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T H E L E G E N D O F Z E L D A
A L I N K T O T H E P A S T
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A Comprehensive FAQ/Walkthrough for Zelda on the Super Nintendo
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| By Colin Moriarty (CMoriarty)
| E-Mail: cmoriarty311@cs.com
| Date: July 31, 2002
| Version: FINAL
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**Bare in mind... if you e-mail me now that this guide is final, that's fine.
Questions, comments, et cetera, are all welcome. But don't waste your time with
elaborate corrections or FAQ input... this FAQ is now -final- and will not be
updated again. So I just don't want anyone wasting their time. But please,
still feel free to send in Zelda:LttP-related questions, comments, or whatever.
Thanks.**
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NOTE: To thank, right away, Astro Blue and Shdwrlm3 for allowing me to use a
part of their Zelda: OoS/OoA FAQ - the Triforce section header. Thanks to you
both, and make sure to check out their great FAQs as well!
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This FAQ, and all 24 other of my FAQ/Walkthroughs, are now dedicated to the
over 6,000 innocent people killed in the World Trade Center and Pentagon
terrorist attacks in New York City, New York, and Washington, D.C., on
September 11, 2001. To all of the innocent working people, and FDNY Firemen, as
well as other emergency workers, you will always be remembered. We won't stop
until we bring these criminals to justice, your deaths were NOT IN VAIN! God
Bless America, death to all terrorists of all races everywhere.
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Sorry about whatever problems this may cause.
IGN.com is now allowed to host all of my FAQs. Although the disclaimer says only
GameFAQs can use my FAQs, IGN.com is now a legal host of all of my work.
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T A B L E O F C O N T E N T S...
--------- --- ---------------
I.)........... | Legal Disclaimer
II.).......... | Versions of the Guide
III.)......... | Introduction
IV.).......... | Storyline/Plot
V.)........... | Characters
VI.).......... | Controls
VII.)......... | Game Physics and Mechanics (Battles and Movement, et cetera)
VIII.)........ | The Light World and The Dark World
IX.).......... | WALKTHROUGH
X.)........... | Game Ending (SPOILERS!)
XI.).......... | Weapons/Items/Accessories (and their locations, et cetera)
XII.)......... | Enemies
XIII.)........ | Bosses
XIV.)......... | Dungeon Archive
XV.).......... | Heart Pieces
XVI.)......... | Secrets
XVII.)........ | General FAQ
XVIII.)....... | In Closing
XIX.)......... | About the Author
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/\ /\ I S E C T I O N O N E | L E G A L D I S C L A I M E R I /\ /\
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This guide/FAQ/walkthrough is copyrighted (c) 2002 to Colin Moriarty, and is the
intellectual property of Colin Moriarty. This guide/FAQ/walkthrough is only to
be found on GameFAQs (http://www.gamefaqs.com). If you are reading and/or found
this file ANYWHERE else but GameFAQs, please contact the author, Colin
Moriarty, immidiately, at cmoriarty311@cs.com. This guide/FAQ/walkthrough is
protected under International Copyright Laws, and it is prohibited to take any
piece of this document and reproduce it in anyway without the written consent
of the author, Colin Moriarty. Any website or other medium found to have this
document without permission will be dealt with to the fullest extent of the
law.
Please don't e-mail me and ask to have this document on your webpage. It's too
frustrating for me to keep track of all of the webpages that have my
document(s) on their page, especially the smaller, domain-less fan sites.
GameFAQs (www.gamefaqs.com) is the only, and I repeat, THE ONLY webpage allowed
to have this document on his website, GameFAQs.com. CJayC, owner and operator
of GameFAQs is the only person allowed to use this document on a webpage, so
please, I repeat once more, no e-mails regarding using this document on your
webpage. If you do e-mail me about it, your e-mail will be promptly erased and
ignored.
You ARE allowed to download this off of GameFAQs and keep it on your computer's
harddrive for personal use, as long as the document is not edited or otherwise
distributed except for personal use. You can even print out the entire FAQ or
portions therein to share with a friend who also needs help in the game. Just
please don't distribute it as your own, sell it for profit, et cetera. Well,
you guys get the idea.
Oh, and if you decide to steal stuff from my FAQ, and you steal the "Triforce
header" or dungeon layout/grid system, they aren't mine, they are being used
under permission, as it says at the top of the FAQ, from Astro Blue and
Shdwrlm3, so you'll have to deal with all three of us if you decide to be
stupid and steal that stuff.
Onward.
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/\ /\ II S E C T I O N T W O | V E R S I O N S II /\ /\
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This version of the guide currently the final version of the guide...
Version Information:
Version: FINAL
Date: July 31, 2002
Percent Complete: 100%
Version Entails: The walkthrough and appendices are all done, all completed!
FULLY DONE!
Still To Come: This is it folks. I feel that I'm done here. At around 562k,
this FAQ, I guarantee you, is THE MOST complete The Legend of Zelda: A Link to
the Past FAQ you will find anywhere on GameFAQs, and the Internet, period. I
surely hope you find it useful. I put a whole lot of hard work and energy over
the month of July, 2002, to make this the best FAQ I've written... and I've
written 24 other FAQs before writing this guide... so that means something.
This FAQ is my greatest work yet, and I really, really hope that you enjoy it,
and that it helps you. And remember, any questions, comments, suggestions, et
cetera, that you'd like to e-mail me, please do. You can reach me at
cmoriarty311@cs.com. THANKS FOR READING!
--PAST VERSIONS--
Version: 0.9
Date: July 25, 2002
Percent Complete: 99%
Version Entails: The walkthrough and appendices are all done, all completed!
FULLY DONE!
Still To Come: All I need to do now is to finalize the guide, fix any errors
there may be, and add anything that I think I need to add as an afterthought.
Version: 0.8
Date: July 24, 2002
Percent Complete: 90%
Version Entails: Walkthrough and appendices complete up to the beginning of the
seventh Dark World dungeon.
Still To Come: The complete walkthrough and complete appendices!
Version: 0.7
Date: July 14, 2002
Percent Complete: 80%
Version Entails: Walkthrough and appendices complete up to the beginning of the
sixth Dark World dungeon.
Still To Come: The complete walkthrough and complete appendices!
Version: 0.6
Date: July 13, 2002
Percent Complete: 70%
Version Entails: Walkthrough and appendices complete up to the beginning of the
fourth Dark World dungeon.
Still To Come: The complete walkthrough and complete appendices!
Version: 0.5
Date: July 10, 2002
Percent Complete: 50%
Version Entails: Walkthrough and appendices complete up to the beginning of the
third Dark World dungeon.
Still To Come: The complete walkthrough and complete appendices!
Version: 0.4
Date: July 01, 2002
Percent Complete: 40%
Version Entails: Walkthrough and appendices complete up to the beginning of the
Watergate Palace.
Still To Come: The complete walkthrough and complete appendices!
Version: 0.3
Date: July 01, 2002
Percent Complete: 30%
Version Entails: Walkthrough and appendices complete up through the Tower of
Hera and getting the Master Sword.
Still To Come: The complete walkthrough and complete appendices!
Version: 0.2
Date: June 30, 2002
Percent Complete: 20%
Version Entails: Walkthrough and appendices complete up through right before
entering the Tower of Hera.
Still To Come: The complete walkthrough and complete appendices!
Version: 0.1
Date: June 28, 2002
Percent Complete: 10%
Version Entails: Walkthrough and appendices complete up through right before
entering the Desert Palace.
Still To Come: The complete walkthrough and complete appendices!
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/\ /\ III S E C T I O N T H R E E | I N T R O D U C T I O N III /\ /\
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Welcome one, welcome all, to my 24th FAQ/Walkthrough for GameFAQs, this one on
The Legend of Zelda: A Link to the Past, for the Super Nintendo Entertainment
System. I've always wanted to cover this title, because I felt that I could
provide more information for it, and cover it better than any of the other
walkthroughs for the game at GameFAQs (or in existance, period), and I feel as
if I have lived up to this "pressure" I put on myself. You'll find that this
walkthrough covers every aspect of the game inside and out.
The Legend of Zelda: A Link to the Past is the first and only SNES Zelda title.
Many fans of the series (and of video games in general), consider this Zelda
title the best title in the series, even better than the two high caliber
Nintendo64 titles. I happen to agree with this assumption. The SNES Zelda is a
killer game, with a great storyline, awesome gameplay, and long gametime,
making this game a must-play for any videogame fan!
So here we are, within a FAQ of an original SNES game, that spawned so many
sequels that it MUST be good, right? Well trust me, it is. And my FAQ is here
to help you get through this game, which can be harder than you probably know.
If you want to find everything, you'll probably need some help, and that's what
my FAQ is here for. Enjoy, and if you have any questions or comments,
complaints or suggestions, please feel free to e-mail me.
Enjoy!
-Colin Moriarty (CMoriarty) [cmoriarty311@cs.com]
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Like any good piece of literature, a good video game has a good plot, a good
storyline. Well below is the storyline of The Legend of Zelda: A Link to the
Past, a storyline that has basically been re-used in every Zelda game before
and since (although they add little twists and turns along the way, of course).
The below story is NOT in my own words, it's straight out of The Legend of
Zelda: A Link to the Past instruction manual that came with the game, and is
(c) Nintendo, 1991. Again, these aren't my words, these are Nintendo's, but are
put in the FAQ to give you, the reader, who may not have an instruction manual,
and may not know the story of Zelda some insight before you play the game. It
gives the game more depth. So HERE WE GO!
-----------------------------The Legends of Hyrule-----------------------------
To set the stage for this adventure of the legendary Hero of Hyrule, it will be
informative to delve into the Triforce myth, an ancient epic about the creation
of the world that is still believed in the land of Hyrule. Every culture has
such myths and theories about the creation of their worlds, and it can be
beneficial and entertaining to examine them in detail, for they often affect
the present day social structure. The legends say the mythical gods of Hyrule
had as their chosen people the Hylia. These ancient people left scrolls that
are the primary source of the legends.
----------------------------The Creation of Hyrule-----------------------------
According to the Hylian scrolls, the mythical gods descended from a distant
nebula to the world and created order and life. The God of Power dyed the
mountains red with fire and created land. The God of Wisdom created science and
wizardry and brought order to nature. And the God of Courage, through justice
and vigor, created life - the animals that crawl the land and the birds that
soar in the sky. After the gods had finsihed their work, they left the world,
but not before creating a symbol of their strength, a golden triangle known as
the Triforce. A small but powerful portion of the essence of the gods was held
in this mighty artifact, which was to guide the intelligent life on the world
of Hyrule.
Although it was an inanimate object, the Triforce had the power to bestow three
titles which gave the person who received them great powers: "The Forger of
Strength", "The Keeper of Knowledge", and "The Juror of Courage". From its
hiding place in the so-called Golden Land where the Gods placed it, the
Triforce beckoned people from the outside world to seek it in the hope that
someone worthy of these titles would find it. With their magic infused blood,
the Hylian people were endowed with psychic powers and skill in wizardry. It
was also said that their long, pointed ears enabled them to hear special
messages from the gods, so they were heldin high esteem by many people in
Hyrule. Their descendants settled in various parts of the world and passed on
their knowledge and magical lore to all people. But in its passing, the lore
was often distorted or lost altogether.
---------------------------Gates To The Golden Land----------------------------
In Hyrule, there are many Hylian buildings which are mentioned repeatedly in
the legends. These buildings, which now lie in ruin, pale shadows of their
former splendor, are closely tied to the Triforce. Some were even said to house
the Triforce...
If it were only a symbol of the gods, the Triforce would be coveted by many.
But a verse from the Book of Mudora (a collection of Hylian legends and lore)
made the Triforce even more desirable:
In a realm beyond sight,
The Sky shines gold, not blue.
There, the Triforce's might
Makes mortal dreams come true.
Many aggressively searched for the wish-granting Triforce, but no one, not even
the Hylian sages, was sure of its location; the knowledge had been lost over
time. Some said the Triforce lay under the desert, others said it was in the
cemetary in the shadow of Death Mountain, but no one ever found it. That
yearning for the Triforce soon turned to lust for power, which in turn led to
the spilling of blood. Soon the only motive left among those searching for the
Triforce was pure greed.
One day, quite by accident, a gate to the Golden Land of the Triforce was
opened by a gang of thieves skilled in the black arts. This land was like no
other. In the gathering twilight, the Triforce shone from its resting place
high above the world. In a long running battle, the leader of the thieves
fought his way past his followers in a lust for the Golden Power. After
vanquishing his own followers, the leader stood triumphant over the Triforce
and grasped it with his blood- stained hands. He heard a whispered voice: "If
thou has a strong desire or dream, wish for it..." And in reply, the roaring
laughter of the brigand leader echoed across time and space and even reached
the far-off land of Hyrule. The name of this king of thieves is Ganondorf
Dragmire, but he is known by his alias, Mandrag Ganon, which means Ganon of the
Enchanted Thieves.
------------------------------The Imprisoning War------------------------------
I do not know what Ganon wished for from the Triforce. However, in time evil
power begain to flow from the Golden Land and greedy men were drawn there to
become members of Ganon's army. Black clouds permanently darkened the sky, and
many disasters beset Hyrule. The lord of Hyrule sent for the Seven Wise Men and
the Knights Of Hyrule, and ordered them to seal the enterance to the Golden
Land.
The Triforce, being an inanimate object, cannot judge between good and evil.
Therefore, it could not know that Ganon's wishes were evil; it merely granted
them. Suspecting that Ganon's power was based on the Triforce's magic, the
people of Hyrule forged a sword resistant to magic which could repulse even
powers granted by the Triforce. This mighty weapon became known as the blade of
evil's bane, or the Master Sword. It was so powerful that only one who was pure
of heart and strong of body could wield it. As the Seven Wise Men searched for
a valient person to take up the Master Sword, Ganon's evil army swarmed from
the tainted Golden Land into Hyrule and attacked the castle. The wise men and
the Knights Of Hyrule combined forces to wage war on this evil horde.
The Knights took the full brunt of the fierce attack, and although they fought
courageously many a brave soul was lost that day, However, their lives were not
lost in vain, for they bought precious time for the Seven Wise Men to magically
seal ganon in the Golden land. All of Hyrule rejoiced at the victory that
upheld peace and order over Ganon's evil and chaos. Thsi war, which had claimed
many lives, became known as the Imprisoning War in stories told in later
centuries.
----------------------------The Coming of the Wizard---------------------------
Many centuries have passed since the Imprisoning War. The land of Hyrule healed
its wounds and the people lived in peace for a long time. Memories of the
vicious Imprisoning War faded over the generations...
So it is no surprise that no one was prepared for the new disasters that have
recently struck Hyrule. Pestilence and drought, uncontrollable even by magic,
revaged the land. The king of Hyrule, after counsel with his sages, ordered an
investigation of the Imprisoned Dark World (as the Golden land had come to be
known) but the wise men's seal was apparently intact. he offered rewards for
anyone who could find the source of these troubles. In answer to these summons
a stranger named Agahnim came and quelled the disasters witha previously unseen
form of magic. As a reward, the king gave him a new position as chief advisor
and heir to the Seven masses proclaimed him their hero. Peace had returned to
Hyrule... or had it? Of late, rumors have traveled their whispering path with
alarming frequency. Rumors saying Agahnim now rules the country with his
magic... Rumors of strange magical experiments in the castle tower at night...
The people of Hyrule were gripped by dread.
-----------------------------------Prologue------------------------------------
One night, a girl's voice awakens you from your sleep.
She telepathically pleads.
You jump out of bed not knowing whether the voice was part of a dream or
reality. Upon leaving your bed, you find your uncle, who should be fast asleep
at this time, preparing to go out, girded for battle.
"I'll be back by moring," he says as he departs. "Don't leave the house."
You watch him leave with the family sword in hand and shield on arm. This night
is like no other... Who is Zelda? Where had your uncle gone and for what
reason?
And so, on an ill-fated night, a new chapter in the legend of Hyrule's hero
begins- a new chapter in The Legend of Zelda!
YOUR QUEST AS THE LEGENDARY HERO!
The Golden land of the Triforce has become a Dark World corrupted by Ganon's
evil wishes. However, this is not enough for Ganon; he also wants to make
Hyrule, the Light World, his own. To do this, he needs to break the Seal Of The
Seven Wise Men.
But he cannot do this with his power alone. He must also use the life force of
the descendants of the Seven Wise Men. With Agahnim the wizard as his pawn,
this is about to become a reality (thus the late night experiments in the
castle tower...).
You, as the legendary Hero of Hyrule, must enter the Dark World on a quest to
save the maidens that Agahnim has sent there. The aim of the game is to solve
the many mysteries and adventures that await you along the way to rescuing the
maidens, defeating Ganon, and returning peace to Hyrule.
END STORY.
So there you go, the storyline of The Legend of Zelda: A Link to the Past.
Again, the above words were not my own, but Nintendo's, from The Legend of
Zelda: A Link to the Past instruction manual, (c) Nintendo, 1991!
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This section of the FAQ/Walkthrough is basically a summary of all major
characters you meet in the game, with a description of each of them. Basically
something for you, the reader, to have at your disposal, to give extra depth to
the storyline and the game. Sometimes, understanding the characters in a game
can give your gameplay more enjoyment! (in order of appearance)
>>>Link<<<
----
Link is the main character in the game. You play as him, that is. He's the hero
in all of the Zelda games, throughout all of the systems. This storyline throws
him up against the evils of Ganon once more, when Zelda is once again kidnapped
by him, for his evil deeds. Link weilds a shield and sword, in addition to all
of the weapons, armor pieces and items you find along the way in your quest.
He's basically the way he is in every game. He says very little (well...
nothing at all, actually), but he does a whole lot! =)
>>>Zelda<<<
-----
The seemingly helpless princess of the Zelda games, Zelda is always getting
kidnapped! Well not always. In Zelda II: The Adventure of Link, a spell was
casted upon her, putting her in a deep sleep. On the Game Boy Zelda, she
doesn't even appear in it, just in Link's dreams. And then there's the
Nintendo64 Zeldas, one of which she doesn't get kidnapped, and another which
she doesn't even appear in. Go figure. But in this particular Zelda title, it
is your job to rescue her!
>>>Link's Uncle<<<
---- - -----
Link's Uncle is a mysterious character, because we don't really get to learn
much about him at all. In fact, he only appears in the very beginning of the
game, and at that, for only a moment or two. He originally tells Link to stay
at the cabin after Zelda telepathically contacts the two of them for help, as
she's trapped within the castle's dungeon. Not two minutes later, when Link
finds his way into the castle, he finds his uncle, fatigued and injured, within
the castle. That's when he gives Link his sword and shield, and tells him to
rescue the princess! And that's all we know about this mysterious bearded man.
>>>Sahasrahla<<<
----------
Sahasrahla is a mysterious old man, who Link meets early on in the game, before
entering into the first palace of the game. It just so happens that Sahasrahla
is a direct descendent of the Seven Wise Men, and is very wise himself. He
gives Link lots of information and some items... and contacts Link
telepathically with tips in each of the games' dungeons. Listen to his wise
words... he often gives you words of wisdom that can get you out of some pretty
tough situations!
>>>Old Man<<<
--- ---
The Old Man is a character you find on your way up Death Mountain. He ends up
giving you the all important item, the Magic Mirror, upon getting to the top of
the mountain. Not much is known about this man, except that his granddaughter
was a victim of the evil Wizard's plot for the domination of the Light and Dark
Worlds of Hyrule.
>>>Agahnim<<<
-------
Agahnim seems to be the real bad guy in The Legend of Zelda: A Link to the
Past... that is until you actually fight him and defeat him midway through the
game, and realize that he is simply a pawn of the all-powerful Ganon. Agahnim
is a powerful magician however, and his magical spells are much to be contended
with. You fight him twice in the game, and both times, he'll challenge you
greatly with his magical prowess... but it doesn't seem much when you realize
he's being controlled...
>>>Ganon<<<
-----
Ganon... oh Ganon. Ganon is the bad guy in basically every Zelda game every
created. But Ganon remains very mysterious in this game, for he is actually
controlling other characters (like the evil Magician Agahnim) like pawns in his
game for total world domination. Opening the Sealed Gate to the Dark World of
Hyrule, Ganon controls the Golden Power, which grants him any wish he so
desires... he is your main objective in this game... you must defeat Ganon and
save Hyrule, for the sake of everyone!
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The controls of the game are simple, but here they are for you below, just in
case you need a point of reference. If you've read any of my 23 other FAQs on
GameFAQs, especially any of the 20 I have for the NES, you'll notice I have an
ASCII art NES controller to go along with my control descriptions, for good
measure. However, I'm not -that- talented, so I have no ASCII art for the more
compicated SNES controller. =P Here we go. (word for word from The Legend of
Zelda: A Link to the Past instruction manual, page 13, (c) 1991 to Nintendo).
Control Pad - Player Movements
------------------------------
With the control pad you can move your character in eight directions including
up and down stairs. This also moves the cursor.
SELECT Button - Ending a Game
-----------------------------
The SELECT Button lets you end the game and save data.
START Button - Selecting Items
------------------------------
Press the START Button to switch to the Sub Screen. You can then select items
to be used with the Y Button or check the status of your equipment.
X Button - Viewing the Maps
---------------------------
Press the X Button to view th overworld map or the dungeon map.
A Button - Holding and Running
------------------------------
The A Button can be used for a variety of actions, including picking up
objects, running, talking, swimming, reading, grasping, and opening chests.
B Button - Swinging the Sword
-----------------------------
The B Button lets you swing the sword to attack enemies. This button also
confirms choices made on the Player Select screen and Game Over screen.
Y Button - Using Items
----------------------
The Y Button activates various items for attack, defense, magic and movement.
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The game physics and mechanics of the game aren't too hard. The game, being
pretty primitive by today's standards, is straight-forward and easy to get the
hang of. Plus, there are so many games that mimic the unique stylings of The
Legend of Zelda: A Link to the Past, that you've almost certainly played a game
like it, even if you've never actually played a Zelda game.
You walk around, you hack and fight enemies, gather items and rupees (the
monetary unit in Hyrule) and enter one of the the many dungeons (in order,
preferably), to get new items, beat bosses, and advance farther into the game.
It's really that simple. You never have more than one view, which is an over-
head view of the game. The game is split into "squares" for easy programming,
with each square having certain enemies and whatnot, that are special to that
square. Having the over-head view of each square gives you the advantage to see
an entire square without having to move.
All in all, the game is classic because of the game physics. It takes from the
older Zelda games and adds on to it, while at the same time keeping the points
of the old games that made the old games great, and at the same time make The
Legend of Zelda: A Link to the Past great, as well. There's nothing more that
can really be said.
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The game of The Legend of Zelda: A Link to the Past is split up into two
worlds, that you'll have to continuously switch back and forth between to get
through the game successfully. This section basically explains the physics of
the two worlds, and the differences between the two as well.
T H E L I G H T W O R L D
- - - - - - - - - - - - -
The Light World is Hyrule's normal form. Although enemies and guards patrol the
area regularly, the enemies here are generally weak, and the atmosphere is
peaceful. It's a familiar world, really, with the weaker enemies in the game...
you spend the first half of the game here, as well as scattered parts of the
second half.
T H E D A R K W O R L D
- - - - - - - - - - - -
The Dark World is the anarchy-state of Hyrule, under the evil rule of Ganon.
The Dark World is a mysterious and evil place, where, without the powers of the
mystical Moon Pearl, no one can keep their true form. They turn into the form
reflective of what's in their hearts. Being that when you enter the Dark World
for the first time, you don't have the Moon Pearl, you get turned into a Bunny.
Later, Link gets the Moon Pearl and can keep his true form in the Dark World,
which boggles the mind of all of the monsters in the Dark World from that point
onward. The Dark World is where you spend a majority of the second half of the
game, and has the game's harder enemies and monsters for you to contend with.
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And now, the walkthrough. But before we get down to the nitty-gritty, lets go
over a few vitals that you should all probably be aware of.
1.) Saving is easy, saving is fundamental. But when you save and shut off your
SNES, don't shut it off without first making sure you saved! That would SUCK!
=D
2.) When you die on the overworld, you'll eventually have options on where you
can restart the game, including Link's House, the Sanctuary (*cough* Church
*cough*), or the Mountain Pass (for the Light World, anyway). If you die within
a dungeon, you start at the dungeon entrance. See, it's simple, really! =)
3.) The walkthrough is written in such a way that I always went through the
game since I was a kid. There are other walkthroughs on GameFAQs if you don't
like the way I go through the game. Some play it like I do, some don't, I'm
sure, so to each his own. This is the way I think it's easiest to get through
the game.
4.) Keep an eye on your hearts, and if you're dangerously low ("beep, beep"),
make sure to get your hearts or you're gonna perish, boy!
5.) Rupees are vital. You're definetly going to want to collect all the rupees
enemies drop... you never know when you're going to need them. Or maybe you do,
I don't know. =)
And now, the walkthrough...
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I. Zelda Speaks to Link...
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After you input your name, and start your new quest, you're brought to a
mysterious hut, at night. You can hear the rain beating against the roof and
the surrounding lands. Then, someone speaks to the hero, you, Link, as he lies
in bed, as well as Link's Uncle, who is sitting awake at the table. She pleads
for help, introducing herself as Zelda. She tells them that she is held captive
at the castle by the evil wizard named Agahnim. Other girls were also
kidnapped, but have disappeared. Agahnim, it seems, is trying to open up the
seal of the Seven Wise Men...
Suddenly, Link's uncle awakes Link, and tells him that he is going out, but
will be back by morning. He instructs him not to leave the house in his
absence! Then the uncle leaves, equipped with sword and shield.
You can now control Link. Use this time to learn the various controls (although
you don't have any weapons to use yet). Just get used to moving him about. The
pots in the corner of the room all hold hearts in them. Just pick up the pots,
grab the hearts, and then throw the pot. There is a treasure chest in the
cabin, as well. Open it to get the Lamp! Your first item! Stay in the cabin
long enough, and Zelda will telepathically contact Link again. She'll tell him
that a secret passageway exists between the outside of the castle to the garden
inside the castle walls! That's your cue! Lamp in hand, leave the cabin to the
rainy outside world.
Once outside, go to each bush around Link's house and pick them up, then throw
them, to see if they harbor any stray rupees for you. As you walk around
outside, you'll notice that guards block almost every exit around your house.
Walk down to the normal ground, then around to the right of your cabin, and
north. Go north one screen to a coastal section, which you should then follow
to your left, and up across the blue-green bridge with the hearts on it. Go
north across the bridge, and you'll see the castle walls. The castle entrance
is guarded by some knights, however. Go right, avoiding the knights, and around
the castle wall. Follow the stoned-pathway east, and then north, to a lone
bush, surrounded by some ground stones. Lift it up, and hear that famous Zelda
secret jingle! Step into the hole in the ground that the bush was hiding, and
you'll now be inside the castle!
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II. Within the Castle Walls...
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As you land in the castle, you'll find yourself in a small pool of water. Walk
west out of it and follow the narrow green corridor heading leftward. You'll
soon thereafter run into your stranded uncle, whom is either injured or tired
(one can't be too sure). In anycase, talk to him and he'll eventually give you
his (now yours) sword and shield. Keep in mind his lesson on focusing the power
of the sword by holding down the B button! After grabbing his sword and shield,
we're ready to move on.
Pass by your uncle, and go through the door at the end of the path we're on. In
this new section, we'll come across our first enemies - two Green Knights. The
Green Knights are the most basic Knight enemy, and only take two hits of Link's
sword each to kill. They are only equipped with Daggers, and aren't very smart,
either... so slay both of them, gathering whatever hearts or rupees they happen
to drop. After they are both slain, head all the way east down the path we're
on to the treasure chest. Open it to get five rupees (whoopie!), and lift both
jars right there as well, to get small magic jars, which will fill up your
magic meter ever so slightly (we'll need the magic to use our Lamp, however, so
every little bit helps!) Then, head back down the path, and south. Go up the
stairs, and through the door there, which will bring us back outside.
Once back outside (but now within the castle walls, instead of outside, like we
were before), it's still dark and rainy. Now that we have a sword equipped, cut
your way through the two bushes blocking your exit out of that little alcove
you're in, and slash and hack the high grasses and bushes around your area, if
you'd like, to find rupees and hearts. After that, go left, to the main path
leading to the entrance to the castle, where you'll find three more Green
Knights. Kill them, as well, and enter through the large doors to the north,
entering back into the castle...
Once inside the castle, head north to the middle of the majestic room, and slay
all three Green Knights within. Now, we have some choices here, as to which
door we take. Well, follow my lead, and take the door to your left, but NOT up
the stairs. Take that door, and follow the passageway NOT up the stairs
(again), but swinging around going north, through to another room. In this
room, continue north, while killing three more green knights that await you.
Then, follow the passage to the door on the other side, which leads to a
horizontal hallway. In the middle of this hallway is a door, which has stairs
leading downward. Go down these stairs, to the first basement floor.
In this small room, a Blue Knight, equipped with a Long Sword, awaits you.
These Knights are stronger than the Green Knights... better equipped, smarter,
and with stronger attacking power. Don't take them too lightly! Kill the Blue
Knight and grab the Key he drops when you kill him. Then, open the chest in the
middle of the room to nab the map it's holding. Now you have a map of the
castle we are exploring! Sweet! Now, unlock the locked door to the south of
this small room, which leads south to another, larger room.
In this large room, you'll notice a huge black chasm to the righthand side...
the chasm is the key to this area. While you can get knocked (or simply walk)
into the chasm, you can also slash, push, or steer enemies into this chasm as
well. So walk down the stairs, and slash at the Blue Knight there when he's
near the edge of the walkway, by the chasm. Slash him into the chasm, and watch
him fall! That was simple, wasn't it? Now, go south to the next room. In this
area, there is a chasm on all four sides, and two Blue Knights patrolling the
area. Be careful, knocking both of the Blue Knights into the chasm below, or by
simply killing them in the generic fashion. Either way is fine, it's what makes
you comfortable. Keep in mind that the clay jars in the room (as well as all
clay jars) kill the Blue (and Green) Knights in one hit. Nifty, eh? Now head
south along the path. You'll come across yet another Blue Knight. You know what
to do by now, just make sure to not walk off the side of the path, or get
knocked off the path! Follow the pathway to the next area, which is to the
left. (Note: If you DO get knocked into the chasm, it's no big deal. You lose
hardly any energy, but you start at designated areas around the rooms, making
it more of an annoyance than anything, really).
In this more wide open room, head north, then west into the main part of the
room. Engage the two Green Knights here in battle, and ignore both staircases
leading to an upper passageway in the room. Instead, go north to the doorway
there, and into the next room. In this small room, a Green Knight patrols the
area. Kill the Green Knight, and the door to the right opens. There's a locked
door to the north, but we haven't a key! So go through the door to your right,
and into that small room. In this room, we have a Blue Knight. Kill this Blue
Knight, and he'll drop a Key. Grab the Key, and open the treasure chest in the
middle of the room, to acquire the Boomerang! Sweet! Leave the room, going back
to the previous room. Go up the stairs in this small room to the locked door we
ignored previously, and open it, going through it to the next room. Simply
follow this passage down the stairs, and down the doorway staircase as well, to
another basement floor. Then, swing around, and go down one more time! You'll
now be in the castle's deep-ground prison! Sweet. As you enter, kill the Green
Knight, and enter the first jailcell, looking under the jars there for any
hearts you may need. Then, go all the way to the right of the prison room,
where your first boss fight will occur.
**** ******
BOSS FIGHT ONE - MACE KNIGHT
**** ******
The Mace Knight is by far the most simple boss fight in the game... some don't
even consider it a boss fight, but I do! To defeat this rather intimidating
enemy, this is what you want to do. Wait until he swings his huge ball and
chain mace around once, and then brings it back to him. Then, run into him and
slash him two times with your sword, and run back away a safe distance, and
wait for him to do it again. He's that simple, really... just make sure to not
get smacked up by his mace, which does considerable damage to the weak Link.
Time your attacks and be patient, and the Mace Knight will fall quickly to
Link's sword.
*****
When the Mace Knight is defeated, he'll drop the Magic Key, which will open up
Zelda's jailcell right in front of you. Open the jailcell, grab the five rupees
out of the treasure chest within her cell, and then rescue the Princess. She'll
thank Link, tell him a bit about what's going on (so pay attention!), and then
tell you that there's a secret exit out of the castle (now that the guards'll
be looking for the both of you), but we must go back to the castle entrance.
That isn't so hard... just backtrack ALL THE WAY to the first, primary room in
the castle. Kill the enemies as you go, and be quick about it! Once you reach
this room, you'll now because Zelda will address Link, and tell him to head to
the throne room, that the hidden passageway is there. So where is the throne
room? Well, it's the door to the north of the room, right in the middle. You
can get to it by going up the stairs to the side and following the upper
passageway all the way around to the middle door, and then go through it, to
the next room.
In this room, you'll be jumped by several Blue Knights. Go up the stairs in the
middle and you'll find yourself in the throne room. So what to do? Approach the
throne, and go up the stairs there. Zelda will tell Link to push the shelf in
the back over. So go to the side of it and push it all the way over. Enter into
the castle catacombs here. It's dark in here, you can only see in front of you
a bit and slightly to the sides. In this first dark room, try to find a sink-
looking object, which is something you can light up (I call it a torch) with
the Lamp. Find one and light it up, and the room will be temporarily lit. From
there, kill the Rats in the room (they carry lots of rupees!), and then
approach the door in the northeastern corner of the room, to the next part of
this catacombs area. As you enter this dark room, there'll be a torch right in
front of you. Light it up, and start going to work with your sword on the
Snakes to your left. Kill them all, and go to your left, to the next door,
which leads deeper into the catacombs.
In this rather large room, it too is dark. Head north up the path, killing any
Rats, Bats or Snakes in your path. Find the nearest torch and light it up. To
the right of the room is a Key within a treasure chest. Make sure to pick it
up, and go to the left to grab some magic under the jar there. Then go north,
and unlock the door with the key you just found there. Go through the door, to
the next room in the catacombs. As we enter this room, Zelda will tell Link
that beyond these sewers lies the sanctuary that we are headed towards. This
room truly is a sewer, with water all over the ground, et cetera. In this small
sewer room, head due right and light up the torch there with your Lamp. Your
safe in the water areas from enemies, so use that to your advantage. This
particular room holds only Rats for you to fight. Slay them all, gathering
whatever they drop, then simply go left through the door there, to yet another
room. This part of the sewer is wide open. There are Rats, Bats and Snakes in
this room, but it shouldn't give you a hard time. You can cut north through the
water to the next door, or you can light up one of the torches and explore the
various jars in the room for magic and hearts, and kill the various enemies as
well. Either way, work your way to that northern door, in which we are headed.
In this room, there are three Rats and two Bats. One of the Rats hold a Key, so
slay them, grab the key they drop, and then kill the bats (all of this after
lighting up a torch, of course). Then go to the northeastern part of the room,
and unlock the door with the key you just got there. We're almost there.
In this self-lit room, head north. You'll notice to your right two unstable
walls that can be bombed... unfortunately, however, we haven't any bombs right
now, so we'll have to pass for the time being. Head north, killing the various
enemies as you go. When you get to a series of blocks, push the middle one out
of the way, and go up the stairs there to the next room. In these wood-encased
rooms (I'm guessing we're now in the sanctuary basement), there are Rats all
over. Kill them all, using Jars or your sword, then go through the south door.
In this FINAL room, there are two Rats, and two switches. Zelda tells you to
pull a switch, but she's not specific enough. Kill the two Rats, and pull the
righthand side switch to make the door open. Pulling the other one will result
in enemies falling down on you, so don't pull it! Then, go through the door,
and enter into the safety of the sanctuary.
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III. The Sanctuary and the Six Heart Pieces
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Once you deliver Zelda back to the sanctuary, the Priest thanks you for
delivering Zelda back to him safely. He tells Link that it is absolutely
necessary that Zelda not fall into the hands of the wizard again! The only
weapon that can defeat the wizard, he tells Link, is the Master Sword. His
quest is to acquire this Master Sword, and kill the evil wizard!
After the Priest stops talking, Link can now grab the full Heart out of the
treasure chest right up there on the alter. Now, we have much to do! But first,
there are six Heart Pieces we can pick up at this point in the game that we
should make haste in getting right now, so that's what we're going to do!
The first heart piece on our list is located far to the south of the Sanctuary.
To get there, go south from the Sanctuary, back down to the location of Link's
house. Once you get to Link's house, go south to the large field below his
house. Avoid or kill the Blue Knight Archers and Green Knight Archers, and head
south one more screen, then head west a screen. Right on-screen there should be
a small building made of stone there. Enter into this building. There's a row
of three blocks blocking your way northward, as well as a treasure chest beyond
it. Ignore the treasure chest for now, and push the middle block up towards the
treasure chest, then the left block to the left, to make an entrance for Link
heading north. Head north through the door into another room. In this room is
an enemy that you can't kill, and two switches. Pull the righthand switch to
make the water start to flow inside this building. Pulling the righthand switch
will make four green bombs fall from the ceiling and explode, so avoid pulling
it. Then, walk back outside of the stone building, and go to the shallows at
the left of it. There, you'll find your first piece of heart.
To get to the location of the second heart piece from here, head back north to
Link's house. Stop by the house, first of all, if you need any Hearts from the
jars within. Then, head west along the path below Link's house (but on the same
screen). On this next screen, head east some more, while killing the three
Green Knights you come across. Then, follow the path south to the next screen.
On this screen, kill the Blue Knight Archer, while blocking or avoiding the
arrows he shoots at you. Then follow the path east, then north into the next
area, and again, north and east to another screen. You'll know you're in the
right place because you'll hear the music change. This is the "town music" that
will become familiar to you in no time. Follow the zig-zagging passage, past
the library, and up to the next screen, which leads into the town proper. Go
north straight through town, until you come out the other side. On this screen,
you'll see a Fortune Teller's house. Ignore it, and go to the right of it. Kill
the two Green Knights stationed here, and then head north into the woods above.
This is the Lost Woods. Head north through this first area of the Lost Woods.
Kill off the Crow that comes at you, and right after that, you'll come across a
group of nine bushes, grouped all together. Slash at all of them, and the one
smack-dab in the middle will be hiding a hole. You'll know you found it when
you hear the famous "Zelda secret" tune. Jump into the hole, and you'll land
directly north of another heart piece! Then, simply jump down off the ledge
there, and go through the door to your left. The guy you come across on the
passage out of here will tell you that this is a gang of thieves' hideout.
Then, you can just leave by following that passage out of the cave, and then go
south to get out of the Lost Woods all together.
As for the third heart piece, as well as the three after that we need to get,
we're going to need Bombs. If you haven't already found Bombs by simply
fighting enemies, and don't feel like waiting any longer, go to the shop in the
village to your south. The shop is a small shack next to a boy, in a small
farm-like area. You can buy ten Bombs for 50 rupees! Not bad! After that, we
can get the rest of the heart pieces we need. The first one is within the
village itself.
To get the third heart piece, head to the northern section of the village, to a
silver house, adjoined to a regular looking house... you'll know the house in
question not only because of its silver coloring, but its barred windows and
green roof. Once within this house (it's a thieves hideout), talk to the man in
there, and then go down the stairs through the door at the northwest end of the
room. In this room, there are four treasure chests to the south of the room.
But first, bomb the cracked wall at the north of the room to make a hole. Enter
into this secret room, and grab the five rupee pieces under each of the six
pots in your path, and then open the chest at the end of the path to get your
third heart piece! Sweet! But before leaving this hideout, make sure to move
the blocks strategically to get the red twenty rupee pieces that each of the
four hold. Don't worry! If you can only get one or two at a time, that's okay,
just leave the hideout and comeback, and the blocks'll have been reset, meaning
you can easily get all four, for a total of 80 rupees! Not bad! As for the
fourth heart piece...
The fourth heart piece is a cinch to get. From this unusual looking house, head
south, all the way to the southern entrance of the village, the one we
originally entered into the village via. Jump down from ridge to ridge, and
head to the western house. It's a long house, and only half of it is on the
screen. You can't access the other half... or so it seems. Enter this house,
and talk to the guy there. He says that he and his brother are fighting, so he
sealed the doorway to his room. The faulty wall to your left is the door in
question. Bomb it (sorry man, hope you didn't spend too much patching that wall
up at the Home Depot), and enter into his brother's room. Talk to the other
brother (he'll ask if his brother is still angry)... but wait, that's NOT how
you get the heart piece. But it was a necessary step! Go outside of this
brother's room, and you'll be right next to a young woman. Talk to her, and
she'll tell you that if you get to the end of her obsticle course within 15
seconds, she'll give you something "special." While I'm sure Link wishes it
were something else *winkwink*, traverse the obsticle course in the set amount
of time to receive a piece of heart! That's the fourth heart piece, which, if
you're getting them in the order I have them here, will now equal five hearts
in your energy meter! Cool beans! Piece five, here we come!
Head back into the village proper. Go straight to the northwest corner of the
village. You'll notice a gapping hole in the ground, right next to a cave
entrance... but how to get into this hole? Go around it, past the cave
entrance, and above it via the ridge right to the north of it. Drop off of this
ridge into the hole, and you'll enter into a secret cave area. Right where you
drop is a treasure chest. Open it to get some Bombs, and then grab the Red and
Blue rupee pieces out of the chests and jars along the northern wall. Right
next to the leftmost treasure chest is a crack in the wall... a faulty wall!
Bomb this faulty wall, and get two hearts, ten rupees total, and your fifth
heart piece out of the chest there! Cool beans, once more! =D Exit out of this
cave, back into the village.
The sixth heart piece isn't in the village (oh well!), but we should really
still get it, don't you think!? Leave the village, and backtrack all the way
back to Link's house, then head down into the fields below his house, just like
we did before. Then, head west a screen, and south once more. You'll see a sign
there, that'll have an arrow pointing west, leading to the Desert of Mystery.
This is our destination for this particular heart piece. Go west into the
Desert of Mystery entrance, and follow the winding path westward, into the
desert itself. Once you enter into the desert, hug the eastern wall as you head
north. As you get to the very north of this desert, but on the eastern side,
you'll come across a cave. Enter into this cave, and follow the cave passage up
to another door, which you should go into as well, into the next area. In this
room, a man named Aginah resides. Talk to him if you'd like (he'll give you a
good time on where to get the Book of Mudora!), and then go to the south of
this room, where another faulty wall exists. Bomb it, as we've been doing this
entire heart-getting trip we've been on, and enter into the small room it
reveals, which has a treasure chest holding the sixth heart piece. Now we're
done with this heart-gettin' chirade... for now, anyway!
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IV. Two Magic Bottles and a Bug Catching Net
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This section of the walkthrough, after we get the six hearts above, is to guide
you on getting two of the Magic Bottles and the Bug Catching Net, as well. So
let us do this, shall we? All three of these items we need to get are all
located within the confines of the village, so we need not travel very far to
get all of this crap. So, go back to the village, and we can get started.
First and foremost, lets get these two Magic Bottles, eh? The first one is easy
to get. Actually, they're both easy to get, but whatever... the first Magic
Bottle is located within the Magic Bottle dealer's hands. Easy, eh? The Magic
Bottle dealer is the dude sitting Indian style on his towel in the middle of
town. He has four bottles right next to him, and located to the west of the
weathercock... he should be easy for you to find. Talk to him and purchase the
Magic Bottle he's selling for 100 rupees. A good deal, indeed!
The second Magic Bottle is located in the Pub/Inn building in the village,
which is located south and east a row of houses from the Magic Bottle dealer.
But don't enter the Pub from the front. You'll know the right building because
there is a gap in the back of the building in the bushes surrounding the
structure, which will allow you entrance into the secret back entrance into the
Pub. Enter into this secret entrance and open the treasure chest near the
counter, to get your second Magic Bottle!
As for the Bug Catching Net... To get the Bug Catching Net, head to the house
near the middle of the village. It's to the left of the house with the bushes
all in front of the house. It's basically due north of the back of the Pub.
Enter into this house to find a little girl, sick in bed, with cages in her
little home... go and talk to her! If you don't have the Magic Bottles (at
least one), she'll ask Link if he has one, and if you don't, she won't talk to
you further. If you DO have a Magic Bottle, she'll tell you why she's sick, and
then offer you her Bug Catching Net! The Bug Catching Net is VERY useful, for
catching bugs and Faeries with it, and then storing them in your bottle. Pretty
neat, no? But no use for it right now really, so moving on...
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V. Places of Interest Before the First Dungeon...
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We have all the stuff we need (and a lot more) to now traverse the first
dungeon, which is located in the far east of Hyrule. But first, let us explore
Hyrule a bit more, primarily the village area.
Go to the little boy next to the shop, along the fence in the chicken coup.
He'll tell you of his grandfather, and that you should go visit him, and then
mark your map! Pretty cool, eh? Then, go west of the little boy, to the small
shack in the southwest corner of town. It seems that there's no way in, but
there is. Hack your way through the brush there to the front of the building,
and plant a bomb there. A hole will be blown into the wall, giving you entrance
into this small shack! Within the shack are several pots, hiding some rupees,
bombs and arrows for Link to throw into his inventory. Pretty cool, eh?
Now, head east, back to Link's house. Refill your hearts if need be, and then
we'll head east, toward the palace. Head east from Link's house, and then north
across the bridge there. Fight off the Blue Knights, Green Knights, and
assorted Archers you come across. Then shoot rightward, and into the mountains
heading north, into the Eastern Palace area. Head north, up the long staircase,
and keep heading north, avoiding or killing the Octoroks that come at you.
You'll see a hut below if you keep heading north. This is the house the little
boy in the village marked off for us. Jump down where the hut is, and enter
into it.
Within, you'll meet the famed Sahasrahla, the village elder, and a direct
descendent of the famed Seven Wise Men. He tells Link that to get the Master
Sword, he needs to get the Three Pendants first, and the East Palace holds one
of them, the Pendant of Courage... and that's a good place to start. If Link is
to get this Pendant, he'll give him more information and a special item! Cool!
To the north of the wise man is three jars, with three hearts... and beyond
those jars, a faulty wall. Use a Bomb on the faulty wall, and enter into the
hidden room beyond it, which holds three treasure chests, with bombs and a
total of 100 rupees! Nice! You have an option now, before you get a-goin' into
the East Palace, however...
If you want to get the Magic Powder as soon as you get out of the East Palace,
then this is what you need to do. Head all the way back to Kakariko Village,
and past the Fortune Teller's house, to the Lost Woods entrance, where we went
before to get a heart piece. Enter into the Lost Woods here, and head north to
the thieve's hideout region where we were before. Explore the surrounding
vacinity until you find a Mushroom lying on the ground. Grab it, and you'll
find that it's actually the Magic Mushroom. Good stuff! This is what we came to
the Lost Woods for. But now, what to do with it? Well, it's quite simple,
really. Head all the way back to Link's House, and from there, head east, then
north across the bridge. Instead of going east from the bridge, as if we were
going back to the East Palace, head north one screen, through the maze of dirt
piles and Octoroks, and then north another screen. Follow the river going north
and east, and you'll come across a wooden bridge heading west. Ignore it, kill
both Blue Knight Archers, and head north, through the bushes (slash them to
make a path), and north another screen, and then east. There will be a
mysterious and colorful hut here... and green monsters (which I call Magical
Creatures) patrolling outside. NEVER slash them with your sword... they'll
electricute you! Instead, just use your Bow and Arrow (when you get a Bow), or
Magic Powder (when you get that)... but then, talk to the Witch outside, and
she'll tell you that if you give her the Magical Mushroom, she'll make
something for you! Sweet! Equip it and give it to her, and she'll tell you to
come back later for what she has for you. So that we'll do. If you want to have
some Magic Potions with you, this is the place to get them. Enter into the hut
there, and talk to the woman inside, who'll tell you Green Potion cures magic,
Red Potion cures life, and the Blue Potion cures both magic and life. She'll
even give you a free sample of the red potion! It'll be in lue of you to
purchase a Red Potion, so do that now... and then, after that, head back south
to the East Palace area, and enter the palace, and we'll get underway! If you
can't find it... well, there's no excuse for that. Just navigate the dirt
corridors and stairways, while killing off Blue Knights, Armos' and Octoroks,
and you'll be led directly to the entrance of this grand palace.
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VI. Dungeon One, The East Palace
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Ah yes, our first dungeon excursion. Get used to it, we'll be doing it a lot
more as the game goes on.
As we begin the first dungeon, you'll notice three doors... one on the left,
one in the middle, and one on the right. The door in the middle is sealed shut.
Ignore the doors to the left and the right completely. They both lead to broken
passageways that lead into a chasm. No use going there period (although the pot
in front of each door has a rupee under it, if you care to get them). So this
leaves us with one door, the middle, sealed door. What do we do to open it?
Life the pot in front of the door, underneath which has a gold circular switch.
Press the switch and the door will swing open, allowing you to go forward to
the following passageway over the chasm. This passageway has three simple-to-
defeat "Snake Bushels" or blue and orange. Defeat them, gathering whatever
goodies they drop, and then press the semi-hidden circular switch, out in the
open, towards the bottom of the passageway, which opens the door leading
northward, to yet another room.
In this room, you'll hear some weird pulsing noises, which you'll notice are
coming from below the platform you're standing on. Small balls are rolling down
the corridor below, after every few of which you notice a huge cannon-ball
looking ball rolling down the corridor, which takes up the entire width of the
corridor. So descend the staircase to the level where these balls are flying
down the corridor, and traverse these balls coming at you as you go. If the
large ball is coming at you, try to sneak into one of the alcoves in the
passageway. When you get to the end, don't go up the stairs there yet, but
instead, follow the corridor going left, then down, and then right. It leads to
a treasure chest and four pots. Each pot holds a five rupee pieces, while the
treasure chest holds 100 rupees! A nice little prize, if I do say so myself. In
anycase, follow the passageway back to the stairs I just told you to ignore. Go
up these stairs now, and through the door there to the next area.
In this area, follow the corridor up, and you can go left or right. First, go
right. Behind the two pots in the corner is a switch. Press the switch and door
right next to you will swing open. Enter into this door, and into the next
room. This room is full of Skeletons. These Skeletons are tough, however,
because when you hack at them, they jump away. You can ignore them, or you can
try to slay them by cornering them, or slashing quick, or even chucking the
clay jars at them. Either way, at the right end of this room are two doors, one
to the north and one to the south. First, enter the south door, and follow the
short corridor around to the stairs. Go down the stairs and you'll be in a
small room, but you can't see anything to the left or right of you because of
the platforms above. Nothing is to your left, but to your right are hidden clay
jars that have hearts underneath them if you need them. Then, go back up the
stairs and back to the previous room. Go now to the northern door on the right
wall and into that room. In this room is a spinning enemy (which I call a
Spinner), which you can't harm with your sword or any other weapon, so just
avoid it. There are five clay jars in this room. The one in the middle hides a
switch that opens the door leading south. Press this switch and run through to
that room to your south, which is another segment of the room where we just got
the hearts hidden by the clay jars previously. Open this treasure chest that's
sitting there all by its lonesome, and you'll get the Dungeon Map! Sweet
business! Now you can head back north, then west, and then south, back to the
corridor where we could go left or right before (that we chose to go right).
This time, go left. Move the clay pots in the corner like we did before and
press the switch, and then enter into the left room there.
This room is very similar to the other room right after the righthand door we
just took. Here too are Skeletons we can kill or avoid (it's up to you).
However, there's only one door we can take here, on the lefthand side of the
room. Go through the door there into the next room. In this room, the door
closes behind you, and the other door in the room also closes. Then, four
Skeletons appear. You'll have to kill all of them (try using the clay pots in
the room to kill them, which makes your life a lot easier), and when they are
all slain, the doors will re-open. Go through the north door into the next
room. You're on a corridor leading north now, with a treasure chest on the
other end. Open the treasure chest to receive the Dungeon Compass (!), so that
now with the map and compass we can see where we're going AND the boss'
location! Pretty neat, eh? Now, descend the staircase to your left, and go to
the door at the righthand side of the room, which will lead to a narrow
corridor. On the wall here is a gray Triforce box. These are telepathic boxes
that Sahasrahla can telepathically communicate with you via. He'll give you a
tip (after explaining what that box was), on how the weapon in this dungeon can
be used on the dungeon's boss. The weapon is the Bow, and now we're going to go
find it. From here, don't head south (the pathway it blocked by unmovable green
blocks), but instead, go right, to the massive middle-dungeon room.
In this room, you'll find two points of interest. Number one, the massive
treasure chest in the center of the room. And number two, the Magic Door to the
north of the room, that leads to the boss of the dungeon. Neither of these
things can yet be opened until we've found the Master Key, however... so hold
your thoughts on them. Otherwise, this room is inhabited by two Skeletons, and
two new enemies we haven't fought yet - Cyclops. Cyclops sit and chill with
their one eye closed until you get too close. In this state, they are
vulnerable to attack. When they open their eye and start to move at you
however, you can attack them. They move quick, however, so keep your distance.
While you can use your sword on them, your best bet is to wait until we get the
Bow and Arrow from within this dungeon to fight them with. That's when these
big enemies become especially simple to defeat. So shoot straight across this
room for now, to the door on the righthand side, which leads to a room that we
were already in, just on the top floor. Head south through this room to the
staircase at the southern end, which leads to another door, which you should go
through.
This room is all dark, and it's actually a square-shapped corridor. So what to
do? Well, you'll notice two Spinners coming at you from the left, so don't go
that way. Shoot right and then down. When you come across a Snake Bushel, slay
it, and then press the switch right next to it, which will open the door
immidiately to your right. Go through this door, and you'll be in another dark
room. In this room, you'll find three Skeletons guarding a small plethora of
clay pots. Kill the Skeletons with your sword or some of the clay pots, and
then lift all the clay pots to find rupees, magic jars, hearts, and above all
else, a key. Once you get all of these items, you can go back to the darkened
corridor we were just at. Once out in the corridor, head south, and then left.
Kill the Snake Bushel in your path, and keep moving, because those two Spinners
are on your tail! Then, head north, and there will be a locked door along the
lefthand wall, which you can now open with your new found key. Open it quickly
and go through this door, to the next area of the dungeon.
You'll now find yourself on a thin platform over the beginning part of the
dungeon, the part with the small balls and large balls (heh heh) going down the
small corridor. Go left over this tiny platform, to the door on the other side,
which leads to yet another room. In this room, you'll see ANOTHER large key
door, as well as some Snake Bushels and four Spinners orbiting a clay pot in
the middle of the room. Kill the Snake Bushels in the room, first, and the
Skeletons as well. The Cyclops should also be killed (try chucking a clay jar
at his open eye for a one hit kill). When all of the enemies are defeated, the
four Spinners orbiting that one clay jar will disperse. Be careful they don't
run into you, and run up to the clay jar. Pick it up and throw it, and press
the gold circular switch it was hiding, which will make a small treasure chest
appear on the alter in front of you. Open it to get the Big Key! The door to
the north is openable with this Big Key, so open it, and go through to the next
corridor. Then simply go north, pushing the righthand block north to make a
pathway for you to go, then go north and right, back to the dungeon's main
room. See why I told you not to go south before? =)
Back here, the enemies have reappeared, so kill them or avoid them, it's up to
you. Go to the treasure chest in the middle of the room (yes, the massive one),
and open it with the Big Key, to get the Bow! Now we have a Bow and Arrow to
use! Sweet! Four Skeletons will fly down from the ceiling, and their heads will
fly at you. Avoid them, and equip the Bow, and go to work on any remaining
enemies in the room that you want to kill. Then go to the locked door in the
north of the room, and use the Big Key on it. Enter into the room beyond it,
which is dark. Head right or left from the entrance and light up the room with
your Lamp, and then kill the two Cyclops in the middle of the room with your
Bow and Arrow (when their eyes open), as well as the Snake Bushels. Grab
whatever they drop, including the key, and then go to the northern righthand
door, beyond the clay jar. Enter into this darkened room, and go south down the
stairs. While avoiding the two Spinners patrolling the area, grab the load of
blue rupees ripe for the taking, and then head back to the previous room. Go to
the northern lefthand door now, and open it with the key you got from fighting
the two Cyclops and the Snake Bushels, and go through that door, which leads up
to the second floor.
The rooms here are now lighted, which is a good thing. There are four clay jars
in this room, and two Spinners. While avoiding the Spinners, grab the arrows
from underneath the clay pots. Underneath the lower lefthand one is a switch.
Press it, and the lefthand door will open. Go through the door into the next
room. In this room, make sure to have your Bow and Arrow equipped, for there
are three Cyclops enemies in this room in close proximity. Kill all three of
them (don't get hit, take one at a time), and then press the real switch, which
is the southern most one, to open the lefthand door. Go through that door to
the next room. This room has those black balls shooting in all directions! The
door on the other side is sealed shut, and there are four switches in the room,
one on each corner. Which one is the real one though? The upper lefthand one
is! Press it and the door will open, leading to one of the final rooms in the
dungeon before the boss battle! In this room, a Red Cyclops and two Skeletons
patrol. Kill the two Skeletons, and pound two arrows into the open eye of the
Red Cyclops (they are faster and take two hits instead of one to kill, than the
normal Green Cyclops). Then, the door to the north will be open, and you can go
north through to the next room. In this room, kill the crapload of Snake
Bushels, grabbing whatever they drop. Be weary of the two Red Cyclops enemies
coming from the north of the room however. Have that Bow and Arrow ready to
fire when they are coming at you! Kill them both, and then grab the arrows and
hearts out of the three jars on either side of the room. The door to the north
leads to the boss battle with the Armos Knights! Have your Bow and Arrow ready
for your first real boss battle!
***** *******
BOSS FIGHT TWO - ARMOS KNIGHTS
***** *******
The Armos Knights are you first true boss battle. The Armos Knights count six,
and they all attack you at the same time. However, they attack in formations,
and aren't too hard to kill, especially with the services of your trusty Bow
and Arrow. With the Bow and Arrow equipped, allow them to do their several
formations, including circles, straight lines (both vertical and horizontal),
and other such nonsense. While this is going on, shoot your arrows at any Armos
you want. Each Armos takes three hits each with the Arrow to kill, so you'll
slowly but surely narrow down their numbers as they jump around the room.
Staying on the bottom of the screen will nearly ensure that you won't get hit
by them as their randomly bouncing around the room, but you should still be on
guard. When five of the six Armos Knights are killed, the last remaining Armos
Knight will turn red in color, and change his attack style. He'll simply jump
around the room, trying to crush Link underneath him. At this point, the sword
is easier to use than the Bow and Arrow, so go to work on his with the sword,
and he took will bite the dust. Au revoir, Armos Knights.
*****
After the Armos Knights are defeated, a full heart piece will appear. Grab it,
giving you six hearts in your energy meter now, and then grab the Pendant of
Courage chillin' there as well. After you pick it up, the game will tell you to
take it to Sahasrahla, and that two Pendants remain. Good stuff. You'll then be
automatically transported outside of the East Palace. Say goodbye to it, you're
done there. Now... it's time to move on.
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VII. Sahasrahla's History Lesson, the Magic Powder, and an Ice Rod...
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From the entrance of the East Palace, we have to go back and visit Sahasrahla,
as he instructed you to do after you got the Pendant of Courage, which we just
got when we defeated the Armos Knights. Once back at Sahasrahla's hut, enter
into it and talk to him once more. Listen to his tail of the Hylian Wars and
such, and at the end of his lore, he'll give you his Pegasus Shoes, which will
allow Link to run and dash into many things! It also allows you to execute the
dash attack... use the A button to activate the Pegasus Shoes at any time!
But did you hear Sahasrahla's little hint after he gives you the Shoes? He
tells you to get something in Lake Hylia... what could it be? Well, we'll check
that out right now! But first, lets swing back to the witch's hut and pick up
our Magic Powder that she promised to make for Link out of the Magic Mushroom
he found in the Lost Woods! Leave the East Palace region and head north back to
her hut, just like we did before we went to the East Palace. Talk to the witch
outside that you gave the mushroom to and she'll give you the Magic Powder!
Sweet business! Now that we have that, go inside and talk to the woman in there
to heal up for free if you need to, and then head south and west, back to
Link's house.
From Link's house, we're going to head south into the swamp area there, that
we've been to many times before. Head south from Link's house one screen, then
east one screen. Go south until you come to a brown path of land, which you
should jump to. This is Lake Hylia. Follow the coastline of the lake all the
way around the southern edge of it, and then going north along the east edge of
it, until you get to a cave entrance. Next to this open cave entrance is a
faulty wall in the rock. Use a Bomb on the faulty wall to blow a hole in it,
and enter this icy cave. Go north along the pathway one screen, and you'll be
in a room with a treasure chest atop an alter. Open the treasure chest, and
you'll get the Ice Rod! Pretty sweet! (Note: The open cave next to the secret
cave is a cave of loose faeries if you want to catch any and throw them in any
open bottles you may have.)
After getting the Ice Rod, head north back to Link's house. We have a few more
things to take care of before going to the second palace...
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VIII. Another Heart Piece and the Book of Mudora
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From Link's house, we will first head to the Sanctuary to get the seventh Heart
Piece, one we need the Pegasus Shoes to get, which is why we waited until now
to get it. From Link's home, go east, and then north across the bridge, as if
we were going back to East Palace. Then, continue north through the Octorok-
infested dirt mounds, and north again, until you get to the wooden bridge
that's horizontal across the river, south of the witch's hut. Kill or avoid the
two Blue Knight Archers as you go across the bridge heading west, and then go
north. From here, go west a bit and you'll come to a graveyard. One screen west
of the graveyard is the Sanctuary. But, we need to go one more screen west from
the Sanctuary, the screen with two Green Knights patrolling the area. Kill them
both, and get to the high point of the screen, the plateau above the normal
ground level, and then head one screen east. This is the screen where we need
to be. You'll see a green set of rocks, look almost like flowers, with four on
each side and one in the middle, if you know what I mean. You can destroy these
rocks if you simply dash into them. So stand back a bit, and then press the A
button to use the Pegasus Shoes' dash ability, and run into these rocks to
break them apart, revealing a staircase leading into the ground below. Go down
into the ground, and open the treasure chest there to find your seventh piece
of heart... one more piece and we'll have another full heart container! Pretty
nifty! From here, we need to get to Kakariko village. To get there from the
Sanctuary vacinity, simply continue west down the path, and you'll run into the
Lost Woods' entrance/Fortune Teller's house screen. This is where we need to
be.
Our first order of business within the town is a little sidequest that's just
fun to do after you get the Pegasus Shoes. There's a man in red that you might
have noticed in town that, whenever you get near him, he runs away from you.
He's located right above the back of the pub, west a little bit. Approach him
from the left, so that he'll be running right. When he starts to run, dash
after him with use of the Pegasus Shoes. When you catch up to him, he'll admire
you agility and give you a tip to run into trees and other things to find
hidden secrets! Pretty neat, I know. If he runs out of the village before you
catch up, walk into a house or out of the village to reset his position. One
other thing to do here quickly is...go to the woman's house with the woman
sweeping out in front of it. It's located almost smack-dab in the middle of the
village. Walk into her house (she has a lot of chickens in there), and bomb the
righthand wall in her house, the one with the crack on it. In this secret room
is one treasure chest, which holds ten arrows, a nice little present indeed.
Finally, exit out of the town through the south exit. Jump down one level, and
then go left to the ladder, leading up to the house with the book over the
door. This is the library, our next destination. Enter into the library, and on
the lefthand shelf, you'll notice a big green book up top. How do we get it
down? Simple. Dash into the shelf with your Pegasus Shoes and it'll fall off
the shelf. Then, simply walk around the shelf and pick it up. This is the Book
of Mudora, a very important item that we need to get into the Desert Palace,
the next palace on our list!
Now that we're all ready to go to the Desert Palace, this is how we get there.
From Kakariko Village, head back to the screen that has Link's house on it, and
then head south into the swamps. From there, head south one screen, and west
one screen. A sign will be there, pointing you to the Desert of Mystery. This
is where we got a heart piece earlier in the game, so the region should be
familiar. Go around the zigzagging pathway and enter the desert proper. While
avoiding the Mines, Sandmen and Vultures all over the place, head north and
west a bit, to the platform with the stone tablet in the middle of it, and
three alien-looking heads forming a triangle around it. Go up to it and read
it, and it'll be all giberish. This is where the Book of Mudora comes into
play. Equip it on Link and read the tablet again. Just make sure to read it
with the special item/weapon button. It'll say (in English) to make a wish and
it'll be granted. So Link removes his hat and prays and wishes, as some cool
music plays in the background, and the screen dims a bit. Then, the three
statues move, revealing an opening going north. Go north, up the stairs, and
enter into the Desert Palace.
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IX. Dungeon Two, The Desert Palace
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As you enter the Desert Palace, you'll notice a huge room of sand, basically.
But that's just from your point of view from the door, however. First on our
list in this dungeon is to go north. As you go north, you'll come across some
Sand Flowers popping out of the sand. Slash them with your sword or avoid them
as you head north to the jars above. Nothing is underneath the jars however, so
ignore them. The tiles in the center of the room have a rotating Laser Statue
on it. These statues rotate 360 degrees in a continuous motion, and the eyeball
on it, when it sees you, will fire a powerful laser at you... and it hurts. So
avoid going into direct contact with this statue's powerful eye! From the tiles
in the center of the room, head left to the two jars in your path. Lift them up
to clear a path, killing any Sand Flowers in your path, and head north along
the path to the next screen above.
From here, your path will be blocked by a Sand Worm, with his pincers coming
out of the sand, trying to damage Link. Wait until he comes out of the sand,
then slash him to death with your sword. There's a piece of heart that we need
to go get right now, so ignore the door to your north, and go left one screen,
and then south a few screens, all the way until you can't go south anymore.
Kill any enemies you want along the way, but make sure to go south all the way.
When you do, you'll notice a door on the lefthand side of the screen, which
leads to another room. Go to this room, which has a sealed door to the north, a
Laser Statue in the middle, and a door leading outside to the south. While
avoiding the harmful lasers being shot at you from the Laser Statue, go south
out of the door, to the outside of the palace. Once outside of the palace, head
south along the plateau you're on, and you'll run into a heart piece, right
next to where a Vulture is sitting. Grab the heart piece and quickly run north,
back inside the dungeon, before the Vulture has the chance to harm you! If
you've gotten all eight heart pieces so far in the game, this particular heart
piece should equal another whole heart container. Nifty! Anyway... onward.
Back inside the room leading outside, with the statue in it, there's a door
leading northward, but it's sealed. The room above has two fairies in it. If
you need to heal up or catch one in a jar, feel free to do so. To open the
door, go to the leftmost row of blocks, and push the second one from the left
up to trigger the door open, and then go north and get your faeries. Just be
careful of that damned Laser Statue! After you're done (or if you choose not to
do this), then go back right to the previous room where we went all the way
south before. This time, simply go north, to the junction (corner) of the
dungeon where there's a door leading west, and one leading north. The door
leading west leads, eventually, to the big treasure chest of the dungeon, and
being that we don't have the big Key yet, that's not really an option to go
there yet, unless you want to waste time. Instead, go to the north room. In
this room, a Laser Statue rotates, and there doesn't seem to be anything going
on in this room. However, Sahasrahla's plaque is in this room, which you have
the option to talk to if you need advice. Also, you'll notice four standing
torches in this room. The one on the upper lefthand corner of the room has a
key on top of it. To get at it, first dash into it with the Pegasus Shoes,
which will knock it down off of the torch (kind of like we got the Book of
Mudora out of the library back in Kakariko Village), and then simply walk over
to it and pick it up. We're done in this room now, so head back south to the
previous corridor. Then, go east one screen.
Once here, go through the door heading north into this next room, which happens
to be a very long room. In this room, there are two Green Cyclops', as well as
some Sand Flowers causing havoc. Before you bother with the plethora of clay
pots in the room, kill all of the enemies first, to make your life a bit
easier. The Green Cyclops you should be familiar with from the East Palace. You
can use your Bow and Arrow on them, or you can throw a clay pot at them. Either
of these methods will kill them in one hit. Otherwise, six slashes of your
sword is necessary to kill them. Remember though, you can only damage them when
their eye is open! After all of the Sand Flowers and Cyclops' are dead, go to
work on those jars, cathering the magic jars, hearts, arrows, rupees, et cetera
they have under them. Under the middle jar in the top row, however, is a hidden
golden switch. Press the switch and a small treasure chest will appear in the
middle of the room. Open it up to receive the dungeon Map! Cool! Now, go all
the way to the right of the room, and exit out of that door... a different door
then we came in, but it's convenient. Walk right one screen, which will be a
dead end, so you can't go right anymore, but you can go north through a door,
or south along the corridor. DON'T GO NORTH! The room to your north is a trap.
If you go through this door, it'll seal behind you, and you'll have to fight
the Sand Worm and four Sand Flowers in the room to get out, which you should
just avoid at all costs. Instead, head south down the corridor.
Once here, head south until you come across the locked door on the righthand
wall. Unlock the door and go through the door to the next room. The door to the
north in this room is sealed shut, and there are three weak Snake Bushels and a
Laser Statue in this room. Kill the three Snake Bushels, and collect the
dungeon Compass out of the treasure chest in the middle of the room (a bit to
the north) of the room. Then, head north through the previously sealed door,
which will lead to a long sand corridor. In this room, run straight north...
coming at you from the left and right will be a crapload of small black balls,
like the ones we saw in the East Palace. However, if you run fast enough,
you'll avoid all of them as you shoot north. All the way at the north end of
this corridor is a small treasure chest. Open it to find the dungeon's Big Key!
Sweet! Alright, now we're on a roll. Run back south, through the door we
entered the sand corridor through, and then leave the Laser Statue room to the
door at the left. There is a door to the south here, but ignore it. It leads no
where of any importance. Instead, run north, and then left, all the way across
until you can't run left anymore. At this point, go through the lefthand side
door here, to another room.
In this room, there is a Laser Statue surrounded by all sorts of clay jars. The
doors in this room (the one you just came through and the one that's leading
north) are both locked, and you have to find the golden switch underneath one
of the jars. While the switch is located on the upper lefthand side of the
statue, carefully lift all of the jars (while avoiding making contact with the
statue's eye, which could mean damage from its powerful laser) to collect
various hearts, rupees, and other such goods. Then, hit the switch, and go
north, through the door into the next room. In this room, the big treasure
chest of the dungeon sits. Open the treasure chest with your new-found Big Key,
and you'll find the Power Glove! Using the Power Glove, Link can now
automatically pick up and throw, move, or carry small and big light green
rocks, found all over Hyrule! Very useful! So what to do with it now? Well...
remember where we went in the beginning of the dungeon to get the eighth heart
piece? Go back down there, back outside. Instead of going south along the
plateau, however, as if we were going towards the location of the heart piece,
go to the right side of the staircase, and then east from it, where you'll come
across four small green rocks surrounding a doorway into a cave. This is
obviously where we need to be. =) Using the power of your new found Power
Glove, pick up and throw these rocks out of the way to clear the way, and then
go through this entrance, back into another part of the dungeon!
Once back inside, you'll be greeted by yet another Laser Statue. Yay. To the
north of the room is a sealed door. To open it, go to the righthand side row of
blocks. Push the lowest one up, and the door will open. Go through this door
into the next room. In this room, there's a locked door to the north of the
room, but no key! What do we do? Well, first and foremost, you'll notice that
the tiles from the floor are coming up from the ground and flying at Link. To
make your life easier, position yourself against a wall, and as the tiles come
flying at you, slash at them with your sword to destroy them before they hit
you and do damage. Be patient, it takes a little while. Anyway, when all of
that's done, you'll notice six clay pots in the room. Some of them have goodies
underneath them, but the one in the lower lefthand corner of the room has a key
underneath it, which you can now get and use on the door to the north of the
room to open it. Then, go north through this door, you'll go up some stairs,
and be on another floor, now heading south. Run across this platform to the
door at the south, entering into another room. In this room, the door behind
you and to the right of you will seal. You'll be in a room with a Laser Statue
and four Snake Bushels. While avoiding the Laser from the Laser Statue, kill
off the four weak Snake Bushels, and the doors will open. Then simply go
through the righthand door, which leads to a long corridor.
In this "hairy" corridor, there are many Snake Bushels and Laser Statues for
you to contend with. Kill of Snake Bushels and avoid the Laser Statues as you
head north. The jars in your path have some useful items under them, just keep
an eye on those Laser Statues! To the very north of the room, blocking the
locked door at the north of the room, is a row of four clay jars. Underneath
one of them is a key, which you should use on that northern locked door, which,
when you go through it, will lead you to another room with these crazy floor
tiles! Wait for them all to come at you again, killing them one by one. When
that's all done, you'll see that the door to the north of the room is locked.
The four pots in the room at the key, however. None of the pots in the room
have anything underneath them, except for the upper righthand corner one, which
holds the key that'll open the door to the north. Go through this door, and
you'll be in the final room of the dungeon before the boss fight. In this room,
there is one enemy, a Red Cyclops. Break out your Bow and Arrow and pump two
arrows into his open eye to kill him, and then grab the arrows, magic jar, and
two hearts out of the four clay jars in the room. There seems to be no way out
of this room, I know... but there is, don't worry. Equip the Lamp on Link, and
light the four torches in the room. When you light up the fourth torch, the
wall to your left will start to move over, revealing the boss' door. Use the
Big Key on it, and enter the door, for your third boss fight, against The
Lanmolas!
*** ********
BOSS FIGHT THREE - THE LANMOLAS
*** ********
The Lanmolas are three huge Sand Worms... really, really huge Sand Worms. They
work in conjunction with each other in such a way that they pop out of the
ground at almost the same time and float in the air in random directions until
they decide they want to go back into the ground to do it all over again. At
that point in time, they do indeed do it all again. It really is difficult to
explain The Lanmolas because they don't really attack, they just kind of do
their thing. Needless to say, the only way they can damage you is if you run
into them, or get hit by the rock debris that flies up when they shoot out of
the ground (which is easy to avoid). To destroy the Lanmolas, you must slice at
their heads with your sword, which takes good timing and patience, being that
you basically have to guess when they're going to come out of the ground, and
then get in a quick slash or two before they get away from you. You can try
that, or standing in one place and waiting for them to come at you, and then
slash at them, but that's playing your luck quite a bit. The catch with The
Lanmolas is that each of them die individually, so you have to hit each of them
around eight to ten times to defeat just one of them. When two of the three die
off, that's when things get interesting, because the final Lanmola will start
shooting more debris in the air as he comes out of the ground, and will move
faster and stay above ground less time... making it a tad bit harder, yes, but
not as hard as any boss you'll meet in the Dark World. Trust me. =)
*****
After the Lanmolas are defeated, grab the Heart container it drops, as well as
the second of three Pendants we need! Then, you are automatically transported
out of the palace, but only to the second dungeon entrance. From there, exit
out of the Desert of Mystery completely, and then north through the plains,
back to Link's house, where you can heal up with the hearts underneath the jars
in his house, and prepare for the next leg of our journey.
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X. Obtaining the Flippers
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With the Power Glove in hand, an entire new area of Hyrule is now open to us,
which we need to now go to, because we need to purchase some Flippers for Link!
Using the Flippers, Link can swim in the dark blue waters of Lake Hylia, as
well as the various rivers and other bodies of water scattered around Hyrule.
From Link's house, go east, and then north across the bridge. Keep going north
to the witch's hut. To the east of the witch's hut is a huge green stone, which
is blocking Link's path heading northward. Now that we have the Power Glove, we
can get rid of this rock, so pick it up and toss it aside, and then head north.
From here, head east, then south down the ladder, and swing around going north,
while avoiding or killing any enemies we come across. Head north, and you'll
come to the river mouth... this is where we need to be.
The only enemies you'll regularly find in the river are Zoras, half-fish, half-
human enemies that shoot fireballs at you. Block them with your shield or avoid
them all together, but don't bother killing them unless they're directly in
your path... it's a pain in the ass, trust me. Go north along the shallows of
the river, and when you get all the way north along the shallows, head east,
until you come to a massive fork in the shallows of the river, where it splits
into four different paths. Which one to take? The bottom one, of course. Go
south to the bottom shallow path, and keep going east. When you get to the
waterfall, go north, and Zora will sell you his Flippers, but for 500 rupees!
If you don't have the funds (but you should by this point in the game), go
fight enemies until you do, then come back! After you get the Flippers, try
them out in the deep waters around you! What to do now? Read on...
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XI. A Heart Piece and a Magic Bottle... GOOD STUFF, BOY!
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Now that we have the Flippers, two things we should take care of right off the
bat are getting the ninth heart piece, and your third Magic Bottle, as well.
First thing's first... the Heart Piece.
To get to the heart piece, it's quite simple, ESPECIALLY if you're reading this
right after buying the Flippers from Zora, because you don't have to go very
far at all. From Zora's location, go south a bit to the waterfall that's right
there, and swim/jump/whatever down it. Once down it, swim or walk in the
shallows to the second set of waterfalls, but DON'T GO DOWN THEM! Instead, walk
west, to the grassy area off of the water. Follow the fence westward, where
you'll run into your ninth heart piece. Quite simple, really, just like I said
it was going to be. Alright, cool, now that we have this heart piece, we can
get that third Magic Bottle out of the way as well.
From the location of the ninth heart piece, head back east, and swim south over
the waterfalls. From here, head back west, and then south, out of the river
region, and continue all the way back to the loaction of the witch's hut. Keep
going south two more screens until you get to the bridge, the stone bridge.
This is where we need to be to get the Magic Bottle in question. From here,
head east all the way until you can't head east all the way, and then head
south. When you head south far enough, you'll come across a ladder leading into
the river. Take this ladder into the river, and swim back north, and then west,
to the stone bridge we were just at. Where's the Magic Bottle? Underneath the
bridge, of course. Swim underneath the bridge, and you'll find a hobo of sorts,
with a campfire going, a tent, and he's sleeping... go figure. =) Climb up the
ladder out of the water and go talk to him. You'll awake him, sure... but he's
a nice guy, and instantly offers you your third Magic Bottle, out of his
gratitude for you troubles. Thanks, man! From here... well, there's so much
more to do!
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XII. The Waterfall of Wishing
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Another stop before the third palace is the Waterfall of Wishing, where we can
upgrade two items - our shield, and our Boomerang. Good stuff, right? AND it's
done for free too, which is even better. If you're still under the bridge
getting that damn bottle, get with it boy! =) Swim back east, and south to the
ladder, where you can climb back up and get on dry land. From there, we're
heading west, and back north a few screens to the witch's hut. Again, pick up
the large green stone to the east of the witch's hut, and head north, and then
east. From here, head south, and you'll see a sign, which says that the
Waterfall of Wishing is near, and it is. Swing around to the upper plateau
heading north, and then swim into the water. You'll see a waterfall to your
left... swim into it and keep pressing into it until you walk into this hidden
passageway.
Walk up to the water in this cave, and it'll ask you if you'd like to throw
anything into it. Say that you would, and then throw in your Boomerang. A fairy
will appear and ask if you dropped your Boomerang into the water. Answer her
that you did, and she'll give you back the Magical Boomerang in return. The
Magical Boomerang is red, and goes faster and further than your old Boomerang!
Cool! Leave the cave, and go back in. This time, walk up to the water and throw
in your shield. The fairy will again appear, asking you if you dropped your
shield into there. Answer that you did, and she'll give you back a stronger
shield, which will block everything including fireballs. Good deal! Don't
worry... there's still plenty more to do, my friends. PLENTY more.
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XIII. Making your way up Death Mountain...
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Our next stop is the Tower of Hera, which happens to be atop the famed Death
Mountain, to the north of Hyrule. From WHEREVER in Hyrule you are, start out by
making your way back to Link's house. Inside, grab hearts if you need them from
underneath the clay jars, and then leave the house. As we've done many times
before, head east, and then north, to Kakariko Village. Once in the village,
head all the way north, and exit the village, where the Fortune Teller's house
is. Then, head east.
Now, if you're familiar with the Chris Houlihan Room trick, then where you go
south to gain access (by heading east) to Hyrule Castle, you'll instead head
north here. If you have no idea what I'm talking about, go east one screen from
the Fortune Teller's house, and then go north. Shoot up north one more screen,
and there will be trees all over the place, as well as Crows and Magical
Creatures littering the area. You're in the right area. You'll see a sign, and
a cave entrance blocked by a huge light green rock to the north. Go up there,
read the sign (Don't enter Death Mountain without the King's permission? Ha).
Go east and discard the large light green rock, and then enter into the Cave.
The inside of the cave is very dark, so be careful where you're going.
Immediately upon entering the cave, jump down one level and head north until
the path splits to the north and to the east. Go east, and soon thereafter, the
path splits again. Keep going east, or go north? Keep going east. But low and
behold, the path splits again here, going either north or south. Go north, and
the path splits AGAIN. Don't keep going north, go east instead, and you'll run
into an Old Man. He'll tell you that he has no clue who you are, but that he'd
be happy if you took him with you. You don't have much of a choice in the
matter, so take the Lampless old man, and head east into the next room.
The Old Man immediately asks if you're going to the Tower of Hera looking for
the Golden Power. He tells you that many a person has died in search of the
elusive power. He then offers to steer you around the dark caves (if he knows
his way around, why the hell is he going with you?). He'll tell you to go
right, so do so. Go around the hole heading right, walking all the way to the
end of the right passageway, where the man will again tell you to turn right,
and then tell you that his granddaughter was kidnapped by the evil Wizard! Head
south down the path (you turned right, but rest assured, you're headed south.)
Kill or avoid the four Bats in your path, and emerge back outside. You're now
actually on Death Mountain. All around you are falling rocks and debris from
the top of Death Mountain, as well as small winged creatures that I lovingly
call Wing Monsters. Go figure. Anyway, when you slash at this Wing Monsters,
they turn to stone. So do this to all three of them, and head south and then
east to the next door way to your east, while avoiding all of the falling
rocks. When you get in front of this door, the old man will address you now for
the last time. He'll thank you for bringing him this far inside, and then give
you the Magic Mirror! This is a very vital item, for it allows you to transport
from the Light World to the Dark World and back. Very, very cool.
So what to do from here? Well, you're probably in need of some healing right
now, so first thing's first - go into the cave that the Old Man just went into
and talk to him... he'll heal you for free, 'cause he's such a nice guy. Then,
you can exit out of his cave. Yeah, you can go to an area beyond the man's
position, but it's a long cave that leads to a place we can get outside a lot
quicker, so don't bother, for the love of God. =) Outside the Old Man's cave,
head east until you run into a wooden ladder leading up higher into the
mountain. Climb up this ladder, avoiding the hazardous rocks falling from
above. Once atop where the ladder was leading you, head east, and then north to
where the door leading into the cave is. Ignore it, however, and head west, to
where there is a signpost, a door into the cave, and a long ladder leading up.
The passageway leads back to Kakariko Village, so unless you need to bail from
Death Mountain for some reason, ignore that, and go up this long ladder, up
higher into Death Mountain. Then, head east. You'll notice a platform sticking
out of the rockface below, and you can jump to it. Ignore the first one you
come across heading east, however, and instead, walk to the second one. You
might not be able to see it, but you'll know it's there, because there's a gap
in the side of the platform that'll allow you to jump across. It's directly in
front of a huge rock on the ground, and a doorway. Jump down to the rock
jutting out, and enter into the cave door there. Within the cave, run all the
way up to the northern part, and then walk up the stairs to the higher
platform, which will lead to a door with stairs leading up to the next floor.
Go upstairs here, and then head south, where a piece of heart will be, as well
as a Sahasrahla plaque. Grab the heart and talk to Sahasrahla (who'll give you
a hint on getting to the Tower of Hera). Then, the only way out of here is to
either jump into the pit to your south, or leave the cave, and jump down to the
area of Death Mountain below where you previously jumped, where you'll have to
climb back up the long ladder to your previous position. Do the latter (it's
easier), until you get back up the long ladder... long paragraph, time for a
new one.
Phew, anyway... back atop where we just jumped off, you'll see a heart piece
atop a part of the mountain that seems inaccesable. But trust me, it's not.
Head east to the blue block in the middle of some rocks... welcome to your
first trip to the Dark World. It's a pretty weird place, isn't it? When you
transport to the Dark World in your current state, as we are now, you won't
keep your human form. As I discussed in the walkthrough when the old man gave
you the Magic Mirror, without the Moon Pearl from the Tower of Hera, no one
keeps their human form in the Dark World, which ends up trapping many people.
Anyway, head west from the transport, and you'll come across a monster kicking
around a ball. Talk to both of them to find out that they too were chasing the
Golden Power, and got trapped in the Dark World, without the use of the Moon
Pearl to keep their human forms. The Golden Power makes you a certain form in
the Dark World, depending on what's in your heart. Interesting. Anyway, you can
explore Death Mountain in your current state if you want, but don't bother,
it's a waste of time. Instead, stay right around the vacinity of the monster
kicking around the ball. You'll notice in the ground an inprint of light brown
into the otherwise dark brown ground. When you're on this ground, equip the
Magic Mirror the old man gave you, and use it to transport back to the Light
World. If it transports you back to the Dark World, make sure you're north
enough in the light brown area. Once back in the light world, you'll be atop
the area of the mountain called Spectacle Rock (because it looks like a pair of
glasses, or so they say). Atop here is a piece of heart (the eleventh piece,
grab it). Then, jump off the north end of the rock, and you'll be in the Tower
of Hera's front yard (so to speak).
We can enter into the tower now, but don't yet. Instead, go to the left side of
the tower, and you'll notice a wooden bridge heading west over the chasm. Go
over this bridge, where you'll find a green plaque written in the words of the
ancient Hylia, just like the one we found in the Desert of Mystery, before the
Desert Palace. Equip the Book of Mudora and read from the plaque. It'll tell
you that you can get the power of Ether (or the Ether Medallion) after you get
the Master Sword, so keep this in mind for later! Okay, now go back east, and
south, and enter the Tower of Hera...
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XIV. Dungeon Three - The Tower of Hera
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Once you enter into the Tower of Hera, you'll notice three sparkling red
crystals in the room. The system in this dungeon is cool, because you need to
change these crystals from red to blue, back and forth continuously throughout
the dungeon, to gain access to certain areas and whatnot. It sounds
complicated, but it's really not. The crystals can be struck (and therefore
changed) with the sword, Bow and Arrow, or Boomerang. Since you'll be doing a
lot of long distance crystal changing, the Boomerang is an ideal weapon to have
equipped for the duration of the palace, so if you don't have that equipped
yet, now is a good time to do so.
Okay, so walk north from the entrance and slash at the red crystal switch in
front of you to turn it blue. This will open up the blocks around you. From
here, go to the blue crystal switch at your left, and slash it to open up the
blocks directly north of you, leading to the doorway with the stairs heading
down into a basement area. Go down these stairs to the room below. In this room
are two Skeletons and a Worm. The Worm is trapped inside some blocks, so first
thing's first - kill the two Skeletons. Remember, they jump away from you when
you slash at them, so try to corner them the best you can. When they are both
defeated, go to the blue crystal switch in the northwest end of the room and
slash it to make it red. This opens up the blocks in the middle of the room,
letting the Worm in the middle go free. Kill off the Worm, and grab the key
that was trapped along with it in the middle of the room, and then quickly run
back upstairs to the main floor of the dungeon. You'll be trapped near the door
on the main floor by the blocks around you. Chuck your Boomerang south, at the
crystal switch, which will open the blocks, then walk north, and you'll be
blocked again my blocks. Chuck your Boomerang south again, at the center
crystal switch, and continue on your journey northward. Attached to the golden
cyclops statue is a Sahasrahla plaque. Talk to it, and he'll tell you about the
Magic Mirror's alternate use in dungeons - to transport yourself back to the
entrance. We'll keep that in mind, of course. At the top of the room, a Worm
roams the area. Slay him, and slay the two Rhinos trapped in boxes on either
side of the room, so that they don't shoot fire at you and damage you. Then
walk to the treasure chest in the middle of the room, and open it to get the
dungeon map. From there, our only option is to head left and then up to the
locked door in the northwest corner of the room. Open the door with the key we
got earlier, and go down the stairs to the next room below.
In this room, we have a sealed door to the right, surrounded by some blocks.
Void of enemies though... or so it seems. Yes, another infamous flying tiles
room. Position yourself against the northern wall and slash at the tiles as
they come at you, one by one. As always, be patient, it takes a while for them
all to fly at you! When all of the tiles are defeated, the door opens up to
your right, but it still is surrounded by the blue blocks. That's easy to
remedy, however. Just slash the red crystal switch in the lower lefthand corner
of the room (behind the clay pots) so it turns blue, and the blocks'll turn
blue. Then, all you have to do is walk right, to the next room. In this room,
there are three Worms. One is out in the open, and the other two are blocked
behind two barriers of blocks. Kill the one out in the open first, and then hit
the blue crystal switch at the top of the room to make it turn red, and the
blocks go down. The two other Worms will now be loose, so you can slay them
both as well. Then simply go south through the door, to the next room below.
In this room, it's a dead end... or so it seems. First and foremost, kill the
two Skeletons in the room. They are simple, just use your sword, or the two
clay jars at the top of the room (for one hit kills). Once they are dead, what
do you do? It's simple. Equip the Lamp, and light up all four torches in the
room. When the fourth torch is lit, a treasure chest will appear in the middle
of the red floor in the room. Open it up to get the dungeon's Big Key! Sweet!
Now, we need to go back to the entrance, but we don't have to walk. Remember
what Sahasrahla told us? Equip the Magic Mirror and use it, and you'll
automatically be transported to the Tower of Hera's entrance. Sweet business.
Back at the entrance, slash the red crystal switch in front of you to do away
with the blocks surrounding the entrance. Then, walk over the blocks to your
right, and slash at the blue crystal switch there to make the blocks directly
north of you go away. Then walk straight north, through the door and up the
stairs there, to the next room. In this room, three Blue Tentacle Monsters
patrol the area. The door out of the room to the left is sealed. Kill off the
three monsters to open this door. Grab whatever's under the two clay jars to
the south of the room, and go left into the next room. This room has three more
Blue Tentacle Monsters for you to contend with. Before going any further in
this room, clear the monsters out to make your life easier. Once they are all
dead, you'll notice a star on a gray piece of tile. When you walk over the
star, the two holes in the floor change where they are. Depending on the status
of the crystal status', one of the blocks blocking the door, and the other
won't. The door above is the Big Key door, by the way, so if you don't have the
Big Key (which you should if you're following the walkthrough), you're shit out
of luck. Anyway, go through the north Big Key door, into the next room.
In this room, there are Blue Tentacle Monsters all over the damn place. There's
no much else you can say about this room, except that the Blue Tentacle
Monsters combined with the numerous holes in the ground can equal certain
disaster, if you aren't careful. Also, be careful not to hit the stars on the
ground, or the holes in the ground will change rapidly, and you just might be
screwed, falling down a floor or two, back to the entrance. When you get all
the way to the right of the room, hack the crystal switch to open up the blocks
blocking off the door, and go through the door, leading up the stairs. There's
a lot going on in this massive room. First and foremost, ignore the worm to
your left as you come into the room. There's nothing up there, so don't even
bother moving the clay jar that's keeping it trapped... or you'll have to fight
it, and for no good reason. Instead, go south, to the row of three clay jars
that are keeping two Worms trapped within the box to your south. Pick up the
jars and throw them at the Worms, or slash at them with your sword, killing
them both. Work your way into the middle of the room, where you'll see a
treasure chest, flanked by two gray blocks (one of which has a star on it).
Open the treasure chest to get the dungeon's compass. So what to do now? Well,
you see that huge treasure chest to the north of the room, over the large
chasm? That's our next objective.
First, the star in front of the Sahasrahla plaque, which is in front of the
treasure chest. Make sure it's on the left. Then, go left, killing the two
Rhinos over there, and go up the stairs, through the door to the upper left of
the room, going upstairs. Upstairs, avoid or kill the Blue Tentacle Monsters
and the lone Red Tentacle Monster. Go to the left of the room, where the star
is, next to the rotating Fire Pillar. Press the star, which'll make a hole
appear in the middle of the room, towards the top. GO to this hole, and go to
the top of it. Walk into it FROM THE TOP and you'll land on the next floor down
over the chasm that holds the big treasure chest. Open it up to get the Moon
Pearl. The Moon Pearl, as you should remember, is the vital item that allows
the user to keep his natural shape in the Dark World. It'll be vital for Link,
as his quest has really only begun. However, the boss battle is now coming up.
Simply go back upstairs the way we went before, and shoot all the way across
the room, to the door with the scary skull on the ground before it. Of course,
you'll need to heal before. All of the clay jars at the right of the screen
have hearts underneath them. If the blocks are blocking them, you have to go
back downstairs and hit a crystal switch, and then come back upstairs. When
you're all healed and ready to go, go upstairs, and you'll be in the boss lair.
However, you still have to walk around the outside platform and jump down to
the boss' actual place of rest to fight him. And then, my friends, we duel.
*******
BOSS FIGHT FOUR - MOLDORM
*******
The Moldorm is an interesting enemy. It's basically a huge version of the
generic Worm enemy that are found all over the Tower of Hera. He's not really a
hard boss at all. In fact, he has no real attacks. He kind of just moves
around. There's a catch, however. You fight him on a small platform, suspended
over the floor below. Meaning that if he hits you hard enough into the sides of
the platform, you will fall down to the floor below, and have to walk back up
and fight him all over again. Not only that, but there's also a hole in the
middle of the platform, towards the lefthand side, making the battle even more
of a pain in the butt. To battle him, you have to have your sword equipped, and
that's all you really need. His weakness is the rattle-like object on his tail.
Any other part of his body is invulnerable to any kind of attack, so
concentrate your attack on his tail. You'll know you hit him when he freezes,
and you hear a weird "blargh" like noise that you hear whenever you hit a boss
in this game. As you hit him, he gets faster and more sporatic in his movement.
You have to be close enough to him to damage him, but try to keep your
distance, too, because if he hits you into the chasm surrounding the platform
or in the middle of it, you'll have to do the battle all over again. It takes
approximately eight hits to defeat the Moldorm, however... so he shouldn't give
you TOO much trouble. Just be patient!
*****
After the Moldorm is defeated, you'll get the final Pendant, and you'll be
instructed to go to the Lost Woods and get the Master Sword! So that's exactly
what we're going to do. Leave the Tower of Hera, and walk your way back down
the mountain, to that long ladder leading downward. At the bottom of the
ladder, to your left, will be a door into the cave. Go through it, and follow
the two-part linear cave to the outside. Just be careful of the holes and Bats
strewn across the dark, dim cave! When you get out of the otherside, you'll be
on top of a low part of the mountain. Simply jump down, and we'll be on our way
to the Master Sword...
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XV. Getting the Master Sword and the Ether Medallion
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With the three Pendants in hand, Link can now find and equip the Master Sword,
located in the far reaches of the Lost Woods. To get there from the secret exit
out of Death Mountain, go south two screens until you get back to the main
path. Then, go left one screen, where you'll see the Fortune Teller's house.
Simply go north, now, to the entrance to the Lost Woods.
Once inside the Lost Woods, head north along the path until you reach the tree
stump that leads to the thieves' hideout. To the north of that stump are