ZELDA COMPLETE WALKTHROUGH by stariya

VIEWS: 7 PAGES: 56

									                       ZELDA COMPLETE WALKTHROUGH
                               AND SECRETS


Heart Pieces


Heart Piece One (Requirements: None)
There\'s a marshy area to the south of Link\'s house. If you go down
into this marshy area, you\'ll find a small stone building. Enter into
the building, and go to the back room. Pull the right-hand side switch
(the left-hand side one will drop some bad guys on you). This will
drain the water sitting outside of this building. Go back outside and
to the right of this building, where the heart piece will be sitting,
waiting for you.

Heart Piece Two (Requirements: None)
If you enter into the Lost Woods through the primary entrance, you\'ll
be able to walk on a fairly straight-forward path before you run into a
log with a doorway in it.. Go to the north of this log, where nine
bushes, in rows of three, are sitting. If you destroy the middle bush
in this sequence, it will create a hole in the ground. Drop through
this hole and you\'ll be in a secret cave. The heart piece you seek is
within. You\'ll end up coming out of this log we ignored earlier when
you leave this cave.

Heart Piece Three (Requirements: Bombs)
In Kakariko Village, there\'s a building to the north end of the town
that\'s different than the rest. It\'s gray, made of bricks, with jail-
cell barred windows and the like. This is the Thief\'s Hideout. Enter
into this building and go into the basement. On the north wall of the
basement is a cracked wall. Use a Bomb on the wall to open it up, and
then enter into the hidden room, where the heart piece is located.

Heart Piece Four (Requirements: Bombs)
If you go to the extreme southern part of Kakariko Village, down by the
hills near the northern end of the desert region, there\'s a long house
here. Within this house are two quarrelling brothers who sealed the
doorway between them so that they didn\'t have to speak to each other.
If you break the sealed door and reunite the brothers (with a Bomb),
you gain access to the other side of the house. Go through the front
entrance of the other side of the house, and go west a bit. Talk to the
woman there. If you can get through her obstacle course in the time
allotted, a Heart Piece will be your prize.

Heart Piece Five (Requirements: Bombs)
At the northwestern end of Kakariko Village, you\'ll notice a
suspicious looking hole just sitting there in the northwestern part of
the town. If you can get to the ridge above the hole, you\'ll be able
to jump in. Do so, and bomb the wall to the left of the treasure chests
and jars there to gain access to another secret cave, where the heart
piece is.

Heart Piece Six (Requirements: Bombs)
In the large Desert of Mystery region of Hyrule, which is located in
the southwestern part of the map, the sixth heart piece dwells. Go into
the desert and find the cave that is in the northeast part of the
desert once you enter the desert, as in, not before you enter. There\'s
a lot of cave entrances before the desert itself - ignore those.
Anyway, enter into said cave. Behind the old man here is a faulty wall.
Blow it apart with your Bombs, and grab your heart piece.

Heart Piece Seven (Requirements: Pegasus Shoes)
Once the Pegasus Shoes are obtained, head over to the Sanctuary, which
borders Death Mountain at the north end of Hyrule. To the side of the
Sanctuary are some mountain highlands. If you go onto these highlands,
you\'ll notice that there are some large green rocks in your way. They
are several smaller rocks locked together to form a weak structure.
Using your Pegasus Shoes, run into and destroy the rock formation,
which will reveal a staircase leading down into the underground.

Heart Piece Eight (Requirements: Book of Mudora)
Attached to the outside of the Desert Palace is a little plateau area.
On the edge of this plateau is the heart piece we seek. To get to this
heart piece, however, you have to first have access to the Desert
Palace, and hence have the Book of Mudora. Once in the palace, the
plateau is quite simple to get to. Go north from the entrance, then
bear west, then south, and then west again through the door. Go south
out of the door there, and you\'ll be on the plateau. At the end of
said plateau is the heart piece.

Heart Piece Nine (Requirements: Power Glove and Flippers)
Getting this heart piece right after getting the Flippers from Zora at
the waterfalls will make your life much, much easier. Trust me. After
purchasing said Flippers, go south from Zora and go down the waterfall.
From here, swim south to the next waterfall, but instead of going down
it, make Link start to swim westward. You\'ll eventually reach a grassy
area. If you follow this grassy area, you\'ll come to a heart piece
surrounded on three sides by a fence. Grab the heart piece and it\'s
yours!

Heart Piece Ten (Requirements: Access to Death Mountain)
Head up to Death Mountain. When you reach the super-long ladder that
reaches up to the higher areas of Death Mountain, you\'ve come to the
right place. Go up this ladder, and go east. Follow the edge of this
cliff once up the ladder. You\'ll eventually come across an opening in
the edge, allowing you to jump down. Ignore the first gap, going
farther east until you come to another gap in the edge. Jump through
this gap and you\'ll land on a solitary platform below. There\'s a
doorway into a cave in front of this platform. Go north through the
door and follow the cave to the heart piece we seek.

Heart Piece Eleven (Requirements: Magic Mirror)
This Heart Piece is actually impossible to not see, but you still
don\'t have to get it (if you\'re one of those psychos who like doing
\"elite\" quests and the like.) Anyway, on top of Death Mountain, when
you first get to the Dark World, you\'ll be in an area with two weird
creatures - an odd monster-like creature and the ball he is kicking
(whom is also alive, oddly enough). If you examine the ground in this
region, you\'ll notice that a lot of it is one uniformed color, but
there are two spots where the color is different. Stand atop one of
these spots and use the Magic Mirror to return to the Light World.
You\'ll now be atop Spectacle Rock. The Heart Piece is right on this
rock, so grab it. You have to do this even if you don\'t want the
heart, however. The Tower of Hera is only accessible in this way.

Heart Piece Twelve (Requirements: Access to the Pyramid of Power)
This particular Heart Piece is located right on the Pyramid of Power.
To get it, start at the very top of the Pyramid of Power. Now, walk
down the righthand side stairway in front of you, and go right along
the side of the pyramid until you can jump down. You\'ll know you\'re
in the right area when you jump down because there will be a hole in
the wall there, which leads to the Four Sword Dungeon. In anycase, if
you follow this all the way right, and then up, you\'ll run right into
the Heart Piece you seek.

Heart Piece Thirteen (Requirements: Defeated Agahnim in Hyrule Castle)
You can only get this easy-to-get Heart Piece after you defeated
Agahnim in Hyrule Castle. You must travel northwest of the Sanctuary in
the Light World, past the entrance to the Dark World. You\'ll
eventually come to a small house. This is the Lumberjack\'s House.
Before we defeated Agahnim in Hyrule Castle, the Lumberjacks were
working on cutting down that huge tree in front of their house. After
the defeat of Agahnim, the Lumberjacks have disappeared, weakening the
tree considerably. With your Pegasus Shoes, run into the tree to knock
it over, revealing a hole in the ground. If you jump in this hole and
follow the cave down there, not only will you find some Fairies that
you can bottle up and save, but you\'ll also find the Heart Piece we
seek.

Heart Piece Fourteen (Requirements: Hammer)
As you start out on the Pyramid in the Dark World, leave the Pyramid
and head east. Then, go all the way south. You\'ll come across a bridge
that has some stakes blocking your path. If you have the Hammer, you
can clear them. Go south across the bridge and approach the water to
the south of you. Simply jump in and swim to the first patch of shallow
water you get to. Equip the Magic Mirror and warp, once in the
shallows, back to the Light World. If you\'re in the right area,
you\'ll be on an island in the middle of the water in the Light World.
Grab the Heart Piece on this very solitary island, and we\'ll be all
set.

Heart Piece Fifteen (Requirements: Hammer)
As you start out on the Pyramid in the Dark World, leave the Pyramid
and head east. Then, go all the way south. You\'ll come across a bridge
that has some stakes blocking your path. If you have the Hammer, you
can clear them. Head all the way wast until you come to a junction,
south of the forest where you meet the Flute Player, where you can go
west to the village, south to the Desert of Mystery, and north into the
patch of forest there. Look for a circle of purple bushes, and go
inside of these bushes. Then, equip the Magic Mirror and teleport to
the Light World. If done right, you\'ll be on a solitary platform
looking over the forest to your right and the Desert of Mystery to your
left. Enter the cave up here and grab your Heart Piece.

Heart Piece Sixteen (Requirements: Hammer)
As you start out on the Pyramid in the Dark World, leave the Pyramid
and head east. Then, go all the way south. You\'ll come across a bridge
that has some stakes blocking your path. If you have the Hammer, you
can clear them. Head all the way west until you can\'t anymore. You\'ll
be south of a man on a cliff. Talk to him and he\'ll offer you to play
the Shovel Game for 80 rupees. It\'s steep, but pay the price. Now, dig
in his field. It\'s completely random, I repeat, COMPLETELY RANDOM,
where the Heart Piece will show up, so keep digging. Make sure to grab
all of the rupees that you dig up, though, because in the 30 seconds,
you should collect your 80 rupees back plus some, so you can keep
playing. If you don\'t get the Heart Piece on the first try, leave the
screen, come back, and try... try again.

Heart Piece Seventeen (Requirements: Access to all of the Dark World)
In the Dark World, work your way to the location of the Light World\'s
graveyard, but in the Dark World. At the north of the \"graveyard\" in
the Dark World is a ladder leading up to a lone cliff that seemingly
leads to nothing. It\'s not so, however. Once up on this cliff, use the
Magic Mirror to warp back to the Light World. You\'ll be on the Light
World\'s equivalent of the same cliff. Go into the cave in front of you
and grab your Heart Piece.

Heart Piece Eighteen (Requirements: Access to all of the Dark World)
This is rather easy to get. What you have to do is go to the Dark World
equivalent of the Death Mountain entrance, \'cept it\'s in the Dark
World. In other words, go to the same cave in the Dark World that\'s in
the Light World that leads to the cave system that brings us up to
Death Mountain, to the northwest of the Sanctuary. Once within there,
use your Magic Cape and Hookshot to get around the various holes and
bumpers, and claim your prize, the Heart Piece!

Heart Piece Nineteen (Requirements: Access to all of the Dark World)
In the Village of Outcasts in the Dark World, there\'s one house with a
treasure chest over the door. Enter this house and talk to the creature
there who\'ll let you open two of the many treasure chests within his
store for 60 rupees. Do so and open two. Randomly strewn about one of
the treasure chests is this Heart Piece. Remember, it\'s random!

Heart Piece Twenty (Requirements: Titan\'s Mitt)
If you go to the location of the Blacksmith\'s House in the Dark World,
which is, in essence, due east of the Village of Outcasts, you\'ll find
that there are many stakes in the ground beyond some stones in front of
the house. With the Titan\'s Mitt acquired, you can move those stones.
Now, equip the Hammer and smash in each and every stake outside of the
house here. When they are all down into the ground, the trunk of a tree
to the south of the stakes will turn into a staircase leading into the
underground. Go down into the underground via this staircase and claim
your heart piece in this hidden cave.

Heart Piece Twenty-One (Requirements: Access to the Misery Mire region)
This is a simple heart piece to get. To the left of the Misery Mire
dungeon entrance, there\'s a tree-trunk looking structure (looks kind
of like a skull, too). Within this structure is a door leading inside.
Take this door in and then go north to a series of blocks guarding two
treasure chests. Within these chests are some rupees and the Heart
Piece we seek. To get both treasures, you\'ll need to leave and come
back (to reset the blocks). Other than that, a completely simple piece
to get.

Heart Piece Twenty-Two (Requirements: Access to the Misery Mire region)
This Heart Piece is easy to get. To get it, go to the Misery Mire area
of the Dark World. When that\'s all said and done, go to the extreme
northeast area of the swamp, so you\'re in a crevasse bordering on some
mountains and whatnot. Use your Magic Mirror to warp back to the Light
World and you\'ll be on a cliff high above the Desert of Mystery. On
this cliff is a large green stone. Lift it up to reveal a staircase
leading downward. Go into this secret cave and push the blocks out of
the way to get to the Heart Piece in the corner of the cave.

Heart Piece Twenty-Three (Requirements: Access to Turtle Rock)
You\'ll want to get this heart piece before entering Turtle Rock, but
save it until you\'re actually ready to go to Turtle Rock, otherwise
it\'s really out of the way. In anycase, this is what you do. In the
Light World, head all the way up Death Mountain. Go to the Dark World
via the warp that we first got to the Dark World via, get over
Spectacle Rock with the Magic Mirror, jump off in front of the Tower of
Hera, then head east. Go across bridges and whatnot, all the way to the
east in the Light World until you can go no further. In this area,
you\'ll see a cliff you can access with a ladder. On this cliff are
three stakes. Equip the Hammer and smash them in this order: Right, Up,
Left. If done correctly, a portal back to the Dark World will appear in
the middle of the cliff. Take this portal back to the Dark World.
(While up here, if you\'re going to go to Turtle Rock, use the Quake
Spell over the quake symbol to open Turtle Rock up below, otherwise
you\'ll need to do this entire process again). Now, head west a screen.
Go west, and then south until you run into a large green rock. Lift it
up and toss it aside to reveal a staircase leading downstairs. Down
here, the idea is to get to the door directly north of you. You\'ll
need to go across an invisible pathway however. To see the pathway, use
the Ether Medallion\'s magic to light your path. Go across the pathway
to the door on the other side. In this intersection, bomb the left
wall, go through the hole, and then south, coming out outside. Once out
here, use the Magic Mirror to get back to the Light World. You\'ll be
on a platform with the Heart Piece we seek. Sweet!

Heart Piece Twenty-Four (Requirements: Access to Turtle Rock)
The Twenty-Fourth and final heart piece, coincidentally, is located in
Turtle Rock - you can only access it via Turtle Rock. Interesting but
quite true. To get there, go through Turtle Rock. Where the big
treasure chest is in this dungeon, head south through the door in that
room. You\'ll be outside here in the Dark World. Use your Magic Mirror
to warp back to the Light World, and go back into the cave. Kill the
enemies here and go north another room. This room holds a treasure
chest which holds the heart piece we seek!

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Equipment


Blue Mail

Found: The treasure of the Ice Palace
Requirements to get: The Ice Palace\'s Big Key
Use: The Blue Mail is the special item found within the Ice Palace.
Once gotten, it is automatically equipped. The Blue Mail gives Link
twice as much defensive protection from enemy attacks that the Green
Mail did, effectively cutting attack strength of all enemies in half.
The Blue Mail doesn\'t have to be gotten, but you should go through
pains (or just follow the walkthrough!) to make sure you get the Blue
Mail. The quest becomes far easier with the Blue Mail equipped on
Link... but it\'s not the only powerful piece of armor Link can have
on. Nope, there\'s one more...

Bombos Medallion

Found: In the Light World, the Hylian text that needs to be read is on
a cliff high above the Desert of Mystery, on the desert\'s border. It
can only be accessed via the Dark World, and using the Magic Mirror.
Requirements to get: Hammer
Use: To get the Bombos Medallion, head to the Desert of Mystery in the
Dark World. Find the area against a cliff where some stakes are forming
a loose line against the cliff. Stand between the cliff and the stakes,
and use your MagicMirror to get back to the Light World. If done
correctly, you\'ll end up on the solitary cliff high above the Desert
of Mystery with a Hylian plaque. Read the Plaque with the Book of
Mudora to get the Bombos Medallion. The Bombos Medallion is a powerful
magical medallion that uses the power of fire and explosions to kill
all of the enemies on-screen. Use it liberally... it\'s not a necessary
weapon to ever use, but if you do, make sure to keep an eye on your
magic meter, or it\'ll disappear before your eyes.

Book of Mudora

Found: In the Kakariko Village library, high atop on a shelf.
Requirements to get: Pegasus Shoes (use to knock the book off the shelf
and onto the ground)
Use: Once the Book of Mudora is acquired, you can read the text of the
ancient Hylian people strewn throughout the vast lands of Hyrule. Its
primary use is to read the Hylian text on the plague outside of the
Desert Palace so that you can gain entrance to the palace. However,
after that\'s said and done, the Book of Mudora has other optional
uses, including reading three other plaques around Hyrule (both light
and dark worlds) to gain powerful magic medallions with various
elemental uses. This is an often over-looked item, but make sure to use
it when you see some Hylian text.

Boomerang

Found: The Hyrule Castle Basement, in a treasure chest.
Requirements to get: None
Use: The Boomerang has an often overlooked use, in that while it can\'t
damage many enemies, it can stun almost all of them. When chucked, the
Boomerang\'ll stun an enemy, paralyzing him temporarily. With the enemy
stunned, you can do him in with your Sword or other weapon with
relative safety, being that the stunned and paralyzed enemy can\'t
fight back. This is a great secondary weapon to have, so use it often!

Bow and Arrow (Silver Arrow, too)

Found: The treasure of the East Palace.
Requirements to get: Access to the East Palace, the East Palace\'s Big
Key
Use: The Bow and Arrow is an ultra-powerful weapon that can inflict
serious damage on most of the enemies in the game from a great
distance. Approximately 1.5-2 times more powerful than your regular
Sword on the enemies you\'re battling, the Bow and Arrow should be
saved for times when it\'s really important to have it. Why, you ask?
Well, because the Arrows are a dispensable commodity that can run out
if you\'re not careful. You need to find Arrows and save them for those
difficult enemies, or when you really need them. Heck, sometimes
you\'ll need your Bow and Arrow to unlock certain puzzles in various
dungeons. Either way, conserve those arrows and use wisely! Sniping
from afar will save your energy, but try to discern when it\'s a good
time to do so.
[Silver Arrow - Used to damage Ganon, you must trade in your Bow and
Arrow in the secret fairy fountain within the Dark World\'s Pyramid of
Power. There\'s a crack along the left side of the Pyramid. After you
beat the Misery Mire, the Bomb Shop (Link\'s house in the Dark World)
will sell the mysterious Super Bomb. Drag it to the crack on the
Pyramid of Power to blow it open. Then, enter into the secret cave and
offer the fat fairy your Bow and Arrow to get your Bow back, equipped
with Silver Arrows! Neat-o!]

Bug Catching Net

Found: The Sick Boy\'s house in Kakariko Village
Requirements to get: None
Use: The sick boy will give you his Bug Catching Net in the village
starting at the beginning of the game - all you have to do is talk to
him. Once you get it, you can catch bugs and put them in any available
Magic Bottles you\'ve gotten up to that point. Additionally, the Bug
Catching Net can be used to reflect the spells of Agahnim when you
fight him. However, this item is completely optional - you don\'t need
to get it. Bugs don\'t need to be caught, and the evil spells of
Agahnim can also be reflected with the Master Sword.

Cane of Byrna

Found: Seemingly complicated to get, but it\'s really not. All you need
to do is go to Death Mountain in the Light World. Approach the warp
that first brought us to the Dark World, south of the Tower of Hera. Go
to the Dark World via this warp, and then go south, jumping off of the
cliff there. You\'ll land in front of a cave. Go into this cave.
Traverse it (making sure to have the \"required items\", and it\'ll be
at the end for you to grab).
Requirements to get: Magic Cape, Titan\'s Mitt
Use: The Cane of Byrna has a nearly identical use to the Magic Cape.
However, it\'s better than the Magic Cape in that it not only saves you
from harm, but actually damages any enemies around you, obliterating
them in a matter of a millisecond. Oh, the pure beauty of the Cane of
Byrna. Unfortunately, unless you\'re really looking for a reason to use
the Cane of Byrna, you can go an entire game without actually using it.
It\'s a real stretch to find practical uses for this otherwise novelty
item. The Magic Cape uses less magic than the Cane of Byrna, and serves
the invisibility purpose well enough.

Cane of Somaria
Found: The treasure of Misery Mire
Requirements to get: The Misery Mire\'s Big Key
Use: The Cane of Somaria is a late-game acquisition that is super
useful, and super important if you want to proceed all the way through
the game. A magical item which uses a fair amount of magic power for
each use, the Cane of Somaria creates blocks, which can be used for a
variety of things. Primarily, the Cane of Somaria\'s blocks are used to
hold down switches and create platforms (in Turtle Rock, anyway). Use
the Cane of Somaria wisely, but keep an eye on your magic power, won\'t
you!?

Ether Medallion

Found: The Hylian Plaque next to the Tower of Hera.
Requirements to get: Book of Mudora, Master Sword
Use: Once you acquire the Ether Medallion, you can use it to destroy
all enemies on the screen with the power of wind and the upper-
atmosphere. Make sure to use it liberally (if at all), as it eats up
your magic power pretty liberally. It doesn\'t have much of a use
unless you\'re lazy in fighting enemies - in that case, it\'s super
powerful. It\'s a good item to have, in anycase, if you\'re going for
completeness.

Fire Rod

Found: The treasure of the Skull Dungeon
Requirements to get: The Skull Dungeon\'s Big Key
Use: Once acquired, the Fire Rod can (but shouldn\'t) take the place of
the Lantern. Low and behold, the Fire Rod can also light up lanterns,
but it takes far more magic power than the Lantern does. Additionally,
the Fire Rod is a powerful magical weapon, but keep an eye on your
magic meter! It\'s useful against enemies that look as if they\'d burn
(use your imaginations!), but other than that, it\'s a powerful weapon
- don\'t use it too liberally, but don\'t forget you have it either. I
dunno... not much else you can really say about the Fire Rod,
unfortunately.

Flippers

Found: Buy from Zora at the waterfall in the northeast end of Hyrule
for 500 Rupees
Requirements to get: Power Glove
Use: The Flippers are an absolute vital item to have. Visit the Zora at
the end of the long river in the northeast end of Hyrule, at the large
waterfall. Talk to him, and he\'ll offer you the Flippers for 500
Rupees. You must have the Flippers in your inventory to proceed much
farther, so give him the money he asks for and you\'ll get the Flippers
in return. You\'ll now be able to successfully swim in the waters of
Hyrule. Previously, you were only able to walk in the light blue
shallow water. With the Flippers equipped (which they automatically are
from the point you buy them), you\'ll now be able to swim in the deeper
dark blue waters all over the place. Good times. Not only is this a
necessary item to have in the second dungeon (and other places) in the
Dark World, but the Flippers open up many new items for you to get.

Flute
Found: Using the Shovel, go to the forest alcove to the southeast of
the village in the Light World. Dig in the northwest corner of the
forest alcove to dig up the Flute
Requirements to get: Shovel
Use: Talking to the transformed Flute player in the Dark World will
result in you getting his Shovel. He wants you to find his Flute. The
Flute player is located in the Dark World in the forest alcove to the
southeast of the village\'s location. Once you dig up the Flute (which
is located in the northwest corner of the forest alcove in the Light
World), offer to give it back to him in the Dark World and he\'ll let
you keep it (just play it one time for him). The Flute\'s uses aren\'t
many, but its primary use is to get the Weathercock in Kakariko Village
to turn into the Flying Duck, which will bring you to many locations of
Hyrule automatically. A must-have item.

Golden Sword

Found: You must trade in your Tempered Sword in the secret fairy
fountain within the Dark World\'s Pyramid of Power. There\'s a crack
along the left side of the Pyramid. After you beat the Misery Mire, the
Bomb Shop (Link\'s house in the Dark World) will sell the mysterious
Super Bomb. Drag it to the crack on the Pyramid of Power to blow it
open. Then, enter into the secret cave and offer the fat fairy your
Tempered Sword to get the ultra-powerful Golden Sword back.
Requirements to get: Super Bomb (defeated Misery Mire)
Use: The Golden Sword, out of the four swords in the game, is the most
powerful sword in the game. Twice as powerful as the Tempered Sword,
four times more powerful than the Master Sword, and an amazing eight
times more powerful than the regular Sword you start the game out with,
the Golden Sword does optimum damage to all enemies in the game,
including the pesky Ganon. You can\'t beat the game without the Golden
Sword (and Silver Arrows), so make sure to visit this secret fountain
to trade in your Tempered Sword and Bow and Arrow (for the Golden Sword
and Silver Arrows back), or you won\'t be beating the game!

Green Mail

Found: On Link\'s body in the beginning of the game
Requirements to get: N/A
Use: The Green Mail is Link\'s pair of clothes that he starts out with.
Chances are, unless you go to the Ice Palace early to get the Blue
Mail, the Green Mail will be on Link\'s body for 85% of the game. It\'s
hard to tell the strength of this \"armor,\" but it\'s compared against
with the Red Mail (four times as strong as the Green Mail) and the Blue
Mail (two times as strong as the Green Mail). Either way, nothing like
a trust set of clothes, eh!?

Hammer

Found: The treasure of the Dark Palace
Requirements to get: The Dark Palace\'s Big Key
Use: Ah yes, the Hammer. The first true item we find in the Dark World,
the Hammer is a vital weapon if you plan on moving on further in the
game. While it can be used as a super-powerful weapon, its got a short
range and is fairly inaccurate. Its primary use is to smash down
various obstacles in your path - primarily stakes that are in the
ground all over both worlds of Hyrule. Use the Hammer wisely, but I\'d
certainly recommend that you use it as an item (to smash obstacles),
and not as a weapon - it\'s too risky.

Hookshot

Found: The treasure of the Swamp Palace
Requirements to get: The Swamp Palace\'s Big Key
Use: The Hookshot, once acquired, opens up all sorts of new areas for
you to explore, both in dungeons and primarily in the Dark World. With
the Hookshot, Link can grapple onto all sorts of objects to pull him
over water, chasms, et cetera. These objects include all sorts of pots
and jars, and treasure chests as well. In addition, the Hookshot can be
used a lot like a Boomerang or Magical Boomerang, in that it doesn\'t
hurt more of the enemies you strike it with, but it stuns them just
like the Boomerang or Magical Boomerang does. However, it doesn\'t have
the speed or accuracy of the Boomerangs, so I\'d use it simply for its
primary purpose, which is to grapple.

Ice Rod

Found: The cave next to the marshlands in the southeast corner of
Hyrule - you\'ll need Bombs to open up the cave. The cave entrance is a
cracked wall next to an already-opened cave in the far southeast of
Hyrule.
Requirements to get: Bombs
Use: The Ice Rod is a weapon you can completely over-look, and it
probably wouldn\'t hurt you in the least. However, the Ice Rod isn\'t a
weapon that actually damages anyone. Instead, it\'s like the \"Rich
Man\'s Boomerang\" in that it shoots a beam of ice that will freeze and
temporarily paralyze your enemy. Once paralyzed, you can move in to
kill them. The difference here is that the weapon takes magic power to
use, and quite a bit of it at that. Because of this, you\'ll want to
use is sparingly, and save it until you really need it. The only
advantage it has over the Boomerang is the range - it can go clear
across a screen.

Lamp

Found: Link\'s House in the beginning of the game
Requirements to get: None
Use: The Lamp\'s use is to light up darkened areas via the various un-
lit torches and whatnot found around the dungeons and subterranean
areas of Hyrule. The Lamp also can damage most enemies, but not for
much. However, since it uses precious magic power, you\'ll want to use
it sparingly, and attempt to use your more conventional weapons to
damage enemies. Keep in mind that the Lamp lights torches not only to
light up regions, but in already lit regions, torches can be lit in
sequence to open various hidden areas...

Magic Bottle

Found:
(1) Purchase from the Magic Bottle Vender in Kakariko Village
(2) Get from the treasure chest in the back of Kakariko Village\'s Pub
(3) Acquired from the Hobo underneath the bridge to the southwest of
the East Palace
(4) In a locked treasure chest in the Dark World\'s Blacksmith\'s house
- teleport with it to the Light World and bring it to the weird guy at
the entrance to the Desert of Mystery, who will open it for you.
Requirements to get:
(1) None
(2) None
(3) Flippers
(4) Titan\'s Mitt
Use: There are four Magic Bottles in the game, and it\'s vital that you
get all four of them. With the Magic Bottles, you can hold various
types of medicines that the Witch at the Witch\'s Hut will brew up for
you, and you can hold other items, such as Fairies, Bees and other
bugs. They\'re very, very important items, and you definitely want to
make sure you don\'t over-look them. Without them, you can\'t heal
yourself with valuable potions or unleash the fury of bees onto your
enemies!

Magic Cape

Found: See the Secrets section for more (if you want to get it earlier
than you should be able to). It\'s located in a cave under the grave in
the upper right-hand corner of the graveyard near the Sanctuary in the
Light World.
Requirements to get: [without the secret early way] Titan\'s Mitt
Use: The Magic Cape is a super useful (but super magic meter consuming)
item that, when worn and then activated, will provide Link with
complete invisibility from all obstacles in his path, including, but
not limited to enemies, spiked grounds and those huge blue bumper
objects. The Magic Cape isn\'t a must-have item (you can beat the game
without it), but if you want to get past some of the more difficult
regions in the game easily, then get the Magic Cape, and use it... but
not too liberally. Keep an eye on your Magic Meter!

Magic Mirror

Found: En route to the Tower of Hera, going up Death Mountain, you\'ll
run into an old man, who you\'ll guide higher up into the mountain. To
thank you, he gives you the Magic Mirror.
Requirements to get: Access to Death Mountain
Use: The Magic Mirror has a vital use. Once obtained, the Magic Mirror
will allow Link to teleport himself between the Light and the Dark
World at any point (with rare exceptions) on the Hyrule map. In
addition, the Magic Mirror will transport Link to the beginning of any
dungeon he is currently going through, which comes in handy in those
dungeons with a lot of back-and-forth action. But remember, if you go
to the Dark World, you won\'t retain Link\'s true form without the use
of the Moon Pearl...

Magic Mushroom

Found: Lost Woods in random places
Requirements to get: None
Use: The Magic Mushroom has no use on its own. However, if you bring it
to the Witch at the Witch\'s Hut at the east end of Hyrule, she\'ll
take it and eventually make you the valuable Magic Powder from the
crushed remains of the Magic Mushroom you provide her with. Because the
Magic Powder is so vital to your quest, you want to make sure to get it
and exchange it for Magic Powder as soon as you possibly can!

Magic Potion

Found: The Witch in the Light World sells this (amongst other Dark
World dealers)
Requirements to get: Rupees
Use: Magic Potions are what you should fill those four Magic Bottles of
yours up with. There are three types of Magic Potion, and they are
primarily found in the Witch\'s Hut, for sale, in the northeastern part
of Hyrule\'s Light World. The three types of potions are red, green and
blue. Green is the cheapest, and when used, refills your magic meter.
The red potion is the second most expensive, and refills your health
meter. The blue potion is the most expensive, and refills both your
magic meter and health meter. You should always have red potions on
you, and at least one green potion later in the game. Ignore the blue
potion - they\'re over-priced and fairly useless.

Magic Powder

Found: Give the Magic Mushroom from the Lost Woods to the Witch at the
Witch\'s Hut
Requirements to get: Magic Mushroom must be given to the Witch first
Use: Once the Magic Powder is gotten, you can use it in all sorts of
ways. Mostly it turns some enemies into other enemies, and sometimes it
damages enemies. It\'s not a must-have weapon to have, but it certainly
is useful to have around! And if you want to do the \"1/2 Magic Meter\"
trick (see the Secrets section), you\'ll most certainly need to have
that Magic Powder around!

Magical Boomerang

Found: Throw your Boomerang in the Waterfall of Wishing to get the
Magical Boomerang back
Requirements to get: Boomerang
Use: The Magical Boomerang is a slight upgrade from the regular
Boomerang. Colored red instead of blue, the Magical Boomerang flies
faster and farther than the regular Boomerang, but its primary uses
remain the same. It is used to stun most enemies, temporarily
paralyzing them. Once their in this state, you can go in for the kill
with your more powerful weapons while not having to worry about being
damaged by that enemy\'s attacks.

Master Sword

Found: Deep in the Lost Woods
Requirements to get: Get all three Light World pendants
Use: The Master sword is a step up from Link\'s conventional sword that
his uncle gives him early on in the game. Found on a secret alter far
into the Lost Woods, the Master Sword will allow you to break the seal
atop Hyrule Castle and battle Agahnim to rescue the princess from his
evil clutches. However, well... it doesn\'t end there. =) The Master
Sword will be a long-used weapon for a majority of the Dark World after
fighting Agahnim in Hyrule Castle, so get used to using it. It\'s twice
as powerful as Link\'s regular sword, and highly, highly useful in all
circumstances. Use it as you\'d use your regular sword, it\'s that
simple.

Mirror Shield

Found: The treasure of Turtle Rock
Requirements to get: The Turtle Rock Big Key
Use: The most powerful of the three shields in the game, the Magic
Shield is a large shield capable of covering Link\'s entire body.
Basically, it can reflect and turn back any projectile, including the
powerful lasers that have plagued us throughout the entire game up to
the point in Turtle Rock (although you\'ll find that it\'s quite useful
in Turtle Rock, go figure). Once picked up, you\'ll find that the
projectiles in the game just aren\'t as big of a deal as they once
were. Of course, we get this so late in the game that it really
doesn\'t matter much. =(

Moon Pearl

Found: The treasure of the Tower of Hera
Requirements to get: The Tower of Hera\'s Big Key
Use: An automatically equipped item, the Moon Pearl\'s effects take
place from the point you pick the item up onward throughout the game.
The Moon Pearl\'s use is silent but very important, for it allows Link
to retain his true form in the evil Dark World. Without it,
transporting Link to the Dark World via a teleporter or the Magic
Mirror will result in Link being a defenseless bunny, and you can\'t do
much fighting in the Dark World as a defenseless bunny! So remember to
pick this item up from the Tower of Hera. It\'s absolutely vital.

Power Glove

Found: The treasure of the Desert Palace
Requirements to get: The Desert Palace\'s Big Key
Use: The Power Glove, once obtained, is always equipped on Link
(although it is later replaced by the more powerful Titan\'s Mitt). The
Power Glove allows Link to pick up the light green rocks all around
both the Light and Dark Worlds of Hyrule. Both the small and large
light green rocks are able to be picked up by Link after these gloves
are obtained, it isn\'t just limited to the smaller variety. The use of
this is obvious - it opens up entirely new areas for Link to explore!

Quake Medallion

Found: Go to the location of the Waterfall of Wishing in the Dark
World, north of the Witch\'s Hut\'s equivalent in the Dark World.
There\'s a circle of rocks in the water if you travel north enough.
Throw something (a bush, a skull, whatever) in the circle to make an
angry fish appear. If you go away, he\'ll give you the Quake Medallion
in return!
Requirements to get: Access to the Dark World
Use: The Quake Medallion is possibly the single strongest attack in the
game, whether physical or magical - just overall. While it eats up an
incredible amount of your magical energy, activating this spell will
make Link smash his sword deep into the ground, causing a powerful
Earthquake to shake the surrounding areas, virtually destroying all
enemies in your general vicinity. While ultra powerful, you\'ll want to
use your other Medallions more often, as they are simply more powerful.
Try to save this particular Medallion for the most dire of
circumstances, when you really need to have it... otherwise, you\'ll
see your magic power diminish rather quickly.

Red Shield

Found: Throw your Shield in the Waterfall of Wishing to get the Red
Shield back
Requirements to get: Shield
Use: The Red Shield is a slightly upgraded version of your regular
shield. While not too much stronger or more useful than your
conventional shield, the Red Shield can block more projectiles than its
weaker cousin, the Shield, could. It\'s definitely worth the upgrade to
get the Red Shield. It\'s completely free (and optional), but blocking
projectiles becomes more vital as the game goes on, so having the Red
Shield might just help you later on in the game, when you least expect
it.

Shield

Found: Link\'s Uncle hands it over in the Hyrule Castle basement
Requirements to get: None - simply enter into the Hyrule Castle
basement in the beginning of the game
Use: The Shield is Link\'s only true line of defense against projectile
weapons. It\'s an automatically used piece of equipment, however. Stand
in front of arrows and fireballs and see if you can block them or not.
By standing directly facing the line of fire of said projectile you\'re
attempting to block, it\'ll deflect off of your shield and fall to the
ground harmlessly. Since there are two stronger shields to get in the
game, some projectiles won\'t be able to be blocked with your regular
shield. The only way you\'ll know what can be blocked and what can\'t
be blocked it by trying to deflect all projectiles. Remember to repeat
this process when you get the shield upgrades!

Shovel

Found: In the Dark World, the deformed Flute Player in the forest to
the north of the Desert of Mystery will give you this if you offer to
find his lost Flute
Requirements to get: Hammer (to gain access to that area of Hyrule in
the Dark World)
Use: The Shovel in LttP on the SNES was fairly limited, because you\'d
use it to find the Flute, offer the Flute back to the deformed
creature, and he\'d let you keep it, taking his Shovel back. However,
in the Game Boy Advance re-release of the game, this isn\'t the case.
Offer to get the Flute back and you\'ll get the Shovel for keeps. While
its primary use is to find the Flute, you can use it to dig anywhere
you want in Hyrule, really. You won\'t find anything apart from rupees,
hearts and the like, but you can still do so if you\'d like.

Super Bomb

Found: The Bomb Shop (Link\'s house in the Dark World) will offer this
item after you beat the Misery Mire dungeon
Requirements to get: Defeat the Misery Mire
Use: The Super Bomb is a one time use item that Link will drag behind
him when acquired from the Bomb Shop in the Dark World. Make sure not
to run with it trailing behind you, or you\'ll lose it and it\'ll
detonate! Its only use is to blow open the crack in the Pyramid of
Power to reveal a secret fairy fountain. Within this fountain, you can
offer your Tempered Sword to get the Golden Sword, and your Bow and
Arrow to get the Bow and Silver Arrow! Sweet! You can\'t beat the game
without those two strong items, so make sure to acquire them, or you
won\'t exactly be beating the game.

Sword

Found: Link\'s Uncle hands it over in the Hyrule Castle basement
Requirements to get: None - simply enter into the Hyrule Castle
basement in the beginning of the game
Use: The Sword\'s use is obvious - for the beginning part of the game,
the Sword is your primary weapon. It\'s your strongest and most
conventional weapon that you can use to damage almost all of the
enemies in the game. This weapon is always equipped, so use it well my
friends! Of course, upgrades to your swords are coming, so worry not!

Tempered Sword

Found: Find the Blacksmith\'s transformed partner south of the Village
of Outcasts in the Dark World. In the shape of a frog, he\'ll ask to be
brought back to his partner in the Light World. Travel to the Light
World with him and go to the Blacksmith\'s House due east of Kakariko
Village. Once this is done, leave the house, go back in and give them
your Master Sword. Leave the house and screen again, then go back, and
pick up your Tempered Sword!
Requirements to get: Titan\'s Mitt
Use: The Tempered Sword is four times more powerful than the original
sword in the game, and twice as powerful as the Master Sword. Colored a
powerful shade of orange, the Tempered Sword cuts through enemies like
they are a loaf of bread. This is a super powerful weapon, and should
be acquired as soon as you get the Titan\'s Mitt from the Thieves\'
Town! Otherwise, you\'re making your life harder than it really has to
be.

Titan\'s Mitt

Found: The treasure of the Thieves\' Town
Requirements to get: The Thieves\' Town Big Key
Use: The Titan\'s Mitt as a powered up version of your Power Glove
which we found early in the game in the Desert Palace. With the
Titan\'s Mitt, Link can pick up anything, really, from bushes and pots
to small and big green stones of all shapes, sizes and colors,
including those dark skull rocks that liter the Dark World. Once you
get this item, it automatically equips itself from there on out. Keep
in mind that with this glove, you unlock lots of new areas of Hyrule,
both in the Light and Dark Worlds, so make sure to do extensive
searching... or, you can just follow my walkthrough.

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Secrets


The Chickens Attack!
The Chickens found in Kakariko Village and other areas have a vendetta
against you; that is, of course, if you attack them. Hit a chicken
enough with your various weapons, whether it be sword, arrow, bomb,
whatever, and the chickens will come from all directions to peck you!
It\'s a storm of chickens! Not really a useful secret, but a good one
none-the-less, wouldn\'t you say?


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Running Man
The running man in Kakariko Village, that dashes away from you each
time you approach, can actually be caught up to. To catch him, run
towards him with the Pegasus Shoes. It\'ll take some practice, but you
can catch up to him. Nothing useful happens though, he just tells you
about some various things that aren\'t very important. Still, it\'s fun
to be able to catch him. He\'s a fast bastard!


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The Waterfall of Wishing
A fairly important secret, the Waterfall of Wishing provides Link the
opportunity to upgrade two of his very important items, his Shield and
his Boomerang. The Waterfall of Wishing is located at the end of the
river in which you get the Flippers from Zora, but on the opposite end
of the river. Pass by the Witch\'s Hut, move the green stone to gain
access to the river, and you\'ll be in the general vicinity. You need
the Flippers to access the Waterfall of Wishing, however. Read the
signs in the area to find its location, and then jump into the water.
Swim north into a waterfall and you\'ll be in a secret cave. Now,
approach the pond in the cave and it\'ll ask you to throw an item into
the water. Throw your Shield in the water to get the Red Shield back,
and your Boomerang in the water to get the Magical Boomerang back, both
free of charge! Pretty easy, eh?


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Halving Your Magic Meter
Halving your magic meter is a nice little secret in the game that
you\'re most definitely going to want to take advantage of as soon as
you possibly can. If you don\'t know what halving your magic meter is,
it\'s the act in this game of putting a \"1/2\" over your magic meter
in the upper left-hand corner of the screen. This represents that
anything magical you use will now only take half of the magic power it
once did to use. This effectively increases your magic meter by two.
Isn\'t that fantastic? Anyway, to do this, you must have the Hammer.
Once you get the Hammer, go to the Light World, and go to the
blacksmith\'s house, located due east of the village. Once there,
approach the door of the house and look to your right. A lone wooden
stake is sticking out of the ground. Pound it down, pass it, and then
look over the cliff. Jump into the hole and you\'ll be in a hidden
cave. You can go west or north. Go north and approach the shrine.
Sprinkle Magic Powder on the shrine and a bat\'ll appear. He\'ll try to
do something negative on you, but in the process, he\'ll halve your
magic power. It sounds bad, but it\'s not. Voila, you can now use twice
as much magic!


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Activating the Flying Duck
The Flying Duck is a secret not many know about. It\'s not exactly
necessary, but you\'ll find it plenty useful regardless. To get the
Flying Duck, you must have acquired the Flute. Once you have the Flute,
head to Kakariko Village in the Light World. Go to the center of the
village and play your flute in front of the Weathercock there. If done
correctly, a duck will break out of the Weathercock. Playing the Flute
on the overworld will now result in the duck appearing. When he does
that, he\'ll scoop you up and allow you to select one of eight places
to go. Select that place and you\'ll be transported there, whoosh! If
you call the Duck and don\'t want him, move out of the way before he
scoops you up and he\'ll pass right by. How neat-o.


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The Chris Houlihan Room
The Chris Houlihan Room is a room that was put in the Super Nintendo
version of this game due to a contest in Nintendo Power in the very
early 1990s. The winner of the contest would have a secret room put in
Zelda on the SNES, named after him. The Super Nintendo version was
there, but by all accounts, and from how I\'ve tried to access it in
the GBA version, it\'s been taken out completely. Sorry! It was
probably the coolest secret in LttP too...


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Acquiring the Magic Cape \"Early\"
The Magic Cape is a super-useful (but often over-looked) item in this
game which gives Link complete invincibility when worn. It eats away
big time at your magic meter, but other than that, all is practically
well. Usually, to get it, you\'d have to wait until after you get the
Titan\'s Mitt, but not if you know what to do! You can get it after
acquiring the Hookshot in the Dark World. Once you do, do this. Go to
the broken bridge that leads perfectly horizontal over the river to the
south of where the Witch\'s Hut would be in the Dark World. Use the
skull pots on the other side to grapple over, and then go to the
locations of the graveyard in the Dark World. Work your way into the
extreme right-hand corner of the Dark World graveyard site, and then
use your Magic Mirror to warp back to the Light World. If done
correctly, you\'ll be in a surrounded area with the righthand-most
grave in the Light World\'s graveyard, surrounded by dark green stones
that can only be moved with the Titan\'s Mitt. From here, go in front
of the gravestone and dash into it with the Pegasus Shoes. It\'ll open
up revealing a staircase leading down. At the end of the pathway here
is a treasure chest, in which is the Magic Cape!


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The Pond of Happiness
The Pond of Happiness is a secret and solitary cave located smack dab
in the middle of Lake Hylia, which is located in the southeast version
of the Light World. Once you have the Flippers from Zora, you can
access this secret, this very, very useful secret. Simply jump into
Lake Hylia and swim towards the center, where a small island is
located. You can get onto this island using the ladder on the south end
of the island. Go into the cave on this island and approach the pond at
the back of it, where it\'ll ask you to donate some rupees. Basically,
for every 100 rupees you throw in, a kind fairy will appear and offer
to either increase your Bomb holding capacity or your Arrow holding
capacity. You can make the Fairy (with 1,400 rupees) to allow you to
hold 50 Bombs and 70 Arrows - very useful indeed. So make sure to do
this as soon as you possibly can. But, where are we supposed to get
this kind of money? A good question... see the next secret.


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The Rupee Room
Designated as such by players of the game since this game was
originally released on the SNES, the Rupee Room is a room which holds
fifty Rupees for you to plunder. This cave is located under one of the
large green rocks at the entrance to the Desert of Mystery, south and a
little left of the Weird Man at the desert\'s entrance. Enter into this
cave to find a thief within. Surrounding this thief are 10 clay pots.
Lift each pot to get a Blue Rupee, 5 x 10 = 50. Then, leave the cave
and come back. You can get 999 Rupees here in a matter of two minutes!
Use this when you need to buy potions, and especially when you need to
buy Flippers or, above all else, Bomb and Arrow capacity upgrades from
the Pond of Happiness at Lake Hylia (see above).


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Defeating the Dark World Dungeons Out-Of-Order
There is a way, actually, several, that you can defeat the Dark World
dungeons. You always have to go to the Dark Palace first, naturally,
but once you get the Hammer from that palace, anything goes, really.
Here are some random orders for you to try out. The uses of this are
many - getting items early, primarily, although this can also add to
the replay value of the game. Check it out!

1 = Dark Palace
2 = Swamp Dungeon
3    =    Skull Dungeon
4    =    Thieves\' Town
5    =    Ice Palace
6    =    Misery Mire
7    =    Turtle Rock

1,       2,   3,   4,   6,   5,   7
1,       2,   4,   5,   6,   7,   3
1,       2,   4,   5,   6,   3,   7
1,       2,   4,   3,   5,   6,   7
1,       2,   4,   3,   6,   5,   7
1,       4,   2,   3,   5,   6,   7
1,       4,   2,   3,   6,   5,   7
1,       2,   4,   6,   5,   3,   7

Try these orders out and see what happens!

(but i advise you to do it in the order of the walkthrough or youll get
confused and with all the papers. But if your the mad type and like
being completely confused as thats the way of your life then go ahead
lol :P )


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Walkthrough: Light World-- In the Beginning



After a rather long opening sequence (that you can\'t skip, like you
could in the SNES version), you\'re finally brought to Link\'s house.
Link\'s Uncle hears the telepathic call of Zelda from Hyrule Castle\'s
basement dungeon and must go rescue her. He tells Link to stay put in
the house while he goes out for the night. Of course, Link won\'t be
following what his Uncle says. Quite the contrary, my friends...

And so you get to control Link. Explore the house, and make sure to get
the Lamp out of the treasure chest there. Once that\'s gotten, un-equip
it (for now, as to not accidentally use it and waste magic power), and
leave the house into the rainy, windy and miserable outside world. All
of the paths to everywhere here are blocked by Hyrule soldiers
brainwashed by the evil magical powers of Agahnim. Because of this,
jump off of the ridge where Link\'s house is, and head north to the
next screen, then head west, and north across the bridge. You won\'t be
able to enter into the castle gates because of some soldiers guarding
the door, so head right along the wall, and then north. You\'ll
eventually come to a solitary bush surrounded by some stone on the
ground. Pick up and throw this bush and a hole will be revealed. Jump
into this hole, and you\'ll now be in the basement of Hyrule Castle!

From where you land, go left. Talk to your Uncle there, and he\'ll hand
over his Sword and Shield to you. With those equipped, we\'re ready to
rescue the Princess ourselves! Head left from here, then south through
the door. You\'ll meet your first enemies in this region. Slay the
Green Knight to your right. You can head right to get some Rupees out
of the treasure chest there and Green Jars out from under the pots.
Other than that, head south up the stairs in this area, and through the
door. You\'ll now be outside of the castle again, but within the castle
walls this time. To your right is the pathway leading to the primary
door into the castle. Green Knights guard the area. Work your way to
the pathway. Kill and avoid the enemies here, and enter through the
door and within the castle.

Once in the castle, you have lots of options as to where to go. Take
the door on the main floor of the room to your left. Once through that
door, swing right and go north through another door. In this corridor,
kill the Green Knights, and head north, then right through the next
door. Finally, on this horizontal corridor, head right and then go down
the stairs to your left, into the basement. A Blue Knight will attack
you here. Kill him to get a Key, and open the treasure chest within
that same room to get the dungeon Map. With those in hand, use the new-
found key on the door to the south of the room, and go through it into
the next area.

In this area, the idea is to keep working your way south, screen by
screen. Be careful though, as the areas you\'re walking on are
surrounded by super-deep chasms. If you fall in, you\'ll live, but lose
a heart piece! Remember that you can knock enemies into these pits as
well, so do so by slashing them towards the pits, or throwing pots and
jars at them to give them a boost towards the bottomless pits. Keep
working your way south, avoiding the chasms and killing the various
enemies. Then, swing left, and go into the next area. Work your way
left, ignoring the various staircases leading to and fro. Just go left,
and once all the way left, go north and through the door. In this small
room, kill the Green Knight and the sealed door to your right will
swing open. Go into this room. Kill the Blue Knight within, grab the
Key he drops, and then open the treasure chest there to get the
Boomerang. Equip the Boomerang on Link, then go back left into the
previous room. This time, go north, up the stairs, and unlock the door
there with the Key you just found. With the door now open, go through
it and into the next area of the dungeon.

This part is easy - go north, down the stairs, and through the door
there. You\'re going to be following a linear sequence of stairs all
the way down to the final floor in the dungeon\'s basement. Once down
there, head south, and then swing east towards the jail cells. You\'ll
meet the first boss in the game guarding Zelda\'s jail cell. Ball and
Chain Trooper...


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Boss One: Ball and Chain Trooper
Ball and Chain Trooper is a rather elementary boss enemy to defeat.
Small in size (barely bigger than you), this elite soldier is equipped
with a large ball and chain weapon that he uses with great skill. He
moves around slowly and swings it around him every now and then. What
you want to do is move in to him when he\'s moving, slash him once or
twice, and then quickly move away before he swings that ball and chain
around. Once he does that, move back in and repeat the process. He\'s
very, very simple to defeat. Just don\'t get anxious by trying to get
as many hits in as you can in one go - be patient... one or two hits
will do. If you want to kill him rather easy, the jail cell to the left
of where Zelda is being held has three jars in it. Two of these jars
striking the Ball and Chain Trooper will do him in.

When the Ball and Chain Trooper is killed, he\'ll drop the Big Key of
the dungeon. Grab it, and use it to open the jail cell holding Princess
Zelda. She\'ll thank you and tell you how to escape the castle... open
the treasure chest in her cell for some Rupees, and then it\'s time for
us to make our grand escape!


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Escaping with the Princess
Our goal after getting the Princess back is to escape from the castle
through some secret passages and get to the Sanctuary. The secret
passages are located behind the throne room! What you want to do from
the jail cell is work your way all the way back to the first floor of
the castle with Zelda trailing behind you. Fight off any foes you come
across, and get back to the primary room in the castle. Once there,
turn left and go up the stairs to get to the higher part of this room.
Follow this high part around to the center, and go up the stairs and
into the next room. You\'re now in the throne room. Go straight up and
up the stairs, and approach the throne. Behind it, as Zelda points out,
is an ornament shelf. Go to the left side of it, and push it to your
right to move it, revealing a secret doorway. Go through this door to
enter Hyrule\'s sewer system.

You\'ll need your Lamp in here, so equip that on Link. Remember that
you never actually have to light up the torches here, but you should.
In this first room, avoid or kill the Rats, and work your way north,
and to your right, to the doorway there. This doorway has a staircase
going down within it. Go through this door and down the stairs into the
next room in the sewers. Here, go left and to the next door leading
downward. In this next room, go north up the corridor until the room
opens up. To the right of the room is a treasure chest. Open it up to
get a Key. Avoid or kill the rest of the enemies in the room, and go
north to the locked door. Open it with the key you just found, and
you\'ll be in a more watery part of the sewers. Zelda will inform you
that you\'re now close to the Sanctuary.

It\'s simple from here. Avoid the enemies and bare left in the first
room to get to the door, and then go left and north in the next part to
get to yet another room in the deep sewer. In this room, make sure to
kill all of the Rats and Bats, as one of them is holding the Key you
need to open the door at the north of the room and gain access to the
next room. The room here is lit up. There are lots of enemies and two
walls to the left that have cracks in them. Behind them are some
goodies, but without Bombs, you can\'t get there yet. Don\'t worry
about it, there\'s nothing vital back there at all. Go north through
this room and push the block out of your way to gain access to the door
leading upward. In this room, ignore the enemies and go south through
the door into the final room. There are two switches in this room. Pull
the one on the right to open the door in the room, Do not pull the one
on the left, or you will have some mean enemies to contend with. From
there, go through the door and you\'ll be in the confines of the
Sanctuary. Talk to the Priest there who will give you some advice on
what to do next. Open the treasure chest there to get a Heart
Container, and then leave the Sanctuary. We\'re off to the first
dungeon in the game, but not before we take care of some other stuff.

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WALKTHROUGH: LIGHT WORLD: The East Palace

Stuff to do Before the East Palace
For the sake of brevity, in these little breaks between actual dungeon
walkthroughs, I will be telling you what items, heart pieces, et cetera
you can now and should now get. I won\'t be explaining how to get any
of them, but you can refer to the Heart Pieces section of the guide and
Equipment section of the guide for \"how-to\" on any of the following
items. Before the East Palace, you should get:

-Get Heart Piece One
-Get Heart Piece Two
-Get Heart Piece Three
-Get Heart Piece Four
-Get Heart Piece Five
-Get Heart Piece Six
-Get Magic Bottle One
-Get Magic Bottle Two
-Get Bug Catching Net
-Get Ice Rod
-Get Magic Mushroom (bring it to the Witch\'s Hut)
-Wait, then pick up the Magic Powder from the Witch\'s Hut

Once you\'ve done all of that, off to East Palace we go. To get to the
East Palace, which is (naturally) at the eastern end of Hyrule. Use the
map feature and view the map to see where it is. You have to go east
from Link\'s house, north across the bridge there, and then east again
to enter the area. Make sure to visit Sahasrahla before entering into
the East Palace...


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Dungeon One: The East Palace
As you walk into the first room in the dungeon, ignore the two doors on
either side of the middle door. Go straight toward the middle door,
pick up the jar, press the gold switch, and go through the no-opened
door. In the next room, slay the three enemies, press the ground
switch, and go through to the next room. Once here, go down the stairs.
You\'ll have to go forward while avoiding various sized balls, using
the little alcoves on either side of you as you go. When you get to the
other side, go up the stairs and through the next door.

On the ledge you\'re now on, you can go left or right. First, go right.
Approach the sealed door, lifting up the pots around it to find the
switch in which to open the door. Go through to the next area. On the
right side here are two doors. Take the northern door, where you\'ll be
in a room with five jars. The middle jar has a switch under it - press
it and go through the southern door. Within this room is a treasure
chest, which holds the dungeon\'s Map. From there, jump down to the
lower level in this room, take the stairs back up, and exit the room
through the door to your left. You\'ll be back in a previous room. Go
left again to be back at the corridor. This time, go all the way right,
opening the sealed door with another switch under yet another jar.

Once through that previously sealed door, go west through the next door
(avoiding or killing those skeleton enemies as you go). In this room,
the door leading north will be sealed. You\'ll need to kill the four
skeleton enemies within to get the door open. Use the jars in the room
to easily kill the otherwise annoying skeletons, and then go through
the northern door. Go north and open the treasure chest to get the
dungeon\'s Compass, and then go down the stairs, and east through the
door into the next room. In this little corridor, you can talk to
Sahasrahla through the plaque on the wall. Other than that, avoid the
path going south (it\'s a dead end for now), and go east into a huge
room within the dungeon.

In this room, there are a few enemies, a massive treasure chest, and
the dungeon\'s big door. However, without the Big Key, we can\'t do
much in here yet. Avoid all of the enemies in here, and shoot straight
across to the door on the other side, leading into the next room. Here,
your view will be obstructed by the floor above you. In anycase, go
south, up the stairs, and through the door leading south into the next
room. You\'ll now be in a darkened room. There are some enemies chasing
you from your left. What you have to do is start to run right, and then
south You\'ll come across a weak blue and orange enemy, and he\'s near
a switch. Press upon this switch and the door to your right will open.
Quickly go back up slightly and bear right into this room, which is
still dark. Kill the three skeletons in there with the pots in the
room. Lift up all of the pots to find a Key, then go back left into the
previous dark room. Run south, then left, then north, and on your
right-hand side, a locked door will be waiting for you. Use your new-
found Key on the door and it will open, giving you a pathway into the
next room.

Walk left across this thin catwalk and through to the next room. In
here, four spinning enemies are rotating around a pot in the middle of
the room. Under this pot is a switch that we need to gain access to.
First, kill all of the enemies in the room, and the spinning enemies
will talk off. Lift the pot they were guarding and press the switch
underneath it. A treasure chest will appear on the platform ahead of
you. Open the treasure chest to get the dungeon\'s Big Key. With that
in hand, go north out of this room, opening the big lock there to get
through. Go south down the stairs, push the blocks out of your way, and
go north. You\'ll be back at the telepathic plaque. Go right and
you\'ll be back in the room with the big door and big treasure chest.

First thing\'s first - open the big treasure chest in this room.
You\'ll get the Bow out of this chest. Now that you have the bow, some
enemies (and under some pots) will drop Arrows for you to shoot with
your Bow! After you open the chest, enemies will start coming down from
above. Run straight towards the locked door at the north end of the
room and open it with the Big Key. Run through the door into the next
room, and everything\'ll be dark. Kill the snake-like enemies, and use
the pots in the room to kill the green cyclops enemies. One of them
will drop a Key that you will need to pick up. First, go through the
right-hand side door. While avoiding the enemies here, collect the
numerous Blue Rupees, then go back to the previous room, and unlock the
door at the left. Go through this door. In here, collect the vital
Arrows from under the jars, and press the switch under one of the jars
to open the sealed door to your left. Go through this door and into the
next room.

In here, three green cyclops enemies are here to meet you. Equip your
Bow and Arrow, and when they open their eyes, shoot them each. Collect
the Arrows they drop, and collect the Hearts and Arrows out from under
the pots in this room. Then go left, and into the next room. In here,
small balls are rolling all over the room. There are four switches in
the room, but only one is real. Press the one on the upper left-hand
side of the room while avoiding the balls, and the sealed door at the
left of the room will open. Go through to the next room, kill the
enemies in here, and the sealed door will open. Go north through this
door and you\'ll finally be at the boss chamber.


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Boss Two: Armos Knights
The Armos Knights are simple and fun enemies to defeat. They are six
large and strong versions of their armored cousins who surround the
outside of the East Palace, those guys that wake up and go after you if
you get too close to them. The six Knights move in circles and lines
(that are pre-set, so you can figure out their movements if you spend
enough time choosing to do so). All you have to do is equip your Bow
and Arrow and shoot each of them three times with an arrow. Make sure
to hit your target, the arrows are scarce and mighty important at this
point! If you run out, you\'ll be forced to use your Sword which is far
weaker than the Arrows on these foes. When five of the six Armos
Knights are defeated, the final one turns red and starts jumping around
the room trying to land on you. Use your remaining Arrows or your sword
(if necessary) to finish him off. To avoid damage from any of these
guys (minus the red knight, who has a mind of his own), try staying in
the corners and along the walls where they frequent least.

When the Armos Knights are defeated, grab the heart and your first
pendant. You\'ll then be transported out of the East Palace.

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WALKTHROUGH: LIGHT WORLD: The Desert Palace


Things to do before the Desert Palace

-Get Heart Piece Seven
-Visit Sahasrahla in the building to the east of the East Palace to get
the Pegasus Shoes
-Get Book of Mudora
Once you get those three items, it\'s time to go to the Desert Palace,
which is located in the desert region to the southwest of the Hyrule
map. To gain access to the palace, go south from Link\'s house into the
marshy area, and find the entrance into the desert to your west. Once
there, approach the scripture in front of the Desert Palace\'s entrance
and read it using the Book of Mudora. Since you can translate the
ancient script with the Book of Mudora, the entrance to the dungeon
will open, and you\'ll be able to go inside and have a look for
yourself.


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Dungeon Two: The Desert Palace
After you gain access to the dungeon, here\'s what you do. Run straight
north along the desert, avoiding the sand enemies coming in and out of
the sand. When you get to the large eyeball statue, avoid its lasers
and head to your left. Move the jars there to gain access to the
pathway, and head north to the northern most wall. A door will be
directly north of the pathway you\'re on, so go into the room behind
this door. Within here, fight the various sand and cyclops enemies, and
then pick up each pot in the room, grabbing whatever is underneath
them. The pot at the top of the room in the middle is hiding a golden
switch. Press the switch to make a treasure chest appear below you.
Open this treasure chest to get the dungeon\'s Map. From there, leave
this room.

Back in the hallway, head left one screen. Go through the northern
door. All that\'s in here is a laser statue. Of the four lanterns in
this room, the one in the upper lefthand corner of the room holds a
Key. Use your Pegasus Shoes to run into it and knock the Key over,
picking it up after it falls to the ground. Feel free to read the
Sahasrahla plaque in the room, and then go back south into the
corridor. Ignore the door to your left for now, and go south into the
next area of the dungeon. Go all the way south, and then west to the
door there, and go through it. In here, there\'s a laser statue, a
sealed door to the north, and a door leading outside to the south. Go
through the door and outside. Go all the way to the end of this plateau
and grab Heart Piece Eight there. Run back to the inside of the
dungeon. If you want to get some Fairies to put within your two Magic
Bottles, they\'re behind the sealed door in here. If you see the four
blocks on either side of the laser statue, go to the left side, and
push the block three from the left up to open the sealed door. Go
through into the next room and use your Bug Catching Net to capture
them. Then, leave that room, and go east and back to the previous room.

Now, we need to head to the complete other side of this large room. Go
all the way north, all the way east, and then south until you see a
locked door on your right. Ignore all of the doors on the way there,
there\'s nothing in any of them of importance if I didn\'t already lead
you to them. Once in this room, open the treasure chest within to get
the dungeon\'s Compass. Avoid the lasers from the statue and kill the
enemies in the room to make the sealed door at the north open. Go
through this door. Run straight north through the room, avoiding the
cannonballs on both sides. Open the treasure chest all the way to the
north and get the dungeon\'s Big Key. With that in hand, head back
south to the previous room, then west to the dungeon\'s main room. Go
north, and then west all the way. The first door on the west wall is
our next target. Go into this room.

In this room, avoid the laser and pick up each pot surrounding it to
get items. Under one pot you\'ll find a golden switch. Press this
switch to open up the sealed door at the north end of the room. Go
through this door and into the next room to get to the dungeon\'s big
treasure chest. Open it up with the Big Key to get the Power Glove. The
Power Glove allows you to pick up the light green stones strewn around
Hyrule! Awesome. Okay, with that in hand, head south out of the room,
open the sealed door with the same golden switch to your east, and go
through that. You\'ll be back in the dungeon\'s main room. Go south and
then west through the door there. This is the same room that leads
outside to where the Heart Piece Eight was. Go outside again, but
instead of going south, swing around and head east. There\'ll be a door
along the mountain there surrounded by small green stones. Pick them up
with your Power Glove, toss them aside, and enter the second part of
the dungeon.

Once inside, avoid the laser of the statue. Go to the right side of the
room and push the middle block up to make the sealed door to the north
open up. Go through the door into the next room. Pick up the pots in
this room to find items and a Key. Avoid the floor tiles here and open
the locked door to the north of the room to gain access to the next
floor down. Walk south along the catwalk to the next room. In here, the
doors seal. While avoiding the laser from the statue, kill the enemies
within this room to make the doors re-open, and go east into the next
room. Here, you\'ll need to work your way north while slaying enemies
and avoiding various lasers. The Key to the northern door in this long
room is located in one of the pots just to the south of the door. Open
the door and go through into the next room. Whilst avoiding floor tiles
and the like in here, grab the Key out of one of the four pots in the
room and quickly open the door to the north. Finally, in this room,
kill the red cyclops enemy with your Bow and Arrow in this room. Equip
the Lamp after he\'s dead and light up all four torches in that room to
make the seemingly-dead-end room extend outward to your left. Clear the
pots in this room of items, then go through the Big Door here and enter
the boss chamber.


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Boss Three: The Lanmolas
The Lanmolas are three gigantic sand worms that go in and out of the
sand within their desert-sand lair in an attempt to collide with their
foes. Fortunately for you, they don\'t have any actual attacks (except
for the rock shrapnel that is released everytime they come out of the
sand, but that\'s easy to avoid, so I wouldn\'t pay it too much heed).
There\'s two ways you can go about fighting these foes. You can go for
the easy way (with your sword), or the hard way (with your Bombs). To
fight them with your sword, wait to see where they\'re going to come
out (by the dirt turning dark brown and mounding up). Have your sword
powered up and ready to swing, and when one or more comes out, strike
them in the head with a huge swing of the sword. With the Bombs, you
need to be more precise. Plant the Bombs so they\'ll explode on the
Lanmola\'s head after one pops out of the sand. Extremely hard to do,
this takes precession, but it damages them for a lot more. Either way,
when two are dead, the final Lanmola gets harder to kill, as he picks
up speed and shoots more rock shrapnel at you. Slay him by hitting him
in the head as you did the other two, and the second pendant will be
yours.

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WALKTHROUGH: LIGHT WORLD: The Tower of Hera


Stuff to do before the Tower of Hera

-Get Heart Piece Nine
-Get Heart Piece Ten
-Get Flippers
-Get Magic Bottle Three
-Get Magical Boomerang
-Get Red Shield
-After you\'ve gotten the flippers, visit the Pond of Happiness to
increase and max out your Bomb and Arrow holding capacities (see the
Secrets section!)

If you need more information on how to get any of the above   items, see
the corresponding appendix along with the guide, whether it   be Heart
Pieces, items, et cetera. If you want the Magical Boomerang   and Red
Shield, you\'ll need to visit the Waterfall of Wishing. See   the Secrets
section of this guide for more information on that.

When that\'s all done, it\'s time to head completely up Death Mountain,
and go to the Tower of Hera. This is what you do, since it can get
fairly complicated. Go to the Sanctuary at the north end of Hyrule. To
the west of it, you can go back some. There\'s a cave entrance to the
northwest of the Sanctuary\'s location on the map blocked by a large
green stone. Now that we\'ve gotten the Power Glove, we can move this
stone and enter the cave. Within this fairly linear cave, you\'ll find
an old man who will ask for your help. Being the nice guy that you are,
you\'ll bring him along. Once you exit the caves and are atop Death
Mountain, bring him to the first cave entrance you come across. He\'ll
thank you for your help and give you the Magic Mirror for being such a
swell guy. Of the utmost importance, the Magic Mirror allows you to
teleport between the Dark World and the Light World any time you want.
Go into his cave and talk to him to heal, then leave the cave. From
here, you gotta work your way all the way to the top of the mountain,
and find the warp at the top of the mountain that\'ll lead you to the
Dark World. Take this warp into the Dark World, and you\'ll turn into a
bunny. That\'s fine (we don\'t yet have the Moon Pearl to keep our true
form in the Dark World). Work your way slightly west of the warp to
where the Monster and Ball are playing. There are two light brown spots
on the ground here. Get along one of these spots and use your Magic
Mirror to warp back to the Light World. We\'ll now be atop Spectacle
Rock. Grab Heart Piece Eleven from up here, then jump down towards the
Tower. Enter the Tower of Hera...
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Dungeon Three: The Tower of Hera
As you start the dungeon out here, strike the orb in front of you to
get the blue blocks surrounding you to go down. Have your Magical
Boomerang equipped in this dungeon, it\'s your best friend on these
rather pesky orbs. Take the door to your west and go down the stairs.
In this solitary room, kill the various enemies and grab the Key from
within the room. Then head back upstairs and to the main room. This
time, head north, hitting any orbs you need to in order to gain access
to where you need to go. At the north end of this room is a treasure
chest. Open it to get the dungeon Map, and then go left to the locked
door. Open the locked door, go through the door and down the stairs to
the next floor.

In this room, you have to wait for all of the floor tiles to come up
and strike you before the sealed door to the east will open. Slash at
the tiles as they come at you until they completely stop. Hit the
switch in the corner of the room to make the blocks go away, and go
east through the door. In here, slay all three worm enemies, hit the
switch, and go south into the next room. In this room, kill both
Skeleton enemies and then light up all four torches in the room with
your Lamp. This will cause a treasure chest to appear in the middle of
the room. Open up this treasure chest to acquire the dungeon\'s Big
Key. With that in hand, head back north, then west, then north and up
the stairs back to the main room in the dungeon. Or, more simply, use
the Magic Mirror to teleport back to the beginning of the dungeon.

Once that\'s done, we\'re going to take the righthand door this time.
Go upstairs through this door. Slay all three blue enemies in here to
open the sealed door to the left side of the room, and go through this
door. In here, you have to work your way to the door at the north,
which is locked by the Big Key. Use the Big Key on the door and go
north through this door. In here, avoid or kill the various blue
enemies, and work your way to the right end of the room. Go through the
door and up the stairs to a new area.

Up here, kill the worms in your way and work your way to the center of
the room. Open up the treasure chest in the middle of the room to get
the dungeon\'s Compass. With that all done, work your way to the door
on the left side of the room, to the north. Go up the stairs through
this door. Avoid the flames and various enemies up here. Next to the
rotating flame is a star. Press this star so that a hole appears in the
center north of the room. Go to this hole and walk into it from the
north so that you fall through it. If done correctly, you\'ll fall
right in front of the isolated big treasure chest for this dungeon,
which holds the all important Moon Pearl. With this equipped (which is
automatically is from here on out), you\'ll be able to keep your
natural form in the Dark World!

Now that we have that, work your way back up to the floor we just fell
from. Go all the way to the right side of the room and up the stairs.
This is where the boss battle begins...
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Boss Four: Moldorm
Moldorm can be an intimidating enemy, but he really is quite simple to
defeat. He doesn\'t have any attacks, and only way he can damage you is
by running into you. It\'s obvious when you\'re fighting him, however,
that the true difficulty with this foe is the fact that you\'re
fighting him on a small, isolated platform, where you can escape from
him. The real kicker is that the edges of the platform have holes where
you can fall back down to the floor below. This battle can be hard and
frustrating for this very reason, so be patient with Moldorm. Use your
sword and strike him at the end of his tail to damage him. Each time
you hit him, he\'ll get faster and more aggressive with his movements.
Keep moving, and get him in his tail when he circles around to go the
other way. He\'s fairly unpredictable, so this battle might take some
practice. If you do get knocked down to the floor below, remember that
the jars in front of the stairs leading back up to him are full of
hearts so you can heal yourself. With patience and a little bit of
luck, Moldorm will bite the dust easily and the final pendant will be
yours.

With the three pendants in hand, it\'s time to get the Master Sword and
fight Agahnim at Hyrule Castle...

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WALKTHROUGH: LIGHT WORLD: Agahnim

Stuff to do before fighting Agahnim
Before going to Hyrule Castle to fight Agahnim and save the Princess,
there are a few things you have to take care of (well, you have to get
the Master Sword, but you might as well get the Ether Medallion as
well... you\'ll have to get it eventually anyway, so the sooner, the
better).

-Get Master Sword
-Get Ether Medallion

Once both of those items are obtained, head back to Hyrule Castle. Go
to the roof of Hyrule Castle and break the seal blocking the door there
with the Master Sword to gain access to Agahnim\'s short area of Hyrule
Castle...

En Route to Agahnim
I don\'t consider this a dungeon, so I don\'t name it as such. While
there are some fairly powerful enemies within, the path to Agahnim is
completely linear and rather easy to get through, so I won\'t explain
it in too deep of detail.

In the first room, simply go north and through the door into the next
room. In this next room, the door leading out to the right seals. Kill
the two mace troopers in here, then when the door opens, go right and
into the next room. In this next room, kill both of the knights, and a
treasure chest will appear, which holds a Key. Grab the Key, and use it
to go north into the next room. This room is all dark, but the door
leading out of the room at the left is open, so avoid the enemies and
shoot left, out of this room.

In this next dark room, it\'s set up like a pyramid. The door out of
this room is on the right wall, near the bottom. However, it\'s locked.
The Key is located in a treasure chest on the left side of the room.
Open the chest to get the Key, then use it on the door to leave the
room. In this next dark room, ignore and avoid the enemies, and run
north to the next door, going up the stairs into the next area. In
here, simply go south, and then left into the next room.

Now this room is full of all sorts of huge chasms and whatnot.
Carefully traverse the catwalks, while fighting enemies and not falling
into the holes. The door leading into the next room is in the upper
righthand corner of the long room. Once in the next room, kill the
various blue knight enemies. Collect the key one of them drops and use
it to unlock the door at the north end of the room. Go through the door
and up the stairs to the next room.

In here, kill the red knights and other enemies to get the sealed door
to your left to open up. Kill the red knights in this room as well, and
then go south. In here, kill the enemies, grab all of the goods out of
the pots, and grab the Key that one of them drops. In this next room,
ignore the enemies in the room and go through the north door and up the
stairs. From here, push the statue to your left out of the way and
leave the room to your left. Walk north along the catwalk (not falling
into the chasms on either side of you), and exit this long room via the
door beyond the set of stairs, going up yet another set of stairs
beyond the doorway. Go north one more room and you\'ll be in Agahnim\'s
lair. He\'ll have Zelda spread out on a bed in front of him. He works
his magic on her and makes her disappear, and then he disappears
himself. Slash at the middle tapestry at the north end of the room to
find where he is hiding, and then its time to do battle with him.


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Boss Five: Agahnim
Agahnim is rather easy if you know what to do. You can\'t actually
inflict any damage on him - instead, you must reflect his own magical
spells back on him to damage him. It sounds complicated, but it\'s not.
So don\'t try to attack him, or you\'ll be damaged! Agahnim has three
kinds of attacks - a fireball attack, a white ball attack, and a
lightning attack. The first two attacks can be reflected, and the
fireball attack is the one that reflects back on him and will actually
damage him. To quickly cover the lightning spell, you\'ll know he\'ll
cast this super powerful spell when he\'s in the middle of the room, to
the north, facing the south. When he does this, the lightning spell is
coming, so get out of the way! Other than that, use your Master Sword
or Bug Catching Net to reflect the spells - the fireball spell is the
one that you should concentrate on. After a few hits with his own
fireball spell, Agahnim will retreat to the Dark World, but not before
bringing you with him!

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WALKTHROUGH: DARK WORLD: The Dark Palace


Things to do before the Dark Palace
The Dark Palace is the first of many dungeons in the Dark World.
However, before we visit it, there are two Heart Pieces and another
magical Medallion that we can get. So lets do that. You can see the
corresponding appendices on just how to get the following...

-Get Heart Piece Twelve
-Get Heart Piece Thirteen
-Get Quake Medallion

Once that\'s all said and done, it\'s time to go to the Dark Palace,
which is located in the exact equivalent of where the East Palace was
located in the Light World of Hyrule. You have to traverse some tricky
labyrinths in some brush to get there (and make sure to pay the monkey
you find along the way the rupees he wants, because he opens the door
leading into the Dark Palace, the only way you can get in)...


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Dark World Dungeon One: The Dark Palace
As you enter the dungeon, bear to your left. Press the switch on the
ground to open the door in front of you all the way to the left and go
through it into the next room. In here, kill the bug enemy, grab the
various items from under the jars and go through the door at the north
of the room and down the stairs. Once in this next room, lift all of
the pots to find a golden switch. Press it to make a treasure chest
appear, in which you\'ll find the dungeon\'s first Key. With that, head
back upstairs, and back south to the dungeon\'s first room. From here,
take the center doorway, and go through it to the next room. Grab the
good from under the pots within, and then use the key on the locked
door at the north of the room, which you should take to the next room.

You now have to routes you can take. First and foremost, avoid the
turtle enemies, as they can only be harmed via the Hammer, which we\'ve
yet to get. Take the righthand side catwalk, pushing the blocks out of
your way to gain access to the rest of the pathway, and take it north
into the next room. You\'ll come out on a platform with another
treasure chest, which holds another Key. Grab the Key and proceed to
jump over to the next platform. Take this platform up, and then left,
and then up again to the locked door. Use your new-found key on the
door, and go through to the next room. In here, you have to move the
pots and then run across the catwalk to safety on the other side, as it
crumbled from behind you. Since the door to your left is locked, bear
to your right. In this room, avoid the turtles and open up the treasure
chest to get the dungeon\'s Compass. To the north of this room are two
doors, each with staircases leading down. Take either one and clear out
the room surrounding the pathway to the boss enemy of the blue rupees.
Open both treasure chests down there to get some Arrows and another Key
as well. Then, head back upstairs. Go all the way back to the first
room in the dungeon (by unlocking the door to the south of the room
with the Compass and working your way through to the beginning from
there). Take the right hand side passageway, and go through the door to
the north and down the stairs.

You\'ll be in a room with a golden teleporter. Take this teleporter and
you\'ll be whisked away to another room. To the south of this room is a
cracked wall. Bomb the cracked wall and go south into the next room.
From here, kill or avoid the blue enemies in your path as you swing
south, then west, then north. Bomb the wall there to gain access to yet
another room. This room is full of conveyor belts and spiked objects.
Run north through the door to come to our final destination. Open the
treasure chest here to get the dungeon\'s Map, and then Bomb both the
east and west walls. Through the east wall are some faeries if you need
any, and through the west wall is a treasure chest with another Key.
Once both of those are acquired, run all the way back to the teleporter
and back to the main room in the dungeon.

Okay, from here, this is what you need to do. Go through the straight
path (the center one) and you\'ll come out in the room where you can
take either the right or the left catwalk. Take the left catwalk. On
the left catwalk, there\'s a cracked floor. Bomb the cracked floor and
fall through the hole you make. You\'ll land atop a platform
overlooking a room. Take this platform up and to the right. Unlock the
door there and go on through, where you\'ll find a treasure chest with
the dungeon\'s Big Key in it. With that in hand, go back to the
previous room and jump down off of the platform you\'re on. Pick up the
pots in this room to find the golden switch and make another treasure
chest appear. Open the chest to find another Key, and then take the
teleporter to the other teleportation room. Go back to the main room in
the dungeon. Now, head all the way back to the falling-apart pathway,
located way in the back of the dungeon. Remember? The one where, at the
end, we ignored the left door because it was locked, but we went
through the right door and got the dungeon Compass. In anycase,
equipped with the new key, open the locked door to your left to enter a
dark, labyrinth room. Within the room, find the two treasure chests -
one with Bombs and one with a Key. After both of those are gotten,
search the right side of the room for a bombable wall. Go through this
bombed wall (after bombing it, naturally) and open the dungeon\'s big
treasure chest to get the Hammer.

With the Hammer in hand, we can smash all sorts of things... anyway.
Leave the labyrinth room and go back to the room with all of the
pathways and arrows and blue/red annoying enemies - the room with the
blue bumper in the middle of it. You have to get through the door on
the righthand side. So do that, and then head north here. Move the pots
on both sides. You\'ll reveal many items and a switch on the righthand
side. Push the closest statue over the switch to hold it down and go
through the now-open door at the north of the room. In here, kill the
three gnome enemies and proceed through to the next room. In here,
avoid the spike trap and head to your right. It seems like a dead end,
but it\'s not. Equip the Bow and Arrow and shoot the green one-eyed
statue in the eye. This will make the wall to your right extend,
revealing a staircase leading downward. Take this stairs down.

Here, equip your Hammer to make your way through those pink moles. Go
to your right, pass the blue line, turn around and throw your Magical
Boomerang at the crystal behind you to make the blocks in front of you.
Then, open the locked door to your left and proceed through. Kill the
turtle in your pathway, go west, then south through the door. In here,
kill all of the turtles to make the sealed door to your right open. Go
through the teleporter in here, and when you come out on the other end,
go north. Open the boss door with your big key, and enter. It\'s boss-
fighting time!


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Boss Six: Helmasaur King
The Helmasaur King is big and looks menacing, but believe me, he isn\'t
too difficult. It still might be a good idea to have a Fairy in a Magic
Bottle, or even some Red Potion, however, because he is rather
unpredictable in battle, especially when he\'s about to die. The
Helmasaur King has a weak spot, a green dot on his head. However, it\'s
protected by a massive blue colored mask that he wears. To break the
mask, you must pound on it quite a bit with the Hammer you find within
his dungeon. Once it falls off, the orb is revealed. Slash at it with
your sword to dispatch him permanently. However, do keep in mind that
his attacks are fairly effective, damaging you for two hearts each. The
first attach he can do is swing that long tail of his out at you,
slashing you. It\'s impossible to avoid it (although uf often misses).
There isn\'t any reaction time with that attack since it happens so
fast, so it\'s simple chance that will allow you to avoid it. His
second attack is the fireball attack. He\'ll spit out a fireball which
will then split into three different fireballs, which will then split
into four fireballs. Those are easier to avoid. Remember, you can\'t
get behind him because of the spikes, so you\'ll have to fight him like
a man! Defeat him to get the first crystal in the Dark World, and
another Heart Piece as well.

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WALKTHROUGH: DARK WORLD: Swamp Palace


Things to do before the Swamp Palace

-Get Heart Piece Fourteen
-Get Heart Piece Fifteen
-Get Heart Piece Sixteen
-Get Shovel
-Get Flute
-Get Bombos Medallion
-Activate the Flying Duck (see Secrets section)
-Get the \"1/2\" Magic Power (see Secrets section)

Once you do all of that (you can see the corresponding sections of the
guide for whatever you need to know how to get above), it\'s time to go
to the Swamp Palace, which is located south of where Link\'s house
would be, but in the Dark World. It\'s the same building where we got
an early Heart Piece in the game, in the marshes of the Light World,
we\'re just now in the Dark World.
What you should do is teleport to the Light World and go down to the
watergate. Go inside, push the blocks out of the way and pull the
right-hand side switch inside the building to get the water running.
Once that\'s done, leave the watergate, use the Magic Mirror to get
back to the Dark World, and enter the Watergate Dungeon. Remember, if
the water isn\'t flowing in the Light World watergate, you won\'t get
too far in the Swamp Palace.


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Dark World Dungeon Two: The Swamp Palace
Once you get into the Swamp Palace, go north and jump into the water.
Go west and approach the broken ladder. Swim to the ladder and go up
it. Here, kill the enemies on the water and make a treasure chest
appear. Open the chest to get a Key and use it to open the locked door
at the north of the room. Go through the door and down the stairs to
the next floor. Down here, go to the left wall and use a Bomb where
there\'s a crack. Go through the hole you make in the wall and open the
treasure chest on the other side to get the dungeon\'s Map. Go back to
the previous room.

Head south in this room. Move the skull pots to get some items and
another Key. Use the Key on the door on the lefthand side of the room
at the bottom, and go through to the next room. In here, kill or avoid
the enemies, avoid the fire snake and the fireballs, and go down the
stairs at your west. Go north through the door into a small corridor.
At the end of the corridor is a skull pot. Lift it up to get a Key, and
then go back to the previous room. This time, go up the stairs leading
north and use the Key on the locked door there. Go through the door
into the next room. In here, you can bomb through the left cracked wall
if you want for some goodies. Otherwise, equip the Hammer, pound
through the moles, and flip the switch there to make the water flow
back through into the previous room. Head south back into the previous
room and jump into the water. Swim to your west and climb up the broken
ladder, to a new platform before unreachable. Walk west and through the
door.

In this rather large room, go down the stairs to the shallow water, and
head through the door at the south of the room. In this new room, go
east, then south through another door. Continue south, then west, then
north through another door. Here, push the blocks out of your way and a
treasure chest will appear, holding the dungeon\'s Compass. With that
in hand, go back north to the previous big room. In here, head to the
lower west end of the room, go up the stairs, and go through the door
leading west into another room. In here, kill or avoid the enemies, and
head downstairs via the staircase at your left. Go to the room at your
north, lift up another skull pot here, and grab another Key. Then head
back to the previous room, and back to the big room. Once back here, go
north and up the stairs at the northwest of the large room, to where
the locked door is. Use the Key on the locked door to gain access to
the next room.

In the room beyond the locked door, there\'s another switch that\'ll
make the water start to run again. Kill or avoid the enemies in the
room, and use your Magical Boomerang on the crystal there to get the
blocks to go down. Push the switch up to get the water to run, and then
leave the room heading south, making sure the blue blocks in the room
are down. In here, go south and then west, jumping into the water. Now
that there\'s water here, we can avoid those blocks and gain access to
the stairs on the other side. Go up these stairs, swing around, and
head west through the door. In here, head west and go down the stairs.
Don\'t go north (it\'s a waste of time), but push the blocks to your
left out of the way, and go up the stairs on the other side. Swing
around on this walkway to the doorway with the staircase heading
upstairs.

In here, you have to fall through the hole in the upper righthand
corner. Do so, head east through the door, and open the treasure chest
there to get the dungeon\'s Big Key. With that in hand, head all the
way back the big room in the dungeon, the one with the dungeon\'s big
treasure chest. Open this big treasure chest to get the dungeon\'s
special item, the Hookshot. With that in hand, grapple to your left to
get some items, and grapple to your right for more items, and a Key
under one of the skull pots. Then, grapple to the north to get to the
locked door leading out of this room. Go through the locked door into
the final area of the dungeon.

This part can get a little complicated. First of all, go to the left
side of the room. Pick up the skull pot in the upper corner to reveal a
switch. Push the statue to the south of the switch on the switch to
keep it down. Then, go to the other side of the room and down the
stairs. You\'ll end up in a room with a water switch. Push it to clear
the room of water. Then, go down the stairs and swing left. With the
water gone, we can get to the boss area. Follow the linear pathway all
the way to another room with many waterfalls. It seems like a dead end,
but it\'s not. The waterfall all the way to the right, second from the
right, is actually a hidden door. Walk through it. Follow the short
linear path to a large pool of water. The current of this water flows
to the left, but we must first get to the right. Swim against the
current to get to the platform with the pot on it. Lift it up to get
the key. Then, swim all the way down and to the locked door. Go through
the locked door, run through the room, and enter into the boss\' lair.


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Boss Seven: Arrghus
Arrghus is a rather easy enemy. The idea is to use your Hookshot to
grab the red orbs that surround him (and shield him), killing each of
them individually. So do so. Shoot your Hookshot at him, grab one of
the red orbs, turning them blue, and then slash them twice to kill
them. This\'ll take a little while, so be patient, and avoid the orbs
when he spins them around him. When all of the orbs are killed, the
true form of Arrghus (a giant eyeball) is revealed. He\'ll jump into
the air and try to land on you, so keep moving. Once he lands, he\'ll
go all about the room until he is hit. Because of this, keep your sword
charged and ready. When he gets near you, release the charged sword to
hit him and send him back up into the air to do his dance all over
again. Eight regular hits with the sword or four super hits (with the
spinning sword technique) will do Arrghus in for good. Grab your Heart
Piece and Crystal, and lets get out of here.
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WALKTHORUGH: DARK WORLD: Skull Dungeon


Things to do before the Skull Dungeon

-Get   Heart   Piece Seventeen
-Get   Heart   Piece Eighteen
-Get   Heart   Piece Nineteen
-Get   Magic   Cape

When that\'s all said and done, it\'s time to go to the Skull Dungeon.
To get there, go to the Lost Woods in the Light World and head all the
way west, then south. You\'ll come out of the woods near some wooden
stakes. Pound down the stakes with your Hammer, and lift up the small
green rock on the other side to find a warp back to the Dark World.
Take the warp and go back north into the Lost Woods. Go north, and then
east. Don\'t go north the first time you can. Instead, go east, and
then north again. Fall through the hole and welcome to Pain-In-The-Ass
Dungeon... I mean... Skull Dungeon.

Dark World Dungeon Three: The Skull Dungeon
Drop into the right hole to enter the dungeon. In this room, there\'s a
few mummy enemies. Since this place is pretty hectic, locate the
treasure chest in here and open it to get a Key. Use the Key to unlock
the door locked in the northeast corner of the room and quickly get out
of here before you sustain more damage. In this next room, grab the
dungeon\'s Map out of the treasure chest in there. We can\'t go north
in this room (the stars changing the floor layout make that
impossible), so head east, and we\'ll be in the first room in the
dungeon. Go outside of the dungeon. Go southwest and fall through the
hole there, and you\'ll be in another new room in the dungeon.

In here, head south, and then shoot to your east into the next room.
Avoid or kill the foes in this room, and open the treasure chest to get
the dungeon\'s Compass. Bear in mind that once you open this treasure
chest, the entire layout of the room\'s floor will change, so be
careful! Ignore the door going east, and instead, go north into the
next room. In here, move the leftmost skull pot and kill the mummy
behind it to gain access to the treasure chest there, which holds a
Key. Use the Key on the door to the right of the room. You\'ll be back
in the main room of the dungeon. Go back to your right into the next
room. Go across the stars here, equip the Hookshot and shoot it north
across the chasm to get dragged over. Get the goods from underneath the
pots here, and then equip the Bombs. Blast a hole through the left side
cracked wall, and go through the hole into the next room.

In here, pull the switch to make the entire southern wall explode. To
the south is the big treasure chest. Don\'t go there yet - circle back
around to the entrance/exit of the dungeon and leave. Go north once
back out in the woods. Go left and north up and then down the skeleton
paths and back into another entrance into the other part of the
dungeon. Once in here, slay the various enemies. Our objective is to
unseal the northern door here. The switch which does so is right in
front of the door. To make the switch stay down, you must pull one of
the statues in the room from behind so as to trap you between the door
and the switch. Once the switch is open, go up into the next room. In
here, kill the various enemies and open up the treasure chest in there
to get the dungeon\'s Big Key. With that, you can head all the way back
to where we blew up the wall in the other part of the dungeon. Opening
up the big treasure chest will net you the Fire Rod. With that in hand,
head back to the second dungeon entrance. This time, swing left through
the open door.

Go left through another room and you\'ll be back in another room with a
door leading outside. Before heading outside, make sure to get the Key
out of the the skull pot on the left side of the room. Then leave and
go back into the forest. From here, head north and look for the
skeleton of some monster creature lying on the ground. Use your new
found Fire Rod and burn the skeleton to reveal another entrance into
the dungeon. Once inside, head down the stairs. Weave in and out of the
obstacles as you head north underneath the catwalk, and when you get
all the way to the north of the room, swing to your east. Stay on the
ground floor here and go south. When you get all the way south, go west
through the door. You\'ll be back in the previous room, in a little
alcove. Open the treasure chest here for another Key. Then, head back
north, east, and back to the entrance of this area.

This time, head north along the catwalk. Just run with your sword out
along the catwalk to kill any enemies in your path. At the end of the
catwalk is a locked door. Unlock it with your Key and go through to the
next room. In here, you\'ll have to strategically go around the stars
(in a clockwise fashion, basically) to get to the doorway in the room
to your right. Once that\'s done and in you\'re in the next room, kill
off all of the mummy enemies. When they\'re all dead, equip the Fire
Rod. Light up all four lanterns in the room to make the sealed door at
the northwest of the room open. Then, go through that door into the
next room. In here, kill the various enemies, and then slash at the
vines at the north of the room to find a hidden door. Go through this
door into the next room. Kill the various enemies in this next room
(one drops a Key), and open the locked door to your right to get into
the next room. Go to the right side of the room, drop through the hole,
and we\'ll be in the boss lair.


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Boss Eight: Mothula
Mothula is uber-easy to defeat. While his room is completely surrounded
by an insane amount of spikes and the like, Mothula doesn\'t do much as
far as attacking goes. The only legitimate attack (other than shooting
those rather weak and easy-to-avoid circles at you) he has is to
command the spikes in his room to go forward, back and forth, trying to
slice you up to smithereens! What you want to do is basically blast
Mothula with your Fire Rod over and over again. Make sure to wait two
or three seconds between shots so that Mothula feels the full burning
effect of each and every shot. When you\'ve shot him about eight times
with the Fire Rod, Mothula is no more. Keep in mind that if you run out
of magic, you can\'t use your Fire Rod. You\'ll have to go with the
Master Sword instead, but it\'s not as strong against Mothula as the
Fire Rod, and you\'ll need to get in close to do any damage, making
your life far harder.

Grab your Heart Piece, grab your Crystal, and lets move out.

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WALKTHORUGH: DARK WORLD: Thieves\' Town


Things to do before Thieves\' Town
Absolutely nothing. Just go to the Thieves\' Town, which is the fourth
dungeon in the Dark World. To get there, head to the Village of
Outcasts in the Dark World and look for the gargoyle statue. The
Gargoyle seems to be holding something in front of a doorway. Pull at
it to break it off and enter into the door...


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Dark World Dungeon Four: Thieves\' Town
This will be short and to the point - this Dungeon is rather elementary
to get through, just follow my directions. From the entrance of the
dungeon, head left and down the stairs. Kill the enemies here, and go
right and then up on the bottom floor of this room. When you get to an
intersection, go left and open the treasure chest to get the dungeon\'s
Map. Then, head north into the next room. Once here, you can explore
the upper catwalks for a treasure chest with a red rupee in it -
otherwise, head east into the next room. In this room, on the upper
catwalks, you\'ll find a treasure chest with the dungeon Compass in it.
Now, what you need to do is get to the room to the east of the starting
room, but to do so, if you\'re starting from the first room in the
dungeon, you must go north, then east, then south. Once you do that and
are in the room, go to the southwest corner of the room and walk
towards the west. You\'ll be in a solitary area of the first room in
the dungeon with a treasure chest. Open the treasure chest to get the
dungeon\'s Big Key!

With that in hand, go back east into the previous room, and then go
north into that room. Get on the catwalks in this room and go to the
north of the room, where a door locked with the dungeon\'s Big Key will
be located. Open this door and head through into the second part of the
dungeon. In this corridor, head all the way north, killing the skeleton
enemies. The doors on the left of the room are either sealed or locked,
so ignore them for now. When all of the enemies are fallen, grab the
Key from under the skull pot in the north area of the room, then go
back south down the corridor, and open the locked door to your left. Go
through that door into the next room. Shoot straight through this room
and to the next room at your left. In here, there\'s a conveyor belt
leading upward. Take this belt upward, avoiding enemies and spikes as
you go. When you get to the room at your north, go through it to the
next room.

Once in here, kill the various enemies. Lift up the pots in the room to
find a Key and use it to open the door at the north of the room. Make
sure to hit the switch in the room to make the spikes start flying in
the room. With that door opened, go up the stairs and you\'ll be on a
completely new floor of the dungeon. In here, move the pots in the
lower corner of the room to find a switch which will open the sealed
door to your east. With that door open, run into the next room. Run
east down this corridor and into another room. After clearing this room
of enemies, what you have to do is plant a Bomb on the floor, then pick
it up and throw it in the crack under the window at the north of the
room. You HAVE to do this, so make sure that you blow a hole in the
floor so that the light from the window goes through to the floor
below. With that done, head all the way back west, and back down the
stairs. Once back on the conveyor belt, go right at your first
opportunity. After going right into the next room, go right into yet
another room. In this room, go north and through the door, going down
some stairs.

Down here, slay all of the enemies in this room, and the sealed door at
your left will open. Go through this sealed door, and then head south
down the conveyor belt bridge. The door to your left is locked, so go
right, and then go right again. You\'ll be in a super secure jail cell.
Open up all of the locks in the jail cell, and you\'ll meet up with a
Maiden. Cool (or so you think...). Make sure to grab the Key out of the
treasure chest in her jailcell as well. With that all said and done, go
south, then west and leave the room. Go west again and then open the
locked door with our new-found key. In this room, equip your Hammer,
smash down a mole and quickly open the treasure chest to get the
Titan\'s Mitt. With that in hand, quickly leave the room before the
floors around you collapse!

From here, head upstairs and then south back into a previous room. In
this room, head east, and then go north to a previously ignored room at
the end of the long corridor. In this room, bring the Maiden into the
light that we made from blowing up the floor in the floor above, and
see the Maiden\'s true identity...


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Boss Nine: Blind the Thief
Whoa, the Maiden is actually Blind! Alright kids, no problem, no
problem at all! Blind turns into a monster. This monster hovers around
the room and shoots lasers and fireballs all over the place. The most
difficult part of this fight is when he starts to split heads -
literally. When you hit him enough, one head will split off of his body
and start spinning around the room, shooting fireballs. This will
happen again after more hits, with two heads spinning around the room
shooting fireballs. Regardless, stay on Blind like a shadow, hacking at
him every chance you get with your uber-powerful Master Sword. After
about eight or nine hits with that, he\'ll be no more.

Collect your Heart Piece, collect your Crystal, and let\'s move out.

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WALKTHORUGH: DARK WORLD: Ice Palace
Things to do before the Ice Palace
There are a few important things to take care of before the Ice Palace.
For information on how to do any of this stuff, do see the
corresponding appendices!

-Get   Heart Piece Twenty
-Get   Tempered Sword
-Get   Magic Bottle Four
-Get   Cane of Byrna

Once that\'s all said and done, it\'s off to the Ice Palace. The Ice
Palace is located in the middle of the Dark World\'s Lake Hylia
equivalent. To get there, to the Light World\'s Lake Hylia, and onto
the island in the middle of it, the same island that has the cave that
leads to the Pond of Happiness (see the Secrets section). On that
island, lift the lone stone there to find a warp to the Dark World.
Take this warp and you\'ll be in front of the otherwise inaccessible
entrance to the Ice Palace. Enter!


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Dark World Dungeon Five: Ice Palace
In the first room in the dungeon, it seems as if there\'s no way out.
The only door leading out is the sealed door to the left. However,
telepathically speak to Sahasrahla via the Triforce plaque there, and
he\'ll tell you to use fire in here. The ice creature to your left will
then come out of the wall. Using your Fire Rod, torch him and the
sealed door at your left will open. Go through this door and into the
next room. In here, walk onto the icy surface and kill the three
floating blue enemies in here. One of them will drop a Key. Grab it and
use it to open the door at the north of the room. Go through this open
door and down the stairs into the next area.

Down here, walk all the way down the corridor, then swing left to press
the ground switch. From there, the sealed door at the right of the
corridor will open. Go through this door into the next room. In here,
you\'ll come to an intersection with some blocks. Since you can only
push the middle block, do so, so that you can go either up or down. Opt
to go down and into the room below at first. On this icy-surfaced room,
kill the penguins in the room to make a treasure chest appear. Within
this treasure chest is the dungeon\'s Compass. Now, go back north to
the intersection. Push the block north and then go to your right,
pressing the floor switch as you go. This will open the door at your
right. Go right into the next room. In here, you have to kill the
Penguins and then lift the pots in the middle of the room up to find a
golden switch. Press this switch to make the doors on both sides open.
Don\'t go right. Instead, go back left, the way you came from.

Back in the intersection room, push the middle block leftward and go
north into the room up yonder. In this room, kill the three red
enemies. When the room is cleared of any enemy forces, you\'ll see that
there is a sheet of ice that can be bombed in the middle of the room.
However, to get over there, you have to hit the crystal, and the
crystal will put up other blocks that will further hinder you. This is
how you get around this obstacle. Hit the crystal so that the blocks on
either side of the room are down. When that\'s done, place a Bomb near
the crystal, run north across the blocks, and the detonation of the
Bomb will clear the blocks in front of the ice. When that happens, Bomb
the ice and fall through the hole you make in the floor, down to the
next floor.

In this room, read the Sahasrahla plaque and he\'ll tell you how to
defeat the Skeleton Knights. To kill these large enemies, hit them with
your sword so they crumble, then use a Bomb to finish them off when
they\'re in a crumbled state. It\'s the only way they\'ll die, and
it\'s the only way to make the sealed door in the south end of this
room to open. When both enemies are slain, go south into the next room.
In here, the floor moves in random directions, so be weary of the
spikes. Avoid the black enemies coming from the walls on both sides
while you kill the blue enemies, one of which will drop a Key. Grab
this Key and use it on the door on the southern wall in this room, at
the west end. Go south into the next room, making sure the crystal at
the west end of the previous room was red (otherwise, go and hit it to
make it such, so you can get through this next room). In here, grab the
goods out of the skull pots and press the switch underneath one of
them, which will open the sealed door to your right. Avoid the flame
pillar and go through the door at your right and into the next room. In
here, simply run right down the corridor and go through the door and
down the stairs into the next room.

In this icy room, some Penguins will come at you. Slay them all to make
the northern sealed door open. Go through the sealed door and into
another intersection-room. Don\'t go north until the door trap
retracts. When it does, swing left and go into the room there. Head
back right into the intersection and this time go into the northern
room. The floor here will start to crumble. Allow it to and you\'ll
fall down to the floor below. In here, quickly go down and right
through the door. In this room, use your Hookshot to grapple across the
chasms and go through the southern room into the next room. In here,
avoid the floor traps and swing around the door adjacent to where you
came into the room. Go through this door and up the stairs to the next
room.

There\'s a locked door in this room. Kill the foes in the room and
press the switch under the pot to make a treasure chest appear. Open
the treasure chest there to get a Key to add to your inventory. To
cross the spiked ground at the south of the room, use your Magic Cape
or the Cane of Byrna to make yourself invisible. Then, go north and
through the door, down the stairs into the room down there. In this
room, kill the Skeleton Knight that comes down. Equip your Hammer to
pound down the moles in here, and lift the large stone in the middle of
the room to find a Key. Killing the Skeleton Knight on the other side
of the room will make a treasure chest appear, in which is the
dungeon\'s Map. With those in hand, pull the tongue of the statue in
the room to make the sealed door to the right open. In this small room,
go right and take the stairs to the next room. You\'ll be in a room
with a treasure chest to the south. Open this chest to get the
dungeon\'s Big Key! With that in hand, head back upstairs. Pull the
tongue on the statue there to make the sealed door to your left open
up. Go into this room, then go north and down the stairs to the
previous floor. Go south, across the spikes, and on the other side,
open the door there and go through. You\'ll be back in the previous
intersection!

Go north again and fall through the floor once more. This time, go
south down this slippery and long room. Go through the southern door
into the next room. Here, slay or avoid the enemies, go south, then
swing west and go north, through the door and down the stairs. Kill the
enemies in here and press the switch under the pot there to make a
treasure chest appear, in which is a Key. Then, go right and into the
next room. In here, carefully traverse the icy catwalk, avoiding the
fire, and go north, into the next room. In this rather hectic room,
find the switch under one of the numerous pots, which will open the
sealed door to your left. In this room is the Big Key door. Open it,
but then backtrack all the way back to the previous intersection. Once
back in the intersection, take the left door into the room there. Go
down the stairs to the next floor. Bomb anywhere on the left-hand side
floor, and fall through the hole you make. You\'ll come out in the room
with the dungeon\'s big treasure chest! Open it to get the Blue Mail!
This will cut the damage you receive in half! With that, push your way
right-ward out of this room (moving the blocks where necessary, et
cetera), and then go north through the door that was locked with the
Big Key!

In here, simply go north to the locked door and open it with one of our
two stock-piled Keys. Go through the door and down the stairs. When you
come down, go south into the next room, then go right into another
room, using our other Key to open that locked door. This room has a lot
of pots in it, and most importantly, a crystal switch. Hack at the
crystal switch (so that you can get the pots), get whatever\'s under
the pots if you want, then go back to your left, back north, up the
stairs, then south, out of that room. Backtrack all the way to the room
apart from the intersection, where we bombed the floor to fall in front
of the big treasure chest. Do that, and then work your way right of the
big treasure chest to the next room over. With the crystal hit, a
moveable block in the middle of the room is now accessible. Pick up
this block and fall through the hole it was covering up. You\'ll fall
in the southern half of a room we\'ve been in already. Simply go south
into the next room.

In this final room, ignore the right side of the room. Instead, kill
the red enemies within here, and then pound down the moles on the left
side with your Hammer. Pull one statue out of your way, and then lift
the block in the corner to reveal another hole in the floor. Fall
through the hole and right into the boss lair!


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Boss Ten: Kholdstare
What a neat name. Sounds like an 80s wrestler. In any case, Kholdstare
is an enemy that must be struck with the Fire Rod, so if you\'re out of
magic power and you have no Green Potion, you, my friend, are screwed.
In any case, pound Kholdstare with the Fire Rod while avoiding the ice
shrapnel coming from above until it thaws him out. It seems as if
Kholdstare is three eyeballs. The eyeballs don\'t attack, they just go
around the room randomly. The only thing to avoid is running into them,
and avoiding the ice from above as well. Pound them with either the
Fire Rod or the Tempered Sword - either way, they\'ll be toast before
long, and Kholdstare will be no more.

When Kholdstare is slain, grab your heart piece and crystal.

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WALKTHORUGH: DARK WORLD: Misery Mire


Things to do before the Misery Mire
The Misery Mire is the sixth of seven Crystal Dungeons in Hyrule\'s
Dark World. Because the Misery Mire is located in the Misery Swamp, and
both of the things we need to get are in this area, I\'ll first tell
you how to get to the Misery Swamp, then tell you what you need to get
there before entering the Misery Mire itself. To get there, it\'s
simple. Call on the Duck with your Flute and have him bring you to the
sixth location, the Desert of Mystery. However, when he brings you
there, don\'t jump off of the cliff you\'re on. Instead, lift the
righthand side green stone there to reveal a warp into the Dark World.
Step onto this warp and you\'ll be in the Misery Swamp in the Dark
World. Now, we need to get...

-Get Heart Piece Twenty-One
-Get Heart Piece Twenty-Two

Once those are both gotten, the Misery Mire entrance is right in this
same location. Approach the alter in the middle of the swamp, and walk
all the way to where the emblem of a lightning bolt is. This is
actually the symbol of the Ether Medallion. Stand upon this symbol and
use your Ether Medallion to make the doorway to the Misery Mire
appear...


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Dark World Dungeon Six: Misery Mire
As you start out, go north and then east. When you get to a gap in the
floor, use your Hookshot to cross the gap and then approach the door on
the other side, going down the stairs and to the next room. In this
next room, swing around to the main area of the room. You\'ll have to
deal with some pesky Wizzrobes here. If you didn\'t get the Blue Mail
in the Ice Palace, you\'re screwed - the Wizzrobe\'s magic\'ll take
away four hearts per hit on anyone not wearing the Blue Mail. In
anycase... kill the Wizzrobes in the room and the sealed door to the
north will open. Go through the door and into the next room.

Go down the stairs in this room to get on the main floor of this room.
Walk westward along this confusing ground floor. Get to the staircase
leading back up to the catwalks in the northeast corner of the room,
and go through that door into the next room. In this room, go east into
the next room. Kill the enemies in the room. Then, lift up the pots in
the room to find a Key and another switch which will make a treasure
chest appear, which also will have a Key. To get to the treasure chest
un-injured, use the Cane of Byrna or Magic Cape. Then, use one of the
Keys on the northern door in the room. Go through it to the next room.
Go straight across and north into another room, then follow this
passageway north, and then west into yet another room. Slay the enemies
in this room and go to the west side. Lift up the pot to find a Key,
and hit the crystal switch to gain access to the southern portion of
the room. At the extreme south end of this room is a locked door. Open
it and go south into the next room.

Work your way all the way back to the large room with all of the doors,
stairs, et cetera. Now that the crystal switch has been struck, go to
the cage on the catwalks to the left end of the room. Pick up the skull
pot there to reveal a switch - hit this switch to make a treasure chest
with a Key appear. Grab that key, then go to the southwest end of the
room. Unlock the door there and go through to the next room. Kill the
enemies in here to get another Key, and unlock the door to your left,
going into the next room. Light up all four torches in here while
avoiding the flying floor tiles to make the northern door unseal
itself. Within this room, grab the dungeon\'s Compass from the treasure
chest, then go back south, and south again to a new room. In this room,
go south, then east, then swing north, going through the door and up
the stairs to the next floor.

The next two rooms can be a little complicated. What you have to do is
get the four lanterns in two rooms (two in each room = four) all lit
up. To do so, you must first push the two side blocks forward on each
of the four lanterns, then the middle one up or down. Make sure the
pathway to each lantern is clear. Then, whilst avoiding the Wizzrobes
in both room, use the Lamp or Fire Rod to light up all four lanterns.
If done quick enough, the room to your right (off-screen) will expand
big time. Go down \'til you can\'t anymore (the room with the southern
most two lanterns), then go east. There\'s a hole in the ground all the
way to the right. Fall through this hole and you\'ll land on a solitary
platform with a treasure chest on it. Open this treasure chest to
acquire the dungeon\'s Big Key! Woohah! With that in hand, go through
the door at your left. In this room, take the teleporter and you\'ll
end up in front of the door locked with the Big Key. But first, we have
to get the treasure for this dungeon. Use your Magic Mirror to get back
to the beginning of the dungeon. Work your way back to the beginning of
the big room in this dungeon. Stay on the catwalk, and go right, then
up. Bare left into the doorway at your right. Go right again to the
next room, but go prepared - have the Hookshot ready. As soon as you
enter this room, align yourself with the block on the right side of the
room and Hookshot across. Then, get to the path heading upward and run
up the path, as the path will soon thereafter start to crumble. At the
end of this path, open the big treasure chest to get the Cane of
Somaria, the special item for this dungeon, which will allow you to
create blocks that can be used for all sorts of purposes.

With that Cane in hand, you have to now get to the door locked with a
Big Key at the way back of the dungeon. Get back there (you should have
been there already, so this shouldn\'t be too much of an issue), and go
through the door. You\'ll come out on a wooden bridge. Run across this
wooden bridge and go through the door at the other end. In this
darkened room, head to the west side and lift up the pot there.
There\'s a switch. To make it stay down, use the Cane of Somaria to
keep it down, and go through the door at the south of the room, into
the next room. In this room, simply go west into the next room.

In here, traverse the labyrinth. Ignore the door at the left side for
now, and go to the north of the room. Strike the crystal in the center
of the platform surrounded by a chasm with your Boomerang, to turn it
red. Then, go back south, and west into the next room. In here, go to
the north of the room and Bomb through the wall, to find a crystal on
the other side. Strike the crystal, then go back south, and west into
the next room. Here, go north, avoiding enemies. Don\'t go through the
door and up the stairs yet - instead, go around where the door is and
strike the crystal. Then, go up the stairs. Here, head left, through
the door there, and then through the door at the north, and into the
boss lair.


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Boss Eleven: Vitreous
Vitreous is simple... very, very simple. He\'s a glob of jelly with a
large eyeball and smaller eyeballs surrounding him. What he does is he
sends out a few eyeballs at a time, which you can slash and hack at
until they are defeated. Intermittently, however, he\'ll release a
lightning bolt identical to the kind that Agahnim used on us. You\'ll
know that this lightning bolt is coming because his eye will flash. You
may want to avoid it, you may be in such a killing frenzy that you can
just ignore it and suck up the damage. Either way, when all but four of
his eyeballs are slain, the big eyeball will start to jump around the
room. He won\'t attack - he\'ll just attempt to collide with you. This
is when you\'ll want to slash at him continuously. After eight hits or
so, he\'ll be no more...

Grab your Heart Piece, grab your Crystal, and we\'re finished.

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WALKTHORUGH: DARK WORLD: Turtle Rock


Things to do before Turtle Rock
Before heading to Turtle Rock, we need to do a few things. Here they
are:

-Get   Super Bomb
-Get   Golden Sword
-Get   Silver Arrows
-Get   Heart Piece Twenty-Three

Once that\'s all done (see the appendices for information on how to
acquire that stuff), it\'s time to go to Turtle Rock, the seventh and
final Crystal Dungeon in the Dark World! We\'re so close to Ganon we
can taste it! What you need to do is get all the way up Death Mountain
in the Light World, as far to the right of the Tower of Hera as
possible. In the farthest eastward area from the tower, there\'s a
cliff with three stakes on it. Equip the Hammer and pound them in in
this order: Right, Up, Left. When that\'s all done, a warp to the Dark
World will appear. You\'ll be on a cliff above the entrance to Turtle
Rock. You\'ll see an emblem matching the Quake Medallion on the floor
in front of you. Stand on it and use the Quake Medallion to make the
door to Turtle Rock open. Once that\'s said and done, jump off of the
cliff and enter Turtle Rock!


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Dark World Dungeon Seven: Turtle Rock
As soon as you enter Turtle rock, go to your left and read the
Sahasrahla plaque there. It\'ll tell you that you\'ll need magic
potions here to survive. I\'d recommend that you fill three of your
bottles with Red Potion and one of your bottles with a Green (magic)
Potion. Go north to the small question mark box. Use the Cane of
Somaria on it to make a block appear. Step on this block to travel
across the chasm to the other side, and go through the door into the
next room. On here, use the Cane of Somaria again to make a block, and
go left to the adjacent platform. Get off of the block and go south
through the door there. In here, run south. Avoid the fireballs and
spikes and open the treasure chest to get the dungeon\'s Compass. Leave
this room can get a little tricky. There\'s a laser eye over the door,
and when you look at it, the door closes and the eye shoots lasers. To
avoid this, power up your sword and don\'t let go. This\'ll let Link
walk backwards, through the door, and back to the previous room.

Once back here, use the Cane of Somaria again to make another block
over the question mark. Mount the block and go right. When you get to
the first door on the right-hand side, ignore it and go up to the top
door on the right hand side of this room. Enter into this room. Now
this gets complicated. Place a block on the question mark with the Cane
of Somaria and equip the Fire Rod. You have to light all four torches
in the middle of the chasm up to make the sealed door at the north of
the room up. To do this quickly, try to light two at a time by lining
the fire up horizontally or vertically, although it isn\'t necessary
(but recommended). Once the fourth torch is lit up, immediately equip
the Hookshot and Hookshot to one of the torches, falling into the
chasm. This\'ll make Link start at the entrance of the room. Quickly
run to the now-unsealed door at the north of the room before it closes
back up! In this room, avoid the spike rollers and get to the north of
the room, where two treasure chests will hold the dungeon\'s Map for
you, as well as a Key. With those in hand, head back south, and then
west to the previous room. Use the Cane of Somaria to place a block on
the question mark, and head north.

You\'ll probably need magic and some health by now. At the room to the
north, go through it. Stand in the door way and let the floor tiles
reflect off of the barrier the door makes, and the sealed door at the
north will eventually open. Through this door and into the next room, a
fairy to heal yourself, and a magic jar under the skull pot there to
revitalize your magic will be there. Go south two rooms and use the
Cane of Somaria to create yet another block. Go left, and get off at
the locked door. Use the key on the locked door and through to the next
room. In this room, kill the bouncy enemy to make him drop a Key, and
then use it at the locked door to the north of this room. Go through
into the next room. In here, avoid the chain enemies. Use your Magical
Boomerang to get rid of the blocks via the crystal switch. Go to the
left side of the room and push the top most block there over to make a
treasure chest appear, which will hold a Key. With this Key, open up
the locked door at the north of the room, and descend the stairs down
to the next floor.

In this room, go down the stairs in front of you and head right. You
can grab the goods out of the skull pots in the upper right-hand corner
of the room. Otherwise, head to the southeast corner of the room, up
the stairs, and enter into the tube. You\'ll eventually come out on the
upper left-hand side of the room. Go through the western door into the
next room. In this room, take the righthand tube and where you come
out, go left into the next door. Go west, then south. Hit the crystal
switch to gain access to the rest of the room. Slay the various enemies
in this room to get a Key, which you can use on the door leading out of
this room to the right. Once out there, go into the tube and you\'ll
come out in a place with a treasure chest. Open it to get the
dungeon\'s Big Key. Work your way back to the beginning area of that
room where we chose one of the two tubes.

In this room, take the lefthand tube and when you come out, go south
through the door into the next room. Slay the enemies within this room
and go south. Here, go left into the next room. Avoid the eyeball
lasers there, and Bomb the southern wall. When the hole is blown open,
go outside and to the other door, but don\'t go inside! Instead, use
your Magic Mirror to warp back to the Light World, then go into the
cave. Kill the enemies within this room to make the sealed door open to
your north, and open the treasure chest there to get the final heart
piece in this game. After getting the heart piece from Turtle Rock,
we\'ll be maxed out. Go south two rooms to get back to the Magic Mirror
warp, go back to the Dark World, and go into the cave. Use the Cane of
Somaria to cross the small gap and use the Big Key to open the big
treasure chest there. Within it, you\'ll get the most powerful shield
in the game, the Mirror Shield. Go north into the next room, and go to
the locked door. Open it with the Big Key, and on the other side, take
the tube to a new platform. Go through the door into the next room.

In here, kill the foes, them Bomb both the north and east walls. Go
north into the next room. Use your Magical Boomerang to hit the crystal
switch at the right time to gain access to the treasure chest at the
left side of the room, which holds a Key. Use this Key to open the door
at the north of the room, and go through the door and down the stairs.
In this dark room, you must first traverse the maze with a Cane of
Somaria block to find the switch that opens the sealed door in the
southwest corner of the room, then go through that door into the next
room. In this room, run all the way south to the next room. In here,
run all the way south and open the southern most treasure chest to get
a Key, and bring it back north, opening the western door in the
previous room. Go through into the next room. In this labyrinth room,
kill or avoid the enemies as you strategically hit the crystal switches
around the room, working your way north, to the northern door with the
staircase leading downstairs. Down here, go left. Refill your magic and
health with the pots there, then use your Cane of Somaria on the
question mark to go north. You\'ll come to the door leading into the
boss lair. Go on through...
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Boss Twelve: Trinexx
Trinexx is a rather easy boss to defeat, but he\'s more difficult than
previous bosses in the game. Since we got (if you followed my
walkthrough) the Golden Sword before we should have, he takes half as
many hits to kill! But first, you must use your noggin a bit. Trinexx
has three heads. One blue, one gray, and one orange. The orange one is
fire elemental, the gray one is neutral, and the blue one is ice
elemental. You must first get rid of the elemental heads. To do so, use
the opposite rod on the head (as in, use the Ice Rod on the fire head
and the Fire Rod on the ice head) to freeze them in place. When that\'s
done, slash at their head three times to kill that head. If you have to
stun them more than once with your rods, then do so, but kill each head
quickly, before they get the chance to attack. The fire head has some
fireball attacks, while the ice head can make the floor slippery and
whatnot! When both heads are defeated, it seems like Trinexx has bitten
the dust, but it\'s just not so. He\'ll now start to roam around the
room. While avoiding a collision with the fast moving enemy, slash with
your Golden Sword at his golden abdomen three times to slay him for
good.

Grab your Heart Piece and your Crystal, and we\'re off to Ganon\'s
Tower

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WALKTHORUGH: DARK WORLD: Ganon\'s Tower


Getting to Ganon\'s Tower
Once you leave Turtle Rock, getting to Ganon\'s Tower is easy. Just
head west a bit and you\'ll run right into it - it\'s the Dark World\'s
equivalent of the Tower of Hera. After the Crystals unlock the tower so
you can enter, you want to make sure you\'re fully prepared.

Make sure to have all twenty heart pieces, a halved magic meter, four
Magic Bottles (three full of Red Potion, one full of Green Potion), the
Golden Sword, the Blue Clothes, et cetera. In otherwords, everything up
to this point! When that\'s said and done, enter into Ganon\'s Tower!


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Ganon\'s Tower
As you enter Ganon\'s Tower, you\'ll be on a platform over-looking the
rest of the dungeon. Two staircases lead down, but just go north and
jump off of the platform. Statues of Ganon holding the Triforce line
the center of the room.

You have three choices from the outset. On either side of the northern
wall are doors with staircases leading downstairs. In the middle of the
northern wall, up some stairs, is a door with a staircase leading
upstairs. First, take the left-hand side door, and the stairs going
down. In this room you come to, you\'ll have two Skeletons there. Slay
both of them, and you\'ll see a key atop one of the torches in the
center of the room. Dash into the torch to knock the key off of the
torch, and then scoop it up. Then, ignore the locked door to the right
of the room for now, and go left into this next room. (the locked door
leading to your right is, in all actuality, the separator between the
right staircase leading down and the left staircase leading down from
the Tower\'s main room, so it\'s basically a waste of a key.

Back in this next room, avoid the blue obstruction spinning around on
the conveyor belt. The pink enemies in the middle need to be bonked
down, so equip the Hammer on Link and bonk them all down. Then, go to
the left side of the room and approach the middle block in the room,
pushing it from the left to the right, which will reveal a switch
underneath it. Press this star switch and the sealed door to the left
of the room will open, allowing you to continue going left and into the
next room. In this room, the Hookshot is a must, because you have to
grapple from platform to platform using the various blocks and skull
pots available to you in the room. Grapple from the platform you\'re on
to the middle platform, and then grapple to the northern platform,
which has an open door leading northward on it. Go through this door
and into the next room.

Here, the door will seal behind you and you\'ll be stuck with three
Skeletons and two fireball shooters... kill the Skeletons and avoid the
fireballs from the fireball shooters, and the door will reopen leading
south. However, the main attraction in this room is the four treasure
chests in each corner. Grab the various goodies out of each treasure
chest in the room, and when you\'re done in there, head back south to
the previous room. Back here, simply start grappling all the way to the
south end of the room, until you get to the platform with two crystal
switches and a Skeleton on it. Slay the lone Skeleton, and then use a
key on the door to your right, which will open up, then go through the
door. In this room, duel Firewalls spin around a middle block, blocking
a treasure chest. Equip the Magic Cape on Link and activate it, and use
the power of invisibility to get to the treasure chest in the middle of
the room, which will have the dungeon\'s map, which is especially
important in this huge dungeon. Then head back west through the
previous door. Now, the crystal switches on this platform must be
struck, so... strike the crystal switch so that the blue blocks below
you go down, but then, equip the Bombs and place it next to either of
the crystal switches, and quickly run to the south of the downed blue
blocks. When it explodes and the blocks go up, go south into the next
room.

In this room, go to the left-hand side of the room where there are two
Crystal Switches. Plant a Bomb far away enough from the Crystal
Switches so that the explosion radius hits one but not the other, then
quickly run to the other side of the room so that you can get to the
right side of the room. Lift up the skull pot on that side of the room
(to the southeast corner) to get a key, and use that key to unlock the
right-hand side door. After it\'s unlocked, go through it and to the
next room. In this room, there\'s a crystal switch in front of you, and
Spike Traps (like ten of them) trapped behind some blocks on the right
side of the room. Equip and activate the Magic Cape, and then hit the
crystal switch, letting all of the Spike Traps go free. Run to the
right side of the room (with the Magic Cape you don\'t have to worry
about getting damaged) and use the golden teleporter square there to
teleport to another area of the Tower. Once there, you\'ll be in a
small maze-like situation with four Firesnakes patrolling the area.
Equip the Magic Cape once again and walk all the way to the end of the
maze, where a chasm\'ll be in your way. There\'s a lone block on the
bottom of the \"maze\"... approach it and push it up, and a treasure
chest will appear across the chasm. Equip the Hookshot and Hookshot
across the chasm, using the treasure chest to grapple on to. When
you\'re over the chasm, open the treasure chest to get a key, and use
that key to open the door to the south of the room, allowing you to go
south into the next room.

In this new room, you\'ll be sectioned off to a small part of it. This
is okay... go down and to the right-hand side golden square teleporter,
and take it to yet another new area of the Tower. From this new room,
head south, and you\'ll have your choice of two more teleporters. Opt
to take the one on your left, and you\'ll be in yet another new room.
In this new room, you have four golden square teleporters to choose
from. Go down, and then into the lower left-hand corner, and take the
teleporter there to another new room. In this room, you\'ll have no
choice but to take the golden square teleporter right there, so do so
now... and when you come out in this new room, head right.

There will be a series of chasms in your way, with two Blue Tentacle
Monsters patrolling the area. Slay both of the enemies, and then head
to the northeast corner of the room, where another golden square
teleporter will be awaiting you. Take that teleporter to a small room,
which will lead you to another teleporter, which you\'ll take back to
the previous room (you\'ll see what I mean when you get there)... this
allows you access to the right-hand side of the room. From here, simply
go right and into the next room.

Okay, now here it gets a little bit tricky, from the door, follow the
passageway until it branches upward. Go up all the way and bare left to
the doorway ahead of you, but don\'t go through the door yet. Face
right and equip the Fire Rod, and shoot fire to your right, at the
torch there on the platform.

The invisible pathways of the room will now light up as long as the
torch is lit. Run back south to the fork and go up and right. Throw the
skull pots in your way and traverse the invisible passageways to the
platform where the torch is that we just lit up. From there, you\'ll
see a door heading north. Go through this door and up into the next
room. In this room, avoid the Spinners and grab all of the goodies from
the various skull pots in the room. To the southeast of the room is a
treasure chest. Open this treasure chest to get ten arrows... but
that\'s not all there is to do here. Place a bomb right next to the
treasure chest, and the faulty and cracked floor there will blow up
into a million pieces, leaving a hole to the floor below. (you can blow
a hole in any faulty floor in the room, you\'ll just be nearer to the
treasure chest when you do it, so... Jump into this hole and you\'ll
come out in the floor below. When you land on the floor below, you\'ll
see the first dungeon in the game\'s boss enemy, Armos Knights! Get
ready to fight these enemies... equip the Bow and Silver Arrows and get
ready for one hit kills on each of them. I don\'t have to explain how
to defeat them again, do I? If you need help, please see the boss
section below the walkthrough... they have the advantage here though,
because the floor ice icy and slippery, just like the Ice Palace\'s. In
anycase, when the Armos Knights are defeated, the sealed doors leading
north and west both open up.

First, go to the room at the north. In this room, three treasure chests
sit atop a platform. The back left and right chests hold some arrows
and Bombs for you... the middle chest holds something far more
important, however - the dungeon\'s Big Key! With this, you\'re granted
a lot more freedom to explore and such. With the Big Key in hand, head
back south to the previous room, and then bare left into the next room.
In this room, there is a door with a staircase leading back upstairs in
the northwest corner. But first, in the middle of the northern wall is
a cracked and faulty section. Bomb it and create a hole in the wall,
and then go north through this hole. In this room there are FOUR
fairies... refill your life and capture some with the Bug Catching Net
if you have any empty bottles. When you\'re done here, head south back
to the previous room, and then go to the northwest corner of the room
and up the stairs, to the floor above.

When you come up at the next floor, you\'ll be in the room with the Big
Treasure Chest! SWEET! Push the block to your right over so you can
gain access to the rest of the room, and then avoid the Firesnakes and
Spike Traps. Approach and open the big treasure chest to get the Red
Clothes for Link! These clothes cut damage in half again for Link...
it\'s four times stronger then the Green Clothes and twice as strong as
the Blue Clothes. Good deal! With these now equipped, you are looking
VERY STRONG. Now, just head north up to the next room, which will be a
familiar room. Avoid the two Skeletons and go up to the door at the
north of the room, and take the stairs there back up to the main floor
of the Tower. Back on the main floor, approach the center door, by
going up the stairs, and then going through the door and up the stairs
to a whole new level of the dungeon...

Once up here, it\'ll be a pretty hairy situation. But it\'s really not.
Equip the Boomerang on Link and chuck it at the crystal switch to your
left. When the blocks around the spikes to your left go down, walk on
them, and approach the crystal switch again. The idea is to get to the
upper left-hand corner of the room to push the block there down, which
will trigger the sealed door to the south of the room to open. So
basically, do that... it\'s not too hard, but how can I really explain
it. It\'s easy, just use some logic! When the door is open, go south
out of this room and into the next room. In this room, there are some
Spike Traps and two Red Gnomes kinda just chillin\'. The door leading
out of the room to your right is sealed shut, so you\'ll have to kill
both of the Red Knomes to open it... time your attacks so you go south
and attack the Gnome with the Bow and Silver Arrow, and get out of
harm\'s way in time to avoid getting hit by the Spike Traps on their
way back. When both Red Gnomes are no more, the sealed door to the
right opens up. In this next room, it\'s more of the same. Two Red
Gnomes and two Laser Statues are in this room, with a sealed door to
the north. While avoiding the deadly lasers of the Laser Statues, slay
both Red Gnomes with the Bow and Silver Arrow like we did before, and
the sealed door to the north will open up... go north through this door
to the next room. This next room is actually a void corridor... take it
north and you\'ll come to a room locked with the Big Key. Use our new
found Big Key to open this locked door, which will lead you to another
room at your north. Go through the door to the next room.

In this loud and noisy room, a catwalk surrounds a lower area below...
on the upper right-hand side of the catwalk is a sealed door. We need
to unlock it to proceed. This is what we do to do so. It\'s a lot
simpler then it looks. Go down the stairs to your north, to the lower
area of the room. There are two Spike Traps going back and forth,
guarding two Crystal Switches. For the sake of less damage (you\'ll see
what I mean), ignore the first crystal switch you come across and,
instead, strike the second of the two crystal switches, which will
allow all of the Spike Traps trapped behind the yellow walls to come
free, but also give you access to the region at the north. Here,
you\'ll come across a Red and Green Cyclops. With the Bow and Silver
Arrow, slay both of these enemies, and you\'ll see three skull pots to
your north. Lift them up to get some goodies... the middle of these
skull pots will be hiding a golden circular switch. Press this switch
to open the sealed door along the catwalk, and then go back south to
the crystal switch you struck before. Wait until the Spike Traps are
behind the yellow lines at the outside of the room and then hit the
switch to retrap the Spike Traps. Then head south back to the
staircase, and go back up the stairs. Follow the catwalk to your right
and then north to the now-open door. Go through this door to the next
room.In this next room (which is more like a corridor) black balls (heh
heh) are coming from both the north and south walls. Run straight
across the corridor (getting hit a few times, probably) to the end of
the corridor. There\'s a cracked wall to the south, but we can\'t get
to it, so we\'ll have to ignore it.

Instead, simply head north through the door there and up the stairs to
the next floor. As you come up on this floor, the door out of this room
to the left will seal. A Red Dragon Knight and Blue Dragon Knight, as
well as other enemies will come and attack you. Slay all of the enemies
and the sealed door will unseal, allowing you access to the room at
your left. Go through this door to the room at your left. The door
behind you will seal, as well as the door heading south in this room.
You\'ll have to kill the three Skeletons patrolling the room now, as
well as avoid the lasers from the Laser Statue that\'s on the conveyor
belt in the middle of the room. When the three Skeletons are killed,
the doors will unseal. Grab the goodies from the four skull pots in the
room, and then head south to the next room. In this next room, you\'ll
be assaulted by four more Blue Dragon Knights and two rotating Laser
Statues... slay the four enemies here and the sealed door to the south
will open... start getting the drift yet?

In this next room, the floor\'ll be icy in some spots, so be very
careful. While avoiding the lasers from the Laser Statues rotating
around the middle of the room, slay the two Dragon Knights and the door
leading south will open. Go south to the next room, where the floor is
still icy. Kill the Skeleton and Dragon Knight and avoid more lasers
and fireballs, and the door heading to your left will then open. In
this next room, run straight left to the next door, avoiding the
Magical Energy. In the NEXT room you come to, the doors will again seal
shut. You\'ll be in a desert environment now. Yes, another boss fight.
Lanmolas, this time, the boss enemy from the Desert Palace in the Light
World.
Easy as can be now though with the Golden Sword. If you need a tip on
beating them, see the boss section of the guide. When they are slain,
head north and through the door there to the next room. In this room,
grab the goodies from the four jars in the room, and go to the door at
the north of the room, which has a staircase leading up to the next
floor. When you come up, the entire room is dark, and three Wizards
appear. When they appear, equip and use the Ether Medallion. Not only
will this kill the Wizards, but it will allow you to see the invisible
pathway in the room, and let you take it to the other side. With the
three wizards slain, the door to the south will open.

Once out here, go down and run right across the corridor, avoiding the
lasers from the wall-mounted Laser Eyes. At the end of the corridor are
two guards which you can slay quickly, and then head north to the next
room. In here, you\'ll have to run straight across a crumbling
passageway heading north. Just run and slay the enemies as you go, and
work your way to the next door heading right. In this room, you\'ll
have to light up all four torches there with the Fire Rod and then
quickly work your way to the unsealed door at the bottom right of the
screen. In the next screen, simply walk up the stairs to the next
floor. Now this part is a little tricky. You have to light up the four
torches in the room as the floor around you falls... use the Fire Rod
for this tricky deed, and be tenacious! It may take a while to do. When
the four are lit, the door to the north of the room will open. Go
through the door to the next room.

In this room, two statues shooting fireballs are just chillin\', with
two Helmet Bugs coming at you. Slay the Helmet Bugs, one of which is
carrying a key. Use the key on the locked door to the left of the room,
and go through to the next room, after getting the Bombs from the
treasure chests. Here, a conveyor belt lines the bottom of the room. A
Spike Trap and Door Trap are both lining the bottom as well, and a
cracked, faulty wall is in need of bombing here... bomb the bottom wall
carefully, while avoiding the two traps, and go south through the hole
you make into the next room. In this room, work your way to the center
of the room by using the various crystal switches located within the
room, while avoiding the Spinners... the center of the room has a
treasure chest, in which holds a key that opens the door to the south.
Go south into this next room where you\'ll have a fight with the Tower
of Hera boss enemy, Moldorm. He was hard at one point, but not anymore.
With the Golden Sword, two hits will take him out... for tips on
beating him (like you should need any) see the boss section. When he\'s
defeated, it seems as if you\'re stranded on that platform, but you\'re
not. Go to the east end of the platform and hookshot to the newly found
treasure chest there. Open it to get a red rupee (worth 20 rupees) and
then work your way to the left and out of this room, into the next
room. From here, just walk along the slippery surfaces and conveyor
belts, and avoid the Helmet Bugs. Work your way northward and go
through the door and up the stairs to the next floor. Then follow this
red carpet to Agahnim\'s lair...


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Boss Fight Thirteen: Agahnim II
This is our second fight with Agahnim, but it means nothing, really.
Aghanim fights the same way as he did earlier in the game, but there\'s
a catch. Instead of it just being him, the great wizard and magician
has made two clones of himself that fight alongside with him. This
might sound like kind of a pain in the ass, and hell... it is, but
it\'s not SO bad. There will be three Agahnims running around, in that
case, and you have to discern which one is the real one. It\'s easy,
though. The three shadows that go around the room before Agahnim and
the two clones attack... two of them are light and one of them is dark.
The dark shadow is going to be the real Agahnim when they reappear to
attack, you see? Furthermore, while all three Agahnims can attack, and
can damage you (even if the attack comes from a fake clone), Agahnim
lost his greatest attack from the last battle we had with him - that
is, his lightning attack. So just like we did last time, equip the Bug
Catching Net (or just use your sword) and deflect his fireball attack
back at him.

The actual beauty in having two clones fighting alongside with him is
that the two fake guys\' attacks can also be deflected back at the real
Agahnim for damage. That\'s clutch at times. It\'s hard to avoid the
clones\' attacks when you\'re attacking Agahnim himself, however... so
make sure to have a Red Potion handy to use when the time comes. Even
then, Agahnim does VERY little damage, especially barring the fact that
you have the Red Clothes on Link now. All in all, this battle is easy.
Six or so reflections of his fireball attacks back on him, and Agahnim
will bite the dust... for good. Oh, and about his other attack, the orb
attack, if it\'s coming at you, slash it away. But just like with the
last fight with Agahnim, deflecting that back on Agahnim won\'t damage
him at all... only the fireball attack will.

When Agahnim bites the dust here, he falls to the ground and Ganon\'s
spirit comes out of him. He was being possessed by Ganon all along!
Ganon turns into a Bat and flees the scene, but then, the Duck comes
(the Flute playing automatically in the background) and swoops Link up.
The Bat (Ganon) smashes a hole into the top of the Pyramid of Power,
and the duck takes Link there... but do we fight Ganon now? Read on...


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Before Battling Ganon
Before you enter into the Pyramid of Power, make sure to have all four
of your Magic Bottles full of Red Potions for your health. To get these
potions, teleport to the Light World and hit up the Witch\'s Hut one
last time. Then teleport back to the Dark World and jump into the hole
in the Pyramid of Power, and get ready to fight Ganon!


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The Battle With Ganon
Once you jump into the hole at the top of the Pyramid of Power, Ganon
will address you briefly. He honors you by being surprised that you got
this far, that you beat Agahnim twice, and that you are about to battle
him... but then, he promises you that he\'ll end your life here! GET
READY!

The battle with Ganon isn\'t hard at all, especially if you took my
advice to get Red Potions before fighting him. Even with four Red
Potions in your four Magic Bottles, you\'ll probably only need to use
one... two, maximum. In any case, the battle begins with Ganon running
around his room, doing random attacks with fire. He has so many attacks
that it\'s too hard to name them all. Before you do much of any damage
to him, he just chucks around his trident a lot, and tries to strike
you with it. Coincidentally, his trident has boomerang-like qualities,
because it comes back to him when he throws it. So run up to him and
strike him with your sword over and over again... it\'s quite simple.

As you begin to do more damage to him, he starts to incorporate fire
into his attacks. He\'ll shoot fire, shoot fire birds (like phoenix
attacks, I suppose), and even do these crazy fire earthquake attacks
that make the sides of the room fall apart, which makes the area in
which you battle him even smaller.

Don\'t worry about dodging his attacks, really, just concentrate more
on hitting him over and over again. As you do even more damage, Ganon
will start to teleport around. He\'ll do it relentlessly actually,
making him a pain in the ass. Stay with him however, because when he
stops teleporting to attack briefly, you\'ll have just a moment to
strike him with your sword before he does it all over again. When you
finally do enough damage to him, he\'ll tell you that he\'s going to
use his Darkness Technique, and then the room will go semi-dark. You
won\'t be able to see him. The idea is to equip your Fire Rod or Lamp
and light the two torches on the bottom of the room. When both are lit,
Ganon will be in full view.

At this point, run up to him and slash him with your Golden Sword,
which will turn him blue. While he\'s blue, equip your Bow and Silver
Arrow and shoot him with it, which will make the room go back dark.
Repeat this process four times total on him, and the fourth Silver
Arrow will kill the evil Ganon for good.

-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-
+=-+=-+=-

If you just done all that then your mad to sit down for   hours on end
reading and palying. well thats what i did (i completed   the game three
times, once with out the walkthrough and then as a step   by step guide
as i worked through it and third with the walk through)
well any way u just completed the game with near enough   every thing
done so all i can say to you is




CONGARTULATIONS!!!!

i hope the walkthrough was successful and helped you.

By Chester .G. aka -=Ninja=-

								
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