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    FAQ/Walkthrough by BSulpher

    Version: 4.1 | Updated: 08/09/09 | Printable Version | Search Guide | Bookmark Guide

    Zelda II: Adventure of Link FAQ/Walkthrough
    
    Copyright Nintendo 1987
    Written By Brian P. Sulpher
    E-mail: briansulpher@hotmail.com
    Version 4.1
    Dates Written: November 29th to Decmeber 4th, 2002
    
    I dedicate this to all the huge fans of Zelda II out there!  This game in 
    the Zelda series is considered the "ugly stepchild" of the series, but I
    (and a few others out there) not only like this game, but feel it is the 
    best of the series.  I salute all you hardcore fans of Zelda II, as you know
    where it is at in the Zelda series!  Never mind Ocarina of Time or Wind 
    Waker, this one is the true "golden" game of the series, so get ready to
    experience a Zelda game that was willing to take risks instead of rehashing
    the same old tired Items and battle functions.
    
    Also, for Cougar.  I miss you, and I hope you are living it up in the 
    afterlife as you did in this world.  You will always be in my memories, and
    you will never be forgotten.
    
    Also, In memory of Howler and Koonce.  You two never had a good start in 
    your lives, but you had a good time when you spent your time at my house.
    It was oh so unfortunate that you both had your already tragic lives cut 
    short, but I can only hope that I helped make your life a more enjoyable
    experience.  You too will be missed, but not forgotten.
    
    
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    Version 1.0
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    -Submitted guide on December 4th, 2002
    
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    Version 1.5
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    -Submitted guide on March 21st, 2003
    -Reformatted guide
    -Edited grammar and spelling
    -Added to Ironknuckle strategies (thanks to a multitude of people for 
     e-mails on this)
    -Updated Riding Blue Ironkknuckle information
    -Added in section to explain the Reflect Spell troubles
    
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    Version 2.0
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    -Submitted guide on March 22nd, 2003
    -Changed Reflect Spell Troubles into a more generalized gift trouble section
    
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    Version 2.5
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    -Submitted guide on November 22nd, 2003
    -Altered format
    
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    Version 2.7
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    -Submitted guide on January 14th, 2004
    -Altered copyright slightly
    -Fixed up Experience Charts for Level Ups (thanks to GameFAQs user Grodd for
     pointing out the error and supplying the proper information)
    
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    Version 3.0
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    -Submitted guide on February 1st, 2004
    -Added in the location of a previously missed 1-Up Doll (thanks to GameFAQs
     user Centurion for the information)
    -Added in an alternate strategy for Gooma (thanks to GameFAQs user White 
     Tiger Shiro for the information)
    
    -----------
    Version 3.1
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    -Submitted guide on April 12th, 2004
    -Added in a new Experiencing Gaining Area (thanks to Randall Manning for 
     this Experience Gaining idea)
    
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    Version 3.5
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    -Submitted guide on July 16th, 2004
    -Altered format to clean it up as well as make it read easier
    
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    Version 3.6
    -----------
    
    -Submitted guide on 8th of November, 2005
    -I added in Retronintendo and Honestgamers as sites allowed to use my FAQs
    -Altered the format to make it easier on the eyes of the reader
    
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    Version 3.7
    -----------
    
    -Submitted guide on June 10th, 2006
    -I added in a new strategy for fighting the Ironknuckles, specifically the
     Riding Ironknuckle boss (thanks to Marc Lumsden for this contribution)
    -I have also corrected an error dealing with the Heart Container near 
     Three Eye Rock (thanks to Jake and some other e-mailers who I have 
     misplaced the names of... sorry guys.  Thanks for e-mailing about this 
     though!)
    
    -----------
    Version 3.8
    -----------
    
    -Submitted guide on July 27th, 2007
    -Altered format a bit and played with some small portions of the FAQ
    -Also made some spelling corrections and logistical corections to a few 
     sections
    -I always welcome more input, so send away on those e-mails!
    
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    Version 4.0
    -----------
    
    -Submitted guide on January 8th, 2008
    -I added in a third strategy for Gooma (thanks to Jimi for the information)
    -Keep the e-mails coming, as I am always up for adding in relevant 
     strategies and information to the FAQ, assuring that you the reader get the
     best FAQ on the net
    
    -----------
    Version 4.1
    -----------
    
    -Submitted guide on August 9th, 2009
    -I added in a strategy for Thunderbird (thanks to Kyle Shaw for the
     contribution)
    -Made a few small corrections (thanks to Makr Kenyon II)
    
    ----------------------------------------------------------------------------
    -----------------------------Table Of Contents------------------------------
    ----------------------------------------------------------------------------
    
    1) Story
    2) Controls
    3) Onto Palace One
    4) Onto Death Mountain
    5) Onto Palace Two
    6) Onto Palace Three
    7) Onto Palace Four
    8) Onto Palace Five
    9) Onto Palace Six
    10)Onto The Great Palace
    11)Enemies
    12)Level Ups
    13)Items
    14)Spells
    15)Town Checklist
    16)Magic Container Locations
    17)Heart Container Locations
    18)1-Ups
    19)Bosses
    20)Troubles With Gaining Gifts
    21)Final Word
    
    ----------------------------------------------------------------------------
    ----------------------------------Story-------------------------------------
    ----------------------------------------------------------------------------
    
    1) The following story is taken directly from the instruction booklet 
       released by Nintendo with the game.  This is a work of someone working 
       for the Nintendo Corporation, and in no way do I take any credit for the
       following transcription (ie Brian P. Sulpher had nothing to do with this
       tale).
    
    
    At the end of a fierce fight, Link overthrew Ganon, took back the Triforce
    and rescued Princess Zelda.  However, is it all really finished?  Many 
    seasons have passed since then.  Hyrule was on the road to ruin. The power 
    that the vile heart of Ganon has left behind was causing chaos and disorder 
    in Hyrule. What's more, even after the fall of Ganon, some of his underlings
    remained waiting for Ganon's return.  The Key to Ganon's return was the 
    blood of Link - the valiant lad who overthrew the King of Evil. Ganon would 
    be revived by sacrificing Link and sprinkling his blood on the ashes of 
    Ganon.
    
    Meanwhile, Link remained in the little kingdom of Hyrule and lent his hand 
    to its restoration. But circumstances did not look very good.  One day, a 
    strange mark, exactly like the crest of the kingdom, appeared on the back of 
    Link's hand as he approached his 16th birthday. The worried Link, went to 
    Impa, Princess Zelda's nursemaid who was shocked and frightened when she 
    saw the birthmark. When she regained her composure, she took Link to the 
    North Castle.
    
    There was a door in North Castle called "the door that does not open." Only 
    the descendants of the Impa family who served the king knew how to open the 
    door.  Impa took Link's left hand and pressed the back of it against the 
    door.  There was a sound of a locking falling open, the door slowly creaked 
    open and there on an alter in the middle of the room lay a beautiful woman. 
    "Here lies Princess Zelda." Impa began to speak calmly.
    
    "Link, the time has come when I must tell you the legend of Zelda handed 
    down in Hyrule. It is said that a long ago, when Hyrule was one country, a 
    great ruler maintained the peace in Hyrule using the Triforce. However, the 
    king too was a child of man and he died. Then, the prince of the kingdom 
    should have become and king and inherited everything, but he could inherit 
    the Triforce only in part. The Prince searched everywhere for the missing 
    parts, but could not find them. Then, a magician close to the king brought 
    him some unexpected news. Before he died, the king had said something about 
    the Triforce to only the younger sister of the prince, Princess Zelda. The 
    prince immediately questioned the princess, but she wouldn't tell him 
    anything. After the prince, the magician threatened to put the princess into
    an eternal sleep if she did not talk, but still, she said nothing."
    
    "In his anger, the magician tried to cast a magic spell on the princess. The
    surprised prince tried to stop him, but the magician fought off the prince 
    and went on chanting the spell. Then, when the spell was finally cast, 
    Princess Zelda fell on that spot and entered a sleep from which she might 
    never awake.  At the same time, the magician also fell down and breathed his
    last."
    
    "In his grief, the prince placed the princess in this room. He hoped that
    someday she would come back to life. So that this tragedy would never be
    forgotten, he ordered that every female child born into the royal household
    shall be given the name Zelda."
    
    From the stand next to the alter where Princess Zelda lay in a deep sleep, 
    Impa took six crystals and a scroll with the same crest and handed them to 
    Link.  "For generations, my family has been handed down these things which 
    have been set aside for a time when a great king will come. They are 
    written in an ancient script that no-one can read now. But you who have the 
    crest may be able to read it. It is said that the key to uniting the 
    Triforce is hidden there.  Now it is time for you to read it."
    
    Link glanced at the scroll half in doubt, but what do you know? Although he 
    had never seen the letters before, he found that he could read them as if 
    they were talking to him.
    
    This was written on the scroll.  "You who'll control the Triforce of the 
    future. I shall hand down to you the secrets of the Triforce. There are 
    three kinds of Triforce - Power, Wisdom, and Courage. When these three are 
    brought together, the Triforce will show its maximum power. Of the three, I 
    left Power and Wisdom in the kingdom. But the Triforce Courage I have hidden
    for a reason."
    
    "Not everybody can use the Triforce. It requires a strong character with no
    evil thoughts. But an inborn special quality is also necessary. 
    Unfortunately, I have not found such a person during my lifetime."
    
    "Therefore, I have decided to cast a spell on all of Hyrule. A crest will
    appear on a young man with the character who has been brought up correctly, 
    has gained many kinds of experiences and reached a certain age. But, what 
    will happen if someone else uses the Triforce before then? If it misused, it
    will produce many evils."
    
    "The Triforce of Courage is hidden in the Great Palace in the Valley of 
    Death on the largest island in Hyrule. However, to enter there you must 
    first fight the guardians and undo the "binding force." When you have 
    defeated the guardians, which I made to prevent enemies from invading the 
    six palaces in Hyrule, set a crystal in the forehead of the statue you find.
    When you have set crystals in all of the statues in the six palaces, the 
    "binding force" places on the Valley of Death will be removed and you will 
    be able to enter the great palace.  There, you must fight the last guardian.
    And you can obtain the Triforce only by defeating the guardian."
    
    "There's nothing to fear. You are the one to get the Triforce. You are the
    beacon of hope for Hyrule."
    
    Impa implored Link, who raised his head slowly after reading the scroll.
    
    "The magic spell cast upon Princess Zelda will sure to be broken if the
    Triforce is used."
    
    "Please, Link. Unite the Triforce and save the princess. And bring back 
    peace to Hyrule."
    
    Link nodded silently in approval, and left the room after taking a long 
    glance at the altar.
    
    Then, with a magical sword in his left hand and a shield in his right, he set
    off alone on his long travels. At that time, Ganon's underlings were calling
    up new allies from the Underworld, and were beginning to work devilishly 
    toward the revival of Ganon.
    
    ----------------------------------------------------------------------------
    ---------------------------------Controls-----------------------------------
    ----------------------------------------------------------------------------
    
    2) This section will give you the heads up on your overworld map, side 
       scrolling controls, and special maneuvers.
    
    
                                o---------------o
                                | Overworld Map |
                                o---------------o
    
    D-Pad   : Moves your character in the direction corresponding to the one 
              you pressed.
    
    SELECT  : No apparent use.
    
    START   : Pauses/unpauses the game.
    
    B Button: This will blow the Flute once you have found it.
    
    A Button: This will swing the Hammer once you have found it.
    
    
                            o-----------------------o
                            | Side Scrolling Scenes |
                            o-----------------------o
    
    D-Pad   : LEFT and RIGHT move you left and right on the screen 
              respectively.  DOWN cause Link to enter a crouch on the ground 
              (makes his shield block low).  UP has no apparent use.
    
    SELECT  : This is used to invoke your magic spell that has been selected 
              on the menu screen.
    
    START   : This pauses/unpauses the game.  When paused, it brings up your 
              menu of spells, displays the items collected so far, your amount
              of lives remaining, your amount of keys, and your amount of 
              crystals remaining to be placed.
    
    B Button: Swings your sword.
    
    A Button: Makes Link take a leap.
    
    
                             o-------------------o
                             | Special Manuveurs |
                             o-------------------o
    
    Downward Thrust: When you jump in the air, you hold DOWN to throw a stab at
                     what/who ever may be below you.  This technique must be 
                     taught to you by the greatest knight on the western
                     continent of Hyrule.
    
    Upward Thrust  : When you jump in the air, you hold UP to throw a stab at
                     what/who ever may be above you.  This technique must be 
                     taught to you by the greatest knight on the eastern
                     continent of Hyrule.
    
    ----------------------------------------------------------------------------
    ----------------------------Onto Palace One---------------------------------
    ----------------------------------------------------------------------------
    
    3) This section will look at the events you will experience till you beat
       Horsehead and place the crystal in the depths of Palace One.
    
    
    You begin in the North Palace, where a sleeping Princess Zelda lies on her
    bed.  You must go forth to finally wake her from her long sleep, as is your
    destiny foretold by your lineage.  Leave the North Palace, follow the 
    pathway North-East, turn west on the path till your in a forest section for
    you to enter into as it is an action scene!
    
    Slowly make your way right, baiting the Aches from the trees, killing each
    one in turn, and then grab the 50 point bag that is sitting on the ground.
    You can choose to level-up your toughness to hits (life), and I suggest you
    do just that.  After that, just head right off the screen to exit the action
    scene.
    
    Now you need to go visit the town to the south-east, Raura.  You can take 
    the path to keep the monsters away, or you can cut cross-country to gain 
    some experience points (I suggest the latter if you are new to the game so
    you can get some experience points and battle practice).  Upon arriving at
    Raura, head left through the town talking to the villagers to hear some
    useful (and not useful) information.  Many of the tips may not make much 
    sense or help a whole lot for now, but they will become vital later (well 
    they would be if you didn't have this walkthrough ^_^).  The first section 
    of town has a woman in a red dress who can refill your life for you (one in 
    every town), the second section has a woman in a blue dress at the third 
    house who will invite you in to receive a magic spell from her father (you 
    got Shield).  After you have gone through town, head out into the world once
    more.
    
    Now you heard about a Palace in the desert of Parapa in Raura, so you need 
    to go through the cave in the forest in the east to get there.  The cave 
    will be dark since you have yet to acquire a Candle, but there is one enemy
    in here to bother you.  Go left in the cave, jump the two bumps on the 
    floor, after the second one, immediately crouch down and start swinging your
    sword rapidly until you kill the approaching Lowder.  Now continue to the 
    right to exit the cave.
    
    As soon as you enter the desert, veer east till you hit the coastline, and 
    then head south.  Once you hit the path along the shore, you will enter an
    action scene where there are sections of land separated by pits of water 
    (which will kill you if you fall in), and to make matters worse, volatile
    bubbles will be rising up (which hurt you when they hit you).  Make your way
    across carefully so you do not lose any lives.
    
    Go south till you hit a ring of forest with a grass section in the middle, 
    so step onto the grass section to find an action scene.  Inside the action 
    scene, go right till you see a Heart Container (skip it for now), and beat
    the Goriya up.  Grab your Heart Container to extend your life meter, and 
    then exit off the right side of the screen.  Go north up the path, go 
    through the same action scene (in reverse direction though), and then head 
    north up the coastline till you find Palace One!
    
    
                                 o------------o
                                 | Palace One |
                                 o------------o
    
    Head past the Ironknuckle statue, go down the elevator, and then go right
    fighting the one hit kills (but experiencing stealing) Mini-Horseheads along
    the way.  On the next screen you will see a couple Bots above you (they
    usually jump down to play with you), and then you get to tangle with your
    first Stalfos (just stab it's legs till it goes down).  Head left to fight
    one last Mini-Horsehead, grab the key (with your sword), and then make your 
    way out of the room to the room you entered the Palace through.  Head past
    the elevator, kill the Mini-Horseheads that come at you, and enter the next
    room.
    
    Continue to kill Mini-Horseheads as they come, open the door, avoid the 
    Skull Ball, and enter the next room.  Next you will head right to kill a 
    Stalfos, go past the elevator, and kill the Stalfos before you exit the 
    room.  In the next room, kill the Bot, kill the Skull Ball (if you have the
    patience), kill the Stalfos, and then head right to go up the elevator 
    (there is a Fairy to the right of the elevator if you need a pick-me-up).
    Kill the Mini-Horseheads as you go right, and be sure to pick up the key 
    before exiting the room.  In the next room, cast Shield right away, kill the
    Bot, kill the Mini-Horseheads as you walk right, and then wait for an 
    opening in the Cyclops weapon throws so you can get close to stab it.  After
    killing it, get the key, hit the Ironknuckle Statue for a red Magic Jar, and
    then head left to the elevator through the two rooms.
    
    Once you are back on the main floor, you need to head left to get to the
    elevator that we passed earlier.  Once you have gone down the elevator, head
    left carefully as you dodge/kill the Skull Balls one at a time, and be sure
    to watch out for the really fast one.  The next room has two Bots waiting to
    be killed, then you have to run across a crumbling bridge (do not forget to
    kneel and slash the P-Bag quickly before you continue running), and then two
    more Bots are in your way before you exit the room.  Go left and kill the
    Cyclops, and then you enter into your first Ironknuckle duel!  Remember to 
    always watch for his sword swipes (defend with your shield) while you swing
    like crazy until you stab him enough to send him packing!  Go left now,
    unlock the door, and grab the Candle from the altar!  Now you head right
    through this room, across the crumbling bridge, and then through the Skull
    Ball room to arrive back at the elevator.
    
    Now you need to go right to find the other elevator, but be sure to take it
    down this time.  Go right to fight an Ironknuckle, then you will fight two 
    Stalfos (just use the terrain to your advantage as you are lower, and have
    an easy time hitting the legs) before going to the next room.  Take out the
    Cyclops while you open the locked door, continue right to find another
    Ironknuckle to battle before you enter the Boss Chamber.
    
                                ~~~~~~~~~~~~~~~
                              ~~~~ Horsehead ~~~~
                                ~~~~~~~~~~~~~~~
    
    Horsehead the Boss of Palace One.  He will march slowly onto the screen 
    where he will begin his slow trek toward you.  If you have the extra magic,
    cast the spell Shield upon yourself (you will take half the damage you would
    normally), Jump also works well if you have problems timing your jump to 
    strike Horsehead, and then move forward to take to battle.  There are two 
    techniques that work well on Horsehead (they will be listed under a), and 
    b)).
    
    a) This strategy calls for you to stand in one place, and let Horsehead come
       toward you.  Just as he starts to enter your short sword range, jump and 
       stab him in the head.  This will cause him some damage, but it will also 
       knock Horsehead backwards, which will take the club swing he was doing 
       out of range of you.  Just repeat these steps to put Horsehead down for 
       the count.
    
    b) This strategy calls for you to be more aggressive, but it will win the  
       battle in a much quicker fashion.   You need to be able to gauge your
       jump accurately, as you will be hopping at Horsehead, strike him as you
       come towards him, and once landing, move out of the range of his club.  I
       feel this strategy has too much risk involved in using it, but it does
       work well if you can control Link well.
    
                                ~~~~~~~~~~~~~~~
                              ~~~~ Horsehead ~~~~
                                ~~~~~~~~~~~~~~~
    
    Now you need to collect the key, open the locked door, go to the statue, 
    place the crystal, and then leave the Palace to entomb all of the enemies 
    within.  Congratulations on completing the first leg of the game!
    
    
    ----------------------------------------------------------------------------
    --------------------------Onto Death Mountain-------------------------------
    ----------------------------------------------------------------------------
    
    4) This section will look at the events you will experience till you acquire
       the Hammer from Death Mountain.
    
    
    You will start by going back through the cave you used to get to the desert,
    and following that, head back to the North Palace.  Instead of going in 
    though, walk to the south of it to find a cave, which you will enter.  Kill
    the three Lowders that come at you when you go right, and then carefully 
    hit the three Octoroks that await you farther in the cave before you grab 
    your Magic Container!
    
    Normally you would go to Ruto and find you have to find a trophy to get the
    Wiseman to talk to you, but we are gonna go straight to the Trophy.  Head
    north from the North Palace into the desert, and go into the cave.  Head 
    left to battle an Ache, jump the gaps while killing the Ocotroks, and then
    battle Goriya for the missing trophy.  Exit the cave, go to Ruto, and the
    first two houses can be used to fill up your life and magic meters 
    respectively.  On the next screen, the first house you come to is the house
    where the woman needs her trophy, so talk to her to gain access to the house,
    and then go downstairs to talk tot he Wiseman for your Jump spell.
    
    Exit the town, go south along the path, and enter the cave you come to.  
    Make you way right over the uneven terrain carefully as you kill the 
    Octoroks, and then you must duel a Goriya before you head into the next
    segment of the cave.  Now you will face three Lowders, and then a Lowder and
    Goriya combination attack.  After dealing with them, head into the next 
    cavern to fight two Aches and an Acheman before you go to the far side of
    the cave to find a really high cliff.  Now you must use the Jump spell so
    you can hop to the top ledge and make it to the exit.
    
    As you go outside, if you lost some life on your trip through the cave, a 
    Fairy resides in the forest section on the right, and from there you should
    walk straight through the swamp (slow going but worth it).  Once you come 
    near the boulder blocking the cave, walk around it to enter an action scene
    where you can find a 1-Up Doll!  Now head south to find a forest, some path,
    and a bridge.  Normally you would cross the bridge to find Saria, but you 
    need to find a man named Bagu living in the forest here first to avoid 
    making any extra trips across an annoying bridge that lies ahead.  Use the 
    following map to find your way through to his cabin while avoiding the enemy
    lairs that are all over this forest.
    
    -----------------+
    Key              |
                     |
    E - Enemy Lair   |
    B - Bagu's Cabin |
                     |
    -----------------+
    
                                    +-+-+
                                    | | |
                  +-+-+-+-+-+-+-+-+-+-+-+
                  | | | | | | | | | | | |
              +-+-+-+-+-+-+-+-+-+-+-+-+-+
              | | | | |E|B| | | | | | |
            +-+-+-+-+-+-+-+-+-+-+-+-+-+
            | | |E| | | |E| |E| |
            +-+-+-+-+-+-+-+-+-+-+
            | | | | |E| | | | |
            +-+-+-+-+-+-+-+-+-+
              | | |
              +-+-+
    
    The best way to enter is through the south end of the forest, cutting 
    between the two most to the right enemy lairs, and then go into Bagu's for
    the needed note.  Now head south once more towards the bridge, which is an
    action scene!  You will have to run across the bridge while dodging/killing
    the Bago-Bagos that are flying out of the water here (be sure to kneel
    every time that one comes out of the water in case they spit a rock on the
    way over your head).  Cut down-right to the forest patch next to find some
    Megmats guarding a 100 point P-Bag.  Then you should head into Saria, which
    is to the west of you.
    
    The first man you talk to in town warns that "The eyes of Ganon are 
    everywhere, be careful", and what he means is that in this town, some of the
    people who say generic messages (ones you hear in every town) might be 
    agents of Ganon who will turn into Aches after they talk to you!  Head left
    through this section of town, go into the first open door you approach, and
    find the Mirror under the table.  Then take it to the first house you will 
    encounter when going back to section one to gain access to the Wiseman and
    his Life spell.  Now you should head right through the town (fill up your
    life and magic meters if necessary), and when you reach the open water, 
    enter the building to get the Riverman to build access to the other side.
    
    Now you will be entering Death Mountain, and my suggestion is to not go too
    far in, but to build your attack level to 4 before attempting a serious run
    through the long set of caves because of the many tough enemies you must 
    fight.  This section of the game is arguably the toughest, maybe only 
    surpassed by the journey to the Great Palace or the Great Palace itself!
    Also remember that the rule for getting through Death Mountain is to always 
    take the caves that are heading to the east and to the south.
    
    Walk into the only cave you see, and this will take you into a choice of 
    left or right for the next cave (we go right).  Now you will face some Bots
    and two Moblins in this cave, which is easy to do because your life meter
    will be filled (meaning you can shoot them from long range).  There is one
    cave to choose over next, so head into it to find three Octoroks guarding a
    stairwell, a Goriya, and then three more Octoroks guarding the down stairwell
    (take a running leap to clear them, and then kill them if you wish).  Once
    again we only face one cave to choose from, so head inside to battle some 
    Bots and Aches before continuing on to the right.  Once you pass an elevator
    (do NOT take it), you will face your first Daira.  The best bet is to charge
    in and hit him, take a step forward, hit him again, and so on till he dies
    He may hit you once, but this is the best method of dealing with these 
    vicious enemies.  Head right to exit the cave,
    
    Now you choose the right cave, and you will have to go across a bridge with
    Bago-Bagos accosting you the whole way.  The next cave is to the right, and 
    inside you face Bots and a dark Daira (which means he throws axes).  I 
    advise you to use a Jump spell to get up to the ledges above the enemies,
    get the red Magic Jar to refill your magic meter (use Life spell ahead of 
    time if you have enough magic).  Now you need to jump across the ledges, and
    jump clear of the Daira before heading up the stairs to exit the room.  Head
    down to the next cave to battle a Goriya, Aches, and then a Daira before
    heading out of that cave.  One choice again, so take that cave to fight two
    Bits, a Daira, two more Bits, another Daira, and two more Bits.  Be sure to
    have your Life spell on standby as this is one tough cave.  Head into the
    lone cave available to you, and this one has a Bot, a Daira, another Daira,
    and two Bots guarding a red Magic Jar and the exit.  You have now reached
    the bottom of Death Mountain, and you have one final cave to traverse for 
    the Hammer!
    
    Head towards the cave on the left to get after the Hammer, and you face an
    axe-throwing Daira to start, which is followed up by two Lowders and two
    Achemen before you enter the next cavern.  In this area, you fight three
    Megmats, followed by a Daira.  Take the elevator down, and head right to
    tangle with an axe throwing Daira before entering the next cavern.  The next
    room is a bunch of columns over lava pits, so jump carefully.  Be sure to
    let the Myu jump into the lava before you head across its platform to the
    exit.  You get to fight a Daira using a handheld axe, and then an axe 
    throwing Daira before continuing to the right to find the Hammer!  
    
    Now you just exit the cave, and you have found the Hammer to help your quest
    on it's way!  Congratulations, and get ready for the next challenge!
    
    ----------------------------------------------------------------------------
    ----------------------------Onto Palace Two---------------------------------
    ----------------------------------------------------------------------------
    
    5) This section will cover all the events from finding the Hammer till you
       place the crystal in the statue of Palace Two.
    
    
    Upon exiting the Hammer cave, smash the boulder to your left by pressing the
    
    A Button, and step where it was to fall into a hole!  You will find your
    second Magic Container on your quest!  Now leave the hole, and head through 
    the desert to the right till you hit the water, and then head north till you
    find a cave.  Kill the Octoroks as you jump across the land islands, and 
    then make your exit.  Follow the path north till you find a cave, which will
    deposit you by a small section of desert and a bridge.  Go to the bridge,
    which is an action scene!
    
    You will face some Lowders, and two Moblins (first does not throw spears, 
    second one does) on the first section of the bridge.  The second section of
    the bridge will have bubble rising from below while you fight an 
    axe-throwing Daira!  Once you exit the bridge, head south along the coast to
    find an action scene where another 1-Up Doll patiently awaits you for 
    pick-up!
    
    Now we head back to the path, skirt the graveyard (bad monsters reside 
    within), and then dash across the desert to the path above you.  Follow the 
    path east to find a port town named Mido, and a dock for launching to the
    eastern continent (no need to think about that till the section Onto Palace
    Four).  Enter the town on the business of finding out what is going on.  You
    will hear a lady talk about her sick child (worry about that later), and you
    hear a rumour of a powerful knight living in this very town!  You here a 
    clue of "No one is here, but a Churchbell will ring", so when you see the 
    Church, you will notice a door on the roof that is open!  Use the Jump spell
    to get up there, and go inside to find a master swordsman who will teach you
    the Downward Thrust (when jumping in the air, hold DOWN).  You will also run
    across a man telling you to talk to Error of Ruto on how to get to the 
    Island Palace, but we must first journey to the Second Palace!
    
    
                                 o------------o
                                 | Palace Two |
                                 o------------o
    
    Leave town, following the path to a boulder, which you destroy.  Head north
    along the path when it branches, and then look for a cave blocked by a
    boulder in the eastern grass flats.  Enter that cave, fight a Myu (which you
    can now kill thanks to the Downward Thrust), and then a Lowder and Goriya
    combination attack before entering the next cave segment.  The next cave 
    segment is nothing fancy as it is just you and a Heart Container, which you
    
    will grab immediately for a life bar increase!  Now leave the cave, go 
    directly west, and enter the cave you will see.  Fight the gang of Megmats,
    the Goriya, and then another gang of Megmats before going into the second 
    cave section.  This section has a 200 point P-Bag awaiting pick-up, so grab
    it and head for the cave exit.
    
    Next, the Swamp Palace is our target, so start slogging through the stagnant
    water.  Try to get the enemies to attack you on the path parts to conserve
    your life and magic meters for inside the Palace.  Keep going west till you
    slip into Palace Two!
    
    Upon entering, hit the Ironknuckle statue to get either a red Magic Jar (so
    you can cast the Life spell to refill your life, and then your magic), or an
    Ironknuckle (fight it, or leave the screen, return to try again).  Now head
    left to head down the elevator to the very bottom, head right to kill the
    Bots in your way while the Statue Head on the wall shoots at you, and then
    exit up the stairway.  Two Cyclops patrol this multi-ledged room to try and
    stop you from getting the key at the very end.  Upon getting the key, head
    left all the to the elevator.
    
    Go up one floor, head left through the Ropes and the Skull Ball to exit the
    room.  In the next room, a Bot may attack you from above, and then head 
    right where two blue Stalfos will attack you.  These guys are more advanced
    than the white ones you saw though, as these guys can use the Downward 
    Thrust.  Just be sure to be ready to move if they take to the air.  After
    returning them to the boneyard, head left to find another key, and then you
    should head back to the elevator to go up to the main floor.  As you head
    left off of the elevator, be sure to avoid the drips off the pillars (red 
    hurt you, blue hurt you AND turn into Bots!).  A Stalfos guards the exit, so
    dispose of him to get by.
    
    The next room has Bots and Statue Heads (non-projectile) to mess with you,
    so kill the Bots, and use your Downward Thrust to bounce off of the Statue
    Heads as you go left through a locked door towards the exit.  Right away you
    will face a dripper on the roof, so time your jump through, dispose of the 
    Bots that are on the platforms over the lava (or let them jump into the 
    lava) as you get the key sitting there, and then just hop through the drips
    from the dripper to go left to the exit.  In the next room, you will need to
    go through a dripper, fight an Ironknuckle quickly because the Bots forming
    behind you are coming, and then fight the next Ironknuckle while a really
    fast Skull Ball flies around crazily before you head to the exit.
    
    In the next room, leap off of the stairwell to hit the wall statue to 
    receive a red Magic Jar (a good time to use the Life spell before collecting
    the jar), and then continue left to where you should use the Downward Thrust
    to kill the two Skull Balls before taking the elevator down.  Head left to 
    fight a Stalfos and a Rope guarding a locked door, and then go to the next
    room.  In this room, you will run to the left, and when the blocks start to
    fall, you just run right through the hail of them (ignore the P-Bag for 
    now).  Head into the next room to fight your first red Ironknuckle (faster,
    better defender, and better swordsman) with a dripper behind you, so you
    best finish him quickly.  Go left after the battle to face another red
    Ironknuckle by the locked door before you can claim your prize, the Handy
    Glove!
    
    Head back to the elevator now (be sure to get the P-Bag form the ground 
    since you can break those bricks thanks to your Handy Glove), and when you 
    get there, take it down to the bottom level.  When you come onto the screen,
    watch out for the fire-dropping Moa that will fly bombing patterns from over 
    head, as you head right to battle two orange Ironknuckles before leaving 
    this room for the next one.  In this room a Stalfos will appear almost 
    immediately, and when you engage him in combat, the wall Statue Heads will
    open fire.  Bust the brick wall, kill the Stalfos (again with Statue Head
    attacks), bust the bricks, fight a Stalfos (AGAIN with Statue Head 
    interference!), and then exit the room.
    
    Three Skull Balls and a dripper protect an elevator going down, but we need
    to go right first.  Upon entering the next room, Mini-Horseheads will attack,
    followed by a Cyclops guarding a key.  After collecting the key, head back 
    to the elevator and head down it to find a Bot and a Cyclops guarding the
    staircase up.  If you need a red Magic Jar, Downward Thrust down the last
    column of bricks, and start cutting your way out of the bricks to find the
    Magic Jar.  In the next room, fall onto the crumbling path, hold DOWN so you
    get the P-Bag, and then run right to jump off the crumbling brick trap.  Run
    right to find two Mini-Horseheads, and then a red Ironknuckle for your 
    dueling pleasure (and exit after beating him). Face the Stalfos, open the 
    locked door, fight an orange Ironknuckle, and then a red Ironknuckle before 
    entering the Boss Chamber!
    
                                ~~~~~~~~~~~~~~~~
                              ~~~~ Helmethead ~~~~
                                ~~~~~~~~~~~~~~~~
    
    Helmethead is the Boss of Palace Two.  He is somewhat similar to Horsehead, 
    but he is shorter, and the first two hit he takes will knock his head  off 
    (they will float in the air sending fireballs down at you).  Once again, 
    Shield might be a good spell to use at the start, and then switch over to 
    Life so you can recover your low health (if he starts to beat you up).  
    There are two techniques that work well on Helmethead (they will be listed 
    under a), and b)).
    
    a) This strategy starts out similar to Horsehead A) option, but you will 
       have to start moving to avoid the fireballs of the heads.  Knock his 
       first head off with a jumping slash, do the same for his second head, and
       then use the Downward Thrust to bounce on the Bosses head.  You will 
       quickly make Helmethead submit.
    
    b) The other option is to start the same way by knocking his first two heads
       off of his body, and then you will use jumping slashes to beat him into
       submission.  This option will take longer, but you will have more 
       defensive options when you fight this style.
    
                                ~~~~~~~~~~~~~~~~
                              ~~~~ Helmethead ~~~~
                                ~~~~~~~~~~~~~~~~
    
    Now you need to collect the key, open the locked door, go to the statue, 
    place the crystal, and then leave the Palace to entomb all of the enemies 
    within.  Congratulations on completing the third leg of the game!
    
    ----------------------------------------------------------------------------
    ---------------------------Onto Palace Three--------------------------------
    ----------------------------------------------------------------------------
    
    6) This section will cover all the events of finding the Medicine for the
       sick child to the placing of the crystal in the Third Palace statue.
    
    
    We are off now to find the Medicine for the sick child, and we heard a clue
    it was in a swamp, and I seem to recall a boulder blocking a cave in the
    swamp north of Saria, so let us head there.  Go south out of the swamp of
    Palace Two, take the path west, and then head north once the path cuts south
    to the bridge to find the cave.  In the first segment, you will face Lowders
    and Bago-Bagos until you exit the screen.  In the next section of the cave,
    you face an ax-wielding Daira, and then two axe-throwing Dairas before you 
    find the Medicine.  Now you need to go past the Bago-Bagos again to get 
    outside, and then head south to find the path again.  Now head east back to
    Mido to give the medicine for the sick child so you will learn the Fairy
    spell from the Wiseman.
    
    Now you will head south into the graveyard to find the King's Tomb (you 
    would normally have to talk to Error to figure this out, but I am going 
    ahead with it), and it is located as the one grave all by it's own in the
    middle.  Then you need to go south of the King's Tomb until you hit a hole,
    and when you fall in, hold DOWN to kill the Lowder below you (then kill the
    rest of the Lowders).  Now use the Fairy spell on the right side by the huge
    wall so you can fly up the opening to the next room.  Now you face a Myu,
    two Lowders, and then a Goriya before you exit the cave, and walk around the
    mountain peaks on the island to get to the Island Palace.
    
    
                                o--------------o
                                | Palace Three |
                                o--------------o
    
    Upon entering, you may hit the Ironknuckle statue to cause a red Magic Jar 
    to appear (refill your life meter, and then your magic), or an Ironknuckle
    (run off the screen to try again for red Magic Jar).  After going down the
    elevator, you face a Stone Warrior (try to jump his boomeranging maces while
    hitting him), a blue Stalfos, and a Myu before going through the door to the
    next room.  In this room you will face Myus and Mini-Horseheads before you 
    enter the next room which has a Moa patrolling the sky while dropping fire
    on you as you make your way past falling bricks.
    
    In the next room Myus guard a key in the bricks (Downward Thrust to break 
    the bricks), and then go left to see a Stone Warrior with a P-Bag in the 
    bricks below him (kill the Stone Warrior, then get the P-Bag).  The next
    room has multi-chambered areas, but they are only breakable bricks.  If you
    want the experience, fight the red Ironknuckles (one on the bottom level, 
    and one on the level above that), but to progress on, you must go across the
    top of the chambers.  Now go left, jump the gap (which you will see is the 
    way to the elevator), and go left to go to the next room.  Kill the red
    Ironknuckle as you avoid the Moas fire drops, and then get the key before
    heading back to the previous room.
    
    Now you will go down to the elevator (kill the Stalfos on the way), and take
    the elevator down till you hit the bottom floor.  Now you face Statue Heads
    (projectile users) as you go right to the next room.  In the next room you
    will jump across the lava pits while fighting off a Bot, and then a red 
    Ironknuckle for a key before you go to the right to enter the next room.
    Kill the red Ironknuckle quickly, head right to fight your first blue
    Ironknuckle (he chucks knives as he fights), and then once he is gone you 
    will go through the locked door to find a Raft!  This will allow you to go
    to the eastern continent of Hyrule!
    
    Now you need to make your way left through this room and the previous room
    to return to the elevator room.  Head left through it while fighting the
    Statue Heads and Bots to get to the next challenge.  Fight the red 
    Ironknuckle, open the locked door, pass the elevator to find two 
    Mini-Horseheads, and finally a red Ironknuckle before you exit to the next
    room.  In the next room you will have Statue Heads annoying you once more,
    but you must first Downward Thrust into the brick structure to find the key,
    and then you have to break your way out to exit the room the way that you
    entered.  Now go back to the elevator, go down, and then you open the locked
    door to fight a Stalfos.  
    
    Following that, use the Jump spell to get up to a high up P-Bag worth 100 
    points, and then go dispose of the Stone Warrior before you exit to the next
    room.  Now you should choose the low route, kill the red Ironknuckle, get 
    the 100 point P-Bag, and then head back to the start of the room.  Next, 
    head up over the chambers, and then Downward Thrust to the right side where
    a red Ironknuckle awaits.  After disposing of it, you can go tangle with the
    blue Ironknuckle on the other side of the brick wall, but only if you need
    the experience points for a level up.  Otherwise head through the exit on 
    the right to enter the Boss Chamber!
    
                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                       ~~~~ Riding Blue Ironknuckle ~~~~
                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The Riding Blue Ironknuckle is the Boss of Palace Three.  You have run into
    many Ironknuckles on your journey, and this one is a Blue Ironknuckle (you 
    might have tangled with one or two in this very same Palace).  The main 
    difference between them all is that this guy starts upon a charging horse,
    and he is a MUCH better defender than normal Ironknuckles (who use their 
    shield quite well).  Once again, Shield is a great spell to use right at 
    the start, and then you are best to save your magic for a Life spell.
    
    a) For the beginning, move to the middle of the room, hold DOWN to prepare 
       for a Downward Thrust, and then jump when the mounted monstrosity charges
       at you.  He will keep going across, and you will know if you hurt him if
       you see him flash as he passes.  Keep repeating the pattern of wait and 
       Downward Thrust until he dismounts to fight you one-on-one.  It usually 
       takes two Downward thrusts to dismount him, but it will sometimes take 
       three hits.  Now that he has been unhorsed, you will need to use your
       slash and defend technique you have been developing since you fought your
       first Ironknuckle back in Palace One.  Remember that the best way to 
       fight ANY Ironknuckle is to match whatever their sword thrust is, so keep
       swinging your weapon as you match your shield level to the sword swing
       headed your way.  This bad guy is arguably the toughest boss you will 
       face in the Six Palaces where you plant the crystals.
    
    b) For the beginning, move to the middle of the room, hold DOWN to prepare 
       for a Downward Thrust, and then jump when the mounted monstrosity charges
       at you.  He will keep going across, and you will know if you hurt him if
       you see him flash as he passes.  Keep repeating the pattern of wait and 
       Downward Thrust until he dismounts to fight you one-on-one.  It usually 
       takes two Downward thrusts to dismount him, but it will sometimes take 
       three hits.  Now that he has been unhorsed, you will jump towards the
       Blue Ironknuckle, and swing your sword as link starts to land.  If timed
       correctly, the Blue Ironknuckle will lower his defense because of your
       upcoming crouch, which allows your sword to hit the exposed upper body.
       However, rememebr that you will have to take into account the throwing
       knives of the Blue Ironknuckle, so only attempt this between the various
       flurries of knives.
    
    c) For the beginning, move to the middle of the room, hold DOWN to prepare 
       for a Downward Thrust, and then jump when the mounted monstrosity charges
       at you.  He will keep going across, and you will know if you hurt him if
       you see him flash as he passes.  Keep repeating the pattern of wait and 
       Downward Thrust until he dismounts to fight you one-on-one.  It usually 
       takes two Downward thrusts to dismount him, but it will sometimes take 
       three hits.  Now that he has been unhorsed, get close to him and 
       purposely take damage (sounds odd I know, but bare with me), followed by
       running right into the Blue Ironknuckle (hard to do due to his retreating
       antics) and perform a Downward Thrust.  If done correctly, half of his
       life meter can be removed, leaving one more round of this to defeat the
       evil creature.
    
                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                       ~~~~ Riding Blue Ironknuckle ~~~~
                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Now you need to collect the key, open the locked door, go to the statue, 
    place the crystal, and then leave the Palace to entomb all of the enemies 
    within.  Congratulations on completing the fourth leg of the game!
    
    ----------------------------------------------------------------------------
    ---------------------------Onto Palace Four---------------------------------
    ----------------------------------------------------------------------------
    
    7) This section will cover the journey across the water separating the two
       continents of Hyrule till you place the crystal in the statue of the 
       Fourth Palace.
    
    
    Make your way back to the mainland by going through the cave you entered 
    from, and then head north out of the graveyard to the path before you head
    right along the path to the dock so you can sail across to the eastern 
    continent to new challenges!  Be sure to fill up at the harbour town of Mido
    if you are not completely filled in either meter.
    
    After you land, head south to the lone section of forest to find Floating 
    Eyes, and a 200 point P-Bag on the right side of the action scene.  Now head
    west to find Nabooru, and go inside.  Fill up your magic and life meters, 
    and be sure to drop by the first house in the second section of town to find
    a thirsty lady.  Head to the left of her house to find a fountain, and when
    you stand in the middle of the fountain, press the B Button to get some 
    water.  Then you need to take it back to her, and she will let you in to see
    the Wiseman to learn the Fire spell (use this just outside of town on the 
    Tektites to gain soem very easy experience in a short amount of time)!  
    Continuing through town, we learn we must go to Darunia before entering the 
    Palace, so you should head out of town towards Darunia.
    
    We need to go to Darunia, but first we are going to take a small detour 
    first.  Head south from Nabooru to see an open cave, which you will enter.
    Tektites attack you to start, so use the Fire spell so you can kill them so
    you can get to the next cavern.  You fight a Scorpion next, and following 
    that you find a P-Bag worth a whopping 500 points!  Head north back to 
    Nabooru to refill your meters, and then go north up the path to enter 
    another cave.
    
    Take on three Achemens, cast the Fire spell, and wipe the Fire Dragon out so
    you may move on to the other side of the mountain range.  Upon exiting the 
    cave, head west through the forest till you find a small desert area leading
    into the mountains, which will have two action scenes, the first with 
    Octoroks, and the second with bubbles and Octoroks.  After that, continue up
    the path to the mountain town of Darunia.  Be sure to be ready for the eyes 
    of Ganon, as simple townsfolk can turn into Aches right before your eye!
    
    Go into town to learn that a child has been kidnapped, and that a master 
    swordsman lives in this town.  In the second segment of town, if you press
    the B Button at the door of the first house, you will hear that someone is
    home behind the door.  You need to use the Jump spell, and get onto the roof
    of the house with no doors or windows (it is likely a shed), and then jump
    from roof to roof going right till you find the very same house you heard 
    someone inside of.  Go down the chimney by pressing DOWN, and then head 
    right to go to the basement to meet the master swordsman to learn the 
    powerful sword technique of Upward Thrust!  Now you need to head out to find
    the kidnapped child, and return him to his family!  They said he is on the 
    island, so head east to find the way there.
    
    Head east through the mountain pass (once again through the action scenes),
    through the forest/grassland areas until you find a desert section by the 
    water.  You will see a long bridge extending into the water, but first you
    should head down to the only section of desert to directly border on the
    mountains.  You will enter an action scene, and you will find a 1-Up Doll
    awaiting your pick-up!  Now go across the bridge, go down till you hit a
    wall, head right till you hit a wall, and then head up that path till you 
    fall into a pit!  Go left to find the first Lizardman of your journey (he is
    an orange one, so he has a spear), and take him out before you take the 
    child in hand, and retrace your steps to Darunia once more!  Now you can 
    return him to the old lady in blue, and then you can go meet the Wiseman to
    learn the Reflect spell.  If he refuses to give you the Reflect Spell, please
    refer to Section 20 on how to solve this problem.
    
    Now you should head back across the various terrains to take the long bridge
    back to the island.  Go down, go right to the first opening, go up, turn 
    right, and enter an action scene to face enemies that are vulnerable only to
    Fire (Fire Dragons and Tektites).  Now head up and left along the river till
    you cross a bridge.  Now you should take the lower path when you have the 
    option, and as you go along the path, you will fall down into a pit!  When
    you land, a Magic Container awaits pick-up!  Now go out of the hole, 
    continue to upwards, go down, and then go up through the opening.  Now 
    continue on the up-left direction till you turn right to find an action 
    scene (once again you cast the Fire spell immediately so you can kill the
    Fire Dragons and Tektites in the area).  Head up, and go left through the 
    spiral till you reach the split path at the top right of the maze area.  Take 
    the top path to reach the Palace without any further action scenes, and once 
    again make use of the Ironknuckle statue to get a red Magic Jar so you can 
    have full magic and life meters before you descended into the Palace (be 
    sure to avoid the fire dropping Moa while doing all of this).
    
    
                                o-------------o
                                | Palace Four |
                                o-------------o
    
    After taking the elevator down, head left past the Wizzrobes (use the 
    Reflect spell to kill them off if you wish by bouncing their energy wave
    shots back at them).  The next room pits Stalfos against you, and you can
    bait them out of their holes by bouncing off of them using a Downward Thrust
    till they jump to get you.  Kill them, collect the P-Bag, and then move on
    to the next room to the right by taking the elevator.  Get off the elevator
    on the next floor, head right to fight a Stalfos before entering the next 
    room.  This part requires some good jumping on your part as the ledge you 
    walk on is a crumbly type, and be sure to jump off of the extreme right of 
    the platform to make the far ledge.  Now you need to get by a Mini-Horsehead
    and a Stone Warrior before continuing into the next room.
    
    In this room you must jump from platform to platform, knock the bricks down 
    so you cam jump the fires, and you have to fight a Stone Warrior to get a
    key (the Ironknuckle statue can release a red Ironknuckle or a red Magic 
    Jar).  Now head back to the pit you jumped, and hop on in.  Once you hit the
    crumbly platforms, head right to find Skull Balls and Mini-Horseheads as 
    well as a Stone Warrior before you head to the next room.  You will face a
    red Stalfos and a blue Stalfos next, followed up by a blue Ironknuckle.  Now
    you should open the locked door, and grab the Boots so you can walk on 
    water!
    
    Head back to the pit from where you came, jump in, and when you land on the
    crumbly bridge, run right while avoiding the attacking Statue Heads 
    (non-projectile) to reach the next room.  This room has the platform to 
    platform jumping, the bricks that need to be busted so you can jump the 
    fire, and you have to fight a Stone Warrior, a red Stalfos, and a super fast
    Skull Ball before you reverse direction to the previous room.  Now you 
    should head left across the bridge while dodging the Statue Heads.  This 
    room has Bots and Wizzrobes to attack you, and they will do so as you head
    to the right to find the next room (ignore the elevator for now).  This room
    has Statue Heads (projectile shooters), and a key entombed in the bricks,
    which you have to dig out.  After you do this, head back to the elevator,
    and ride it back to the top floor of the Palace.
    
    Now head left through this room, through the opening room (be sure to dodge
    or kill the Wizzrobes), and then fight the red Ironknuckle in the next room.
    Now you should use the Jump spell, kill the Skull Ball once you use the
    Upward Thrust to break the bricks, and then you should take the key to open
    the locked door just to your left.  Now you will go left past the elevator
    to fight two Mini-Horseheads, and then a Stone Warrior before you finally 
    enter the next room.  A brick housing has both a P-Bag and a key here for 
    you to collect, but not before you kill two Stone Warriors.  Now go back to
    get the on the elevator to head right past Mini-Horseheads and Wizzrobes.
    
    You will enter yet another platform to platform room with the bricks with 
    fire on them, and the enemies this time are Statue Heads (non-projectile).
    Also be sure to check the Ironknuckle statue, as it may contain a red Magic
    Jar for you to refill your magic on.  Now head back to the elevator room, 
    but go past it to find your way closer to the end of this twisty Palace.  Go
    left across the crumbly walkways while avoiding the Myus till you reach the 
    far side where you will find an elevator you will have to take down.
    
    Now you will head right after you unlock the door, fight two blue Stalfos, 
    use the Jump spell to reach the 100 point P-Bag, and then exit through the
    right doorway.  Fight the two red Ironknuckles in this room, and then move
    on to the next room, which is the Boss Chamber!
    
                                  ~~~~~~~~~~~~
                                ~~~~ Carock ~~~~
                                  ~~~~~~~~~~~~
    
    Carock is the Boss of Palace Four.  He is a larger version of the Wizzrobes
    that have accosted you in your passage through Palace Four.  He will shoot 
    energy waves, disappear, reappear, and then re-enter the cycle.  Since he 
    moves around so quickly, only one strategy will work well against him.  Be 
    sure to cast the Reflect spell before entering battle, and have the Life 
    spell on standby in case he starts to hit you.
    
    a) With the Reflect spell cast upon yourself, you will be able to "reflect"
       the energy waves of Carock back at him (this is how you hit and hurt the
       otherwise invincible foe).  As soon as the fight is joined, walk into one
       of the corners of the screen (either side will do nicely), face towards 
       the opposite side of the room, and crouch.  Then all you have to do is
       continue to hold DOWN until the boss eventually wipes himself out with 
       his own energy waves.  He may appear on top of you, but if he does so,
       just go back into the closest corner, and resume your crouch till Carock
       has met his demise.  Definitely one of the easier Bosses in the game, 
       possibly THE easiest as he only requires ONE spell, and for you to hold
       DOWN the whole time!
    
                                  ~~~~~~~~~~~~
                                ~~~~ Carock ~~~~
                                  ~~~~~~~~~~~~
    
    Now you need to collect the key, open the locked door, go to the statue, 
    place the crystal, and then leave the Palace to entomb all of the enemies 
    within.  Congratulations on completing the fifth leg of the game!
    
    ----------------------------------------------------------------------------
    ---------------------------Onto Palace Five---------------------------------
    ----------------------------------------------------------------------------
    
    8) This section will cover your progress from leaving the Palace maze to the
       placement of the crystal in the statue in Palace Five.
    
    
    Now you probably are moaning the fact you have to backtrack through the long
    island maze again, but remember those Boots you picked up?  They are in fact
    Boots that allow you to walk on water, so hoof it down the river to the 
    bridge for an easy path out of the maze.  Now that you can walk on water, 
    you can bypass the cave through the mountains to Nabooru, where you should
    fill up before heading out to do a quick P-Bag collect.
    
    Walk along the land edge while on the water, and once you find the highest 
    part of desert on the southern part of the bay's coast, step onto the 
    desert, and then step onto the desert one step down, followed by three steps
    right to enter an action scene.  Use the Jump spell, and then get the 500
    point P-Bag before exiting the screen.  Now you should head back to Nabooru
    again, heal up if you need to (life and magic), and then head right along 
    the path to the ocean, where you will walk out for 16 steps, walk up till
    you can no longer move up, and then go right till you hit an action scene!
    Head right through the action scene until you find your third Heart 
    Container!  Now exit, and back track to the right, go down, and then 
    continue left to find Palace Five!
    
    
                                o-------------o
                                | Palace Five |
                                o-------------o
    
    No red Magic Jar/red Ironknuckle in the Ironknuckle statue here, so just go
    and take the elevator into the depths of the Palace.  The first room has a
    wall Statue Head (projectile user), and several Ropes as you climb up the
    steps to the next room.  In this room, you will have to kill two Skull 
    Balls, use the Fairy spell to get up and over the high ledge, avoid the last
    Skull ball, exit the room, re-enter the room, go left while fighting off 
    Skull Balls to get the key, and then head right once more.  The next room
    has a crumbly bridge with Statue Heads (non-projectile) attacking as you
    run across.  Just run and jump the Statue Heads, and make sure to Downward
    Thrust the 200 point P-Bag before you get off the bridge to exit the room.
    
    This room has bricks piled two high, which you should break you as you go.
    Fight the red Ironknuckle, get by the dripper (returning from Palace Two), 
    and then fight another red Ironknuckle before going through the locked door
    to take the elevator down.  Go left upon entering the new floor to fight a
    Fire Dropper and a Skull Ball before moving to the next room.  In this room,
    you must play the waiting game for the bricks to fall from the roof so you
    can put a staircase up to the key on the ledge high above (make sure to avoid
    the attacking Moas).  Now you should exit the room to face an orange 
    Ironknuckle (easy to beat now), followed up by hitting the wall statue for a
    red Magic Jar.  Continue left to fight two more orange Ironknuckles and a 
    fire dripping Moa before you get on the elevator to the next level of the
    Palace.
    
    Head left once you hit the ground to fight some Bots and a Fire Dropper 
    before heading to the next room.  Fight the Skull Balls, avoid the drippers,
    get the 200 point P-Bag from the high ledge by using the Jump spell, and 
    then head down the elevator one floor.  On this floor, go left first to get
    a 200 point P-Bag by killing a Cyclops first, and then head right to use the
    Jump spell to reach a red Ironknuckle guarding a key.  Then you should head
    right to the next room (ignore the elevator of the last room) to fight Skull
    Balls and Fire Droppers until you make it to the exit.  Now you enter a room
    where you will only see a blue Ironknuckle, and once he is defeated, jump at
    the wall to discover that it is false!  Go through the wall to the exit to
    continue on to find out what it hides!
    
    Fire Droppers and drippers will try to get you here, and you will fight them
    as you go past the elevator to the right to the next room.  You will fight
    Mini-Horseheads and Fire Droppers here until you make it to the elevator.
    Now head left while you fight three blue Stalfos, and then in the next room,
    you will collect a key before backtracking to the elevator we last passed 
    over (you take the elevator downwards).  This room has Fire Droppers and
    Statue Heads (projectile users) to accost you, so run through the room 
    quickly to avoid taking serious damage.  In the next room, you can use a
    Jump spell to reach the Ironknuckle statue to find a red Magic Jar, and then
    head left  to fight an orange Ironknuckle and then a blue Ironknuckle before
    you open the locked door to find the Flute!
    
    Back track up the elevator, back track to the left till you hit another 
    elevator (which you take upwards), and then head left past the Skull Ball
    to open the locked door so you can continue onwards.  Now you will head left
    underneath the Cyclops, across the elevator, past the Skull Ball, kill the
    red Ironknuckle, and get the 200 point P-Bag before returning to the 
    elevator to head down to fight some Skull Balls and Fire Droppers while 
    getting a 50 point P-Bag before heading to the next room.  In the next room,
    fight an orange Ironknuckle, pass under the red Ironknuckle, and then kill
    the blue Ironknuckle who is guarding a key.  Now back track to the elevator
    to take it up two floors.
    
    Immediately run off the elevator so you can get on the same level as the 
    orange Ironknuckle, kill it, head right to fight a blue Ironknuckle, and 
    then head right up the stairs to meet a red Ironknuckle before you finally 
    get to exit the room into the Boss Chamber!
    
                                  ~~~~~~~~~~~
                                ~~~~ Gooma ~~~~
                                  ~~~~~~~~~~~
    
    Gooma is the Boss of Palace Five.  Like most of the fifth Palace which he 
    guards, Gooma is deceptively tougher than your first impression of them.  No
    spells are required, but you may WANT to cast Shield before entering the Boss
    room and have your Life spell queued so you can cast it quickly.  Gooma is a
    big, mean primate wielding a very wicked Ball and Chain (also known as a 
    Mace).  His attack takes a couple seconds to deliver once he starts it, so 
    take note of the timing involved.
    
    a) Gooma will enter from the right in a slow, methodical fashion.  Approach
       slowly, wait for him to start whirling his Mace, wait for one second of 
       the weapon rotation (this is the hardest part), jump his strike, and then
       land a blow on Gooma's lower body (head shots will not help as they do NO
       damage).  Then you need to repeat the pattern until he is finished (that
       is easier said than done).  Just be ready on that Life spell as he can 
       put a huge hurt on you in such a short amount of time!  Gooma ranks up 
       there with the Riding Blue Ironknuckle for overall difficulty of the 
       Bosses.
    
    b) An alternate strategy id to jmup towards Gooma, land a sword slash as you
       land (make sure to crouch), and then leap clear.  However, if you jump in
       too close, you will get knocked backwards, and if he starts whirling his
       Mace as you jump, then you will be smoked as you come towards him.  
       Another method of performing this is to use the Jump spell, walk in to 
       slash him, and then jump high into the air to move away from Gooma, thus
       assuring Link's safety.  Repeat this set as necessary to defeat the this
       big, bad annoyance.
    
    c) A third strategy for Gooma (from Jimi) is to keep advancing on Gooma, 
       making him back up towards the right.  You might get a few hits in at 
       this stage, but the point is to back him up towards the right side of the
       screen.  When he's partially off the screen he will be unable to use his 
       morning star due to a glitch, but you will be able to hit him.  when he
       takes a hit, he will back all the way off of the screen, so Link should
       stand in front of the nearby pillar.  Gooma will slowly come back on 
       screen where Link can hit him again before he gets far enough on screen 
       to use his weapon.  Once mastered, Gooma will be unable to attack Link,
       making this a very easy fight to win!
    
                                  ~~~~~~~~~~~
                                ~~~~ Gooma ~~~~
                                  ~~~~~~~~~~~
    
    Now you need to collect the key, open the locked door, go to the statue, 
    place the crystal, and then leave the Palace to entomb all of the enemies 
    within.  Congratulations on completing the sixth leg of the game!
    
    ----------------------------------------------------------------------------
    ----------------------------Onto Palace Six---------------------------------
    ----------------------------------------------------------------------------
    
    9) This section will look at the journey past the River Devil till the lone
       remaining crystal is placed in the statue guarded in Palace Six.
    
    
    You will appear back outside the now entombed Palace, so head back across 
    the water towards the mainland on the eastern continent, and then strike out
    south towards the River Devil.  Once you reach it where it is blocking the
    path south, and you should play your recently acquired Flute to send the 
    River Devil packing.  Now head past him down the path and you will be 
    ambushed in three separate action scenes on the path!
    
    The first action scene has Lizardmen manning a stockade where they throw 
    rocks down on you as you run by, and you have to duel an orange Lizardman
    along the way.  The second action scene has the same stockade set-up with
    Lizardmen lobbing rocks down at you, with a Fire Dragon patrolling on the
    ground.  The third action scene is the same as the first with the Lizardmen
    on the stockade walls with an orange Lizardman guarding the ground.  After
    all of this, we have to head into the swamp to a cave.
    
    Enter the swamp and head north into the open cave.  The first segment has 
    Floating Eyes for you to kill, and then the second segment has a Scorpion
    waiting for you.  After disposing of the Scorpion, head right to find your
    prize for trekking through the bog; a 500 point P-Bag!  Now head back out to
    the swamp, and head east towards the vast forest.
    
    Follow the mountain range as you head east, and then enter the first cave 
    that you come to.  Now enter the cave to face Tektites in the first cavern,
    and an orange lizardman, followed by a red lizardman in the second cave
    segment.  Now you are outside on a spot with nothing to do in this small
    forest.  Normally you would have to make a terribly hard trek through Old
    Kasuto to talk to an invisible person to find out the point, but it is much
    easier for me to tell you that New Kasuto is hidden here.  All you have to 
    do is use your hammer on the following section of forest to find the 
    recently established town:
    
    ---------------+
    Key            |
                   |
    X - New Kasuto |
                   |
    ---------------+
    
    
                    +-+-+
                    | | |
                  +-+-+-+-+
                  | |X| | |
                +-+-+-+-+-+
                | | | | | |
                +-+-+-+-+-+
                | | | | | |
                +-+-+-+-+-+
                | | | | | |
                +-+-+-+-+-+
                  | | | | |
                  +-+-+-+-+
                    | | | |
                    +-+-+-+
    
    After entering New Kasuto, go to the second house to meet an old lady who
    says you deserve her help.  Follow her inside to find the fourth and final
    Magic Container, and a clue about the edge of town containing a secret.  
    Head through town to the right talking to people, and enter the first open
    door you come across in the second segment of town to find a large house.
    However, this house has no passage to the basement like the others, but you
    will notice a hole in the chimney, which can be entered by pressing UP.  
    This will lead you to a Wiseman that teaches the Spell spell (refer to 
    Section 20 if the either the Old Lady or the Old Man refuse to give you 
    their Magic Container/Spell Spell.  Head back into the community, and go 
    right till you enter a screen with nothing, except for a large cliff.  Cast 
    the Spell spell, and a doorway magically rises up from the ground!  Now go 
    inside to find the Magical Key (no more looking for keys!), and then you 
    should exit town.  Head back into the cave that brought you here, and then 
    head south out of the large forest.
    
    Walk along the eastern coast where it is desert, and you will enter an 
    action scene where the fourth and final Heart Container awaits you!  Now you
    should head west to find the Three Eye Rock, and where all three would 
    intersect on straight lines, blow your Flute to cause the Sixth Palace to
    appear!  Enter the Palace so you can finally place your last crystal!
    
    
                                 o------------o
                                 | Palace Six |
                                 o------------o
    
    You can do the red Magic Jar trick here if you want to, and then head down 
    the elevator into the Palace.  Go right to kill a Skull Ball, cast the Jump
    spell upon yourself, Upward Thrust through the bricks, kill the other Skull
    Ball, get the 100 point P-Bag, and then go down the elevator.  Open the
    locked door (you have Magic Key, so you can open all the locked doors now),
    go right past the Wizzrobe, kill the Stone Warrior, and then exit the room. 
    Now you should fight the blue Ironknuckle, and it is fine to force him off
    the cliff.  Now cast the Jump spell upon yourself so you can clear the pit,
    hit the Ironknuckle statue above to possibly get a red Magic Jar, and then
    fight another blue Ironknuckle before hiking up the stairs to leave the 
    room.
    
    The next room has Wizzrobes and wall Statue Heads to shoot at you.  I advise
    you to just run through the room as you block the attacks against you.  In 
    the next room, jump to the next ledge before the blue Ironknuckle throws 
    knives at you, go down to the P-Bag, Downward Thrust to the P-Bag worth 100
    points, and then cut your way out at the far end with the Upward Thrust.
    Then you need to jump over the large gap (use Jump spell if you fall in), 
    and head to the right to exit.  Now this room has a fire dropping Moa, 
    Wizzrobes, and a large pit (which is not visible) to contend with.  Head 
    left, and when you reach the third statue, the pit begins right after the 
    second brick ends (second brick from the column base).  Take a running leap
    to clear the hole, and then exit the room.  When you enter the next room, it
    will open up to a larger room, and suddenly the Boss music and Boss life 
    meter will appear!  You are fighting a Riding Blue Ironknuckle, so I will
    list the strategy below:
    
    For the beginning, move to the middle of the room, hold DOWN to prepare for 
    a Downward Thrust, and then jump when the mounted monstrosity charges at 
    you.  He will keep going across, and you will know if you hurt him if you 
    see him flash as he passes.  Keep repeating the pattern of wait and Downward
    Thrust until he dismounts to fight you one-on-one.  It usually takes two 
    Downward thrusts to dismount him, but it will sometimes take three hits.  
    Now that he has been unhorsed, you will need to use your slash and defend 
    technique you have been developing since you fought your first Ironknuckle 
    back in Palace One.  Remember that the best way to fight ANY Ironknuckle is 
    to match whatever their sword thrust is, so keep swinging your weapon as you
    match your shield level to the sword swing headed your way.
    
    After he is defeated, continue left to find the Cross!  This item will now 
    allow Link to see invisible enemies!  Head all the way back to the first pit
    you jumped (the one where the two blue Ironknuckles were patrolling), and 
    then jump into the pit.  Upon falling, go to the left to fight a blue
    Ironknuckle which is guarding a 200 point P-Bag, and then hop down the hole
    once more.  Now when you land on the crumbly bridge, head left to Downward
    Thrust so you bounce off of the blue Ironknuckle, and out of the room.  This
    room has Myus and Statue Heads (non-projectile) trying to knock you into one
    of the many lava pits here, so make your way cautiously over said pits to
    exit the room on the right.  Block the Wizzrobe shots here and kill the red
    Ironknuckle before leaving this room.  Now you need to have enough magic to 
    cast Fairy on yourself to fly across the lava pit while avoiding the Skull
    Balls and the dripper.  This room has a blue Stalfos and a fire dropping
    Moa to contend against you before you pass the elevator by to go into the
    room on the right.  walk into the high roofed room to see the Boss Meter and
    hear the Boss music again.  Once again it is the Riding Blue Ironknuckle, so
    hear is the strategy one last time (I promise):
    
    For the beginning, move to the middle of the room, hold DOWN to prepare for 
    a Downward Thrust, and then jump when the mounted monstrosity charges at 
    you.  He will keep going across, and you will know if you hurt him if you 
    see him flash as he passes.  Keep repeating the pattern of wait and Downward
    Thrust until he dismounts to fight you one-on-one.  It usually takes two 
    Downward thrusts to dismount him, but it will sometimes take three hits.  
    Now that he has been unhorsed, you will need to use your slash and defend 
    technique you have been developing since you fought your first Ironknuckle 
    back in Palace One.  Remember that the best way to fight ANY Ironknuckle is 
    to match whatever their sword thrust is, so keep swinging your weapon as you
    match your shield level to the sword swing headed your way.
    
    Now head left out of the room to find a pit that has a small crumbly 
    platform hovering over it.  Cast the Jump spell, fall onto the crumbly 
    bridge, and then hop to the next ledge where you will find a blue 
    Ironknuckle.  Bait it back to the ledge, and then kill it before you go 
    right to try and kill two super fast Skull Balls so you can get the 1-Up 
    they are guarding.  Then you should switch your magic to the Fairy spell,
    jump down the pit, pause the game, unpause the game, immediately press 
    SELECT, and fly as a Fairy to the right to enter the Boss Chamber!
    
                                  ~~~~~~~~~~~
                                ~~~~ Barba ~~~~
                                  ~~~~~~~~~~~
    
    Barba is the Boss of Palace Six.  Barba is a dragon that lives in the fire
    pits of the Palace.  It is a tall necked, fire-breathing monstrosity, and it
    is all that is left between you and the last crystal placement.  The Jump 
    spell is an essential, the Shield spell is useful for cutting damage taken 
    in half, and the Reflect spell will block the fire breath of the fire dragon
    
    (be sure they hit your shield).  The following strategy will add dragon 
    slayer to your list of accomplishments.
    
    a) Since you already have your Jump spell, Reflect spell, and possibly the
       Shield spell invoked, just get onto the edge of one platform, and start
       stabbing into the air.  If Barba comes out of the pit you are stabbing 
       at, he might be damaged as he goes up to full height.  Now you can jump
       up to quickly stab Barba in the head, and then stand there (if he starts
       to use fire breath immediately), or jump to another platform (if he does
       not use fire breath immediately).  After that, try to stab Barba in the 
       head once before he dives back into the lava.  Now you just need to 
       repeat this cycle to wear the mighty fire dragon down!
    
                                  ~~~~~~~~~~~
                                ~~~~ Barba ~~~~
                                  ~~~~~~~~~~~
    
    Now you need to collect the key, open the locked door, go to the statue, 
    place the crystal, and then leave the Palace to entomb all of the enemies 
    within.  Congratulations on completing the seventh leg of the game!
    
    ----------------------------------------------------------------------------
    ---------------------------Onto The Great Palace----------------------------
    ----------------------------------------------------------------------------
    
    10)This section will cover from the trip to Old Kasuto to the end of the 
       game!
    
    
    Your first job is to make sure that you have full stats (level 8 on Attack,
    Magic, and Life), and if you need to raise the stat, head to the vast forest
    you passed through on the way to New Kasuto (fight two orange Lizardmen for
    300 points per enemy attack).  Once that is completed, you should head off
    to Old Kasuto so you can learn your final spell.  Head to the west of the
    four rocks (as Palace Six became a mountain), and cross the bridge (that is 
    full of holes) while fighting off Bago-Bagos and a Fire Dragon.  Enter the
    town to see Moas flying around all over the place (they are invisible 
    without the Cross), and head left till you find the first open door).  Enter
    to find the last Wiseman who will teach you the final spell, Thunder!  Now
    you can leave town as this is the only person left (there are a few 
    invisible talkers left, but they say nothing useful to the quest at this 
    point).  Upon exiting, head across the bridge again, then across another 
    bridge that is exactly the same, and then head north up the path till you 
    see the graveyard.
    
    Go through the graveyard, enter the lava fields to fight through a stockade
    with Lizardmen throwing rocks from above, and Moas patrolling the ground 
    area.  Now head west till you an action scene!  You need to use the Jump
    spell here, and you should make your way carefully to the left while killing
    Moas, orange Lizardmen, and Floating Eyes.  Now head north along the path 
    till you enter another action scene that is the exact same as the last one!
    Now head north into the cave to face Floating Eyes and Moas in the first 
    cave segment.  The second cave segment has a Scorpion and a blue Lizardman
    to put the hurt on ya before you exit the cave.  Now head along the path,
    and just as you start the upward path to the final cave, you enter yet 
    another action scene that has red Lizardmen with Moas and Floating Eyes to
    attack you!  After that little distraction, head into the cave to face a 
    blue Lizardman that you should kill, and then a red Lizardman, which you
    should also exterminate before exiting the cave.  Congratulations for 
    arriving in the Great Palace in one piece!
    
    
                                o--------------o
                                | Great Palace |
                                o--------------o
    
    Enter the Great Palace to approach the barrier, which will magically go away
    because you placed the crystals to drop it down.  Head down the elevator, 
    and go left to fight a Fire Hawk, and then go through the exit.  The next
    room has a false floor in it (it is located above the left of the first 
    pillar), so jump it so you can get to the elevator to go down a floor.
    
    Head right upon getting to the floor, and head right to the next room.  Walk
    across the bridge with no fear as no enemies appear here, and exit through 
    the right.  The next room is vacant except for a lone Fire Hawk by the 
    elevator (kill the Fire Hawk before heading down the elevator).  This room
    has large chambers made of breakable bricks, and you need to break through
    them as Statue Heads (non-projectile) attack you as you go to the exit on 
    the right.  The next room will open up with a duel with a red Birdman, 
    followed up with a Bot guarding the stairs before you take an elevator 
    downwards.
    
    On this screen, you can walk through the wall on the right, and if you 
    strike the statue, a red Magic Jar or a red Birdman may appear (go off 
    screen and return if it is red Birdman till you get red Magic Jar).  Once
    you have continued to the bottom of the elevator, head right to fight a Fire
    Hawk before you go to the next room.  You will face Ropes (shooting fire!),
    and Statue Heads (non-projectile) as you progress right here, and be sure to
    hit the statue at the end of this room for a red Magic Jar (or a red 
    Birdman).  Take the elevator down to enter another room with breakable brick
    chambers, but this one has Bots and a blue Birdman (for an easy kill, 
    cut through the breakable bricks so you will be halfway up the chamber when
    you cut the right wall out, for this will allow you to kneel and slash as 
    the blue Birdman jumps into your blade till he dies).  Now head right through
    the next brick chamber, and then exit the room.
    
    This room has a Rope on a crumbly bridge, and then a Skull Ball trapped 
    below as you go down the elevator.  The room here has a Giant Skull Ball 
    (avoid it), and then a Fire Hawk to fight before the next screen.  You must
    fight a blue Birdman right at the start of this room, then you need to sneak
    by a Giant Skull Ball, Downward Thrust through the blocks, and then take the
    elevator downward.  You can use the secret passage through the right wall to
    try for a red Magic Jar (just leave and return if it comes out as a red 
    Birdman).  On the next screen following that, go right to find a Fairy in
    the blocks (Downward Thrust to it without breaking through to the lava), and
    then head left over the lava pits while fighting Bots to reach the far room.
    Collect the 1-Up Doll inside the room.  The head back tot he elevator to 
    continue the descent into the Great Palace!
    
    Head left to fight a Bot and a Fire Hawk before leaving this screen.  On 
    this screen you have to avoid the Statue Heads (non-projectile) as you break
    the bricks on the ground till you find the pit to fall through to the next
    area (the hole is about two thirds of the way across the brick line).  When
    you land, head left where a raised ceiling will drop the infamous GIANT BOT
    (Use the Upward Thrust to break it into smaller Bots).  Run across the
    crumbly bridge in this room till you see a small pit to fall into, and make
    sure to not miss (or else you take a lava bath!).  When you land, head left
    to cut through the first set of bricks at the base of the column to get a
    red Magic Jar (or a red Birdman, which means leave the screen and return as
    many times as needed till you get the red Magic Jar).  Refill your life with
    your excess magic before hitting the red Magic Jar, and then enter the next
    room to fight Thunderbird!
    
                               ~~~~~~~~~~~~~~~~~
                             ~~~~ Thunderbird ~~~~
                               ~~~~~~~~~~~~~~~~~
    
    Thunderbird is the Boss of the Great Palace.  He appears as a large red 
    being, floating majestically onto the screen, but as deadly as anything on
    the planet.  Before you enter the screen, you should check the left side of 
    the room BEFORE Thunderbird to see many breakable blocks, and bust them till
    you release either a Red Bird (you should run off screen right away), or a 
    red Magic Jar (refills your magic completely).  This will allow you to cast 
    all the spells that will be helpful to you in your battle.  Before the 
    battle with Thunderbird, cast the following spells: Shield for half damage, 
    Jump for higher jumping to reach the Thunderbirdís face, and Reflect to stop 
    most of his fireball attacks.  Then enter to start the battle off.
    
    a) As he floats into the screen, he will be red, and you will be unable to
       damage the behemoth.  As soon as he is on the screen, cast the spell
       Thunder to cause a flash of light to make Thunderbird reveal it's 
       weakness (his face!).  Now all you have to do is jump up and stab away at
       his face while he continues to rain fiery death upon you (he speeds up 
       every time that you hit him), and once he has gone down, you have done 
       it!
    
    b) A very useful technique is to stand on the far right side of the screen,
       where most of Thunderbird's fireballs will not reach the ground!  It is a
       great way to take some bite out of the attack of this floating 
       monstrosity as an add on to the strategy above.
    
                               ~~~~~~~~~~~~~~~~~
                             ~~~~ Thunderbird ~~~~
                               ~~~~~~~~~~~~~~~~~
    
    
    But wait...  The game has yet to end, so head to the right to exit the room.
    Enter the room to face the ultimate test of your courage!  The Wizard has
    deemed you worthy to finally contend for the Triforce of Courage, but first 
    you must face your own dark side!  You must face the EVIL within yourself!  
    You must face DARK LINK!
    
                                ~~~~~~~~~~~~~~~
                              ~~~~ Dark Link ~~~~
                                ~~~~~~~~~~~~~~~
    
    
    a) This method of fighting is the easiest way I have come across beating 
       Dark Link, and I have yet to lose a battle using it.  Before the battle,
       cast Shield spell upon yourself.  As soon as the battle is joined, run to
       the left side of the screen, turn around, and then just stand there 
       swinging your sword rapidly.  Now Dark Link will try to stab you in your 
       chest (since he is defending your swings at him), and after a bit of 
       this, he will usually try to jump in to attack you.  Unfortunately for 
       him, since you are still swinging, you will hit him to knock him 
       backwards!  Now he will come back again and again to commit the same
       mistake again and again!  The one thing that he can do to counter this is
       to Downward Thrust into you, but he rarely gets close enough to do so.
       After you kill him, you have succeeded in your mission to recover the
       Triforce of Courage, and you have been able to get the spell lifted off
       of Zelda!  Congratulations!!!
    
                                ~~~~~~~~~~~~~~~
                              ~~~~ Dark Link ~~~~
                                ~~~~~~~~~~~~~~~
    
    
    Once you release Zelda from her spell, you will be treated to the credits,
    and to some suggested kissing for Link from a very grateful Princess Zelda!
    Congratulations for beating this great and challenging game!
    
    ----------------------------------------------------------------------------
    ---------------------------------Enemies------------------------------------
    ----------------------------------------------------------------------------
    
    11)This section will give you the lowdown on every enemy in the game, and 
       how best to deal with them.
    
    
                                    o------o
                                    | Ache |
                                    o------o
    
    These are bats that you will tangle with in many caves along your journey.  
    They will stay on the roof till you draw near before they bomb down to get 
    you.  Bait them to come down at you, back off a little bit, and then stab 
    them as they reach your level on the cave floor.
    
    
                                   o---------o
                                   | Acheman |
                                   o---------o
    
    These appear to be Aches that are red in colour, but they have an extra 
    attack up their sleeve; they will turn into a fire breathing creature that
    stands upright in your path.  Bait them to come down from the roof, and then
    stab away before the fire ball is fired your way.
    
    
                                  o-----------o
                                  | Bago-Bago |
                                  o-----------o
    
    These are the undead heads of old sea life.  They hop from the liquid below,
    sometimes spitting rocks, and they also try to kamikaze into you. Kneel and 
    stab to rid yourself of them.
    
    
                                     o-----o
                                     | Bit |
                                     o-----o
    
    The weakest opponents you will face, these guys have no legs!  They are red 
    in colour, and they just slide around the ground at an extremely slow 
    manner.  Just kneel and slash them to death, or use the Downward Thrust if 
    you managed to acquire it.
    
    
                                   o---------o
                                   | Birdman |
                                   o---------o
    
    These are Great Palace exclusives, and with good reason as they are TOUGH.  
    They come in red (weaker), and blue (stronger), but both are deadly.  They 
    jump through the air with ease, their shield and sword work are unmatched, 
    and the Blue one can throw knives.  Try to stab them when they come close, 
    and an Upward Thrust as they leap overhead can finish them off, but I 
    suggest running away if it is a possibility.
    
    
                                     o-----o
                                     | Bot |
                                     o-----o
    
    These are the stronger version of the red Bits (but not in life points).  
    There strength lies in there more hyper nature (translation: they move around
    faster than Bits), and they have the ability to jump a small distance as 
    well.  Just kneel and slash them to death, or use the Downward Thrust if you 
    managed to find it.
    
    
                                 o------------o
                                 | Bug Bomber |
                                 o------------o
    
    These small and fast fliers will drop many rocks at you, but take one hit to 
    send packing.  The problem is that they rarely fly low enough for you to do 
    so.
    
    
                                  o---------o
                                  | Cyclops |
                                  o---------o
    
    These one-eyed guys are red in colour, and they chuck hammers in a large arc.
    Wait for the opening in the arcing hammers, and then charge in to stab the 
    enemy unmercifully.
    
    
                                   o-------o
                                   | Daira |
                                   o-------o
    
    These fierce cave dwellers (though they do venture out on occasion) on the 
    western continent of Hyrule.  The orange and red versions charge you with 
    their hatchet in hand, swinging at you continually (you can not block the 
    shots through any method).  The brown and dark brown versions will also 
    charge you, but they have an unlimited supply of throwing hatchets (also can 
    not block shots through any method).  To deal with the Orange and Red Dairas,
    charge right at them, hit your sword stroke, and keep walking forward to 
    slash it each time it comes into your sword range (you might get hit once, 
    but it works quite well).  The brown and dark brown Dairas can be fought more
    conservatively, so wait till it throws a hatchet, jump forward over it, and 
    stab the Daira till it starts to chuck another hatchet (just repeat the 
    pattern).
    
    
                                  o--------o
                                  | Deeler |
                                  o--------o
    
    These are the spiders that often appear in the forests of the game.  They 
    appear in red (they always stay in trees, trying to drop onto you), and blue 
    (they start in trees, but will start bounding across the ground rapidly 
    after Link).  A simple stab or two will put them out of your path.
    
    
                               o-------------o
                               | Fire Dragon |
                               o-------------o
    
    These small blue enemies shoot at you in regular intervals, and they are only
    susceptible to Fire attacks.  Use the Fire spell, and blast them out of your 
    way.
    
    
                              o--------------o
                              | Fire Dropper |
                              o--------------o
    
    These are orange specters that appear continually in many rooms of Palace 
    Five.  They will drop a fire glob, and then quickly disappear to only 
    reappear in another spot to do the same thing again.  Any type of sword swing
    will damage them.
    
    
                                o-----------o
                                | Fire Hawk |
                                o-----------o
    
    These fire spewing Great Palace guardians can really take a large chunk of 
    your health away.  They spit Fire globs in an arc, which then slide backwards 
    a bit.  Get inside the arc, and slash the red beast till it disappears!
    
    
                              o--------------o
                              | Floating Eye |
                              o--------------o
    
    These brown coloured, hard shelled guys fly lethargically through the air in 
    an attempt to hit you.  Wait till they open their eye before you try to trash
    them with a few sword swings.
    
    
                                o---------o
                                | Geldarm |
                                o---------o
    
    These tall bodied baddies are desert dwellers only, so you will not see too 
    much of them.  Hit them in their bodies to get them to shrink to the ground 
    where you can slash their vulnerable spot on their heads.
    
    
                               o-----------o
                               | Giant Bot |
                               o-----------o
    
    This is a huge version of the Bots you have beat up all adventure, and this 
    would be their daddy!  To beat it, simply use the Upward Thrust when it is 
    falling toward you to break into manageable-to-kill Bots.
    
    
                           o------------------o
                           | Giant Skull Ball |
                           o------------------o
    
    These animal skull heads float around in the Great Palace.  They can be 
    killed, but it is better to just avoid them.
    
    
                                o--------o
                                | Goriya |
                                o--------o
    
    These boomerang throwing fellas will give you a lot of pain if you are not 
    quick enough to block their boomerangs.  Be sure to turn around to block any
    boomerangs thrown over/under you as they will uhhh...  BOOMERANG on you (bad
    joke I know -_-).  Just make your way toward them as you block the attacks, 
    and stab them at every opportunity.
    
    
                              o-------------o
                              | Ironknuckle |
                              o-------------o
    
    These are a fixture in the first six Palaces you enter (they have statues at
    the opening of each to warn you not to enter).  They have great shield and 
    sword skills, and they come in three colours: orange, red, and blue (this one
    throws knives!).  To fight them, try to stab them while you block their sword
    strokes (the best bet is to continually swing, but always be ready to block 
    their swings).  As you progress through their colours, orange is the weakest 
    with the poorest skills, Red is somewhat stronger with good skills, and Blue 
    ones are unsurpassed in skills and stamina (except for Birdmen).  
    
    If you jump at an Ironknuckle and time your sword swing as you descend so it 
    will hit the upper body as the Ironknuckle starts to defend against Link 
    landing (in a crouch).  Much easier to do on Orange and Red Ironknuckles as 
    they do hot have throwing knives like their Blue brethren.
    
    Another strategy is when you get hit, run into the center of the Ironknuckle 
    while Link is still invincible, and then perform a Downward Thrust, severely
    crippling or outright killing the bad guy.  It is unorthdox but it does the
    job quite nicely.
    
    
                                 o--------o
                                 | Leever |
                                 o--------o
    
    These white enemies live in the desert, and they pop in and out of the 
    ground.  Use a Downward Thrust when they are underground, and stab them when 
    they come above ground to kill them off.
    
    
                                o-----------o
                                | Lizardman |
                                o-----------o
    
    These are like the overworld child of a Daira and an Ironknuckle, and they do
    come in the same three colours as Ironknuckles.  Orange attack with a spear, 
    red with a handheld mace, and blue with throwing maces.  They have shields, 
    but they are poor on defense, so rush them to finish them off quickly.
    
    
                                 o--------o
                                 | Lowder |
                                 o--------o
    
    These blue enemies that slide along the ground will charge if they spot you, 
    but they are weak.  Kneel and slash to finish them quickly.
    
    
                                 o--------o
                                 | Megmat |
                                 o--------o
    
    These bounding goats can be a real pain.  They bounce towards you to try and 
    put the hurt on you.  Stab them as they approach to end their threat.
    
    
                             o----------------o
                             | Mini-Horsehead |
                             o----------------o
    
    These are small red guys that hop along the floor with small knives.  One 
    stab will kill them, but if you do not get them, and they touch you, they 
    not only take life, but experience points as well.
    
    
                                  o-----o
                                  | Moa |
                                  o-----o
    
    These flying eyeballs should be well known to you by the end of your trek.  
    They fly around the screen in random patterns sometimes, trying to run into 
    you.  Other times they will fly overhead and drop globs of fire at you.  
    Either way, unless they start to fly lower, you usually can not harm them.
    
    
                                  o------o
                                  | Moby |
                                  o------o
    
    One of the rarer enemies you will face, these small birds will fly down from 
    the sky to take a beeline path right for you!  Stab them once when they draw 
    near to knock them out.
    
    
                                 o--------o
                                 | Moblin |
                                 o--------o
    
    These guys will come in a variety of colours, they can throw their spears, 
    but they will often hang onto them.  Just stab them till they die, and move 
    on to face tougher foes.
    
    
                                   o-----o
                                   | Myu |
                                   o-----o
    
    A small, spiked slime, these guys will flit along on the ground, too small to
    even kneel and slice.  You need to Downward Thrust them to kill them, but one
    hit will do it.
    
    
                                 o---------o
                                 | Octorok |
                                 o---------o
    
    These land octopi will jump up and down while they fire rocks at you.  Red 
    ones are stationary (they jump though), and the Blue ones walk towards you 
    spitting rocks.  Hit them a few times with a sword to kill them.
    
    
                                   o------o
                                   | Rope |
                                   o------o
    
    These big-headed short snakes walk along the ground while spitting fireballs
    (need to have Reflect spell cast to block the shots) or rocks (can be
    blocked with regular shield).  Red ones spit fire while the Blue ones spit
    rocks. Easy enough to stab them to an early grave.
    
    
                                 o----------o
                                 | Scorpion |
                                 o----------o
    
    These blue enemies are cave/desert dwellers, and they will shoot shots from 
    their tails to kill you.  Hit it in the eyes whenever you can to kill it.
    
    
                                o------------o
                                | Skull Ball |
                                o------------o
    
    These floating skulls are tough old buggers (easily they take the most hits 
    to kill).  I suggest you pound a few of them early in your quest so you can 
    get the valuable 50 experience points.  Just know that they not only take 
    your life points, but some of your magic points as well!
    
    
                                  o---------o
                                  | Stalfos |
                                  o---------o
    
    These animated skeletons have a shield and sword to fight you with, but they
    are too frail to be able to move their shield.  The white skeletons can only 
    walk and stab, but the red and blue (stronger than red) can walk, stab, and 
    Downward Thrust as well.  Stick their bony legs with the sharp end of your 
    sword till the bones return to the dust they once were.
    
    
                               o--------------o
                               | Statue Heads |
                               o--------------o
    
    If they are floating in mid-air then they can be killed, but ones on the wall
    can not.  Either way they fire balls of energy at you, which you should avoid
    or block with your shield.
    
    
                               o---------------o
                               | Stone Warrior |
                               o---------------o
    
    These blue coloured baddies throw maces that fly back and forth across the 
    screen.  jump the maces and stab away for the victory.
    
    
                                  o---------o
                                  | Tektite |
                                  o---------o
    
    These multi-legged creatures require you to use the Fire spell to hurt them.
    They will hop around, spiting energy balls at you at regular intervals.
    
    
                                  o----------o
                                  | Wizzrobe |
                                  o----------o
    
    These white-cloaked magician appear out of thin air, and throw an energy 
    wave at you.  The only way to kill them is to use your Reflect spell so the 
    energy waves get sent back to kill them.
    
    ----------------------------------------------------------------------------
    --------------------------------Level Ups-----------------------------------
    ----------------------------------------------------------------------------
    
    12)This section will list the point totals needed for each level-up for your
       character, plus an explanation of what each stat does for you.
    
    
                                   o--------o
                                   | Attack |
                                   o--------o
    
    This stat gauges how much damage you deal to the enemy.  The higher it is,
    the less sword swings it will take to finish an enemy off.
    
    
                                    o-------o
                                    | Magic |
                                    o-------o
    
    This stat will cause your magic spells to not tax your magic meter quite as
    much.  The spells will only go so low however.  By choosing this level-up, 
    your magic bar will be filled.
    
    
                                    o------o
                                    | Life |
                                    o------o
    
    This stat will decrease the amount of damage that enemies will inflict upon
    you.  By choosing this level-up, you life bar will be filled.
    
    
                                   o---------o
                                   | Level 9 |
                                   o---------o
    
    Upon reaching level 9 on any stat, you will gain an extra life!  You do not
    actually get the level 9 stat on screen though (8 is the limit for any stat).
    
    
                  Level       Attack        Magic        Life
    
                     1            0             0            0
                     2          200           100           50
                     3          500           300          150
                     4         1000           700          400
                     5         2000          1200          800
                     6         3000          2200         1500
                     7         5000          3500         2500
                     8         8000          6000         4000
                     9         9000          9000         9000
    
    ----------------------------------------------------------------------------
    ---------------------------------Items--------------------------------------
    ----------------------------------------------------------------------------
    
    13)This section will list all of the collectible items in the game, and what
       each will do for you in your quest.
    
    
                                 o-----------o
                                 | 1-Up Doll |
                                 o-----------o
    
    These miniature versions of Link will grant you an extra life.  Fairly rare,
    but if you want the inside track on how to find them, look in the 1-Ups 
    section of the guide.  Just remember that once they have been collected, 
    they are gone until you begin a new game (meaning you start over from 
    scratch to make them re-appear).
    
    
                                   o-------o
                                   | Boots |
                                   o-------o
    
    These are found in Palace Four.  Once you have collected them, you will be 
    able to walk on the water in certain areas.
    
    
                                  o--------o
                                  | Candle |
                                  o--------o
    
    This is found in Palace One.  Before you get this item, all caves will be 
    rather dark, and this will shroud the enemy so you can not see them very 
    well.
    
    
                                   o-------o
                                   | Cross |
                                   o-------o
    
    Found in Palace Six.  This holy item will cause whatever was invisible to 
    become visible when you gain possession of it.
    
    
                                   o-------o
                                   | Fairy |
                                   o-------o
    
    These little flying imps will restore your life to full if you manage to 
    actually touch one.
    
    
                                   o-------o
                                   | Flute |
                                   o-------o
    
    Found in Palace Five.  This musical instrument has two uses: one is to 
    frighten the River Devil away, and the second is to reveal Palace Six.
    
    
                                  o--------o
                                  | Hammer |
                                  o--------o
    
    Found in the Death Mountain maze.  If you find this magical tool, you will 
    be able to knock boulders to dust that are in your way, and you will be able
    to level patches of forest as well.
    
    
                               o-------------o
                               | Handy Glove |
                               o-------------o
    
    Found in Palace Two.  This "handy" item will allow Link to break certain 
    blocks that get in his path.
    
    
                             o-----------------o
                             | Heart Container |
                             o-----------------o
    
    These valuable commodities are rare as they only number four.  Look hard for
    these as they will extend your life meter by one box (and fill your life up 
    at the time of collection).
    
    
                             o-----------------o
                             | Magic Container |
                             o-----------------o
    
    These valuable commodities are rare as they only number four.  Look hard for 
    these as they will extend your magic meter by one box (and fill your magic 
    up at the time of collection).
    
    
                                o-----------o
                                | Magic Jar |
                                o-----------o
    
    These come in two colours, red and blue.  Blue refill one part of your magic 
    meter, and red jars refill it completely.
    
    
                                o-----------o
                                | Magic Key |
                                o-----------o
    
    This amazing little item is found in New Kasuto.  It is in a rather 
    unobvious place, so you will need to do some searching with an unusual 
    SPELL.  Once you have it in your possession, you will no longer have to 
    collect keys as you can open all the doors you desire.
    
    
                                  o------o
                                  | Raft |
                                  o------o
    
    Found in Palace Three.  This is the way you traverse across the straight 
    dividing west and east Hyrule (you launch from the dock by Mido/Nabooru).  
    It will also take you from far East of Darunia to the maze that leads to 
    Palace Four.
    
    ----------------------------------------------------------------------------
    -------------------------------Spells---------------------------------------
    ----------------------------------------------------------------------------
    
    14)This section will list the spells, what town you get them in, what is
       required to get them, and what the spell does.
    
    
                                o--------o
                                | Shield |
                                o--------o
    
    Town       : Raura
    
    Requirement: Just talk to the daughter of the Wiseman outside the house, go 
                 in, and then go see the Wiseman.
    
    Effect     : This spell will cut the damage you receive from enemies in 
                 half.  You be tinted a red shade when the spell has taken 
                 effect, and it lasts till you leave the screen or die.
    
    
                                 o------o
                                 | Jump |
                                 o------o
    
    Town       : Ruto
    
    Requirement: You must rescue the trophy from the Goriya in the cave in the
                 desert North of the North Palace, and then give it to the women
                 who will let you enter the house to visit the Wiseman.
    
    Effect     : This will cause your jump to be multiplied by three for height.  
                 This will last till you leave the screen or you die.
    
    
                                 o------o
                                 | Life |
                                 o------o
    
    Town       : Saria
    
    Requirement: Go past the house where the lady will not let you in because 
                 she lost her mirror, and enter the first open door you come to.
                 The room appears to be empty, but if you walk up to the table
                 and press the B Button, you will find the Mirror!  Now go back 
                 to the woman, talk to her, and then follow her inside to go 
                 find the Wiseman.
    
    Effect     : This spell will refill about 3 bars of your life meter, but it 
                 does take a second after casting it to take effect (meaning you
                 can cast it, but be killed before it starts to raise your life 
                 meter).
    
    
                                 o-------o
                                 | Fairy |
                                 o-------o
    
    Town       : Mido
    
    Requirement: The woman will not let you into her house unless you bring 
                 medicine for her sick child.  You must head west to a cave in
                 the swamp north of Saria.  In there you will fight for the 
                 medicine, and once you return, you will gain access to the
                 Wiseman.
    
    Effect     : Once cast, you will become a fairy, with the inability to 
                 attack, although you can be damaged.  Useful for getting over 
                 high ledges you can not jump, it also can be used to go through
                 a locked door if you do not have any keys!  The spell lasts 
                 till you leave the screen or you die.
    
    
                                 o------o
                                 | Fire |
                                 o------o
    
    Town       : Nabooru
    
    Requirement: The lady at this house will not let you in till her thirst is
                 quenched.  Go to the left till you find a fountain, and press
                 the B Button to get some water.  Go back to her to give the 
                 water so she will let you inside so you can learn from the
                 Wiseman.
    
    Effect     : This will allow you to throw fireballs from the tip of your 
                 sword.  This spell is required to beat some enemies such as 
                 Tektites and Fire Dragons.  It will stay in effect until you 
                 leave the screen or you die.
    
    
                                o---------o
                                | Reflect |
                                o---------o
    
    Town       : Darunia
    
    Requirement: This lady has had her son go missing, and consequently it was
                 kidnapped.  You must go to a pit just south of Palace Four to
                 rescue the child from the orange Lizardman holding him hostage.
                 Return to the woman to get inside to where the Wiseman awaits
                 you to teach you this spell.
    
    Effect     : Whenever an energy wave is thrown at you, you will reflect it 
                 back at the caster (useful in Palace Four).  This will also 
                 allow you to block fireballs that are coming at you with your 
                 shield.  It will stay in effect until you leave the screen or 
                 you die.
    
    
                                 o-------o
                                 | Spell |
                                 o-------o
    
    Town       : New Kasuto
    
    Requirement: In the second section of the town, enter an open door to find
                 that no passage to the basement is where all the other houses 
                 had the same.  Instead you will go through the hole in the 
                 chimney to find the Wiseman.
    
    Effect     : The main use of the spell is to raise a doorway out of the 
                 ground by the cliff in New Kasuto so you can get the Magic Key.
                 It will also turn most enemies into Bots, making them easier to
                 kill (but the experience points for killing them also lowers to
                 2 points).
    
    
                                o---------o
                                | Thunder |
                                o---------o
    
    Town       : Old Kasuto
    
    Requirement: Find the lone person remaining in the wrecked town (he is found
                 early in the town upon entering through the first open 
                 doorway).  He will teach you the most powerful spell in the 
                 game (it takes 4 magic bars to cast with a fully upgraded magic 
                 level!). 
    
    Effect     : It will kill all the enemies on the screen for you.  Use it if 
                 you REALLY need to, but remember that your magic would be 
                 better served in a Life spell.  This spell is necessary for the
                 Great Palace guardian Thunderbird.
    
    ----------------------------------------------------------------------------
    --------------------------Town Checklist------------------------------------
    ----------------------------------------------------------------------------
    
    15)This section will list all of the necessary things that you must do and
       receive in each town you will visit in your journey
    
    
                                o-------o
                                | Raura |
                                o-------o
    
    a) Learn the Shield spell.
    
    
                                o------o
                                | Ruto |
                                o------o
    
    a) Learn the Jump Spell.
    
    
                                o-------o
                                | Saria |
                                o-------o
    
    a) Find the Mirror.
    b) Give Mirror to the Young Woman to learn the Life spell.
    c) Find Bagu in North Woods to get note for Riverman.
    
    
                                o------o
                                | Mido |
                                o------o
    
    a) Meet the master swordsman to learn the Downward Thrust.
    b) Give the Medicine to the Old Woman to learn the Fairy spell.
    
    
                               o---------o
                               | Nabooru |
                               o---------o
    
    a) Find some water from a fountain.
    b) Give water to parched lady to learn the Fire spell.
    
    
                               o---------o
                               | Darunia |
                               o---------o
    
    a) Meet the master swordsman to learn the Upward Thrust.
    b) Return the kidnapped child to the woman to learn the Reflect Spell.
    
    
                              o------------o
                              | New Kasuto |
                              o------------o
    
    a) Get the fourth and final Magic Container.
    b) Learn the Spell spell from Wiseman.
    c) Find the Magic Key at the cliff outside of town.
    
    
                              o------------o
                              | Old Kasuto |
                              o------------o
    
    a) Learn Thunder spell from Wiseman.
    
    ----------------------------------------------------------------------------
    ------------------------Magic Container Locations---------------------------
    ----------------------------------------------------------------------------
    
    16)This section will list where and how to find all the Magic Containers.
    
    
    a) The first one is found in a cave just South of the North Palace (the 
       starting point of the game).  Go into this cave once you have the Candle
       to light your way (or without, but you can not see the enemies easily).
       Work your way past the Lowders, and then the three Octoroks to find the
       Magic Container awaiting pick-up.
    
    b) After you have accessed the Hammer, get back to the overworld where you
       will see a boulder to your left.  Press the A Button to smash the rock,
       and then step where it used to be to fall down a hole!  You land beside
       the Magic Container, which you should grab immediately.
    
    c) Once you enter the maze that leads to the Fourth Palace, follow these 
       directions to get the Magic Container along the way.  First you go along
       the river to the north till it branches right, but you will turn left
       instead.  Along the way left you will enter a fight scene.  Next you go 
       west, north, west, and finally south to find the hole where the third 
       Magic Container is residing.
    
    d) New Kasuto holds the final Magic Container, but only if you have 
       collected the three listed previously.  The second house you come to in 
       the town will have a lady come out, and when you speak to her, she will
       deem you worthy of her help.  Go with he inside, and then go to the
       basement to collect your Magic Container.
    
    ----------------------------------------------------------------------------
    ------------------------Heart Container Locations---------------------------
    ----------------------------------------------------------------------------
    
    17)This section will list where and how to find all the Heart Containers.
    
    
    a) Once you have taken the cave to the desert near Palace One, go east until
       you hit the coast, and then go south.  After passing through an action
       scene, continue south till you see a ring of forest surrounding a grass
       section.  Enter the grass section to find a Goriya guarding the Heart
       Container.  Kill the Goriya, and then get your Heart Container.
    
    b) If you go south from Raura, past the Boulder on the path, go east onto 
       the grass area, and you will see another boulder blocking a cave.  Go 
       into the cave, fight all the enemies within, and once you reach the end 
       of the cave, you will find your Heart Container.
    
    c) This heart container is found east of Nabooru towards Palace Five.  When
       you draw closer to the Fifth Palace than with the continent, start trying
       to walk up into the water above.  When you find the passage up, turn 
       right when you can go up no longer.  You will find an action scene with
       no enemies, so just go right to find your Heart Container.
    
    d) From Three-Eye Rock (where Palace Six is hidden) you have to go east till
       you hit the coast, and then follow the coast north-east to find the Heart
       Container in an action scene.
    
    ----------------------------------------------------------------------------
    --------------------------------1-Ups---------------------------------------
    ----------------------------------------------------------------------------
    
    18) This section will list the location of every 1-Up Doll in the game.
    
    
    a) This 1-Up Doll is found by the cave where the sick child's medicine was 
       kept.  Just slog around through the swamp around the boulder to see if 
       you enter an action scene where the Doll is sitting.
    
    b) West of the large graveyard near Palace Three, walk along the desert shore
       line till you enter an action scene where the 1-Up Doll awaits.
    
    c) This one is found by the bridge to the island maze.  Look for the one
       section of desert that touches the mountain range, the water, and the 
       forest to see where the action scene is.
    
    d) After passing through the blockaded path to the south of the River Devil,
       you will come across a small cemetary to the south and a large marsh in 
       the north.  Walk north along the mountain range through the marsh to find
       a screen where the Jump spell will allow Link to reach the cliff above
       to find your reward.
    
    e) Palace Six contains a 1-Up within it's walls.  It is found two rooms 
       before you take on Barba, and you have to fight a blue Ironknuckle and 
       two Skull Balls for it.
    
    f) The Great Palace also hides a 1-Up for the persistent to find.  It is 
       found to the left of the room where an elevator brings you to.  To the 
       right is a Fairy hiding in breakable bricks, and the left has small land
       islands for you to hop across to find the 1-Up room.
    
    ----------------------------------------------------------------------------
    --------------------------------Bosses--------------------------------------
    ----------------------------------------------------------------------------
    
    19)This section will review each Boss, tell of their attacks, and will give
       a strategy to beat them with minimal problems.
    
    
                                o-----------o
                                | Horsehead |
                                o-----------o
    
       This is the Boss of Palace One.  He will march slowly onto the screen 
       where he will begin his slow trek toward you.  If you have the extra 
       magic, cast the spell Shield upon yourself (you will take half the damage
       you would normally), Jump also works well if you have problems timing 
       your jump to strike Horsehead, and then move forward to take to battle.  
       There are two techniques that work well on Horsehead (they will be listed
       under a), and b)).
    
    a) This strategy calls for you to stand in one place, and let Horsehead come
       toward you.  Just as he starts to enter your short sword range, jump and 
       stab him in the head.  This will cause him some damage, but it will also 
       knock Horsehead backwards, which will take the club swing he was doing 
       out of range of you.  Just repeat these steps to put Horsehead down for 
       the count.
    
    b) This strategy calls for you to be more aggressive, but it will win the  
       battle in a much quicker fashion.   You need to be able to gauge your
       jump accurately, as you will be hopping at Horsehead, strike him as you
       come towards him, and once landing, move out of the range of his club.  I
       feel this strategy has too much risk involved in using it, but it does
       work well if you can control Link well.
    
    
                                o------------o
                                | Helmethead |
                                o------------o
    
       This is the Boss of Palace Two.  He is somewhat similar to Horsehead, 
       but he is shorter, and the first two hit he takes will knock his head off
       (they will float in the air sending fireballs down at you).  Once again,
       Shield might be a good spell to use at the start, and then switch over to
       Life so you can recover your low health (if he starts to beat you up).
       There are two techniques that work well on Helmethead (they will be 
       listed under a), and b)).
    
    a) This strategy starts out similar to Horsehead A) option, but you will 
       have to start moving to avoid the fireballs of the heads.  Knock his 
       first head off with a jumping slash, do the same for his second head, and
       then use the Downward Thrust to bounce on the Bosses head.  You will 
       quickly make Helmethead submit.
    
    b) The other option is to start the same way by knocking his first two heads
       off of his body, and then you will use jumping slashes to beat him into
       submission.  This option will take longer, but you will have more 
       defensive options when you fight this style.
    
    
                         o-------------------------o
                         | Riding Blue Ironknuckle |
                         o-------------------------o
    
       This is the Boss of Palace Three.  You have run into many Ironknuckles on
       your journey, and this one is a Blue Ironknuckle (you might have tangled
       with one or two in this very same Palace).  The main difference between
       them all is that this guy starts upon a charging horse, and he is a MUCH
       better defender than normal Ironknuckles (who use their shield quite 
       well).  Once again, Shield is a great spell to use right at the start, 
       and then you are best to save your magic for a Life spell.
    
    a) For the beginning, move to the middle of the room, hold DOWN to prepare 
       for a Downward Thrust, and then jump when the mounted monstrosity charges
       at you.  He will keep going across, and you will know if you hurt him if
       you see him flash as he passes.  Keep repeating the pattern of wait and 
       Downward Thrust until he dismounts to fight you one-on-one.  It usually 
       takes two Downward thrusts to dismount him, but it will sometimes take 
       three hits.  Now that he has been unhorsed, you will need to use your
       slash and defend technique you have been developing since you fought your
       first Ironknuckle back in Palace One.  Remember that the best way to 
       fight ANY Ironknuckle is to match whatever their sword thrust is, so keep
       swinging your weapon as you match your shield level to the sword swing
       headed your way.  This bad guy is arguably the toughest boss you will 
       face in the Six Palaces where you plant the crystals.
    
    b) For the beginning, move to the middle of the room, hold DOWN to prepare 
       for a Downward Thrust, and then jump when the mounted monstrosity charges
       at you.  He will keep going across, and you will know if you hurt him if
       you see him flash as he passes.  Keep repeating the pattern of wait and 
       Downward Thrust until he dismounts to fight you one-on-one.  It usually 
       takes two Downward thrusts to dismount him, but it will sometimes take 
       three hits.  Now that he has been unhorsed, you will jump towards the
       Blue Ironknuckle, and swing your sword as link starts to land.  If timed
       correctly, the Blue Ironknuckle will lower his defense because of your
       upcoming crouch, which allows your sword to hit the exposed upper body.
       However, rememebr that you will have to take into account the throwing
       knives of the Blue Ironknuckle, so only attempt this between the various
       flurries of knives.
    
    c) For the beginning, move to the middle of the room, hold DOWN to prepare 
       for a Downward Thrust, and then jump when the mounted monstrosity charges
       at you.  He will keep going across, and you will know if you hurt him if
       you see him flash as he passes.  Keep repeating the pattern of wait and 
       Downward Thrust until he dismounts to fight you one-on-one.  It usually 
       takes two Downward thrusts to dismount him, but it will sometimes take 
       three hits.  Now that he has been unhorsed, get close to him and 
       purposely take damage (sounds odd I know, but bare with me), followed by
       running right into the Blue Ironknuckle (hard to do due to his retreating
       antics) and perform a Downward Thrust.  If done correctly, half of his
       life meter can be removed, leaving one more round of this to defeat the
       evil creature.
    
    
                                 o--------o
                                 | Carock |
                                 o--------o
    
       This is the Boss of Palace Four.  He is a larger version of the Wizzrobes
       that have accosted you in your passage through Palace Four.  He will 
       shoot energy waves, disappear, reappear, and then re-enter the cycle.  
       Since he moves around so quickly, only one strategy will work well 
       against him.  Be sure to cast the Reflect spell before entering battle,
       and have the Life spell on standby in case he starts to hit you.
    
    a) With the Reflect spell cast upon yourself, you will be able to "reflect"
       the energy waves of Carock back at him (this is how you hit and hurt the
       otherwise invincible foe).  As soon as the fight is joined, walk into one
       of the corners of the screen (either side will do nicely), face towards 
       the opposite side of the room, and crouch.  Then all you have to do is
       continue to hold DOWN until the boss eventually wipes himself out with 
       his own energy waves.  He may appear on top of you, but if he does so,
       just go back into the closest corner, and resume your crouch till Carock
       has met his demise.  Definitely one of the easier Bosses in the game, 
       possibly THE easiest as he only requires ONE spell, and for you to hold
       DOWN the whole time!
    
    
                                 o-------o
                                 | Gooma |
                                 o-------o
    
       This is the Boss of Palace Five.  Like most of the fifth Palace which he 
       guards, Gooma is deceptively tougher than your first impression of them.
       No spells are required, but you may WANT to cast Shield before entering 
       the Boss room and have your Life spell queued so you can cast it quickly.
       Gooma is a big, mean primate wielding a very wicked Ball and Chain (also
       known as a Mace).  His attack takes a couple seconds to deliver once he 
       starts it, so take note of the timing involved.
    
    a) Gooma will enter from the right in a slow, methodical fashion.  Approach
       slowly, wait for him to start whirling his Mace, wait for one second of 
       the weapon rotation (this is the hardest part), jump his strike, and then
       land a blow on Gooma's lower body (head shots will not help as they do NO
       damage).  Then you need to repeat the pattern until he is finished (that
       is easier said than done).  Just be ready on that Life spell as he can 
       put a huge hurt on you in such a short amount of time!  Gooma ranks up 
       there with the Riding Blue Ironknuckle for overall difficulty of the 
       Bosses.
    
    b) An alternate strategy id to jmup towards Gooma, land a sword slash as you
       land (make sure to crouch), and then leap clear.  However, if you jump in
       too close, you will get knocked backwards, and if he starts whirling his
       Mace as you jump, then you will be smoked as you come towards him.  
       Another method of performing this is to use the Jump spell, walk in to 
       slash him, and then jump high into the air to move away from Gooma, thus
       assuring Link's safety.  Repeat this set as necessary to defeat the this
       big, bad annoyance.
    
    c) A third strategy for Gooma (from Jimi) is to keep advancing on Gooma, 
       making him back up towards the right.  You might get a few hits in at 
       this stage, but the point is to back him up towards the right side of the
       screen.  When he's partially off the screen he will be unable to use his 
       morning star due to a glitch, but you will be able to hit him.  when he
       takes a hit, he will back all the way off of the screen, so Link should
       stand in front of the nearby pillar.  Gooma will slowly come back on 
       screen where Link can hit him again before he gets far enough on screen 
       to use his weapon.  Once mastered, Gooma will be unable to attack Link,
       making this a very easy fight to win!
    
    
                                 o-------o
                                 | Barba |
                                 o-------o
    
       This is the Boss of Palace Six.  Barba is a dragon that lives in the fire
       pits of the Palace.  It is a tall necked, fire-breathing monstrosity, and
       it is all that is left between you and the last crystal placement.  The
       Jump spell is an essential, the Shield spell is useful for cutting damage
       taken in half, and the Reflect spell will block the fire breath of the
       fire dragon (be sure they hit your shield).  The following strategy will
       add dragon slayer to your list of accomplishments.
    
    a) Since you already have your Jump spell, Reflect spell, and possibly the
       Shield spell invoked, just get onto the edge of one platform, and start
       stabbing into the air.  If Barba comes out of the pit you are stabbing 
       at, he might be damaged as he goes up to full height.  Now you can jump
       up to quickly stab Barba in the head, and then stand there (if he starts
       to use fire breath immediately), or jump to another platform (if he does
       not use fire breath immediately).  After that, try to stab Barba in the 
       head once before he dives back into the lava.  Now you just need to 
       repeat this cycle to wear the mighty fire dragon down!
    
    
                               o-------------o
                               | Thunderbird |
                               o-------------o
    
       This is the Boss of the Great Palace.  He appears as a large red being,
       floating majestically onto the screen, but as deadly as anything on the
       planet.  Before you enter the screen, you should check the left side of 
       the room BEFORE Thunderbird to see many breakable blocks, and bust them
       till you release either a Red Bird (you should run off screen right away),
       or a Red Jar (refills your magic completely).  This will allow you to
       cast all the spells that will be helpful to you in your battle.  Before
       the battle with Thunderbird, cast the following spells: Shield for half
       damage, Jump for higher jumping to reach the Thunderbirdís face, and 
       Reflect to stop most of his fireball attacks.  Then enter to start the
       battle off.
    
    a) As he floats into the screen, he will be red, and you will be unable to
       damage the behemoth.  As soon as he is on the screen, cast the spell
       Thunder to cause a flash of light to make Thunderbird reveal it's 
       weakness (his face!).  Now all you have to do is jump up and stab away at
       his face while he continues to rain fiery death upon you (he speeds up 
       every time that you hit him), and once he has gone down, you have done 
       it!  But wait...  The game has yet to end, so head into the next room to
       find...
    
    b) A very useful technique is to stand on the far right side of the screen,
       where most of Thunderbird's fireballs will not reach the ground!  It is a
       great way to take some bite out of the attack of this floating 
       monstrosity as an add on to the strategy above.
    
    
                               o-----------o
                               | Dark Link |
                               o-----------o
    
       The ultimate test of your courage!  You enter the room, the Wizard has
       deemed you worthy to finally contend for the Triforce of Courage, but 
       first you must face your own dark side!  You must face the EVIL within 
       yourself!  You must face DARK LINK!
    
    a) This method of fighting is the easiest way I have come across beating 
       Dark Link, and I have yet to lose a battle using it.  Before the battle,
       cast Shield spell upon yourself.  As soon as the battle is joined, run to
       the left side of the screen, turn around, and then just stand there 
       swinging your sword rapidly.  Now Dark Link will try to stab you in your 
       chest (since he is defending your swings at him), and after a bit of 
       this, he will usually try to jump in to attack you.  Unfortunately for 
       him, since you are still swinging, you will hit him to knock him 
       backwards!  Now he will come back again and again to commit the same
       mistake again and again!  The one thing that he can do to counter this is
       to Downward Thrust into you, but he rarely gets close enough to do so.
    
    ----------------------------------------------------------------------------
    ----------------------Troubles With Gaining Gifts---------------------------
    ----------------------------------------------------------------------------
    
    20)This section will help you to figure out where you have gone wrong in 
       your adventuring, which will help you continue forward in your quest.
       Many of these problems are inter-related, so be sure to read the sections
       before the one you lack to see if there is a connection.
    
    
                             o---------------o
                             | Reflect Spell |
                             o---------------o
    
    Easily the most common problem for the majority of players.  For some 
    unknown reason at this time, the Old Man in the Town of Darunia will not 
    give you the Reflect Spell.  This can even happen after Link has rescued the
    child form the Island maze, and many people are confused.  The solution to
    getting the Reflect Spell (needed for Palace Four) is to head back into the
    Island maze and finding the Magic Container in an action scene located on 
    the west side of the maze.  Just remember to go get the Magic Container when
    you rescue the Child to assure your getting the Reflect Spell (although Link
    will recieve it with 6 bars of Magic sometimes).
    
    
                          o-----------------------o
                          | Final Magic Container |
                          o-----------------------o
    
    When you find Hidden Kasuto, the second house you come across in town will 
    have an Old Lady come out to offer you her help.  She will then give you the
    final Magic Container, but sometimes she will refuse!  If she refuses, this
    means you missed a Magic Container in your jounrey (in the Island Maze), so 
    back track to the north-east section of the world to find the Magic 
    Container there to be worhty of acquiring the final Magic Container.
    
    
                               o-------------o
                               | Spell Spell |
                               o-------------o
    
    The Spell Spell can often be withheld if you are not worthy.  This means 
    that you need to go back and get to the last point and get the Magic 
    Containers.
    
    
                              o---------------o
                              | Thunder Spell |
                              o---------------o
    
    Once again you need to make sure you have all the Magic Containers and 
    Spells up to this point by doing the above steps.
    
    ----------------------------------------------------------------------------
    ------------------------------Final Word------------------------------------
    ----------------------------------------------------------------------------
    
    21)As is the usual, this walkthrough is copyright property of Brian P. 
       Sulpher, 2002.  The only website, group, person, etc. to have access to
       post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and 
       www.honestgamers.com.  You must ask for permission before posting this, 
       as doing so without consent is a violation of international copyright 
       law.
    
       If you liked it, hated it, have anything to add, then please E-mail me at
       briansulpher@hotmail.com.  You can also contact me through MSN messenger
       through the same E-mail address.
    
       I created this FAQ because I love this game, and I am running out of 
       games that I like well enough to write for that have no guide.  This is 
       nothing more than a recharge for my batteries so I can tackle some of the
       request list here on GameFAQ's!  However, you can expect me to follow up
       with a FAQ for the original game soon enough!
    
       This is an add on in reflection (dated November 8th, 2005).  It has been
       quite the momentous near three years since I first submitted this FAQ.  
       The FAQ has undergone some changes, some minor, some quite significant.  
       However, I feel that it has continually evolved, making it better than 
       the original, and I hope you feel the same!