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    FAQ/Walkthrough by gameman250

    Version: 1.13 | Updated: 01/19/06 | Printable Version | Search Guide | Bookmark Guide

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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 /
    F O U R   S W O R D S.
    
    Author: Sam Marcinko (gameman250)
    E-Mail: elsamo285@netzero.com
    Date: 1/19/2006
    Version: 1.13
    
    You are now reading gameman250's very first FAQ.  Since this is something a
    little new to me, I may not very accurate on the rules according to GameFAQs.
    I'm just trying to be as good as all the other guys on this site.  So please,
    enjoy my work.  I'm just trying to be as good.
    
    Game experience, you ask?  Well, I did get to play this game for the SNES when
    I was young, but to tell you the truth, I never really owned the game. (Hell, I
    didn't own an SNES.) I used to play my uncle's game.  But I was young, and I
    didn't understand some basics of the game.  Now it's a new millenium, I'm
    older, smarter, and well aware of what this game is about.  And after playing
    this game for soooooooo long, I thought about writing this guide.  So why not?
    I'll do it.
    
    TABLE OF CONTENTS
    New with this table of contents is the Section Code System.  Highlight the
    section's code, then press CTRL + F and hit enter, and you should wind up at
    the right section.
    
    I.		Disclaimer					[s01.0]
    II.		Version History				[s02.0]
    III.		Game Overview				[s03.0]
    	Basic Controls				[s03.1]
    	Story						[s03.2]
    	About the Game				[s03.3]
    	Game Basics					[s03.4]
    IV.		WALKTHROUGH					[s04.0]
    	A cry for help				[s04.01]
    	Hyrule Castle				[s04.02]
    	Secret Passage				[s04.03]
    	Kakariko Village and Sahasrahla	[s04.04]
    	East Palace					[s04.05]
    	New Item, New Roads			[s04.06]
    	Desert Palace				[s04.07]
    	Zora Flippers and Death Mountain	[s04.08]
    	Mountain Tower (Tower of Hera)	[s04.09]
    	Master Sword				[s04.10]
    	Hyrule Castle Tower			[s04.11]
    	Welcome to the Dark World		[s04.12]
    	Level 1 - Palace of Darkness		[s04.13]
    	Off-course work				[s04.14]
    	Level 2 - Watergate Dungeon		[s04.15]
    	En Route to Skull Woods			[s04.16]
    	Level 3 - Skull Dungeon			[s04.17]
    	Village of Outcasts			[s04.18]
    	Level 4 - Thieve's Town			[s04.19]
    	Getting the Upper Hand			[s04.20]
    	Level 5 - Ice Palace			[s04.21]
    	Misery Swamp				[s04.22]
    	Level 6 - Misery Mire			[s04.23]
    	Of Gold, Siver, and Super Items	[s04.24]
    	To Turtle Rock				[s04.25]
    	Level 7 - Turtle Rock			[s04.26]
    	Level 8 - Ganon's Tower			[s04.27]
    	SHOWDOWN!!!					[s04.28]
    V.		Item Guide					[s05.0]
    	Common Items				[s05.1]
    	A Whole List of Items			[s05.2]
    	Dungeon Items & etc.			[s05.3]
    VI.		Heart Pieces				[s06.0]
    VII.		Enemies					[s07.0]
    	Light World Enemies			[s07.1]
    	Dark World Enemies			[s07.2]
    	Dungeon Enemies				[s07.3]
    VIII.		Bosses					[s08.0]
    IX.		Four Swords Overview			[s09.0]
    	The Story of the Four Sword		[s09.1]
    	Basics of Four Swords			[s09.2]
    	Rules of the game				[s09.3]
    	Items						[s09.4]
    	Tips for the Road				[s09.5]
    X.		Four Swords Walkthrough			[s10.0]
    	Chamber of Insights			[s10.1]
    	Sea of Trees				[s10.2]
    	Talus Cave					[s10.3]
    	Death Mountain				[s10.4]
    	Vaati's Palace				[s10.5]
    	Palace of the Four Sword		[s10.6]
    	Riddle Quest				[s10.7]
    XI.		Small Secrets				[s11.0]
    XII.		Closing the Guide				[s12.0]
    
    *******************************************************************************
    PART ONE							[s01.0]
    Disclaimer
    *******************************************************************************
    
    This guide is  2003-2004 by Sam Marcinko.  You may not post this on
    your website without my permission.  GameFAQs is the only site allowed to show
    this.  You may download it for personal use, but you can't change it and/or
    pass it off as your own.  Other restrictions apply.
    
    All (or any) trademarks and copyrights contained in this document are owned by
    their respective trademark and copyright holders.
    
    *******************************************************************************
    PART TWO							[s02.0]
    Version History
    *******************************************************************************
    
    Version 1.0		Started: 6/14/2003		Finished: 10/30/2003
    I've covered everything in A Link to the Past AND Four Swords, so there might
    not be a version 2.0.
    
    Version 1.06	Updated: 11/11/2003
    I never thought I'd see an updated version of my own guide, but I needed to fix
    a few little things.
    
    Version 1.07	Updated: 3/1/2004
    New e-mail address: elsamo285@netzero.com
    
    Version 1.1		Updated: 11/16/2005
    Two years after I posted this dang thing, and here I am with a new update: the
    section coded table of contents.
    
    Version 1.13	Updated: 1/19/2006
    A new note at the end: this guide does look a little vague in assisting you
    with this game.  For that matter, I have received a ****load of e-mails asking
    for my help.  Please refrain from e-mailing me when you hit a roadblock, and
    use your own thinking skills to get past this.  Nearly 2 1/2 years!
    
    *******************************************************************************
    PART THREE							[s03.0]
    Game Overview
    *******************************************************************************
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    I) Basic Controls					[s03.1]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Directional Buttons = *Move Link in one of eight directions
                          *Swim (requires flippers)
                          *Push/Pull grabbed object
                          -Move the cursor
    
    A Button = *Use A button item
               *Talk/Read sign
               *Open chest
               *Swim faster (requires flippers)
               -Confirm selection
    
    B Button = *Swing sword
               *Dive while swimming (requires flippers)
               -Cancels selection
    
    L Button = *Open map
               *See full view of field map (when in close view)
               *Close map
    
    R Button = *Dash (requires Pegasus Shoes)
               *Grab object
               *Lift object
               *Switch field map to full view/close view
    
    START Button = *Pause/resume game
                   -Confirm selection
    
    SELECT Button = *Bring down item menu
                    -Close item menu
    
    *In game action
    -Menu action
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    II) Story						[s03.2]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    (As told by Prima's guide book; partially altered.)
    
    "Aeons ago, the Dieties of Power, Courage, and Wisdom descended to the World of
    Chaos.  They created the world that we know and left behind a symbol of their
    strength, the golden emblem known as the Triforce, which they hid in the
    Golden Land.
    
    "After many years, an opening was found that led from our fair Hyrule from the
    Golden Land, where the mystical Triforce was still hidden.  Many sought the
    treasure in this place, but none returned-only beings of great evil emerged
    from the Golden Land.
    
    "The King of Hyrule gathered the seven sages to find a way to seal the entrance
    to the Golden Land so that his kingdom would be safe from the evil there.  The
    sages succeeded and brought peace again to Hyrule.
    
    "However, strange things have been happening in Hyrule since the appearance of
    Agahnim, a mysterious sorcerer who gained fame for extinguishing a devastating
    blaze of unknown origin some years ago.
    
    "And now...
    
    "One night, a girl's voice wakes the future hero, Link, from his sleep.  'Help
    me...my name is Zelda...I am in the castle dungeon.'  Not knowing if the voice
    was a dream or reality, Link steps in to the rain and forbidding darkness...and
    the Legend of Zelda begins."
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    III) About the Game				[s03.3]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    The Legend of Zelda: A Link to the Past/Four Swords is an action RPG game.  A
    Link to the Past is the third chapter in the series, but Four Swords is
    completely different.  But to tell you this, there are hidden secrets between
    LttP and Four Swords, and certain objectives are required to unlock them.  I'll
    tell you them when you reach the Four Swords part of this document.  For now,
    let's focus on LttP.
    
    Now I said this is an action RPG game, and that's exactly what it is.  It has
    action, and it's pretty addictive.  It's a damn good game, and it was even once
    for the SNES (well, not Four Swords).  It's even bolder on the GBA.  Hey wait!
    I'm starting to sound like this is a review!  I'm not doing that.  I'm trying
    to talk about the game!  So let's go already!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    IV) Game Basics					[s03.4]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    First, the game screen.  Going from left to right:
    
    -Magic Meter:  This green vertical bar shows how much magic you have left.
     Some items won't work without magic, and magic is a vital thing.  Don't waste
     it.
    
    -Rupees:  This is how many rupees you have.  Rupees are the offical currency of
     Hyrule.  Green rupees are worth one rupee, blue one are worth five, and red
     rupees are worth twenty.  Link can hold up to 999 rupees at a time.  A tidbit
     about rupees is that you need 720 for throughout the game (unless you're going
     for a bare essentials quest, which it is 610).
    
    -Bombs:  This shows the number of bombs left (obviously).  You can hold 10, but
     can expand your bomb capacity to 50.
    
    -Arrows:  Like the others, this is your arrow count.  You can hold 30, but can
     expand your arrow capacity to 70.  When you get the Silver Arrows, the arrow
     symbol will turn white with the red feather thingys on the side.
    
    -Keys:  Only shown in dungeons, keys open locked doors.  One key dissapears
     when you unlock a door.
    
    -Heart Meter:  This shows you're remaining hearts.  You start the game with
     three heart containers, but can have up to twenty by the end of the game!  If
     your heart meter is exhausted, however, then you're...well...you're dead.
    
    -Equipped Item:  This is the item selected on the inventory screen
     (sub-screen).  Just press the A button to use it.
    
    Next, some things to keep in mind about the game.
    
    -Usually, enemies leave behind small enemies upon defeat, like rupees, hearts,
     or bombs.  Arrows are a little more rare.
    
    -If you die in the Light World you can start again at where you last saved, or
     you can go back to Link's house.  Or you can even go back to the sanctuary!
     If you die in the Dark World you can start again at the last saved place or on
     top of the pyramid.  But if you die in a dungeon you must restart at the
     dungeon entrance.
    
    -The above point applies to loading a game, but if you saved and quit in a
     dungeon you can go back to the dungeon or another location (depending on which
     world the dungeon was in).
    
    -Use the whirling blade attack to your advantage.  Use it to fend off several
     enemies at once.  To do this attack, hold the B button to charge it up.  It
     takes only a second to charge it.
    
    -Always try to collect rupees.  They will come in handy during the game.
    
    -Taking side quests between dungeons will get you some cool rewards that can
     make the game easier.
    
    -Always save after completing a dungeon or grabbing a major item.  You never
     know when your batteries will kill.
    
    *******************************************************************************
    PART FOUR							[s04.0]
    WALKTHROUGH
    *******************************************************************************
    
    Let's start playing this game already!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    I) A cry for help					[s04.01]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    While Link is sleeping, Zelda contacts Link telepathically.  She says she needs
    help and about what the wizard is doing to the other maidens.  She despreatly
    needs help.  She is in the castle dungeon.
    
    Link's uncle tells Link he's going out and orders him to go back to sleep and
    wait until morning.  He takes a sword and shield and goes out the door.  Now
    get out of bed and you can move Link around.  Open the chest in the corner of
    the room to get the lamp.  This automatically fills Link's magic meter.  Now
    head out the door.
    
    It's raining.  Lift the bushes if you want.  You might find a few rupees.
    Knights guard the south and southeast paths.  If you walk up to them they won't
    let you pass, but they'll tell you stuff that you should already know.  Head
    north towards the castle.  On the next screen you can lift more bushes if you
    desire.  If you read the sign it says the king will pay  100 rupees to whoever
    finds the descendant of the seven sages.  Keep going and Zelda should
    telepathically call you again.  She says to find a hidden entrance outside the
    castle wall.  Keep that in mind.
    
    When you approach the castle gate, notice it's closed and a yellow knight
    guards it.  He says you're not allowed in the castle and you should go home.
    Go right and follow the cobbblestone path around the corner of the castle wall.
    At the end of the path there's a bush surronded by cobblestones, which should
    give you some significance.  Lift it to find a hole, then jump directly in.
    
    You'll land in a pool of shallow water.  Follow the passage west and you should
    quickly run into Link's uncle, wounded and slumped against the wall.  Approach
    him and he'll instantly recognize you.  He told you not to leave the house, but
    he sees that destiny has forced you here.  He gives you his sword and shield
    and begs you to save Princess Zelda (wow, you and him have the same objective).
    Continue west and follow the path into the next room.  The two enemies here are
    optional, but you should get into the habit of fighting these type of guys.
    Swing your sword and quickly take them out.  Find a chest, then open it to find
    a blue rupee.  Lift the two pots to find small magic jars (optional) and light
    the torch with your lamp (optional again).  Then go outside.
    
    You're outside again, but within the castle walls.  Use your sword to cut the
    bushes and tall grass so you can find some small items.  Approach the three
    green knights and use your sword to take them out.  One of the knights has a
    longer sword and will chase you on sight, so use a little caution.  When all
    the knight are done enter the castle through the front door.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    II) Hyrule Castle					[s04.02]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    The first room is fairly large and has a few knights.  Use the pillars for
    cover as you fight them.  After they're dead there is a choice of paths.  A
    door on the east wall takes you to a blue knight on a catwalk and three green
    knight on the ground.  A staircase up north takes you up a floor to the throne
    room, a road to nowhere, with two blue knights.  Two doors on the west wall
    takes you to a blue knight on a catwalk, but the upper door puts you on the
    catwalk.  For a safe route, take the lower door on this wall.  All doors,
    however, are routes toward your goal.
    
    If you went on the catwalk with the blue knight, don't fret.  He only takes one
    more hit than the green knight to kill.  You can throw a single pot at him and
    take him out.  A door in the south takes you outside onto the castle wall,
    which holds a yellow knight, a door guarded by an impassable, magical barrier,
    and a door to the alternate route.  Up north one room is a few more green
    knights, one of them with a long sword.  After that is a room with a staircase
    leading down into the first basement level.  If you went east from the first
    room to the three green knights and a blue knight on a catwalk then this is the
    perfect opportunity to practice your sword skills and probably get some rupees
    and/or hearts.  If you wanted hearts but didn't get any you can lift the pots
    in the room to get some.  The south door leads out onto the castle wall.  The
    door in the north leads to more green knights, then the staircase to the
    basement.  Either way, you need to get to the basement.
    
    When you reach the first basement floor the first room holds a blue knight and
    a chest.  Kill the blue knight and he'll leave a key.  That's good, because the
    only other door in this room is locked.  Before you unlock it open the chest in
    this room to get the map.  Press L to see it.  Darkended room are ones you have
    not visited.  Now walk into the door to unlock it (the key dissapears).  Go
    into the next room.
    
    This room is large and takes three screens, but it's not difficult.  You will
    find bottomless pits, however, that (if knocked in) will send you to the
    entrance of the room and cost you one heart.  The first screen of the room has
    a blue knight.  You can attack him and knock him into the pit, but this will
    not leave any reward behind.  The next screen has two blue knights in sight and
    a pair of pots (containing nothing, but they're good weapons).  Kill the
    knights and head south to find another blue knight.  The pot here has a heart.
    Pick up the pot and throw it at the knight.  Then get to the south wall and go
    west onto the next screen.  Two green knights guard this area.  Use your sword
    and kill them.  Then go up through the door into the next room.
    
    When you enter this next room through the south door it will seal shut.  The
    door on the right is sealed as well.  The north door is locked.  To open the
    sealed doors you must fight the green knight.  When the doors open go into the
    one on the right.  This room has a chest, a blue knight, and it's only door
    sealed when you enter.  Kill this blue knight as well, and he'll drop a key.
    The room's only door will open again.  But before you go, open the chest to get
    the boomerang!  Press SELECT to bring the sub-screen down, choose it, then
    press A.  Exit this room into the same room from before.  The locked door in
    the north can now be opened.  Unlock it and go through the door to a small,
    empty room with a staircase.  Go down to the next floor.  It has a single room
    with a staircase to the left.  Keep going down.
    
    This room is the end of the line, where things heat up.  Defeat the green
    knight in the room and go to the right side of the room.  Princess Zelda is
    locked inside a jail cell.  To unlock it you need the Big Key from the boss.
    
    *******
    B O S S
    *******
    Mace Knight
    ---- ------
    
    Though he looks like an enemy, he is considered a boss.  Anyway, the Mace
    Knight can hit you with his mace, and this weapon has a nice range.  Wait until
    he swings it, then he'll have to pull it back before he can swing it again.
    This is when you should rush in and hit him with your sword.  It takes eight
    sword hits to beat him.  You can stun him with your boomerang so you can get
    extra hits in.  For an easier, much safer way to beat him there are three pots
    in the open jail cell.  Two of these pots will knock him out quickly, and each
    pot has a heart for recovery.
    
    *****
    
    When the Mace Knight is out the Big Key will drop.  Pick it up and unlock
    Zelda's jail cell.  She thanks Link for rescuing her and tells him about how
    the knights have fallen under the wizards spell.  Worse has become of the king.
    The wizard's powers are strong.  She asks if you understand, so answer yes.
    Zelda says there's a secret passage in the throne room leading to the
    sanctuary, so we better get the hell outta here.  Open the chest in the cell
    for a blue rupee, then leave the room with Zelda following.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    III) Secret Passage				[s04.03]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Upon reaching the first basement floor, head south through the next room and
    you'll find a staircase.  Climb it to a higher level and follow it through the
    large room.  You're easily passing the blue knights this way.  When you get to
    the end of this path jump off it and knock the blue knight into the pit.  Then
    go through the door to the next room and slay the blue knight.  Go up the
    staircase to the first floor.  Make your way through any of the two rooms to
    get to the first room.  When you get here, take out the green knights and climb
    the staircase in the north to the throne room.
    
    In here, two blue knights guard the staircase to the elevated area of the room.
    Kill them and approach the thrones.  Normally the king would be here, but
    because of the wizard's magic he is out.  Zelda says the ornamental shelf hides
    the secret passage.  You both have to push the shelf from the left.  When you
    do so, head through the door to the secret passage.
    
    Whoa.  It's dark in here.  Very dark.  Wihtout equipping the lamp it
    automatically gives Link a small cone of light.  Wait.  Listen to that
    squeaking noise.  That's the sound of mice!  Be careful.  Follow the wall to
    the left.  Soon you should see a torch.  If you have the lamp equipped, then
    stand in front of the torch and press A to light it.  This makes the room
    brighter, but not by much.  Lighting torches costs a small amount of maigc.
    Keep following the wall to the left and you should hit a pot with a magic jar.
    You should find another torch.  Light it and take advantage of this to clear as
    much mice as possible in the room.  The torches will go out soon, so be quick.
    Make your way to the staircase in the corner of the room.
    
    In the next room, light the torch.  AHHH!  Cobras!  Use the whirling blade
    attack to take them out.  Find the staircase to the next room.  It's cross-
    shaped, so you know.  There are more cobras and bats in the room.  In the left
    part of the room is a torch.  In the right is two torches and a chest.  Light
    the torches and open the chest to get a key.  The door in the north can be
    unlocked with this key.
    
    Upon entering the next room, Zelda will tell Link that once they pass through
    the sewers they'll be close to the sanctuary.  The mice are in this room.
    Better stand in the water.  Mice can't enter water.  Stand at the edges of the
    water to safely take the mice out.  Light the torches to see the room.  Head
    through the door in the west part of the room.  It also has water, mice, and
    some bats to annoy you.  Several pots hold magic jars and hearts.  Take out the
    mice and the bats and light the torches to explore the room.  Go through the
    door in the north.
    
    There are those damn mice again.  If any torches were lit from the last room
    their light will shine in here until they go out.  Light the torches to make
    the room even brighter.  Start killing the mice.  One of them should drop a
    key.  Exactly what you need to unlock the door leading closer to the sanctuary.
    Watch out for the bats near that door.  Go through that very door.
    
    Finally!  A lit room.  If it's too bright wear sunglasses.  There are plenty of
    mice trying to ambush you.  Use the whirling blade attack to fend them off.
    Notice the cracked walls in the room.  You can only blow them up with bombs,
    but you don't have any.  Don't fret; you can find a secret passage to this very
    room later in the game.  Push the blocks guarding the all-important staircase,
    then go up it.
    
    You're closing in on the sanctuary.  Use your sword to take out more mice in
    the room.  The pots in the room contain nothing, but you can throw them at the
    mice.  Once they're done, go south into the next room.  Zelda tells you to pull
    the switch "over there."  She doesn't tell you which.  Don't pull the switch on
    the left, or you'll release several cobras from the ceiling.  Approach the
    switch on the right.  Zelda will tell you to hold the switch with the R button
    and pull it.  That must mean this is the right switch.  Pull it, and the south
    door opens.  Head on through.
    
    The relic object moves and opens way to the sanctuary.  The loyal sage will
    thank Link for rescuing Zelda.  Zelda tells of how evil the wizard, Agahnim,
    is.  Zelda begs Link to defeat him.  The sage says the Master Sword can beat
    him, but Link must see the village elder, a decendant of the seven sages.  He
    marks the elder's house on the map.  He also says to hide Princess Zelda here.
    Agahnim's minions are on the trail of her and Link.  When the sage asks if Link
    understands, say yes.  Before leaving the sanctuary to see the elder, open the
    chest you had your eye on since you entered the room to get a heart container!
    This increases Link's heart meter by one mark.  Now let's go for the Master
    Sword!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    IV) Kakariko Village and Sahasrahla		[s04.04]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Hey, it stopped raining!  Going south through the garden of bushes, you'll
    approach a green knight.  Kill him and press L to bring up your field map.  The
    flashing X is the elder's house, so you wanna go there.  Go west one screen.
    After dealing with another knight, read the sign.  It says: "This way <-
    Kakariko Village."  A no brainer.  Go that way.  On the next screen you'll see
    a fortune teller's house.  You may go in if you wish.  The fortune teller sees
    you have an intresting destiny and asks if you want to know.  Ask him to tell
    it.  He says you will meet the elder, Sahasrahla.  He takes 10 rupees and
    refills your hearts.  Go out the door and directly south to Kakariko Village.
    
    Once here, bring up the field map to see how close you are to the elder's
    house.  As soon as you find it go in.  Only the elder's dear wife is here.
    Talk to her, and she'll tell Link the elder hasn't been around since Agahnim
    wreaked havoc on things.  She is surprised to see that Link is looking for the
    Master Sword.  She tells Link the legend of the Master Sword, but she says
    she's a little vague on the details.  When she asks if you understand, reply
    with a yes.  The wife tells Link there's someone that's bound to know where the
    elder is.  Exit the house and jump off the cliff.  You need to know where the
    elder is hiding, but some of the people here have been reading wanted signs of
    you for kidnapping Zelda.  Beware of them or they'll call a green knight over.
    Head to the south side of the village.  Go up to where some chickens are
    roaming around.  See that kid right there?  Talk to him, and he'll tell you
    where the elder is and mark it on your map.  Now that we know where he is, it's
    time to take some side-quests.
    
    First, go back to where you jumped off the cliff.  Find the weathervane, and
    nearby is a bottle salesman.  Talk to him to learn he's selling a bottle at 100
    rupees.  Sounds expensive, but you should be able to afford it after picking up
    the rupees from all those mice back in the secret passage.  Buy it.  Now
    there's another bottle available.  Go back to the south side of the village.
    There's a tavern nearby you can enter.  One guy says his flute-playing son went
    to look for the Golden Power, but has not returned.  Another guy says he saw a
    beautiful woman at the Waterfall of Wishing.  There's a chest behind the
    counter that separates the room, but you can't get to it.  Go outside and go
    around to the back of the tavern to find a back door.  You can lift the pots
    and open the chest to get a bottle.  Exit the tavern and go to the house across
    it.  A sick kid is inside.  He sick because of the foul air from Death
    Mountain.  He gives you his Bug-Catching net because he can't use it.  You can
    now catch bugs and such and store them in your empty bottles.
    
    Ready to go get some Pieces of Heart?  For every four you get, you get a whole
    heart container!  Let's start by going up to the elder's house, then go west
    past the green-roofed house.  You'll come to a cave and a hole in the ground.
    Pass up the cave entrance and go up onto a ledge, which you'll jump off of and
    go into the hole.  You'll land next to a chest, which contains some bombs.
    Three more chests and two pots line the wall.  The chests each contain a red
    rupee.  The pots each hold a blue rupee.  Equip the bombs and lay one in front
    of the crack in the wall.  The bomb blows open a hole to a secret room.  Make
    your way through the pots to a chest with your first Piece of Heart!  Exit the
    cave by jumping off the platform you're on and going out that door.
    
    Next, go to the green-roof house.  A man says it was once a hideout for
    thieves.  Their leader was Blind, a guy who really hated light.  Go down the
    steps to find a block puzzle and four chests, each containing a red rupee.
    Here's how to get the loot:
    
    Key:
    B-Block
    C-Chest
    
      A B C D E F G H I J
    1 - - - - B B - - - -
    2 - - - C - - C - - -
    3 - - B B B - B B - -
    4 - C - - - B B - C -
    5 B - - - - - - - - B
    
    Start by pushing block F1 downward, then push block E1 to the left.  Push block
    E3 down, then block C3 down, then block D3 over to the right.  Push block H3
    down, then push block G3 to the left.  Now you can get all the chests.
    Practice by working the puzzle here.  Then apply it to the game.
    
    After getting the rupees you should notice a crack in the north wall.  Bomb it
    open to find pots with blue rupees in them.  The chest holds the second Piece
    of Heart!  Leave the house the way you came in.  Now that you've done a lot you
    should save.
    
    Notice you have one bomb left.  With all the rupees you have you can buy bombs
    from the item shop near the kid that told you where the elder was, but here a
    cheaper way.  Go to said shop, then head west to find a bunch of bushes.  Cut
    through all them and you'll reach a shed with no door.  Lay your last bomb in
    front of the shed to bomb open an entrance.  Inside... Aw, great.  Two stupid
    mice are in here.  Aren't you tired of those damn things?  Take them out and
    look at the pots in the room.  The corner pots hold bombs (perfect for you).
    The center pot is empty.  The rest of the pots hold green rupees.  If you leave
    the shed and reenter the items will reset, but you'll have to beat those mice
    again.  When you are restocked on bombs read the next paragraph.
    
    Go to the south side of the village (again).  Head east to the south exit, then
    go onto the next screen.  Take a look around, and search for a house that seems
    to continue to the next screen.  Go inside to find a guy who had a fight with
    his younger brother.  He sealed off the door between the two rooms, so you
    wanna bomb that cracked wall over there.  Go into the next room to find the
    younger brother.  He asks if his older brother is still angry.  Go out the door
    and you'll find a maze.  The lady says there's a prize at the end of the maze
    if you can reach it within 15 seconds.  Here's the maze:
    
    Key:
    S - Start
    G - Goal
    # - Fence post
    s - Sign
    R - Rock
    **bushes are not shown here.
    
    - - - - - - - - - - - - - - - - - -
    - # # # # - # # # # # # # # # # - -
    - - - * - - # - - # - - - - - # - -
    - - - * - # # # - # - # # # - # # -
    - - - # - - s # - - - # - R - - - -
    - - - # - # - - - # - # - # # # # -
    - # - # - # _ # - # - # - # - - - -
    # # - # - # # # - # - - - # # # # -
    # - - - - # - # # # # # - - # S - -
    # # # # - - - #
    * - G - - - - #
    * * - - - - - #
    
    Okay, so the map is kinda incomplete.  I can't help it.  This map is starting
    to eat up the rest of my time, and is too confusing to make.  You should get
    the idea, though.  Just go straight up from the lady that tells you about this
    maze, then follow through from here.  If you go to the sign the fence can be
    jumped over so you'll be right at the goal.  The prize is a Piece of Heart.
    
    One more Piece of Heart!  Start at the weathervane in the village.  Go
    northwest as far as possible.  You'll find a path upward through the trees.
    The sign says you're heading for the Lost Woods.  Keep going and you'll soon
    get to that Lost Woods.  The place is foggy.  Go up around the pennisula of the
    shortly raised ground.  Go through the tree tunnel on the left into an area...
    that has a thief around!  Be careful not to bump into him or you'll drop
    rupees, bombs, etc.  Go through the tree tunnel on the right past the thief.  A
    tunnel seems to disappear partway, but actually it leads to the Master Sword!
    Go there and find the Master Sword in a stone.  The inscription on the front is
    unreadable.  If you try to pull out the sword it won't budge.  Maybe there's a
    reason you have to see the elder.  Anyway, go into the tree tunnel after you
    come out of the one after the thief.  Mow the bushes with your sword and go
    into the next tunnel.  You'll find a Magic Mushroom!  You'll need it for later.
    Maneuver around the slightly elavated ground to a tree trunk with an entrance.
    There's a square of bushes behind that.  Hack them and you'll find a hidden
    entrance.  Drop in to the thieves' hideout.  A Piece of Heart is there.  Now
    that you have four Pieces of Heart you get another Heart Container!  As you
    exit the hideout a thief will say you're not allowed here and their ex-member
    is in the desert entrance.  Now find a way out of the Lost Woods.
    
    Looks like there's enough doing around here.  Time to go to the elder.  Start
    at the Sanctuary.  Go east until you can't go any further in that dirction.
    All along the way you'll see enemies.  Go south until you see a bridge, then
    cross it to a choice of paths.  North leads to the magic shop.  South is
    towards the East Palace.  Go there until you see a bridge leading south and an
    east path.  Take the east path.  On the next screen go through the opening to a
    new screen.  Going north past groups of knights and octorks you should see a
    building ahead.  Go inside.
    
    You'll find Sahasrahla, the elder.  Speak to him and he sees that you want the
    Master Sword.  He says not anyone can use it.  Only a person who has won the
    three pendants can have the sword (so that's why you couldn't pull it out).
    You are to go get the Pendant of Courage from the East Palace and bring it back
    to Sahasrahla to learn more.  Before you go, do you remember the sign that says
    the king will pay you 100 rupees if you find the elder?  You saw it on your
    first trip to the castle.  You can get the reward, but the king won't directly
    pay it to you (because he's not in).  Bomb the cracked wall to the north to
    find a hidden room with three chests.  Two of them hold 50 rupees in each.  The
    middle one holds bombs.  Now go outside and bring up your map.  From your
    position find the flashing pendant icon.  That's the East Palace, and that's
    where you wanna go.  Go through the maze of this valley.  You should find it
    soon enough.  Armos statues block your path, but you can take 'em out easy.
    Reach the entrance to the palace.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    V) East Palace					[s04.05]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    In the first room there are three doors on the north wall.  The side doors lead
    to broken paths in the next room.  The center door is sealed.  Lift the pot to
    find a switch.  Stepping on it opens the center door.  Go through the door into
    the next room.  There are three snake bushels, a sealed door in the north, and
    the south one you enter through seals.  Defeat the snake bushels (they might
    leave a red rupee behind) and step on the switch tile to open the sealed doors.
    The next room is a bunch of black balls rolling south on the lower level of
    this room.  Maneuver your way past them.  When a big ball rolls down hide in
    the side gaps to avoid being rolled over.  After you make it past the balls
    skip the staircases leading up to the door.  Go left and around the corner to
    reach a staircase to a catwalk.  Cross the catwalk and you'll find a chest with
    100 rupees inside!  Sweet!  Make your way to the north door and head into the
    next room.  Notice you can't drop down to the lower level and reach the giant
    chest in the center of the room.  There are two sealed doors in the upper level
    of the room, and two switches guarded by pots with hearts.  Each switch opens
    both doors.  Let's go through the east door.
    
    There are some Stalfoses in this room.  They jump back when you take a swing at
    them.  If you corner them you can get them.  On the east wall there's a north
    door and a south door.  Take the south door to a room with a spinner.  Spinners
    are invincible, and not only do they take hearts, but they take magic as well.
    Avoid them at all costs.  The five pots in the room resemble an X.  Lift the
    center one to reveal a switch that opens the sealed door in the south.  You'll
    find a chest with the dungeon map inside.  Bring it up if you wish, but where
    you need to go is a little difficult to tell.  Jump onto the lower part of the
    room and go up the staircase.  Go through the door and you're back in the room
    where you first saw the stalfoses.  Go back to the room with the big chest.
    Now go through the west door.  More stalfoses in the room.  Head through the
    door on the other side of the room.  In the next room, it looks empty, but
    stalfoses soon appear.  Throw the pots in the room at the stalfoses to take
    them out in one hit.  The north door unseals.  Go in and find a chest with the
    compass inside.  In the next room... huh, you're on the lower level of the
    room... next to the big chest!  The gray plate is a Sahasrahla plate.  If you
    touch it Sahasrahla will telepathically give you advice.  He says the treasure
    in the dungeon can help defeat armored enemies.  Head east into the next room.
    There are green cyclops along the wall.  They look "armored."  Use the pots to
    kill them, but wait until the their eyes open.  Approach the big chest.  Huh?
    It's locked.  It says you need the big key to open it (and it doesn't mean the
    Hyrule Castle big key).  Oh well.  Head east into the lower part of the room
    with the first-sighted stalfoses, then head south into a new room.
    
    Dark like the secret passage in the Hyrule Castle (without the torches), you
    have the lamp giving you a cone of light.  Two spinners and one or two snake
    bushels raid this room.  The west door is locked, the east one is sealed, and
    the one you enter through seals, too.  A switch tile opens the sealed doors.
    Go into the new one.  It's dark in here, too.  There are stalfoses, and one of
    the pots in here has a key.  Grab it and unlock the west door in the other
    room.  Now... hey!  You're back in the third room of the dungeon, but on a new
    catwalk.  Cross it to the next room.  There is a couple stalfoses, a green
    cyclops, some snake bushels, and four spinners rotating around a pot.  First
    get the snake bushels.  Then go for the stalfoses.  Pick up a pot and throw it
    at the cyclops.  The spinners will now spread across the room.  Lift the pot
    they were guarding to find a switch.  Step on it and a chest appears.  Open it
    to get the big key.  The north door can only be opened with the big key.  Walk
    up to it and unlock it.  You're now in the room with the Sahasrahla plate.
    Push the blocks and go back into the big chest room.  Open the big chest to get
    the bow.  With that comes ten arrows.  Now yellow stalfoses will drop and send
    their heads to chase you.  Run, and use the sword to knock them away for a bit.
    Now go through the big locked door (that's what I'll call the locked doors that
    need big keys to open) on the north wall.  If you need to fill your bottles
    with faries go up to the ledges by the big locked doors and jump in the chutes.
    
    It's dark in here.  There are torches in this room, so light the place up.
    Slash out the snake bushels.  Two green cyclops rest in here, but they are
    easily killed with the bow and arrows.  One of them drops a key.  Now while the
    place is still bright examine it.  A door is on the right side of the room, and
    a locked door is on the left side.  The door on the right leads to a room with
    two spinners and blue rupees on the floor.  The locked door is a staircase to
    the next floor.  Let's go up that (unless you wanna see the rupee room first).
    
    Up here is some more spinners.  Lift the southwestmost pot to find the switch
    that opens the west door (sealed).  The next room has three green cyclops.
    Take them out with arrows.  There are switch tiles that can open the door to
    the next room, but only one is real; the rest are fake.  Hit the southernmost
    switch to open the door.  The next room requires you to do the same thing while
    avoiding black balls shooting from every dirction.  The center of the room may
    look like the safest spot, but you shouldn't go by the tiles in the room.  The
    upper-left switch gets you into the next room.  Red stalfoses, and a cyclops...
    red?  Now he's tougher.  You can only damage the red cyclops with arrows, so
    don't hesitate to do so.  After you defeat the enemies you can go into the next
    room.  Snake bushels and two red cyclops.  Man, this is getting tough and
    annoying.  Kill them all.  If you need hearts lift some pots.  If you need
    arrows lift pots.  Now go into the next room for your first "official" boss
    battle.
    
    *******
    B O S S
    *******
    Armos Knights
    ----- -------
    
    When you enter the room the door seals behind you (that's gonna happen in every
    boss battle).  The six Armos Knights are still, then they come to life.  You
    must defeat them all.  Now the sword is weak, so let's not use that (yet).  Use
    your latest weapon, the bow and arrows, and fire arrows at them.  The Armos
    Knights have a formation:  they bounce around in a circle.  They squeeze in,
    then expand out.  Then they get in a line and come straight down at you.  Shoot
    three arrows in each of them to take 'em out.  When only one Armos Knight
    remains he will try to smash you directly.  Step back and attack it.
    
    *****
    
    When the last Armos Knight is done the Pendant of Courage will fall from the
    ceiling.  Pick it up.  Victory!  Now that that's over let's get the pendant
    back to Sahasrahla.  Your heart and magic meters are refilled, and you appear
    outside the East Palace.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    VI) New Item, New Roads				[s04.06]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    First, let's head back to Sahasrahla.  When you talk to him he'll tell you
    stuff about the Pendant of Courage.  Then he'll give you the Pegasus Shoes.
    Now you can dash! (use the R button) He'll also tell you to find an item on the
    east side of Lake Hylia.  Let's do that.  First, make your way to the exit in
    the south (dashing makes things go faster).  On the next screen go west, then
    cross the bridge and head west again to Link's house.  Now if you used your
    medicines or fairies follow this.  Otherwise, go to the next paragraph.  Go up
    to Link's house, then go west a screen.  Dash into the pile of rocks to find a
    secret area.  Inside is four fairies.  Holy crap, it's a fairy fountain!
    You'll find these in various places in Hyrule.  Bottle one or two of these
    fairies with your bug-catching net.  Now back to that item.
    
    From Link's house, go south to a grassland area.  You might find a bunny rabbit
    jumping throught the tall grass.  Be careful where you cut tall grass.  You
    might expose a mine or one of them damn guards.  Another screen south brings
    you to a choice of paths.  Going west is a Heart Piece path.  East is the
    secret item route.  Wanna get the Piece of Heart?  Go west to find a stone
    building.  Go inside to find block blocking your path and a treasure chest.
    Now you can't get both, so if you do one you have to leave and reenter for the
    other.  If you get the chest you'll get bombs.  The route behind it is a room
    with two switches and a spinner.  The left switch releases bombs (bad).  The
    right switch release the water (good).  When you do that head outside to find
    the water drained.  A Piece of Heart is sitting there.  Go pick it up.  Now we
    can finally get that item!
    
    From the stone building, go east.  Keep going all the way east around Lake
    Hylia.  When you hit the corner go up 'til you find a cave.  Enter and find a
    cracked wall.  Blow it up to find a fairy statue and two fairies (another fairy
    fountain).  Go into the next room to find a chest.  Unfortunatly, some
    unmovable blocks keep you from going any further.  Exit the cave and look at
    the wall to the left.  It looks cracked.  You can blow it up.  Go inside and
    you can get the item in the chest.  It's the Ice Rod!  It freezes enemies, but
    consumes magic.  This must be the item Sahasrahla told you to get.  Now that
    that's done, let's go on some side trips.
    
    First, go all the way back to the fork in your path to the Ice Rod.  Go north
    twice, then east once at Link's house.  Cross the bridge and continue going
    north.  Eventually you will reach a hut with a cow skull hanging over the
    entrance.  This is the Magic Shop.  The witch is making mushroom brew, but she
    needs a mushroom.  Equip the mushroom you have and talk to her.  She thanks you
    and will give you something if you "drop by the shop later."  Leave the screen
    and then go back, then check inside.  Notice the sack next to the girl
    sweeping.  That's the Magic Powder.  Pick it up.  Now examine the three
    medicines for sale.  Surely you recognize the Medicine of Life, but there's
    also the Medicine of Magic and Cure-All Medicine.  Fill your empty bottles with
    any of these medicines if you wish.  Go outside and test your Magic Powder.
    Bushes disappear!  The nearby buzzlebobs turn into cukemans!  There are other
    things you can use the Magic Powder for, but by all means watch your magic.
    
    Using your map, find your way back to the sanctuary.  When you get there, go
    west a screen to get up to the pile of rocks.  Dash into them with the Pegasus
    Shoes, then go inside to find a treasure chest containing a Piece of Heart!
    
    Okay, one more thing to do before the Desert Palace.  If you had to do only one
    thing before the Desert Palace make it this.  Go back to Kakariko Village, then
    go to its south screen part.  Enter the Library.  Notice a book upon the top of
    a bookshelf.  Dash into it using the Pegasus Shoes dash to knock it off (ha ha,
    a pun).  It's the Book of Mudora.  You can now read those unreadable writtings.
    Nearby is a gambling house.  You're not underaged, but if you really wanna risk
    20 rupees to get 30 more, then go ahead.
    
    Okey dokey, you're all set go to the Desert Palace and get the second pendant.
    Go to the stone building you found a Piece of Heart in, then go west a screen.
    You'll see a guy sitting there who won't talk.  His sign says not to talk to
    him or take the sign.  If you do he'll follow you 'til you go offscreen.  A
    fairy fountain is nearby, but you can't enter if the average guy is following
    you.  On the next screen is a big desert area.  Keep going north until you find
    a cave.  Enter to find an empty first room, the second with a guy who is amazed
    you got the Book of Mudora, and the third room (blocked by a cracked wall) with
    a Piece of Heart.  Continue along the desert and soon you'll find a green
    plateu with three statues and a stone tablet with unreadable writting.  Time to
    put the Book of Mudora to official use.  Equip it and read the writting again.
    It says: "To open the way foward, make your wish here, and it will come true."
    The three statues will move and let you into the Desert Palace.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    VII) Desert Palace				[s04.07]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    The first is room is very large and takes up six screens. ("Holy ****!" is what
    you're thinking.  That's what you're thinking!  I know!) Peahats will emerge
    from the sand and try to ambush you.  These enemies will get annoying.  Contine
    until you see a laser eye statue.  The lasers can't be blocked; you have to
    avoid them.  Don't bother throwing pots to knock it out; it is invincible.  Go
    north, but don't go the center way.  Instead, use the side routes.  On the next
    screen you'll meet another pesky enemy, the Sand Worm.  It shoots fireballs and
    has quicksand to reel you into it.  Dodge the fireballs and take it out, or
    wait 'til it goes back in the sand.  There are two doors on the north wall...
    that lead to the same room.  Enter and start lifting pots.  You'll find hearts,
    arrows, or magic jars, but eventually you'll reveal a switch.  Stepping on it
    makes a chest appear.  Inside is the dungeon map.  Don't foget to shoot arrows
    at the two cyclops in the room.
    
    Leave the room and go west to a new screen.  Enter the door in the north.  A
    Sahasrahla plate is on the north wall, a laser eye statue rests in the center
    of the room, and a key sits atop a torch.  Use the Pegasus Shoes dash to bump
    the key off the torch and pick it up.  Leave the room and dash across two
    screens to the upper-right corner of the first room.  Now don't go through the
    north door, because you'll have to fight four peahats and a sand worm to
    escape.  This is known as a "trap room."  Instead, go south to another screen.
    Unlock the locked door you see.  Inside is some snake bushels, a laser eye
    statue, and a chest with the compass.  Defeat the snake bushels to unseal the
    north door, grab the compass, and go up into the next room.  The walls spit
    black balls across the room.  Dodge them all to reach the chest with the Big
    Key inside!  Now let's get the hell outta here and back into the first room.
    
    Go back to the upper-left corner of the room and take the door on the west
    wall.  You'll be in a room with pots and a laser eye statue.  One of the pots
    has a switch that opens the north door.  Find that switch and go through.
    There's the big chest.  You have the Big Key, so go ahead and open it.  It's
    the Power Glove!  Now you can pick up light colored rocks, even the large ones!
    We are now done with this part of the dungeon.  Go back to the first room, go
    to the lower-left corner of the room, go through the door there and exit the
    dungeon.  If you would like a few fairies push one of the blocks in the room to
    open the door to a fairy fountain.  When you're outside go down the plateau.
    You'll find a Piece of Heart.  Hey, that's another Heart Container!  Okay, go
    up around where you exited the dungeon.  You'll see a new entrance blocked by
    light colored rocks.  You can now pick these up.  Go in (as if you had any
    choice).
    
    You'll find six blocks and a laser eye statue.  Push the southeasternmost block
    to open the sealed door in the north.  In the next room, floor tiles will rise
    up and attack you.  Dodge them or break them with your sword.  One of the pots
    in the room has a key that unlocks the locked door in the room.  Unlock the
    door to find it's a staircase.  Go down.
    
    The first room in this basement level is... very empty.  The next room has
    snake bushels and another laser eye statue.  Kill the snake bushels and go into
    the next room.  It's a long hallway filled with snake bushels and a couple
    laser eye statues.  Lighting the torches in the room wont do anything.  Halfway
    across the room are some pots, with one containing a key.  Get the key to
    unlock the door at the end of the hallway.  In this next room... huh, it's
    looks like a dead-end.  There's a red cyclops in here.  Fire arrows into it's
    eye.  Now take a good look.  Somehow the wall covered up another part of the
    room.  Lighting the torches with your lamp will reveal that part. *gasp* It's
    the boss's door!  Unlock it with your Big Key and go through.
    
    *******
    B O S S
    *******
    Lanmolas
    --------
    
    The lanmolas are three huge sand worms.  Like peahats, they emerge from the
    sand, but they don't really attack you.  They spew rubble at you, so watch it.
    You must attack their heads.  The bow and arrows do sound like a good idea, but
    it's tough to hit them.  Use the sword and take them down one by one.  When one
    lanmola is left it shoots more rubble at you.  Continue to attack it and it
    will die.
    
    *****
    
    When the lanmolas are dead a Heart Container will appear.  Pick that up, and
    you'll get the Pendant of Power.  Your heart and magic meters are refilled, and
    you reappear outside the Desert Palace.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    VIII) Zora Flippers and Death Mountain	[s04.08]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Now we're gonna get an important item, the Zora Flippers.  First, stock up on
    rupees.  You'll need about... oh, say... 500 rupees.  Here's a nice and easy
    way to get 'em.  Go back to the desert entrance (the screen with the "average
    guy") and lift the southmost giant rock to reveal a passageway.  Go in.  The
    pots in the room contain blue rupees.  Every time you enter you can scrape 50
    rupees!  Okay, now the Zora Flippers.  First, go all the way to the Magic Shop
    (stock up on medicines if you wish), then lift the giant rock blocking the
    path.  Follow the path all the way until you are forced to go in shallow water.
    The next screen is Zora Lake.
    
    You'll find zoras everywhere.  Some will shoot fireballs, some will jump, some
    will even try to chase you.  Stay in shallow water.  Take the north paths all
    the way to the top of the screen.  Then take the south paths and follow
    through.  You'll reach a waterfall where King Zora pops up and offers you the
    flippers.  They cost 500 rupees (*points to quick rupee trick*).  Accept and
    they're yours.  King Zora gives you a free bonus.  You can swim into whirlpools
    and be taken to different locations in Hyrule.  Let's test out the flippers.
    Go south and swim over the waterfall.  Then follow the shallow path to dry
    land.  You'll find a Piece of Heart.  Now jump over the next waterfall and
    leave Zora Lake.
    
    Two more items that are important.  On the screen before Zora Lake notice a
    waterfall.  Swim right into it.  This is the Waterfall of Wishing (you've
    probably heard of it before).  You are asked to throw something in.  Throw your
    boomerang in.  A fairy appears and asks if you dropped your boomerang in.
    Answer yes, and she'll give you the magic boomerang, which goes farther,
    faster, and is stronger.  Now drop your shield in to get the red shield.  This
    protects against fireball attacks.  Pretty nifty, huh?
    
    Now, follow the path all the way back to the stone bridge.  Go east and
    continue 'til you hit steps into the water.  Get in the water and swim into the
    mouth of the river.  You'll go under the stone bridge.  A guy will be sleeping
    there.  Talk to him and he'll give you a bottle to put medicines or fairies
    into.  That's three bottles.  You know you're growing stronger, but you still
    need that Master Sword.
    
    Before getting the last pendant, you're wondering what's behind that cracked
    wall back in the secret passage.  Let's go to the graveyard to find out.  One
    of the gravestones is blocked by light colored stones.  Remove them and push
    the stone foward.  You'll drop back into the room with the cracked walls.  Bomb
    them and you'll find three chests with bombs, arrows and *gasp* 300 RUPEES!!!
    Now exit the secret passage.
    
    To get the last pendant, you need to climb Death Mountain.  From the sanctuary,
    go west a screen, then north until you see a cave blocked by a large rock.
    Lift it out of the way and enter.  The cave is dark, but you have your lamp.
    Stay south until you see a squeezed wall you can go through.  When your past
    that you'll see an old man.  He lost his lamp and asks if you can guide him
    through.  In the next room he'll tell you where to go and to watch out for
    holes.  Keep going (watch out for bats) and you'll make it out of the cave.
    Watch it!  Boulders can fall on you.  Go to another cave entrance.  The old man
    will thank you and give you the Magic Mirror, an item you can use to escape
    other dimensions.  If you follow him inside the next cave he'll replenish your
    heart containers and invite you to come see him again sometime.  Now you can
    continue going up the mountain from the outside (dangerous, yet short), or go
    through the rest of the cave in here (longer, but safe).  As soon as you get to
    the top of the mountain the boulders will stop.  A little further and you'll
    see Spectacle Rock, with a Piece of Heart lying on top.  The cave entrance is a
    road to nowhere.  Dropping off the ledge at the right point will land you near
    a cave entrance with another Piece of Heart.  Now back up to where you were.
    You'll see a blue tile nearby.  Step on it and... whoa.
    
    You have entered the Dark World, a twisted version of Hyrule.  Ahh!  You're a
    bunny!  You can't use any items!  This is bad.  A soccer bully kicking a ball-
    shaped person is nearby.  You can talk to them and learned this:  the Dark
    World has a source of power that transforms anyone who enters this world into
    their inner forms.  Link is a bunny because he is soft-hearted.  The ball-
    shaped guy is what he is because he's always changing his mind.  And the soccer
    monster... you should know.  To stay in your human form you need the Moon Pearl
    from the Mountain Tower.  Now, look at the imprint on the ground.  That looks
    like glasses... which is similar to Spectacle Rock!  You've learned that the
    Dark World is ajacent to the Light World (name for Hyrule)!  Use the Magic
    irror on the imprint to escape the Dark Wold and wind up on Spectacle Rock.
    There's that Piece of Heart from earlier!  Grab it and jump off the north
    ledge.  Now you are at the Mountain Tower.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    IX) Mountain Tower (Tower of Hera)		[s04.09]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    You begin in a single room on the second floor.  Notice the color orbs.  You
    can hit it with your sword, boomerang, or your bow & arrows.  When you hit it
    it changes color, from blue to red (or vice versa).  The color it shows lowers
    blocks of that color.  Anywho, lower the blue blocks and go down the steps you
    see.  Two stalfoses and a mini-moldorm patrol the room and guard the key behind
    the raised red blocks.  Lowering the red blocks releases the mini-moldorm, but
    you can pick up the key with your sword.  This avoids lowering the red blocks.
    Back up the steps and lower the red blocks to get to the upper half of the
    room.  You'll find a mini-moldorm and two mini-dodongos.  The chest contains
    the map.  There's a locked door to the left.  Unlock it to reveal it's actually
    a staircase.  Down you go.
    
    The door is sealed and guarded by blue blocks.  Hit the orb if you need to.
    Floor tiles will start flying up and attacking you.  Avoid them all and the
    door opens.  The next room has three mini-moldorms.  Take 'em out and lower the
    red blocks.  Next room has stalfoses and unlit torches.  Light them with the
    lamp to bring up a chest.  Open it for the Big Key.  Use the Magic Mirror and
    you'll return to the entrance of the room.  Now go up the stairs guarded by red
    blocks.
    
    Octopods; attack them with your sword and you'll be knocked back.  Slash 'til
    there dead or in the holes.  The door will open.  Hit the orb so it's red.
    You'll see why.  In the next room take out s'more octopods.  Stepping on the
    star tile will move the holes in the room.  Move 'em so you can get pass the
    lowered block (red or blue).  Unlock the big locked door to go to the next
    room.  There are more octopods, holes, and star tiles.  Maneuver your way
    through the room.  Before heading up to the next floor make sure the orb is
    red.
    
    Mini-moldorms and mini-dodongos are the only enemies in the room.  The big
    chest is in the room, too, but it's blocked by a hole.  The star tiles won't
    help you across.  Get the compass from the smaller chest in the room.  Go up
    the steps on the other side of the room to the next floor.  Avoid the firewall
    and hit the star tile.  Then go through the northernmost hole in the room from
    the north side.  You'll land... near the big chest!  Open it to get the Moon
    Pearl!  Oh, you're gold now.  Back up to the fifth floor.  Before going up to
    the boss lift the pots inside the lowered red blocks (see, there was a reason
    to lower those).  Each one has a heart.  Grab whatever you need and go up the
    steps.
    
    *******
    B O S S
    *******
    Moldorm
    -------
    
    Drop into the lower area of the room to fight Moldorm, a large version of mini-
    moldorms.  Unlike the minis, Moldorm has a weakness: his tail.  It's not that
    simple to hit it.  He can bump you off the platform, forcing you to crawl back
    up and start the fight over.  Try to strike the tail with your sword any time
    possible.  For the last hit, he'll move faster.  Stab his ass and finish him
    off!
    
    *****
    
    Another heart container appears, and the last pendant falls.  Now you can grab
    the Master Sword!  What are you waiting for?  Get the hell off this moutain and
    pick up your prize!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    X) Master Sword					[s04.10]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Jump off the top of the tall ladder on this mountain, and enter the cave at the
    bottom.  Follow the dark cave, avoiding holes and bats, and you'll be off the
    mountain.  Now to head in to the Lost Woods to get the Master Sword.  From
    where you exited the mountain, head north to where some lumberjacks are cutting
    a tree (poor tree).  Enter the woods from this part.
    
    Where to go from here?  From here, head through the log tunnel.  Go to where
    you nabbed the Magic Mushroom.  Through the two log tunnels, then into one
    sticking out of the raised ground.
    
    You're here!  Look familiar?  You took a trip here before.  Approach the
    shrine.  That unreadable writting is translated into this:  "The Hero's triumph
    on Cataclysm's Eve wins three symbols of virtue.  The Master Sword he
    retrieves, keeping the Knight's line true."  Cataclysm's Eve?  Whatever.  Yank
    that sword out!  Your heart and magic meters are refilled (if needed).
    Sahasrahla will telepathically tell you you've done grand getting the Master
    Sword.  You are now trusted to defeat Agahnim.  Get going!  Wait... Zelda is
    now telepathically calling you for help!  Go back to the Sanctuary and save
    her!  But first, betcha like to go on yet another side trip, huh?  Well, if you
    want.  Go all the way back up to the Mountain Tower.  There's a bridge on the
    side that leads to a green tablet with unreadable writting on it.  "Hold up
    your Master Sword to get the magic of Ether."  Link holds up his Master Sword,
    an Ether attack occurs, and the Ether Medallion falls into Link's hands.  With
    this, you can control the upper atmosphere (in your terms, freeze all onscreen
    enemies).  Okay, get off this moutain and go to the sanctuary.
    
    Your side trip wasn't the cause of Zelda's disappearance.  The knights did get
    her and now she's in the Hyrule Castle Tower.  You gotta save her!  Get your
    ass to the Hyrule Castle as quick as possible.  In the first room take the door
    on the left, head up the staircase and go outside, and approach the door with
    the magic barrier.  Slash it with the Master Sword and go in.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XI) Hyrule Castle Tower				[s04.11]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    The first room is empty, but the second room has two mace knights in gold
    armor.  Use the Magic Boomerang to stun them, then hit 'em with the Master
    Sword.  The next room has two elite knights.  Kill them, too.  Grab the key
    outta the chest and unlock the door.  Go upstairs.
    
    Damn, it's dark.  Kill the elite knight and the eyeball bat and go into the
    next room.  This one is a dark maze.  I'd make a map but it's too confusing.
    Light the torches to help.  There's a key in here.  Make sure you grab it to
    unlock the door in the room.  The next room has more elite knights.  Dispose of
    them and go up the steps.
    
    A blue knight and a blue knight archer patrol this dark room.  Take 'em down.
    Next room:  watch out for the bottomless pits!  Use the torches to help.  In
    the next room you have a blue knight and two blue knight archers.  Use the
    torches if desired.  Up the steps when the enemies are defeated.  The next two
    floors have lighted rooms.  It's smooth sailing all the way to the boss room.
    You'll know when your almost there when you're in a hallway with bottomless
    pits.
    
    Up in this empty room, you go into the next one.  Agahnim is zapping Zelda!
    And now she's disappeared!  Agahnim goes through the curtain and leaves the
    room.  Slash the curtain and go after him!
    
    *******
    B O S S
    *******
    Agahnim
    -------
    
    You can't slash at Agahnim with your Master Sword.  That's how you get shocked.
    Agahnim will throw the following magic attacks at you:  fireballs,
    magic blasts, and lightning bolts.  You can use the Master Sword to send the
    fireballs back at Agahnim.
    
    *****
    
    After a few of those he disappears and brings you into the Dark World.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XII) Welcome to the Dark World		[s04.12]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    You'll wind up on top of a pyramid.  Sahasrahla will telepatically call you and
    tell you you need to save the seven maidens (including Zelda) and win back the
    Golden Power in order to save the Light World.  Looks like your in for a hell
    of an adventure.
    
    As you climb down the pyramid stay to the right.  You should hit a hole.
    That's the Palace of the Four Sword.  You aren't allowed in.  I'll explain this
    later.  Much later.  Anywho, continue along the edge to get a Piece of Heart.
    That's ten Heart Containers!  Okay, go east onto the next screen.  Go north
    until you find a building.  Now keep going as if you were going to Zora Lake.
    You'll arrive at the Lake of Ill Omen (I don't get it either).  A sign is
    telling you not to throw anything into the circle of stones.  Screw the sign
    and throw something in.  A big fish will jump out and give you the Quake
    Medallion if you leave him alone.  The Quake Medallion causes the ground to
    shake (and turn on screen enemies touching the ground into slimes).  Cool item!
    
    Backtrack until you see a Zora whirlpool.  King Zora allows you to go through
    these warps.  Jump in the water and dive into the warp.  You'll appear at the
    Dark World Lake Hylia.  Use the Magic Mirror to warp back to the Light World.
    Take the Zora Warp all the way up near the lumberjack's house.  Dash into the
    tree they were sawing.  The leaves will scatter and reveal a hidden passage.
    Jump in to find a fairy fountain and a Piece of Heart.
    
    Back to the return warp to the Dark World.  Swim up past an ice building to
    another circle of stones.  Stand inside and warp to the Light World for another
    Piece of Heart.  Now let's get to our first maiden-in-need.
    
    Follow your in-game map to the first dungeon.  A little exploration and you'll
    find a building with a tree trunk sitting inside.  He'll tell you a little
    story about the Golden Power.  Bomb the cracked walls for hearts in skull pots
    (skull pots.  That's bizzare).  Find an arrow to begin the hedge maze.  As you
    make your way through you'll meet Kiki, the rupee-loving monkey.  Pay him ten
    rupees and he'll follow you.  He is important for a reason.  Keep going towards
    the Palace of Darkness.  When you reach the entrance it'll be locked.  Kiki
    will charge 100 rupees to open the Palace gate.  Pay him and he'll hit an
    unreachable switch that opens the gate.  Stupid greedy monkey.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XIII) Level 1 - Palace of Darkness		[s04.13]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Our first "pain-in-the-ass" dungeon.  The three doors along the north wall are
    similar to the East Palace.  Remember when I said the Dark World is ajacent to
    the Light World?  The same applies in a few dungeons.  The side doors, however,
    have paths to different parts of the dungeon.  Let's take the west door.  Go
    down the steps to a room with fireball spitting statues.  You can block the
    fireballs with your Red Shield.  Lift the lower skull pot to reveal a switch
    that brings up a chest with a key in it.  Now use the Magic Mirror and go back
    to the entrance.
    
    This time take the east door.  Go down the steps and step on the warp tile to
    appear in another room.  The Sahasrahla tile is on the north wall, but
    Sahasrahla isn't calling you.  It's Princess Zelda.  She's okay after all.
    She's locked in Turtle Rock on top of Death Mountain.  With that in mind, bomb
    the cracked wall in the south.  Go through the next room and find a new enemy,
    jellyfish.  Don't hit them when they flash, or you'll get shocked.  The red
    jellyfish split into two smaller ones.  Bomb the cracked wall on the other
    side.  The next room introduces another new enemy, mimics.  They mirror your
    moves.  The red mimics shoot fireballs (that you can't block) when your faces
    line up.  They also require arrows to defeat (but not the green ones).  Take
    them all down and get across the conveyor belt room to the staircase going up.
    
    In this room, the map is up for grabs in the chest, the red jellyfish will make
    things misrable, the pink pegs block your path, and the cracked walls hide
    surprises.  The one on the right leads to a fairy fountain.  The one on the
    left holds a key.  Grab the key and warp back to the entrance.
    
    Now go through the center door.  Unlock the locked door with one of your keys.
    In the next room there are two catwalks.  Take the one on the right, pusb the
    block out of your way, and go into the next room to get a key.  Once you nab
    it, head back and get on the left catwalk.  Bomb the cracked floor and fall
    through the hole in the ground.  In the new room, unlock the door and go up the
    staircase to grab the Big Key.  Jump in the pit to a new part of that room.
    Lift the skull pot to reveal a switch that summons a chest.  Open it for the
    key, then use the Magic Mirror to go back to the entrance.
    
    Go back to the catwalks and cross the left one (don't blow a hole open!).  In
    the next room, jump onto the lower platform.  Knock the octopods into the pit.
    Now hit the orb so that you can cross over the blue blocks.  Then throw a bomb
    over and cross the FIRST set of blue blocks.  The bomb will explode and the
    blue blocks will lower, and the red blocks will raise.  Go up and find a locked
    door.  Use a key to open.  Race across the catwalk with the Pegasus Shoes dash,
    because the catwalk will start collapsing.  Lift the skull pots at the end
    (skull pots.  It's so weird) and you're safe.  Did you notice the Big Chest as
    you were dashing?  To get to it you need to go west into a dark room with no
    torches.  Mini-dodongos will try to hit you with fire breath.  In this room
    there's two chests:  one containing bombs and one with a key.  Be sure to grab
    the key.  There's a cracked wall somewhere in the room.  Bomb it (grab the
    bombs if you need), and you have the item in the Big Chest:  the Magic Hammer.
    You can pound pegs and defeat some enemies with this item.  Now we find our way
    out of the dark room maze.  Unlock the door on the right side.  The chest holds
    the compass.  Use the Magic Hammer on the turtles to flip them over (it's the
    only way to kill them).  Go down one of the staircases.  This dark room has
    blue rupees on it's east and west sides, not to mention arrows and a key in the
    chests.  You can't reach the center part yet.  After you grab the bundle of
    stuff head back upstairs.  Unlock the south door.  Now lift the skull pot to go
    on the west side of the room (do NOT bomb the cracked floor), and open the
    chest for five rupees.  Push the statue to keep the spike trap from hurting
    you.  Now you're back in the room with them octopods.  This time, lower the
    blue blocks so you can cross into a new room.  Now this room could've been
    accessed by taking the east path from the entrance.  Anywho, lift the skull
    pots (*gets thoughts on the skull pots*) to find a switch.  Step on it to open
    the door.  Step off and the door closes.  Hmm, you need to hold something on
    there.  One of the statues are movable.  You can push it on the switch to keep
    the door open.
    
    In the next room you gotta deal with the mimics again.  Rememeber, they do the
    exact opposite of your moves.  Use arrows on the red ones.  In the next room,
    beware the spike trap.  If the red blocks aren't lowered hit the orb in the
    notch to do so.  Now it looks like a dead-end, but the room actually goes
    farther than this.  Shoot an arrow in the eye of the statue to reveal the path.
    Go down the staircase.  Now use the hammer on the pink pegs to get through.
    Smack the turtles while you're at it.  Now hit the orb several times in order
    to make it across the blue blocks.  Use the Magic Boomerang.  Next room is
    short with only one turtle.  The next room is hard.  You have to defeat all the
    turtles to continue foward.  Use the torches to see the room.  Once their done,
    go to the next room.  Warp over to the room with the blue rupees.  You're in
    the center part this time.  Clear the turtles out of you're way.  Now unlock
    the Big Locked Door and face the boss.
    
    *******
    B O S S
    *******
    Helmasaur King
    --------- ----
    
    The Helmasaur King has a big mask to hide it's face.  Use the hammer to break
    it off.  The hammer breaks off one piece in one hit, but several more hits
    breaks off another piece.  Watch out for it's two attacks:  a tail swipe and a
    fireball attack.  After you break off the mask, hit it's jewel with arrows to
    finish it off.
    
    *****
    
    Grab the Heart Container it leaves behind.  Then a crystal falls.  Pick it up.
    It expands and reveals the first maiden inside.  The maiden will tell about the
    schemer behind the plot - Link's nemisis, Ganon.  He wants to link the Light
    World and the Dark World (his creation) and rule them both.  Ganon is using the
    Golden Power (now to be known as the Triforce) to make this wish come true.
    Link has to find the other maidens and stop Ganon before he is forced to bow
    down to him.  You're found outside with full heart and magic meters.  Bring up
    the in-game map to see where the other maidens are.  C'mon Link!  We've got a
    kingdom to save!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XIV) Off-course work				[s04.14]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    At this point, the Tempered Sword is up for grabs.  Check the Secrets part for
    info.
    
    Head towards the Dark World version of Link's house.  The bridge is guarded by
    stakes.  Use the Magic Hammer to pound them down.  When you get to your house
    you'll find it's a bomb shop.  The guy sells 30 bombs for 100 rupees.  You can
    only carry 10 right now (unless you found the Waterfall of Wishing already), so
    don't bother.  Anywho, go west and you'll find a little aclove.  Use the Magic
    Mirror to warp up onto a plateau.  Enter the cave on a plateau.  There's a
    Piece of Heart inside.
    
    Go back to the Dark World.  Go into the haunted grove up north.  There's a
    creature on a stump.  Talk to him and he'll tell of how he used to play his
    flute back in the Light World.  This must be the flute boy you heard of
    earlier!  He asks if you can find his flute.  He barried it in the Light World,
    so he'll give you a shovel.  You can keep that after you find the flute.  Okay,
    go to the Light World and dig in the upper left corner.  You'll find the flute.
    Get back to the Dark World and give him the flute.  He can't play it.  He wants
    you to play it one mre time, then return it to his father.  Play it and he
    turns to a sap.  Go back to Kakariko Village and enter the Tavern.  Play the
    flute for the Old Man and he'll tell you to play it "for the birds in town."
    There's only one bird, and it's large and solid; it's the weathervane.  Play it
    there and a bird breaks from it.  Play it again and it'll swoop down and pick
    you up.  Now you can visit one of these locations in Hyrule:
    
    1 - Death Mountain
    2 - Magic Shop
    3 - Kakariko Village: weathervane
    4 - Link's house
    5 - South of the eastern valley
    6 - A plateau in the desert**
    7 - The stone building in the swamp
    8 - Corner of Lake Hylia
    9 - Turtle Rock***
    
    *works in Light World only
    **reason the flute is needed
    ***isn't unlocked until end of game
    
    Go back to the Dark World and back to the haunted grove.  Continue west until
    you hit the screen where the 15-second race is in the Light World.  It's the
    digging field game (a game you don't need the shovel for).  Pay the man 80
    rupees and he'll let you dig in the field for 30 seconds.  Whatever you dig up
    you can keep.  Items include rupees, magic jars, hearts (rarely do they
    appear), and a Piece of Heart (only one of these).  Keep digging until you find
    it.
    
    If you wanna increase your bomb and/or arrow carrying capicity then whip out
    your flute for your first tryout.  Warp to point number 8 on the map.  Jump in
    the water and swim to the center of Lake Hylia.  Enter the cave.  You'll find a
    pond.  You are offered to throw in some rupees.  Will you do it?  How much will
    you throw?  5 or 20?  After you throw in 100, Venus, the queen fairy, will
    appear.  She'll increase either your bomb or arrow capicity by 5.  Now you'll
    be asked to throw 25 or 50 rupees, getting a 5-bomb/arrow increase every 100
    rupees.  While your here, bomb the right wall to find another fairy fountain.
    
    Use your flute and warp to point number 3.  Now go to where the smithys' house
    is.  Pound the stake and jump in the hole.  In this cave there's doors on the
    north and west walls.  Take the north door.  There's a shrine.  Sprinke some
    Magic Powder on it to summon a bat.  He hates you for waking him up, then he
    thanks you?  To cover it he's gonna halve your magic.  Stupid bat.  He made it
    so magical items cost half as much magic than usual.  Cool!
    
    Warp to point number 7 on the map.  Go up a screen.  Pound the stakes to reach
    a rock.  Lift the rock to find a warp portal to the Dark World.  Warp and go
    down a screen.  Read the nearby sign that indicates the Swamp of Misery.
    There's no way in or out.  Go as far as possible and use the Magic Mirror
    inside the stake surrounding.  Keep going and you'll find a green tablet.  Read
    it with the Book of Mudora to get the power of Bombos - the Bombos Medallion
    (wow, three medallions).  Use this to wipe out enemies.
    
    Go back to the Dark World and go what is the stone builidng in the Light World.
    Enter.  There's a Sahasrahla plate inside that tells of how you can continue in
    this dungeon (yes, it's the second dungeon).  Go outside and warp to the Light
    World.  Drain the water again and warp back to the Dark World.  Inside you can
    get up a broken bridge thanks to the water level.  Some new enemies that stay
    in water need to be defeated.  Kill 'em to get a key to unlock the door.  Go
    down to the next level of...
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XV) Level 2 - Watergate Dungeon		[s04.15]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Dramatic, huh?
    
    On the new floor there's some skull pots.  Lift 'em and you should find a key.
    Before leaving, bomb the cracked wall to claim the map.  Now unlock the door to
    the next room.  You notice A doorway in the lower level, a locked door, and a
    bridge.  The only choice you got is to go through the door.  Lift the skull pot
    for a key.  Now go back and unlock the door.  Pound the pink pegs with your
    Magic Hammer.  Push the switch to release water where you picked up the key.
    Now back into the one room and up the broken ladder to reach a new room.
    
    This is the Big Chest room.  Now you don't have the Big Key, so go south to
    find another room.  Go clockwise for the Compass.  Now into the next room.
    Drop into the lower part for another key.  Back to the Big Chest room.  There's
    a locked door (that you can reach).  Go in and flip the switch (whilst keeping
    the blue blocks up).  Swim your way over the blocks back in the one room.  In
    the next room, push the blocks out of your way.  Go up the steps.
    
    Watch out for fireballs, water bugs, and water balls all in this room.  Two
    holes at the top of the room will drop you to the lower level.  You wanna drop
    through the right one so you get the Big Key.  Make sure the blue blocks are
    up.  Now make your way to the Big Chest room and open said chest for the
    Hookshot.  You can hook onto pots and blocks to pull across gaps.  Pull over
    to the ledge on the right and lift a skull pot for a key.  Go back to the Big
    Chest and hook over to the north ledge.  Unlock the door with the key.
    
    In this room go to the left side and smash the skull pot.  It's a switch that
    needs holding down to enter a door.  Use the statue to hold it down.  DON'T GO
    THROUGH THE OPEN DOOR!  Instead, go to the right side of the room and ignore
    the staircase, and go through the other door.  Then go down the steps.  Flip
    the switch and drain the water.  Go through the drained route.  Going south can
    lead to a few chests.  Go north and find a hidden door behind one of the
    waterfalls.  Go on up the steps.  Now go through the east part of this 3-part
    room.  The next room is a current.  Swim against the current to reach a skull
    pot with a key.  Now swim with the current to a cracked wall.  If the water
    bugs are getting in your way use the Bombos Medallion.  Bomb the cracked wall
    for the center part of the previous room.  You can get small rewards under the
    skull pots.  Unlock the door to the west part and get ready for the boss.
    
    *******
    B O S S
    *******
    Arrghus
    -------
    
    Arrghus is a large jellyfish surrounded by puffballs.  Use the Hookshot to pull
    the puffballs off and slice through them.  When they are all cut up, Arrghus
    will bounce around the room.  Use the Master Sword and slash the jelly outta
    him.
    
    *****
    
    When you kill Arrghus, another Heart Container appears.  The second crystal
    falls and the second maiden appears.  She'll tell of how Ganondorf, the evil
    thief, wished for this world to be like his heart.  Now he can't get out.
    Link's the only one who can beat Ganondorf (a.k.a. Big 'ol Ganon).  You must
    rescue the other maidens.  Boy, this guide is getting harder to type up, but I
    can't quit.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XVI) En Route to Skull Woods			[s04.16]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    If you still wanna get the Tempered Sword before heading into the third
    dungeon, then see the Secrets part of this guide.
    
    Looking at your in-game map, you see that crystal number 3 is where the Master
    Sword is in the Light World.  There are two ways of getting there.  One is to
    go back to the Light World and enter the Lost Woods from the lower-left corner.
    Use the exit next to it, and pound down the stakes.  Lift the rock to reach a
    warp.  Once in the Dark World, head north into Skull Woods.
    
    A second way to reach it is to follow the riverbank up to grass indicating a
    way across.  Use the hookshot to pull yourself over to two skull rocks.
    Continue to Skull Woods from here.  By taking this route you can find one side-
    trip.  After reaching a sign that directs you to a cave, head south.  This area
    has a new enemy that is found only here: like-likes.  Like-likes eat your
    shield.  If that happens, quickly chase it down and kill it to get it back.  If
    the like-like gets away, you'll have to buy a new one.  The shield shop is
    surrounded by fences, so you need to jump over them.  Inside, you can buy a
    plain old shield for 50 rupees, and a Red Shield for 500 rupees.  Holy ****!
    500 rupees?  That's just painful.  You better be careful not to lose your
    shield.
    
    *******  When you get the Mirror Shield, it becomes avalible here for 100
    N O T E  rupees, and the Red Shield drops to 70 rupees.
    *******
    
    Continue until you see a sign pointing out Skull Woods.  Hooray!  You're in!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XVII) Level 3 - Skull Dungeon			[s04.17]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    This dungeon has multipul entrances.  I'll describe the minimum needs in this
    dungeon.  This cuts off the confusion of all entrance & exit maneuvering.
    After completing this dungeon you may explore the rest of it at lesiure.  I'm
    not providing tips on them, though.
    
    Okay, go where the hidden entrance for the Piece of Heart in the Light World.
    Don't drop in, but find a pair of ribcages to go through to one of the dungeon
    entances.  Now, notice the mummies.  They're tough to kill.  You don't wanna
    stay in one spot and kill them, because these hands called wall masters will
    grab you and throw you back at the entrance.  You need to go through the north
    door, but it's closed.  Lift the skull pot to find a switch that'll open it.
    However, you need something heavy to keep it open.  You have to PULL the statue
    onto the switch so you can go through.  In this room, beware the magic blast
    under the skull pot!  If you get hit the Moon Pearl will be temporarly
    ineffective, and you'll be a bunny again.  Grab the Big Key out of the chest.
    Use the Magic Mirror or the Wall Masters to get out of the dungeon.
    
    Now go back and drop in the "hidden" entrance of the dungeon.  Hit the star
    tile, and bomb the cracked wall.  In the next room, pull the switch to blow a
    wall down.  Go down to the Big Chest and claim the Fire Rod (an item similar to
    the Ice Rod).  Now get the hell outta this dungeon.
    
    Go back to the entrance you got the Big Key out of.  Now go west across two
    rooms and find another exit.  On the outside, take the left ribcage to the
    "main" entrance.  Use the Fire Rod on the trunk to burn it open.
    
    In here, go on the lower part of the room and maneuver past the unseen walls.
    You'll make it to the top of the room and see a door to another room.  Use the
    catwalk to get to the south side (use the R button dash) and use the door.  Get
    the key out of the chest, and warp back with the Magic Mirror.  Now dash across
    the catwalk and unlock the door at the end.  Next room deals with stepping on
    the star tiles to rearrange the gaps in the room to get to the door.
    
      A B C D E
    1 X O O - *
    2 O - O * O
    3 O - * O * >
    4 O - O - O
    5 * - * - *
          ^
    
    Key:
    X - Torch
    O - Gap
    - - Floor
    * - Star Tile
    ^ - Entrance
    > - Exit
    
    *Floor tiles turn into gaps when you hit the star tiles
    
    When you enter the room you'll hit the star tile on C5.  Go and hit the star
    tile on C3.  Go down and hit the star tile on A5.  Lift the skull pot up by the
    torch on A1 and hit the star tile on D2.  Then hit the star tile on E1.  Cross
    to E3 and exit.
    
    Use the Fire Rod or the Bombos Medallion to burn all the Zombies.  Break the
    skull pots and get small Magic Jars.  Now, starting at the bottom, use the Fire
    Rod and light each torch to open the door.  Get through to the next room.  Use
    the Master Sword or the Bombos Medallion to kill out all the enemies.  Slash
    the plant vines on the north wall to find a hidden passage.  In the next room,
    brawl out the enemies or use the Bombos Medallion.  Grab the key and unlock the
    door.  Drop into the hole.
    
    *******
    B O S S
    *******
    Mothula
    -------
    
    Mothula himself isn't too hard.  The Master Sword and the Fire Rod are great
    weapons.  The room, however, is a death trap.  Spikes lining the walls and
    moving floors.  You have to use the Control Pad really well to survive.
    
    *****
    
    When you manage to beat Mothula, another Heart Container appears.  Another
    crystal appears.  The maiden inside will talk about the Great Cataclysm.  After
    that, your heart and magic meters are refilled, and you appear outside the
    dungeon's "main" entrance.  Now, you can explore the rest of the dungeon if you
    wish, but there's practically no reason to, now that you've gotten the
    essentials down.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XVIII) Village of Outcasts			[s04.18]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Go back to where you warped, and head south into the Village of Outcasts.
    
    This place has thieves that want your rupees.  If you don't have any, then
    they'll take your arrows or bombs.  Look around and find a house with a chest
    sign above the door.  This is the gambling house.  There's 16 chests inside.
    You can open two for 30 rupees.  Prizes include:
    
    Bombs
    Arrows
    A heart
    50 rupees
    100 rupees
    *A Piece of Heart
    1 rupee
    
    *top prize
    
    The prizes are in random locations.  After you get the Piece of Heart, you
    can't grab it again.
    
    Now to grab two 300 rupee stashes.  First, go to the northeasternmost house,
    walk in, and claim the booty.  Second,  go to where the shop is in the Light
    World.  Bomb open an entrance for the second 300 rupees.  Now this isn't
    important, but the Bug-catching kid's house is a bug shop.  Inside, a bee for 7
    rupees, a fairy for 77 rupees, and a golden bee that is not for sale.  See the
    Secrets part of the guide for info.
    
    Go to where the gargoyle statue is (it's in the weathervane's spot).  Pull on
    the bottom of the trident to open the next dungeon.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XIX) Level 4 - Thieve's Town			[s04.19]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Our first priority is getting the Big Key.  Drop down to the lower level and
    get north to the next room.  Watch out for the Dragonmen!  While still in the
    lower level, go east into the next room.  In each room, you must be on the
    lower level to cross between rooms.  Go south.  Now go to the south part of the
    next room (whilst in the lower level) and go into the next room.  Claim your
    Big Key.  Now go back to the last room and go north to another room.  Get on
    the catwalks and use the Big Key on the big locked door.
    
    In this hallway, the north door leads to an empty boss room.  Ignore it and
    kill the Stalfoes.  You'll find a key in the skull pots.  Use the key on the
    locked door in here.  The next room has two Dragonmen.  The room after forces
    you to cross conveyor belts (please ignore the north door).  After that is a
    conveyor belt hallway.  Go north and use the north door.  Grab the key out of
    the skull pot.  Wait, am I going too fast for you?  Okay, take your time.
    *waits* Okay, you there yet?  Good.  Hit the orb, unlock the door, and go up
    the steps.
    
    On this new floor, lift the skull pots and find a switch.  Hit it to go through
    a hallway to an important room.  Throw a bomb on where the light is shining in.
    The floor will open up, and the light will shine into the lower area (if you
    check the map, it's the boss room).
    
    Go all da way back to the conveyor belt hallway.  Use the upper door on the
    side.  Pass through the next room, and you're in a conveyor belt room.  The
    conveyor belts will drag you to a pit in the center.  Go down the steps.
    
    In this room, screw the enemies and lift the large block (some people say you
    can't do that, but it's possible).  Down one room to find a red Dragonman.  Go
    east and take out the Dragonman and slimes.  Now the multiple jail cells do
    seem familar.  You can unlock these with the Big Key.  At the end is the
    maiden.  Odd.  She's supposed to be in a crystal.  If your real smart you
    should figure out the secret.  Anywhere you go, the maiden follows.  Get the
    key out of the chest.  Now go back to the previous room.  Go another room,
    unlock a door, and go to the Big Chest.  Use the Magic Hammer to pound the pink
    pegs down.  Be quick, cause the floor will drop out soon!  Grab the Titan's
    Mitt (a level 2 version of the Power Glove) out of the chest.
    
    *******  If you're going for an early Tempered Sword, use the Magic Mirror and
    N O T E  leave now.
    *******
    
    Get the hell outta here and find the empty boss room.  Light from earlier is
    shining in here.  Walk the madien into the light and... she transforms into
    Blind the Thief!
    
    *******
    B O S S
    *******
    Blind the Thief
    ----- --- -----
    
    If you have full hearts, the sword beams are just as effective.  Hit Blind's
    head until it falls off.  It'll fly around.  Ignore it and cut off Blind's
    second head that he grows.  Two heads fly around!  Slash Blind's final head to
    finish him off!
    
    *****
    
    The Heart Container appears, and the crystal drops.  The maiden inside tells
    about how many knights were lost in the big war.  Being the last in the line,
    it's Link's destiny to save Princess Zelda and defeat Ganon.  Onward we go!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XX) Getting the Upper Hand			[s04.20]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    You now have the Titan's Mitt, so we can get the Tempered Sword!  If you wanna
    skip this, that's fine.  Anywho, go south of the Village of Outcasts.  See the
    frog trapped behind the dark colored rocks?  You can lift them now and speak to
    the frog.  He asks that you take him to his partner.  Use the Magic Mirror to
    warp you and the frog to the Light World.  The frog becomes the missing smithy
    dwarf!  Go to the smithy's house, and they'll promise to temper your sword
    sometime.  Leave and reenter.  You can get the sword tempered for 10 rupees,
    but you have to wait awhile, meaning you won't have a sword.  Do one or two of
    these side-trips and you'll get the Tempered Sword.
    
    Warp to the Dark World.  Where the smithys' house is there are stakes.  Pound
    them all to turn the stump in the south into a staircase.  Inside:  a Piece of
    Heart!  Now enter the run down house to find a chest.  The key's locked inside,
    so you can't open it.  Use the flute and go to warp point 7.  Go west to find
    that "average guy" again.  He's actually a former thief who was a master
    lockpicker.  He'll open your locked chest and give you the fourth Magic Bottle,
    but you have to keep it a secret.  Now go back and claim your Tempered Sword.
    
    Go to the graveyard.  One of the gravestones is guarded by black rocks.  Lift
    'em and dash into the gravestone to open a passage.  Inside:  the Magic Cape.
    You can be invisible while you wear it.  How long, you ask?  As much time as
    you have magic.  Now, use the flute to warp to point number 1.  Go up to the
    Dark World warp.  Jump off the cliff going south to reach a cave.  Now, pound
    the pink pegs with the Magic Hammer.  Use the Magic Cape to get across the
    spike path.  Lift the large rock at the end.  Now open the chest to get the
    Cane of Bryna, which does like the Magic Cape and consumes less magic at a
    time.  Use that to get outta here.
    
    Now, warp to the Dark World.  Go to the Death Mountain entrance.  A sign will
    give you a Piece of Heart if you wear "the cape," but the Piece of Heart is up
    on a cliff.  You'll have to go through the cave.  On the second floor, use the
    cape to pass through the bumper.  Get your prize outside.
    
    If you didn't get an increased capacity in bombs or arrows yet, this is the
    perfect chance.  Use the flute and go to warp point 8.  Swim through to the
    cave on the island.  Go in and drop rupees 'til you drop 100 in.  Get a 5-bomb/
    arrow capacity upgrage each time.  Use the fairy fountain to the right to fill
    your empty bottles or collect them to fill your heart containers.  Now go
    outside and lift the dark rock.  It's a Dark World warp.  Step in.  Hey!
    You're within the walls of the Ice Palace!  Go inside.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XXI) Level 5 - Ice Palace			[s04.21]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Another "pain in the ass" dungeon to deal with.  Throughout the dungeon, you
    will resort to the Fire Rod.  Since that weapon takes up magic, it's a good
    idea to have the Medicine of Magic in one of your bottles.  Start blastin'
    shots at the ice creature that comes out of the wall.  The door opens to the
    next room.  Here, you gotta kill three Jellyfish.  One of them has a key that
    goes downstairs.
    
    New floor. (I'm trying to be quick to get through this dungeon) Hit the switch
    and open the door.  Next room.  Push the block east and go south.  Defeat all
    the pengiuns for the compass.  Go back, push the block north, and hit the
    switch to open door.  Beat penguins, lift skull pot, hit switch and open door
    again.  Push block west and go north.  Lower blue blocks, set bomb by orb,
    cross blue blocks quickly.  Red blocks will lower so you can bomb cracked
    floor.  Drop through.
    
    Skeleton Knight:  you need to hit it with your sword, then drop a bomb by it.
    Blow both and go through door.  Use Bombos Medallion to kill Jellyfish and get
    key.  Use it on locked door.  With red blocks lowered, use hookshot to cross
    pits while dodging firewall.  Hit switch in lower left corner.  In next room,
    go downstairs.
    
    New room.  Kill penguins and go through door.  Get past large spike ball and
    use north door.  Fall with the floor when it drops out.  Use east door in new
    room.  Use hookshot to reach exit.  Dodge spike balls and go upstairs.
    
    Use hookshot over to skull pots.  Go upstairs.  Pound pink pegs and lift large
    rock.  Kill skeleton knights and lift skull pots.  Hit switch, pull statue
    tounge, get map and climb ladder in next room.
    
    *pants* Get Big Key out of chest.  Go back down and back up in other room.
    Lift skull pot, hit switch for chest, hookshot over and get key.  Open locked
    door.  Dash across room and go downstairs.  Bomb cracked floor and fall
    through.
    
    *slows down* Inside the Big Chest is the Blue Mail.  Wearing this cuts damage
    in half. *speeds up* Next room.  Cross to next room.  Start lifting skull pots
    and find key. Previous room.  Unlock Big Locked door and go downstairs.
    Unlock a door on this floor and hit orb to lower blue blocks.  Go back upstairs
    to skull pot room.  Find switch and open door.  Follow route until you find big
    ice floor room, then go west.  Drop to Blue Mail room.  Lift large block and
    drop.
    
    Phew.  We're almost there.  Go down one room and get to the large block on the
    lower left corner.  Now drop!
    
    *******
    B O S S
    *******
    Kholdstare
    ----------
    
    Kholdstare is an eyeball/snowball type of boss.  He's frozen in some ice, while
    ice chunks try to clunk you.  Use the Fire Rod to melt th larger ice chunk and
    free Kholdstare, who is actually three of himself.  Use the Fire Rod or the
    Tempered Sword to kill all three Kholdstares.
    
    *****
    
    Get your Heart Container and the crystal.  This maiden will tell about how the
    wisdom of the sages combined with the courage of the knights will increase
    their powers.  Link's just gotta rescue the maidens and slay Ganon.  We'll get
    to that pretty soon.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XXII) Misery Swamp				[s04.22]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Use the flute to go to warp point 6.  Lift the dark rock to find a Dark World
    warp.  Once in, jump off the cliff and use the Bombos Medallion.  Why?  See the
    secrets part of my guide.  Anywho, go up the west side.  Enter the cave
    entrance you see.  Inside:  a Piece of Heart.  Okay, continue around the misery
    swamp.  When you reach a punch in the wall, stand near it and use the Magic
    Mirror.  You should be on a plateau with a rock.  Lift it and enter the cave.
    Push blocks for a Piece of Heart.  Warp back.
    
    Do a little searching to find a Ether symbol on the ground.  You should know
    what to do.  Stand on it and use the Ether Medallion.  The entrance to Misery
    Mire opens in front of you.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XXIII) Level 6 - Misery Mire			[s04.23]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    The biggest "pain-in-the-ass" dungeon of them all.  By following my guide, you
    will save time skipping a few rooms.  First, use the hookshot over the gap and
    go downstairs.
    
    Here, defeat the snake bushels and wizrobes to move to the next room.  In here,
    try to get to the door on the right on the north wall.  Push the block outta
    the way and use the north door.  Cross a floor bridge and a wooden bridge to
    get a key.  Backtrack to the block.  Use the east door.  Now, use the Cane of
    Byrna, reach the skull pot, and lift it for a switch to a chest with a key
    inside.  Lift another skull pot for another key.  Unlock the door in here and
    follow the floor bridge through two rooms.  The next room holds a key in the
    skull pot on the west side, and an orb near the key.  Hit the orb to lower the
    blue blocks and grab the key.  Now backtrack all the way to the room with
    the... block.
    
    Use the west door.  Avoid the bombing enemies and go into the big room.  Hit
    the switch guarded by two lowered blue blocks.  In the new chest is another
    key.  Now there's a locked door on the west wall.  Unlock and go through.
    
    DO NOT USE THE SOUTH DOOR!  Kill the jellyfish for a key.  Use it on the locked
    door here.  Go south and dodge the floor tiles  Cross the large wall and go up
    the steps.
    
    On this floor, lighting all four torches in these two rooms opens up a third
    room.  First, push the blocks outta the way to prepare.  Then dash and light.
    You'll hear a rumble noise if you did it.  In the third room, drop in the hole.
    On the next floor, open the chest for the Big Key.  Use the Magic Mirror now.
    
    Make your way to the big room.  Use the southernmost door on the east wall.
    Cross another room.  Now, you MUST use the hookshot on the block to get over to
    the catwalk before it drops out.  Reach the Big Chest for the Cane of Somaria.
    To use this item, swing it once for a red block.  Use it to hold down switches.
    Swing it again to detonate it (it shoots a beam in four directions).  Back to
    the big room!  Use the other door on the west wall.  Go north, then west, then
    north again.  Step on the warp tile and unlock the Big Locked door.  Cross the
    wooden bridge and go down the steps.
    
    Until I say so, the rest of the way will be dark.  Lift the skull pot on the
    east side and put a red block on the switch to hold it open.  Go through two
    rooms.  In the next room, hit the orb in the north part of the room so it's
    red.  Cross to another room.  Bomb the wall to reach another orb.  Hit it so
    it's blue.  Go back and continue foward.  This room is lit.  Hit the orb at the
    top of the room so it's red.  Go up the steps and go into the boss room.
    
    *******
    B O S S
    *******
    Viterous
    --------
    
    Viterous is a big eyeball that sits in some ooze (harmful) with smaller
    eyeballs.  He'll send his smaller eyeballs at you.  Use the sword (arrows work,
    too) and kill the small eyeballs.  Watch out, cause Viterous can shoot
    lightning bolts just like Agahnim did (you forgot all about him, didn't ya?).
    After you slice all but four eyeballs, Viterous will attack you head-on.  Use
    your sword to finish him off.
    
    *****
    
    Get your Heart Container and the next crystal.  The maiden inside explains why
    Ganon needed Agahnim to get into the Dark World.  He wanted Agahnim to vanish
    the maidens in order to break the seal.  Ganon didn't think of Link coming this
    far to get his ass whooped.  Now Link has to save Princess Zelda in Turtle
    Rock!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XXIV) Of Gold, Siver, and Super Items	[s04.24]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Like the title, huh?  I got that out of Nintendo Power's own guide to this
    game.  Anywho, this is my favorite part of the guide, cause now you can get two
    very powerful weapons that'll help a lot.
    
    Go to the bomb shop.  There's the Super Bomb avalible for 100 rupees.  Buy it.
    Notice it's drags like that blue chest.  When you leave it behind it will
    explode in three seconds.  Carry the Super Bomb to the pyramid.  When you see a
    crack in the wall, leave the Super Bomb there.  When it explodes, it will blow
    that crack down!
    
    Inside is the Mystery Pond, very similar to the Waterfall of Wishing.  Drop in
    your Tempered Sword.  A fat fairy will appear and ask if you dropped your sword
    in.  Answer yes and you get... da-da-da-daaaaa!  The Golden Sword!  What a very
    powerful weapon that I like so much!  Okay, now drop in your Bow & Arrows.
    Truthfully answer to the fat fairy that you dropped it in and receive the Siver
    Arrows!  Huzzah!  These Silver Arrows are important, cause to finish off Ganon,
    you need to deliver one of these babies into him.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XXV) To Turtle Rock				[s04.25]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Use the flute and go to warp point 1.  Don't use the Old Man's cave.  Instead,
    go east 'til you reach another screen.  Use the hookshot to cross the broken
    bridge.  Go down and find a dark colored rock that is a Dark World warp
    underneath.  Once in the Dark World, find two cave entrances.  One is a store,
    the other is a climbing route.  Use the route and go up the steps.  Go and fall
    in the gap.  Use another staircase.  Fall in another hole.  Go up s'more steps.
    Fall in one of the new holes.  Open the chests and exit.
    
    Once outside, lift the big rock to find a hidden passage.  Go north along the
    catwalk.  Using the hookshot, you can reach some chests that hold rupees, but
    at this point, you probably don't need them.  On the catwalk is an invisible
    bridge.  Use the Ether Medallion to view the way.  Bomb your way into the next
    room.  Using bombs, you can reach a back door and two fairy fountains.
    Outside, use the Magic Mirror and warp to the Light World.  Claim a Piece of
    Heart.  Now warp back and jump off the ledge.  Warp again and go east.  Go to a
    plateau and get on top.  Pound the three stakes in this order:  right, top,
    left.  You'll reveal a Dark World warp.  Warp and notice the Quake symbol.
    Pfft, no brainer.  Use the medallion to open Turtle Rock.  Jump off and enter.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XXVI) Level 7 - Turtle Rock			[s04.26]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Sahasrahla's plate will tell you that you should have the Medicine of Magic for
    this dungeon.  I carry that and Cure-All Medicine, but that's just me.
    
    See that question block?  Make a red block with the Cane of Somaria and put it
    on the question block.  You've made a platform!  Use it to ride across to the
    other side of the room.  In the next room, make a platform and ride it to the
    upper door on the east wall.  In this room, you have to light all four torches
    from your red platform (my name for the platforms you make).  You'll open the
    door, but getting there will be tricky.  Light the torches with your Fire Rod.
    Use the hookshot, fall off, and sacrifice a heart.  Now, go through the door,
    dodge the spiked rollers, and get the map and a key.  Go back two rooms and use
    the left door (that is locked).  There's a bouncing centipede-like creature
    that shoots its segments when you attack it.  Slice all four segments.  Grab
    the key, unlock the door, and go into the next room.  Remember those chain-
    chomps?  You can't beat 'em, but you can dodge 'em.  Lower the blue blocks.
    Push one of the single blocks and bring up a chest for a key.  Use it to go
    downstairs.
    
    Down here, go to the southeastern corner of the room and take a pipe to the
    next room.  In the lava pit room there's two pipes.  Take the lower one into
    another room.  Defeat the enemies in the lower half of the new room and get a
    key.  Unlock the door and take a pipe to the Big Key.  Go back to the first
    room, then go back to the lava pit room.  Use the other pipe to another room.
    Defeat the centipedeish creatures and open two doors.  Take the south door,
    then go west.  Dodge the laser eyes and bomb open an exit.
    
    Go along the outside exit and find another entrance.  For a special item, use
    the Magic Mirror and warp near that new entrance.  Enter the cave and defeat
    all the cyclops.  This opens the door to a chest.  Inside is the final Piece of
    Heart.  If you follow the guide and got every other Pieces of Heart, that's 19
    Heart Containers you got right there.  Anywho, warp back and continue the
    dungeon.
    
    Use the hookshot and pull over to the chest.  Get the Mirror Shield outta it.
    You can now block laser beams, wizrobe blasts, and advance fireballs (the
    Dragonmens' fireballs).  Okay, go north one room, unlock the Big Locked door,
    and go through another pipe in the lava pit room.  Another room holds two more
    centipedeish bouncing creatures.  Defeat them.  The cracks can be bombed, but
    you can dash into them, too.  The east one leads to a rupee room.  The north
    one has a chest to go downstairs.
    
    *gets sore fingers* Aw, crap.  Now in this dark room you need to ride a red
    platform around and find a platform with a switch under a skull pot.  This
    opens the door.  You need to find the exit from here.  You can figure your way
    outta here, but I can barely tell you.  If only there were torches.  Oh,
    there's firewalls in here.  In the next room, dash down and reach the south
    end.  Dash through another room and bomb open an exit.  There's nothing special
    to it, but if you die, you can restart from this point.  Anyway, charge up your
    Golden Sword while facing north or south (whichever way your Mirror Shield will
    block laser beams), and walk toward one of the chests.  The southernmost chest
    holds a key for the previous room.  Grab it and get there.  Now, hit the orb
    and lower/raise the red/blue blocks in a set of series to get to the exit.
    
    Now ride a red platform to the boss.
    
    *******
    B O S S
    *******
    Trinexx
    -------
    
    The "tri" in "Trinexx" means three, and "nexx" refers to heads.  Trinexx has
    three heads:  a stone head (that snaps at you), a fire head (that shoots fire),
    and an ice head (that shoots ice and covers any ground in its path with ice).
    First, defeat the fire and ice heads by using the opposite rods.  Use the Fire
    Rod on the ice head first.  That way, you can avoid ice being made.  Use the
    Fire/Ice Rod on the opposite head, then hit 'em with your Golden Sword three
    times to blow them up.  All that leaves is the stone head.  It'll turn into a
    stone snake.  Hit its golden part with your Golden Sword three times to finish
    it off.
    
    *****
    
    Your 20th Heart Container appears, and the final crystal falls.  Inside is
    Princess Zelda.  She thanks you for coming a long way to save her.  Ganon's
    waiting to enter the Light World and link them, so he can rule them both.  Get
    to his tower and stop him!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XXVII) Level 8 - Ganon's Tower		[s04.27]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    At this point, you should have all of this list:
    
    -20 Heart Containers
    -All four Magic Bottles (two fairies, one Magic Medicine, one Cure-All
     Medicine)
    -1/2ed Magic Meter
    -Golden Sword
    -Mirror Shield
    -Blue Mail
    -Sliver Arrows (70)
    -50 Bombs
    -Other non-essential items and essential items
    
    ****************
    Dungeon Overview
    ****************
    
    If you played the Oracles games, you know the final dungeon where the final
    boss resides is short.  Here, it's a major "pain-in-the-ass."  There's around
    40 to 50 rooms, and most of your journey is spent crawing on the first floor.
    
    To get to Ganon's Tower, simply go east until you hit it.  A barrier has sealed
    off the entrance.  The crystals will rise up and use magic to break the
    barrier.  Now you can go in.  Save your game; this is big!
    
    The first room is large, with absolutely nothing going on.  Two staricases go
    downstairs, and one goes up.  You'll need to go downstairs first, but there are
    two route to take.  Take the left staircase to the easier route.
    
    Here we go!  First, bump the key off the torch.  Go west into the next room.
    Pound the pink pegs and push the block to to open the door.  Kill the jellyfish
    for a key.  Next room:  hookshot your way around and get to the south end.
    Use the Cane of Somaria's red block detonate feature to enter the next room
    with the blue blocks up.  Use that feature again to maneuver around the next
    room.  Get a key from the skull pot.  In the next room, lower the red blocks
    and use the Cane of Byrna to dodge the bouncing spikes.  Warp to another room.
    
    Dodge the fire snakes.  Push a single block to summon a chest you can hookshot
    over to.  Open it for a key.  In the next room, use the warp tiles to cross.
    You'll end up in a long room with Octopods and pits.  Go across to the next
    room (which is big).  Now go up to where there are skull pots.  Break the upper
    one.  Go to the top of the room and light the torch with the Fire Rod.
    Hookshot over to the single skull pot and cross the invisible platform (now
    visible by the torch) before the torch goes out.  Bomb a cracked floor in the
    next room and drop in.
    
    The Armos Knights are back.  They're no tougher than before, but the icy floor
    adds some difficulty.  You can take each one out easily with the Bow & Silver
    Arrows.  When you permanetly finish them off, two doors will open.  Take the
    north one for the Big Key, then use the other door.  On the next floor, open
    the Big Chest for the Red Mail, which takes quarter-damage from enemies (half
    compared to Blue Mail).  Use the Magic Mirror and warp back.  Save the game,
    because the Red Mail will really come in handy.  Go upstairs from the entrance
    room.
    
    Up here are some Mimics.  One Siver Arrow on the red Mimics will take 'em down
    quickly.  Use the boomerang to hit the crystal switches as you work your way to
    the northwest corner.  Push the upper block down to open the door, then work
    your way to it.  Down here, use the statue to block the bouncing spike.  Take
    out two more Red Mimics and go through the door.  Another room, another two Red
    Mimics.  Too bad your Mirror Shield can't block the laser eye statues' lasers.
    Kill the Mimics and move on.  Use the Big Key to unlock the Big Locked door.
    In here, hit the north orb and lower the red blocks (and release the bouncing
    spikes).  Take out the green and red Cyclops and hit the switch under the skull
    pot.  Make your way to the next room.  Use the Cane of Byrna to dodge the black
    balls.  Take the staircase up another floor.
    
    The next four rooms are difficult.  You have to defeat the enemies to progress
    through each room.  The first room holds Stalfoes and Dragonmen on conveyor
    belts.  Next is Stalfoes and a Laser Eye Statue (with conveyor belts).  Then
    it's blue Dragonmen and Laser Eye Statues (more conveyor belts).  Finally, it's
    red Dragonmen and Laser Eye Statues (conveyor belts and ice).  Use the Bombos
    Medallion to save time.  After all that, you'll find one Laser Eye Statue, one
    fireball spitting statue, one red Dragonman, and one Stalfos.  Defeat the
    enemies and go on.
    
    In the next room, there's a magic blast that isn't a big threat.  Use the Ganon
    statues to dodge it.  Then go into the next room.  You'll have to fight the
    Lanmolas again, and deal with a fireball spitting statue.  You have the Golden
    Sword to make this fight go faster, the Mirror Shield to block the fireballs,
    and the Red Mail in case of any damage.  Once you kill the Lanmolas again, go
    through and up the steps.
    
    In the next room, use the Ether Medallion when the wizrobes are vunerable so
    you can beat them and see the invisible platform.  Cross to the next room.
    Dash across the catwalk and go north.  Defeat Wizrobes on conveyor belts to
    open the door.  Quickly dash across the catwalk and reach the next room.  In
    here, remove the skull pots and light the torches with the Fire Rod.  Quickly
    reach the door in the south before the torches go out!  Take the staircase up
    another floor.
    
    Quickly light the four torches with the Fire Rod.  Light the lowerright one
    first, then the lower left one.  Then light the upper ones and go through the
    door.  Beat the helmet creatures and find another key in here.  Use it on the
    door here.  In the next room, avoid the bouncing spike trap and the smart spike
    trap.  Bomb the crack and continue.  Hit the orb and lower the colored blocks
    to reach the chest with the key.  Use it on the locked door here.
    
    Time to fight Moldorm again.  Two slashes on the tail is a quick defeat.  Use
    the hookshot to reach the chest with a red rupee.  Go in the next room and use
    the Bombos Medallion on the enemies.  Then go upstairs.
    
    Brace yourself.  The boss is one room away.  If your chicken, shut this game
    off and run.  You shouldn't be chicken, though.
    
    *******
    B O S S
    *******
    Agahnim
    -------
    
    Hey, here he is again!  He'll make two clones of himself and attack the same as
    last time, only without the lighting bolt spell.  The clones are shaded, so you
    should determine the real Agahnim.  Smack back some fireballs at him.  You can
    use fireballs from the fake Agahnims and damage the real Agahnim with 'em.
    After he's eaten his own firepower, he falls.
    
    *****
    
    When you've did Agahnim in, the spirit of Ganon emerges.  Guess he was
    controlling Agahnim all along.  He turns into a bat and flies off.  Link calls
    for the white bird (how can you call for the white bird in a dungeon?  Or in
    the Dark World?) and flies after Ganon.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    XXVIII)  SHOWDOWN!!!				[s04.28]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Atop the Pyrimad of Power, Ganon flies in and smashes through the top, leaving
    a big hole.  The white bird drops Link off by the hole.  Now, you probably lost
    some hearts and used magic in the tower, so go down and refresh them.  Then
    come back and drop in the hole.  GET IT ON!!!
    
    *******
    B O S S
    *******
    Ganon
    -----
    
    Ganon is pissed at you.  He was gonna rule both worlds in a few more seconds
    and you barged in.  Now he'll finish you off and get his way.
    
    ************************
    Phase 1:  Trident Attack
    ************************
    
    Ganon will throw his trident like a boomerang while warping around the room.
    When he is not warping he is vunerable.  Hit him six times with your Golden
    Sword.
    
    *************************
    Phase 2:  Fireball Attack
    *************************
    
    Ganon will now use his trident to create a ring of fireballs.  Keep hitting him
    with the Golden Sword.  The fireballs will spread (dodge this), and then return
    to Ganon (hit him).  Then his fireballs will turn into fire bats and dive at
    you.  Hit Ganon with the Golden Sword ten times to move to the next phase.
    
    **********************
    Phase 3:  Ring of Fire
    **********************
    
    Ganon will warp some more.  If you approach him, he'll warp instead of attack.
    He will make a fire bat spiral out and make a ring of fire.  If you hit him
    with the Golden Sword, he'll jump and stun you with an earthquake (making you
    vunerable to the fire bat), and the floor will drop out.  CAUTION!  IF YOU DROP
    THROUGH THE FLOOR, YOU'LL HAVE TO START THE FIGHT ALL OVER.  Hit him four more
    times to move on.
    
    ****************************
    Phase 4:  Darkness Technique
    ****************************
    
    Ganon sees you're a good opponet.  He says he'll use his Darkness Technique to
    attack.  When the room is dark, you can't see Ganon, nor can you damage him.
    To attack him, you need to use the Fire Rod and light the torches in the south.
    When you hit Ganon, he'll turn blue (meaning he's stunned).  Fire a Sliver
    Arrow into him.  Do this four times and you've killed the guy.
    
    *****
    
    SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!
    
    SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!
    
    SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!
    
    Spoilers ahead!  You've been warned.
    
    SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!
    
    SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!
    
    SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!
    
    *****
    
    When you've did Ganon in, a door will open in the north.  Go through.
    
    The Triforce rises and greets Link.  It tells about how it will grant the wish
    of anyone who touches it.  Ganon's wish was to make the Dark World like his
    heart.  He's dead now, and Link can touch the Triforce to make a wish.  His
    wish:  to undo the damage that has been done to Hyrule, and to bring peace back
    to the land.  Here's the results of Link's wish:
    
    The Return of the King - The king's back on his throne, picking up where he
    --- ------ -- --- ----   left off.  The maidens are out of the crystals, too.
    
    The Loyal Sage - This guy's back, manning the Sanctuary and offering shelter to
    --- ----- ----   those who need it.
    
    Sahasrahla's Homecoming - No more evil can rome Kakariko Village, so Sahasrahla
    ------------ ----------   can come back without worry.
    
    Vultures Rule the Desert - The vultures can fly and take charge of what is
    -------- ---- --- ------   theirs.  They've allowed the "not-so-average"
                               lockpicking thief to practice his skills without
    interruption.
    
    The Bully Makes a Friend - The two creatures Link encountered in his first trip
    --- ----- ----- - ------   to the Dark World are back and in human form.  Their
                               character hasn't changed, though.
    
    Link's Uncle Recovers - Hey!  This guy's out of the Hyrule Castle dungeon and
    ------ ----- --------   back with his one and only nephew.  You forgot about
                            him, didn't you?  I know you did!
    
    Flippers For Sale - The Zoras continue to make a sale on their ever-popular
    -------- --- ----   Zora Flippers.
    
    The Witch and Her Assistant - These two can run the Magic Shop without the
    --- ----- --- --- ---------   green shockers having to bug them.
    
    The Lumberjacks - These guys continue to do their job without the fear of
    --- -----------   whatever lies in the Lost Woods.
    
    Flute Boy Plays Again - The flute boy is back in the Haunted Grove, playing for
    ----- --- ----- -----   his woodland animals and his father.
    
    Venus, Queen of the Fairies - The head fairy can fear no more of any evil.  She
    ------ ----- -- --- -------   needs to thank Link sometime (or vice versa, I
                                  think).
    
    The Dwarven Swordsmiths - These two shorties continue keep doing their smithy
    --- ------- -----------   work.
    
    The Bug-Catching Kid - After being sick, he's recovered.  Since he gave his old
    --- ------------ ---   Bug-Catching Net to Link, he got a new one.
    
    The Lost Old Man on Death Mountain - He can explore all of Death Mountain
    --- ---- --- --- -- ----- --------   without fears of the creatures that roam
                                         the place.
    
    The Forest Thief - I'm not gonna mention him.
    --- ------ -----
    
    And the Master Sword Sleeps Again... Forever! - Link puts the Master Sword back
    --- --- ------ ----- ------ -------- --------   in its rightful shrine in the
                                                    Lost Woods.  If he ever needs
    it when evil flows again, he knows where to go.
    
    The credits roll.  You won't need to write letters to each and every guy to
    thank them.  Your purchase of this game is enough for them.  After the credits,
    it will show how many lives you used in each dungeon.  It'll tally up the total
    number of lives used in the game.  Feel free to post your lives used at the
    GameFAQs Message Boards if you wish.
    
    Now that you've beaten the game, why not do it again?  You could get fewer
    lives used!  C'mon, let's go again!!!
    
    *******************************************************************************
    PART FIVE							[s05.0]
    Item Guide
    *******************************************************************************
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--
    I)  Common Items					[s05.1]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--
    
    Common items are items you find all around Hyrule.  These affect your current
    status.  See "Game Basics" in the Game Overview part of the guide [s03.4].
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--
    II)  A Whole List of Items			[s05.2]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--
    
    Listed in alphbetical order, here's every item you'll get that "da-da-da-daaaa"
    noise with (aside from Heart Containers).
    
    Dimension:
    Location/Directions:
    Description:
    
    
    	Blue Mail
    Dimension: Dark World
    Location/Directions: Ice Palace
    Description: Reduces damage from enemies down to 1/2.
    
    	Bombos Medallion
    Dimension: Dark to Light World
    Location/Directions: Dead-end in Dark World where desert entrance is in
    	Light World.  Use Magic Mirror to "flip flop," then use Book of Mudora on
    	green slate.
    Description: Burn all enemies on-screen.
    
    	Book of Mudora
    Dimension: Light World
    Location/Directions: Library (south of Kakariko Village)
    Description: Use on green slates to translate unreadable writings.
    
    	Boomerang
    Dimension: Light World
    Location/Directions: Hyrule Castle basement
    Description: Use it to stun enemies and retrieve items.
    
    	Bombs
    Dimension: Light or Dark World
    Location/Directions: Check certain chests.
    Description: Blows cracked walls.  You have limited quantites.
    
    	Bow & Arrows
    Dimension: Light World
    Location/Directions: Bow is in Eastern Palace.  Arrow ammo can be found
    	anywhere.
    Description: An effective weapon.  Some enemies can't be killed without.
    
    	Bug-Catching Net
    Dimension: Light World
    Location/Directions: Sick boy's house in Kakariko Village.
    Description: Catch bugs and put them in bottles.  Required for Riddle Quest.
    
    	Cane of Byrna
    Dimension: Dark World
    Location/Directions: From the warp on Death Mountain, drop straight off a
    	ledge.  Pound pegs with Magic Hammer, then use Roc's Cape to cross the
    	spiked path.
    Description: Swing it once for a beam of light to protect you.  Watch your
    	magic!
    
    	Cane of Somaria
    Dimension: Dark World
    Location/Directions: Misery Mire
    Description: Swing once for a red block that can hold down switches.  Swing
    	again to detonate it!
    
    	Ether Medallion
    Dimension: Light World
    Location/Directions: Acquire Book of Mudora and look around near the Mountain
    	Tower.
    Description: Freezes all onscreen enemies.  Needed to open Misery Mire.
    
    	Fire Rod
    Dimension: Dark World
    Location/Directions: Skull Dungeon
    Description: Shoots fire at a cost of magic.
    
    	Flute
    Dimension: Light World
    Location/Directions: From Link's house, go west south west north.  Go to the
    	Dark World and acquire shovel.  Dig around for it.
    Description: Play it at the weathervane to release the white bird.  Then use
    	the flute to warp to any part of Hyrule (in the Light World).
    
    	Golden Sword
    Dimension: Dark World
    Location/Directions: Finish Misery Mire, then go to the bomb shop (Link's Dark
    	World house).  Buy a Super Bomb, then drag it to the cracked wall at the
    	Pyramid of Power.  Throw your sword into the Mystery Pond inside for this
    	item.
    Description: Power is within your blade.
    
    	Green Mail
    You have this at the start of the game.  It's base protection.
    
    	Hookshot
    Dimension: Dark World
    Location/Directions: Watergate Dungeon
    Description: Latch onto objects and be pulled over.
    
    	Ice Rod
    Dimension: Light World
    Location/Directions: Lake Hylia Caves
    Description: Freezes enemies.  Watch your magic meter!
    
    	Lamp
    Dimension: Light World
    Location/Directions: Link's house (start of game)
    Description: Get a cone of light for dark areas (automatically works at no
    	magic cost), and use it to light torches (small magic cost).
    
    	Magic Boomerang
    Dimension: Light World
    Location/Directions: Throw it into the Waterfall of Wishing
    Description: Farther, faster, stronger than the previous model.
    
    	Magic Bottle
    Dimension: Light/Dark Worlds
    Location/Directions: 4 locations:
    	1. Buy one from a salesman in Kakariko Village for 100 rupees.
    	2. Get one in the back of the tavern using the back door.
    	3. Grab the flippers and swim under a stone bridge.
    	4. Where the smithies's house is in the Dark World is a chest.  Bring it
    	   to the "average guy" at the desert entrance and he'll open it and give
    	   you the bottle inside.
    Description: Hold bugs and medicines inside.
    
    	Magic Cape
    Dimension: Dark World
    Location/Directions: Graveyard.  Dash into the one surrounded by dark colored
    	rocks
    Description: Magic-consuming cape will make you invisible.
    
    	Magic Hammer
    Dimension: Dark World
    Location/Directions: Palace of Darkness
    Description: Pound pegs, smash stakes, and topple turtles!
    
    	Magic Mirror
    Dimension: Light World
    Location/Directions: Guide the Old Man on Death Mountain to safety.
    Description: Use it to escape the Dark World.  You'll get a portal for return
    	trips.  You can also return to dungeon entrances with this.
    
    	Magic Mushroom
    Dimension: Light World
    Location/Directions: Lost Woods
    Description: Give it to the witch at the Magic Shop, then return for Magic
    	Powder.
    
    	Magic Powder
    Dimension: Light World
    Location/Directions: Magic Shop (see Magic Mushroom)
    Description: Sprinkle it on stuff!
    
    	Master Sword
    Dimension: Light World
    Location/Directions: Deep within the Lost Woods
    Description: This and the higher level swords will shoot beams at full hearts!
    	You'll also unlock this for Four Swords!
    
    	Mirror Shield
    Dimension: Dark World
    Location/Directions: Turtle Rock
    Description: Blocks practically every projectile attack.
    
    	Moon Pearl
    Dimension: Light World
    Location/Directions: Mountain Tower
    Description: Used to retain human form in the Dark World
    
    	Pegasus Shoes
    Dimension: Light World
    Location/Directions: Clear the Eastern Palace, then return to Sahasrahla.
    Description: Dash with the R Button!
    
    	Power Glove
    Dimension: Light World
    Location/Directions: Desert Palace
    Description: Lift rocks with this item.
    
    	Quake Medallion
    Dimension: Dark World
    Location/Directions: Lake of Ill Omen (Dark Zora Lake)
    Description: Turns grounded enemies into slimes.  Required to enter Turtle
    	Rock
    
    	Red Mail
    Dimension: Dark World
    Location/Directions: Ganon's Tower
    Description: Damage is down to 1/4 (1/2 compared to Blue Mail)
    
    	Red Shield
    Dimension: Light/Dark World
    Location/Directions: Two methods:
    	1. Light World: Waterfall of Wishing - Toss your shield in to get it.
    	2. Dark World: From the Village of Outcasts, go north, east, south.  Hop
    	   the fence into the shield shop and buy one for 500 rupees.  If you get
    	   the Mirror Shield, that is available for 100 rupees, making the Red
    	   Shield 70 rupees.
    Description: Defend against fireballs.
    
    	Shield
    Dimension: Light World
    Location/Directions: Secret entrance to Hyrule Castle
    Description: Defends against standard projectile attacks.
    
    	Shovel:
    Dimension: Dark World
    Location/Directions: Talk to the mutated flute boy
    Description: Dig up common items, and the flute.
    
    	Silver Arrows
    Dimension: Dark World
    Location/Directions: Mystery Pond at Pyramid of Power
    Description: Stronger arrows: the only thing that'll finish off Ganon.
    
    	Sword
    Dimension: Light World
    Location/Directions: Secret entrance to Hyrule Castle
    Description: Plain, regular sword.
    
    	Tempered Sword
    Dimension: Light World
    Location/Directions: Rescue the swordsmith dwarf's partner from the Dark World
    Description: does x3 damage of the basic sword.
    
    	Zora Flippers
    Dimension: Light World
    Location/Directions: Zora Lake (500 rupee charge)
    Description: Allows you to swim in water and use whirlpools.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    III) Dungeon Items & etc.			[s05.3]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Map - You'll see rooms you haven't visited yet by using the L button.
    
    Compass - You'll know where the boss is on the Map.
    
    Key - Used to unlock locked doors.
    
    Big Key - Used to unlock Big Locked doors and to open the Big Chest.
    
    Heart Container - Won after defeating a boss.
    
    Pendants - The three dungeons in the Light World hold these.  Get them all to
      claim the Master Sword.
    
    Crystals - Won in the Dark World dungeons.  The maidens are imprisoned inside
      theses.  Get them all to open Ganon's Tower.
    
    *******************************************************************************
    PART SIX							[s06.0]
    Heart Pieces
    *******************************************************************************
    
    Here's a list for every Piece of Heart in the game.  For every four you find,
    you get another Heart Container.  When you see an item (or two) in <>, that's
    the item required to do the job.
    
    1. <Bombs>  In the green-roofed house in Kakariko Village, in the basement.
       Bomb a wall to get it.
    
    2. <Bombs>  In a cave in Kakariko Village.  Jump in a hole and bomb a wall to
       get it.
    
    3. <Bombs>  South of Kakariko Village, there's a house that leads to a
       15-second maze.  Complete it in time for the prize.
    
    4. Warp point 7:  the stone building.  Go inside and drain the water.  Then
       exit for the Heart Piece.
    
    5. The thieves' hideout in the Lost Woods.  Drop through the secret entrance to
       reach the Heart Piece.
    
    6. <Pegasus Shoes>  The pile of rocks near the Sanctuary.
    
    7. <Bombs>  The cave in the desert.  Bomb a wall to get the Heart Piece.
    
    8. After coming out of the Desert Palace towards the behind entrance, there's
       one in the south.  Be sure to grab it.
    
    9. <Zora Flippers>  Go south from the King Zora and swim over a waterfall.
       Nearby is a Piece of Heart.
    
    10. On Death Mountain, drop off an edge near Spectacle Rock.  Go through a cave
        to reach it.
    
    11. <Magic Mirror>  On top of Spectacle Rock.  Reach it via the Dark World.
    
    12. Going down from the top of the Pyramid of Power, stay to the right and
        you'll see it near the Palace of the Four Sword.
    
    13. <Pegasus Shoes>  Go back to the Lumberjacks' house after defeating Agahnim.
        The two lumberjakcs have stopped sawing on a tree.  Dash into it and reveal
        a secret entrance.  Down inside is a fairy fountain and a Piece of Heart.
    
    14. <Zora Flippers, Magic Mirror>  Head to the Dark World version of Lake
        Hylia.  There's a circle of stones.  Stand inside them and use the Magic
        Mirror to warp.  Claim your Piece of Heart, but avoid the green shocker.
    
    15. <Magic Mirror>  One screen south of the Dark World Haunted Grove, there's
        an aclove.  Get in it and use the Magic Mirror.  In the cave is the Piece
        of Heart.
    
    16. In the Dark World version of the 15-second maze is the Digging Game.  You
        have 30 seconds to dig up the Piece of Heart.  It's always in a random
        location, so you'll need to play several times before you get it.
    
    17. <Titan's Mitt, Magic Hammer>  On the screen with the Dark World smithy
        house are 22 stakes.  Pound them all and the stump will turn into a sceret
        entrance to the Piece of Heart.
    
    18. <Magic Mirror>  In the Dark World graveyard is a ledge with no cave
        entrance.  Warp to the Light World and use the cave entrance seen to get a
        Piece of Heart.
    
    19. <Magic Cape, hookshot>  In the Dark World entrance of Death Mountain, climb
        up through the obstacle, using the cape to bypass the bumper.  Get your
        Piece of Heart on the outside ledge.
    
    20. Go to the Gambling House in the Village of Outcasts.  The Piece of Heart is
        placed in one of 16 chests.  You have two chances.  The prize is always in
        a random chest.
    
    21. <Flute>  Get to the Misery Swamp.  A cave entrance next to the Misery Mire
        entrance leads to your Piece of Heart.
    
    22. <Magic Mirror>  In the upper-right corner of the Misery Swamp.  Use the
        Magic Mirror to warp and reach a rock with a secret entrance underneath.
        Grab the Piece of Heart inside.
    
    23. <Magic Mirror, Bombs>  In the Dark World, one screen west of Turtle Rock,
        there's a rock with a secret entrance underneath.  Follow the path through
        to an outside ledge, then use the Magic Mirror to warp for a Piece of
        Heart.
    
    24. <Magic Mirror>  En route to the Mirror Shield in Turtle Rock, use the Magic
        Mirror to warp near the other entrance and get the last Piece of Heart in
        the Light World cave.
    
    If you don't understand some of this, refer to the guide for a little help.
    
    *******************************************************************************
    PART SEVEN							[s07.0]
    Enemies
    *******************************************************************************
    
    *fingers are cramped* Son of a...  I'll be glad when this guide is done.  Okay,
    here's a list of the enemies.  First, I'll list Light World enemies, then Dark
    World enemies, then Dungeon enemies, all in alphabetical order.  Unless the
    guide says otherwise, you only need your sword to defeat it.
    
    *enemy name listing source:  Pirma's guide
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    I) Light World Enemies				[s07.1]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Armos - Found around the East Palace, these things come to life when you get
      close.
    
    Bee - Found just about anywhere.  These guys can be real pains in the ass.
    
    Blue Knight - Pretty strong guy.  All Knights can found in the Light World and
      dungeons.
    
    Bombing Knight - Found on the castle wall after rescuing Zelda, these guys will
      hurls bombs at you.
    
    Crab - Found at Zora Lake and Lake Hylia, these enemies are cinches.
    
    Crow - They'll ambush you when they get close.
    
    Goron - Found on Death Mountian, these guys are invincible, will turn to stone
      when attacked, and are pains in the ass as well.
    
    Green Knight - A little weaker from the Blue Knight
    
    Hermit Crab - Found under rocks and bushes, these guys will spit out rupees
      when you remove their "shells."
    
    Knight Archers - They're like normal Knights, except they shoot arrows to
      attack.
    
    Octorks - Ah, classic octorks.  No Zelda game is complete without these guys
      (well, maybe Zelda II).  They're the little red rock shooters, and sometimes
      they leave red rupees.
    
    Red Knight - Stronger and more alert than other Knights.
    
    Red Puffer - Found in the very corner of Hyrule in Lake Hylia, it blows into
      smaller versions.
    
    Sand Monsters - Found in the desert, these guys emerge from the sand and
      attack.
    
    Shockers - OUCH!  Don't hit these guys with your sword, or your shocked.  Use
      another item to defeat it.  When you get the Golden Sword, you're safe to
      attack it head-on.
    
    Spear Knight - After saving Zelda, these guys will be around to attack.
    
    Tektite - Found on Death Mountian, these guys can jump back after a blow.
    
    Thieves - Invincible they are, greedy they can be.  They can shake loose some
      rupees and grab 'em, too.
    
    Vulture - These guys fly around in the desert.  They rarely attack you, but you
      should take care of them anyway.
    
    Zora - The classic foes found in the water that shoot fireballs.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    II) Dark World Enemies				[s07.2]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Blue Moblin - See "Blue Knight."
    
    Bombclops - So many hits to kill.  These guys throw bombs.
    
    Dark Zora - See "Zora"
    
    Flying Green Bombers - Hovering little bombers.
    
    Jumping Pirahna - The bitey thingys.
    
    Like-Likes - Watch it!  These guys eat shields!  If they eat yours, hurry up
      and kill it to reclaim your shield.
    
    Lion - Found on Death Mountain, these guys shoot fire beams.  You'll need the
      Mirror Shield to block these beams.
    
    Red Moblin - See "Red Knight."
    
    Rock Frog - See "Octork."
    
    Skull - See "Armos."
    
    Spear Moblin - Moves slow, never chases, and has spears for a weapon.
    
    Tounge Flower - Uses tounge to steal common items out of your pockets.
    
    Water Worms - Found in the Misery Swamp, these guys are no major threat.
    
    Worm Basket - Takes a jump at you, and that's it.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    III) Dungeon Enemies				[s07.3]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Anti-Faries - The red spinny things that are invincible and drain magic as well
      as hearts.  Use Magic Powder to turn them into faires.
    
    Bat - Common enemies found in dark areas sometimes.
    
    Black Spider - Races from hole in the wall to hole in the wall.
    
    Bomb Slug - Drops bombs and slithers.
    
    Bouncer - Centipedeish-enemies that split from the body and bounce when
      attacked.
    
    Chain Chomps - These guys go back to Super Mario Bros. 3, and they're
      invincible here like they were back then.
    
    Cobras - Charges on site.  Need I say more?
    
    Crickets - Moves a little, stops, then goes again.
    
    Cyclops - Vunerable with an open eye.  Red ones need arrows to kill.
    
    Dragonman - Red ones shoot fire beams.
    
    Elite Knight - Found only in the Hyrule Castle Tower, these guys hold there
      swords a little higher.
    
    Eyeball Bat - See "bat."
    
    Fire Ghosts - The shaded part is invincible, but the red glob is the weakness.
    
    Fire Snake - Invincible snakes made of fireballs.
    
    Floor Tile - Rises up and flies at you.  Dodge it or counterattack it.
    
    Green Beetle - You can't hit 'em in the front.  That's where they have
      protective headgear.
    
    Green Glob - Rises from water and attacks you.
    
    Green Penguin - Found in the Ice Palace, they slide on ice towars you.
    
    Ice Beast - Jumps out of walls in the Ice Palace.  Needs Fire Rod for kill.
    
    Jellyfish - When they flash, refer to "Shockers."  The red ones split into two.
    
    Laser Eye - Shoots lasers at you and is invincible.
    
    Laser Eye Statue - A "rotating" Laser Eye.
    
    Mace Knights - You'll fight one for a boss, and more as enemies in the Hyrule
      Castle Tower.
    
    Masked Snake - See "Cobras."
    
    Mimic - Copies Link's movements.  Red ones shoot fire beams when it and Link
      make eye contact.
    
    Mini-Dodongo - Shoot fireballs you can't defend against.
    
    Mini-Moldorm - Slithers around.
    
    Octopod - Toughies.  You be bounced back after hitting them.
    
    Peahat - Rises from sand and attacks.
    
    Rats - Damn their annoying!
    
    Skeleton Knight - First, use the sword to collapse them, then bomb them.
    
    Slimes - Just moves and jumps.
    
    Snake Bushel - Moves around so weakly.
    
    Sparks - One moves clockwise, the other moves counterclockwise.
    
    Stalfos - Jumps back after a blow.  Red ones throw bones.
    
    Stalfos Skull - Floats around.
    
    Torpedo Fish - Comes out of a pipe and squirms around in water.
    
    Turtle - Hard shells.  Use Magic Hammer to flip them and make them vunerable.
    
    Wall Master - Drops from ceiling, reaches to grab you, and throws you back to
      the entrance.
    
    Water Bug - Moves in water only.
    
    Wizrobe - Shoots magic beams that only the Mirror Shield can defend against.
      Hit when visible.
    
    Yellow Stalfos - Drops and sends its skull head at you.
    
    Zombie - Rentless pursuers.  Fire is their enemy.
    
    *******************************************************************************
    PART EIGHT							[s08.0]
    Bosses
    *******************************************************************************
    
    Hey!  CMorality!  This isn't any insult, is it?  I'm copying my stategies from
    my guide into this section.  I hope I don't offend you in any way.  Okay?  So,
    I'm gonna do that now.  Okay, here I go.
    
    *******
    B O S S
    *******
    Mace Knight
    ---- ------
    
    Though he looks like an enemy, he is considered a boss.  Anyway, the Mace
    Knight can hit you with his mace, and this weapon has a nice range.  Wait until
    he swings it, then he'll have to pull it back before he can swing it again.
    This is when you should rush in and hit him with your sword.  It takes eight
    sword hits to beat him.  You can stun him with your boomerang so you can get
    extra hits in.  For an easier, much safer way to beat him there are three pots
    in the open jail cell.  Two of these pots will knock him out quickly, and each
    pot has a heart for recovery.
    
    *****
    
    *******
    B O S S
    *******
    Armos Knights
    ----- -------
    
    When you enter the room the door seals behind you (that's gonna happen in every
    boss battle).  The six Armos Knights are still, then they come to life.  You
    must defeat them all.  Now the sword is weak, so let's not use that (yet).  Use
    your latest weapon, the bow and arrows, and fire arrows at them.  The Armos
    Knights have a formation:  they bounce around in a circle.  They squeeze in,
    then expand out.  Then they get in a line and come straight down at you.  Shoot
    three arrows in each of them to take 'em out.  When only one Armos Knight
    remains he will try to smash you directly.  Step back and attack it.
    
    *****
    
    *******
    B O S S
    *******
    Armos Knights
    ----- -------
    
    When you enter the room the door seals behind you (that's gonna happen in every
    boss battle).  The six Armos Knights are still, then they come to life.  You
    must defeat them all.  Now the sword is weak, so let's not use that (yet).  Use
    your latest weapon, the bow and arrows, and fire arrows at them.  The Armos
    Knights have a formation:  they bounce around in a circle.  They squeeze in,
    then expand out.  Then they get in a line and come straight down at you.  Shoot
    three arrows in each of them to take 'em out.  When only one Armos Knight
    remains he will try to smash you directly.  Step back and attack it.
    
    *****
    
    *******
    B O S S
    *******
    Lanmolas
    --------
    
    The lanmolas are three huge sand worms.  Like peahats, they emerge from the
    sand, but they don't really attack you.  They spew rubble at you, so watch it.
    You must attack their heads.  The bow and arrows do sound like a good idea, but
    it's tough to hit them.  Use the sword and take them down one by one.  When one
    lanmola is left it shoots more rubble at you.  Continue to attack it and it
    will die.
    
    *****
    
    *******
    B O S S
    *******
    Moldorm
    -------
    
    Drop into the lower area of the room to fight Moldorm, a large version of mini-
    moldorms.  Unlike the minis, Moldorm has a weakness: his tail.  It's not that
    simple to hit it.  He can bump you off the platform, forcing you to crawl back
    up and start the fight over.  Try to strike the tail with your sword any time
    possible.  For the last hit, he'll move faster.  Stab his ass and finish him
    off!
    
    *****
    
    *******
    B O S S
    *******
    Agahnim
    -------
    
    You can't slash at Agahnim with your Master Sword.  That's how you get shocked.
    Agahnim will throw the following magic attacks at you:  fireballs,
    magic blasts, and lightning bolts.  You can use the Master Sword to send the
    fireballs back at Agahnim.
    
    *****
    
    *******
    B O S S
    *******
    Helmasaur King
    --------- ----
    
    The Helmasaur King has a big mask to hide it's face.  Use the hammer to break
    it off.  The hammer breaks off one piece in one hit, but several more hits
    breaks off another piece.  Watch out for it's two attacks:  a tail swipe and a
    fireball attack.  After you break off the mask, hit it's jewel with arrows to
    finish it off.
    
    *****
    
    *******
    B O S S
    *******
    Arrghus
    -------
    
    Arrghus is a large jellyfish surrounded by puffballs.  Use the Hookshot to pull
    the puffballs off and slice through them.  When they are all cut up, Arrghus
    will bounce around the room.  Use the Master Sword and slash the jelly outta
    him.
    
    *****
    
    *******
    B O S S
    *******
    Mothula
    -------
    
    Mothula himself isn't too hard.  The Master Sword and the Fire Rod are great
    weapons.  The room, however, is a death trap.  Spikes lining the walls and
    moving floors.  You have to use the Control Pad really well to survive.
    
    *****
    
    *******
    B O S S
    *******
    Blind the Thief
    ----- --- -----
    
    If you have full hearts, the sword beams are just as effective.  Hit Blind's
    head until it falls off.  It'll fly around.  Ignore it and cut off Blind's
    second head that he grows.  Two heads fly around!  Slash Blind's final head to
    finish him off!
    
    *****
    
    *******
    B O S S
    *******
    Kholdstare
    ----------
    
    Kholdstare is an eyeball/snowball type of boss.  He's frozen in some ice, while
    ice chunks try to clunk you.  Use the Fire Rod to melt th larger ice chunk and
    free Kholdstare, who is actually three of himself.  Use the Fire Rod or the
    Tempered Sword to kill all three Kholdstares.
    
    *****
    
    *******
    B O S S
    *******
    Viterous
    --------
    
    Viterous is a big eyeball that sits in some ooze (harmful) with smaller
    eyeballs.  He'll send his smaller eyeballs at you.  Use the sword (arrows work,
    too) and kill the small eyeballs.  Watch out, cause Viterous can shoot
    lightning bolts just like Agahnim did (you forgot all about him, didn't ya?).
    After you slice all but four eyeballs, Viterous will attack you head-on.  Use
    your sword to finish him off.
    
    *****
    
    *******
    B O S S
    *******
    Trinexx
    -------
    
    The "tri" in "Trinexx" means three, and "nexx" refers to heads.  Trinexx has
    three heads:  a stone head (that snaps at you), a fire head (that shoots fire),
    and an ice head (that shoots ice and covers any ground in its path with ice).
    First, defeat the fire and ice heads by using the opposite rods.  Use the Fire
    Rod on the ice head first.  That way, you can avoid ice being made.  Use the
    Fire/Ice Rod on the opposite head, then hit 'em with your Golden Sword three
    times to blow them up.  All that leaves is the stone head.  It'll turn into a
    stone snake.  Hit its golden part with your Golden Sword three times to finish
    it off.
    
    *****
    
    *******
    B O S S
    *******
    Agahnim
    -------
    
    Hey, here he is again!  He'll make two clones of himself and attack the same as
    last time, only without the lighting bolt spell.  The clones are shaded, so you
    should determine the real Agahnim.  Smack back some fireballs at him.  You can
    use fireballs from the fake Agahnims and damage the real Agahnim with 'em.
    After he's eaten his own firepower, he falls.
    
    *****
    
    *******
    B O S S
    *******
    Ganon
    -----
    
    Ganon is pissed at you.  He was gonna rule both worlds in a few more seconds
    and you barged in.  Now he'll finish you off and get his way.
    
    ************************
    Phase 1:  Trident Attack
    ************************
    
    Ganon will throw his trident like a boomerang while warping around the room.
    When he is not warping he is vunerable.  Hit him six times with your Golden
    Sword.
    
    *************************
    Phase 2:  Fireball Attack
    *************************
    
    Ganon will now use his trident to create a ring of fireballs.  Keep hitting him
    with the Golden Sword.  The fireballs will spread (dodge this), and then return
    to Ganon (hit him).  Then his fireballs will turn into fire bats and dive at
    you.  Hit Ganon with the Golden Sword ten times to move to the next phase.
    
    **********************
    Phase 3:  Ring of Fire
    **********************
    
    Ganon will warp some more.  If you approach him, he'll warp instead of attack.
    He will make a fire bat spiral out and make a ring of fire.  If you hit him
    with the Golden Sword, he'll jump and stun you with an earthquake (making you
    vunerable to the fire bat), and the floor will drop out.  CAUTION!  IF YOU DROP
    THROUGH THE FLOOR, YOU'LL HAVE TO START THE FIGHT ALL OVER.  Hit him four more
    times to move on.
    
    ****************************
    Phase 4:  Darkness Technique
    ****************************
    
    Ganon sees you're a good opponet.  He says he'll use his Darkness Technique to
    attack.  When the room is dark, you can't see Ganon, nor can you damage him.
    To attack him, you need to use the Fire Rod and light the torches in the south.
    When you hit Ganon, he'll turn blue (meaning he's stunned).  Fire a Sliver
    Arrow into him.  Do this four times and you've killed the guy.
    
    *****
    
    And those are the bosses.  Next up is the moment you've all been waiting for.
    
    *******************************************************************************
    PART NINE							[s09.0]
    Four Swords Overview
    *******************************************************************************
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    I) The Story of the Four Sword		[s09.1]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    (I put the story in my own words, which are much the same of anyone else
    telling it)
    
    "Long ago, an evil wind mage named Vaati raged across the land of Hyrule.  It
    terroized people and caused destruction.  Just when all hope was lost, a boy
    stepped foward, carrying a sword.
    
    "'I shall defeat this sorcer.' said the boy.  The power of the sword he carried
    had split him into four copies.  Together, the four boys went into Vaati's
    Palace and overthrew the evil wind mage, trapping him in the blade of the
    magical sword.  The people of Hyrule were amazed of the power of the sword.
    They called it the Four Sword, and built a shrine to protect it.
    
    "Princess Zelda was a beautiful young girl born with the mysterious power to
    sense approaching danger.  One day, she sensed trouble with the Four Sword.
    She asked Link, the hero of Hyrule, to accompany her to the Four Sword.
    
    "When the two approached the shrine of the Four Sword, Zelda explain that the
    seal that held Vaati was weakening.  Just then, Vaati broke free and swooped
    Zelda into the air.
    
    "As Link saw Princess Zelda being carried away, he pulled out the Four Sword.
    Thus, splitting him into four copies.  The four Links went off towards Vaati's
    palace.  All that can be said now is 'Deja Vu.'"
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    II) Basics of Four Swords			[s09.2]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Four Swords is a Multi-Pak multiplayer adventure that requires two to four
    players to play.  You can't play yourself because the obstacles are too tough
    for one player alone.  Plus, it won't let you by rule.  It's not Single Pak
    'cause all players need something to save data to.  Not only does it piss you
    off to have people who have the game, but it holds you in suspense if you have
    no one to link up with.
    
    Four Swords is a game like no other.  You are to use teamwork to overcome
    obstacles and collect rupees to nab the keys into Vaati's Palace.  You may need
    to replay stages to nab those keys.
    
    Four Swords is an awesome game.  Not only will you have fun enjoying new
    features like the cool items, but you'll unlock stuff in LttP, too!
    
    Four Swords is... Four Swords!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    III) Rules of the game				[s09.3]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    To get the keys that opens Vaati's Palace, you need to collect enough rupees
    for the great faires.  The number of rupees needed depends on the epic played.
    
    First Epic (Silver Keys) - 1000 rupees
      You play this epic the first time you play Four Swords.
    
    Second Epic (Gold Keys) - 3000 rupees
      You need to beat the first epic to play this.
    
    Third Epic (Hero Keys) - 5000 rupees
      You need to beat the second epic to beat this.  Be warned:  this is a tough
      one.  A REALLY tough one.
    
    Rupees don't just earn you the keys, but they are used to pay for revivals.  If
    a player's heart meter is drained, it costs 50 rupees to revive the player.
    After each revival, 50 rupees is added to the cost.  If you push the cost too
    high and can't pay it, the game's over.
    
    The levels in each stage are random.  You have two random dungeon settings, and
    you're very likely to get a random dungeon part.  You can enter a dungeon
    setting twice and expect to get different parts.  The combination of dungeon
    settings and random parts can throw you and your team off.  I've given
    walkthroughs on some of these.
    
    While each player needs to grab rupees to receive the keys, you might wanna
    grab some for yourself.  This is because the player with the most rupees at the
    end of a stage earns a Medal of Courage.  Earning Medals of Courage show how
    good a player you are.  I have 23, so I must be a damn good player!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    IV) Items						[s09.4]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    The items in here are similar to LttP, but not that similar.
    
    ****** *****
    Common Items
    ****** *****
    
    Heart - refills one Heart Container.
    
    Fairy - refills several Heart Containers (usually all).
    
    Heart Container - You start with six (five filled), and can earn another at the
      warp zone.
    
    Keys - Not real common, but are used to unlock locked doors and blocks.
    
    Seeds - These can help your attributes.  Razor Seeds are red and increase sword
      damage.  Armor Seeds are blue and reduce damage from enemy attacks.  Pegasus
      Seeds are green and speed up your walking.  You can hold two of each, and all
      of them last until the end of the stage or until you're downed.
    
    Rupees - Oh how important they are in the game.  They're found everywhere.
      There are three different colors, and two different sizes, making six
      different rupee types, each with different value.  Plus there are two special
      types, which will be explained in a sec.
    
    Small Green Rupee - 1 rupee
    Small Blue Rupee - 5 rupees
    Small Red Rupee - 20 rupees
    Big Green Rupee - 50 rupees
    Big Blue Rupee - 100 rupees
    Big Red Rupee - 200 rupees
    
    Black Rupee - Some guys at GameFAQs say 100 rupees fly out when you grab this,
      but actually only 80 rupees fly out.
    
    Rupee Shard - Getting one of these adds no rupees to the wallet.  However, when
      one player gets four of them, he or she gets 500 rupees.
    
    *******  When all players have full heart containers, rupee fever is in effect.
    N O T E  During Rupee Fever, all rupees you earn are worth double!
    *******
    
    * ****** *****
    A Button Items
    * ****** *****
    
    Most of these items are LttP items, but two of them are exclusives.
    
    Shield - You start each stage with a shield.  You can block enemy attacks, and
      some enemies can't be defeated without it.
    
    Bow & Arrows - There are two differences between this and the one in LttP.
      One:  you have unlimited arrows.  Two:  you can power up shots, which makes
      more damage for enemies.
    
    Bombs - Unlimited supply and manual detonation are the two differences between
      both games.  It still has the basic function of blowing walls and blocks.
    
    Pegasus Shoes - In here, you can move to your sides while dashing instead of a
      straight dash.
    
    Gnat Hat - Wear this hat, and you've shrunken in size!  Only insect-sized
      players can enter small areas.
    
    Roc's Cape - Remember this item from Oracle of Seasons?  You can jump and glide
      with this.  Jump and instantly hit the B Button to do a downward thrust
      (first seen in Zelda II).
    
    Magnetic Glove - Another OoS item, you can attract/repel players, items, and
      yourself.  Every time you use this, the polarity changes.
    
    BowWow - Your Chain Chomp pet.  He attacks enemies.  He also knock rupees out
      of other players, so you can scoop them up for your advantage.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    V) Tips for the Road				[s09.5]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    -Grab every rupee you can reach.  I can't stress enough how important they are.
    
    -When it comes to defense, the Shield and the Roc's Cape are the two best
     choice items.
    
    -You can use your sword to counterattack against enemy attacks.  You may not be
     damaging the enemy, but you're defending yourself.
    
    -If you have the Hurricane Blade (explained later), and rupees are rapidly
     popping out of the ground, use the Hurricane Blade move to scoop up them
     rupees.  I call this a "rupee scoop."  Don't steal it!
    
    -Finish each level as fast as you can to earn time bonuses.  Each player
     receives bonus rupees based on the finishing time.  600 rupees to each player
     if you all finish in under one minute.  You lose 100 rupees per minute.
           Ex: Finish in 2 min 20 sec = 400 rupees x 3 players = 1200 rupees!
    
    *******************************************************************************
    PART TEN							[s10.0]
    Four Swords Walkthrough
    *******************************************************************************
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    I) Chamber of Insights				[s10.1]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    This'll be brief.  In here, you're learning the basic of the game.  There are
    no random levels, so you need not to fret.  Each set of warp pads leads to a
    different tutorial.  There's two tutorials that show basic moves, one tutorial
    for each item, and a skills test, which consists of two levels.  Ask the faries
    for help on what you gotta do.  You don't fight a boss here, you don't get a
    key, and no one earns a medal of courage, because this is all practice.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    II) Sea of Trees					[s10.2]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    I was gonna use EarthAdept1's parts of his guide, but he never replied to my
    request.  Thanks a lot, man.  Oh well.  I'll just improvise out of NP's guide.
    
    ******* ******* *
    Setting Example 1
    ******* ******* *
    The River & the Handcart (random part)
    --- ----- - --- --------
    
    First, cross the bridge and get Roc's Capes.  Then, either ride the strong
    river current to the handcart or glide over it 'til you hit a door.  If you hit
    the door, cut grass until you find a switch to open it.  If you use the
    handcart, you need two people to work it.  Either way, reach the random dungeon
    part and find the key inside.  Near the upper-left corner of outside the part
    is the warp zone.
    
    ******* ******* *
    Setting Example 2
    ******* ******* *
    Overgrown Hills (random part)
    --------- -----
    
    From the start, you see the warp zone is locked with as many locks as their is
    players playing.  You'll have to search this level, cutting down grass to find
    the keys.  Grab the Pegasus Shoes to speed up the job.  You may need to enter
    the random dungeon part to find a key.
    
    ******* ******* *
    Setting Example 3
    ******* ******* *
    Woodland Maze
    -------- ----
    
    16 little areas, each all easily accesable, with chests in each area.  You're
    lucky if you hit this area.  Grab all the rupees you can.  Watch it!  You may
    hit a few rupee wraiths in here.  Rupee wraiths will knock rupees out of a
    player.  Tag another player to pawn off the rupee wraith.  The warp zone is
    open in the upper-left corner.
    
    **** ******* *
    Part Example 1
    **** ******* *
    Sylvan Demolition Derby
    ------ ---------- -----
    
    Grab the Pegasus Shoes to dash up your color slope.  In the center of the area,
    all playes need to stand on the switches around a crystal holder to make one
    appear and release spike shelled enemies.  Carry the crystal to another holder
    to grab shields.  Use the shields and knock over the spike shelled enemies onto
    their backs, then hit 'em.  Once killed, bring the crystal outside to an area
    to get some chests.
    
    **** ******* *
    Part Example 2
    **** ******* *
    Monstrous Forest Zoo
    --------- ------ ---
    
    All players need to push a block to enter the area.  In each chamber, everyone
    needs to push down a big switch to make enemies appear.  Defeat the enemies to
    move into other chambers.  Clear this area for chests in a nook.
    
    **** ******* *
    Part Example 3
    **** ******* *
    Extreme Rebound Sports
    ------- ------- ------
    
    Also known as Four Swords mini-golf, you have to whack all the balls into the
    hole at the end.  Sink a ball into a hole and it'll spit out rupees.  With all
    the balls sunken, a treasure trove will open up.
    
    ** ****
    My Tips
    ** ****
    
    -Watch out for cobras!  They'll attack on sight.
    
    -Some rupees are a disguise for rupee snakes that trap you and squeeze rupees
     out of the team's wallet.  Have another player save you, or use the control
     pad to wiggle out.
    
    -Hack away at the grass and bushes.  You can find a bunch of rupees.
    
    -Sometimes you'll find rupees underwater.  Dive in and collect when you get the
     chance.
    
    *******
    B O S S
    *******
    Plant Heads
    ----- -----
    
    Please note that I am making up boss names for these bosses.  The plant heads
    come out of a big plant they circle.  They'll open up and reveal colored
    flowers.  Hit the colored flowers that match your tunic.  As you kill each
    head, rupees will fly.  After awhile, you'll need to pull switches on the side
    to expose the flowers.  If you get a multicolored flower, players of matching-
    color tunics must hit the corresponding flower pedals in order to do damage.
    
    *****
    
    After each boss, it'll explode and shoot alotta rupees.  Faries and the warp
    pads will appear, too.  Grab the faries for Rupee Fever, then scoop the load of
    rupees.  Stand on the warp pads to meet the great fairy about your key, then
    claim the Medal of Courage.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    III) Talus Cave					[s10.3]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    ******* ******* *
    Setting Example 1
    ******* ******* *
    Mammoth Ice Cave (random part)
    ------- --- ----
    
    From the start, dive into the river.  Then grab bombs on the south side, the
    lower outside corners of the random dungeon, and north of the outside.  Outside
    the upper-right corner is a chest that might hold the key to the warp zone.  If
    not, search the dungeon part.  The lower-right corner is a treasure trove
    sealed off by a weak wall.  There's no signs that it's weak, but there doesn't
    have to be.
    
    ******* ******* *
    Setting Example 2
    ******* ******* *
    Rock Compound (random part)
    ---- --------
    
    From the start, head into the random dungeon part and grab a key.  Use it to
    access bombs, then hit a switch to make a directional platform appear.  Step on
    the directional buttons to move the platform.  Ride over to chests blocked by
    cracked blocks and bomb them, then claim the chests.  Ride s'more to face off
    some Stalfoes, then a Mace Knight.  Use the bombs to take 'em out.  The bunch
    of cracked blocks cover a treasure trove, but it looks hard to reach.  After
    the Mace Knight, you need two players to push a block north.  Push it as far as
    possible 'til some enemies appears.  Do this four times 'til you reach the warp
    zone.
    
    ******* ******* *
    Setting Example 3
    ******* ******* *
    Glacial Abysses
    ------- -------
    
    Here's a "pain-in-the-ass" level for ya'.  Grab the shields at the start, then
    use 'em to block the fireballs from the torches while crossing the bridge.
    Then ride a directional platform through a stone obstacle.  After that, board
    another directional platform with the Bows & Arrows in your hands.  Hit the eye
    switches with 'em to open another area.  Grab Gnat Hats and ride the tiny
    platforms.  From here, it should be smooth sailing.
    
    **** ******* *
    Part Example 1
    **** ******* *
    Rich Rock Gardens
    ---- ---- -------
    
    Carry the crystal to different holders to receive riches of rupees.  You know,
    me and my cousin once got stuck in here.  The blocks sealed us in and trapped
    in the crystal.  We couldn't go anywhere from here!
    
    **** ******* *
    Part Example 2
    **** ******* *
    Magnet Chasms
    ------ ------
    
    Grab Magnetic Gloves and pull each other across the gaps with them.  You'll
    have to throw players onto moving platforms and have them pull you over.
    You'll receive chests filled with rupees if you clear this area.
    
    **** ******* *
    Part Example 3
    **** ******* *
    Team Demolition
    ---- ----------
    
    Split your team down to two teams:  the Bombs team and the Gnat Hat team.  The
    Bombs team must throw bombs over to an area the Gnat Hat team can only reach.
    Have the Gnat Hat team place those bombs next to bombable blocks.  Bomb your
    way to the chest.
    
    ** ****
    My Tips
    ** ****
    
    -Careful on the ice.  One wrong move and you're down the pits.  Grab the Roc's
     Capes to jump over the ice and gaps.
    
    -Beware of the Ice Wizrobes.  They can freeze you.  If frozen, have a partner
     shatter the ice and free you.
    
    *******
    B O S S
    *******
    Pea Pod
    --- ---
    
    Pead Pod is frozen on the icy wall to the right (avoid it or you're frozen).
    Grab the Pegasus Shoes and dash into him or hack him with your swords.  When
    freed, he'll bounce around trying to squish you.  Dash into the green side and
    knock him back to the ice wall.  Rinse, lather, repeat.  His last attack is to
    turn into a four-leaf clover that is multicolored.  You can't see your own
    color on your screen, so tell your partners.  When everyone knows where their
    colors are, attack and kill the boss.  Don't attack too close!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    IV) Death Mountain				[s10.4]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    ******* ******* *
    Setting Example 1
    ******* ******* *
    Lava Spill Chamber (random part)
    ---- ----- -------
    
    You'll start near a boulder.  Skip it and head down 'til you see some lava
    and a platform to cross it towards the Roc's Capes.  From here, explore every
    piece of the dungeon (splitting into two teams will help), to grab rupees and
    the keys that unlock the warp zone.  Watch it!  I've found a few rupee wraiths
    lurking around here.
    
    ******* ******* *
    Setting Example 2
    ******* ******* *
    Red-Hot Railway (random part)
    --- --- -------
    
    There's an annoying handcart part that you can skip.  From the start, head east
    toward some lava and some islands with chests.  Bounce off the springs to these
    islands and check each chest for keys.  You could find one here and one in the
    random dungeon part.  Both keys will unlock the warp zone.
    
    ******* ******* *
    Setting Example 3
    ******* ******* *
    Tag-Team Survival
    --- ---- --------
    
    First, grab Roc's Capes and jump over the metal-masked enemies.  At the end of
    each corridor are Magnetic Gloves that pull the metal masks off.  Use the
    Magnetic Gloves to pull one another across the lava stream.  Then grab Gnat
    Hats to shrink and run through the maze.  After clearing it, find some Pegasus
    Shoes and dash past some spike traps.  The warp zone is close by from here.
    
    **** ******* *
    Part Example 1
    **** ******* *
    Riding the Lava Rapids
    ------ --- ---- ------
    
    Have all players ride a directional platform to a big switch, then to the Bows
    & Arrows.  Poke out the eyes to keep riding.  Have one player get off and go
    get the crystal, then have him hop back on and place the crystal on the holder
    to open a way to some chests.
    
    **** ******* *
    Part Example 2
    **** ******* *
    Magnetic Maneuvers
    -------- ---------
    
    Half the team can only use the Magnetic Gloves.  The other half will have to be
    pulled across lava to a switch.  Then pull yourself (and other players) to a
    room with another Magnetic Glove, so that everyone can face off with the metal-
    masked enemies.
    
    **** ******* *
    Part Example 3
    **** ******* *
    
    Grab the Gnat Hats, lift the large boulder, then shrink and get through the
    area.  The second-to-last room holds a few chests.  The last room has a big
    switch that activates a "rupee scoop" in the other room.
    
    ** ****
    My Tips
    ** ****
    
    -You can't swim in lava.  Avoid it at all costs.
    
    -Some enemies can catch you on fire, which causes you to run around
     uncontrollably.  You'll be damaged by a bunch while you burn.  Careful not to
     catch others on fire.
    
    -Fireballs that jump out of lava can be split into two and bounce wildly.
    
    -The Roc's Cape helps here.
    
    *******
    B O S S
    *******
    Flamehead
    ---------
    
    Grab the shields; you'll need 'em.  Flamehead will shoot colored fireballs at
    you.  Hit the ones that match your tunic.  You may need to hit one back and
    forth between players.  When it goes gray, hope it'll hit Flamehead.  If it
    does, Flamehead will split into small fireballs.  One of them is real.  Attack
    and he'll reform.  If low on health, slash the firepillars that Flameheads
    leaves after bouncing there and you'll get hearts.  The fire rings can become
    rupees when slashed.  Hit Flamehead with a few colored fireballs to do him in.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    V) Vaati's Palace					[s10.5]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    ******* ******* *
    Setting Example 1
    ******* ******* *
    Divide and Conquer (random part)
    ------ --- -------
    
    There are four chambers that split its halfs and its switches.  All players
    must step on them to drop a key in one half, and summon floor tiles in the
    other.  Use the Roc's Capes to reach each chamber.  All four keys will open way
    to the random dungeon part that holds the last key to the warp zone.
    
    ******* ******* *
    Setting Example 2
    ******* ******* *
    The Favored Hero (random part)
    --- ------- ----
    
    There are tiles that only one player of the matching color tunic can see.  Grab
    the Roc's Capes;  you'll need 'em.  After the almost invincible platforms, step
    on a big switch to turn on a fan.  Jump while being blown so you can hit the
    other side.
    
    **** ******* *
    Part Example 1
    **** ******* *
    Tiny Tots & Big Bombs
    ---- ---- - --- -----
    
    See "Team Demolition"
    
    **** ******* *
    Part Example 2
    **** ******* *
    Multicolored Mayhem
    ------------ ------
    
    The colored tiles will suck players of non-matching tunics.  You'll need to
    throw players across to their color tiles and push blocks to reach switches
    that'll let other players past.
    
    ** ****
    My Tips
    ** ****
    
    -Enter Vaati's Palace on Gold Keys and get a mix of previous levels.
    
    -Enter Vaati's Palace on Hero Keys and face 2 levels, then a boss for 4 times.
    
    -Even here you'll get a Medal of Courage.
    
    *******
    B O S S
    *******
    Vaati
    -----
    
    Vaati rides on a cyclone around the arena, trying to swoop you up and hurl you
    off.  Grab the bombs and throw 'em in the cyclone.  Detonate them when they get
    under Vaati.  When he falls off his cyclone, hit him with your swords.  After
    defeat, he reappears and mixes the previous boss attacks.
    
    *****
    
    Vaati wont admit defeat, so the four Links merge their swords into the Four
    Sword, which then sucks Vaati back in.  Princess Zelda is saved, and the Links
    become the truly single Link.
    
    While the credits roll, you can move your Link in the background and whack the
    faries for rupees.  This doesn't do anything to the game, but it beats watching
    the credits go.  After that is the word "Fin" indicating the end of the game.
    Then, another Medal of Courage is awarded.  Finally, you're back on the Stage
    Select screen.  Now lets kick it up a notch!  Whaddya say?  Go for the Gold
    Keys!
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    VI) Palace of the Four Sword			[s10.6]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Now that you've conquered Four Swords, more action has been cooked up for you
    in a Link to the Past.  It's a bonus dungeon not found in the SNES version.
    
    To reach it, start at the top of the Pyramid of Power and work your way down,
    staying to the right.  See the cave you passed towards a Piece of Heart?  Now
    you can enter it.  A guy charges 20 rupees admission.  You're rich by now, so
    pay!
    
    Dash throught the Chain-Chomps in the first room and enter the second room.
    This room, the dungeon hub, is important.  It offers a choice of four paths.  A
    magic barrier bars you from a fifth path, and unlike the other one, your sword
    level isn't higher than the barrier strength.  To slash this barrier, you need
    to go down each of the available paths and claim the sword shards that make up
    the Four Sword.  Each path is a couple rooms and a boss away from its shard.
    
    ***** *****
    Green Shard
    ***** *****
    
    Start with the lower-left route.  There's a current too strong to swim against.
    Lighting the torch temporarily weakens it.  Swim and dodge the rollers and
    cannonballs.  Hurry to the next room.
    
    *******
    B O S S
    *******
    Arrghus
    -------
    
    Arrghus has returned, but instead of puffballs, he is surrounded by jellyfish.
    These jellyfish are as strong as the original puffballs vs. the Master Sword.
    After killing them, Arrghus will bounce around the room, faster and leaving
    water globs for the ambushing.  Slice the jelly outta Arrghus once again.
    
    *****
    
    After killing Arrghus, walk north to the next room and get the green Four Sword
    shard.  Then step on the gold tile to return to the dungeon hub.
    
    *** *****
    Red Shard
    *** *****
    
    Go through the lower-right door.  Quickly reach the closed door before the
    floor begins to drop out.  Use the Bombos Medallion on all enemies to open the
    door.  In the next room, lower the blue blocks to get to the red blocks.  To
    pass them, use the Cane of Somaria and its detonation feature.  Pass through to
    the next room.
    
    *******
    B O S S
    *******
    Helmasaur King
    --------- ----
    
    As if he wasn't a pain in the ass enough the first time.  Break his mask with
    the hammer, then attack the gold jewel on his forehead by using the Golden
    Sword.  His mask will reappear.  Break it off again and reveal an eyeball.
    Poke it with a Silver Arrow to do him in.
    
    *****
    
    Go into the next room and get the red shard.  Then warp to the dungeon hub.
    
    **** *****
    Blue Shard
    **** *****
    
    Use the upper-left door.  Slide across the icy floor and kill all enemies.  A
    staircase leading up will reveal.  Enter the next room for a star tile puzzle
    from the Skull Dungeon.  Just make your way to the lower-left corner and reveal
    a switch that needs a Somarian block.  Go through and work the red/blue block
    puzzle with the Cane of Somaria.  Then go into the next room.
    
    *******
    B O S S
    *******
    Mothula
    -------
    
    Well, no spike traps or moving floors to deal with, but Mothula does make two
    clone of himself.  You have to hit the real Mothula.  There are no signs to
    tell them apart.  Hittting a fake will turn it into bees.  Killing the clones
    will force Mothula to make two more.  If you hit the real Mothula, he'll just
    flash.  When you have the real Mothula, slash his ass down!
    
    *****
    
    Go into the next room and get the blue shard.  Then warp back to the dungeon
    hub.
    
    ****** *****
    Purple Shard
    ****** *****
    
    Use the upper-right door.  Watch out for the Like-likes in here.  Carefully
    make your way through to the next room.  Then, use arrows to break pots, use a
    Somarian block to hold a door open, and use the Hookshot to pull over to the
    door.  In the next room, Hookshot and bounce to reach the door.
    
    *******
    B O S S
    *******
    Blind the Thief
    ----- --- -----
    
    Blind appears as your uncle.  He told you not to leave the house in the first
    place, but sees that you gotta save Princess Zelda because "you are... the
    princess's..."  He doesn't finish.  He turns into Blind.  Three sword slashes
    will cut his head off.  Ahh!  The body rises headless!  You played mini-golf in
    Four Swords, right?  Do that with the head, with the body playing the role of
    the hole.  Slice it off again.  Two heads flying!  Smack 'em both onto the
    head!  Slice it off again to get three heads flying!  Smack 'em all back on to
    finish Blind off for good!
    
    *****
    
    Get the purple shard and go back to the dungeon hub.
    
    *** ***** *********
    The Final Challenge
    *** ***** *********
    
    After getting all the shards, slash the magic barrier and go into the next
    room.  The invisible platform is plainly straight, so dash right through.
    Don't stop, don't use the Ether Medallion, don't use a Somarian block, just
    dash straight across.
    
    *******
    B O S S
    *******
    Dark Links
    ---- -----
    
    When you walk into the boss room, the Four Sword shards split and make four
    Dark Links.  Fight 'em one by one, eight hits each.  Each Dark Link has their
    way of attacking.
    
    ***** ****
    Green Link
    ***** ****
    
    Green Link has the same equipment you have, the stalfos jump-back to dodge your
    blows, and the Pegasus Shoes dash.  When he does that, hit him.
    
    *** ****
    Red Link
    *** ****
    
    Red Link can do everything Green Link can, and has the Hurricane Blade.  Dodge
    this.  Use your dash move to plow right through him.
    
    **** ****
    Blue Link
    **** ****
    
    This guy has everything the other Links have, and the downward thrust move.
    When he does this, hit him.
    
    ****** ****
    Purple Link
    ****** ****
    
    He's got the stuff that makes all other Links, and he can shoot beams from his
    sword.  Dodge all this and dash through him.  You need 16 hits to kill him.
    
    *****
    
    After the Purple Link is down, the Four Sword shards combine to make the Four
    Sword.  Now you may have heard that there's a new sword move for doing this,
    but that's a lie.  All you get is a look at all the Dark World dungeons and
    bosses, then the entire list of items and the number of times you used them.
    Finally is your total playing time.  Prima's offered the challenge of playing
    longer than 78 hours, 10 minutes, and 31 seconds (that would be their time).
    I've played over 100 hours on this game.  I'll take my applause now.
    
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    VII) Riddle Quest					[s10.7]
    **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    
    Play Four Swords for awhile 'til you get 10 Medals of Courage.  Then you can go
    on the Riddle Quest in A Link to the Past.  Go to the lumberjacks' house and
    talk to Q. Bumpkin.  He'll give you ten riddles to solve, and a basket to put
    the answers in.  Solve them all for a new sword move, the Hurricane Blade.
    
    1)  Cock-a-doodle-doo!
    A.  A cucco (chicken)
    Location:  Look around Kakariko Village for some.
    Prize:  Cucco woodcarving
    
    2)  The scissors by the water...
    A.  A crab
    Location:  Lake Hylia/Ice Rod cave, around Zora Lake.
    
    3)  It's shiny and red.
    A.  A red rupee
    Location:  You pick the method.  Prima suggests killing Octorks.
    
    4)  It's moist and fresh...
    A.  A fish
    Location:  Stone building south of Link's House.  Drain the water from inside.
    Prize:  Zelda woodcarving
    
    5)  BOOOM!  Skitter-scatter...
    A.  Small Octoballoons
    Location:  Corner of Lake Hylia.  Wait 'til the big Octoballoon explodes.
    
    6)  Sprinkle and watch it wobble...
    A.  A slime
    Location:  The Quake Medallion has two purposes now!  Use it to make slimes
    outta enemies.
    
    7)  It munches on nuts...
    A.  A squirrel
    Location:  Master Sword shrine
    Prize:  Link woodcarving
    
    8)  Pull it out, but... too bad!
    A.  Fake Master Sword.
    Location:  Anywhere in the Lost Woods
    
    9)  It's red and sweet...
    A.  An apple
    Location:  Dash into trees in Hyrule.
    
    10)  The spectacled wanderer...
    A.  A cukeman
    Location:  Sprinkle Magic Powder on a shocker.
    Prize:  Hurricane Blade
    
    To work the Hurricane Blade, charge up your sword until you hear a second
    charge up sound.  Then press the B button repeatedly to spin continuously.
    This drains magic while you do it, so watch it!  Not only do you have it here,
    but in Four Swords, too!
    
    After that, head back to Link's House (you haven't been here in a while, have
    you?) and check inside to see the woodcarvings you received as you solved
    riddles.  You can pick them up and throw them around, and you can sprinkle
    Magic Powder on them to change their appearance.  Sprinkle once and they
    sparkle.  Sprinkle again and they get color!  Sprinkle once more to turn them
    into their Dark World forms! (Link's a bunny, Zelda's an old lady, and the
    chicken is down to bones)
    
    *******************************************************************************
    PART ELEVEN							[s11.0]
    Small Secrets
    *******************************************************************************
    
    Some of these secrets are just cool tricks, but a few have their purpose here.
    
    ***** ******** *****
    Early Tempered Sword
    ***** ******** *****
    
    As I was saying from way up there, after finishing the first Dark World
    dungeon, head to Kakariko Village in the Light World.  Go into the Lost Woods
    up the west side, and then use the first exit to the right.  Pound stakes to
    reach a Dark World warp.  Once warped, reach the south side of the screen and
    cross into the Village of Outcasts.  Go to a gargoyle statue and pull on the
    bottom of the trident.  Now follow the guide on Level 4 - Blind's Hideout.
    
    ****** ***
    Golden Bee
    ****** ***
    
    To get the Golden Bee on sale in the Bee Shop, you first have to get another
    one.  Head to the Ice Rod cave and dash into the statue to release it.  Catch
    it in an empty bottle and bring it to the shop to price it at 88 rupees.  Then
    find the bottle salesman and release the Golden Bee on him to receive 100
    rupees.
    
    *** ***** ** ****** ****
    The Ghost of Misery Mire
    *** ***** ** ****** ****
    
    After using the Bombos Medallion you'd expect something to happen.  Well, you
    burned an invisible enemy, the Ghost of Misery Mire.  There's some FAQ on it.
    
    ***** ******* ****
    Chris Houlian Room  <---- Unsure of spelling.
    ***** ******* ****
    
    When making the SNES version, Nintendo held a contest to show someone's room in
    the game.  Chris what's-his-name, a Nintendo Power subscriber, was the winner,
    and his room could be found through some glitch.  The room was cut from the GBA
    remake because Nintendo would need another contract with Chris.  There's
    something about it being found on an emulator.
    
    **** **** ******
    Tree Bomb Glitch
    **** **** ******
    
    From Link's house, head west, then south, then west.  Dash into the upper tree
    to release a lit bomb.  Use the Ether Medallion first and the bomb is an
    exploding head!
    
    ******* ******
    Running Glitch
    ******* ******
    
    Stand on some steps and call the white bird.  Right before he picks you up,
    start dashing.  When he picks you up, cancel out with B.  Now you can run
    really
    fast.  To stop, start dashing again, change screens, or take damage.
    
    ***** ****
    Cucoo Lady
    ***** ****
    
    In the northwestmost corner house in Kakariko Village is a cucoo under a pot.
    Sprinkle some Magic Powder on it and it'll turn into a woman!
    
    **** ******* *** ********
    More Secrets and Glitches
    **** ******* *** ********
    
    For more of this, check the Game Winners site.  There's a link to it on the
    codes page for this game at GameFAQs.
    
    *******************************************************************************
    PART TWELVE							[s12.0]
    Closing the Guide
    *******************************************************************************
    
    Well, my friends, it's the end of another great guide.  Surely I've been
    descriptive on everything you need to know.  After all, I've gotten in
    everything I wanted on version 1.0.
    
    (note of update: I THOUGHT I got everything in on version 1.0)
    
    I said it before and I'll say it again:
    
    This guide is  2003-2004 by Sam Marcinko.  You may not post this on
    your website without my permission.  GameFAQs is the only site allowed to show
    this.  You may download it for personal use, but you can't change it and/or
    pass it off as your own.  Other restrictions apply.
    
    All (or any) trademarks and copyrights contained in this document are owned by
    their respective trademark and copyright holders.
    
    Questions?  Comments?  Suggestions on an update?  You can e-mail them to me at
    elsamo285@netzero.com.
    
    I do notice that my guide is a little vague in describing what needs to be done
    and where, but that doesn't mean you need to e-mail me every goddamn time you
    can't figure out what to do next.  This thing is supposed to guide you through
    the whole game, but I want you to use it as a push in the right direction.
    Please try to figure some of this out for yourself.
    
    If you HAVE to e-mail me, please: no more bad spelling and/or grammar.  Spell
    it right and make it proper.  All these e-mails are really getting to me, so
    cut me a little slack!
    
    ****** **
    Thanks to
    ****** **
    
    Nintendo and Capcom - For making this game.
    -------- --- ------
    
    CJayC - For controlling GameFAQs.  Without him, you wouldn't be reading this.
    -----   He is da man, you hear?
    
    EarthAdept1 - Although he shouldn't get any thanks.  You see, I e-mailed and
    -----------   asked him if I could use part of his guide for my guide, but it
                  took him too long to reply.  By the time he answered I had
    already done what I needed, using NP's guide for improvisation.  Tough luck,
    man.
    
    Nintendo Power - I used facutal (that's factual, NP) info from their own guide
    -------- -----   on this game to make my Four Swords guide.
    
    Prima's Guide Book - I needed a little push on what to put next, so I referred
    ------- ----- ----   to their book for a little help.  It came before NP's
                         book.
    
    Two guys from the game's board at GameFAQs - They gave me the tip from that you
    --- ---- ---- --- ------ ----- -- --------   need to keep hammering away on the
                                                 Helmasaur King's mask until you
    break it.  Whoever you guys are, could you leave your usernames so I can put
    them here?
    
    You guys - Yeah, you helped with this guide, too.  You made me do this guide so
    --- ----   you can get help with it.  Give yourselves a hand.  You deserve it.
    
    Well, that's it.  My work's done here.  Me and my fingers are bushed, so I'll
    be seein' you around.
    
    "May the way of the Hero lead to the Triforce."
    
     2003-2004 Sam Marcinko
    ---