to gain
access to the pit. Watch out for the Blade Traps and drop into the pit to begin
the next boss battle.

*=================================*
 Boss: Dark Insect Queen - MOTHULA
*=================================*

Mothula gives Moldorm a run for its money in terms of how utterly chaotic the
fight is. The battle arena is, quite frankly, absurd. The entire floor is a
mechanical conveyor belt that moves in all directions throughout the whole
fight. Making things more challenging are the Blade Traps lining the walls. The
Blade Traps will slide across the room and may stop in the center before
returning to their starting positions. Mothula itself will try ramming into you,
delivering significant damage when it does. Additionally, it has an attack where
it will blast energy beams in three directions. Expect to bear damage and be
ready to restore your Life Meter before you're taken out.

Like the previous Dark World dungeons, Mothula is notably weak against its
dungeon's special item - in this case, the Fire Rod. (Not surprising though
since it is, after all, a bug boss.) Pull it out if you don't already have it
equipped and begin blasting Mothula. The Blade Traps' constant movements may
impede the Fire Rod's magic, but if your aim is on point you can circumvent this
problem. If you have the 1/2 Magic Meter Upgrade and you don't miss too often,
Mothula can be defeated before you lose all of your magic power. Should you run
out of magic and don't have Green or Blue Medicine, just hack away at the boss
with the Master Sword. After enough of a beating, this giant bug will meets its
demise.

========

Congratulations on conquering another Dark World dungeon! Honestly, it's one of
the tougher dungeons in the game. Grab the Heart Container and the next Crystal
to be treated to additional story. As always, you get all your Life and Magic
restored and are returned to the Overworld.



*******************************************************************************
 [Z306.18] - OPENING THE GARGOYLE
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  14/20               Pieces of Heart:  19/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|_ Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

(Nothing)

********************

REMINDER: If you have Rupees to spare, consider throwing them into the Pond of
Happiness to increase your Bomb and Arrow limits.

Before we move forward, I will once more recommend you keep potions on hand;
things continue to get rougher.

This is another brief subchapter since we are going straight to the Village of
Outcasts. You can see on the Overworld Map that the next dungeon lies near the
center of the village.

Link emerges from the large skull of the previous dungeon. This makes returning
to the Village of Outcasts a bit tricky since you'd have to head back through a
few rooms of the dungeon so that you can leave Skeleton Forest. As an
alternative, you can use the Magic Mirror to return to the Light World. This
takes you to the Lost Woods where you can then navigate to the south-central
exit, pound the stakes into the ground with the Magic Hammer, and use the Warp
Tile under the rock to return to the Dark World.

Once you have arrived at the Village of Outcasts, head to the village square
where you'll find a large gargoyle statue. This is, of course, the same spot in
Hyrule where you awakened the Bird with the Flute. Stand on the statue's south
side where its trident rests. Grab the trident and pull on it; Link will stumble
backward and the entrance to the next dungeon will be revealed. Go down inside
to begin.



*******************************************************************************
 [Z306.19] - DUNGEON VIII: THIEVES' TOWN
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  14/20               Pieces of Heart:  19/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|_ Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      _ Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|_ Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Titan's Mitt
- Heart Container x1
- Crystal #4

********************

Similar to the previous dungeon, Thieves' Town has an interesting naming
convention given that its name and the village it's located in are
similar-sounding. But again, these are the official names so that's what I'm
using. Conceptually, Thieves' Town is more linear than Skull Woods. You start by
navigating four large rooms on a quest for the Big Key. Once you have that the
rest of the dungeon is basically open for you to explore. In addition to even
more new enemies to meet, Thieves' Town hosts quite a few hidden Rabbit Beam
traps so watch your step.

Begin heading north from the entrance and stay on the catwalks. Patrolling the
lower floors are armored crocodile-type enemies called Zazaks. The blue ones
here take two hits from the Master Sword to defeat. They are also vulnerable to
stunning by the Boomerang or Hookshot. As you walk to the north end of this
room, take out any Zols that appear. You'll spot a treasure chest on the lower
floor of the northwest corner. Ignore the skull pot in the upper corner as it
hides a Rabbit Beam, and instead jump down from the upper ledge. Open the
treasure chest to get the Dungeon Map [TC088], then go through the north
corridor until you move to a new screen.

This screen contains a Red Zazak. Like many of the game's enemies, these are
stronger and can endure more damage. In addition, they will fire energy blasts
at Link if they see him. Go up the steps to the north here to get to the upper
floor, then follow the catwalks clockwise to the treasure chest (kill the Zols
that appear). Grab 20 Rupees from the treasure chest [TC089], then head to the
north side of the room here and jump down from the ledge. Go all the way east
past the Winder and Spark, then up the steps back to the upper ledge. Walk along
the east wall and either dash into or blow up the cracked wall, then go through
to the next room.

Walk along this catwalk to the north wall and turn east. You can lay a Bomb on
the north wall to blow open the small crack, leading to a new room in the
dungeon. This entry point leads to a small barricaded area containing skull pots
hiding Blue Rupees. Back in the previous large room, jump down from the north
ledge to the lower floor. A hidden Rabbit Beam will instantly home in on you. If
it touches you, walk in circles until the transformation wears off. Head south
through the room, defeating more Zazaks and watching for another Rabbit Beam and
a Spark. There are two corridors going south here - take the westernmost one.

Immediately make for the steps to the south to get onto the catwalks and evade
the onslaught of enemies. Go counterclockwise around the catwalks to the
treasure chest you can see here [TC090]. Open it to obtain the Compass. Jump
west off the ledge to the lower floor. A Rabbit Beam will make a beeline for you
so ignore both it and the nearby Zazak, then head west under the catwalk to the
next room. You're back in the entrance chamber right next to a treasure chest
[TC091], inside of which is this dungeon's Big Key.

Now, of these four large rooms we've explored so far, we need to return to the
northeast one. To get there, go back one room east. The Rabbit Beam is still
here so dodge it and make your way north to the next room while staying on the
lower floor. When you arrive in the next room, get to the upper floor and
navigate to the northeast corner where you can find a locked door. Open it with
the Big Key and head on through.

You'll encounter three Stalfos in this hallway, two Blue and one Red. Defeat
them as you head north. Under the east skull pot is a Small Key so be sure to
pick it up. If you were to check out the room to the north you'll find it
entirely empty. Not a single thing in here... how strange. Back in the previous
room, unlock the south door with the Small Key and proceed to the next room.

In here, defeat some Zazaks and continue west. The next room contains an
Anti-Fairy and an interesting enemy called a Gibo. It has what appears to be an
outer gelatin-like body and a pink core. The core will separate from its body
and move to a new location, with the body soon following. As long as both the
body and core are together, the Gibo is invincible. Wait for the core to
separate itself, then attack it. Destroying the core destroys the Gibo entirely.
Once the Gibos and the Anti-Fairy are out of the way, move cautiously across the
moving floors to the west door and go on through.

This room can be a little tough. With the floor constantly moving north to south
and Blade Traps sliding around, you must get to the north side of the room while
taking out or ignoring more Gibos and also being wary of a Winder and an
Anti-Fairy. Safely get Link to the other side and go through the door. 

You'll see Blade Traps stuck behind raised blocks in this room. Head to the
skull pot (slay the Zol that appears) and pick it up to find another Small Key.
From the north side of the room, either throw the skull pot or the Boomerang at
the Crystal Switch so that the blue blocks are lowered, then go upstairs to 1F.

You'll meet a green insect known as a Buzz running around this room. It's
basically a stronger Dark World version of the Rat. In the northwest corner
you'll find Chasupas hanging out by a Telepathy Tile. If the blue blocks are
currently lowered then you won't be able to access the Telepathy Tile, but the
message is from Zelda warning you to beware the magic of Blind the Thief, the
dungeon boss. Anyway, ignore the lever in the northeast; pulling on it causes a
bunch of Skullropes - the Dark World version of Ropes - to drop from the
ceiling. The way through this room is instead in the southeast corner. Lift the
skull pot there to find a Floor Switch, step on it, and go into the next room.

Simply dash across the hallway on this screen and the next, taking out the Buzz
enemies on each if needed, until you get to the room at the very end. In this
room, defeat the three Buzz, then turn to face north. A window shines light onto
a cracked section of the floor. Lay a Bomb down, then quickly pick it up and
throw it onto the cracked floor. It will blow open and send the light from the
window shining down to the floor below - if you check the Map, you'll see that
we're right above the empty room from earlier. Collect the Bombs from the
treasure chest [TC092], then backtrack to the westernmost room of this floor and
return downstairs.

Move across the room to the south door, keeping the blue blocks lowered. You can
temporarily turn the Crytal Switch red to raise the blue blocks if it makes
things easier, just be sure to turn it back to blue before you go through the
door. Back in the conveyor belt hallway, head through the northeast doorway,
crossing over the lowered blue block.

Defeat the Red Zazaks and Gibo and continue east to the next room. This room has
conveyor belts all attempting to pull Link to the bottomless pit in the center.
Evade the enemies and fight against the floor to reach the north stairway. Go
down it to reach B2.

Kill the Zazaks and Red Stalfos here but don't go through the west door that
opens in response. Instead, remove the giant block and go through the south
door. Defeat or bypass the Red Zazak and proceed east to the next room to find
three consecutive prison cells, all of which can be opened with the Big Key.
Defeat a Red Zol and hammer away at the Zazaks in these cells as you head to the
very back, and watch out for the Rabbit Beam hiding under one of the skull pots
in the second cell. In the very last cell you'll find... one of the missing
Maidens! Er... why isn't she trapped in a Crystal? Well, she appreciates you for
rescuing her anyway and requests that you take her outside. Grab the Small Key
from the treasure chest next to her [TC093], then return to the previous room
and continue west into the following room

Run across the conveyor belt in this room to the locked door on the other side.
Go through it to find yourself in a room with the Big Treasure Chest surrounded
by Moles. Work quickly in this room, for as soon as you begin pounding the Moles
pieces of the floor will begin to fall away. Inside the Big Treasure Chest
[BTC07] is the Titan's Mitt, a stronger version of the Power Glove. This
upgraded mitt lets you pick up even heavier objects such as the
black/dark-colored rocks we've seen throughout our travels. Quickly return to
the previous room before the floor completely falls away.
 
Head north across the conveyor belts, taking out a couple of enemies on the way.
Now, if you want to fill in every room on the Map, you can remove the giant
block to the west here and check out the room on the other side, although it's
only a trap room where you'll have to defeat three Blue Bari while sidestepping
Bumpers and trying not to fall into bottomless pits. Eventually, go through the
northeast doorway, then take the stairway back to B1.

The Maiden asked you to take her outside. You could use the Magic Mirror to
return to the dungeon entrance, but if you do she will change her mind and ask
you not to go that way. (Do *not* actually go outside because she will stop
following you and you'll have to return to the lowest level of the dungeon to
rescue her again.) The Maiden will say the same thing if you try taking her
upstairs to 1F. So what else can you do?

Assuming you didn't use the Magic Mirror and came upstairs from B2, walk against
the conveyor belt to the skull pot in the northeast corner. You'll find a Floor
Switch underneath so step on it to open the east door. Go through this door to
return to the hallway that lies south of the empty room. (If you used the Magic
Mirror to return to the dungeon entrance, make sure to get back to this
hallway.)

Go north into the empty room, which now has a large patch of sunlight courtesy
of us blowing up the cracked floor above. With nothing else to do with the
Maiden, take her with you into the patch of sunlight.

*============================================*
 Boss: Demonic Shapeshifter - BLIND THE THIEF
*============================================*

Surprise! (Unless you already guessed it.) The Maiden was, of course, the boss
trying to trick you. Blind the Thief spends the fight floating about on one side
of the room. His primary attack is firing a powerful, unblockable laser beam
from his eyes; stay away from this beam at all costs. At some point, Blind will
sweep from one end of the room to the other and repeat the same floating and
attacking patterns before returning to the other side again.

The boss's only weak point is his head. There's really no advice to give here
other than to just get in close and hack away at Blind's head over and over.
Each time you successfully hit his head he will unleash a wild flurry of
fireballs to complicate matters. After enough hits, his head severs and his body
collapses, but this isn't over. The body will rise and his head will regrow,
while the head you cut off will now fly rapidly around the room while shooting
fireballs at you. Repeat the attack on the second head until it, too, comes off.
Blind isn't finished, however! He will grow yet a third head, and with two
severed heads now joining the onslaught and firing off blasts every which way,
on top of the third head continuing to fire laser beams, this battle gets tough
indeed. Continue slashing away at Blind until the third head is defeated and the
boss will finally croak. Each head needs three strikes from the Master Sword to
sever, totaling nine that you need to land on Blind to defeat him.

========

Retrieve the Heart Container and the Crystal containing the true Maiden. Enjoy
another slice of game story and your Life and Magic Meter refills. You're taken
outside to the Village of Outcasts, so I'll see you in the next subchapter!



*******************************************************************************
 [Z306.20] - A SWORD AND A BOTTLE
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  15/20               Pieces of Heart:  19/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|_ Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      X Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        _ Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     _ Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|X Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Tempered Sword
- Piece of Heart x1
- Heart Container x1
- Bottle #4

********************

REMINDER: If you have Rupees to spare, consider throwing them into the Pond of
Happiness to increase your Bomb and Arrow limits.

A few goodies are up for grabs now that you have the Titan's Mitt. Begin by
heading into the southern area of the Village of Outcasts - this is where the
House of Books/Library is located in the Light World. Head west along the ledge
until you find a frog-like critter trapped behind dark-colored skull rocks.
Remove them using the Titan's Mitt and speak to the frog. He'll request you to
return him to his partner in Kakariko Village. This is actually the missing
partner of the Dwarven Swordsmith! While staying in the Dark World, take him to
the screen where the Smithery is located in the Light World. You'll know you're
on the right screen if you see two large black rocks blocking the path forward
as well as a ton of purple stakes on the ground (more on those shortly). In
place of the Smithery is a broken-down abandoned house.

Lift the two large black rocks away first and move east beyond them. Now, go
ahead and return to the Light World. The frog-man will turn back into his Hylian
form. Go inside the Smithery to reunite the pair of Dwarven Swordsmiths. Return
outside, then go back inside again and speak to either of the Swordsmiths.
They'll offer to temper your sword for a mere 10 Rupees, so of course you should
agree to this. The catch is that you will have to leave your sword with them
"for a while." In reality, you only need to transition off the screen and come
back to it for the sword to be ready. So let's do that - leave the screen by
going west to the main area of Kakariko, then turn immediately back around and
go inside the Smithery. Talk to one of the Swordsmiths to receive your newest
upgrade: the Tempered Sword! This blade is stronger than the Master Sword;
enemies will now take one less hit to defeat. The only downside is that it
doesn't strengthen your Beam Attack. With your sword back in your possession,
leave the shop and return to the Dark World via the portal you created.

Back in the Dark World, let's first turn our attention to all the purple stakes
around here. Take out the Magic Hammer and pound every single one of them into
the ground - yes, all 22 stakes. Upon striking the last one, you'll hear the
famous Zelda secret jingle and a tree stump to the south will transform into a
secret cave you can enter. Do so and you'll find another Piece of Heart [POH20]!
With this, your Life Meter should now be at 16 Heart Containers.

Head back outside and go north to the dilapidated house, known as the Gossip
Shop for whatever reason. Inside is a mysterious purple treasure chest that you
cannot open since its key is locked within it. All you can do is take the chest
with you. So, what do we do with this thing? Well, during the course of our
adventure you probably heard once or twice about an ex-thief who now hangs out
near the Desert of Mystery in Hyrule. In fact, you may remember that we met this
man in person when we first visited the desert; he was sitting next to a sign.
Take this locked treasure chest back to that man in the Light World, but be sure
not to dash there with the Pegasus Boots or you'll end up leaving the treasure
chest behind.

When you have arrived at the man, approach him and he'll offer to open the chest
for you as long as you keep his secret. Agree with this and he'll retrieve the
contents of the chest for you: the game's fourth and final Magic Bottle! If you
can, I once more advise filling this Bottle with Cure-All Medicine from the
Magic Shop.

We've got all we can for now so it's time to head to the next dungeon. Call the
Bird with the Flute and have it drop you at location #8 in southeast Hyrule.
From here, go west and hop into the waters of Lake Hylia. Swim to the island in
the middle of the lake. While you're here, it would be a good idea to pay a
visit to the Pond of Happiness and drop more Rupees if you still need to max out
your Bombs and Arrows. You can also grab Fairies from the room to the east,
capturing them in Bottles if you prefer them over potions. Once you're ready to
continue, pick up the black rock situated in the center of this island to find
another Warp Tile. Step onto it to be taken to Ice Lake in the Dark World.

Previously we could only swim through the waters of Ice Lake but could not
access the massive structure sitting in its center. By stepping through the Warp
Tile, you'll find yourself on the inside of this structure in an enclosed space.
A Pikit hops around nearby so kill it before it steals an item from you, then
head down the steps before you to enter the next dungeon: the Ice Palace.



*******************************************************************************
 [Z306.21] - DUNGEON IX: ICE PALACE
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  16/20               Pieces of Heart:  20/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|_ Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      X Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        X Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     X Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      _ Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|X Crystal #4                _ Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Blue Mail
- Heart Container x1
- Crystal #5

********************

I think I'm in the minority regarding the Ice Palace as a lot of folks don't
seem to like this dungeon. From what I hear, the slippery floors and sprawling
layout are among the chief gripes. Personally, this is one of my favorites in
the game because it's a good brain-teaser thanks to the puzzles to solve and the
way the dungeon is structured. You'll need to be prepared for a bit of a trek;
not only does the dungeon feature seven floors to explore, you'll have to go
back and forth between them a few times to properly complete it. The Ice Palace
truly challenges the player to understand its design before you can reach the
boss far below.

As you probably expected given the dungeon's name, you're going to use *a lot*
of fire-based magic as you descend its depths, so if you don't have
magic-refilling potions I suggest you turn back now and get some. Along the
north wall is a Telepathy Tile that pretty much confirms this. As you approach
it, one of the ice sculptures will come to life and rush at you. This is a
Freezor and it can only be defeated by fire, so equip the Fire Rod and shoot a
fire blast at the Freezor to take it out with one hit. There are a handful of
these throughout the dungeon and if you have a sharp eye you can actually tell
where a Freezor is hiding because it has slightly more detailed texture compared
to the non-animated sculptures.

Go through the east door after defeating the Freezor to encounter three Blue
Bari floating over an icy floor. Use the Hookshot to take the Bari out. Notice
that using the Hookshot keeps Link from sliding around the floor; take advantage
of this mechanic if you can. Grab the Small Key that drops and head down through
the locked door to B1. In the following room, head to the southwest corner and
step on a Floor Switch. A pair of Green Zols will likely appear, so get rid of
them and proceed through the east door.

Move forward and push the central block, then go into the south room where
you'll meet enemies called Pengators that like to slip n' slide across the icy
floor as their form of attack. They are easily destroyed with the Hookshot,
although a very quick way to clear them out without sliding around the room is
the Bombos Medallion. (At least one of the Pengators should drop a Magic Jar to
help replenish your magic power.) Open the treasure chest that appears to get
the Compass [TC094], then return to the previous room. This time, push the
central block north and step on the Floor Switch to the east to open the locked
doors. Go through the east door.

Defeat all the Pengators first, then get rid of the Anti-Fairy. Lift the south
skull pot to find a Floor Switch that will unlock both doors. Although it might
be your inclination to go east, that way leads to a dead-end for now. So, return
to the previous room instead, step on the Floor Switch, and push the central
block west so that you can get through the north door.

Get rid of the Red Bari, then strike the Crystal Switch so that it's blue if it
isn't already. Now, lay a Bomb right next to the Crystal Switch and quickly get
to the north side of the room before it explodes. The Crystal Switch will turn
red, lowering the orange blocks and giving you access to the cracked floor in
the center of the room. Blow it open with a Bomb, then drop into the hole to
land on B2.

Don't bother planting a Bomb on the cracked floor here as it won't do anything.
Walk around the northeast corner of the room and a new enemy called a Stalfos
Knight should fall from the ceiling. This enemy carries a large sword it will
attempt to use on you. Unlike regular Stalfos, you cannot beat Stalfos Knights
with the sword alone. The Telepathy Tile on the north wall confirms as much. If
you strike it with the sword, the Stalfos Knight will collapse into a pile of
bones. It will soon revive, so the way to permanently defeat the Stalfos Knight
is to drop a Bomb on the pile and blow it up before the enemy recovers (it will
also likely leave behind some Bombs). A second Stalfos Knight is in the
southwest corner so defeat it as well and head through the south door.

In this rather daunting room, a moving floor stretches from one side to the
other and will randomly change directions. Scattered across the floor are
arrangements of Blade Traps. Additionally, two swarms of enemies lie in wait -
Blue Bari and shadow-type monsters known as Babusu that will emerge from holes
in the walls and speed across the room to holes on the other side, a pattern
they'll keep repeating until defeated. Cross the moving floor with care and take
out any enemies in your path. Like with icy floors, using the Hookshot here can
temporarily pause your movements and make getting through this room a bit less
hectic. One of the Blue Bari drops a Small Key so be sure to grab that. At the
west end of the room is a Crystal Switch. Make sure it's red before going
through the south door.

Move slowly across the catwalks and dodge the Guruguru Bar. (The Magic Cape or
the Cane of Byrna are useful here.) Get to the southwest corner and step on the
Floor Switch under the skull pot to open the east door. If you're quick, you can
use the Hookshot to latch onto the skull pot near the door and fling yourself
across the room before the Guruguru Bar can hit you. Head to the next room. As
you go down this hallway Green Zols will pop up. Defeat them if you'd like, then
head down the stairs to get to B3.

Here you'll encounter a small battalion of Pengators. Use the Hookshot to make
quick work of them and go through the north door. Watch out when you enter this
room as a massive Blade Trap will fly at you from the other side. Wait for it to
return to position, then hide in either the east or west corridors for safety.
Move just enough into the Giant Blade Trap's path and then retreat. While the
trap is out of the way, run through the north door. The next room contains
Medusa traps and skull pots. As you walk around, the tiles will begin to fall
away. Grab the various items as quickly as possible, then fall through the pit
to the floor below.

You'll land in a large room covered by an icy floor. The Telepathy Tile along
the north wall warns you about conserving magic power. Head through the
northeast door and take out the Red Bari in this room, then use the Hookshot to
get across the bottomless pit. Go through the south door. The next room contains
four Giant Blade Traps. Advance delicately through this room to the stairway in
the northwest corner and head back upstairs to B3.

Take out the Blue Bari in this room, then Hookshot your way to the skull pot on
the east side. There is a Floor Switch under this skull pot, but ignore it for
the time being and go upstairs to B2. (Also ignore the cracked wall here as it
can't be blown open.) Back on B2, move around until a Stalfos Knight drops from
the ceiling. Destroy it, then smash the Moles into the ground with the Magic
Hammer. Remove the large block, underneath which is a Small Key and a Rabbit
Beam. Toss the block aside and hide behind a wall to avoid the Rabbit Beam, then
grab the Small Key. Smash two more Moles, then walk around the other side of the
room to get another Stalfos Knight to fall. Defeat it, then pick up the skull
pots and step on the Floor Switch you find under one of them which will cause a
treasure chest to appear [TC095]. Now, approach the statue in the northwest
corner. Grab onto its tongue and pull back to open the east door. Head back that
way, open the treasure chest to get the Dungeon Map, and go through the east
door.

Simply go up the steps in this room to get to B1. When you arrive, move the
skull pots out of the way and grab the Big Key from the treasure chest [TC096].
Next, head back down the steps to B2 and pull back on the statue's tongue to
reopen the west door. Proceed through and go back downstairs to return to B3.

Remember the skull pot here that I said to ignore? Go ahead and remove it now,
then step on the Floor Switch to make a treasure chest appear across the pit of
spikes. Use the Hookshot to latch onto the chest [TC097]. Take the Small Key
from inside, then go through the locked door. You'll find yourself back in the
cross-shaped room with the Giant Blade Trap. Dash across the room and go through
the west door. Be cautious as you slide across the icy floor while staying safe
from the Guruguru Bar and head down the steps to get to B4. (You'll have to line
Link up correctly in order to go down.)

A pair of Freezors await to ambush you in this room. Get their attention and
take them out with the Fire Rod to make a treasure chest appear. Hold off on it
briefly and take a look at all the cracked floors. Lay a Bomb near the center of
the west wall to make a pit appear. Snag extra Bombs from the treasure chest
[TC098], then drop into the pit. You'll land right in front of the dungeon's Big
Treasure Chest [BTC08] - open it to receive the Blue Mail! This handy armor
doubles your defenses, meaning enemies will now deliver half the damage,
although note that this doesn't apply to traps. Push the blocks out of the way
to get through the east door.

Take down the Freezor that tries to attack you when you enter. This room
contains an intriguing puzzle, one which seems to be another reason why this
dungeon is disliked. Notice that the blue blocks are raised while the orange
ones are lowered, allowing you to access both the north and east doors. We
eventually need to lower the blue blocks, but we'll get to that in a bit.

Even though you have the Big Key, skip the north door for now and go through the
east one. Start lifting the northwest skull pots to find a Small Key under one
of them. Watch out for the Babusu and the Anti-Fairy as you go to the east side
of the room. Under the lone northeast skull pot is a Floor Switch. Step on it to
open the south door and head on through. In this room, you must walk across an
icy catwalk above a bottomless pit while a Guruguru Bar obstructs your way. Line
yourself up, then walk as straight as you can and try not to swivel side to side
or you'll impede your progress. Using the Hookshot to pause your movement may
prove helpful here. Get to the west side and go on to the next room.

Defeat the Blue Bari, then pick up the single skull pot and step on the Floor
Switch to make a treasure chest containing a Small Key appear [TC099]. Grab it
and go upstairs to return to B4. If you need Arrows you can get some under the
north skull pot, but don't remove the south skull pot as it hides a Rabbit Beam.
Get to the east side of the room and take out the Freezor that pops out of the
wall. You'll also have attracted some Green Zols so defeat them if you want,
then go through the north door using one of your Small Keys.

You're back in the large room with the icy floor. Approach the two skull pots to
the east and step on the Floor Switch underneath one of them to open the
southwest door. Head on through and drop into the pit directly in front of you.
You'll land back in the room with the Big Treasure Chest, so head east to the
next room. Defeat the Freezor again and use the Big Key to go through the north
door. Dispatch the trio of Red Bari as well as a Stalfos Knight that will drop
from the ceiling as you approach the center of the room, then use a Small Key to
go downstairs to B6. Get rid of the Anti-Fairy here if needed and head to the
next room.

Several Blue Bari, a Stalfos Knight, and a Freezor are in this room so defeat
them all. Note the skull pot; it hides a Floor Switch that opens the door ahead
but the switch requires constant force to keep it open. Currently, there is
nothing in this room that can help. If you have been following along with this
walkthrough, we do not yet have the Cane of Somaria. This magic staff is found
in the next dungeon, Misery Mire, and has the ability to create special blocks.
All you need to do is create a block with the Cane, push it onto the Floor
Switch, and you can head on through. I will assume you do not have the Cane of
Somaria, so we'll have to conquer this puzzle the longer way.

(NOTE: If you are playing the GBA version of the game, it has heavily altered
this puzzle such that the steps outlined here may not match what you see
in-game. Proceed accordingly.)

Use another Small Key to open the east door and go through it. Strike the
Crystal Switch from afar so the blue blocks lower to the ground - this will also
cause a Rabbit Beam to appear. Stay far enough away so that it hits the wall and
dissipates. Grab Recovery Items from the skull pots as you wish, then backtrack
two rooms and go up the stairs to B5. With the blue blocks now lowered, you can
drop into either of the pits, taking you to a secret room containing Fairies.
The Teleportation Tile in this room will return you to B6, so go back upstairs
to B5.

Go south to the next room. The blue blocks are lowered here, providing access to
the regular blocks guarding the pit in the center. From this side of the room,
you can push only the northeast block. Although we would think this is the block
we need to push down the Floor Switch in the room below, the block lands too far
away from the switch that it's useless. (Regular blocks in this game can only be
pushed once.) The block we need to solve this puzzle is the southwest one on the
other side of the pit, yet that side is currently cut off from you by the raised
orange blocks. We need to circle back through the dungeon to get over there.

Let's try to make this quick: Go east to the next room and step on the Floor
Switch under the lone northeast skull pot, then go south. Cross the icy catwalk
while avoiding the Guruguru Bar and go through the west door. Go upstairs in the
next room to reach B4, then north through the next room to get back to the large
room with the icy floor. Step on the Floor Switch under one of the skull pots to
the east, then get through the west door. Drop down through the pit, and go east
to the next room to find yourself back in the puzzle block room and this time on
the western side where you need to be. Push the southwest block down the pit and
jump in after it. The block will be sitting directly north of the skull pot.
Defeat any enemies that may have respawned so you can work undisturbed in here.
Remove the skull pot and push the block onto it to open the south door, then go
on through.

Get rid of the Red Bari in this room. Our final destination is to get to the
large block in the southwest corner. Skip exploring the east side of this room;
apart from the large block hiding four Blue Bari waiting to attack you, the
skull pots at the south wall contain junk items. Along the west wall, remove the
skull pots, then grab the rightmost gargoyle statue and pull back on it to gain
access to the Moles. Smash them into the ground with the Magic Hammer and lift
the large block out of the way to reveal a pit. If your Magic Meter isn't
currently full, I suggest consuming a magic-refilling potion if you have it.
When you're ready, jump into the pit to meet the dungeon boss.

*=====================================*
 Boss: Cryogenic Cyclopes - KHOLDSTARE
*=====================================*

Kholdstare is quite honestly one of the coolest-sounding boss names in any Zelda
game (no pun intended). It starts off the battle encased in an armor of ice and
its only attack during this first phase is ice chunks that continuously fall
from the ceiling. When they hit the ground the ice chunks will shatter in four
directions. The ice will knock off a couple of Hearts if you're hit, but it's
also easy to avoid. To get at the boss, you first have to melt the ice block
with either the Fire Rod or the Bombos Medallion. The Fire Rod can melt the ice
in eight shots while the Bombos Medallion can do the job in one go. Should you
run out of magic power, the ice chunks will leave behind Magic Jars to help you
continue the fight.

Once freed, Kholdstare will split into three replicas, each of which will soar
about the room and try to slam into Link. The ice chunks continue to rain down
on you so you'll need to be nimble. If you have enough magic power then continue
using the Fire Rod on the targets; each one can be defeated with four successful
fire blasts. You can also use the Tempered Sword, though this will require eight
regular slashes or four Spin Attacks per Kholdstare copy. Like the fight with
the Lanmolas, it's best to try to tackle one at a time. Keep hammering away
until the last one is taken out. 

========

Claim your new Heart Container and the next Crystal. As usual, you'll be given
more Hyrulean history from the Maiden within, your Life and Magic Meters will be
refilled, and you'll be returned outside the dungeon to continue your quest. See
you in the next subchapter!



*******************************************************************************
 [Z306.22] - THE SWAMP OF EVIL
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  17/20               Pieces of Heart:  20/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|_ Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      X Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        X Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     X Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      X Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|X Crystal #4                X Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Piece of Heart x2

********************

REMINDER: If you have Rupees to spare, consider throwing them into the Pond of
Happiness to increase your Bomb and Arrow limits.

The Overworld Map shows that the next dungeon is located west, in the same spot
where the Desert Palace resides in the Light World. We can't get there entirely
on our own, though. Return to the Light World via the Magic Mirror, then call
the Bird with the Flute and fly to location #6. You'll land on a small grassy
plateau with a pair of black rocks. Under the east rock is a Warp Tile, so step
into it to once more return to the Dark World. When you arrive, you'll be
standing in the Swamp of Evil, the counterpart to Hyrule's Desert of Mystery.

Hop off the bluff you're standing on and start making your way north. Along the
way you'll likely encounter a Dacto, a Ku or two, and new enemies called
Swamola, which are basically smaller versions of the Lanmolas found in the
Desert Palace. Keep heading northwest until you come to what looks like a head
made of thorns. (It's definitely got what looks like eyes on its roof and its
"mouth" acts as a doorway.) Enter this shelter to find a long corridor with two
Sparks wandering the room. Dodge them and head to the back of the room where
you'll find two treasure chests surrounded by blocks. From left to right, let's
label these [TC100] and [TC101], respectively. First, push the bottom-left block
further left, then the block directly above that further up. Now, go to the
bottom-right block and push it further right, and finally push the block
directly in front of the west chest to the left. If you did it right, both
treasure chests should be free to open. The west chest, [TC100], has a Piece of
Heart [POH21] and the east chest, [TC101], holds a Red Rupee. Your prizes
collected, head back outside.

Start heading east and take note of the central platform as you walk by; we'll
come back here in a minute. On the other side of the platform is a dwelling
similar to where we picked up the Piece of Heart. Inside this one is a Great
Fairy Fountain if you need one. Continue heading to the very northeast end of
the Swamp to come to a patch of dry land. Position Link along the north edge at
roughly the midpoint between the east wall and the water, then go back to the
Light World.

You should be standing on a bluff in the Desert of Mystery that's completely
inaccessible from ground level. Remove the giant rock here and go inside the
cave. You can see a Piece of Heart in the corner, but you'll have to get through
a checkered block puzzle. There are a couple of ways to get through this and the
puzzle is designed such that you won't accidentally block off the Piece of
Heart, so I'll refrain from giving you the solution and let you work this one
out - it's easy enough. Grab the Piece of Heart [POH22] when you gain access to
it, then return outside and head back out.

                         ~~~~OPTIONAL EXPLORATION~~~~

If you walk along the edge of the east wall you'll come to a cave. Inside is
another storyteller (in the form of a flying insect) who for 20 Rupees will
share that the way to stop the storm outside is to use powerful magic. Behind
the cracked wall in this cave are junk Recovery Items if you want them. Return
outside when you're done exploring.

                                   ~~~~~~~~

Back in the Swamp of Evil, head to the central platform that we passed by
earlier. You'll have to approach it from the south to get onto it. It seems to
lead nowhere, but if you check the ground you'll notice a lightning bolt
insignia. This is the symbol of the Ether Medallion, and if you explored the
storyteller's cave to the east, this is the magic it was referring to. Stand on
the insignia, equip the Ether Medallion, and cast it. Its intense power will
cause the rainfall to cease. Before your eyes, a dwelling larger than the others
will rise from the marsh. Pass through the "mouth" of this "head" to enter
Misery Mire, the sixth Dark World dungeon.



*******************************************************************************
 [Z306.23] - DUNGEON X: MISERY MIRE
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  17/20               Pieces of Heart:  22/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|_ Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      X Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        X Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     X Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      X Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|X Crystal #4                X Crystal #5                 _ Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Cane of Somaria
- Heart Container x1
- Crystal #6

********************

If you weren't a fan of the previous dungeon, this one might be more to your
liking. Misery Mire is a complex of rooms that branch off each other and loop
back around. Compared to some of the previous dungeons which more or less had
defined routes to take, there's a bit more openness with this dungeon. A little
backtracking is involved but it's not too bad. On the whole, it's a nice change
of pace compared to the Ice Palace.

Begin walking down the hallway and defeat the Yellow Zols that pop up. After
slaying them, use the Hookshot to get across the pit, then go downstairs to B1.
You'll immediately encounter Popos, which we haven't seen in a while, and as you
head north a new enemy greets you: a Wizzrobe. This magician's attack pattern is
to materialize, then fire an energy blast and disappear, just to repeat the
pattern. You can only defeat Wizzrobes when they're fully materialized but they
go down pretty easily with the Tempered Sword. At the very north end of the room
are three more Wizzrobes and a Beamos (which we also haven't seen in some time).
Stay away from the Beamos and take out the remaining enemies to open the north
door and go through.

This expansive room has a number of doorways along its upper walkway, while the
lower level is home to barriers that form a kind of mini-maze. On the west side
of the room is a mesh flooring. Ignore that for now and start by heading down
the steps to the lower floor. Watch out for the Winder and the Sparks in the
area and make your way north. The north wall has three steps leading to the
upper floor to choose from; pick the one in the middle for now. Then, follow the
path to the only doorway you can access and proceed through. In the following
room, defeat the Popos and beware the lanterns - each of them will blast
fireballs at you! Push the block in this room to either side, then go through
the north door that opens as a result.

Just march straight across this catwalk, then go all the way north in the next
room to find a treasure chest at the end of the broken bridge. Open the chest to
obtain a Small Key [TC102], then backtrack two rooms so that you're back in the
room with the pair of fire-spitting lanterns. Push the block out of the way and
go east. (The west room contains nothing of interest, though you can explore it
to fill out your Dungeon Map.)

In this treacherous room lies a Beamos, three Red Stalfos, and a Yomo Medusa
sitting on a floor of spikes. Remember that the Yomo Medusa will shoot fireballs
if you swing your sword. Remove the northwest skull pot to find a Small Key,
then try to chuck the pot at one of the Red Stalfos. Once you've taken out all
the Stalfos, notice the skull pot sitting in the southwest corner on the Spike
Floor. This is clearly important, so don the Magic Cape or use the Cane of Byrna
and walk over to the skull pot. Remove it and step on the Floor Switch
underneath. A treasure chest appears on the Spike Floor [TC103]. Head over to
that and open it to gain another Small Key. Get off the Spike Floor and
deactivate your magic item, then use a Small Key to go through the north door.

Continue north to the next room, then follow the catwalk leading west into the
following room. We're now overlooking the giant bottomless pit where we
previously acquired a Small Key. Dash across the catwalk and move into the next
room. Next, defeat a Wizzrobe and head to the west end of the room while
avoiding the Sparks. Grab the Small Key from under the skull pot over here, then
slash at the Crystal Switch so it turns blue. Head back east and cross over the
lowered blue blocks. Mind the Medusas as you defeat the Red Stalfos, and ignore
the skull pots - they offer nothing of value and one of them hides a Rabbit
Beam. Go through the locked south door.

Ignore two more Medusas and get either the Magic Cape or Cane of Byrna back out,
using one of them as you cross another field of spikes to the south. The magic
of these items will protect you from the Blade Traps around here as well. On the
other side of the room is an Anti-Fairy should you want to transform it into a
Fairy, and also a Giant Blade Trap to dodge around. Go through the south door
where two Medusas and a Red Stalfos await. The west door is inaccessible and the
cracks along the south wall can't be blown up, so go through the east door.

You're back in the large room with the mesh pathway. You can see the blue blocks
in the distance have been lowered, so head south past the locked door and swing
back north onto the mesh. Cross it to the north and pick up the skull pot
sitting between the recessed blue blocks. Step on the Floor Switch and open the
nearby treasure chest that appears to get another Small Key [TC104]. Return to
the locked door and go through it.

This room contains floating Green Stalfos Heads, a Blue Bari, an Anti-Fairy, and
a Yomo Medusa along with conveyor belts circling the perimeter of the room. The
Stalfos Heads will slowly float toward you making it easier to defeat them, but
be mindful of the Yomo Medusa's fireballs when using your sword. Take out the
Anti-Fairy as well as the Bari if you want to, then grab the Small Key it drops.
Make sure the Crystal Switch is blue, then head west. (There's nothing to see in
the south room so only explore it to fill it out on the Map.)

Another old friend is back: Flying Tiles! Complicating this room is a Medusa,
although if you remember the trick we used back in the Desert Palace you can
simply stand in the doorway and let the Tiles smash themselves against the wall.
Ensure you're facing toward the center so the Medusa's shots are absorbed by
your Red Shield. When all the Tiles are gone, light the four torches in the
corners with either the Lamp or Fire Rod, then go through the north door. Open
the treasure chest for this dungeon's Compass [TC105], then return to the south
room and go south once more.

Defeat the Wizzrobe and take note of the new enemies here known as Sluggulas.
(You may have met these if you explored one of the optional rooms from earlier.)
Sluggulas like to drop green Bombs that explode after a few seconds. Like
Hinoxes, they will may leave behind Bombs for you to collect after defeating
them. Cross the conveyor belts, slay the Red Bari in the northeast corner, and
be sure to pick up the skull pot here to find (usually) a large Magic Jar. Go
upstairs to 1F.

The following two rooms act as twins and have a special puzzle linking them.
Each room contains two torches - located in the south corners of this room and
the north corners of the following room, for a total of four torches. The key to
these rooms is to light all four torches without one of them going out. Slightly
hindering things is a swarm of Wizzrobes that will constantly materialize in and
out of both rooms and respawn indefinitely.

Prepare yourself by first pushing the blocks guarding each torch out of the way
so you have access to them. Light the torches in whichever room you're currently
in with either the Lamp or Fire Rod, then quickly go to the other room and
repeat with the second pair of torches. You should have enough time to light all
four, but be watchful for any Wizzrobes that may hinder your progress. When
you're successful, you'll immediately hear a rumbling noise and the game screen
pauses the action. After the somewhat lengthy rumbling is done, go to room east
of the south torch room.

Since we didn't visit this room before lighting the torches, what you probably
weren't aware of unless you explored it on your own is that the rumbling we
heard was the east wall of this room shifting backward. Ahead is what looks to
be a bottomless pit, but you can safely drop through it so go ahead and do so.
(If you're curious, the north wall of this room has a Telepathy Tile, from which
Sahasrahla explains the four torch puzzle.)

When you land, open the treasure chest to get the Big Key [TC106]. Now, head
west and step onto the Teleportation Tile to be taken to a previously unexplored
room on B1. Three Wizzrobes appear so take them down. (Watch for the Yomo
Medusa!) Use the Big Key to unlock the north door and step onto the
Teleportation Tile in the room beyond to be taken to another area. We've been in
this room before but from a higher level. Get rid of the Anti-Fairies and
Wizzrobes as you progress through here, passing by a locked door to the north -
we come back here soon. Don't remove the southern skull pots as they both
contain Rabbit Beams, and go east to the next room.

Circle this room to get through the south door, then go south again to the next
room. You should be able to move forward since the blue blocks are lowered, so
open the nearby treasure chest to get the Dungeon Map [TC107]. Kinda pointless
at this stage since we've explored much of the dungeon on our own, but oh well.
Ignore the locked door right here as it leads back to the large central room.
(NOTE: If the blue blocks are *not* lowered, then you'll have to take the long
way around by returning north, then west, then south to get back to the large
central room, and finally heading to the locked door in the northeast corner to
get back to the room with the Map. This being said, if you followed along with
me and didn't have to take this alternative route, you'll end the dungeon with
one unused Small Key.)

From the treasure chest containing the Map, head south. Jump down to the lower
area, go back up the steps where a Medusa and an Anti-Fairy are hanging out,
then go east.

You need to act quickly here. Use the Hookshot to latch onto the block that you
can see across the pit and start booking it across the catwalk. Apart from the
catwalk collapsing from under you, dangerous traps known as Laser Eyes line the
walls. As their name implies, they will blast lasers at Link as he walks by.
Unlike Beamos, these lasers can be blocked but we need a more powerful shield to
do so. Getting hit by these lasers will for sure send Link falling into the pit,
which puts him back at the start of the room and unable to progress. Should this
happen, you'll have to leave both this room *and* the adjacent room, then return
here to reset the catwalk. However, as long as you keep moving you should have
no problem getting across safely.

Get to the other side of the crumbling catwalk to come to the dungeon's Big
Treasure Chest [BTC09]. Inside is the Cane of Somaria! This highly intriguing
magic staff has several powers. The first thing to note is that it can create a
special orange block that you can both throw and push. (The best thing about the
block is it can be pushed a lot further than the single space regular blocks are
limited to. If you recall, I mentioned this item can be used to get around that
tricky block puzzle in the Ice Palace.) If Link uses the Cane of Somaria again
after creating a block it will burst into energy beams that fire in four
directions, acting as projectile weapons against enemies. Last of all, the Cane
can create unique platforms, a power we'll be using extensively in the next
dungeon.

Anyway, with the Cane of Somaria in hand, go through door to the west. Go two
rooms north and one room west. Defeat the Wizzrobes and Anti-Fairies if you need
to, then go up the steps to the north door and unlock it with the Big Key. In
the next room, cross the wooden bridge to the very end and go down the steps to
B2.

The next few rooms are shrouded in darkness. This first room is home to four
Medusas that will all blast fire at you. If you're interested, you can use a
Small Key on the optional southeast door to find a small room with nine Blue
Rupees. Back in the previous room, make your way to the west side to find a
single skull pot; pick it up to reveal a Floor Switch. Pressing down on it opens
the southwest door and the way forward, though the switch needs something to
keep it activated. There are no statues here to help with that, so it's time to
test out the Cane of Somaria. It's admittedly a bit painful trying to cast a
block and maneuver it into position while the Medusas are constantly firing at
you so be as cautious as possible. When the magical block is on the switch, get
through the southwest door. The next room first appears as if you need to remove
a giant block to proceed but you can just waltz right on through the west door
to the next room. (Turn the Anti-Fairy into a Fairy if you need it.)

Start heading north in this maze room, watching out for a Blade Trap. Wait for
it to go all the way west, then quickly swing around the barrier and turn south
the first chance you get, staying safely out of the Blade Trap's path. Now, when
the Blade Trap is all the way east, move fast and go west until you hit a wall,
then go south. Next, head toward the west wall and turn north, ignoring the
southwest doorway for now. At the north end of the room is a Yomo Medusa and
conveyor belts circling a bottomless pit, across from which is a Crystal Switch
sitting on a platform. A hidden Medusa attempts to fire at you and an Anti-Fairy
circles the perimeter of the room. Tackle the Anti-Fairy if you must, then use
one of your long-ranged weapons to turn the Crystal Switch red. Return to the
southwest door and go through it.

(NOTE: Along the west wall of the conveyor belts is a crack you can blow open.
On the other side are more Blue Rupees, totaling 90. Unless really want or need
the extra money, I advise skipping this as they're not worth the hassle.)

With the orange blocks in this room lowered, defeat the Blue Stalfos. Inspect
the north wall to find a place where you can lay a Bomb. Do so, but after the
wall blows apart don't head through just yet. You may see some very tiny black
enemies known as Zoros crawl out from the opening. They don't cause much harm,
but they can be a pest. Wait for them to move out of the way, then head through
the entry you created. Another Crystal Switch is here. Make it blue and return
to the previous room, then go west to the next room.

At last, the darkness has dissipated. Yellow Zols will fall from the ceiling as
you progress through this room. Elude the Rabbit Beam, making sure it runs into
a solid object so that it disappears, and watch out for the Anti-Fairy. At the
north end of the room, behind the central stairway, is a corridor with yet
another Crystal Switch. Walk up to it and hit it so that it's red, then go up
the stairway to get back to B1.

As soon as you arrive, dodge the Winder and Anti-Fairy and carefully head west
across the lowered orange blocks. At the very end is the door leading to the
boss as well as one more Medusa. Avoid its fireballs and go through the locked
door to begin the boss battle.

*============================*
 Boss: Toxic Oculi - VITREOUS
*============================*

Vitreous is a huge eyeball submerged beneath a pool of slime and shielded by
numerous smaller eyeballs. Stay away from the slime as it's poisonous. Indeed,
this fight is all about letting the boss come to you instead of directly
attacking it. The small eyeballs will swarm at you in twos or threes so attack
them quickly. Vitreous itself will rise from the acid at regular intervals and
shoot a blast of lightning at Link; stick to one of the south corners and you
should be safe. The Cane of Byrna is extremely useful here to help pick off the
eyeballs one by one. If you run out of magic you can fall back on trusty sword
slashes and Spin Attacks. Although each eyeball can withstand considerable
damage, eventually they will all fall. Note that as you defeat the eyeballs, the
time between Vitreous' lightning attack gets shorter, so be sure to keep your
eyes on the boss while removing its defenses.

When only four eyeballs are left, Vitreous will leave the acid and bounce at
Link in a fury. At this point you've pretty much won because instead of using
any attacks of its own, the boss just constantly bounces toward you, perfect for
you to launch attack after attack on it. Your best weapons in this phase are the
Tempered Sword or Arrows, which do more damage, and each blow sends the boss
flying back a few paces. Rinse and repeat until it's defeated. Honestly,
Vitreous is a bit of a joke for one of the game's final bosses. Don't get me
wrong - it can deal significant damage if you're not careful, but its attacks
are easy to evade and since it constantly flies into your own it makes the fight
rather easy.

========

Collect the Heart Container left behind by Vitreous and pick up Crystal #6. (The
slime loses its toxicity after the fight.) Once more you are treated to a short
tale and your Life and Magic Meters are refilled. You'll be returned outside to
the Swamp of Evil.



*******************************************************************************
 [Z306.24] - SILVER AND GOLD
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  18/20               Pieces of Heart:  22/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   _ Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|X Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      X Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        X Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     X Tempered Sword   _ Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      X Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|X Crystal #4                X Crystal #5                 X Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Silver Arrows
- Golden Sword
- Piece of Heart x1

********************

REMINDER: If you have Rupees to spare, consider throwing them into the Pond of
Happiness to increase your Bomb and Arrow limits.

As the maiden said, your next destination is Turtle Rock, where Princess Zelda
herself is being held. Before we head there, now that you've acquired both
Crystals #5 and #6, a special item is available for purchase at the Dark World
Bomb Shop. We haven't talked about it much in this walkthrough since there was
no real point checking it out unless you needed to stock up on Bombs. It is
located on the same screen where Link's house is in the Light World.

Since we cannot leave the Swamp of Evil on foot, warp to the Light World first,
then get back to the Dark World using either the hidden Warp Point at Hyrule
Castle Gate or the Warp Tile south of Link's house in the Great Swamp. (Note
that this second way is faster, for if you warp to the Dark World from Hyrule
Castle Gate you'll have to traverse several screens to get to the Bomb Shop.)
Once you're at the Bomb Shop, go inside.

If you were here previously, the shopkeeper sold only a pack of 30 Bombs for 100
Rupees. Like most things in the game, Bombs were plentiful so this place wasn't
super crucial. Now, the shop carries a giant Super Bomb, also for 100 Rupees.
Purchase it and the Bomb will follow behind you. Make sure not to press the A
button or jump off ledges during this or you'll initiate the Bomb's countdown
sequence. If this happens, walk back over the Bomb to defuse it, otherwise
you'll have to fork over another 100 Rupees to buy a new one.

We're going to take this Super Bomb to the Pyramid of Power to the north. You
might think you have to take the long way, but all you actually need to do is
first warp to the Light World. Go north one screen from Link's house and take
out the castle Soldiers, then go under the castle gate and use the warp point
there to return to the Dark World, right at the base of the Pyramid. Go up the
first set of steps and then head left. You'll notice a dark slab of wall with a
crack in it. Position the Super Bomb right in front of this crack, then press
the A button to set off the timer. Back away and watch the Super Bomb blow the
wall open. Go inside.

This place might look familiar. It is, in fact, just like Hyrule's Waterfall of
Wishing, the place near Zora's Waterfall where we got the Magical Boomerang and
Red Shield. This one, too, offers Link an opportunity to toss in two items in
exchange for upgrades if he's honest, and one of them is necessary to beat the
game. Approach the "mysterious pond" and when prompted to throw an item in,
start with your Bow and Arrows. A cursed Great Fairy will appear; answer
truthfully and she will reward Link with the Silver Arrows. These are the only
weapons that can slay Ganon when you face him. The Silver Arrows replace your
standard Arrows and they are considerably more powerful, so even though you
don't need them until the final battle they will likely be helpful in the
upcoming dungeon.

Let's throw in the second item. Cycle through your items until you come to the
Tempered Sword. After the Cursed Great Fairy returns, once again answer honestly
to receive the Golden Sword! As the most powerful blade in the game, the Golden
Sword is twice as strong as the Tempered Sword. Many enemies can now be defeated
in one hit, and stronger ones within two. Sadly, however, your Beam Attack is
still not improved.

(NOTE: Similar to Hyrule's Waterfall of Wishing, if you throw an Empty Bottle
in, the Cursed Great Fairy will fill it with Magic Medicine. The next dungeon
requires extensive use of magic, so it might be wise to do this while you're
here and can get it for free.)

With our new toys in hand, it's time to start heading to the next dungeon.
Turtle Rock sits on the summit of the Dark World's version of Death Mountain and
we've got a bit of a hike to get there. Return to Hyrule and call the Bird, then
have it take you to location #1. From here, head east past the entrance of the
Mountain Cave, then go up the ladder to the next ledge. Now, stay along this
ledge and continue going east while trying to sidestep the falling Boulders and
a few Deadrocks. Keep going until you transition to a new screen.

You'll know you're in the right area if you've come to a broken bridge. Use the
Hookshot to latch onto the northern posts on the other side and continue east,
passing by a Blue Tektite until you encounter some Deadrocks. Turn south at this
point, where at the very end is a black rock you can lift with the Titan's Mitt.
Do so to find a Warp Tile and use it to go to the Dark World. (I briefly
mentioned this Warp Tile back in subchapter [Z306.14].)

From your entry point, head northeast until you come to a pair of caves, very
similar to those in Hyrule. For your reference, the east cave is an Item Shop.
Go inside the west cave. Walk west as you enter this cave and go up the stairway
to 2F. Go north and defeat a Blue Hardhat Beetle, then fall through the pit in
front of you. Continue north and push the westernmost block out of the way to
access another stairway leading back up. Defeat another Blue Hardhat Beetle and
drop through the pit to the east.

When you land, head east and take one more stairway up. Take out a couple of
Blue Hardhat Beetles and fall through any of the three pits you see here. You'll
land in a hallway with two treasure chests along the east wall. You can push the
blocks out of the way to get to them - the south chest contains a Red Rupee
[TC108] and the north chest holds Bombs [TC109]. Once you have those, take the
stairway to the west, then follow this cave out to arrive at the mountain
summit.

When you come outside, you should immediately spot see a giant rock. Don't go
too far west or you'll encounter powerful enemies called Lynels that like to
spit fireballs at you. Stay back here and remove the giant rock to reveal a
hidden cave. Go down inside it, and be sure not to pick up the skull pot you see
directly ahead. This large cave contains a number of platforms suspended over a
bottomless pit. Scattered throughout the cave are treasure chests all containing
50 Rupees. If you desire to get all of them, follow the steps in the next two
(2) paragraphs, otherwise skip ahead.

To access the treasure chests, you're going to be making use of the Hookshot.
This is why I said not to touch the skull pot directly in front of you, and make
sure not to remove any of the others in this room either. To start, turn west
from the skull pot and use the Hookshot to defeat the Blue Bari floating above a
square platform with two skull pots on it. With it gone, pull yourself to the
platform by hooking onto either of the skull pots. Look south to see another
platform with a treasure chest on it. Latch onto the skull pot to get over
there, then open the treasure chest for your first 50 Rupees [TC110]. Return to
the previous platform, then hook on to the platform to the north to find another
chest with 50 Rupees [TC111]. Directly west of this platform's south tip is a
third treasure chest you can get to with the Hookshot so do so for another 50
Rupees [TC112]. To get to the final treasure chest on the south side of this
platform, latch onto the skull pot on the platform to the west, then onto the
treasure chest back to the east (take out the Blue Bari first). Open the chest
for another 50 Rupees [TC113].

Now, to get back to the cave entrance, if you're okay with losing one Heart you
can fall into the bottomless pit. Doing so will return Link right back at the
entrance. This is the super quick way, however if you don't want to do that then
you'll first have to hook onto the skull pot on the west platform, then turn
north. You'll likely have to take out the Blue Hardhat Beetle first - one of
your new Silver Arrows will do nicely - before pulling yourself over to that
platform. Latch onto the empty treasure chest to the east, then get over to the
south platform by latching on to the southwest skull pot. If you're not lined up
just right, Link will latch onto the wrong skull pot and fall into the pit. Once
you're on that platform, use the Hookshot on the skull pot to the east to get
yourself back to the entrance platform.

Once you're back at the entrance (or if you skipped the previous two
paragraphs), walk north. You'll seemingly arrive at a pit. Whip out the Ether
Medallion and cast its magic; an invisible platform will be temporarily
illuminated. Take note of the safe places to step, then slowly walk along the
platform to the other side. Place a Bomb on the north wall and go through to the
other side.

In this cross-shaped room, you can bomb the north and west walls. The north wall
leads to a Great Fairy Fountain and the west wall takes you to another room.
This room has another wall to the north that you can blow up to access a Small
Fairy Fountain. Grab them if you want, then head south to leave this cave.

You'll be back out in the Overworld on top of a mountain peak. At first there
seems to be no reason to be here, but use the Magic Mirror to go back to Hyrule.
When you arrive, you'll see a Piece of Heart [POH23] waiting for you. Grab it
and return through the portal to the Dark World. Approach the break in the south
wall of this peak and Link will use it to jump clear across the gap to the other
side. Go east to the next screen and head to the south to find a stone turtle
structure. At last, we've arrived at Turtle Rock. But the front door seems to be
blocked by the turtle's head. How do we get in?

Return to the Light World via the Magic Mirror, and beware of the Deadrocks
running around. Remove the giant black rock guarding the ladder here and climb
it. There are three wooden stakes here that you can smash with the Magic Hammer,
though you have to pound them in the correct order to open the way forward. The
order is to strike the left stake first, then the top one, and finally the one 
on the right. You'll hear a chime for each correct step or a buzzer if you mess
up. Should the latter happen, leave the screen and return to reset the wooden
stakes. Once the stakes are pounded correctly, a final Warp Tile will appear.
Step onto it and Link will arrive in the Dark World standing atop Turtle Rock.

Just above the turtle head, directly to your south, is an insignia of the Quake
Medallion. This is similar to what we did to open the way to Misery Mire, so
stand on this platform, pull out the Quake Medallion, and cast its magic. The
turtle head will fade away, leaving the entrance to the dungeon available. (If
you inadvertently fell off this platform before doing this, simply return to the
Light World and go back through the Warp Tile.) Hop off the rock and go on
through the doorway.



*******************************************************************************
 [Z306.25] - DUNGEON XI: TURTLE ROCK
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  18/20               Pieces of Heart:  23/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   X Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|X Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      X Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        X Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     X Tempered Sword   X Golden Sword     |
|X Fighter's Shield X Red Shield       _ Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      X Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|X Crystal #4                X Crystal #5                 X Crystal #6       |
|                            _ Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Mirror Shield
- Crystal #7
- Piece of Heart x1
- Heart Container x2

********************

Turtle Rock is themed to look like the inside of a cave. Here you'll find a
number of rooms containing vast bottomless pits. Hovering above these pits are
cable-like tracks that require the Cane of Somaria to utilize. You'll need
plenty of magic in this dungeon, so if you do not have Magic Medicine or
Cure-All Medicine then I strongly recommend getting either (preferably the
latter). Although you have been outfitted with the Silver Arrows and the Golden
Sword, don't get too complacent. The enemies will put up a fight and this place
has some of the game's most infuriating traps. Be vigilant and trust your skills
- Zelda is waiting for you!

The Telepathy Tile to Link's left warns you against going further if you don't
have magic-refilling potions. Under one of the skull pots is a large Magic Jar,
stressing magic's importance. Hanging over the vast pit up ahead is one of those
cable tracks I mentioned. Stand at the edge, right near the question mark
symbol, and use the Cane of Somaria. Instead of a block, a platform large enough
for Link to stand on will form. These platforms can move in the direction you
choose with the Control Pad. Get on it and ride it north across the pit, then go
on to the next room.

Create another platform with the Cane of Somaria and have it take you west.
Along the way, you'll probably attract the attention of some Blue Bari and
floating Stalfos Heads; take them out if needed. Get off at the first stop you
come to and go through the southwest door. Head to the very south end of this
room to find a treasure chest containing the Compass [TC114], and watch out for
the fireballs from the Medusas in the corners. On your way out of this room,
you'll find the door sealed shut and guarded by a Laser Eye. If you face the
Laser Eye directly it will continuously shoot laser after laser at you while the
doorway remains firmly closed. The trick is to turn Link south so that the
doorway remains open and the Laser Eye stops firing, then charge up a Spin
Attack and walk backward out the door.

The enemies in the previous room may have respawned so be wary of them. Create
another Cane of Somaria platform and this time head to the east side of the
room. There are two ledges with doorways along the east wall. Ignore the
southern door - it leads to skull pots containing miscellaneous Recovery Items.
Get off at the ledge leading you through the northeast door.

Don't pick up the skull pots for the moment unless you desperately need magic.
There are four torches in this room that must all be lit up in order to open the
north door and you can only reach all four torches by riding a Cane of Somaria
platform. The torches are also on a timer so you must be fast.

This may take a few tries to get down. I advise studying the path a bit before
you try lighting the torches. Begin by creating your platform and ride it south,
letting it take you around the room. Equip the Fire Rod, and when you start
moving north between the two southernmost torches, light the southeast torch.
While the platform continues north, light the northeast torch as you pass by it.
Next, immediately face south, and when the platform takes you back west, line up
your shot and ignite the two westernmost torches simultaneously. If you run low
on magic, you can get a large Magic Jar from one of the skull pots I pointed out
a bit ago. Anyway, once the north door is open, quickly get off the platform and
go through before any of the torches go out.

In this room you'll have to weave around Rolling Spike traps. Use the gaps along
the walls to take cover. At the north end are two treasure chests
[TC115]-[TC116]. The left one holds the Dungeon Map and the right one a Small
Key. Grab the small Magic Jar from the skull pot if you need it, then backtrack
two rooms to the large bottomless pit room.

                         ~~~~OPTIONAL EXPLORATION~~~~

If you either a) want to fill in all the rooms on the Map and/or b) still need
more health and magic, create a platform and take it to the ledge immediately to
your north, then go to the next room. Hang out inside the doorway to keep safe
from a horde of Flying Tiles, then proceed to the next room where you can find a
Fairy and a large Magic Jar under the skull pot. Return to the bottomless pit
room.

                                   ~~~~~~~~

Back in the large bottomless pit room, make a platform and ride it over to the
very northwest ledge to find a locked door. Go through it to find a new enemy
known as a Hokkubokku. These creatures like to hop around the room and can be a
bit difficult to attack. When you do attack it, its segmented body pieces will
detach and fly about the room while the remaining pieces will move faster.
Destroying its head will defeat the enemy completely and leave a Small Key
behind. Some Green Zols may also appear. Defeat them and then use the Small Key
to go through the north door.

If you've played any games in the Mario franchise, you'll be familiar with the
Chain Chomps in this room. These things are completely invincible and their only
purpose is to make getting around this room a pain. The Chain Chomps will try
lunging at you as far as their chains permit them. Do your best to stay out of
range.

Use a ranged weapon on one of the Crystal Switches to lower the blue blocks.
Notice the set of five blocks on either side of the doorway you came through.
The northernmost block of each set can be pushed toward the center of the room
to make a treasure chest appear [TC117], so pick one side while avoiding the
Chain Chomps. Once the chest appears, strike one of the Crystal Switches again
to lower the orange blocks and open the chest to get another Small Key to use on
the north door. Head down the stairs to reach B1.

Go down the steps to the lower floor and transform the Anti-Fairy into a regular
Fairy if you need life. Should you want them, you can find Recovery Items under
skull pots in the northeast corner of the room. Then, make your way to the
southeast area where you'll find another Anti-Fairy and a Hokkubokku. (REMINDER:
You can insta-kill a Hokkubokku if you attack its head directly.) Go up the
steps seen here and enter the tunnel. You'll automatically pass through it to an
upper ledge in the northwest corner. Grab Rupees and Arrows from the skull pots
if desired, then go through the door.

The next room contains a series of tunnels all twisting and turning around each
other over a giant pit of lava. Luckily there's no way to get hurt by the lava,
so from your current position enter the easternmost tunnel to be taken to the
northwest side of the room, then head through the door. Four Anti-Fairies await
you in the next room to make things crazy; get rid of them with Magic Powder.
Walk south to find a Crystal Switch and a row of blue blocks. Make the Crystal
Switch blue if it isn't already so you can get by, but stay back enough so the
Rabbit Beam up ahead flies into a wall and dissipates. Next, take out the
Stalfos Heads and Hokkubokku and grab the Small Key that the Hokkubokku drops.
You'll see a Laser Eye above the locked east door. Quickly pass through it
before the Laser Eye has a chance to hit you.

Go through the tunnel to come out onto an island in the middle of the lava pit,
then open the treasure chest to obtain the Big Key [TC118]. Now, go through the
south tunnel and through the doorway you arrive at to return one room east. Go
through one more tunnel to be taken to a ledge in the center of the room. Pick
up the skull pot to find a large Magic Jar, then hop down to the floor below and
return to the tunnel in the southeast corner. Back on the northwest side, go
through the door once more to return to the lava pit room. This time take the
westernmost tunnel, which will take you to the southwest corner of the room.
Proceed into the room beyond.

Two Hokkubokku and a Medusa hang out in here. Avoid the Medusa's fireballs as
best as possible as you take down the Hokkubokku, upon which the south and east
doors will open. Ignore the bottom-right skull pot, which hides a Rabbit Beam,
but feel free to grab the items from the other skull pots. Go through the south
door, then through the west doorway.

This room has five Laser Eyes along the north wall. Three will fire at you only
if you face them, while the other two will constantly barrage you with attacks
no matter the direction you face. You can see a crack in the south wall, so be
quick and remove one of the skull pots, lay a Bomb down, and back away from both
it and the Laser Eyes (the skull pots will not protect you from their beams). A
doorway leading outside the dungeon will appear so hurry on through.

You'll be standing on a long, narrow ledge outside Turtle Rock. Head east to a
cave entrance leading back inside the dungeon, but don't go inside just yet.
Pull out the Magic Mirror as you stand in front of this entrance and return to
the Light World. You'll materialize right outside a cave on Death Mountain. This
is the only way to reach this cave, so go inside it.

Four Green Goriyas await you in here, two of which are trapped behind a barrier.
Equip your Arrows, then use the trapped Goriyas' mimicry against them by letting
them walk into an Arrow as you fire it. Once those two are gone, smash the Moles
to the north with the Magic Hammer and defeat the other Goriyas however way you
want. Go through the door that opens upon their defeat, then open the treasure
chest in this room [TC119] to get the game's final (and best hidden) Piece of
Heart [POH24]! With this collected, you should now have 19 Heart Containers.
Return outside, go back into the Dark World, and head inside Turtle Rock using
the cave entrance you appear in front of.

Create a platform to get across this small pit. Open the Big Treasure Chest
[BTC10] to receive the Mirror Shield! With this, you can now block the attacks
of those annoying Laser Eyes (although strangely this doesn't work on Beamos
statues). Go north to the next room. Dodge the Rolling Spike trap and Medusas
here and continue north through the locked door to get back to the lava pit
room. Go through the tunnel to be taken to the northwest corner and pass through
the doorway. In this small room, defeat a Hokkubokku, using the skull pots to do
so if you'd prefer.

                         ~~~~OPTIONAL EXPLORATION~~~~

Check out the cracks in the north and east walls. To continue the dungeon, we
want to blow up the north wall. However, if you're looking to fill in all the
rooms on your Map, then first blow open the east wall - otherwise, skip to the
next paragraph. In the east room, walk around to attract a few Green Zols and
kill them. Upon defeating them all, you'll hear a chime. You can then push the
northernmost block out of the way - note that this is impossible to do until you
defeat the Zols. Pull back on the tongue of the west statue here to open the
north door. (Pulling on the east statue causes Bombs to drop from the ceiling.)
On the other side is a crazy room of three Rolling Spikes guarding a ton of Blue
Rupees - 54 for a grand total of 270 Rupees. Frankly, if you don't have a need
for cash this room isn't all that worth it. Whatever you choose, eventually
retrace your steps to the room with the Hokkubokku.

                                   ~~~~~~~~

Bomb the north wall, being on the lookout for Zoros that may crawl out of the
rubble, and go through. If the Crystal Switch in the distance isn't orange, use
a ranged weapon to hit it from your current position. Stand on the receded
orange blocks and after the Rolling Spike passes by hit the Crystal Switch again
to make the blue blocks to the west lower. (When you do this while standing on
the orange tiles, Link will briefly flicker; this is normal and actually makes
you momentarily invulnerable.) Wait for the Rolling Spike to reach its apex at
the east wall, then run over to the treasure chest and grab the Small Key from
inside [TC120]. Wait for another opening, then hit the Crystal Switch one more
time to turn it back to red and book it to the locked door to the north. Go
through it to go down to B2.

You'll arrive in a pitch-black room and be challenged with the most complicated
platform puzzle in the dungeon. The track contains numerous pathways all
crisscrossing and looping over each other. Three Guruguru Bars are hiding around
this room as well, making your navigation that much harder. Either the Magic
Cape or Cane of Byrna are good options here, or you can try using the Hookshot
to temporarily pause the platform's movement and let the Guruguru Bars safely
pass through you.

Your first goal is to reach an island in the center of the room, where a Floor
Switch will open a door in the southwest corner. I'll try my best to make the
directions as clear as I can, and I suggest looking up a screenshot of this room
for extra guidance. (Mikesrpgcenter.com has a wonderful archive of maps.)

The following is the quickest way to get to the island: Get on your Cane of
Somaria platform and head south, then immediately go east. Turn at the first
south and let the platform curve eastward, then turn south again at the first
opportunity. The platform will turn east and deliver you to the island. Once
there, remove the skull pot and step on the Floor Switch to open the southwest
door. There's no timer or special Cane of Somaria block needed to keep the door
open, so you don't have to worry about speed.

Now, get back on your platform and ride it back west and north, then push it
east at the first chance you get so that it turns northward, then turn east
again at the earliest chance. As you come near one of the Guruguru Bars, take
the first south that you can and ride it all the way down until you come close
to another Guruguru Bar, at which point turn west.

The path will take you to a four-way cross-section; continue west from this
section and the platform should drop you off at the ledge with the door you
need. The controls can be a bit funky and it may take trial and error to get
this right. In any case, once you arrive at the southwest door, head on through.

You're out of the dark room, but the danger isn't letting up. Quickly cross the
narrow path you dodge the Laser Eyes lining the walls, and be sure to knock the
Helmasaur into the pit. You could try dashing, which might give you enough force
to mow the Helmasaur down. Be careful not to fall into the pit yourself, though.
Go through the south door on the other side.

Four treasure chests are in this room, each guarded by a Laser Eye. The prizes
in each chest from north to south are a Green Rupee, a Blue Rupee, a Red Rupee,
and a Small Key [TC121]-[TC124]. Of course, the Small Key is the only necessity,
though you can try for the Rupees if you really want them. The catch is that
these Laser Eyes will shoot at you no matter the direction you're facing. You
shouldn't have a problem blocking their beams with the Mirror Shield as you
approach them to get to the treasure chests - it's retreating from them that
requires trickery. The key is to charge a Spin Attack while facing either north
or south depending on which wall the Laser Eye is mounted on. While charging the
Spin Attack, Link will use his shield to guard his right side. This is the side
you want facing the Laser Eyes as you back away from them. Make your way through
this room grabbing what you want and make sure to get the Small Key. A Red
Hardhat Beetle hangs out near the Small Key chest. Hit it with the Hookshot to
knock it into the pit. 

(NOTE: Before you go back to the previous room, you can plant a Bomb on the
south wall here to open another exit from the dungeon. From here, you can use
the Magic Mirror to return to Hyrule and explore another cave on Death Mountain.
We already explored it back in subchapter [Z306.14], though if you could use
Fairies, go down the stairs at the north end of this cave to find a pair of
them. Stay away from the pits near the cave's entrance and don't jump down from
the ledge outside, or you'll have to climb Death Mountain all over and drop down
to this ledge to get back to your magic portal.)

With the Small Key acquired, return to the previous room and unlock the
southwest door. In the following room, you'll need to maneuver through a maze of
orange and blue blocks, changing the Crystal Switches scattered about the room
to do so. Various enemies will attempt to attack so defeat them as needed. The
skull pots in the room hide an assortment of Recovery Items should you want
them. Travel north through this puzzle and pass through the stairway on the
other side.

The skull pots here contain a Recovery Heart and a large Magic Jar. Use the Cane
of Somaria to create one more platform and ride it across, then hop off and
enter the boss's chamber.

*==================================*
 Boss: Elemental Colossus - TRINEXX
*==================================*

This massive stone monster resembles a turtle and is accompanied by two heads
protruding from its shell - one spouts fire and the other blasts ice. The fire
head is weak against the Ice Rod while the ice head is, naturally, vulnerable to
the Fire Rod. The rods are the only way to defeat these heads so remain watchful
of your Magic Meter. Meanwhile, the central head is entirely invincible. Trinexx
will frequently thrust its long-necked central head toward Link. This attack can
cause extensive damage if it makes contact, but like the Helmasaur King you have
a warning sign: Trinexx will quickly swish its tail back and forth, so use this
as your sign to get out of the way.

Concentrate first on the ice-blasting head. Its frost will leave a permanent
floor of ice and you'll want to minimize traction in this battle. A single blast
from the Fire Rod will temporarily stun the head and give you an opening to
attack. You can continue using the Fire Rod until it's defeated, though if
you're trying to conserve magic then just use the sword. In fact, the Golden
Sword's strength is such that only a few swipes are needed to destroy each head.
Once the ice head is gone, repeat the process on the fire head using the Ice
Rod. When both heads are destroyed, Trinexx's outer shell explodes and leaves
behind its snake-like body, which it will use to pursue you around the arena.
Trinexx moves very fast during this stage so be prepared to heal at a moment's
notice. As its body stretches, notice the obvious weak point indicated by the
flashing segment; this is where you want to attack. Keep dodging around the
boss, slashing at this spot whenever you get a chance. After several successful
blows to this weak point, the boss will be vanquished.

========

Pick up your well-deserved Heart Container, bringing your total to the game's
maximum of 20! Grab the crystal to be reunited at long last with Princess Zelda,
who reaffirms her belief in you as the legendary Hero of Hyrule. You're given
your final task of taking the fight to Ganon himself. The Life and Magic Meters
refill once again and you're returned to outside Turtle Rock.



*******************************************************************************
 [Z306.26] - THE LAST JOURNEY
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  20/20               Pieces of Heart:  24/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   X Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|X Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      X Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        X Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     X Tempered Sword   X Golden Sword     |
|X Fighter's Shield X Red Shield       X Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      X Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|X Crystal #4                X Crystal #5                 X Crystal #6       |
|                            X Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

(Nothing)

********************

I'm skipping the reminder about throwing Rupees into the Pond of Happiness this
time. Ganon's Tower is directly west of Turtle Rock and since getting back here
is a bit of a walk there's no reason to take any side trips unless it's for
replenishing your stock of Cure-All Medicine. Besides, I assume you have likely
maxed out your Bombs and Arrows as much as you want by now.

Just follow the path west until you come across the Lynels I mentioned before we
started Turtle Rock. You can simply block their energy blasts with the Mirror
Shield but don't slash at them when they are attacking or their blasts will hurt
Link. Cross the bridge and defeat another Lynel on the other side, then go to
the next screen to arrive at Ganon's Tower. There's nothing else to do or
explore, so approach the stronghold and watch as the Seven Maidens combine their
powers to dispel the protective barrier. Climb the steps to begin the final
dungeon.


 
*******************************************************************************
 [Z306.27] - DUNGEON XII: GANON'S TOWER
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  20/20               Pieces of Heart:  24/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   X Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|X Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      X Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        X Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     X Tempered Sword   X Golden Sword     |
|X Fighter's Shield X Red Shield       X Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      X Blue Mail        _ Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|X Crystal #4                X Crystal #5                 X Crystal #6       |
|                            X Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

- Red Mail

********************

Ganon's Tower is the longest and most challenging dungeon in the entire game, as
it should be since it's the last one. It's similar to the Tower of Hera in that
your journey begins in the tower's basement floors. Most of the rooms are truly
skippable but as has been my goal, I will share how to explore every inch. After
acquiring the Red Mail, the rest of the dungeon is dedicated to climbing floor
after floor. The monsters are as tough as they've ever been, maybe more so now,
and the puzzles get more complicated. You might be surprised to meet some old
enemies here, too. It can be a tough undertaking, but you've come so far and
it's time to finish this!

The entrance chamber is entirely devoid of enemies, so simply head north to find
three stairways - one leading up and two heading down. Take the west stairway
down to 1F. Dash into the lantern on the right to knock a Small Key down and
grab it while dodging the Spark, then defeat the two Red Stalfos. Ignore the
locked door to the east for now and proceed west instead.

Pick up the skull pot in the southeast corner for another Small Key, then defeat
the Blue Bari. Be wary of the Bumper as you get on the conveyor belt, then start
smashing the Moles into the ground with the Magic Hammer. You really only need
to pound two of them so that you can access the middle block and push it. Doing
so opens the west door, while underneath the block is a Star Switch that will
remove the bottomless pit blocking the door. Head through to the next room.

Latch onto the block sitting on the platform to the west; be sure to align with
the block or Link will instead hook onto the skull pot and fall into the pit.
Once there, you can go either north or south.

                         ~~~~OPTIONAL EXPLORATION~~~~

The room to the north is optional - should you want to explore it you can use
the Hookshot on the block to pull yourself over to the platform. The room beyond
traps you in a fight with three Red Stalfos, accompanied by four Yomo Medusas.
Keep their fire blasts in mind as you take out the Stalfos, then collect the
contents of the four treasure chests [TC125]-[TC128]. Once there, get over to
the platform to the south by hooking onto the skull pot.

                                   ~~~~~~~~

Use the Hookshot to move southward across the bottomless pit, and watch out for
the Blade Trap halfway through. When you reach a platform with a Red Stalfos,
defeat it and go through the locked door to the east. In the next room, weave
around the Guruguru Bars as you reach the treasure chest containing the Dungeon
Map [TC129], then return to the previous room.

Hit one of the Crystal Switches to lower the blue blocks. Next, plant a Bomb
against the Crystal Switch and quickly run past the blue blocks before the Bomb
explodes, turning the Crystal Switch red and raising the blue blocks again.
(NOTE: You can perform a similar trick with the Cane of Somaria by creating a
block, then breaking it apart and sending its energy flying once you're beyond
the barrier.) Go south.

You can find a small Magic Jar under the skull pot in the northeast corner. To
get through this room, you'll have to lower the blue blocks while at the same
time standing behind the currently lowered orange blocks. Repeat the trick you
did in the previous room with either a Bomb or the Cane of Somaria. With the
blue blocks lowered, retrieve a Small Key from under the southeast skull pot,
then go through the east door. In the following room, hit the Crystal Switch to
turn it red and make a mad dash over to the Teleportation Tile on the other side
of the room.

Travel west across this long room while avoiding the Winders as best as you can,
although the narrow pathways do make this rather tricky. At the other end you'll
find a block sitting by itself. Push it to make a treasure chest appear across
the pit [TC130]. Grab onto the chest with the Hookshot, open it to get a Small
Key, and unlock the south door.

The next couple of rooms involve a series of Teleportation Tiles, creating a
kind of maze between them. Each Teleportation Tile in this room will transport
Link to another room elsewhere on the floor, while the Teleportation Tiles in
that room will return him to this one. Make sense? The goal is to reach the
Teleportation Tile located in the southwest corner of the room you're currently
in. We'll also pick up a few goodies along the way.

From your doorway, begin by taking the westernmost Teleportation Tile. When you
appear in a different room, take the Teleportation Tile directly next to you
(not that there's any other one to use). Back in the previous room, blow open
the west wall with a Bomb. Take out the Mini-Moldorm and Blue Bari in the room
beyond, which seems to otherwise be a dead-end. Walk over the raised step in the
northwest corner - it's actually a Floor Switch that will cause the entire north
wall to blow apart. On the other side are four treasure chests: the south chests
both contain Bombs [TC131]-[TC132] and the north chests hold 10 Arrows each
[TC133]-[TC134]. Go back to the Teleportation Tile room. (I know, these might be
junk things to get at this point but I did say we would explore every room!)

Step onto the south Teleportation Tile, then onto either of the Teleportation
Tiles directly east. Next, watch out for the Winder as you head southwest and
step on the Teleportation Tile there. When you appear in the other room, this
time you'll be able to head eastward. Do so while winding around the pits and
taking out a duo of Hardhat Beetles. Step onto another Teleportation Tile, then
another, and finally go through the east door.

A catwalk extends over a giant bottomless pit in this room. As you head north to
fight off Blue Hardhat Beetles and a Helmasaur, notice that some of the Beetles
seem to be floating over this pit - there's an invisible path! If you go to the
very north end of this room and then head east a little bit, you should spot an
unlit torch. Lighting it with the Fire Rod will make the path visible until the
torch goes out. If you're fast you should be able to cross the majority of the
path before the torch goes out. If not, use the Ether Medallion to briefly light
your way. Once the torch is lit, quickly move to the south over to where the two
skull pots are. Chuck them out of the way and get onto the now visible path.
Follow it to the northeast ledge while taking down the Hardhat Beetles. Once
safely at the northeast ledge, go through the door.

Get rid of the Anti-Fairies in this room and turn to the cracked floor in the
southeast corner. Grab 10 Arrows from the treasure chest here [TC135], then
place a Bomb on the cracked floor. Fall through to B1 to partake in a boss
rematch!

*========================*
 Mini-Boss: ARMOS KNIGHTS
*========================*

The Armos Knights from the Eastern Palace are here for a second go! Fortunately,
you've become a lot stronger since then and they haven't changed up their fight
pattern, nor are they themselves any stronger so you should have no trouble
making short work of them. The only thing complicating this fight is the
slippery ice floor, but if you stick to a corner and let the Knights do their
thing then picking them off will be easy. Your new Silver Arrows can destroy
each Knight in a single shot, though if you'd prefer more of a challenge you can
use your mighty Golden Sword to give them a few more hit points. As before, the
last Knight will turn red and try to crush you, so bear this in mind as you
slide around the floor.

========

Both doors will open upon the Knights' defeat. Go through the north door first.
On the other side, open the central treasure chest to get the Big Key [TC136].
The other chests contain more Arrows and Bombs [TC137]-[TC138]. Go back to the
previous room and go through the west door. Dash into or blow open the cracked
north wall to find a hidden room with Fairies if you need them, but otherwise go
upstairs to return to 1F.

You'll arrive right by the Big Treasure Chest [BTC11]. Push the east block out
of the way and open the Big Treasure Chest to receive the Red Mail! This armor
provides double the protection of the Blue Mail and gives you a stylish purple
cap to boot. As with the Blue Mail, this defense bonus applies only to standard
enemies and doesn't include traps. Also, this is the final obtainable item in
the game, so if you were following along with this walkthrough, congratulations
on getting everything!

With the Red Mail acquired, you can now continue the rest of Ganon's Tower. That
said, there are still extra rooms to explore and treasure chests to find down
here, including the Compass. If you're itching for the completionist's route
then read on. Should you wish to move forward, use the Magic Mirror to return to
the dungeon entrance and skip the next seven (7) paragraphs.

                         ~~~~OPTIONAL EXPLORATION~~~~

From the Big Treasure Chest room, head north and go east through the locked
door. Open the treasure chests in the next room for even more Arrows and Bombs
[TC139]-[TC140]. Ignore the stairway going up and don't pull the lever you see
here lest you'd like Bombs to fall on you. A Floor Switch is under the southwest
skull pot but you'll need to press it down with a block from the Cane of
Somaria. Do so to open the east door and head on through.

You'll encounter an Anti-Fairy, a Rabbit Team, two Yomo Medusas, and Flying
Tiles. While you can hide under the doorway to stay safe from the Rabbit Beam,
unfortunately you shouldn't do this to evade the Flying Tiles because a
Wallmaster also hangs out in this room. This forces you to run around trying to
avoid the remaining traps. Remember that the Yomo Medusas will fire at you if
you use your sword on the Tiles or Wallmaster, so you'll have to contend with
that, too. Once the Flying Tiles have all been destroyed and you've killed the
Wallmaster, a treasure chest containing a Small Key will appear [TC141]. Take it
and go east through the locked door.

The bad news: another dang Wallmaster! The good news: the last Wallmaster you'll
ever encounter! Don't bother checking out the room to the north - you already
explored it via the Teleportation Tiles from earlier and there's nothing of
value. First, focus on taking out the enemies lurking about in this room. Along
the way, note the two blocks in the east; push the southernmost block down. As
you get to the south side of the room you'll find Blue Bari and a Medusa. You
can go through the southeast door if you wish to fill it out on the Map but it
also has nothing of value in there. Anyway, once you've defeated the enemies in
here your next goal is to light the four torches. Start from the north end
first, then whip out the Fire Rod and quickly ignite all four. Be sure to light
torch #2 by going through the path we opened by pushing that block earlier. When
all the torches have been lit, quickly get through the south door before any of
them go out.

Defeat the Gibdo before you, then take out the others by letting them walk up to
the raised blue blocks so they are within reach of your sword. Look east to see
the Crystal Switch at the end of a conveyor belt. Here you must again use the
Bomb/Cane of Somaria trick by either tossing a Bomb onto the conveyor belt and
letting it ride toward the Crystal Switch, or creating a Cane of Somaria block
and throwing it instead. In this instance, the Cane of Somaria might be best
since you can control the timing of when to blast the block apart. Use your
preferred item to turn the Crystal Switch blue so that the blue blocks lower.
Once that's done, repeat the puzzle to lower the orange blocks, making sure to
stand behind the lowered blue blocks when the Crystal Switch changes color so
that you can proceed west to the next room.

In this room, defeat the Blue and Red Hardhat Beetles. You're now free to take
the contents of the four treasure chests [TC142]-[TC145], but make sure to leave
the northwest treasure chest for last. It contains the Compass and when you open
that chest a bunch of bottomless pits materialize in the room, making it more
difficult (but not impossible) to access the other chests. When you've collected
your spoils, step onto the Teleportation Tile.

Slowly walk east along the conveyor belt, taking out a Blue Bari. When you touch
the Star Switches, the long pit to the south moves directly in front of you.
Move along the south conveyor belt to another set of Star Switches which will
move the pit back to its original position. This gives you access to the skull
pots sitting in the alcove to the north. One of them holds a Small Key, so grab
it and continue going east while defeating another Blue Bari. Use the Small Key
on the east door.

I recommend using the Cane of Byrna or the Magic Cape as you move through this
room. The traps and enemies are bad enough to deal with, and as you approach the
southern end the center catwalk begins to crumble so you can't afford to delay.
Go through the door in the southwest. In the small room beyond, circle to the
west side of the bottomless pit and pull back on the gargoyle statute to reveal
a Star Switch. Step on it to make a small bridge to the central island appear.
Defeat the Blue Hardhat beetle and step onto the Teleportation Tile. When you
reappear elsewhere in the dungeon, you will have explored the very last room on
1F. To continue with the rest of the dungeon, use the Magic Mirror to get back
to the entrance.

                                   ~~~~~~~~

Back in the entrance chamber, it's now time to power through to the top of the
tower for your fated confrontation. This time, take the central stairway to
reach 3F.

Get rid of the Anti-Fairy first; you don't want it bothering you while trying to
get through this precarious room. Keep your Silver Arrows handy as you work the
Crystal Switches and shift the orange and blue block barriers around. When you
can, kill the Green Goriya with sword slashes and the Red Goriya with a Silver
Arrow. After you've accessed the regular blocks to the west, push the north one
down to open the door, then go through it. In the following room, manipulate the
gargoyle statue so that you corner the first Blade Trap between the statue and
the east wall. Take down the Red Goriyas with Silver Arrows to open the door,
then free the Blade Trap and move on to the next room.

You'll meet two more Red Goriyas flanked by a pair of Beamos statues. Remember,
your Mirror Shield can't block the Beamos' lasers, so stay light on your fight
as you shoot the Red Goriyas. The north door opens upon their defeat. Go through
it and then north again using the Big Key.

You're standing on an upper level in the next room while numerous Blade Traps
slide around below. Stay on this level and go north until you come to the
northernmost Crystal Switch, then hop down to the lower level and hit it. All
the Blade Traps will be freed and the orange blocks will recede. You can just
make out both a Green and Red Eyegore hiding here so take them out when they
awaken. Go north to the trio of skull pots. The Floor Switch under the middle
one opens the door back on the upper level. Hit the Crystal Switch again to
block off as many of the Blade Traps as possible - you can block all of them if
you have impeccable timing. Head back up the steps and go through the door you
opened.

Cannons can be found lining the north and south walls here, blasting volley
after volley of Cannonballs at Link. Their predictable pattern makes them not
too difficult to dodge, so carefully get over to the east side of the room. Once
there, notice the small ledge to the south with a cracked wall. Position Link
the tiniest bit south of the two blocks here and then turn to face them. If you
have enough space, you can dash into the blocks, the force of which will send
Link flying backward over the pit and onto that ledge. Bomb the wall to reach a
hidden room with Fairies and various miscellaneous items. Return to the previous
room, use the Hookshot on one of the blocks to get back across the pit, and head
upstairs to 4F.

The next several rooms get increasingly difficult. Start with defeating Red
Stalfos, a Blue Zazak, and a Red Zazak as you navigate the conveyor belts, then
head west. Next, a Beamos stands on a set of conveyor belts while three Red
Stalfos wander about. Try to take down the Stalfos using the skull pots to make
things easier and go through the south door. In the next room, two Beamos
Statues circle around more conveyor belts while three Blue Zazaks patrol about.
Make use of the skull pots again to defeat the Zazaks and continue south.

Things are getting really ridiculous with the addition of icy floors to the mix!
Dodge around the Beamos' deadly beams as you tackle the Red Zazaks. With the
Golden Sword, each one is dispatched with a single hit. After they're gone, keep
going south, where the room beyond has replaced conveyor belts with a single
sheet of ice. The Beamos and Medusa will constantly bombard you with fire, so
defeat the Red Stalfos and Red Zazak as quickly as you can before running
through the west door. (The skull pots contain Recovery Hearts but with the
traps hanging around it's best to forget about these.)

Dash past the Rabbit Beam before it can turn you into a Bunny and pass through
the west door to come face to face with another blast from your past.

*===================*
 Mini-Boss: LANMOLAS
*===================*

The battle with the Lanmola trio is the same as it was in the Desert Palace, but
this time a Medusa lurks in the corner to make things more interesting. Still,
with your armor and sword upgrades this should be a piece of cake. Follow the
same strategy as your previous battle with these guys by waiting for them to
surface and taking them out one at a time. The Ice Rod and Silver Arrows are
helpful, though the Golden Sword can easily kill each Lanmola, too. Remember
that once you're down to the last Lanmola it hurls dirt in eight directions
instead of four.

========

Once you've defeated the Lanmolas the doors reopen so head north. This room is
empty save for some skull pots with Recovery Items; grab what you want and go
upstairs to 5F.

As soon as you enter the room, three skull-faced, purple-cloaked Wizzrobes look
to be floating over a bottomless pit. Wait for the Wizzrobes to fully
materialize, then cast the Ether Medallion. Not only will this illuminate the
path across the pit, it will obliterate the Wizzrobes, causing the south door to
open. Carefully cross the path and move on to the next room. Next, run across
the suspended pathway to evade the Laser Eyes on the north wall and defeat the
Blue and Red Taros on the other side, then go north. Defeat four more Purple
Wizzrobes on the conveyor belts as you dodge around the Blade Trap. Pass through
the north door after you defeat the Wizzrobes.

This room contains a collapsible walkway so dash north across it. You'll pass
through a small horde of Red Taros along the way but don't stop to take them all
out, just advance through the east door. In the next room, carefully walk across
the narrow paths as you avoid the Guruguru Bar. Start by removing all the skull
pots blocking the unlit torches. With those out of the way, use the Fire Rod and
light the torches to open the southeast door. (I recommend starting with the
north torch and working clockwise.) This is another time-themed puzzle, so get
to the southeast door as soon as possible.

Laser Eyes dot the east wall of this room, with the north and south edges
providing the only safe spots. The west skull pot holds a Recovery Heart while
the east skull pot hides a large Magic Jar. You can grab both of these as long
as you are quick, then go up the stairs to reach 6F.

Immediately equip the Lamp or Fire Rod. The floor starts to crumble and you need
to light the four torches to get through the north door. The floor falls away
starting from the northeast, so try to light the torch there first and work
clockwise. Alternatively, start with the southeast torch and go clockwise; after
lighting the northwest torch, turn around and blast the northeast torch with the
Fire Rod. With the four torches ablaze, go through the north door. (If you fall
to the room below, return upstairs to reset the puzzle.)

Watch out for the Medusas and Spike Floor traps as you take down the two
Helmasaurs. One of them drops a Small Key for you to grab. If you need Bombs,
you can get them from the skull pots and treasure chests [TC146]-[TC147]. When
you've had your fill, go through the west door using the Small Key.

In the next room, you have to place a Bomb along the southern wall to go forward
but the presence of conveyor belts, a small Blade Trap, and a large Blade Trap
all make this a tad challenging. You could tackle this in one of two ways. The
first is safer but it requires good timing. Stand a little away from the east
wall and north of the conveyor belts, then chuck a Bomb so it lands on the
southernmost belt. It should explode as it reaches the cracked wall. (If the
Bomb lands too close to the south wall it won't move; be sure to back up a bit
further.) The second method is more dangerous but a lot faster. You can weave
around the Blade Traps and march right up to the cracked wall to plant the Bomb.
If you choose this method, be sure to set the Bomb right up against the wall so
that the conveyor belt can't move it. After blowing the wall open, move on to
the next room.

Let the Rabbit Beam run into the raised orange blocks as you enter this room.
You can also try taking out the Anti-Fairy with a precise sprinkle of Magic
Powder. You can't do anything about the Spark, but it's the least annoying trap
anyway. Your goal is the treasure chest in the center of the room, so manipulate
the Crystal Switches as needed to get there. Retrieve the Small Key from the
chest [TC148], then back out of this mini-maze and go through the locked door to
the south. 

*==================*
 Mini-Boss: MOLDORM
*==================*

Another rematch! As with the previous two repeat battles, Moldorm has no
difference in attack pattern or strategy in this second fight. If there's any
hindrance, it's that the platform is smaller, so it's a little easier to get
knocked off. Like your first battle with Moldorm, if you do get knocked down to
the floor below you'll have to climb back up using the stairs in the northeast
corner, resetting the fight. (This happens to be the only way to reach the room
below if you're trying to fill out your Map, but do note that there are Spike
Floor traps down there as well as Purple Wizzrobes and an Anti-Fairy.) The nice
thing about this fight is that it only takes two blows with the Golden Sword to
defeat Moldorm. Due to the wide difference between the sword's attack power and
the boss's hit points, there is also no danger of the giant worm going on a
rampage like it did when you previously fought.

========

Upon Moldorm's defeat, a treasure chest will appear on a platform south of the
battlefield. Launch yourself over to it with the Hookshot and open it to receive
a Red Rupee [TC149], then go up the steps and push the three westernmost blocks
aside to open up a path, providing access to the west door.

This room is insanely tough! The floor is covered in spikes, ice, and conveyor
belts while Bumpers and Blade Traps litter the area. Even more annoyingly, an
army of Helmasaurs rush forward to assault you. If you have a full bar of magic,
I suggest wearing the Magic Cape and charging straight through this room.
(REMINDER: The Magic Cape allows you to pass through Bumpers, although it
doesn't help with traction against the ice or conveyor belts.) If you are out of
magic power or will run out, then you'll have to fight your way through this
madhouse. Once you get to the stairs at the north end, take off the Magic Cape
and head up to 7F.

You can probably guess what's coming based on the look of this room. There are
no enemies and a long, carpeted pathway lined with lanterns leads you west to a
large locked door - the entrance to the boss room.

*========================================*
 Boss: Priest of the Dark Order - AGAHNIM
*========================================*

Did you think you had seen the end of this foul wizard? Agahnim is back for one
more clash and he has a new trick up his sleeve this round. The fight is much
the same as the duel in Hyrule Castle except Agahnim will create two clones to
aid him. All three of them teleport around the room shooting magic at you. The
clones can still hurt Link so you'll have to dodge around multiple attacks while
simultaneously trying to deflect magic back at the real Agahnim. It's easy to
know which one that is because he appears solid while the clones are slightly
transparent.

For this fight, Agahnim ditches his lightning attack and only uses his glowing
fireball projectile and his ring of blue fire. The clones will solely shoot
glowing fireballs. Just as it was last time, the glowing fireball projectile is
what you want to deflect with the sword (or the Bug-Catching Net) to do damage.
Not even the Golden Sword is powerful enough to hurt him directly. Deflecting
the magic back at the clones does nothing, though if you're fortunate you might
be able to deflect more than one projectile back at Agahnim. As with your last
fight with him, six successful hits will take this sorcerer down - for good this
time.

========

A short cutscene takes place following Agahnim's demise. The dark magician
crumples to the floor, and out of his body rises a ghostly apparition - Ganon
himself! The King of Darkness transforms into a bat and quickly flies away. Link
plays the Flute and the Bird miraculously finds its way to the Dark World to
pick the hero up and give chase...



*******************************************************************************
 [Z306.28] - THE PYRAMID OF POWER
*******************************************************************************

                             ___________________
                            /ADVENTURE CHECKLIST\
*============================================================================*
|                                   Life                                     |
|                                   ----                                     |
|       Heart Containers:  20/20               Pieces of Heart:  24/24       |
|                                                                            |
|----------------------------------------------------------------------------|
|                                   Items                                    |
|                                   -----                                    |
|X Bow and Arrows   X Silver Arrows    X Boomerang        X Magical Boomerang|
|X Hookshot         X Bombs            X Magic Mushroom   X Magic Powder     |
|X Lamp             X Bombos Medallion X Ether Medallion  X Quake Medallion  |
|X Fire Rod         X Ice Rod          X Magic Hammer     X Bug-Catching Net |
|X Shovel           X Flute            X Book of Mudora   X Magic Cape       |
|X Cane of Somaria  X Cane of Byrna    X Magic Mirror     X Pegasus Boots    |
|X Power Glove      X Titan's Mitt     X Zora's Flippers  X Moon Pearl       |
|X Bottle #1        X Bottle #2        X Bottle #3        X Bottle #4        |
|                                                                            |
|----------------------------------------------------------------------------|
|                           Equipment and Upgrades                           |
|                           ----------------------                           |
|X Fighter's Sword  X Master Sword     X Tempered Sword   X Golden Sword     |
|X Fighter's Shield X Red Shield       X Mirror Shield    X Max Bomb Upgrade |
|X Green Tunic      X Blue Mail        X Red Mail         X Max Arrow Upgrade|
|                            X "1/2" Magic Meter                             |
|                                                                            |
|----------------------------------------------------------------------------|
|                                Quest Items                                 |
|                                -----------                                 |
|X Pendant of Courage        X Pendant of Power           X Pendant of Wisdom|
|X Crystal #1                X Crystal #2                 X Crystal #3       |
|X Crystal #4                X Crystal #5                 X Crystal #6       |
|                            X Crystal #7                                    |
|                                                                            |
*============================================================================*

What's New:
-----------

(Nothing! We're done!)

********************

You'll land on top of the Pyramid of Power, which Ganon has smashed a giant hole
through. Let me quickly catch you up on what's just happened lore-wise: Agahnim
was, in truth, an alter ego of Ganon all along (which the Evil King himself will
confirm shortly). With the Seven Wise Men's seal broken, Ganon has escaped to
the Pyramid of Power to make his wish on the Triforce, a wish that would see him
become the absolute ruler of all known creation. While the game implies urgency
in stopping him there's no actual time limit, so let's pause and take a few
moments to appreciate how far you've come.

This is it... the final showdown. After so much playing, we've reached the end.
Feel free to take a look back on your journey. Was this only a game for you, or
was it an experience? Were the dungeons challenging enough? Do you think this
90s video game holds up today? Does it have replay value for you, or are you
content with a one-time adventure? Did you ultimately have fun and are you
looking forward to one last trial to conquer? Regardless of your answers to
these questions, which are probably best saved until Ganon is destroyed, I hope
you are proud of what you have achieved by getting to this point.

As the final boss, Ganon will naturally be the hardest fight of all and it's
crucial to be well-equipped for him. You have one last opportunity to explore
the Light and Dark Worlds for anything you're missing, so here's a quick list of
things to consider before confronting Ganon.

First and most importantly, do you have the Silver Arrows? You cannot, I repeat,
you CANNOT defeat Ganon without them. If you don't have the Silver Arrows, make
sure to purchase the Super Bomb from the Bomb Shop to the south and blow open
the wall at the Pyramid of Power.

Do you have all weapon, shield, and armor upgrades? If not, see subchapter
[Z308.02] for details on where to get these.

Do you have all 24 Pieces of Heart? If not, check out chapter [Z309] for a guide
on how to locate each one.

Have you found every item, including all four Bottles and the 1/2 Magic Meter
Upgrade? If anything's missing, see subchapters [Z308.01] and [Z308.02],
respectively, for details.

Are all of your Bottles filled? I suggest having a full stock of Fairies - or,
even better, Cure-All Medicine; visit the Magic Shop in northeast Hyrule to pick
some up.

Lastly, have you fully maxed out your Bomb and Arrow limits? If you still want
to do this and you have the Rupees, now's the time to do so at the Pond of
Happiness. (This isn't really a big deal now since you won't need Bombs for the
final battle, although extra Arrows could come in handy. It's really a friendly
reminder in case you're trying to fully complete the game.)

Once you've collected all that you want, be sure to save your game one more time
so you don't lose your progress. Then, return to the top of the Pyramid of Power
and drop into the bat-shaped hole for the time of destiny...

*====================================*
 Final Boss: Great Demon King - GANON
*====================================*

(TIP: If you're quick enough, you can land a single sword strike on Ganon before
the battle officially begins. Neat!)

As soon as you land, the dark room will be bathed in light. The boar-like Demon
King stands mere feet from Link and will say a few menacing words. Once he's
done running his mouth, the fight for Hyrule's future is on. There are four
phases in this duel. In the first phase, Ganon will throw his mighty Trident
around while teleporting to a new spot and catching the Trident before repeating
the attack. Both Ganon and the Trident can knock out several Hearts at once, so
do your best to evade them. Try to attack Ganon whenever he rematerializes.

After enough hits, Ganon enters his second phase. Instead of throwing his
Trident, he will create a ring of small fireballs while twirling the Trident.
The fireballs start close to his body, then expand outward in a giant circle
before returning inward. One by one, each fireball will turn into a Blazing Bat
and swarm upon Link. These fiery bats are difficult to avoid and you'll probably
take some damage. It's during their onslaught that Ganon will teleport and
repeat the attack. Continue pounding away at him with your sword until the next
phase begins.

In the third phase, Ganon ditches his Trident. This time, whenever he finishes
teleporting, he will fire a Blazing Bat from his mouth that will circle the
battlefield in an outward spiral. Try to slash him as soon as he stops moving,
which will prevent him from creating the Blazing Bat. When you hit him, he will
leap into the air and crash to the floor. This shakes the room and causes the
floor tiles along the north edge of the room to crumble away. Be extremely
careful not to fall into the pit; if this happens, you'll land in a hidden room
inside the Pyramid. You'll then have to exit to the Overworld (you can find a
Telepathy Tile along the way which emphasizes the necessity of the Silver
Arrows), then climb back up the Pyramid of Power and drop into the hole, which
resets the entire fight. Anyway, slash Ganon three more times during this phase
so that the tiles along the remaining sides of the room fall away. Upon the
fourth set of crumbling tiles, the final phase starts.

Ganon will compliment your efforts and introduce his "secret technique of
Darkness." The two torches in the room will be extinguished and Ganon becomes
both invisible and invulnerable. While in this state, he will continue to
teleport around and project fire at you, giving away his location. Pull out the
Fire Rod (trust me on this, don't use the Lamp here) and relight both torches to
make Ganon fully reappear. He'll shield himself from the bright light for a
brief second or two, giving you just enough time to land a hit with your sword.
As long as you strike him while he's visible, he'll turn a bright blue. This is
your moment: Equip your Silver Arrows and pelt him with one. He'll quickly
recover and the phase pattern will repeat. Continue to light the torches as
quickly as possible - you may even be able to get off two shots with the Silver
Arrows before the torches go out again. Once you've hit Ganon with a total of
four Silver Arrows, the Great Demon King will be defeated at long last.

========

Victory! A door along the north wall opens. All that is left now is to walk
through. I won't spoil what comes next; you have earned every bit of this ending
and should appreciate it through your own eyes and ears!

After the staff credits roll, you'll see a "Total Games Played" counter. This
number tallies up how often you either Saved and Quit or got a Game Over (being
revived by Fairies doesn't count). The only way to get 000 is to not do either
of those things, meaning you must finish the game in a single session. This is
much easier these days since most systems allow for save points outside the
game's internal saving system, and is even more easily done if you are using
emulation. If you enjoyed this game and want to play it again, see if you can
get a lower number - maybe even 000 this time!

Congratulations on beating The Legend of Zelda: A Link to the Past! You can
continue playing from your saved file, which will let you battle Ganon again.
This also gives you the chance to collect anything you didn't get before, so
please check out the appropriate chapters/subchapters for more info on anything
you've missed.

Thank you for letting me accompany you on your adventure!





*******************************************************************************
-------------------------------------------------------------------------------
                                                                          /\
 [Z307] - SPOILER-FREE WALKTHROUGH                                       /--\
                                                                        /_\/_\
-------------------------------------------------------------------------------
*******************************************************************************

Not interested in a full walkthrough? Then look no further! This is for anyone
who doesn't want step-by-step instructions on how to beat the game but could
still use a gentle nudge in the right direction. The steps below mostly follow
the same path as my in-depth walkthrough. Except for what's absolutely mandatory
to beat the game, this walkthrough doesn't call out non-essential items or
Pieces of Heart, nor does it provide explicit details about dungeons, enemies,
or bosses. In short, it's as bare bones as I can make it. Next to each step is a
check box so you can mark your progress.

[ ] 01. Get the Lamp and locate the hidden entrance into Hyrule Castle
[ ] 02. Receive the Fighter's Sword and Fighter's Shield
[ ] 03. Go to the castle dungeon and rescue Princess Zelda
[ ] 04. Escape the castle to Sanctuary
[ ] 05. Travel to Kakariko Village and stock up on Bombs
[ ] 06. Seek the village elder
[ ] 07. Enter the Eastern Palace, get the Bow, and defeat the boss
[ ] 08. Acquire the Pegasus Boots and the Ice Rod
[ ] 09. Get the Book of Mudora
[ ] 10. Venture into the Desert of Mystery
[ ] 11. Enter the Desert Palace, get the Power Glove, and defeat the boss
[ ] 12. Purchase Zora's Flippers
[ ] 13. Climb Death Mountain and receive the Magic Mirror
[ ] 14. Find a way to the top of Spectacle Rock
[ ] 15. Enter the Tower of Hera, get the Moon Pearl, and defeat the boss
[ ] 16. Go to the Lost Woods and claim the Master Sword
[ ] 17. Return to Hyrule Castle and defeat Agahnim
[ ] 18. Obtain the Quake Medallion
[ ] 19. Enter the Palace of Darkness, get the Magic Hammer, and defeat the boss
[ ] 20. Acquire the Shovel, Flute, and Ether Medallion
[ ] 21. Enter the Swamp Palace, get the Hookshot, and defeat the boss
[ ] 22. Enter Skull Woods, get the Fire Rod, and defeat the boss
[ ] 23. Enter Thieves' Town, get the Titan's Mitt, and defeat the boss
[ ] 24. Discover a way into the Ice Palace
[ ] 25. Enter the Ice Palace and defeat the boss
[ ] 26. Explore the Swamp of Evil
[ ] 27. Enter Misery Mire, get the Cane of Somaria, and defeat the boss
[ ] 28. Obtain the Silver Arrows
[ ] 29. Enter Turtle Rock and defeat the boss
[ ] 30. Conquer Ganon's Tower and defeat Ganon





*******************************************************************************
-------------------------------------------------------------------------------
                                                                          /\
 [Z308] - INVENTORY                                                      /--\
                                                                        /_\/_\
-------------------------------------------------------------------------------
*******************************************************************************

A Link to the Past features a variety of nifty items, boasting one of the
largest inventories of the franchise. This chapter details the purpose of these
items and where to find them. For those found in treasure chests, I have
provided the associated Treasure Chest code [TCXXX] or Big Treasure Chest code
[BTCXX] that was used in the walkthrough. Next to each item is a check box for
you to mark it off after acquiring it.

(For detailed information on treasure chest locations, see chapter [Z310].)

[Z308.01] - Items
[Z308.02] - Equipment and Upgrades



*******************************************************************************
 [Z308.01] - ITEMS
*******************************************************************************

These are the primary items on the Sub Screen that are used with either the Y
Button or the A Button. Each item is listed in the order arranged on the Sub
Screen, starting with the Y Button items and going from left to right.

==================
[ ] Bow and Arrows
------------------

Location (Bow): Eastern Palace, Big Treasure Chest #01 [BTC01]
Location (Arrows): Common Collectible, found in 12 treasure chests (see chapter
[Z310] for details)

You'll likely find Arrows early on as prizes dropped by enemies, underneath
bushes, or inside treasure chests, however you won't be able to use them until
you acquire the Bow from the Eastern Palace. As the most powerful ranged weapon
in the game, Arrows may at times prove stronger than your sword and deliver
heavy damage on enemies and bosses. (NOTE: It is possible to increase your
Arrow-carrying limit; see subchapter [Z308.02].)

=================
[ ] Silver Arrows
-----------------

Location: Pyramid of Power

This special weapon is one of two items you can get from the Pyramid of Power.
After you have conquered both the Ice Palace and Misery Mire, you can purchase a
Super Bomb at the Dark World's Bomb Shop. Take the Super Bomb to the Pyramid and
use it to blow up a cracked wall on the second floor. Inside is a mysterious
pond where you can exchange your regular Arrows for the Silver Arrows. These
weapons aren't just more powerful - they are necessary to give Ganon the coup de
grace!

=============
[ ] Boomerang
-------------

Location: Hyrule Castle, Treasure Chest #004 [TC004]

The Boomerang is a handy item that can be used as both a weapon and a tool. If
Link throws the Boomerang at an enemy, it will typically stun the foe before
returning. It can instantly defeat weaker enemies such as Keese and Rats,
although it's not as powerful when used against stronger opponents. You can also
use the Boomerang to retrieve small pick-up items like Recovery Hearts, Fairies,
Magic Jars, Rupees, etc.

=====================
[ ] Magical Boomerang
---------------------

Location: Waterfall of Wishing

You can get this upgrade after acquiring Zora's Flippers. Near the entrance to
Zora's Waterfall is a secret cave that is accessible only by swimming into it.
You'll find a mysterious pond similar to the one used to get the Silver Arrows
in the Dark World. You can exchange your Boomerang for the Magical Boomerang at
this location. In addition to a sweet color change, the Magical Boomerang can be
thrown both faster and farther, though it doesn't come with a power increase.
This is one of two upgraded items you can get from this pond.

============
[ ] Hookshot
------------

Location: Swamp Palace, Big Treasure Chest #05 [BTC05]

Perhaps the most adaptable item in the game, the Hookshot shoots out a long
chain that can latch onto certain objects such as pots, blocks, and treasure
chests, then pull Link over. This is especially useful for getting across pits.
The Hookshot also functions similarly to the Boomerang in that it can attack
enemies and retrieve pick-up items for you. Its power actually outclasses the
Boomerang, with the only drawback being that you can't fire the Hookshot
diagonally.

=========
[ ] Bombs
---------

Location: Common Collectible, found in 17 treasure chests (see chapter [Z310]
for details)

These explosive items are pretty abundant, usually collected from defeated
enemies, under pots or bushes, and inside chests, which always provide a set of
three. You can also buy them in Item Shops. The earliest you'll likely find
Bombs is from a chest inside the cave in the northwest area of Kakariko Village.
You can set a Bomb with the Y Button and then pick it up with the A Button. Just
remember to also throw it with the A Button before it explodes over Link's head!
Note, by the way, that you can lay down only two Bombs at a time. Bombs can be
used to blow up certain cracked walls and floors. They're also effective against
adversaries and for triggering Crystal Switches. (NOTE: It is possible to
increase your Bomb-carrying limit; see subchapter [Z308.02].)

==================
[ ] Magic Mushroom
------------------

Location: Lost Woods

A sweet-smelling fungus found only in Hyrule's Lost Woods, this item serves a
single purpose: to be used as an ingredient for Magic Powder. Give it to the
Witch at the Magic Shop, then return later and go inside to get the Magic
Powder, which will permanently replace the Magic Mushroom's slot on the Sub
Screen.

================
[ ] Magic Powder
----------------

Location: Magic Shop

As mentioned above, you can acquire Magic Powder after giving the Magic Mushroom
to the Witch at the Magic Shop and coming back later. This can be done as simply
as leaving the screen and returning. Magic Powder has fascinating effects on
enemies. Its best use is on Anti-Fairies, which can be transformed into normal
Fairies when the Powder is sprinkled on them. Try using the Powder on other foes
to see what it can do. Magic Powder uses a little bit of magic power so watch
your Magic Meter.

============
[ ] Fire Rod
------------

Location: Skull Woods, Big Treasure Chest #06 [BTC06]

The Fire Rod is the main dungeon item found in the Dark World's Skull Woods
dungeon. When used, this weapon shoots powerful fireballs capable of one
shotting many enemies, such as Gibdos. As a projectile item, it can light
torches from a distance, which is helpful if the Lamp can't reach them.
Consequently, however, it means the Fire Rod uses more magic power.

===========
[ ] Ice Rod
-----------

Location: Ice Cave, Treasure Chest #025 [TC025]

The Ice Cave is located northeast of Hyrule's Lake Hylia. To get the Ice Rod you
need to blow open an alternative entrance into the cave. A companion to the Fire
Rod, this magic rod shoots chilling blasts of ice. Its magic moves slower
compared to the Fire Rod, but it is nevertheless able to instantly freeze most
enemies. A neat trick to know is that if you freeze an enemy and then use the
Magic Hammer on it, you'll usually receive a Magic Jar as a reward.

====================
[ ] Bombos Medallion
--------------------

Location: Desert of Mystery

The Bombos Medallion is one of three special powers granted to the Master Sword.
With it, Link can summon a series of explosions that can easily destroy most
enemies on screen. It basically works like a widespread Fire Rod. Watch your
Magic Meter! To get this, you'll need to get to top of a high plateau
overlooking the Desert of Mystery. Once there, go west to find a monolith.
Translate the Hylian language and you'll receive the Bombos Medallion.

===================
[ ] Ether Medallion
-------------------

Location: Death Mountain (Hyrule)

The second of three special Master Sword powers, the Ether Medallion summons a
powerful storm that instantly freezes any enemy on screen, like a stronger Ice
Rod. It's a necessary item too, as it's the only way to open the entrance to
Misery Mire, the sixth Dark World dungeon. Like the Bombos Medallion, the Ether
Medallion requires a hefty dose of magic to cast. To get it, you'll need to
translate the ancient Hylian text on a monolith west of the Tower of Hera.

===================
[ ] Quake Medallion
-------------------

Location: Lake of Ill Omen

An irate catfish will give Link this final magic medallion if he disturbs his
precious circle of stones. With this power, Link will jump into the air and
thrust the Master Sword into the ground, sending seismic shockwaves through the
earth. Any on-screen enemies will be transformed into Slimes - the Quake
Medallion, therefore, acts like Magic Powder. It's also used to open the seventh
Dark World dungeon, Turtle Rock. Like the other medallions, it uses considerable
magic power.

========
[ ] Lamp
--------

Location: Various Locations, Treasure Chests #001 [TC001], #002 [TC002], or #005
[TC005]

The Lamp will likely be the first item you acquire in the game and can be found
in one of three locations: Link's house; the secret passage leading into Hyrule
Castle; or Zelda's prison cell. The Lamp has two purposes - to light torches and
to act as a flashlight in dark rooms. Unfortunately, it can't harm enemies no
matter how close they are to the flame. While the Fire Rod is more useful
overall for lighting torches, you may find the Lamp's smaller magic consumption
to be worth it for those torches you can reach.

================
[ ] Magic Hammer
----------------

Location: Palace of Darkness, Big Treasure Chest #04 [BTC04]

Despite the name, this item doesn't use magic power at all. Located within the
first Dark World dungeon, the Magic Hammer is primarily used to pound stakes and
Moles into the ground. You can use it on enemies as well, many of which can be
killed in one hit. Terrorpins or Helmasaurs, for example, become easier to
defeat if you take the Hammer to them first.

==========
[ ] Shovel
----------

Location: Haunted Grove (Dark World)

The transfigured Flute Boy will loan you the Shovel so you can find his missing
instrument. Its purpose is self-explanatory; you can use it to dig for things.
It's a temporary item, although you can technically hang onto it for as long as
you want until you get the Flute. After that, the Flute replaces the Shovel's
slot on the Sub Screen. (This was changed in the GBA port, which made the Shovel
a permanent item.) Don't worry if you don't have the Shovel when playing the
Digging Game - the shopkeeper will lend you one.

=========
[ ] Flute
---------

Location: Haunted Grove (Light World)

As mentioned, you can dig for the Flute once you've received the Shovel. Simply
return to the Light World's Haunted Grove and dig up around the flowers to find
the Flute. (It really should be called an ocarina since that's what it actually
is, but I digress.) Once the Flute Boy passes possession of his precious
instrument onto you, you can play it in front of the village weather vane to
awaken a friendly bird. From then on, the Flute can be used to summon the Bird
and fly Link to one of 8 locations in Hyrule:

1. Death Mountain
2. Magic Shop
3. Kakariko Village
4. Link's House
5. South of the Eastern Palace
6. Desert of Mystery
7. Great Swamp
8. Lake Hylia

(NOTE: In the GBA version, a 9th location is added in the eastern peaks of Death
Mountain, near the Warp Tile that transports Link outside Turtle Rock.)

====================
[ ] Bug-Catching Net
--------------------

Location: Kakariko Village

You can get this once you have at least one Bottle. Go to the Bug-Catching Kid's
house in Kakariko Village and speak with him. He will "lend" you his
Bug-Catching Net, though you won't ever have to return it. With this item, you
can capture Bees and/or Fairies and store them in Bottles. Amusingly, the
Bug-Catching Net can be used against a certain wizard's magic...

==================
[ ] Book of Mudora
------------------

Location: Kakariko Village's House of Books

The Book of Mudora is a collection of Hylian texts and is used to translate the
ancient Hylian language. It is required to open the way to the Desert Palace and
to acquire a couple of items.

==========
[ ] Bottle  
----------

Location: Various Locations, Treasure Chest #018 [TC018] (Bottle #2 only)

Bottles (also called Magic Bottles) are used to store Bees, Fairies, and
Medicine. You can obtain up to four Bottles and below is a brief description of
how to get each one:

1. Kakariko Village - purchased from the Street Merchant
2. Kakariko Village - enter the tavern using its rear entrance
3. Lake Hylia - swim under the bridge north of the lake
4. Gossip Shop - inside the locked chest that appears in the Gossip Shop after
rescuing the Dwarven Swordsmith's partner. Take the chest to the man sitting
next to a sign near the entrance to the Light World's Desert of Mystery.

===================
[ ] Cane of Somaria
-------------------

Location: Misery Mire, Big Treasure Chest #09 [BTC09]

This is the main dungeon item from the sixth Dark World dungeon. Using the Cane
of Somaria, you can materialize a block and push it in the four cardinal
directions as far as you want. The block is useful for keeping stubborn Floor
Switches pressed down. Swinging the Cane again causes the block to burst into
energy. The Cane of Somaria's secondary use is creating magical platforms, a
feature needed to get through Turtle Rock. Using the cane depletes magic power.

=================
[ ] Cane of Byrna
-----------------

Location: Death Mountain (Dark World), Tresure Chest #065 [TC065]

The Cane of Byrna is found at the end of a nasty cave filled with a large Spike
Floor trap. I highly recommend having potions and the Magic Cape before
attempting to get it. You'll also need the Magic Hammer and either the Power
Glove or Titan's Mitt. When used, the Cane of Byrna creates a magical shield
around Link. In addition to protecting him, the energy beam will deal damage to
any enemy it touches. The major downside is that it drains your Magic Meter
until you turn it off.

==============
[ ] Magic Cape
--------------

Location: Cemetery (Light World), Treasure Chest #064 [TC064]

This cloak rests beneath the northeast gravestone in Hyrule's Cemetery. It is
somewhat similar to the Cane of Byrna; by wearing it, Link is rendered invisible
and invincible to enemy damage at the cost of magic power. He can even walk
through those annoying Bumper traps! It has no offensive capabilities though,
and it depletes the Magic Meter even faster than the Cane of Byrna.

================
[ ] Magic Mirror
----------------

Location: Death Mountain (Light World)

You get this item automatically when you first climb Death Mountain. You'll come
across an Old Man who asks to be escorted to safety. He'll give you the Magic
Mirror once you do. The Magic Mirror lets Link transport himself from the Dark
World to the Light World. If you try to return to the Light World in an
inaccessible spot - such as a rock, bush, mountain, or other object - you'll be
forced back into the Dark World. Also, whenever you return to Hyrule using the
Magic Mirror, a sparkling portal will be left behind that you can use to go back
to the Dark World, though note that it is a one-time use; getting back into the
Dark World otherwise will require using a Warp Tile.

=================
[ ] Pegasus Boots
-----------------

Location: Sahasrahla's Hideout

The Pegasus Boots are a gift to Link from the village elder, Sahasrahla, after
he has won the Pendant of Courage from the Eastern Palace. A treasure handed
down by one of the families of the Seven Wise Men, these boots give Link the
ability to dash when you hold down the A Button. You'll start off building up
speed before running in the direction you're facing. While running, Link will
hold his sword out and stab any enemy within range of his blade as he runs by.
Dashing into trees may cause hidden objects to fall such as Rupees, Fairies,
Magic Jars, Apples, or even a swarm of Bees! You can also dash into some cracked
walls as an alternative to using a Bomb.

===============
[ ] Power Glove
---------------

Location: Desert Palace, Big Treasure Chest #02 [BTC02]

The main item from the Light World's Desert Palace, the Power Glove lets Link
lift the light-colored stones found throughout the game, both small and large.
He will not be able to lift the dark-colored stones, however. The Power Glove is
needed to complete the rest of the Desert Palace and to access Death Mountain.

================
[ ] Titan's Mitt
----------------

Location: Thieves' Town, Big Treasure Chest #07 [BTC07]

The Titan's Mitt provides the same use as the Power Glove, except that you can
now lift the dark-colored rocks that were too heavy to lift before.

===================
[ ] Zora's Flippers
-------------------

Location: Zora's Waterfall

You can purchase these from King Zora in his domain, located in northeast
Hyrule, for the steep price of 500 Rupees. The Flippers allow you to swim in
deep water. Certain items and locations are only accessible this way so you may
as well get your feet wet. You can move using the Control Pad and using the A
Button (and the Y and B buttons too) make you swim faster. (NOTE: In the GBA
port, a diving option is available.)

==============
[ ] Moon Pearl
--------------

Location: Tower of Hera, Big Treasure Chest #03 [BTC03]

The Moon Pearl is the only item in this list that doesn't require a button to
use it. Instead, its abilities are completely automatic. The Moon Pearl lets
Link keep his true Hylian form whenever he is in the Dark World. If a Rabbit
Beam trap touches him, this protection will be temporarily negated and he'll
transform into a pink bunny, though the effect wears off shortly.



*******************************************************************************
 [Z308.02] - EQUIPMENT AND UPGRADES
*******************************************************************************

This subchapter covers all the swords, shields, and clothing/armor in the game,
as well as special item upgrades. You don't have to select these from the Sub
Screen as they are automatically equipped.

===================
[ ] Fighter's Sword
-------------------

Location: Hyrule Castle Secret Passage

Link's uncle will hand over this sword near the start of your adventure. As the
game's basic sword its power is minimal, with most enemies requiring two or more
strikes to take down. Still, you'll be able to hack your way through Hyrule with
this blade at your side.

================
[ ] Master Sword
----------------

Location: Lost Woods

The mighty Blade of Evil's Bane itself, forged by the ancients and blessed with
sacred power, the Master Sword can only be won by the legendary Hero who has
claimed three Pendants of Virtue. You'll need this to access the castle tower to
do battle with Agahnim. This sword has higher attack power than the Fighter's
Sword and comes with a nifty bonus. If Link is at full health, the Master Sword
can fire a ranged Beam Attack, a handy tactic for striking enemies from a
distance, though it's only about as strong as the Fighter's Sword.

==================
[ ] Tempered Sword
------------------

Location: The Smithery

After acquiring the Titan's Mitt, you can rescue the Dwarven Swordsmith's
missing partner from the Village of Outcasts (look for a frog-like creature).
Once both Swordsmiths have been reunited, return to the Smithery and they will
offer to temper the Master Sword. When you pick up your sword later you'll be
given the Tempered Sword! It's stronger than the Master Sword, with enemies
taking one less hit. Beam Attacks aren't any better, however.

================
[ ] Golden Sword
----------------

Location: Pyramid of Power

The Golden Sword is the most powerful blade in the game and is one of two items
you can get from inside the Pyramid of Power. Purchase a Super Bomb at the Dark
World's Bomb Shop and take it to the Pyramid, then blow up a cracked wall on its
second floor. Throw the Tempered Sword into the mysterious pond and answer the
Cursed Great Fairy honestly to receive the Golden Sword. Sword slashes will now
be so powerful that most enemies can be defeated with a single strike and bosses
can go down in as few as two hits. Sadly, Beam Attacks still aren't better.

====================
[ ] Fighter's Shield
--------------------

Location: Hyrule Castle Secret Passage

Like its companion, the Fighter's Sword, Link's uncle will give him this shield
near the beginning of the game. The shield will work automatically as long as no
action is taken to negate it, such as using an item or swinging the sword. It
can defend you against the simplest of projectiles like Arrows or rocks,
although it's powerless against fireballs and laser beams. Should an
item-stealing Pikit manage to snag it, a replacement costs 50 Rupees.

==============
[ ] Red Shield
--------------

Location: Waterfall of Wishing

This is one of two items you can get from Hyrule's Waterfall of Wishing. When
you have Zora's Flippers, swim into the waterfall cave located near the entrance
to Zora's Waterfall. Throw your Fighter's Shield into the mysterious pond to
receive the Red Shield from the Great Fairy. Functionally this works like your
previous shield except it can now block fireballs. You still can't defend
against laser beams though. You'll have this shield for most of the game and it
costs 500 Rupees to replace if a Pikit manages to steal it.

=================
[ ] Mirror Shield
-----------------

Location: Turtle Rock, Big Treasure Chest #10 [BTC10]

The primary dungeon item of Turtle Rock, the Mirror Shield is the sturdiest
shield in the game. Not only can Pikits not steal it from you, it can also block
the laser beams fired by Laser Eye enemies. It cannot block the lasers from
Beamos statues, however. Go figure.

===============
[ ] Green Tunic
---------------

Location: Start of the Game

Link is already wearing this tunic when you begin the game. As mere cloth, the
Green Tunic offers very basic protection against enemies. Still, combined with
Link's green hat it is his signature outfit and you'll be wearing it for the
vast majority of the game, so you may as well enjoy the look!

=============
[ ] Blue Mail
-------------

Location: Ice Palace, Big Treasure Chest #08 [BTC08]

This is the first armor upgrade you can receive and is the main dungeon item
from the Ice Palace. In addition to changing Link's tunic blue, he also receives
a yellow hat. The Blue Mail doubles Link's defenses but only against enemy
attacks. Traps still cause the same amount of damage, however.

============
[ ] Red Mail
------------

Location: Ganon's Tower, Big Treasure Chest #11 [BTC11]

The Red Mail is the second and strongest set of armor available to Link, found
in Ganon's Tower. With a red tunic and a cool-looking purple hat, these clothes
provide double the protection of the Blue Mail - meaning your defenses are
quadruple what they were at the beginning of the game! The damage taken from
traps remains the same, however.

===============================
[ ] Max Bomb and Arrow Upgrades
-------------------------------

Location: Pond of Happiness

I suppose these aren't technically upgrades, yet I'm calling them that all the
same. Anyway, in the center of Lake Hylia is an island, inside of which is the
Pond of Happiness. You can throw a handful of Rupees into this pond, and for
every 100 you throw in you'll can receive a reward from Venus, the Queen of the
Fairies. She offers to increase either your Bomb or Arrow counts by 5. The
exception to this is when your Bombs and Arrows are at 40 and 60, respectively,
at which point Venus will increase your total by 10. Bombs fully cap at 50 and
Arrows at 70. Maxing out each item costs 700 Rupees (or 1,400 total), so be
prepared to spend lots of money if you want to complete this.

=============================
[ ] "1/2" Magic Meter Upgrade
-----------------------------

Location: Kakariko Village

Outside the Smithery is a well in the ground you can jump into from above.
Within the cave beneath the well is a decorative statute. Sprinkle Magic Powder
on it and an angry purple bat will awaken. Angry at you for disturbing its
slumber, the bat places a curse on you. The "curse" is actually a blessing, for
with this upgrade all of your magic items will now consume half as much magic
power as they did before! It's extremely handy during the second leg of the game
when you'll be using a lot more magic power.





*******************************************************************************
-------------------------------------------------------------------------------
                                                                          /\
 [Z309] - PIECES OF HEART                                                /--\
                                                                        /_\/_\
-------------------------------------------------------------------------------
*******************************************************************************

Here you will find detailed information about the game's 24 Pieces of Heart.
Four Pieces of Heart equal one full Heart Container, which means acquiring all
of them amounts to 6 Heart Containers total. Add in the 11 Heart Containers you
can receive during your quest - 10 from defeating the dungeon bosses, excluding
Agahnim and Ganon, and 1 after delivering Zelda to Sanctuary - plus the 3 Link
starts out with, and you have the full set of 20 possible Heart Containers.

Throughout the main walkthrough I noted each Piece of Heart with a [POHXX]
search code. These codes are used here as well and are listed in the same order
as they are in the walkthrough. You can therefore use the code to go back and
forth between both chapters. The walkthrough is more contextual than this
chapter, so feel free to switch over if you need more guidance. Additionally, if
the Piece of Heart is found in a treasure chest, I've noted the appropriate
[TCXXX] code as cross-reference. Each Piece of Heart includes a check box so you
can mark it off.

(For detailed information on treasure chest locations, see the next chapter,
[Z310].)

================================
[ ] [POH01] - Piece of Heart #01
--------------------------------

Location: Lost Woods
Requirements: None

In the east-central section of the Lost Woods is a thicket of nine bushes, north
of a hollowed-out tree stump and east of a pair of hollowed-out logs. Slash the
middle bush to reveal a secret hole you can drop into. The cave you land in has
the Piece of Heart sitting in plain view.

================================
[ ] [POH02] - Piece of Heart #02
--------------------------------

Location: Kakariko Village, Treasure Chest #009 [TC009]
Requirements: Bombs

Go to the northwest corner of the village where you'll find a cave entrance and
a well that Link can't access from ground level. Climb to the ridge directly
above the well, then jump down into it to land in a cave. Inside the cave are a
variety of treasures, including Bombs. Along the north wall is a slightly
discolored spot - a weak point in the wall's structure. Lay a Bomb in this spot
to blow it open, then go through the newly created doorway to the room on the
other side. Open the treasure chest to claim the Piece of Heart.

================================
[ ] [POH03] - Piece of Heart #03
--------------------------------

Location: Kakariko Village Hideout, Treasure Chest #017 [TC017]
Requirements: Bombs

East of Piece of Heart #02 is a stone building with a green roof. Head inside
this dwelling and go downstairs to the basement. Check the north wall for a spot
you can destroy with a Bomb and go to the next room. The Piece of Heart can be
found in the treasure chest.

================================
[ ] [POH04] - Piece of Heart #04
--------------------------------

Location: Kakariko Village
Requirements: Bombs

At the far south end of the village is a long two-roomed house, half of which
stretches west into the next screen. Enter this house using the easternmost
door, then use a Bomb on the west wall. Go into the next room and head outside
to find a woman who challenges you to complete the maze ahead in 15 seconds.
This is the quickest path: Cut down the bushes going north, then take the second
left. Follow this path as far west as you can go, cut down three more bushes
going north, and go west again toward the sign. Turn south at the sign and go to
the edge of the fence where you'll see two bumps on the ground. This is a
shortcut! Push Link against these bumps and he will leap over the fence. Sprint
to the goal where a blue-haired man and the Piece of Heart await. If you make it
within the time limit the man gives you your reward.

================================
[ ] [POH05] - Piece of Heart #05
--------------------------------

Location: Great Swamp
Requirements: None

South of Link's house is a large swamp area. At its south end - east of the
entrance to the Desert of Mystery - is a building surrounded by water known as
the Swamp Ruins. Go inside and push the blocks out of the way to access the door
ahead. In the room beyond, pull back on the east lever to open the floodgates
and let the water flow. Go back outside to find a Piece of Heart in the mud.

================================
[ ] [POH06] - Piece of Heart #06
--------------------------------

Location: Outside Sanctuary, Treasure Chest #033 [TC033]
Requirements: Pegasus Boots

On the west side of the screen where Sanctuary is there is a cliff, upon which
is a lone tree, some tree stumps, and a pile of rocks. To get up there, go west
one screen, then curve around north so that you're up on the cliff and return
east to the Sanctuary screen. Dash into the pile of rocks with the Pegasus Boots
to reveal a hidden cave. Inside is a treasure chest containing the Piece of
Heart.

================================
[ ] [POH07] - Piece of Heart #07
--------------------------------

Location: Desert of Mystery, Treasure Chest #034 [TC034]
Requirements: Bombs

Travel to the northeast corner of the desert to find a cave. At the end of the
cave is an old man dressed in green robes named Aginah. Inspect the south wall
of Aginah's hideout; you should barely notice a discolored spot indicating a
place you can blow open with a Bomb. Do so, then claim the Piece of Heart from
the treasure chest on the other side.

================================
[ ] [POH08] - Piece of Heart #08
--------------------------------

Location: Desert of Mystery
Requirements: Book of Mudora

I'm only calling the Book of Mudora a requirement because to get this Piece of
Heart you need to first enter the Desert Palace, and to do that you need the
book. Anyway, when you've entered the Desert Palace, eventually you'll have to
leave it through its west exit. You'll be on a bluff overlooking the desert. The
Piece of Heart is located at the southern tip of this bluff.

================================
[ ] [POH09] - Piece of Heart #09
--------------------------------

Location: Zora's Waterfall
Requirements: Power Glove, Zora's Flippers

You'll first need the Power Glove from the Desert Palace to access Zora's
Waterfall. When you have it, go to the Magic Shop in northeast Hyrule - it's a
small hut exactly three screens east of Sanctuary and across the river - then
use the Power Glove to remove the giant rock east of the shop. Follow the path
until you reach Zora's Waterfall. You'll next need to acquire Zora's Flippers
for 500 Rupees if you haven't already, so make sure to get them while you're
here. Once you've received them, swim south from King Zora and leap off the
waterfall. Continue going south at first, then head west to dry land. Keep going
until you come to your prize.

================================
[ ] [POH10] - Piece of Heart #10
--------------------------------

Location: Death Mountain
Requirements: Power Glove

Like the previous Piece of Heart, I'm only really saying the Power Glove is a
requirement because you need it to access Death Mountain. Use the Power Glove to
lift the rock blocking the entrance into the mountain. Follow the caves until
you meet the Old Man and receive the Magic Mirror, then continue climbing
outside the mountain until you come to a tall ladder and a cave entrance, next
to which is a sign. Climb the ladder to reach a higher peak of Death Mountain.
Go east until you come to a cave entrance. South of this entrance is a break in
the mountain ledge where you can drop down. Position Link along this edge
directly opposite the cave and jump off - you should land on a small ledge right
in front of another cave. (If you fall past this ledge, then you were standing
too far east.) Head inside the cave before you, then go north and up the stairs
to find the Piece of Heart.

================================
[ ] [POH11] - Piece of Heart #11
--------------------------------

Location: Death Mountain
Requirements: Magic Mirror

I'm not calling the Power Glove a requirement for this one since you need to
have gained access to Death Mountain to get the Magic Mirror. In fact, it's very
easy to get this one right after Piece of Heart #10. Return to the peak you
dropped from to get the previous Piece of Heart and this time keep heading east.
Notice the mountain range directly north of you here; this is known as Spectacle
Rock. At the east end of the path you're on is a Warp Tile that takes you to the
Dark World. Step into it, then walk back west a bit until you see a pair of
strange characters. Look at the way the ground is shaped - it's in the same
image as Spectacle Rock back in the Light World. Stand around the north side of
this formation and use the Magic Mirror to return to Hyrule. If you return to an
accessible spot, you'll be standing on top of Spectacle Rock with the Piece of
Heart sitting in plain view.

================================
[ ] [POH12] - Piece of Heart #12
--------------------------------

Location: Pyramid of Power
Requirements: Access to the Pyramid of Power

You can get this Piece of Heart at any point after reaching the Dark World, with
the best time being right after defeating Agahnim at Hyrule Castle. Climb down
two sets of steps as you head to the east side of the Pyramid. At the east end
is a break in the wall. Jump down from here to the lower level, then follow the
path to find the Piece of Heart at the end. If you're coming here from the base
of the Pyramid, simply climb up two sets of steps until you reach the second
level of the building, then go all the way east and hop off the gap in the wall.

================================
[ ] [POH13] - Piece of Heart #13
--------------------------------

Location: Lake Hylia
Requirements: Magic Mirror

This is one of a handful Light World Pieces of Heart that require you to warp
from the Dark World to obtain it. Begin by traveling to the Dark World's Ice
Lake in the southeast. Once there, go to the northwest section of the lake where
you'll find a patch of shallow water surrounded by a circle of stones. Stand in
the middle of this patch and use the Magic Mirror. When you return to Hyrule you
should be standing on an island in Lake Hylia; the Piece of Heart sits here.

================================
[ ] [POH14] - Piece of Heart #14
--------------------------------

Location: South of the Haunted Grove
Requirements: Magic Mirror

You acquire this Piece of Heart similarly to the previous one. While in the Dark
World, head to the screen directly south of where the Haunted Grove would be if
you were in Hyrule. (As an alternative point of reference, you need to be
exactly one screen east and one screen south of the southern area of Kakariko
Village, but in the Dark World. Hope that makes sense!) Tucked away in the
southwest corner of this screen is a ring of purple bushes. Stand near these
bushes and use the Magic Mirror to return to the Light World. You'll be standing
on a cliff near a cave entrance. Go inside the cave to get this Piece of Heart.

================================
[ ] [POH15] - Piece of Heart #15
--------------------------------

Location: Village of Outcasts
Requirements: Plenty of Rupees

In the southwest corner of the Village of Outcasts is the Digging Game - in
fact, it's the same screen where the Racing Game and Piece of Heart #04 are in
the Light World. For 80 Rupees, you will have 30 seconds to dig as many spots as
possible. (The gamemaster will lend you a shovel if you don't currently have one
on you.) Whatever treasure you dig up is yours to keep, and hidden in the field
is the Piece of Heart. Its location is random and changes each time you leave
and return to the screen. Personally, I would just dig the same spots each time
since you're more likely to find it that way than if you keep changing things
up, but it's up to you. Should you run out of time, leave the screen and return
to play again. It's easy to dig up enough Rupees to break even or make a profit
so you shouldn't run low on cash. Patience and persistence are the keys here.

================================
[ ] [POH16] - Piece of Heart #16
--------------------------------

Location: Village of Outcasts
Requirements: Plenty of Rupees

In the northwest area of the village is a building with a treasure chest sign
above the door, inside of which is a minigame. There are 16 treasure chests and
for 30 Rupees you can open two of your choosing. A Piece of Heart is randomly
hidden inside one of the treasure chests - like the previous one, it changes
spots each time you reenter, so my advice is to pick two chests and stick with
those until you get the Piece of Heart. Other good prizes in this game include
50 Rupees and 100 Rupees which can come in handy if you need reimbursement to
keep playing.

================================
[ ] [POH17] - Piece of Heart #17
--------------------------------

Location: Cemetery
Requirements: Magic Mirror

This is another one where you need to be in the Dark World first. Make your way
to the Ghostly Garden, the Dark World's equivalent of the Light World's
Cemetery. At the north end of the garden is a small, empty outcrop of mountain
you can climb up to. Stand on this ledge and use the Magic Mirror, then enter
the cave before you. Bomb the wall at the back of the cave to reveal a hidden
room with the Piece of Heart.

================================
[ ] [POH18] - Piece of Heart #18
--------------------------------

Location: East of Skeleton Forest
Requirements: Power Glove, Magic Cape (Hookshot optional)

While in the Dark World, go to the corresponding screen where you first climbed
Death Mountain in Hyrule. There is a similar cave entrance, above which you can
see a Piece of Heart. A nearby sign says that one who wears the Cape will
receive the Piece of Heart. Remove the giant rock blocking the cave entrance,
then proceed through the cave and up the stairs. You can use the Hookshot to
cross the pit ahead, but if you don't have it you can actually have Link cross
the thin space in the northwest corner between the wall and the pit. You just
need to tightly press against the wall to do so. Once you're past the pit, use
the Magic Cape to pass through the Bumper to the south, then go outside to snag
your reward.

================================
[ ] [POH19] - Piece of Heart #19
--------------------------------

Location: Outside the Lumberjacks' House
Requirements: Defeated Agahnim, Pegasus Boots

You can get this Piece of Heart at any point after defeating Agahnim. Return to
the house of the twin Lumberjacks, located in the northwest area of Hyrule
between the Lost Woods and Death Mountain. Near their house is a tree with an
odd shade of green. (If you were here before, you'll notice this is the tree the
Lumberjacks were sawing through earlier in the game.) Dash into this tree to
reveal a hole in the trunk and then drop into it. Go up the steps in the cave
below, then through the east door to get the Piece of Heart.

================================
[ ] [POH20] - Piece of Heart #20
--------------------------------

Location: Outside the Gossip Shop
Requirements: Titan's Mitt, Magic Hammer

The Gossip Shop is the Dark World equivalent of the Smithery in Hyrule (by
location anyway). Go to the Village of Outcasts and head one screen east. You'll
need to remove the giant black rocks with the Titan's Mitt. Then, start pounding
all the purple stakes into the ground with the Magic Hammer. After hammering all
of them the Zelda secret jingle will ring out and a tree stump to the south will
turn into a secret cave. The Piece of Heart is inside.

================================
[ ] [POH21] - Piece of Heart #21
--------------------------------

Location: Swamp of Evil, Treasure Chest #100 [TC100]
Requirements: Flute, Titan's Mitt

To enter the Swamp of Evil you'll need to first use the Flute to fly to location
#6, then use the Titan's Mitt to remove one of the black rocks and step into the
Warp Tile. Once you've entered the Swamp, head to the northwest and enter the
building seen here. At the very back of the room are two treasure chests
surrounded by blocks. Maneuver the blocks so you can get to the chests. The east
chest contains a red Rupee while the other chest holds the Piece of Heart.

================================
[ ] [POH22] - Piece of Heart #22
--------------------------------

Location: Desert of Mystery
Requirements: Access to the Swamp of Evil, Magic Mirror, Titan's Mitt

You'll need to start in the Swamp of Evil to get this Piece of Heart and it's
easy to pick it up right after the previous one. Go to the very northeast area
of the Swamp of Evil where you'll find dry land and a dead-end. Position Link
where the ground and the mountain meet, in roughly the middle between the east
wall and the water's edge, then go back to the Light World. You should be
standing on a bluff in the Desert of Mystery that you can't get to from ground
level. Remove the giant rock, go inside the cave, and push the blocks aside to
nab the Piece of Heart.

================================
[ ] [POH23] - Piece of Heart #23
--------------------------------

Location: Death Mountain
Requirements: Hookshot, Titan's Mitt, Magic Mirror

This Piece of Heart takes a bit of work to get to. First, you need to reach the
eastern peaks of Hyrule's Death Mountain. To get there, head east from the
Mountain Cave where the Old Man hides out. Stay along the lower ledges of the
mountain until you reach a new screen. Hookshot across the broken bridge, then
find a Warp Tile under a black rock to the south. Once in the Dark World, head
northeast to find a pair of cave entrances. Take the westernmost entrance and
follow a series of tunnels until you exit and reach the mountain summit. (NOTE:
You can also get to this screen by first reaching Turtle Rock in the Dark World,
then going west one screen.) Remove the giant rock on this screen to reveal a
cave entrance. Inside are various platforms you can reach with the Hookshot, but
to get to the Piece of Heart just cross the invisible bridge to the north. Use
the Ether Medallion to reveal the path if you need help. Bomb the wall on the
other side, repeat on the west wall in the cross-shaped room beyond, and then go
through the cave exit in the next room. You'll be standing on a lone mountain
peak. Return to Hyrule using the Magic Mirror and snatch up the nearby Piece of
Heart.

================================
[ ] [POH24] - Piece of Heart #24
--------------------------------

Location: Death Mountain, Treasure Chest #119 [TC119]
Requirements: Quake Medallion, Magic Mirror, Magic Hammer

For the final Piece of Heart, you'll first need to access Turtle Rock using the
Quake Medallion. Get through the dungeon until you reach a point where you have
to go outside and travel east along a narrow ledge. Stand before the easternmost
cave entrance leading back into Turtle Rock and use the Magic Mirror to warp to
Hyrule. Go inside the cave before you and defeat the Green Goriyas, upon which
the north door will open. On the other side is a treasure chest containing your
hard-earned prize.





*******************************************************************************
-------------------------------------------------------------------------------
                                                                          /\
 [Z310] - TREASURE CHESTS                                                /--\
                                                                        /_\/_\
-------------------------------------------------------------------------------
*******************************************************************************

A Zelda game wouldn't be complete without a vast array of treasures to uncover.
You'll find most of these as you embark on your adventure, but a good handful of
them are out of the way and a lot of the chests contain unessential items.
Still, if you're looking to fully explore every inch of the game then you've
come to the right place.

This chapter lists where to find all the treasure chests throughout Hyrule, the
Dark World, and the dungeons - including each dungeon's Big Treasure Chest. Note
that this doesn't include the special locked chest from the Gossip Shop
containing Bottle #4, nor does it include any treasure chests that are part of
mini-games. It is strictly detailing the chests that Link can open only once.
With 149 small treasure chests and 11 Big Treasure Chests, there are 160 total
chests you can open.

Similar to the last chapter, this goes in the same order as the walkthrough, and
each treasure chest has a corresponding bracketed search code that appears in
the walkthrough as well as the previous two chapters. Use the code to easily
jump back and forth between the chapters for cross-referencing. Small treasure
chests are denoted with a [TCXXX] code and Big Treasure Chests use a [BTCXX]
code. I'll point out what the chest contains and give instructions on how to
locate it. I've also provided check boxes so you can mark off the chests you've
opened.

=================================
[ ] [TC001] - Treasure Chest #001
---------------------------------

Location: Link's House
Contains: Lamp or Blue Rupee

Found at the very start of your adventure inside Link's house, this chest will
more than likely provide you with the Lamp, the game's first item. There are
actually three possible locations you can receive the Lamp. If you get it from
one of the other two treasure chests and come back to this one later, it will
hold a Blue Rupee.

=================================
[ ] [TC002] - Treasure Chest #002
---------------------------------

Location: Hyrule Castle Secret Passage
Contains: Lamp or Blue Rupee

The second of three possible locations hiding the Lamp, this one can be found
right after discovering the secret passage into Hyrule Castle and getting the
Fighter's Sword and Fighter's Shield from your uncle. Like the previous chest,
if you already got the Lamp then this chest will have a Blue Rupee.

=================================
[ ] [TC003] - Treasure Chest #003
---------------------------------

Location: Hyrule Castle Dungeon
Contains: Dungeon Map

This chest is located on B1 of the castle, guarded by a Blue Sword Soldier.
Defeat it to get a Small Key, then open the chest to get the castle's Map.

=================================
[ ] [TC004] - Treasure Chest #004
---------------------------------

Location: Hyrule Castle Dungeon
Contains: Boomerang

You'll find this chest in a room containing a single Blue Sword Soldier.
Defeating the Soldier nets you another Small Key while the chest contains the
handy Boomerang.

=================================
[ ] [TC005] - Treasure Chest #005
---------------------------------

Location: Hyrule Castle Dungeon
Contains: Lamp or Blue Rupee

This is the third and final possible chest that may hide the Lamp if you didn't
acquire it from either of the other two chests. It is located inside Princess
Zelda's prison cell.

=================================
[ ] [TC006] - Treasure Chest #006
---------------------------------

Location: Hyrule Castle Dungeon
Contains: Small Key

This treasure chest is found in the sewers of Hyrule Castle, in a dark room
containing Ropes and Keese. Find the chest on the east side of the room.

=================================
[ ] [TC007] - Treasure Chest #007
---------------------------------

Location: Sanctuary
Contains: Heart Container

A reward for rescuing Zelda and delivering her to Sanctuary, the chest sits next
to the Sage. It's the only chest in the game to contain such an item; the rest
are won by defeating dungeon bosses.

=================================
[ ] [TC008] - Treasure Chest #008
---------------------------------

Location: Kakariko Village
Contains: Bombs

This treasure chest and the next four are all found in the same location. At the
northwest area of Kakariko Village is a well that you can drop into from the
ledge above. When you land in the cave below, you'll be in a room containing
several treasure chests. This entry refers to the treasure chest right near the
spot where you land.

=================================
[ ] [TC009] - Treasure Chest #009
---------------------------------

Location: Kakariko Village
Contains: Piece of Heart #02 [POH02]

In the same cave as the previous chest you should be able to make out an
oddly-discolored section of the north wall; this can be blown up with a Bomb. Do
so, and on the other side is the treasure chest containing the Piece of Heart.

=================================
[ ] [TC010] - Treasure Chest #010
---------------------------------

Location: Kakariko Village
Contains: Red Rupee

This treasure chest and the following two are in the same room as Treasure Chest
#008, sitting along the north wall. You can open these immediately after landing
inside the cave if you prefer, I just put these in the order I wrote them in the
walkthrough. Of the three chests, this refers to the one furthest to the left.

=================================
[ ] [TC011] - Treasure Chest #011
---------------------------------

Location: Kakariko Village
Contains: Red Rupee

Same location as the previous chest, this one refers to the treasure chest in
the center.

=================================
[ ] [TC012] - Treasure Chest #012
---------------------------------

Location: Kakariko Village
Contains: Red Rupee

Same deal as the previous two chests, this one refers to the rightmost treasure
chest.

=================================
[ ] [TC013] - Treasure Chest #013
---------------------------------

Location: Kakariko Village Hideout
Contains: Red Rupee

This treasure chest and the next three are all found in the same location. In
the north-central section of Kakariko Village is a small stone building with a
grassy green roof. Go inside, then go downstairs to find four treasure chests.
You'll have to complete a block puzzle in order to access the chests. The
directions are:

1. Push the block northwest of [TC015] down.
2. Push the block to your left further left so that it sits above [TC014].
3. Push the block southeast of [TC014] down.
4. Walk around chest [TC014] and push the block southwest of it down.
5. Push the block below [TC014] to the right to access [TC013], [TC014], and
[TC016].
6. To get to the last chest, push the block southeast of it north.
7. Finally, push the block just left of Link further to the left to get to
[TC015].

=================================
[ ] [TC014] - Treasure Chest #014
---------------------------------

Location: Kakariko Village Hideout
Contains: Red Rupee

See [TC013] for instructions on how to obtain this chest.

=================================
[ ] [TC015] - Treasure Chest #015
---------------------------------

Location: Kakariko Village Hideout
Contains: Red Rupee

See [TC013] for instructions on how to obtain this chest.

=================================
[ ] [TC016] - Treasure Chest #016
---------------------------------

Location: Kakariko Village Hideout
Contains: Red Rupee

See [TC013] for instructions on how to obtain this chest.

=================================
[ ] [TC017] - Treasure Chest #017
---------------------------------

Location: Kakariko Village Hideout
Contains: Piece of Heart #03 [POH03]

On the north wall above the previous four chests is a section you can destroy
with a Bomb. The treasure chest is on the other side.

=================================
[ ] [TC018] - Treasure Chest #018
---------------------------------

Location: Kakariko Village Tavern
Contains: Bottle #2

The tavern is located in south-central Kakariko Village. Although it appears to
only have one entrance at its south facade, you can enter the back of the tavern
using its north entrance. Remove the pot blocking the chest to get to your
prize.

=================================
[ ] [TC019] - Treasure Chest #019
---------------------------------

Location: Kakariko Village
Contains: 10 Arrows

Directly northwest of the tavern you'll find an old woman sweeping her front
porch. Go inside her house and blow open the east wall with a Bomb to get to
this treasure chest.

=================================
[ ] [TC020] - Treasure Chest #020
---------------------------------

Location: Swamp Ruins
Contains: Bombs

The Swamp Ruins is a building that can be found in the southernmost area of the
Great Swamp. When you go inside, the first thing you can see ahead is a treasure
chest behind three blocks. Push the left and right blocks up, then push the
center block to either side to gain access to the chest.

=================================
[ ] [TC021] - Treasure Chest #021
---------------------------------

Location: Secret Cave East of Great Swamp
Contains: Bombs

This treasure chest and the next three are all found in the same location. If
you go exactly one screen east of the Great Swamp, you'll come to the
southwestern shore of Lake Hylia. Inspect the north wall of this small area to
find a spot you can destroy with a Bomb, then go inside the cave. Defeat the
Mini-Moldorms lying in wait to open the door to the room beyond, where you'll
find a Friendly Thief and four treasure chests. For this guide's purpose, the
left chest is the one being referred to here. (Also, if you talk to the Thief,
he'll give you 300 Rupees.)

=================================
[ ] [TC022] - Treasure Chest #022
---------------------------------

Location: Secret Cave East of Great Swamp
Contains: Red Rupee

Found in the same place as the previous chest, this one refers to the
center-left chest.

=================================
[ ] [TC023] - Treasure Chest #023
---------------------------------

Location: Secret Cave East of Great Swamp
Contains: Red Rupee

Found in the same place as the previous two chests, this one refers to the
center-right chest.

=================================
[ ] [TC024] - Treasure Chest #024
---------------------------------

Location: Secret Cave East of Great Swamp
Contains: 10 Arrows

Found in the same place as the previous three chests, this one refers to the
center-right chest.

=================================
[ ] [TC025] - Treasure Chest #025
---------------------------------

Location: Ice Cave
Contains: Ice Rod

The Ice Cave is located northeast of Lake Hylia. You'll need to travel around
the perimeter of the lake to get there. There are two entrances into the cave -
one already open and one that requires a Bomb. Enter the cave via the second
entrance, then proceed to the next room to get to the treasure chest.

=================================
[ ] [TC026] - Treasure Chest #026
---------------------------------

Location: Sahasrahla's Hideout
Contains: 50 Rupees

This treasure chest and the next two are all found in the hidden back room of
Sahasrahla's hideout. After speaking with him, destroy the north wall with a
Bomb, then proceed to the other side to find three treasure chests. This one
refers to the treasure chest on the left.

=================================
[ ] [TC027] - Treasure Chest #027
---------------------------------

Location: Sahasrahla's Hideout
Contains: Bombs

Found in the same location as the previous treasure chest, this one refers to
the center treasure chest.

=================================
[ ] [TC028] - Treasure Chest #028
---------------------------------

Location: Sahasrahla's Hideout
Contains: 50 Rupees

Found in the same location as the previous two treasure chests, this one refers
to the treasure chest on the right.

=================================
[ ] [TC029] - Treasure Chest #029
---------------------------------

Location: Eastern Palace
Contains: 100 Rupees

This treasure chest is located in a large room with Cannonballs flying at you
from north to south. Safely pass through this trap and follow the hallway to the
west, then south and up the steps to a walkway. The treasure chest with this
prize is at the far end.

=================================
[ ] [TC030] - Treasure Chest #030
---------------------------------

Location: Eastern Palace
Contains: Dungeon Map

After reaching the central hub of the dungeon, go one room east, then through
the northeast door. Next, go one room south to find this chest.

=================================
[ ] [TC031] - Treasure Chest #031
---------------------------------

Location: Eastern Palace
Contains: Compass

In a reverse situation as the previous chest, you can reach this one by first
going two screens west from the hub room. Defeat the Stalfos in the next room so
you can go north; the chest with the Compass is in the following room.

=================================
[ ] [TC032] - Treasure Chest #032
---------------------------------

Location: Eastern Palace
Contains: Big Key

When you reach the upper walkway above the Cannonball trap room near the
beginning of the dungeon, follow this walkway to the west. In the room beyond,
defeat all the enemies to make the Anti-Fairies scatter, then remove the pot to
find a Floor Switch. Step on it to make the chest containing the Big Key appear.

====================================
[ ] [BTC01] - Big Treasure Chest #01
------------------------------------

Location: Eastern Palace
Contains: Bow

After you've acquired the Big Key, get down to the lower level of the central
hub. The Big Treasure Chest sits in the center of the room and you can open it
with the Big Key to receive the Bow, allowing you to finally start using Arrows.

=================================
[ ] [TC033] - Treasure Chest #033
---------------------------------

Location: Outside Sanctuary
Contains: Piece of Heart #06 [POH06]

You can access this treasure chest after receiving the Pegasus Boots. Travel one
screen west of Sanctuary, then climb the bluff to the north overlooking the
road. Return one screen east while staying on this bluff to find a pile of
rocks. Dash into them with the Pegasus Boots to reveal a small cave with the
treasure chest inside.

=================================
[ ] [TC034] - Treasure Chest #034
---------------------------------

Location: Desert of Mystery
Contains: Piece of Heart #07 [POH07]

In the northeast corner of the desert is a cave. At the very end of the cave
you'll find Sahasrahla's brother, Aginah (not that this relationship is
mentioned in-game). Anyway, destroy the south wall of this room with a Bomb. The
chest containing the Piece of Heart is on the other side.

=================================
[ ] [TC035] - Treasure Chest #035
---------------------------------

Location: Desert Palace
Contains: Dungeon Map

Head for the room directly north of the Desert Palace's large entrance chamber.
You can defeat the enemies first if need be, but otherwise you merely need to
uncover a Floor Switch under the north-central pot. Step on the Floor Switch to
make this treasure chest appear.

=================================
[ ] [TC036] - Treasure Chest #036
---------------------------------

Location: Desert Palace
Contains: Compass

This chest is found in one of the small eastern rooms on the main floor. Defeat
the Popos and dodge the Beamos to gain access to it and grab the Compass.

=================================
[ ] [TC037] - Treasure Chest #037
---------------------------------

Location: Desert Palace
Contains: Big Key

In the room directly north of the previous treasure chest is a Cannon &
Cannonball trap. Weave around the flying balls as you head north. The treasure
chest is on the far other side.

====================================
[ ] [BTC02] - Big Treasure Chest #02
------------------------------------

Location: Desert Palace
Contains: Power Glove

With the Big Key acquired, travel to the northwest room of B1 to find this Big
Treasure Chest. You'll have to trip a Floor Switch in the previous room to get
here.

=================================
[ ] [TC038] - Treasure Chest #038
---------------------------------

Location: Hyrule Castle Dungeon
Contains: Bombs

This treasure chest and the next two are all found in the same location. Once
you have the Power Glove, head to the cemetery and remove the two rocks blocking
the northwest gravestone. Push the gravestone and drop into the revealed hole to
land inside one of the Hyrule Castle dungeon sewer rooms. Next, you can either
use a Bomb to blow open one of the cracked walls to the west or dash into them
using the Pegasus Boots. In the room on the other side are three treasure chests
and some pots. For frame of reference, this is referring to the chest on the
left.

=================================
[ ] [TC039] - Treasure Chest #039
---------------------------------

Location: Hyrule Castle Dungeon
Contains: 300 Rupees

Found in the exact same room as the previous treasure chest, this one refers to
the center chest.

=================================
[ ] [TC040] - Treasure Chest #040
---------------------------------

Location: Hyrule Castle Dungeon
Contains: 10 Arrows

Found in the exact same room as the previous two treasure chests, this one
refers to the chest on the right.

=================================
[ ] [TC041] - Treasure Chest #041
---------------------------------

Location: Tower of Hera
Contains: Dungeon Map

At the north end of the very first room is a platform with this treasure chest
sitting upon it. Work the Crystal Switches to gain access to it.

=================================
[ ] [TC042] - Treasure Chest #042
---------------------------------

Location: Tower of Hera
Contains: Big Key

After obtaining a Small Key, get down to 1F using the northwest door on 2F.
Proceed through the next two rooms, defeat the Stalfos if need be, then light
the four torches to make the chest appear.

=================================
[ ] [TC043] - Treasure Chest #043
---------------------------------

Location: Tower of Hera
Contains: Compass

Found on 4F, this treasure chest sits in the very center of the room between two
Star Switches.

====================================
[ ] [BTC03] - Big Treasure Chest #03
------------------------------------

Location: Tower of Hera
Contains: Moon Pearl

Getting to this chest involves a bit of puzzle trickery. First, make sure you
have the Big Key. Then, go up to 5F and step on the Star Switch closest to the
stairway to make the various pits rearrange around the floor. Go the
north-central area of the room and drop into the pit here from its north side. I
repeat, drop into it from its north side. When you do, you'll land right in
front of the Big Treasure Chest. 

=================================
[ ] [TC044] - Treasure Chest #044
---------------------------------

Location: Hyrule Castle Tower
Contains: Small Key

This treasure chest is found three rooms into the dungeon. Fight off a pair of
Blue Sword Soldiers and the treasure chest will appear upon their defeat.

=================================
[ ] [TC045] - Treasure Chest #045
---------------------------------

Location: Hyrule Castle Tower
Contains: Small Key

In the second room on 3F, you'll have to navigate a maze through the dark.
Carefully make your way to the west side of the room as you defeat the enemies.
The treasure chest is sitting at about the halfway point along the west wall.

=================================
[ ] [TC046] - Treasure Chest #046
---------------------------------

Location: Palace of Darkness
Contains: Small Key

From the dungeon entrance, go through the west door, then go down the stairs in
the next room to reach B1. Be careful of the fireballs from the Medusas as you
head to the southwest corner. Remove the skull pot to reveal a Floor Switch,
then step on it to make the treasure chest appear.

=================================
[ ] [TC047] - Treasure Chest #047
---------------------------------

Location: Palace of Darkness
Contains: Dungeon Map

Take the east door from the dungeon entrance and go down to B1. Step onto the
Teleportation Tile to be taken to a new room, bomb the south wall, and proceed
through a few more rooms until you come to a stairway back to 1F. Open the
treasure chest in the room beyond to get the Map.

=================================
[ ] [TC048] - Treasure Chest #048
---------------------------------

Location: Palace of Darkness
Contains: Small Key

From the same room where you got the previous treasure chest, bomb the west
wall. The treasure chest is on the other side.

=================================
[ ] [TC049] - Treasure Chest #049
---------------------------------

Location: Palace of Darkness
Contains: Big Key

Starting from the dungeon entrance, go north two rooms. Bypass a couple of
Terrorpins, then take the west pathway. Lay a Bomb on the cracked bit of floor
on the bridge, then drop down into it. While staying on the upper ledge of this
room, open the north door using the Small Key you received from Treasure Chest
#048, then go up the stairs to find the treasure chest containing the dungeon's
Big Key.

=================================
[ ] [TC050] - Treasure Chest #050
---------------------------------

Location: Palace of Darkness
Contains: Small Key

You can get this chest immediately after getting the previous one. Hop off the
ledge from Treasure Chest #049 to land back in the room on B1. Avoid the
Terrorpins and pick up the lone skull pot sitting at the end of the line of
blocks. Step on the Floor Switch to cause the treasure chest to appear.

=================================
[ ] [TC051] - Treasure Chest #051
---------------------------------

Location: Palace of Darkness
Contains: Small Key

From the dungeon entrance, go north two rooms, and this time take the east fork
and start walking north to the two blocks up ahead. Push the bottom block off
the gap in the bridge and continue north into the next room. The treasure chest
sits near the end of the pathway.

=================================
[ ] [TC052] - Treasure Chest #052
---------------------------------

Location: Palace of Darkness
Contains: Bombs

In the northwest corner of 1F there is a dark maze room. Navigate through the
maze while dodging fire from Kodongos. This treasure chest is located in the
northwest corner of the room.

=================================
[ ] [TC053] - Treasure Chest #053
---------------------------------

Location: Palace of Darkness
Contains: Small Key

In the same room as the previous treasure chest, you can find this one in the
southeast corner.

====================================
[ ] [BTC04] - Big Treasure Chest #04
------------------------------------

Location: Palace of Darkness
Contains: Magic Hammer

If you have the Big Key, you can open the dungeon's Big Treasure Chest right
after opening [TC053]. From the previous treasure chest, inspect the east wall
for a place you can blow open with a Bomb. Do so to access the Big Treasure
Chest on the other side.

=================================
[ ] [TC054] - Treasure Chest #054
---------------------------------

Location: Palace of Darkness
Contains: Compass

This treasure chest is found exactly one room east the Big Treasure Chest. Take
out the Terrorpins guarding the chest if you need to.

=================================
[ ] [TC055] - Treasure Chest #055
---------------------------------

Location: Palace of Darkness
Contains: 1 Arrow

This treasure chest and the next one can be found downstairs directly from the
room where you got the Compass. Head into this dark room where you can find a
bunch of Rupees to collect as well as two treasure chests at the south end. This
chest is on the west side of the room. (1 Arrow? What a waste of a chest.)

=================================
[ ] [TC056] - Treasure Chest #056
---------------------------------

Location: Palace of Darkness
Contains: Small Key

Located in the same room as the previous treasure chest, this one sits on the
east side.

=================================
[ ] [TC057] - Treasure Chest #057
---------------------------------

Location: Palace of Darkness
Contains: Blue Rupee

In the room directly south of the Compass room, you can find this treasure chest
sitting on the west side.

=================================
[ ] [TC058] - Treasure Chest #058
---------------------------------

Location: Plains of Ruin
Contains: Red Rupee

This treasure chest and the next three are all found in the same location. In
the northeast corner of the Plains of Ruin - where the Great Swamp is located in
Hyrule - you can find a cracked wall. Destroy it with a Bomb to reveal a cave. A
Friendly Pikku hangs out in the first room and he'll give you 300 Rupees. Bomb
the north wall behind the Pikku to reveal a hidden room with four chests. For
this entry, the chest I'm referring to is the one closest to the entryway.

=================================
[ ] [TC059] - Treasure Chest #059
---------------------------------

Location: Plains of Ruin
Contains: Red Rupee

In the same room as the previous chest, this one refers to the second chest in
the line heading toward the back wall.

=================================
[ ] [TC060] - Treasure Chest #060
---------------------------------

Location: Plains of Ruin
Contains: Red Rupee

In the same room as the previous two chests, this one refers to the chest third
in line.

=================================
[ ] [TC061] - Treasure Chest #061
---------------------------------

Location: Plains of Ruin
Contains: Red Rupee

In same room as the previous three chests, this one refers to the one in the
very back of the room.

=================================
[ ] [TC062] - Treasure Chest #062
---------------------------------

Location: Village of Outcasts
Contains: 300 Rupees

Visit the northeast house of the Village of Outcasts (the Dark World equivalent
of Kakariko Village). Go inside to find this treasure chest sitting in the back.

=================================
[ ] [TC063] - Treasure Chest #063
---------------------------------

Location: Village of Outcasts
Contains: 300 Rupees

Head on over to the southwestern section of the village to find a small shack
surrounded by skeletal Cuccos. Destroy the south wall of the shack with a Bomb.
The treasure chest lies inside.

=================================
[ ] [TC064] - Treasure Chest #064
---------------------------------

Location: Cemetery
Contains: Magic Cape

Begin by first going to the Ghostly Garden in the Dark World. It's the same area
where the Cemetery is located in the Light World. Go to the northeast corner of
the Ghostly Garden and position Link next to the pile of rocks. Return to Hyrule
using the Magic Mirror to find yourself standing in front of a gravestone. Dash
into the gravestone with the Pegasus Boots to reveal a hidden chamber. At the
very end of the hallway down here is your prize. (NOTE: You can also get to this
gravestone after getting the Titan's Mitt, but this way lets you get the Magic
Caper sooner.)

=================================
[ ] [TC065] - Treasure Chest #065
---------------------------------

Location: Treasure Cave
Contains: Cane of Byrna

To get this chest, you'll need the Magic Hammer and I also recommend having two
bottles of green Magic Medicine. Start by getting to the Dark World using the
Warp Tile on Death Mountain in Hyrule. (It's the very first Warp Tile you come
across in the game.) Go directly south from where you warp in and hop off from
the gap in the edge to land in front of a cave. Go inside, smash the Moles, then
don the Magic Cape and make a mad dash across the long hallway of spikes. When
you get to the very end, lift the giant block out of the way, then you can get
to the chest. If you brought Magic Medicine, use it to refill your Magic Meter
after your trips across the spiky floor.

=================================
[ ] [TC066] - Treasure Chest #066
---------------------------------

Location: Spiral Cave
Contains: 50 Rupees

This is one of several treasure chests hiding in the eastern caves of Hyrule's
Death Mountain, an area we otherwise wouldn't have much reason to explore. To
find this one, first reach the Tower of Hera, then go one screen east. Keep
going east, walking over a bridge, and smashing a stake with the Magic Hammer to
proceed. Inspect the southern ledge to find four spots you can drop from. Drop
from the westernmost gap and enter the cave you land in front of. Proceed
through the tunnel as you fight off enemies, then drop into the pit at the very
end. You'll land right in front of a chest containing 50 Rupees.

=================================
[ ] [TC067] - Treasure Chest #067
---------------------------------

Location: Paradox Cave
Contains: Bombs

This treasure chest and the next one are located in the same place. At the very
southeast corner of eastern Death Mountain is a cave. Go inside this cave, then
drop into the pit inside. When you land, bomb the north wall and go through to
find two chests on the other side. This entry refers to the left chest.

=================================
[ ] [TC068] - Treasure Chest #068
---------------------------------

Location: Paradox Cave
Contains: 10 Arrows

This treasure chest is sitting right next to the previous chest, on the right
side of the cave.

=================================
[ ] [TC069] - Treasure Chest #069
---------------------------------

Location: Paradox Cave
Contains: Red Rupee

This treasure chest and the next four are all found in the same room. Start by
leaving the room where you found the previous two chests, then go upstairs. Go
west a bit and enter another room to be trapped in a fight with a pair of
Mini-Moldorms and five treasure chests sitting in the back. Defeat the enemies
to make the door open again, then use your Boomerang to hit the Crystal Switch
and give you access to all the treasure chests. For this entry, I'm referring to
the west chest.

=================================
[ ] [TC070] - Treasure Chest #070
---------------------------------

Location: Paradox Cave
Contains: Red Rupee

Found in the same room as the previous chest, this refers to the west-central
chest.

=================================
[ ] [TC071] - Treasure Chest #071
---------------------------------

Location: Paradox Cave
Contains: Red Rupee

Found in the same room as the previous two chests, this refers to the chest in
the center, next to the Crystal Switch.

=================================
[ ] [TC072] - Treasure Chest #072
---------------------------------

Location: Paradox Cave
Contains: Red Rupee

Found in the same room as the previous three chests, this refers to the
east-central chest.

=================================
[ ] [TC073] - Treasure Chest #073
---------------------------------

Location: Paradox Cave
Contains: Red Rupee

Found in the same room as the previous four chests, this refers to the east
chest.

=================================
[ ] [TC074] - Treasure Chest #074
---------------------------------

Location: Swamp Palace
Contains: Small Key

You'll need to have flooded the first room of the Swamp Palace in order to get
this treasure chest. Head to the north end of the room, taking out three Water
Tektites in the process. The chest appears upon their defeat.

=================================
[ ] [TC075] - Treasure Chest #075
---------------------------------

Location: Swamp Palace
Contains: Dungeon Map

Immediately after arriving on B1 from the previous chest, place a Bomb on the
wall of the northwest alcove. The treasure chest sits in a room on the other
side.

=================================
[ ] [TC076] - Treasure Chest #076
---------------------------------

Location: Swamp Palace
Contains: Compass

After getting to the central hub of the dungeon, go to the room directly south
of it. Head clockwise through this room and the next until you return to the
northwest corner next to a couple of blocks. Push the south block to the right
to make the chest appear.

=================================
[ ] [TC077] - Treasure Chest #077
---------------------------------

Location: Swamp Palace
Contains: Red Rupee

Two rooms west of the hub room you can find a stairway that will lead back up to
1F. When you emerge, go to the northwest end of the room where you'll spot a pit
guarded by a block. Push the block aside and fall into the pit to land in front
of this chest.

=================================
[ ] [TC078] - Treasure Chest #078
---------------------------------

Location: Swamp Palace
Contains: Big Key

Make sure the Crystal Switches in the dungeon are red before you attempt to get
this chest. Once they are, repeat the steps of the previous treasure chest by
going upstairs to 1F using the same stairway, but this time drop into the east
pit. As long as the orange blocks are recessed, you can proceed to the room
beyond to get this chest containing the Big Key.

====================================
[ ] [BTC05] - Big Treasure Chest #05
------------------------------------

Location: Swamp Palace
Contains: Hookshot

Go back to the dungeon's central hub after getting the Big Key. Then, climb to
the center platform to reach the Big Treasure Chest and the dungeon's chief item
- the Hookshot.

=================================
[ ] [TC079] - Treasure Chest #079
---------------------------------

Location: Swamp Palace
Contains: Red Rupee

This treasure chest and the following one are both found in the same location.
There are two stairways that will lead you to B2. The first one is directly
north of the central hub, and the second stairway is in the room north of that.
Take this second stairway, then push the lever to drain the water. Now, head to
the southeast corner of B2 to find two treasure chests and two skull pots. Both
chests contain the same prize - this entry refers to the chest on the left.

=================================
[ ] [TC080] - Treasure Chest #080
---------------------------------

Location: Swamp Palace
Contains: Red Rupee

Found in the same room as the previous chest, this refers to the chest on the
right.

=================================
[ ] [TC081] - Treasure Chest #081
---------------------------------

Location: Swamp Palace
Contains: Red Rupee

Head two rooms north of where you got the previous two chests. In the center of
this room, there are six blocks. Counting from left to right, push the third
block east to reveal this treasure chest.

=================================
[ ] [TC082] - Treasure Chest #082
---------------------------------

Location: Skull Woods
Contains: Small Key

Whether you are following along with the walkthrough or not, note that the
location of Skull Woods refers to the third Dark World dungeon, not the exterior
forest surrounding the dungeon known as Skeleton Forest. Great naming, I know...
anyway to get to this specific chest, begin by getting to Skeleton Forest from
its south-central entrance. From there, head east and then north at the first
opportunity (watch out for the Pikit!). Just ahead is a pit; drop into it to
enter the dungeon. When you land, proceed two rooms east to a room overrun with
Gibdos, Blade Traps, and a persistent Wallmaster. In the center of the room lies
the treasure chest behind a line of skull pots. Carefully defeat or dodge the
enemies as you get to this chest.

=================================
[ ] [TC083] - Treasure Chest #083
---------------------------------

Location: Skull Woods
Contains: Dungeon Map

Use the Small Key you got from the previous chest to open the locked door in the
northeast, then make your way north and step on the pair of Star Switches. Doing
so will shift the pits around the room and give you access to the treasure chest
in the corner.

=================================
[ ] [TC084] - Treasure Chest #084
---------------------------------

Location: Skull Woods
Contains: Compass

After acquiring the previous chest, return one room south, then one room west.
(Alternatively, if you are getting these chests in order, use the Magic Mirror
to return to the point you entered the dungeon from and then go one room east.)
Slay the Hardhat Beetles and move north a bit to find a treasure chest
containing the Compass - be warned that opening the chest activates a hidden
Star Switch that will cause bottomless pits to appear in the room.

=================================
[ ] [TC085] - Treasure Chest #085
---------------------------------

Location: Skull Woods
Contains: Small Key

Go to the room directly north of the previous chest. You'll spot this one in the
northwest corner, but you'll have to fight off a Gibdo to get to it.

=================================
[ ] [TC086] - Treasure Chest #086
---------------------------------

Location: Skull Woods
Contains: Big Key

Excluding the pits scattered around Skeleton Forest, there are three entrances
into the Skull Woods dungeon that are appropriately shaped like skulls. Enter
the central one, then knock out all the enemies in the room. (Unfortunately the
Wallmaster will keep respawning.) Watch out for the Wallmaster as you carefully
shift the east gargoyle statue over the Floor Switch hiding under the center
skull pot, then book it to the room to the north. Avoid yet another Wallmaster
while you head to the treasure chest in the center of the room.

====================================
[ ] [BTC06] - Big Treasure Chest #06
------------------------------------

Location: Skull Woods
Contains: Fire Rod

Once you have the Big Key, exit the dungeon and make your way over to the
east-central area of Skeleton Forest. You should come across a cluster of nine
bushes. (For your reference, this exact same spot in the Light World is where
you can pick up Piece of Heart #01 [POH01]). Cut down the middle bush to reveal
another hole you can use to access the dungeon. Land in the room below, then
blow up the west wall. Pull the lever on the other side to blast the south wall
apart, then move further south to get to the Big Treasure Chest - beware the
Mini-Moldorms!

=================================
[ ] [TC087] - Treasure Chest #087
---------------------------------

Location: Skull Woods
Contains: Small Key

NOTE: It is entirely possible to skip this treasure chest if you kept a spare
Small Key from the first phase of the dungeon. Otherwise, to get this treasure
chest, start from the entrance of the dungeon's second phase - that is, the area
of the dungeon you have to access using the Fire Rod. Go down to the lower
floor, then work your way through the maze underneath the bridge and go through
the northeast door. Proceed south through the next room and then go west to get
back to the entry room and into the small corner where this chest sits.

=================================
[ ] [TC088] - Treasure Chest #088
---------------------------------

Location: Thieves' Town
Contains: Dungeon Map

Like Skull Woods, this location refers to the actual dungeon within the Village
of Outcasts. To get to this first treasure chest, head to the northwest corner
of the first room. The chest sits on the lower floor waiting for you to claim
the Dungeon Map.

=================================
[ ] [TC089] - Treasure Chest #089
---------------------------------

Location: Thieves' Town
Contains: Red Rupee

Starting from where you found the previous treasure chest, stay on the lower
level and go north to the next room. As you inch into the room you should easily
spot a treasure chest on an upper-level catwalk. Climb the steps ahead to get
back to the upper floor, then work your way around to the chest.

=================================
[ ] [TC090] - Treasure Chest #090
---------------------------------

Location: Thieves' Town
Contains: Compass

From the previous chest, go one room east and then one room south. Then, climb
the steps to the upper level and go counter-clockwise along the walkways to the
treasure chest.

=================================
[ ] [TC091] - Treasure Chest #091
---------------------------------

Location: Thieves' Town
Contains: Big Key

It's easy to get to this chest right after getting the Compass. Hop down from
the previous treasure chest so you land on the lower floor and go east into the
next room. You'll be right by the next chest.

=================================
[ ] [TC092] - Treasure Chest #092
---------------------------------

Location: Thieves' Town
Contains: Bombs

After you've accessed 1F, make your way to the room on the east end of the
floor. The treasure chest sits in the northwest corner.

=================================
[ ] [TC093] - Treasure Chest #093
---------------------------------

Location: Thieves' Town
Contains: Small Key

In the easternmost room of B2 you'll find three consecutive prison cells, at the
end of which is a maiden for you to rescue. The chest is right next to her.

====================================
[ ] [BTC07] - Big Treasure Chest #07
------------------------------------

Location: Thieves' Town
Contains: Titan's Mitt

After getting the Big Key, head to the southwest room on B2. Quickly smash the
Moles with the Magic Hammer and open the Big Treasure Chest to receive your
prize before the floor falls away.

=================================
[ ] [TC094] - Treasure Chest #094
---------------------------------

Location: Ice Palace
Contains: Compass

Found in the southernmost room of B1, this treasure chest will appear after
defeating all the Pengators.

=================================
[ ] [TC095] - Treasure Chest #095
---------------------------------

Location: Ice Palace
Contains: Dungeon Map

To get to this chest, you'll first need to reach the easternmost room on B3,
then take the eastern stairway up to B2. Be wary of the enemies lurking about,
including two Stalfos Knights, then smash the Moles in the center and lift the
giant block. Remove the skull pot in the southwest corner, then step on the
Floor Switch to cause the chest to appear.

=================================
[ ] [TC096] - Treasure Chest #096
---------------------------------

Location: Ice Palace
Contains: Big Key

Starting from the previous chest where you got the Map, pull on the tongue of
the statue in the northwest corner, then go east into the next room. Take the
steps up to B1. The treasure chest sits to the south.

=================================
[ ] [TC097] - Treasure Chest #097
---------------------------------

Location: Ice Palace
Contains: Small Key

From the chest containing the Big Key, go back down to B2, pull on the statue's
tongue so you can proceed west, and return downstairs to B3. Lift the skull pot
in the southeast corner and step on the Floor Switch under it to make a chest
appear across the Spike Floor. Use the Hookshot to reach the chest.

=================================
[ ] [TC098] - Treasure Chest #098
---------------------------------

Location: Ice Palace
Contains: Bombs

Located in the westernmost room of B4, this treasure chest appears after
defeating a pair of Freezors that will try to ambush you.

====================================
[ ] [BTC08] - Big Treasure Chest #08
------------------------------------

Location: Ice Palace
Contains: Blue Mail

With the Big Key pocketed, place a Bomb along the west-center wall of the room
where you got the previous chest. Drop into the pit that appears to land right
in front of the Big Treasure Chest.

=================================
[ ] [TC099] - Treasure Chest #099
---------------------------------

Location: Ice Palace
Contains: Small Key

This treasure chest is found in the southernmost room of B5. It's revealed after
stepping on the Floor Switch under the skull pot in the southwest corner.

=================================
[ ] [TC100] - Treasure Chest #100
---------------------------------

Location: Swamp of Evil
Contains: Piece of Heart #21 [POH21]

This treasure chest and the following one are both found in the same location.
Head to the northwest area of the Swamp of Evil to find a head of thorns with
its mouth acting as a doorway. Proceed inside and go the very end of the long
corridor to find two treasure chests surrounded by blocks that you'll have to
move in order to get to them. This entry refers to the west chest.

=================================
[ ] [TC101] - Treasure Chest #101
---------------------------------

Location: Swamp of Evil
Contains: Red Rupee

Found in the same location as the previous chest, this one refers to the east
chest. See the previous chest for instructions on how to access the chest.

=================================
[ ] [TC102] - Treasure Chest #102
---------------------------------

Location: Misery Mire
Contains: Small Key

Found in the north-central room of B1, this treasure chest sits at the end of a
broken bridge.

=================================
[ ] [TC103] - Treasure Chest #103
---------------------------------

Location: Misery Mire
Contains: Small Key

After getting the previous chest, head south two rooms and then east one room. I
recommend using the Magic Cape or the Cane of Byrna as you navigate this next
part. Walk onto the Spike Floor, remove the skull pot in the corner, and step on
the Floor Switch to cause the chest to appear. Keep the Cape or Cane active as
you walk over to the treasure chest.

=================================
[ ] [TC104] - Treasure Chest #104
---------------------------------

Location: Misery Mire
Contains: Small Key

Make sure that you have visited the northwest room of B1 and turned the Crystal
Switch blue before proceeding. When you return to the large hub room (it's the
second room you can access upon reaching the floor), cross the mesh walkway to
the north and lift the skull pot. Step on the Floor Switch to make this chest
appear.

=================================
[ ] [TC105] - Treasure Chest #105
---------------------------------

Location: Misery Mire
Contains: Compass

Keep the Crystal Switch blue. From the previous chest, go through the southwest
door. Snag another Small Key from one of the defeated enemies and use it to
proceed further west. In this next room, take cover under the doorway to shield
yourself from both the Medusa and the horde of Flying Tiles. After all the
Flying Tiles are gone, light the four torches in the corner to open the north
door. The treasure chest is in the room beyond.

=================================
[ ] [TC106] - Treasure Chest #106
---------------------------------

Location: Misery Mire
Contains: Big Key

After going back up to 1F, complete the torch puzzles in both this room and the
one to the south. This will cause the wall in the room to the east to shift and
reveal a seemingly bottomless pit. Fall into the pit to land right in front of
the chest containing the Big Key.

=================================
[ ] [TC107] - Treasure Chest #107
---------------------------------

Location: Misery Mire
Contains: Dungeon Map

With the way my walkthrough is structured, getting the Dungeon Map at this point
is unnecessary, but I'll cover it anyway. Go through the locked door in the
northeast corner of the central hub room on B1 - if you don't have a Small Key
to use, you'll have to make sure that the dungeon's Crystal Switch is blue, then
go one room north, one room east, then one room south. Dodge the Medusa in this
room as you approach the chest.

====================================
[ ] [BTC09] - Big Treasure Chest #09
------------------------------------

Location: Misery Mire
Contains: Cane of Somaria

Be sure you have the Big Key, then go to the far east room on B1. Quickly latch
onto the block on the far side with the Hookshot, then book it across the
walkway to the north before it falls away. The Big Treasure Chest waits for you
at the very end.

=================================
[ ] [TC108] - Treasure Chest #108
---------------------------------

Location: Death Mountain Twin Caves (Dark World)
Contains: Red Rupee

This treasure chest and the following one are both found in the same location.
While in Hyrule, travel to the southeast section of Death Mountain, then look
for a small black rock in the southernmost tip of the mountain. Lift that rock
to find a Warp Tile to the Dark World. When you arrive, go the northeast area to
find a pair of caves. Enter the west entrance and go upstairs to 2F, then fall
through a pit. Navigate the cave and go back upstairs again, then drop into
another pit to land in front of two treasure chests. This entry refers to the
south chest.

=================================
[ ] [TC109] - Treasure Chest #109
---------------------------------

Location: Death Mountain Twin Caves (Dark World)
Contains: Bombs

Found in the same room as the previous chest, this refers to the north chest.

=================================
[ ] [TC110] - Treasure Chest #110
---------------------------------

Location: Hookshot Cave
Contains: 50 Rupees

This treasure chest and the next three are all found in the same location. From
the spot of the two previous chests, head west and up the stairs, then follow
the cave out to reach the mountain summit. Lift the large rock to enter a secret
grotto. Inside this cave are numerous suspended platforms. You must use the
Hookshot to make your way around this room. Make sure not to remove any of the
skull pots while you work here! The treasure chest referred to in this entry is
the southeast chest.

=================================
[ ] [TC111] - Treasure Chest #111
---------------------------------

Location: Hookshot Cave
Contains: 50 Rupees

Found in the same room as the previous chest, this refers to the northeast
chest.

=================================
[ ] [TC112] - Treasure Chest #112
---------------------------------

Location: Hookshot Cave
Contains: 50 Rupees

Found in the same room as the previous two chests, this refers to the northwest
chest. 

=================================
[ ] [TC113] - Treasure Chest #113
---------------------------------

Location: Hookshot Cave
Contains: 50 Rupees

Found in the same room as the previous three chests, this refers to the
southwest chest.

=================================
[ ] [TC114] - Treasure Chest #114
---------------------------------

Location: Turtle Rock
Contains: Compass

When you arrive in the second room of the dungeon, use the Cane of Somaria to
create a platform and ride it immediately west. Hop off the first stop and go
all the way into the next room to find the treasure chest.

=================================
[ ] [TC115] - Treasure Chest #115
---------------------------------

Location: Turtle Rock
Contains: Dungeon Map

This treasure chest and the following one are both found in the same location.
In the northeast room of 1F, you can find two treasure chests sitting near the
north wall. This one refers to the left chest.

=================================
[ ] [TC116] - Treasure Chest #116
---------------------------------

Location: Turtle Rock
Contains: Small Key

Found in the same room as the previous chest, this refers to the chest on the
right.

=================================
[ ] [TC117] - Treasure Chest #117
---------------------------------

Location: Turtle Rock
Contains: Small Key

Located in the northwest room on 1F, you'll first need to make sure the Crystal
Switches are blue. With the blue blocks lowered, push either of the two northern
blocks toward the center of the room to make cause the treasure chest appear.
Beware the Chain Chomps!

=================================
[ ] [TC118] - Treasure Chest #118
---------------------------------

Location: Turtle Rock
Contains: Big Key

The central room on B1 contains a pair of tunnels over a large lake of lava.
When you first get to this room, go through the west tunnel to be taken to the
northwest corner, then proceed through the next room. Head through the southeast
door to return to the lava room, then go through the tunnel before you to arrive
on a central island with the treasure chest.

=================================
[ ] [TC119] - Treasure Chest #119
---------------------------------

Location: Goriya Cave
Contains: Piece of Heart #24 [POH24]

This treasure chest is cleverly hidden as you have to progress through Turtle
Rock dungeon to get to it. Start by getting to the southwest room of B1. Watch
out for the Laser Eyes as you blow up the south wall with a Bomb. Go outside,
then walk east along the narrow ledge until you come to another cave entrance.
Use the Magic Mirror to return to Hyrule, then go inside the cave you warp in
front of. Defeat the four Goriyas inside the cave, then go through the door that
opens to claim the game's final Piece of Heart.

====================================
[ ] [BTC10] - Big Treasure Chest #10
------------------------------------

Location: Turtle Rock
Contains: Mirror Shield

You can get this once you have the Big Key. From the previous chest, return to
the Dark World and go inside the cave to get back to Turtle Rock. Cross the pit
with a Cane of Somaria platform to get to the Big Treasure Chest and receive
your prize.

=================================
[ ] [TC120] - Treasure Chest #120
---------------------------------

Location: Turtle Rock
Contains: Small Key

Go to the northwest room on B1 to encounter a Rolling Spike trap. Work the
Crystal Switch while dodging around the Rolling Spike to get to the treasure
chest along the west wall.

=================================
[ ] [TC121] - Treasure Chest #121
---------------------------------

Location: Turtle Rock
Contains: Green Rupee

This treasure chest and the next three are all found in the same room of Turtle
Rock, and each one is guarded by a Laser Eye. Use your Mirror Shield to block
the deadly lasers while approaching the chests. This entry refers to the
northeast chest.

=================================
[ ] [TC122] - Treasure Chest #122
---------------------------------

Location: Turtle Rock
Contains: Blue Rupee

Found in the same room as the previous chest, this refers to the northwest
chest.

=================================
[ ] [TC123] - Treasure Chest #123
---------------------------------

Location: Turtle Rock
Contains: Red Rupee

Found in the same room as the previous chest, this refers to the southeast
chest.

=================================
[ ] [TC124] - Treasure Chest #124
---------------------------------

Location: Turtle Rock
Contains: Small Key

Found in the same room as the previous chest, this refers to the southwest
chest.

=================================
[ ] [TC125] - Treasure Chest #125
---------------------------------

Location: Ganon's Tower
Contains: Red Rupee

This treasure chest and the following three are found in the same room of
Ganon's Tower. To get here, start from the dungeon entrance and go down to 1F
using the west stairway. Then, go two rooms west and one room north, using the
Hookshot to do so. You'll have to fight off three Red Stalfos while avoiding
fire from four Yomo Medusas. After defeating the enemies, collect the treasures.
This entry refers to the southwest chest.

=================================
[ ] [TC126] - Treasure Chest #126
---------------------------------

Location: Ganon's Tower
Contains: Bombs

Found in the same room as the previous chest, this one refers to the northwest
treasure chest.

=================================
[ ] [TC127] - Treasure Chest #127
---------------------------------

Location: Ganon's Tower
Contains: 10 Arrows

Found in the same room as the previous two chests, this one refers to the
northeast treasure chest.

=================================
[ ] [TC128] - Treasure Chest #128
---------------------------------

Location: Ganon's Tower
Contains: Red Rupee

Found in the same room as the previous three chests, this one refers to the
southeast treasure chest.

=================================
[ ] [TC129] - Treasure Chest #129
---------------------------------

Location: Ganon's Tower
Contains: Dungeon Map

After getting the previous four treasure chests, return to the room to the
south. Use the Hookshot to make it over to the south part of the room, then go
through the locked door to the east. Weave around the Guruguru Bars to get to
the chest.

=================================
[ ] [TC130] - Treasure Chest #130
---------------------------------

Location: Ganon's Tower
Contains: Small Key

A Teleportation Tile will take you to the northeast room on 1F. Make your way
across the room while dodging the Winders. Near the end of the room is a lone
block. Push it westward to make a treasure chest appear on the other side of the
pit. Use the Hookshot to get over to it.

=================================
[ ] [TC131] - Treasure Chest #131
---------------------------------

Location: Ganon's Tower
Contains: Bombs

This chest and the following three are all found in the same room. From the
previous treasure chest, go south to encounter a maze of Teleportation Tiles.
Use them to get to the west side of the room where you can find a crack in the
wall; blow it open with a Bomb. In the following room, slay the enemies, then
step on the raised tile in the northwest corner. This will cause the north wall
to blow apart, giving you access to a hidden room with four treasure chests.
This entry refers to the southwest chest.

=================================
[ ] [TC132] - Treasure Chest #132
---------------------------------

Location: Ganon's Tower
Contains: Bombs

Found the same room as the previous chest, this refers to the southeast treasure
chest.

=================================
[ ] [TC133] - Treasure Chest #133
---------------------------------

Location: Ganon's Tower
Contains: 10 Arrows

Found the same room as the previous two chests, this refers to the northwest
treasure chest.

=================================
[ ] [TC134] - Treasure Chest #134
---------------------------------

Location: Ganon's Tower
Contains: 10 Arrows

Found the same room as the previous three chests, this refers to the northeast
treasure chest.

=================================
[ ] [TC135] - Treasure Chest #135
---------------------------------

Location: Ganon's Tower
Contains: 10 Arrows

Go to the south-central room on 1F - a giant room with an invisible walkway
extending over a bottomless pit. Travel along the invisible walkway to the
northeast corner and use the doorway there to get to the room beyond. The
treasure chest sits in the southeast corner beside a section of cracked floor.

=================================
[ ] [TC136] - Treasure Chest #136
---------------------------------

Location: Ganon's Tower
Contains: Big Key

This treasure chest and the following two are all found in the same room. From
the previous chest, lay a Bomb on the section of cracked floor, then fall
through the pit to the floor below to engage in a rematch with the Armos
Knights. Defeat them, then go to the room to the north to find three treasure
chests. The Big Key is concealed inside the central chest.

=================================
[ ] [TC137] - Treasure Chest #137
---------------------------------

Location: Ganon's Tower
Contains: 10 Arrows

Found in the same room as the previous chest, this one refers to the northwest
chest.

=================================
[ ] [TC138] - Treasure Chest #138
---------------------------------

Location: Ganon's Tower
Contains: Bombs

Found in the same room as the previous two chests, this one refers to the
northeast chest.

====================================
[ ] [BTC11] - Big Treasure Chest #11
------------------------------------

Location: Ganon's Tower
Contains: Red Mail

Once you've picked up the Big Key, return to 1F using the stairway in the room
directly west of the Armos Knights room. When you arrive, you should be in the
room containing the Big Treasure Chest. Sneak around the traps to get to the
chest and claim your prize.

=================================
[ ] [TC139] - Treasure Chest #139
---------------------------------

Location: Ganon's Tower
Contains: 10 Arrows

This treasure chest and the following one are both found in the same room. From
the Big Treasure Chest, go one room north and one room east. This entry refers
to the chest in the northwest corner.

=================================
[ ] [TC140] - Treasure Chest #140
---------------------------------

Location: Ganon's Tower
Contains: Bombs

Found in the same room as the previous chest, this one refers to the northeast
chest.

=================================
[ ] [TC141] - Treasure Chest #141
---------------------------------

Location: Ganon's Tower
Contains: Small Key

You can find this treasure chest one room east of the previous two. It's a bit
of a tricky room since you'll have to watch out for Flying Tiles, a recurring
Wallmaster, and some traps. Once all the Flying Tiles are gone, the chest will
appear.

=================================
[ ] [TC142] - Treasure Chest #142
---------------------------------

Location: Ganon's Tower
Contains: Green Rupee

This treasure chest and the following three are all found in the same room. In
the east-central room of 1F, there are four unlit torches spread from north to
south. Light them all, then quickly pass through the room to the south before
any of the torches go out. Work the Crystal Switch in the following room so that
you can head west to find four treasure chests. Going clockwise, this entry
refers to the northeast chest.

=================================
[ ] [TC143] - Treasure Chest #143
---------------------------------

Location: Ganon's Tower
Contains: 10 Arrows

Found in the same room as the previous chest, this refers to the southeast
chest.

=================================
[ ] [TC144] - Treasure Chest #144
---------------------------------

Location: Ganon's Tower
Contains: Red Rupee

Found in the same room as the previous two chests, this refers to the southwest
chest.

=================================
[ ] [TC145] - Treasure Chest #145
---------------------------------

Location: Ganon's Tower
Contains: Compass

Found in the same room as the previous three chests, this refers to the
northwest chest. If you open this chest before any of the others in this room,
it will trigger a switch that will cause several pits to appear, making
collecting the other treasures more difficult.

=================================
[ ] [TC146] - Treasure Chest #146
---------------------------------

Location: Ganon's Tower
Contains: Bombs

This treasure chest and the following one are both found in the same room. After
reaching 6F, be quick and ignite the four unlit torches, then dive into the room
to the north. Kill the two Helmasaurs and watch out for the Medusas, then head
for the two chests to the north. This one refers to the northwest chest.

=================================
[ ] [TC147] - Treasure Chest #147
---------------------------------

Location: Ganon's Tower
Contains: Bombs

Found in the same room as the previous chest, this refers to the northeast
chest.

=================================
[ ] [TC148] - Treasure Chest #148
---------------------------------

Location: Ganon's Tower
Contains: Small Key

From the previous two treasure chests, head one room west, then one room south.
Manipulate the Crystal Switches in this room to reach the chest in the center.

=================================
[ ] [TC149] - Treasure Chest #149
---------------------------------

Location: Ganon's Tower
Contains: Red Rupee

From the previous chest, go one room south where you'll have to fight Moldorm
again. Defeat it to make a chest appear across the gap to the south, then use
the Hookshot to get over there. This is the very last treasure chest of the
game, so well done if you found them all!





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You'll face many foes on your quest to save Hyrule and restore the Dark World to
its former glory. Here I have provided an extensive alphabetical list of the
game's enemies, including traps such as Beamos, Medusas, and Rabbit Beams. MAJOR
thanks to Zelda Wiki for the official names!

==========
Anti-Fairy
----------

Also known as "Bubbles" in other games of the series, Anti-Fairies resemble
floating skulls with four fiery red orbs surrounding them. They fly in diagonal
directions and are found in small, cramped rooms or tight corridors that make
getting around them difficult. If they touch Link, they will deal damage and
take a bit of magic power away. Sprinkling Magic Powder on an Anti-Fairy turns
it into a helpful normal Fairy! 

=====
Armos
-----

Armos are found on the grounds near the Eastern Palace. They appear as dormant
gray statues, but if Link gets too close to one, the Armos will turn a
yellow-orange color and hop after him as a form of attack.

=====
Arrgi
-----

Serving as protective polyps for Arrghus, the boss of the Swamp Palace, the
miniature Arrgi are simultaneously used as weapons against Link. All Arrgi must
be defeated before Link can begin the assault on the boss itself.

======
Babusu
------

Babusu are exclusive to the Ice Palace. They pop out of their hiding place at
fast speeds before burrowing into a hole on the other side. You can get a quick
warning they're about to appear by watching for their glinting eyes. Be warned
that they like to reside in rooms with treacherous terrain.

====
Bari
----

Bari look like jellyfish. They slowly float about and sporadically pulse with
electricity, during which they are invincible against sword attacks and can
shock Link if he tries to attack with his blade. They come in two colors: blue
and red. Red Bari are stronger than the blue versions and will split into two
smaller versions of themselves called Biri when attacked.

======
Beamos
------

These irritating statues are first seen in the Desert Palace and are a source of
frustration from then on. A single eye rotates around the statue. If the eye
spots Link, it will shoot a powerful, unblockable laser beam. Not even the
Mirror Shield can block it, so just stay out of the Beamos' gaze at all costs.

===
Bee
---

It might seem odd to include this here but Bees can hurt Link so they
technically count. Found under bushes or grass, and at times as a whole colony
in trees, these pests will swarm at you if disturbed, though they soon fly away.
Link can capture a Bee in a Bottle and later use it on enemies. The Bee will
then join Link in attacking his foes, which is pretty fun! A stronger, more
friendly variation called the Good Bee (Golden Bee in the GBA version) can be
found in the Ice Cave in Hyrule.

====
Biri
----

As mentioned earlier, Biri are smaller versions of Red Bari. Their small size
can make attacking Biri more difficult than their progenitors, especially if
they float too close to a wall. Each Biri comes with the same electric
attack/defense as Bari.

==========
Blade Trap
----------

These sharp obstacles can be seen sliding side to side and are recognizable by
the clinking sound they make. Massive yellow versions reside in the Ice Palace
and Ganon's Tower, where they remain completely stationary unless Link crosses
their path. Use caution when sneaking by Blade Traps.

===========
Blazing Bat
-----------

Encountered only during the final battle with Ganon, Blazing Bats are completely
invincible and unstoppable. They can deal a good bit of damage even with the
Blue or Red Mails so do your best to weave around them.

=======
Boulder
-------

Less an enemy and more a force of nature, Boulders are found in the western area
of Hyrule's Death Mountain and constantly bear down on Link as he scales its
peaks. Where possible, it's best to use caves to climb the mountain to evade
these falling rocks.

======
Bumper
------

Bumpers are traps that, when touched, cause Link to ricochet off them. These
contraptions tend to be placed near bottomless pits or enemies, making the
knockback quite treacherous. However, you can use them to your advantage against
enemies if you push them into the Bumper. The only way to safely pass through a
Bumper is by wearing the Magic Cape.

====
Buzz
----

These bug-like creatures like to scamper around the top floor of the Thieves'
Town dungeon. Their movements are similar to Rats except they are stronger and
more durable. Buzz may come in groups, attempting to wear you down with sheer
numbers. 

=========
Buzz Blob
---------

Found in select areas of the Light World, Buzz Blobs are a sort of green goo.
(As a kid I thought of them as fish without side fins.) They sort of wander, but
if Link makes direct contact with them, such as by touching them or striking
with his sword, he'll receive a nasty electric shock. To take Buzz Blobs down,
use the Bow and Arrows, or stun or freeze them first. If you have the Golden
Sword, it's powerful enough to defeat them without hurting Link. Sprinkling
Magic Powder on a Buzz Blob turns it into a Cukeman.

=====================
Cannon and Cannonball
---------------------

While Cannons themselves are seen only in the Desert Palace and Ganon's Tower,
Cannonballs can be found other places. In certain dungeon rooms, you'll find
Cannons moving back and forth along the walls, firing off flurries of
Cannonballs. They fly only in the direction they are launched, though in some
cases you'll have to deal with these weapons coming at you from multiple
directions. The Eastern Palace is home to a large Cannonball in one of its first
rooms.

===========
Chain Chomp
-----------

A carryover from the Mario franchise, you'll meet exactly two Chain Chomps in
the entire game within Turtle Rock. They'll launch themselves at Link as far as
they their chains will let them and deal significant damage if they manage to
touch him.

=======
Chasupa
-------

Chasupa look like single eyeballs with wings. Their behavior is similar to Keese
in that they will only swoop upon Link if he gets close. Otherwise, they'll keep
their distance. 

====
Crow
----

Crows are easy to spot from afar as you'll likely see them hanging out in
treetops, waiting to ambush you if you get near them. Once airborne, Crows like
to circle until they hit you before flying away.

=======
Cukeman
-------

As I said above, this strange creature is the result of a Buzz Blob when
sprinkled with Magic Powder. Its body changes color and its eyes become
comically massive. Behavior-wise, Cukemen are similar to Buzz Blobs and can
still shock you if not stunned or frozen beforehand. Intriguingly, you can talk
to Cukemen if you approach them carefully and press the A button.

=====
Dacto
-----

The Dark World version of Crows, Dactos operate in much the same way. Naturally,
of course, they are much stronger and more annoying. Whereas Crows may fly off
after hitting you, Dactos have a habit of continuing their pursuit until you
either defeat them or leave the screen.

========
Deadrock
--------

Deadrocks are quick-moving, nearly indestructible enemies found on Death
Mountain in Hyrule. Their speed makes it hard to get around them and they can
deal a good bit of damage. When struck with a weapon, they will turn into
statues and remain immobilized for a short time, allowing you to get past them.
The only way to defeat a Deadrock is to transform it into a Slime by way of
Magic Powder or the Quake Medallion. As a Slime, it is then easily beaten.

========
Devalant
--------

Devalants make their homes within the sands of the Desert Palace. When
encountered, they will rise out of the earth and create a small pool of
quicksand around them. If Link steps too close, the quicksand can pull him in
and allow the Devalant to attack with its sharp pincers. Look out for the
fireballs the Red Devalants spit.

=======
Eyegore
-------

These durable enemies are similar to Armos in that they look to be still as
statues until you approach them, upon which they'll open their single eye and
briefly give chase. They can only be defeated when the eye is open. Green
Eyegores can take a substantial beating, though a single pot or Arrow will kill
them instantly. Red Eyegores can only be defeated with Arrows.

===========
Flying Tile
-----------

You'll find this trap within certain dungeon rooms, sometimes acting as a
barrier to getting through a door. You can destroy each tile with your sword or
just sidestep them and let them collide with a wall. (TIP: Standing under a
doorway offers good protection against this trap!)

=======
Freezor
-------

A cunning enemy, Freezors disguise themselves as statues within the walls of the
Ice Palace. They look similar to real statues in the dungeon, making actual
Freezors hard to spot, although an astute observer may be able to distinguish
them. When Link gets near a Freezor, it will detach itself from the wall and
make a beeline for him. They move slowly horizontally but quickly vertically and
are susceptible only to - you guessed it - fire.

=======
Geldman
-------

Geldmen are sand creatures hiding beneath the Desert of Mystery. You can get a
quick warning of an approaching Geldman as you'll briefly see its eyes before
its entire body rises out and gives chase. Unlike most enemies, they can move
diagonally.

=====
Gibdo
-----

Gibdos are basically mummies, first appearing in the Skull Woods dungeon. They
are surprisingly hard to put down and can take up to 10 slashes from the Master
Sword to defeat. They are weak to fire-based weapons.

====
Gibo
----

Resembling a gas cloud of sorts with a jelly-like nucleus, the Gibo is only
vulnerable when the nucleus is separated from its outer shell. You'll meet these
creatures in the dungeon beneath the Village of Outcasts.

======
Goriya
------

Goriyas are curious enemies that like to mimic Link's movements. They come in
green and red varieties. Green Goriyas are weaker and can be defeated with the
sword, while Red Goriyas are capable of blasting energy at you and must be
defeated with Arrows. 

============
Guruguru Bar
------------

Another familiar face from the Mario games, Guruguru Bars are also known as Fire
Bars and look like, well, bars of fire. They are commonly seen spinning around
blocks and are designed to make navigating tight spaces harder. You can safely
pass through these traps using the Magic Cape or Cane of Byrna. Firing the
Hookshot as the Guruguru Bar passes by can also give temporary safety.

==============
Hardhat Beetle
--------------

These tough insects are like living Bumpers; directly striking a Hardhat Beetle
will cause Link to be knocked back. They normally hang out in groupings near
pits. Like other enemies in the game, blue ones are weaker while the red ones
can take a good beating. You'll likely find it easier to knock these beetles
into a nearby pit instead of trying to take them out.

=========
Helmasaur
---------

A small dinosaur enemy, Helmasaurs wear green masks that completely protect
their frontside from direct attacks. Defeating them means attacking them from
behind or at an angle, a task made difficult by their ferocious charging.

=====
Hinox
-----

Hinoxes are slow but dangerous Cyclops monsters. Not only are they tough to
fight, they can dish out a good amount of hurt. Further, they have a proclivity
for Bombs and love throwing them all over the place. Hinoxes may drop extra
Bombs upon defeat.

==========
Hokkubokku
----------

Native to Turtle Rock, Hokkubokku are segmented, cactus-like creatures. If you
attack its segments, they will detach and bounce around the room before
dissipating. The quickest way to defeat this monster is to go for its head.

===
Hyu
---

You'll encounter these ghosts in haunted areas. They're the Dark World
counterpart of Poes and thus behave similarly.

=====
Keese
-----

These bats inhabit dark places so expect to see them in caves and dungeons.
Typically found in small colonies, Keese will flap away if you get near them and
don't generally attack head-on.

=======
Kodongo
-------

Looking similar to Helmasaurs, Kodongos are fire-breathing dinosaurs. They're
found behind or within fenced-off areas, rendering them some defense. Although
Kodongos are weak, their fireballs can pack a punch. Be careful when running
into one!

==
Ku
--

Ku are found in the waters of the Dark World and function similarly to Zoras.
They'll pop their heads out of the water to shoot fireballs at Link.

========
Kyameron
--------

These are bubble enemies that form in shallow water. Once formed, they'll soar
around the room until they hit you or disappear before regenerating all over
again. You can prevent this by first blasting the Kyameron with ice magic and
then smashing it with the Magic Hammer.

========
Landmine
--------

These are explosive devices that reside in the ground. Many are scattered around
the desert, making them easy to sidestep. Occasionally, you may get a nasty
surprise under a random bush or rock. Watch your step! 

=========
Laser Eye
---------

A ferocious trap, the Laser Eye is pretty much what it sounds like. They are
quick to fire lasers when they spot you, but unlike Beamos you can actually
block these beams with the Mirror Shield. In certain cases, facing a Laser Eye
may cause a doorway to seal. You'll have to find a way to get through the door
without triggering the trap. 

======
Leever
------

Leevers dwell beneath the sand and like to attack in groups. While purple
Leevers are slightly faster, they're no stronger than their green cousins. 

=====
Lynel
-----

A rare but powerful monster, the Lynel makes its home on the Dark World's Death
Mountain and is impervious to all but the mightiest weapons. Lynels are crafty
and will keep their distance while blasting fireballs at you.

======
Medusa
------

These are stone-face traps that shoot fireballs. Medusas are annoying on their
own, and even more so when assembled with hordes of enemies. They'll keep
blasting even after all other on-screen enemies have been defeated. Use the Red
Shield to block their attacks.

============
Mini-Moldorm
------------

These segmented worms are full of chaotic energy. Mini-Moldorms move really fast
in sporadic circular motions and are infuriating to take down. Getting around
them can be tricky, so you're probably still best off trying to defeat them
where possible.

======
Moblin
------

Moblins are pig-like spear-carrying warriors. As the primary foot soldiers of
Ganon's army, they are functionally similar to the basic castle soldiers seen at
the start of the game. Moblins aimlessly roam the Dark World but they will chuck
their spears at Link if they see him.

====
Mole
----

This trap's name comes from its resemblance to a Whack-A-Mole game. It's
absolutely innocuous and serves no purpose other than to impede your progress.
Simply smash a Mole with the Magic Hammer to get by.

===========
Octoballoon
-----------

You'll encounter just one of these throughout the whole game near Lake Hylia. It
hovers above the ground, gradually moving toward Link, and bursts into smaller
versions of itself when touched.

=======
Octorok
-------

Octoroks appear to be miniature land-based octopuses. They have large snouts
with which they fire small but painful rocks. At times, they may rapidly shoot
their projectiles in all four directions.

========
Pengator
--------

A cross between penguins and alligators, these hybrid enemies live in the frozen
depths of the Ice Palace. They're found on floors of ice which they use to slide
around and rush at Link.

=====
Pikit
-----

Pikits are hopping plant enemies native to the Dark World. Their primary weapon
is their long, vine-like tongue which they use to normally steal Recovery Items,
but it can also steal your shield! The good news is that if you defeat it you
can recover the last item a Pikit steals from you. The bad news is that this
means if it steals an item after already taking your shield, it's gone and
you'll have to buy a new one. Their tongue can even reach over barriers, so
don't think hiding behind a wall will keep your precious items safe!

========
Pirogusu
--------

These fish creatures roam the Swamp Palace. They'll come out of holes along the
walls before dropping into the shallow water below and quickly skimming around.
Pirogusu are tougher than they look and can cause quite a bit of pain. Mind your
step around them.

===
Poe
---

Poes are the Zelda Universe's version of ghosts, and as indicated earlier are
the Hyrulean version of Hyu. They look slightly different from Hyu but are
similar in behavior. Defeating a Poe may net you Recovery Items.

====
Popo
----

Popos appear as bodies of blue and orange tentacles. They're slow and are more
of an irritating pest than a dangerous enemy. You can take them out with a
single attack.

===========
Rabbit Beam
-----------

First encountered in the Dark World dungeons, Rabbit Beams have the power to
temporarily negate the powers of the Moon Pearl and revert Link to his bunny
form. These traps are usually hidden from view in rooms with handfuls of
enemies, which means getting hit by one may leave you defenseless against an
onslaught.

===
Rat
---

Rats are among the game's earliest foes, so they're fairly weak compared to
later enemies. That said, they are fast-moving and may steal Rupees if they bump
into you. They like to hide in the shadows of dark or dank places.

=============
Rolling Spike
-------------

It's pretty self-explanatory what this trap is. Fortunately, you don't encounter
them often, but when you do, prepare to be light on your feet as you dodge
around them.

====
Ropa
----

Appearance-wise, I think of Ropas as an aggressive cross between Leevers and
Popos. Don't be fooled by their simple looks; they jump around pretty quickly
and can take off a couple of Hearts.

====
Rope
----

These are snakes - there's no other way to describe them. Ropes like to meander,
though they'll rush at you if you get in their way. One Rope is easy to handle
but a group of them can become a bit overwhelming if you're not careful.

=========
Sand Crab
---------

Found near bodies of water, Sand Crabs have an interesting pattern of movement;
they move slowly vertically and very fast side-to-side. While they can deal a
hefty amount of damage with their claws, they have low defense and can be
defeated with a single sword slash. 

=========
Skullrope
---------

There's a chance you'll never encounter these enemies because they only appear
if you trigger a false lever in the Thieves' Town dungeon. Apart from their
skull-faced appearance, they are no different from standard Ropes.

======
Slarok
------

Slaroks are the Dark World counterpart to Octoroks and look more like slugs.
They are stronger compared to their Light World versions but they can only shoot
one rock at a time.

=====
Slime
-----

Slimes can only be encountered when certain enemies - such as Deadrocks - are
transformed either by Magic Powder or the Quake Medallion. They're dull
creatures and hardly a threat.

========
Sluggula
--------

You'll encounter these Bomb-dropping enemies in Misery Mire. Instead of slime,
they leave a trail of green Bombs behind which will explode after a few seconds.

===========
Snap Dragon
-----------

The result of a mad scientist's experiments (at least according to the American
game manual), Snap Dragons look like Venus flytraps on legs. They'll swiftly hop
around trying to take a bite out of Link. They're not hard to get around, though
without stronger armor they can knock out several Hearts.

=======
Soldier
-------

The soldiers of Hyrule have all been brainwashed by Agahnim and are out to get
both you and Zelda. As such, they are scattered around the Overworld. They come
in a variety of classes with a range of weapons, including swords, bows and
arrows, spears, and bombs. By far the most powerful and dangerous type is the
Ball and Chain Trooper, one of which features as a mini-boss when rescuing Zelda
at the start of the game. I distinguish all of these types throughout the
walkthrough based on their weapon of choice. 

=====
Spark
-----

This trap is an unstoppable flashing fireball. It winds around whatever solid
object it's attached to, such as walls or groups of pots. If a Spark is circling
a chain of pots and you remove them all from its path, it will have nowhere to
go and spin in place. Dodge around them where possible.

============
Spiny Beetle
------------

Also known Hoarders, these critters are harmless but they're still included as
an enemy. Spiny Beetles like to hide under rocks or bushes and will try running
away if you get close to them. They get their secondary name because of the
Rupees they drop if you remove the object they hide under.

====
Stal
----

Stal look like green skulls and this simple appearance is their greatest weapon.
They are found all over the Dark World and look indistinguishable from inanimate
skulls (basically rocks in the Dark World). They like to hide under grass or
next to other skulls to blend into the environment. Should Link brush against
them, Stals will come to life and give chase. (TIP: Defeating a Stal with the
Magic Hammer may reward you with a Recovery Heart.)

=======
Stalfos
-------

Stalfos are skeleton enemies found in dungeons. They try to flee from sword
attacks by jumping away, though red-headed Stalfos will fight back by chucking
bones at you. Other Stalfos colors include yellow and green, both of which have
varying characteristics.

==============
Stalfos Knight
--------------

A larger and more powerful version of the Stalfos, these undead knights hang out
in the Ice Palace. They come equipped with swords and take more work to defeat.
Even if you manage to collapse a Stalfos Knight's body, you'll need a more
potent weapon to completely destroy it.

=======
Swamola
-------

Appearing as smaller versions of Lanmolas, Swamolas lurk in the marshes of the
Swamp of Evil. They'll attack as they surface.

=====
Taros
-----

These bull-like monsters behave similarly to the Light World's castle soldiers.
Blue Taros carry spears with blunt ends while Red Taros carry tridents. As with
other enemies in the game, the Red Taros are the strongest kind.

=======
Tektite
-------

Tektites are jumping spider-like enemies with single eyes. They appear on Death
Mountain after Link has defeated Agahnim. Tektites will jump away from you if
you try to slash at them. You'll either have to stun them first or back them
into a corner where they can't dodge your attacks.

=========
Terrorpin
---------

Terrorpins look like red-shelled turtles. They slowly move toward Link and are
impenetrable against most attacks. With a swing of the Magic Hammer, however,
they can be flipped over, revealing their helpless underbellies. If they're not
swiftly defeated at this point, they'll flip back over and chase Link down more
quickly.

===========
Thief/Pikku
-----------

These bandits roam the Lost Woods in northwest Hyrule. Upon spotting Link, a
Thief will try ramming into him, causing him to drop random Recovery Items that
the Thief will then attempt to steal. You can't kill Thieves, but you can get
your items back if you bash into them in turn. Pikku are simply the Dark World
versions of Thieves and look like foxes. They don't have any other attributes
that make them different from the Light World Thieves.

You can also meet Friendly Thieves and Pikku during your journey. These allies
offer tips and advice to Link and may even share their hoard of Rupees.

=====
Toppo
-----

The Toppo is a blue rabbit with sharp claws that appears solely in the Great
Swamp south of Link's house. It's easily recognized due to its penchant for
jumping out of the grass. Toppos are weak and can be defeated in one hit, and
they also come with a curious feature: If you cut the grass beneath the Toppo
before it returns to the ground, it will flail about. You can then approach it,
at which point it will call you a thief and leave behind a random Recovery Item.

=======
Vulture
-------

The Vultures of the desert behave like giant Crows in that they'll start off
stationary, only to swoop upon Link if he passes by. Their constant circling
about makes hitting them a tad tricky, though if you quickly change direction
you can surprise them with a sneak attack.

==========
Wallmaster
----------

Wallmasters are among the most annoying enemies in the game. They are giant
disembodied hands that will drop from dungeon ceilings and attempt to grab Link.
If they succeed, he'll be sent all the way back to the dungeon entrance. Trying
to work in a room with a Wallmaster around can be a real pain. Should you hear
the sound of something falling and see a shadow appear beneath Link, get out of
the way! You can kill Wallmasters, however they almost always respawn.

=============
Water Tektite
-------------

An aquatic variation of the mountain Tektites, these appear in the Swamp Palace.
Instead of evading Link's attacks by jumping, Water Tektites will go on the
offensive by skimming the surface of the water toward him. 

======
Winder
------

This trap is basically a line of fireballs, not unlike a Guruguru Bar, except
Winders are more unpredictable. It constantly moves throughout a room, changing
directions whenever hitting a solid object.

========
Wizzrobe
--------

These mages materialize in random spots around dungeon rooms, shooting powerful
blasts of magic at Link before disappearing again. Their attacks are relatively
simple to dodge and they can be defeated in one or two sword strikes.
Purple-robed skeletal versions of Wizzrobes appear exclusively in Ganon's Tower.

===========
Yomo Medusa
-----------

A cousin to the Medusa, this trap is a small cannon-like structure with four
holes pointing in each direction. It is only harmful if Link swings his sword,
upon which the Yomo Medusa will shoot a fireball in Link's direction depending
on which hole he's closest to. Since they usually appear in rooms with swarms of
enemies, preventing a firepower assault from Yomo Medusas is tough unless you
can dispatch the enemies with weapons other than the sword.

=====
Zazak
-----

These guys look like muscular alligators. Blue Zazaks are simple creatures,
patrolling purposelessly, and can be defeated with one swipe of the Master
Sword. Red Zazaks require two to defeat. Moreover, they will shoot energy beams
at Link when he's within sight. These blasts cannot be blocked and so you must
simply sidestep them.

=====
Zirro
-----

Zirros resemble mushrooms with wings. The blue versions enjoy flying at Link to
hurt him and can easily avoid sword attacks. You'll need to time your strikes
accurately to beat them. Green Zirros drop small explosives that will detonate
upon hitting the ground. They are, however, easier to kill.

===
Zol
---

Zols appear to be small gelatinous creatures and come in red, green, and yellow
varieties. Unlike other enemies, red Zols are actually slightly weaker than
green and yellow ones, although that isn't saying much since all three
variations are simple to defeat. Zols appear by popping up from the ground right
beneath Link's feet - watch for shadows.

====
Zora
----

The Zoras can be found in the waters surrounding Lake Hylia in the southeast as
well as their hidden domain in the northeast. They'll first appear as swirling
whirlpools before breaking the surface and blasting a fireball at you, which
only the Red Shield and above can block. In shallow water, Zoras will surface
completely and attack head-on. The only friendly Zora is their king, who does
business as a merchant of Flippers.

====
Zoro
----

These tiny, formless, shadowy enemies are rare and may appear after destroying a
wall with a Bomb. If they do appear, a group of Zoro will scamper from the
opening. It's best to be careful when passing through the doorway lest you get
caught up in a small group, but they aren't very strong so they won't pose much
of a problem.





*******************************************************************************
-------------------------------------------------------------------------------
                                                                          /\
 [Z312] - BOSS GUIDE                                                     /--\
                                                                        /_\/_\
-------------------------------------------------------------------------------
*******************************************************************************

This chapter provides in-depth information about the game's bosses and
strategies to defeat them. You'll likely find this useful if you're following
the Spoiler-Free Walkthrough or playing blindly.

*=================================*
 Mini-Boss: BALL AND CHAIN TROOPER
*=================================*

Location: Hyrule Castle Dungeon

While not technically a boss (no cool theme music for one), this Soldier is the
most dangerous foe you'll have faced so far. This enemy swings a powerful mace
that will deal significant damage to Link if hit. There are two ways to defeat
this guy: an easy way and a hard way. Since I'm nice I'll give you the easy way
first. Go to the cell next to Zelda's, pick up a pot, then return to the Trooper
and chuck it at him. The force of the pot will knock him back quite a ways,
giving you time to grab another pot and hit him again. Using this method, the
Ball and Chain Trooper goes down in two hits. That's right, two! Easy-peasy!

If you'd prefer more of a fight, classic swordplay is the second and harder
option. The Trooper will swing his mace when he gets close to Link. Wait for him
to swing the mace, backing up to give him a wide enough berth to do so, then
rush in to slash at him with Link's sword. If you're fast you can attack him
twice in between his mace swings, but don't forget to quickly back away to a
safe distance once he begins to swing again. The Boomerang is helpful here;
while it won't immobilize the Trooper as it does other Soldiers, it will stun
him long enough to get in a quick strike. Eight sword slashes (or four Spin
Attacks) will take the Ball and Chain Trooper out.

*===========================================*
 Boss: Stone Guardian Sextet - ARMOS KNIGHTS
*===========================================*

Location: Eastern Palace

(Ocarina of Time introduced cool titles for its bosses, a tradition that
continued in a number of games that followed. I always liked that concept so for
fun I came up with my own for the bosses of this game.)

Six huge Armos Knights are waiting to do battle with you. They are basically
more monstrous versions of the Armos statues outside the dungeon. As soon as the
fight starts, the Knights come to life and bounce around the room in a pattern.
The pattern starts with them jumping in a wide circle, then moving in to form a
smaller circle before expanding out again. They end things by lining up along
the north wall and bouncing southward, then returning to their circle and
repeating the pattern all over. Your best way to avoid getting hurt is to stay
in either of the south corners and pick them off one at a time.

If you inspected the Telepathy Tile earlier, recall what Sahasrahla said about
using the treasure in this dungeon to defeat armored foes. Have your Bow handy
and fire off Arrows at the Armos Knights. Each one takes three Arrows to be
destroyed. You can also use your sword, just note that each Knight will require
12 slashes. Should you run out of Arrows, you'll have to resort to the sword
anyway. Once you have defeated five of them, the last Armos Knight will
literally turn red with rage and attack by leaping into the air and trying to
crush Link. This continues for the rest of the fight. If you can, try to stay
south of the Knight and pelt it with Arrows; the force will send it flying back
a bit and help you evade damage. Dodge it as much as possible while shooting.
Like its brethren, three Arrows will defeat it.

*========================================*
 Boss: Subterranean Centipedes - LANMOLAS
*========================================*

Location: Desert Palace

You'll have to fight three of these creatures. They will surface from under the
sand and hurl bits of dirt in four diagonal directions. Getting hit with the
dirt will knock off one-half a Heart. If you are hit by one of the Lanmolas
themselves, they'll cost Link a full Heart of damage. That said, they are very
easy to avoid and the dirt debris is their only real attack. Each Lanmola will
briefly glide through the air before diving back into the sand and popping up
again in different spots. To defeat them, you must attack their heads. It's best
to concentrate on one Lanmola at a time. Be warned, after defeating two of them,
the third Lanmola will get nasty by moving faster and sending chunks of dirt
flying in all eight directions.

Link can use several items to defeat the boss. You might be tempted to try Bombs
but I wouldn't bother; the centipedes emerge from the sand faster than the
Bomb's timer and their movements are so random that throwing a Bomb is unlikely
to help either. Arrows are slightly better, although you still need to time your
shots perfectly. Each Lanmola will perish after four Arrows. If you opt to use
the sword, attack the Lanmolas aggressively when they surface. You could wait
for them to fly toward you, though I recommend chasing them down. You can snag
two or even three sword slashes before they dive. With the sword, each Lanmola
can endure eight hits. However, the best weapon against the Lanmolas is the Ice
Rod. While the Ice Rod's chilling blast moves slowly and uses considerable
magic, each Lanmola can be defeated with two shots. Talk about a brain freeze!
Whichever method you use, keep up the assault until all three are toast.

*=====================================*
 Boss: Giant Erratic Annelid - MOLDORM
*=====================================*

Location: Tower of Hera

If rage has a source, it's fighting Moldorm. This boss has been irritating Zelda
players for decades. The fight's difficulty has little to do with Moldorm's
actual strength and more to do with how hard it is to attack it. Although
Moldorm has no direct attacks of its own, it will charge unpredictably around
the floor it slithers on, and getting hit by it will send Link flying. Its hide
is so thick that hitting it with the sword also causes you to bounce backward,
similar to Hardhat Beetles. Compounding this is that the battlefield is on a
balcony suspended over a large pit. If Link gets knocked into the pit, he'll be
sent back to 5F and will have to climb back up to continue the fight. Worse yet,
falling to the floor below resets the entire battle, meaning all damage to
Moldorm is undone while Link has to nurse any wounds he receives. If Moldorm
knocks Link into the arena's central pit, he'll drop two floors to 4F. It's easy
to get knocked off so players must be quick and agile. 

Moldorm has one weak point: its twirling red tail tip. You need to hit the tail
six times, but the boss's quick movements make doing so tough. Stay light on
your feet - this is, after all, a battle of precise movement. Be alert as you
dodge and weave around Moldorm, then attack its tail when you have an opening.
You can try Spin Attacks, or just hack and slash. You may find it easier to stay
near the south wall where you at least have a cushion in case you get knocked
back. Once you've hit Moldorm five times, it will scurry even faster around the
room. This is the boss at its most dangerous, but also its most vulnerable.
Remain patient and wait for the right moment to strike its tail a final time,
bringing this chaotic worm to rest.

*========================================*
 Boss: Priest of the Dark Order - AGAHNIM
*========================================*

Location: Hyrule Castle Tower

(In the original Japanese text of the game, Agahnim is a priest. Nintendo of
America recharacterized him as a wizard to avoid overt religious references.
"Priest of the Dark Order" is the name of Agahnim's theme music on the
soundtrack and I love the sound of it so I decided to use it here. :))

Agahnim will teleport around the room for much of the battle. The first thing to
note is that you cannot physically harm the wizard with the Master Sword; if
Link touches him with the sword, he will be treated to a nasty electric shock.
The way to defeat Agahnim is to turn his magical energy against him.

Agahnim has three attacks to choose from. The first is a glowing fireball
projectile - the *only* magic attack Agahnim is vulnerable to. You must strike
the projectile with your sword to send it back at Agahnim to damage him.
Interestingly, you can also use the Bug-Catching Net to reflect it back. The
second attack is a ring of blue fireballs which will split into six smaller
projectiles if struck. His third and most devastating attack is obvious: When
Agahnim teleports to the north-center of the room he will unleash a blast of
lightning. To evade this, simply stand on the north side of the room. (There's a
small chance he may fire a different attack, though I do not recommend playing
the odds.) Successfully land six hits on Agahnim to defeat him.

*============================================*
 Boss: Infernal Masked Beast - HELMASAUR KING
*============================================*

Location: Palace of Darkness

This boss has enjoyed much praise from Zelda players. For one, it has a
fantastic design and looks exactly like the sort of menacing fiend you'd expect
to encounter in an evil land. Beyond that, it's a terrific fight and, frankly,
the first truly challenging boss battle. At the very least, the boss has more of
a chance of actually killing you.

Stay south of Helmasaur King at all times. The north wall is littered with Blade
Traps so you won't want to go there anyway. The boss has two main attacks.
First, it will spit out a fireball which splits into three copies, and each of
those will further divide into four. The fireballs all shoot off diagonally, so
stand at right angles of the fireballs so they can't hurt you. Helmasaur King's
second attack is its tail, which it will periodically swing at Link like a whip.
You'll get a short heads-up when it's about to swing its tail, as the tail will
begin moving faster to build up power. Avoid the tail by staying close to the
boss's face or keeping your distance.

Before you can damage Helmasaur King, you must remove the giant blue mask
covering its face. You can break off pieces of the mask with either the Magic
Hammer or Bombs. The Magic Hammer method is technically faster but it requires
16 total smacks to break the mask. It also means having to get up close enough
to hit it. On the other hand, five Bombs will destroy the mask, and you can
chuck Bombs at Helmasaur King from a distance, though this needs good timing.
Since the Bombs take seconds to go off and the boss constantly moves about, this
method ends up being a slower tactic versus using the Hammer. Once the mask
breaks off the monster's face is revealed. Its weak point is the obvious emerald
on its forehead. At this point, Helmasaur King also becomes more dangerous; it
moves faster and attacks more frequently. You can use Arrows or the Master sword
on the emerald - eight blows from either weapon will put this beast down.

*====================================*
 Boss: Gargantuan Scyphozoa - ARRGHUS
*====================================*

Location: Swamp Palace

Similar to Helmasaur King, the battle with Arrghus features two phases. The boss
surrounds itself with small polyps called Arrgi and as long as these creatures
are around, you cannot harm Arrghus. In the first phase of the fight, you must
use the Hookshot to pull the Arrgi toward you and defeat them. Two sword slashes
each will destroy them and since you can only latch onto them one by one this
will take time. (NOTE: If you try pulling on an Arrgi while facing north, you
will likely get hurt. It's weird, I know, but it's due to how hitboxes work in
the 2D gaming space. Just try not attacking from this direction and you'll be
okay.) In the meantime, Arrghus will slowly float around the room toward you. It
has one attack during this phase; it will send its minion Arrgi swirling around
it in two circles. The safest way to avoid this attack is to stand in the corner
furthest away from the boss.

When all the Arrgi are gone, the second phase begins and Arrghus goes on a
rampage. It will retreat to the ceiling and attempt to crash right on top of
you, so get out of the way fast! For the remainder of the battle it will speed
around the water; this is your chance to attack. Deliver either a sword slash or
a Spin Attack if you can. Each time you land a blow, Arrghus will take to the
ceiling and repeat the process of trying to squash you. A total of eight sword
slashes or four Spin Attacks will silence it.

*=================================*
 Boss: Dark Insect Queen - MOTHULA
*=================================*

Location: Skull Woods

Mothula gives Moldorm a run for its money in terms of how utterly chaotic the
fight is. The battle arena is, quite frankly, absurd. The entire floor is a
mechanical conveyor belt that moves in all directions throughout the whole
fight. Making things more challenging are the Blade Traps lining the walls. The
Blade Traps will slide across the room and may stop in the center before
returning to their starting positions. Mothula itself will try ramming into you,
delivering significant damage when it does. Additionally, it has an attack where
it will blast energy beams in three directions. Expect to bear damage and be
ready to restore your Life Meter before you're taken out.

Like the previous Dark World dungeons, Mothula is notably weak against its
dungeon's special item - in this case, the Fire Rod. (Not surprising though
since it is, after all, a bug boss.) Pull it out if you don't already have it
equipped and begin blasting Mothula. The Blade Traps' constant movements may
impede the Fire Rod's magic, but if your aim is on point you can circumvent this
problem. If you have the 1/2 Magic Meter Upgrade and you don't miss too often,
Mothula can be defeated before you lose all of your magic power. Should you run
out of magic and don't have Green or Blue Medicine, just hack away at the boss
with the Master Sword. After enough of a beating, this giant bug will meets its
demise.

*============================================*
 Boss: Demonic Shapeshifter - BLIND THE THIEF
*============================================*

Location: Thieves' Town

Blind the Thief spends the fight floating about on one side of the room. His
primary attack is firing a powerful, unblockable laser beam from his eyes; stay
away from this beam at all costs. At some point, Blind will sweep from one end
of the room to the other and repeat the same floating and attacking patterns
before returning to the other side again.

The boss's only weak point is his head. There's really no advice to give here
other than to just get in close and hack away at Blind's head over and over.
Each time you successfully hit his head he will unleash a wild flurry of
fireballs to complicate matters. After enough hits, his head severs and his body
collapses, but this isn't over. The body will rise and his head will regrow,
while the head you cut off will now fly rapidly around the room while shooting
fireballs at you. Repeat the attack on the second head until it, too, comes off.
Blind isn't finished, however! He will grow yet a third head, and with two
severed heads now joining the onslaught and firing off blasts every which way,
on top of the third head continuing to fire laser beams, this battle gets tough
indeed. Continue slashing away at Blind until the third head is defeated and the
boss will finally croak. Each head needs three strikes from the Master Sword to
sever, totaling nine that you need to land on Blind to defeat him.

*=====================================*
 Boss: Cryogenic Cyclopes - KHOLDSTARE
*=====================================*

Location: Ice Palace

Kholdstare is quite honestly one of the coolest-sounding boss names in any Zelda
game (no pun intended). It starts off the battle encased in an armor of ice and
its only attack during this first phase is ice chunks that continuously fall
from the ceiling. When they hit the ground the ice chunks will shatter in four
directions. The ice will knock off a couple of Hearts if you're hit, but it's
also easy to avoid. To get at the boss, you first have to melt the ice block
with either the Fire Rod or the Bombos Medallion. The Fire Rod can melt the ice
in eight shots while the Bombos Medallion can do the job in one go. Should you
run out of magic power, the ice chunks will leave behind Magic Jars to help you
continue the fight.

Once freed, Kholdstare will split into three replicas, each of which will soar
about the room and try to slam into Link. The ice chunks continue to rain down
on you so you'll need to be nimble. If you have enough magic power then continue
using the Fire Rod on the targets; each one can be defeated with four successful
fire blasts. You can also use the Tempered Sword, though this will require eight
regular slashes or four Spin Attacks per Kholdstare copy. Like the fight with
the Lanmolas, it's best to try to tackle one at a time. Keep hammering away
until the last one is taken out.

*============================*
 Boss: Toxic Oculi - VITREOUS
*============================*

Location: Misery Mire

Vitreous is a huge eyeball submerged beneath a pool of slime and shielded by
numerous smaller eyeballs. Stay away from the slime as it's poisonous. Indeed,
this fight is all about letting the boss come to you instead of directly
attacking it. The small eyeballs will swarm at you in twos or threes so attack
them quickly. Vitreous itself will rise from the acid at regular intervals and
shoot a blast of lightning at Link; stick to one of the south corners and you
should be safe. The Cane of Byrna is extremely useful here to help pick off the
eyeballs one by one. If you run out of magic you can fall back on trusty sword
slashes and Spin Attacks. Although each eyeball can withstand considerable
damage, eventually they will all fall. Note that as you defeat the eyeballs, the
time between Vitreous' lightning attack gets shorter, so be sure to keep your
eyes on the boss while removing its defenses.

After only four eyeballs are left, Vitreous will leave the acid and bounce at
Link in a furious rage. At this point you've pretty much won because instead of
using attacks, the boss just constantly bounces toward you, perfect for you to
launch attack after attack on it. Your best weapons in this phase are the
Tempered Sword or Arrows, which do more damage, and each blow sends the boss
flying back a few paces. Rinse and repeat until it's defeated. Honestly,
Vitreous is a bit of a joke for one of the game's final bosses. Don't get me
wrong - it can deal significant damage if you're not careful, but its attacks
are easy to evade and since it constantly flies into your own it makes the fight
rather easy.

*==================================*
 Boss: Elemental Colossus - TRINEXX
*==================================*

Location: Turtle Rock

This massive stone monster resembles a turtle and is accompanied by two heads
protruding from its shell - one spouts fire and the other blasts ice. The fire
head is weak against the Ice Rod while the ice head is, naturally, vulnerable to
the Fire Rod. The rods are the only way to defeat these heads so remain watchful
of your Magic Meter. Meanwhile, the central head is entirely invincible. Trinexx
will frequently thrust its long-necked central head toward Link. This attack can
cause extensive damage if it makes contact, but like the Helmasaur King you have
a warning sign: Trinexx will quickly swish its tail back and forth, so use this
as your sign to get out of the way.

Concentrate first on the ice-blasting head. Its frost will leave a permanent
floor of ice and you'll want to minimize traction in this battle. A single blast
from the Fire Rod will temporarily stun the head and give you an opening to
attack. You can continue using the Fire Rod until it's defeated, though if
you're trying to conserve magic then just use the sword. In fact, the Golden
Sword's strength is such that only a few swipes are needed to destroy each head.
Once the ice head is gone, repeat the process on the fire head using the Ice
Rod. When both heads are destroyed, Trinexx's outer shell explodes and leaves
behind its snake-like body, which it will use to pursue you around the arena.
Trinexx moves very fast during this stage so be prepared to heal at a moment's
notice. As its body stretches, notice the obvious weak point indicated by the
flashing segment; this is where you want to attack. Keep dodging around the
boss, slashing at this spot whenever you get a chance. After several successful
blows to this weak point, the boss will be vanquished. 

*========================================*
 Boss: Priest of the Dark Order - AGAHNIM
*========================================*

Location: Ganon's Tower

Agahnim is back for one more clash and he has a new trick up his sleeve this
round. The fight is much the same as the duel in Hyrule Castle except Agahnim
will create two clones to aid him. All three of them teleport around the room
shooting magic at you. The clones can still hurt Link so you'll have to dodge
around multiple attacks while simultaneously trying to deflect magic back at the
real Agahnim. It's easy to know which one that is because he appears solid while
the clones are slightly transparent.

For this fight, Agahnim ditches his lightning attack and only uses his glowing
fireball projectile and his ring of blue fire. The clones will solely shoot
glowing fireballs. Just as it was last time, the glowing fireball projectile is
what you want to deflect with the sword (or the Bug-Catching Net) to do damage.
Not even the Golden Sword is powerful enough to hurt him directly. Deflecting
the magic back at the clones does nothing, though if you're fortunate you might
be able to deflect more than one projectile back at Agahnim. As with your last
fight with him, six successful hits will take this sorcerer down - for good this
time.

*====================================*
 Final Boss: Great Demon King - GANON
*====================================*

Location: Pyramid of Power

(TIP: If you're quick enough, you can land a single sword strike on Ganon before
the battle officially begins. Neat!)

As soon as you land inside the Pyramid, you'll see the boar-like Demon King
standing mere feet away. He'll say a few menacing words, then the fight for
Hyrule's future is on. There are four phases in this duel. In the first phase,
Ganon will throw his mighty Trident around while teleporting to a new spot and
catching the Trident before repeating the attack. Both Ganon and the Trident can
knock out several Hearts at once, so do your best to evade them. Try to attack
Ganon whenever he rematerializes.

After enough hits, Ganon enters his second phase. Instead of throwing his
Trident, he will create a ring of small fireballs while twirling the Trident.
The fireballs start close to his body, then expand outward in a giant circle
before returning inward. One by one, each fireball will turn into a Blazing Bat
and swarm upon Link. These fiery bats are difficult to avoid and you'll probably
take some damage. It's during their onslaught that Ganon will teleport and
repeat the attack. Continue pounding away at him with your sword until the next
phase begins.

In the third phase, Ganon ditches his Trident. This time, whenever he finishes
teleporting, he will fire a Blazing Bat from his mouth that will circle the
battlefield in an outward spiral. Try to slash him as soon as he stops moving,
which will prevent him from creating the Blazing Bat. When you hit him, he will
leap into the air and crash to the floor. This shakes the room and causes the
floor tiles along the north edge of the room to crumble away. Be extremely
careful not to fall into the pit; if this happens, you'll land in a hidden room
inside the Pyramid. You'll then have to exit to the Overworld (you can find a
Telepathy Tile along the way which emphasizes the necessity of the Silver
Arrows), then climb back up the Pyramid of Power and drop into the hole, which
resets the entire fight. Anyway, slash Ganon three more times during this phase
so that the tiles along the remaining sides of the room fall away. Upon the
fourth set of crumbling tiles, the final phase starts.

Ganon will compliment your efforts and introduce his "secret technique of
Darkness." The two torches in the room will be extinguished and Ganon becomes
both invisible and invulnerable. While in this state, he will continue to
teleport around and project fire at you, giving away his location. Pull out the
Fire Rod (trust me on this, don't use the Lamp here) and relight both torches to
make Ganon fully reappear. He'll shield himself from the bright light for a
brief second or two, giving you just enough time to land a hit with your sword.
As long as you strike him while he's visible, he'll turn a bright blue. This is
your moment: Equip your Silver Arrows and pelt him with one. He'll quickly
recover and the phase pattern will repeat. Continue to light the torches as
quickly as possible - you may even be able to get off two shots with the Silver
Arrows before the torches go out again. Once you've hit Ganon with a total of
four Silver Arrows, the Great Demon King will be defeated at long last.





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 [Z313] - LEGAL INFO, ACKNOWLEDGMENTS, AND CONTACT                       /--\
                                                                        /_\/_\
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==========
LEGAL INFO
----------

This guide is copyright (c) 2025 Kevin Hughes, aka kevos. The story as written
in the American version of The Legend of Zelda: A Link to the Past SNES
instruction manual is copyright (c) 1992 Nintendo and is, to the best of my
knowledge, being used under fair use laws. All rights reserved.

This guide is intended for free, private use only and is not affiliated with
Nintendo or its subsidiaries. The Legend of Zelda is a registered trademark of
Nintendo and all rights to its games belong to the company. No part of this
guide may be altered or reproduced except for the reader's personal use.

As of September 2025, this guide is hosted on the following websites: 

- GameFAQs (https://gamefaqs.gamespot.com)
- Super Cheats (https://www.supercheats.com)
- NeoSeeker (https://www.neoseeker.com)

If you encounter this guide on a website other than those listed above, please
let me know by emailing me at sentrythedestitute[at]gmail.com so that I may take
appropriate action.

For permission to host this guide on your website, you can contact me via email.
Kindly do not host it without my authorization. You are, however, welcome to
link to this guide on your non-profit website, provided you give me credit.
Please be advised that official updates to this guide will first be posted to
GameFAQs, then the other sites will follow.

===============
ACKNOWLEDGMENTS
---------------

First and foremost, my immense gratitude goes to Nintendo for creating and
developing The Legend of Zelda series. The influence it's had on me cannot be
overstated.

Thank you deeply to my wife, whose endless love and support have greatly
encouraged me throughout our years together. Her interest, however mild, in my
working on something so nerdy truly made this even more worthwhile.

Thank you to the countless authors who have contributed guides over the years.
Your work inspired me to create my own.

Many thanks to composers David Wise, Eveline Novakovic, and Robin Beanland,
whose incredible compositions for the Donkey Kong Country trilogy were the
perfect soundtrack throughout much of my time writing this.

Special shoutout to some old friends who used to hang out at the Zelda Legends
Fan Art Community and the Anime Artists Forums in 2004: Imazeldagirl,
obsessedzeldafreak, sailorz360, Linkmaster, Link Jr, and others whose usernames
I have regretfully forgotten over time. You know, that was a fun period in my
life. You were the folks with whom I shared my very first attempt at
guide-writing and I had so much fun hanging out with you all. I hope all of you
are well and have gone on to do great and wonderful things! If any of you manage
to come across this, Ganondorf and IronKnuckle say hello!

And to you, dear reader, thank you again for using my guide to help you along
your adventure. I hope you enjoyed using/reading it as much I enjoyed writing
it. If you found this guide beneficial, I would very much appreciate it if you
would recommend it to others and rate it where possible.

=======
CONTACT
-------

As a final note, you can always feel free to contact me via email at
sentrythedestitute[at]gmail.com if you have questions, comments, corrections, or
general feedback. I usually respond within a day or two, although depending on
my schedule it could take longer. Be warned, however, that I will ignore any
spam, hate mail, or terribly written messages. Before emailing, please make sure
your question hasn't been answered in the guide.

Thank you!