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    FAQ/Walkthrough by Kirby021591

    Version: 1.0 | Updated: 07/16/05 | Search Guide | Bookmark Guide

    The Legend of Zelda: A Link to the Past
    Copyright 2005 Brian McPhee
    Author: Brian McPhee (Kirby021591)
    E-mail: Kirby0215@aol.com
    Most Recent Update: July 17, 2005
    Originally Created: February 6, 2005
    Version 1.0
    ---------------------------Table of Contents---------------------------
    Section 1*
    Section 2*
    Hyrule Castle*
    Eastern Palace*
    Desert Palace*
    Tower of Hera*
    The Dark World*
    Palace of Darkness*
    Watergate Dungeon*
    Skull Dungeon*
    Blind’s Hideout*
    Ice Palace*
    Misery Mire*
    Turtle Rock*
    Ganon’s Tower*
    Section 3*
    Equipment Upgrades*
    Pieces of Heart*
    Secrets and Tricks*
    Changes in Re-Release*
    Enemy Index*
    Zelda Timeline*
    Section 4*
    Credits and Legal Information*
      /                                                                 \
     /                                                                   \
    ||----------------------------Section 1*-----------------------------||
     \                                                                   /
    And so it begins…  Hello!  Welcome to my new guide, for A Link to the 
    Past for those of you who are blind and just miraculously regained your 
    sight.  Now, this will be my ninth guide for a Zelda game.  Now, I know 
    what you’re thinking.  First, no, I’m not in a Zelda cult.  Second, 
    yes, it’s even worse than that.  This is my twenty-first guide (I’m 
    beyond help) in total.  Anyhow, this isn’t about me.  It’s about A Link 
    to the Past.
    I chose this game to be my next guide because it is truly a great game.  
    It is easily the best Zelda game, and it is definitely one of the best 
    games of all time.  It is my favorite game for the SNES, and it soon 
    will be yours.  The Legend of Zelda is an extremely revolutionary 
    series of games.  They had the first game batteries (allowing you to 
    save), they introduced the popular bird’s eye view, and they did so 
    much more.  They ventured into 3D when it was young, they are the 
    foundation for action RPG games that use points (check out Adventure of 
    Link to see an old version of many modern games), and they even had 
    extremely popular portable games.  Zelda is a series that takes risks, 
    and they always pay off for them.
    Well, this is the best of the best, the cream of the crop – this is A 
    Link to the Past.  I truly cannot express how good this game is.  I’d 
    hate to think what video games would be like without it.  It has set 
    the standard for so much and has introduced the concepts of so many 
    games...  Also, this game is long (although you can beat it in under a 
    day) during your first play-through.  It has a total of thirteen 
    dungeons, plenty of side quests, and it leaves you impelled to keep 
    playing.  I’ve beaten this game some ten times now (mostly because my 
    game data was erased so much).  Whether you’re playing the GBA re-
    release with Four Swords on it, or if you’re playing the good old SNES, 
    this is an experience that will raise your standards forever.
    By the by, if you see this walkthrough (guide) on any website besides 
    GameFaqs.com, please contact me at the e-mail I’ve listed.  With your 
    help, we can put an end to plagiarism of this document and others.  
    Thanks for your help.
    You may have noticed the asterisks (*) I’ve place next to certain 
    section titles.  Also, you may be wondering why I put them there.  
    Well, they’re really trendy, but I think there’s a better reason.  On 
    your keyboard, press CTRL and F at the same time.  If you are using a 
    Mac, press Apple and F at the same time.  This brings up a Find/Search 
    box that looks for specific text in the body of a document.  Type in a 
    section title, asterisk and all, and search for it.  It will take you 
    the Table of Contents and then to that section.  I think it’s a much 
    more efficient system than numbering or lettering.  Anyways, the 
    asterisks differentiate that title from the text, which lets you 
    navigate smoothly.
    Although you don’t need to understand it to enjoy the game, it does add 
    a lot.  The plot of this game is spectacular.  All games should strive 
    to achieve this.  After the summary of events preceding game events, 
    I’ll make a list of important characters.  First, the cliff notes.
                               |    Summary    |
    Trouble was stirring in Hyrule.  As if from nowhere, the land 
    experienced incomparable droughts, tornados, and other natural 
    tragedies.  The king and his mages tried to quell the problems, but it 
    was to no avail.  Just like the strange weather, a wizard came to 
    Hyrule with a magic never seen before.  He was called Agahnim, and he 
    put an end to the natural disasters.  The entire population rejoiced, 
    and Agahnim became an advisor to the king.  But, darkness slowly crept 
    back into Hyrule.  The people said that Agahnim was using his seat of 
    power to control the king and his kingdom.  Despair fell over the land…  
    A boy named Link awoke from his sleep one night to a familiar voice.  
    He received it telepathically – a plea from within Hyrule Castle.  With 
    his uncle’s sword and shield, Link ventured into the castle to rescue 
    Zelda, the princess of Hyrule…
                             |    Characters    |
    For my next trick, I’ll list all of the important characters with brief 
    backgrounds for each.
    Link: He’s the main character, the guy you control throughout the game.  
    In this game, Link starts out living with his uncle.  When his uncle 
    failed to rescue the princess from the depths of the castle, Link took 
    up his shield and sword to rescue the girl crying for help.  Link wears 
    green on all of his outings and is the star of many different games, 
    all of which are quite popular.  Every Link (as Link is reincarnated 
    several times) is of Hylian blood, but are often unaware.  Although he 
    is famous for defeating Ganon (on multiple occasions), Ganon doesn’t 
    seem to be behind this new development.
    Zelda: Zelda is very important to the game.  She awakens Link from his 
    sleep so that he can save her from the castle where she is being held 
    captive.  Zelda is the princess of Hyrule, and she is eventually 
    abducted by Agahnim.  She and six other maidens are the last 
    descendants of the Seven Wise Men, those who created the seal to 
    separate the Dark World from the Light World.
    Uncle: Although not hugely important, Link’s uncle also heard the 
    message sent out by Zelda.  He was struck down in the castle, though, 
    and he gave his nephew his weapons with his last breath.
    Agahnim: Although originally proclaimed as a hero, his true intentions 
    were always evil.  As chief advisor of Hyrule, he deceived the king and 
    killed him.  Now he is trying to take the life of Zelda to break a seal 
    to the Dark World.  Using a legendary power in the Dark World, he plans 
    on conquering both realms.  Only Link can stop him with the legendary 
    sword of evil’s bane.
    There are more wicked plots brewing in Hyrule, but Link will just have 
    to take them as they come.  The game elaborates on what we’ve been 
    told, eventually explaining Agahnim’s true intentions.
      /                                                                 \
     /                                                                   \
    ||----------------------------Section 2*-----------------------------||
     \                                                                   /
    Note: This guide was written using the re-release of A Link to the Past 
    on the GBA.  This was easier for me to use, considering that my SNES is 
    a bit... broken.  Don’t worry, though.  The guide only changes in a few 
    points, and I will provide alternate strategies for such points.  
    Besides, I know the SNES version very well from memory.
    ============================Hyrule Castle*=============================
             |    The Lamp and the Fighter’s Sword and Shield    |
    When your old man has left the building, go to the right and open a 
    treasure chest here.  Press A in front of it to do so.  You will get 
    the Lamp, a rather basic item that illuminates dark rooms.  Go south 
    out the door and go right.  Notice that you can jump over the ridge 
    here.  This is an important concept to master.  Now go north, following 
    the path to a bridge.  At the end, a guard tells you off.  He is at the 
    entranceway of the castle.  Follow the path to his lower-right and 
    you’ll reach a shrub that is surrounded by stone.
    Pick it up to reveal a hole – the secret entrance to the castle.  Fall 
    in and you’ll be in B1F of Hyrule Castle.  Go left to see your uncle, 
    fallen in the first hallway.  He is dying, but he wants you to take up 
    his sword and shield.  He has a secret technique passed down by the 
    Knights of Hyrule.  Hold your sword out (B) and it will store up power.  
    Release and you’ll perform the Spin Attack.  Now you must leave your 
    uncle behind.  Go left and then south into a new room.
                            |    Hyrule Castle    |
    Slash your sword using the B button.  To the right are two soldiers, 
    their minds manipulated by Agahnim and his dark magic.  Slash each of 
    them twice with your new sword to beat them.  Further to the right is a 
    chest.  Open it for 5 rupees.  Rupees are the official currency of 
    Hyrule.  Also, near here is a lamp.  Press A by it to use the Lamp to 
    light a fire in it.  Doing so takes magic power, so use your Lamp 
    sparingly.  If you have no magic, then you cannot use many items.  Now 
    go left and south again into the courtyard of the castle.  Go south and 
    slash the bushes here to clear them away.  Go to the southwest and 
    attack the soldiers on the other side of the shrubs.  One Spin Attack 
    is twice as strong as a sword swipe; use them to take out the guards 
    easily.  Now go north to a door.
    Through it is Hyrule Castle, with its memorable music.  In this first 
    room are several soldiers.  Attack them to defeat them.  Notice that 
    they drop red objects when being defeated (sometimes).  These are 
    Recovery Hearts.  Use them to regain health, which is measured on the 
    Heart Meter in the upper-right corner of the screen.  It is a Zelda 
    classic.  Anyways, go up the stairs to the left and go west.  You’ll be 
    on a bridge over a room below.  Notice that the soldier here is blue.  
    That’s because it is stronger than green ones (taking three hits).  
    Also, it has a longer sword, which acts as its shield.  Fighting it may 
    yield a green rupee.  They are the base unit of rupees, worth one.
    Notice pots to the north.  Pick them up with R to find two hearts.  Now 
    go south to the exterior of the castle once again.  Go left past a 
    magic barrier (where Agahnim is hiding) and through more double doors.  
    Go north once and follow the narrow path here further to the north.  
    Take the stairs down here and then go left to a new room.  In here 
    you’ll find the stairs leading to the basement.  As of right now, 
    you’re on 1F (access the map using L.  I like how the cursor shows 
    what’s below you).  In this room is a blue warrior.  Defeat it and it 
    drops a Small Key.  These useful items open certain locked doors in the 
    dungeon (some locks can only be opened using a master key, so to 
    Also, open the chest to receive the Dungeon Map.  This is a very 
    innovative feature that appeared in the first Zelda game (along with 
    Small Keys and the Compass).  Press L to reach the map.  This is an 
    outline of the dungeon, including all rooms you have and haven’t 
    visited.  As you can see, this dungeon is quite small.  Go south using 
    the Small Key to a new room of B1F.  Go down the ladder or over the 
    ledge, whichever you prefer, and defeat the blue soldier.  You can 
    knock it into the pit to defeat it instantly.  Note that you take 
    damage, but do not die automatically, from falling into holes.  Go 
    south and you’ll find two more blue soldiers.  If you pick up the pots 
    with R, you can throw them at them.  One hit of a pot does a blue 
    soldier in.  Go further south to find a third enemy.  Ignore/defeat it 
    and go west.
    Follow the path up and go under the bridge above you.  There are two 
    green soldiers on the left side of the room; defeat them.  Now go 
    north.  The doors in this room slam shut as soon as you enter.  Certain 
    actions can open them (get used to this, as it appears in many Zelda 
    games).  Defeat the enemy to open both.  Since there’s no other way to 
    go, head east to a new room.  Defeat the guard in here and he drops 
    another Small Key.  Take it and then open the chest with A.  Inside is 
    the Boomerang!  It is this dungeon’s prize (each dungeon has a weapon 
    hidden inside that is either needed or is useful).  It is not perfect 
    as it is right now, but the Boomerang can be thrown (select it on the 
    start screen)at enemies to deal damage.  Minor enemies will take 
    damage, like Keese (bats), but stronger enemies, like soldiers, are 
    frozen for a few seconds.  This is the perfect time to slash them 
    Now go back to the left and go north through the locked door.  Take the 
    first ladder down and then go down the second flight of stairs in the 
    room.  Go down another one (B2F sure was short) and you’ll be in the 
    key room of the dungeon.  This is where Zelda is being kept.  Attack 
    the soldiers in the room and work your way to the right.  At the end is 
    a Ball & Chain Soldier, quite a formidable opponent, especially at so 
    early a stage in the game.
    Use the Boomerang to stun it.  It won’t stay frozen forever; run in and 
    slash.  Then retreat and repeat the process.  If you get low on health, 
    use the pots in one of the jail cells here to find hearts.  Also, 
    tossing the pots at the soldier from afar isn’t a bad idea.  Beating it 
    makes it drop the Big Key.  It can open locks that Small Keys cannot, 
    although it cannot open small key doors.  Use it on the lock to Zelda’s 
    cell.  Open the chest to the left of her first and then talk to her.  
    The customary Zelda theme music starts to play and she speaks.
    She explains that the soldiers have fallen under the spell of the 
    wizard – Agahnim.  She also has a premonition about her father, who has 
    indeed died.  Say that you don’t understand at the end if you want her 
    to repeat what she just said (in the same words, which doesn’t explain 
    it well if you already misunderstood).  If not, she will start 
    following you around.  Now you must guide her to the first floor (she 
    knows a secret shortcut to leave the castle).  In most Zelda games she 
    is really slow, but she’s not too bad here.  Aside from chatting a bit 
    too much, Zelda is wonderful at follow-the-leader.
    Go to the left side of the room and take the stairs.  Take the next set 
    of stairs to B1F.  Go up the ladder and out the door to the south.  Go 
    south again and then work your way to the right, past two guards, to an 
    old screen.  Now follow the path here to 1F.  Go out the left door and 
    go south, defeating the trio of enemies.  Follow the red carpet out a 
    door to the right, leading you back to the main room.  Take the stairs 
    up and then go through the central north door.  This is 2F, the throne 
    room.  Defeat the guards here or run past them to access the ladder 
    ahead.  Go north and you’ll see an ornamental shelf behind two throne 
    chairs.  With Zelda’s help you can push this shelf to the side.  Go 
    through the door you’ve found to be in a secret passage to the outside 
    However, it’s pitch dark inside and you’ll need the Lamp.  Notice that 
    you don’t need to select it; you can keep out the Boomerang but still 
    have a bit of light.  There are several rats in this room.  Hug the 
    left wall and head up it until it opens.  Use the Lamp to light this 
    torch, which illuminates the room a tad.  Go to the northeast to find a 
    similar torch.  Light it with the Lamp (press A when it is selected) 
    and the room gets much brighter.  Now go north down some stairs (the 
    torches eventually go out, mind you).  There are some snakes in this 
    hallway called Ropes.  Two slashes of the sword will do them in.  Don’t 
    let them get behind you.  Go to the left and through another door.  
    There are bat enemies in here called Keese.  They are essentially the 
    same as rats.  When you see your first Keese, go right and open the 
    chest for a Small Key.  Now go north through a locked door to 
    officially enter the sewers.
    This first room has shallow water in it.  Rats cannot move in water, so 
    you should walk in it to go left (through another door).  In here there 
    is more shallow water.  The door is to the north.  In the next room, 
    defeat some of the rats and one will drop a Small Key.  Use it on the 
    door to the northeast.  Now the room is lit.  Go north in here, 
    destroying your opposition, and you’ll see some blocks.  It is an old 
    Zelda trick to put blocks that can be pushed in a dungeon.  Push the 
    middle block north once and then take the stairs up.  Go south in this 
    room to reach the final room of the sewers.  Clear out the rats in here 
    and notice the two levers.  If you pull the left one, Ropes fall from 
    the ceiling and attack you.  Pull the right one, and the door will 
    open.  Go south into the Sanctuary.
    The monk here will look after Princess Zelda.  Here, where it is safe, 
    the priest explains that the only weapon potent enough to defeat the 
    mighty wizard is the legendary blade – the Master Sword.  However, only 
    one man knows of where that blade is and how it is obtained.  That man 
    is the elder of Kakariko Village, said to be a descendant of one of the 
    seven sages.  He marks the home of the village elder on your map (press 
    L).  When he’s done talking, open the treasure chest here for a Heart 
    Container!  These items, given to you after you clear a dungeon, 
    increase the number of hearts that make up your Heart Meter by 1.  
    Therefore, you have more health.  Now go south and out of the 
    sanctuary.  Freedom!
    ============================Eastern Palace*============================
                 |    The Bottle and the Bug-Catching Net    |
    You’ll find that Hyrule is reeking of guards.  Everywhere you go you’ll 
    see one.  Go south and defeat one.  Now go west.  The dirt trail should 
    be followed here.  Defeat any soldiers you encounter here and go west 
    again.  Here, go south through an arch and into town.  Yes, welcome to 
    sleepy Kakariko Village.  The first house you see is supposedly the 
    home of the elder.  Inside, though, you’ll only find what we’d assume 
    to be his wife.  Talking to her reveals that the Master Sword is deep 
    in the forest.  Now exit this house and read the sign.  Apparently, 
    you’re wanted for kidnapping Princess Zelda.  That’s not quite how it 
    happened, but that’s okay.  A few people in Kakariko Village will call 
    for soldiers when you try to talk to them.  For now, though, go left 
    and into another house.
    This house used to be the hideout of a gang of thieves led by their 
    infamous leader Blind.  He really hated light.  Anyways, go down the 
    stairs in this house to see several treasure chests.  This is a block 
    maze.  Push the upper-right block down and then the upper-left one 
    right.  Push the blocks on either side of this first chest down and 
    then push the one in front of the chest to the left.  Open the first 
    chest for 20 rupees (a red rupee is worth twenty).  Open the other 
    chests for 40 more rupees.
    Now, there’s one chest remaining.  Push the block to the southeast of 
    it up and then the one in front of it down.  Open the chest for twenty 
    more rupees.  Now, you should have at least 100.  Go out of the house 
    and take the stairs down.  To the lower-left is a man selling bottles 
    for 100 rupees.  Buy one and you’ll be able to store things that you 
    catch (like bugs).  However, you’ve no means to catch anything right 
    now.  Well, at least your life is complete now that you have a bottle.
    Right of the merchant is a wind vane sort of thing.  Go south from it 
    and enter the first house to the right that you see.  Inside is a sick 
    boy.  Approach him and he wakes up.  He caught a cold from the evil air 
    flowing from the mountain.  As a result, he has no use for his Bug-
    Catching Net.  If you see a bug, not to mention a few other creatures, 
    you can catch it with this net and keep it in your bottle.  The 
    bottle’s only function is to hold items and to unleash them.  To the 
    southwest of that house is a man standing by some Cuccos (chickens).  
    Talk to him to learn that the elder is in a palace to the east.  He 
    marks the point on your map.  As it turns out, it’s halfway across 
                          |    To Eastern Palace    |
    Go back to where the Sanctuary is, one screen south of it.  Go right 
    twice and the dirt path makes a sharp turn to the south.  Follow it 
    south a screen and go right over a bridge.  There are two archers here, 
    both taking three hits.  Your shield can block arrows, but they can do 
    damage to you (your shield is very small and does not cover all your 
    body).  The best strategy to use when attacking them is to get out of 
    their range of attack and close in on them, cornering them.  Go further 
    south following the trail and go south.
    You’re now in a huge open area with boulders scattered around.  Hug the 
    right wall and take it down to the south.  Here you’ll find more path 
    leading east.  Follow it right and then go north.  This is the official 
    palace area.  Go to the right and take the steps up a tier.  As soon as 
    you do, two statues called Armos come to life.  Slash them until they 
    die as they come at you.  Take the stone stairs up here and go forward 
    until you see a stone hut in a lower tier than your own.  Jump over the 
    ridge down to it and enter the hut, the home of the elder Sahasrahla.
                          |    Into the Darkness    |
    Talk to the elder, who has an incredibly hard-to-pronounce name, and 
    he’ll tell you that only one who has one all three of the Pendants can 
    wield the sword of evil’s bane.  When he asks a question, it makes no 
    difference how you answer.  The first Pendant is found in the palace in 
    this area.  Exit the home of the elder and take the stairs to the north 
    up.  Go right and then go south down a faint path to reach another 
    Armos at a fork in the road.  Defeat it and go right.  Follow the trail 
    to the south.  Instead of fighting the Armos, jump off the ridge (see 
    the break in the rail?) and then go north up another set of stairs.  To 
    continue the trend, defeat another Armos here and then go up yet 
    another set of stairs.  Defeat the blue armor-clad soldier here and 
    take another set of stairs up to the threshold of the palace.  Go up 
    another set of stairs and enter the palace.
                           |    Eastern Palace    |
    Note: This is called East Palace in the GBA version of A Link to the 
    I tell you, back in my day these dungeons were a lot darker!  As you 
    can see, two doors in this first room are open, the other slammed shut.  
    Also, only one of these doors is useful.  Pick up the pot ahead and 
    press the switch to open the central door.  Step into the next room and 
    defeat the enemies here with a single swipe of the sword.  It is rather 
    obvious what to do now – step on the switch “camouflaged” in the tile 
    and then go north a room.
    This room is the track of several iron balls.  They come in two sizes, 
    small and big, and in two positions, left and right.  Because of its 
    size, you cannot dodge the larger boulder.  However, you can see when 
    it is coming and hide in one of the slots in the hall (it is the sixth 
    ball that rolls down in each sequence).  With this in mind, it should 
    be easy to get to the end (that is, where the balls are coming from).  
    Go left from there and go south to a ladder.  Take it up to a bridge, 
    at the end of which is a chest.  Open it for 100 rupees.
    Now go back to that ladder, take it down, and then climb the ladder 
    leading north.  Go through the north exit.  Although you cannot tell at 
    first, this is the main room of the dungeon.  Go to the left and pick 
    up the pots.  Between the two is a switch; press it to open the door.  
    Go through and you’ll see a new enemy, the Stalfos.  The blue type is 
    great at jumping, which makes them frustrating to fight.  The best 
    approach is to wait for them to fall.  The Boomerang is ineffective.
    Go to the southwest and through the door.  In this room is a bone pile.  
    Plus, the doors slam shut behind you.  Walk around and several Stalfos 
    appear.  You can either use strategic Spin Attacks or you can throw 
    pots at them, whatever’s your cup of tea.  Go north after winning and 
    then go forward to a chest that contains the Compass.  It is the only 
    one of three dungeon items that you have not gotten experience with.  
    Compasses pinpoint the location of the boss in each dungeon on your 
    map.  You do not need to have the map to use the Compass, though.
    With it in hand, take the ladder down a tier and go right to a new 
    region of an old room.  See that gray box on the wall?  That’s an 
    intercom, and it lets people communicate with you telepathically.  This 
    time, it’s Sahasrahla on the other line.  He tells you that the 
    treasure in this palace will help you defeat armored foes.  That’s 
    cool.  Now go right a room into the lower section of the main room.  
    Currently, you can do nothing here and it would be foolish of you to 
    engage the monsters here (you can beat the statue-like creatures as of 
    now, but I don’t recommend it).
    So, go right across the chamber to another room.  Go south in here and 
    take the ladder up at the end.  Go south to a new room, which is dark.  
    Two enemies here are bouncing about in the darkness.  Go right of them 
    around a path (beware of two enemies in your way) and you’ll step on a 
    switch, which opens the east door.  Make another trip around the room 
    and go through it.
    You’re a bit vision-impaired here as well.  There are three Stalfos 
    here, and I recommend you dispose of them using pots.  Under one pot 
    against the right wall is a Small Key.  Take it and left to the 
    previous room.  On the west side of it is a locked door (open and go 
    through it, obviously).  Our sense of sight is back.  We’re in a room 
    above the third one (with all the black boulders).  Follow the bridge 
    here to another room.  In it are a few enemies.  Defeat the Stalfos 
    first and the common monsters second.  Then you’re left with statue-
    like enemies.  Let’s call it an Eyegore Statue, because that’s what 
    they are in future games.  It is not particularly hard, but you should 
    be cautious.  Get close to it so that it opens its eye and comes at 
    you.  Be to its south.  Slash repeatedly at its eye and it will be 
    knocked back a bit.  Repeat this until it dies, which releases the 
    enemies around the pot.
    Lift said pot and hit the switch beneath it.  This makes a chest form, 
    and in it is the Big Key.  We can now do many things, so we’ll start by 
    getting the dungeon’s item.  Go north and unlock this door with the Big 
    Key.  Take the ladder down and push the upper block forward.  Now go 
    down the hallway and hang a right to return to the main room of East 
    Palace.  In here is a huge treasure chest.  These always contain the 
    dungeon’s special item.  Walk up to it, defeat the nearby Stalfos, and 
    open it.  You got the Bow!  It lets you shoot arrows, which are the 
    perfect projectile!  You start with ten arrows.
    Sorry to rain on your parade, but a bunch of red Stalfos skulls come 
    down on you.  Quickly run out of the room and then reenter (they’ll be 
    gone).  Since we want to get the Dungeon Map, too, go through the left 
    door and go on back to the main room, upper level.  Go to the right 
    side of the room and step on the switch by the pots.  Go through this 
    door.  Hooray, we can explore more of the dungeon…  Defeat the enemies 
    if you’d like and take the north door.  In here, lift the middle pot to 
    find a switch.  Press it and go south to a new room.  Open the treasure 
    chest for the Dungeon Map.  This is an unusually small dungeon in 
    comparison to others.
    Jump off the ledge you’re on at the break in the rail and take the 
    ladder up.  Go left twice to return to the main room.  It shouldn’t too 
    hard to get back to the lower part of the main room.  Do so.  In here, 
    go up the ladder.  See the pots?  If you’re low on health or you think 
    you might be in the near future, jump off the ledge into the pots.  
    This takes you to a secret room with two Fairies inside.  In Zelda 
    games, Fairies restore a good bit of your health.  Use the Bug-Catching 
    Net to capture one and keep it in your bottle.  Let the other one heal 
    your wounds.  Now use the warp panel to return to the main room.  Take 
    the ladder up and go through the north door with the Big Key.
    Pull out the Bow.  Those Eyegore Statues die in one hit if you shoot 
    their open eyes.  It’s dark in here, which doesn’t make it ideal for 
    projectiles.  You’re going to have to be fast.  The statues are 
    directly ahead of you.  Shoot one and it drops a Small Key.  Before you 
    unlock the door in the northwest wing of the room, go through the door 
    in the northeast corner.  If you’re interested in amassing a small 
    fortune (which you are.  Keep in mind that we’ll need at least 500 
    rupees pretty soon), take the ladder into the pit and collect the blue 
    rupees while avoiding the hazards.
    Back in the previous room, unlock the door here and take the stairs to 
    2F.  Under the lower-left pot in this room is a switch.  When you get 
    the chance, run down there and press it.  Now hurry to the room to the 
    left.  There are three green Eyegore Statues to contend with.  Stand in 
    line with them with a ready Bow and approach them to activate each 
    individually (if you can help it).  When you do, you’ll have easy 
    access to all the switches in the room.  As it turns out, all but the 
    southern switch is false.  Press it and go left to a new room.
    Talk about fun.  This room is target practice for whoever is operating 
    these cannons.  The exact center of the room is a safe place.  When you 
    get the chance, activate the northwest switch and go left to a new 
    room.  First off, defeat the Stalfos.  With that completed, you’ll be 
    left with a single red Eyegore Statue (takes two arrows, not one).  
    Rush in, retreat, and shoot two arrows at its eye for a quick victory.  
    Lift the pots for a Recovery Heart.  Now go north.  You have to defeat 
    two red Eyegore Statues now.  When you’ve beaten them, pick up the pots 
    to refill supplies and go north into the boss chamber.
                         |    Boss: Armos Knights    |
    Although I always call them the Armored Foes, the Armos Knights are 
    quite an easy boss.  They are so weak, in fact, that it takes a few of 
    them just to take you on.  There six fighters have two formations – 
    horizontal and circular.  At first, they’ll form a circle and prance 
    about the room.  Although your sword does do damage to them, the arrows 
    are a far better choice of attack for such a situation.  Shoot one a 
    few times and it explodes in a burst of light.  After finishing the 
    circular formation, they line up against the wall and rush you.  Shoot 
    one, and only one, so that it is knocked back.  It will stay in its 
    line formation, so you can keep shooting until it explodes.  That’s the 
    best time to attack.  Stand in the corner during their circular attacks 
    to avoid taking damage.  When only one is left, it turns red.  It has a 
    new jumping attack to avenge its friends’ death.  It’s far too fast to 
    use arrows against; stick to your sword for it.  In this manner, you 
    can easily defeat it (literally, stick out your sword, move back a bit, 
    and it will fall on it).
    It leaves behind a Heart Container.  Pick it up and you’ll have another 
    heart added to the Heart Meter, meaning more health for you.  Shortly 
    after, a green pendant falls down.  This is the Pendant of Courage.  It 
    is proof of your strength in the virtue of courage, obviously.
    ============================Desert Palace*=============================
                          |    The Pegasus Boots    |
    You automatically exit the dungeon.  Go back to Sahasrahla and talk to 
    him.  By gaining the Pendant of Courage, you’ve proved yourself to 
    Sahasrahla.  He tells you that the Knights of Hyrule served as 
    guardians to the Pendant of Courage.  They say that when evil threatens 
    peace in Hyrule, a hero emerges from their bloodline.  However, the 
    Knights of Hyrule all but died when trying to protect the seven sages 
    when they cast their seal to lock away the Dark World.  But lo!  You’re 
    a hero, and you must find the other pendants.  To help you along your 
    quest, he gives you a treasure passed down by the sages, the Pegasus 
    If you’re playing the GBA version, they’re called the Pegasus Shoes.  
    However, this is a guide for the SNES version, and I shall call them 
    the Pegasus Boots (which is their classic name).  The Dash Attack can 
    be performed by using the Pegasus Boots to dash.  Link sticks his sword 
    in front of him to do damage to whatever he runs into.  Anyhow, we’re 
    not done quite yet in Sahasrahla’s humble abode.  You probably got 
    bombs somewhere in the dungeon, from beating an enemy and the like.  If 
    you have one, plant it against the strangely-cracked wall.  When it 
    blows, an opening is made.  Go through and open the chests for a total 
    of three bombs and 100 rupees.
                             |    The Ice Rod    |
    The item we’re about to get is of no use to us, and it won’t be for a 
    LONG time.  I’m talking the second-to-last dungeon’s boss.  Exit the 
    ruins that Sahasrahla lives in and go south.  You should see a cave to 
    the right.  Inside is a Great Fairy.  They soothe your wounds (Great 
    Fairies have been helping Link for quite some time), making them a 
    convenient pit stop.  South of that cave is the north shore of Lake 
    Hylia, the largest lake in Hyrule.  Go left of this screen to find a 
    stone bridge leading over a river that comes from the lake.  Take it, 
    not going to a new screen, and then go left a screen.  This is the 
    screen where Link’s house is.  Go south from there into the swamp 
    region of Hyrule.  Hug the right wall and you’ll see a rock in the 
    wall.  Bomb there to reveal a Great Fairy Fountain.
    Heal inside and go back out into the great outdoors.  Some archers hide 
    in the grass here, so I advise that you hug the right wall and go 
    south.  At the end, jump over the ridge and go right.  Follow the north 
    wall to see another rock.  Bomb here and enter the cave.  There are 
    several enemies called Moldorms here.  Defeat the first one with your 
    sword and use arrows on the others.  Should you run out, throw bombs 
    (pick them up and throw) at them instead.  Defeating them opens the 
    door to the east.  Talk to the man here (he’s a thief, and he’s bribing 
    you so that you don’t tell anyone where his hideout is).  He gives you 
    300 rupees and permission to raid his treasure chests.  Do so and 
    you’ll gain an additional 40 rupees, as well as arrows and bombs.
    Exit the cave and follow the path leading right.  From the water, an 
    enemy called a Zola (if you’ve ever played Ocarina of Time or a few 
    later games, Zolas are just violent female Zoras).  Also in your path 
    is a green electric enemy that will stun you if you try to attack it.  
    To safely defeat it, stun it with the Boomerang and then take it out 
    with the sword.  But, to be safe, just go right.  Follow this path and 
    go right at the fork to end up by a cave against the north wall.  It is 
    useless to enter.  Instead, bomb the suspicious spot outside the cave.  
    Go through here and go forward to a new room in the cave.  Within the 
    chest is the Ice Rod.
    It uses up the magic on the Magic Meter, but it sends a blast of icy 
    magic in whatever direction you unleash it.  As I said, you’ll use it 
    much later in the game.  On a different note, if you bomb the north 
    wall of the cave (when you enter it from the normal entrance), you’ll 
    be led to a Fairy Fountain.  Bottle one if you have a spare bottle.
                         |    The Book of Mudora    |
    It’s time to get yet another item.  Of course, books aren’t that 
    exciting.  However, Link, who doesn’t speak ancient Hylian, could use a 
    dictionary.  Go to Kakariko Village (west of the sanctuary).  If you 
    enter like we did last time, go to the southeastern end and go south.  
    To the left is a library, long abandoned.  I guess the villagers are 
    illiterate.  Notice one book on top of a bookcase.  Charge the bookcase 
    with the Pegasus Boots and the Book of Mudora falls down.
    It serves as a dictionary for the Hylian language (the language of the 
    people of old Hyrule.  People from Hyrule are said to be Hylian, while 
    things from Hyrule or in Hyrule are said to be Hyrulean).  Mudora was a 
    historian, or a collector of myths and legends, who compiled them in a 
    book.  Although its function is not clear at first, it is a mandatory 
                   |    Side Quests in Kakariko Village    |
    Before we set off for the next palace, let’s spend some quality time in 
    Kakariko Village.  To the right of the bookstore is a gambling shop.  
    It is an advanced version of the Money-Making Game from The Legend of 
    Zelda.  Pay the owner twenty rupees and you can open one of his three 
    chests, keeping the rupees inside.  I think that this is a terrible 
    waste of money, so don’t do it.  Left of that shop, though, is a long 
    house.  Enter it to find out that the man in here has been arguing with 
    his kid brother.  Therefore, he found it logical to seal the door to 
    his room shut.  Makes perfect sense to me.  Bomb the left wall to open 
    the door.
    Exit the house from here and you’ll be at the beginning of a racetrack.  
    Talk to the girl in pink and she’ll offer to let you play.  If you can 
    reach the goal in fifteen seconds, you’ll get something good.  Work 
    your way to the north boundary of the track and use the Pegasus Boots 
    to dash to the left.  The Pegasus Boots’ speed increase is key to 
    beating the time.  Go south at the first opening and talk to the boy.  
    He’ll give you a Piece of Heart if you successfully beat the time.  
    Pieces of Heart were first introduced in A Link to the Past, and they 
    add quite a few side quests to the game.  Every time you get four 
    Pieces of Heart, you gain a new Heart Container.  It’s a great way to 
    increase your heart count.
    Now go north to officially enter the town (the music starts to play).  
    Go to the northwest corner and you’ll see a cave.  It’s useless to you; 
    you cannot reach anything good from the normal entrance.  Get onto the 
    tier above it and hop down into the hole.  Doing so takes you into the 
    cave.  Open the chests in this portion of it for sixty rupees and three 
    bombs.  As long as we’re here, let’s catch that annoying man that runs 
    away from you when you get close.  He’s near the south end of town and 
    he’ll take off running as soon as you near him.  Use the Pegasus Boots 
    to chase after him and you might just catch him (especially if he’s 
    running to the right).  Instead of saying anything interesting, though, 
    he suggests that you dash into trees.  Thanks for the tip, buddy.
                          |    The Second Bottle    |
    We could’ve gotten this earlier, but we didn’t really need it.  To the 
    south is a long house with a blue-purple roof.  It is right of the man 
    that runs around.  Enter it from the north to see a treasure chest.  
    Inside is a “magic” Bottle.  Now you can hold more stuff.  Don’t worry, 
    though; we’ll be getting another one very shortly.
                       |    The Road to the Desert    |
    From Link’s house, go south into the piece of land west of Lake Hylia.  
    Walk around the water and go left as soon as you’re able to.  Go left 
    all the way from here and then go south.  There’s a narrow passage in 
    the left wall leading to the pre-desert screen.  A cave to the 
    northwest contains a Great Fairy Fountain.  South of that is the 
    entrance to the desert.
                        |    The Desert of Mystery    |
    The name of this place changes quite often.  It has been called, on and 
    off, each of the following names: Desert of Mystery, Desert of Doubt, 
    and Haunted Wasteland.  Regardless, this desert is a real pain.  It is 
    home to several enemies, none of which are fun to fight.  If you’re 
    playing the GBA version, the monsters are far more numerous than in the 
    original (ha, ha!  I laugh at them!).  The buzzards/vultures here are 
    called Takkuri.  There are also a few creatures that shift through the 
    sand.  The safest way to get through the desert is to dash attack 
    (Pegasus Boots) your way to the west.
    The northwest corner of the Desert of Mystery has an altar.  This is 
    the entrance to the second palace.  See that writing on the slab?  Just 
    try to read it.  Chances are, you cannot understand what it says.  Pull 
    out the Book of Mudora and read the writing…  “To open the way forward…  
    Make the wish here…  And it will be granted.”  Link wishes, in a 
    prayer-fashion, that the path to the palace be opened.  To get Link out 
    of the prayer pose, press the Book of Mudora button again.  Now go 
    north into the palace.  Prepare to meet your destiny in the desert.
                            |    Desert Palace    |
    This is a very easy dungeon.  It is also about the same size as East 
    Palace.  In the first room you’ll be introduced to Leevers, annoying 
    creatures that shift through the sands to attack you.  Go forward and 
    you’ll see a Beamos.  These enemies (don’t even attempt to kill these 
    things) will shoot laser beams from their eyes should they see you.  
    Left of it are two pots.  Lift them and go up.  In the hall here is a 
    creature that creates a whirlpool of sand.  Slash it twice to take it 
    down in one fell swoop.  North of it is a door.  Enter it and you’ll 
    find a handful of Leevers, two Eyegore Statues, and a few torches.
    First things first, though.  Defeat both Eyegore Statues (if you want 
    to conserve arrows, throw pots at their open eyes.  It takes one hit) 
    and then lift the pot between them.  Press the switch and open the 
    chest that forms for the Dungeon Map.  Now exit this room via the west 
    exit.  Go left once and then north into a new room.  Inside is a Beamos 
    as well as a torch with a Small Key on it.  Dash into the torch to 
    knock down the key.  Also, there’s an intercom to the north.  Check it 
    to talk with Sahasrahla.  His pointer is really lame this time around.  
    He just wants to get the treasure in every dungeon.  When you exit this 
    room, go south.  Get to the southwest door and go through.  Go south 
    and you’ll be outside.  Go down and pick up a Piece of Heart at the 
    end.  Defeat the Takkuri here and reenter Desert Palace to the north 
    (where you exited).
    Inside, push the third block from the left down to open the door to the 
    north.  In this room are two Fairies; capture them with the Bug-
    Catching Net and bottle both.  Go south and then right into the main 
    room of the palace.  Work your way to the opposite side of the dungeon 
    so that you are in the southeast corner of the room.  North of it is a 
    locked door.  Open it and go through the door.  The only challenge in 
    this room is the Beamos.  Defeat the other three enemies with a simple 
    sword strike and open the chest for the Compass.
    Now go north a room (the door is open if you’ve beaten the enemies).  
    You might have heard what sounds like boulders being fired in the main 
    room (like in East Palace).  Well, you were hearing this room.  Two 
    vertically moving cannons are firing the balls down a long passage.  
    The easiest way to pass them is to dash by them using the Pegasus 
    Boots.  At the end is a chest containing the Big Key.  It is the key to 
    beating the dungeon (I made a funny!).
    Dash south a room and then head left into the main room of the dungeon.  
    Head over to the upper-left side of the room.  Left of the entrance to 
    the room where you got the Small Key is a door.  Pass through it to be 
    in a room with pots and a Beamos.  Under the northwest pot is a switch.  
    Press it and the doors open.  Go north and open the big chest with the 
    Big Key for the Power Glove!  It lets you lift the white stones you 
    must’ve seen around.  As lame as it may seem, it is very useful.  Now 
    exit the room to the south, then to the east, and then go south again.  
    Take the door in the left wall here and go south to be outside when you 
    do so.  Go north to see a cave surrounded by rocks.  Lift the latter to 
    enter the former.  You can now explore the rest of the dungeon.
    With a limited number of hearts, you’re definitely going to want to 
    conserve health for the boss.  When the Beamos is looking away, push 
    the middle block to the right down to open the door.  Go north to be in 
    a room in which the tiles come flying at you.  Pick up the pot to the 
    left for a Small Key.  Rush north and go up the locked stairs to make a 
    hasty retreat.  Go south from where you come up and you’ll have to 
    fight four grunt monsters.  Each takes one hit, as always.  Go right 
    after that and you’ll reach the best room ever... not.
    The unlit torches might lead you to believe that you must light them 
    all to get a Small Key.  The monsters might make you think a similar 
    thing.  However, the Small Key is under one of four pots to the north.  
    Use it on the key in this room.  Now you’ll be in another flying tile 
    room.  Under the northeast pot is a Small Key; grab it and run north.  
    This room, which precedes the boss, is quite unique.  Shoot the red 
    Eyegore Statue’s eye twice and it will be destroyed.  Now use the Lamp 
    to light the four torches in the room.  The wall moves to the left, 
    revealing a door with a big lock.  Lift the pots to regain a few hearts 
    and then go north into the heart of the dungeon.
                           |    Boss: Lanmolas    |
    Lanmolas have really taken a step up from The Legend of Zelda.  
    Originally, they were front men in the final dungeon of the first Zelda 
    game.  Now they’re bosses.  Also, they are quite difficult.  They do 
    not directly attack you, but they release huge rocks from the sand 
    below when they emerge.  They are actually pretty cool-looking to boot.  
    However, this boss has been copied many times.  Take Twinmold from 
    Majora’s Mask for example.  Their vulnerable spot is their head.  
    Either one you attack delivers damage, but they do not have collective 
    damage.  There are three of the beasts, so it should be easy to hit 
    them at first.  The weaker they get, the more clods of dirt they spew 
    out, and in more directions.  When you kill one, it explodes segment-
    by-segment.  I think that the battle gets harder as you go in terms of 
    hitting them.  Nonetheless, it is a big relief ridding yourself of 
    them.  To make the battle go by faster, charge a Spin Attack before 
    they emerge (remember, Spin Attacks are twice as powerful as your 
    standard blade attack).
    When you strike down the final Lanmola, a Heart Container fall down to 
    you.  Take it to increase your heart count by one.  Also, a pendant, 
    this one blue, falls down.  It is the Pendant of Power (I think it’s 
    not quite a coincidence that you get the Pendant of Power in the 
    desert.  If you’ve ever played Ocarina of Time, you’d understand.  
    Think Gerudo thief), a symbol of your brawn and force.  Only one 
    pendant remains, and it lies to the north.
    ============================Tower of Hera*=============================
                            |    The Flippers    |
    Now that you have the Power Glove, you can get plenty of upgrades.  
    From Link’s house, go right one screen.  Take the stone bridge north 
    here and go north twice.  Stick to the right side of the wall here and 
    follow it to a duo of archers.  Defeat them if you’d like and go north.  
    Go right now to be in the screen with a witch’s hut.  She helps you out 
    a bit later on.  To the right of her house is a huge white boulder.  
    Pick it up and toss it away.  It shatters like glass, which would lead 
    me to believe that Link could have just busted it with his sword.
    Nonetheless, go north and then right.  Remember, you can defeat these 
    green enemies by stunning them with the Boomerang and then by slashing 
    them with your sword.  This is the best way, in my opinion.  Go south 
    when you can and you’ll see a pile of rocks.  You cannot lift them, and 
    the black stone is way too heavy to pick up.  To break the pile of 
    stones, ram them with the Pegasus Boots.  Now go right and take the 
    ladder up.  Go north past three foes to a new screen.  Go north as far 
    as you can and then jump off a ridge.  See the water?  Of course you 
    do.  The light blue water is shallow, while the dark blue water is 
    deep.  You can walk in shallow water, obviously.  Do so to go north.
    This place is filled to the brim with Zoras, or Zolas, whichever you’d 
    prefer.  Follow the shallow water to the right and go north at the fork 
    in the road.  Follow the path by wading by the land and then go south 
    when you can.  If you take the southernmost path, you’ll be led to one 
    big Zora.
    This is the first Zelda game to introduce the Zoras as a race and just 
    not a group of monsters.  In future games, Zoras are friends with the 
    Hylians and they do not attack Link.  Well, in this game, they attack 
    you and rip you off when the opportunity presents itself.  This Zora, 
    presumably the king, will sell you the Flippers if you request them for 
    500 rupees.  You should have them (I’ve guided you to get 100 rupees in 
    East Palace, 340 in the cave we stopped by before getting the Ice Rod, 
    and 60 more in a cave in Kakariko Town, which adds up to 500.  Buy the 
    Flippers and he throws in a free added bonus.  You are permitted (Zoras 
    will still attack you) to use the special magic waterways of the Zora.  
    They are whirlpools that take you to other whirlpools, a convenient 
              |    The Red Shield and the Magical Boomerang    |
    Now exit the Zora/Zola community.  In the screen you come out on, swim 
    into a waterfall here to enter a cave.  This is the Mysterious Pond.  
    Throw in an item, won’t you.  When you throw in an item, a Great Fairy 
    appears and asks you if you threw it in.  Say yes and she’ll return it.  
    However, two items can be upgraded here.  Throw in the Boomerang and 
    say that you did throw it in.  She likes an honest person and will 
    therefore give you an upgraded version.  The Magical Boomerang can be 
    thrown for much further distances.  It is far better than the original, 
    which required you to be fairly close to the target.  It also is thrown 
    faster.  Exit and reenter.  This time, throw in the Fighter’s Shield.  
    The Red Shield, which she gives you in return, is not only bigger, 
    blocking more attacks, but it also blocks fireballs.  These are two big 
    improvements to your arsenal, all thanks to the Flippers, so it’s all 
    indirectly thanks to the Power Glove.
                          |    The Third Bottle    |
    The Flippers sure are paying off.  Starting from Link’s house, go right 
    one screen to see a stone bridge.  Go south of it from here and go to 
    the right side of the piece of ground you’re standing on. Jump over the 
    ledge and into the water.  Go right a bit until you can take a river 
    leading northeast.  Go from there and then turn left when you get the 
    chance.  Swim under the stone bridge and you’ll see a lazy guy camping 
    under it.  He’s sleeping right now.  Talk to him and he’ll give you a 
    Bottle to help your cause.  Hooray!  We won’t be able to get the other 
    bottle for quite some time.
                       |    Shortcut to the Desert    |
    Just for future reference (we’re not actually going to the desert), you 
    can get to the Desert of Mystery in a much quicker way now that you 
    have the Power Glove.  If you go right of Link’s house and then south, 
    you’ll see a huge white stone.  Lift it and go south.  You’ll be right 
    by the entrance.  Just wanted to let you know about that.
                          |    The Magic Mirror    |
    The next pendant lies in a tower to the north on Death Mountain.  
    Strange air has been flowing from it, making the people catch colds.  
    Let’s go get sick!  From the sanctuary, go left once and then go north 
    a bit until you’re on the next tier.  Go right from there to see a pile 
    of rocks.  Charge into them using the Pegasus Boots and go down the 
    steps to find a chest containing a Piece of Heart.  Now surface and go 
    west to the previous screen.  Go north once and get to the upper part 
    of that screen.  There you will find a huge white stone blocking the 
    entrance to a cave.  Lift the stone with the Power Glove and enter the 
    cave.  Since it has no light within, you must use the Lamp to see.  Go 
    forward and turn right at the fork in the road.  Go south at the next 
    one and go up at the end of that path.
    Stop halfway and go right to find an old man.  He lost his lamp and he 
    needs you to lead him to the top of the mountain.  Go right with him 
    following you and you’ll see a hole before you.  After hearing his 
    warning, go around it and follow the path right until you reach a dead-
    end.  He tells you to turn right again.  He says that he has a daughter 
    about Link’s age who was taken the castle.  She never returned... Past 
    some Keese to the south is the exit to these tunnels.  Go right 
    outside, avoiding the boulders and monsters, to another cave.  He 
    enters and gives you the Magic Mirror for helping him.  He tells you 
    that you should use it if you wander into a transporter…
                           |    Agahnim’s Plot    |
    Enter the cave and talk to the old man you helped earlier.  He says 
    that the wizard tricked the king and he’s really trying to open the 
    path to the Dark World.  He says that you’ll need the Moon Pearl, found 
    in the tower on top of this mountain.  Thanks for the tip.  Talk to him 
    any time to heal all your hearts.  Go north of him and climb the 
    ladder.  Go right through a cave door.  In here, go south and enter 
    some tunnels.  Go south twice to exit into a higher point on Death 
                    |    The Portal to the Dark World    |
    Go left from there, avoiding the boulders as you go, and you’ll see a 
    ladder.  Climb it to the top and go left.  Notice that you can jump off 
    part of the wall to the south.  See the little bit of ridge that is 
    elevated above the rest, right of one of the long breaks in the rail?  
    Stand left of it and jump off into a cave.  Go forward from there and 
    climb the stairs.  Go south and you’ll find a Piece of Heart and an 
    intercom.  On the intercom is Sahasrahla.  He says that you must 
    somehow make it to the top of Spectacle Rock to enter the Tower of Hera 
    there.  This is a text mistake!  If you’re playing the GBA version, 
    they call the tower the Tower of Hera, even though the official dungeon 
    name in the GBA version is Mountain Tower.
    Anyways, go south and fall into the pit once you have the Piece of 
    Heart.  To the right is a Fairy Fountain.  Follow the path to the left 
    and go over a screen to see some worms called Moldorms, which you 
    may’ve already encountered before.  Slash your way past them and go 
    south.  Jump over the ridge and go left back up the ladder.  This time, 
    go right all the way.  See that blue tile?  Step into it and you’ll 
    reappear in some strange place… as a pink rabbit!
    This is the Dark World that the old man was talking about earlier.  Go 
    left and you’ll see a bully beating up a ball-shaped guy.  Talk to them 
    to discover that the Dark World makes one change shape to reflect their 
    true nature.  So Link’s a rabbit on the inside?  Regardless, go north a 
    bit and pull out the Magic Mirror.  Use it and you’ll reappear on a 
    ledge in the Light World.  Glad that’s over.
                            |    To the Tower    |
    First off, you reappear by a Piece of Heart.  Secondly, jump off the 
    north ledge.  Welcome to the summit of Death Mountain.  You were just 
    on Spectacle Rock, the hideout of a terrible thief from The Legend of 
    Zelda, the firs game.  Go to the northeast to see a tower.  Climb the 
    steps and enter if you dare…
                            |    Tower of Hera    |
    Note: If you’re playing the GBA remake, this dungeon is called Mountain 
    Tower.  Of course, Sahasrahla refers to this tower as the Tower of Hera 
    in the GBA version, which is a mistake (it’s one or the other).  In 
    Greek mythology, Hera was the wife of Zeus, king of the gods.
    This dungeon is your introduction to colored block switches.  The one 
    in front of you is an example.  Slash it to make the blocks around you 
    lower.  Go right until you are on the outside of those blue blocks and 
    hit the switch again with the Magical Boomerang.  Go north to find an 
    intercom.  It’s Sahasrahla, of course.  He sees that you can return to 
    the beginning of a dungeon by gazing into the Magic Mirror.  Further 
    north are enemies – a Moldorm and two enemies spewing fire.  Past them 
    is a chest.  Open it for the Dungeon Map.  This is a pretty small 
    dungeon, really.  It is six floors, but each floor is tiny.  Right now, 
    you’re on 2F.
    Go south and hit the switch again to make the blue blocks lower.  Go 
    down one floor via the left staircase.  This room introduces to you red 
    Stalfos.  They throw bones at you when provoked, so corner them before 
    you try to defeat them.  Hit the switch to unleash a Moldorm.  Defeat 
    it and take the Small Key it was guarding.  Now hit the switch again 
    and go up the stairs.  Hit the switch below you and go to the northwest 
    corner of this room.  Unlock this door and go down into 1F.  This room 
    is bad for your health.
    Stand in the northeast corner and face the left.  The tiles will come 
    flying at you.  However, if you keep up your sword (put it back up 
    after each tile), you won’t take any damage.  Defeating them lowers the 
    slammed door. Hit the switch in the corner and go right.  This room has 
    three Moldorms in it.  Defeat the first one with a Spin Attack and then 
    stand in the corners (where there should be another block) of the two 
    caged Moldorms’ cages.  Spin Attack them and go south again after 
    hitting the switch.  In here are two red Stalfos.  Defeat them and then 
    light all the torches.  Open the chest that forms for the Big Key.  
    Hooray.  Now return to 2F.
    Before returning to 2F, make sure that the block switches are red.  Go 
    up the stairs to the southeast to be on 3F.  The enemies here are 
    called Hardhat Beetles.  To defeat them, either knock them into the 
    pits with your sword or attack them three times.  Either way, beating 
    them all makes a door to the left open.  Go through and you’ll see two 
    more Hardhat Beetles.  Also, you’ll see a star switch.  These are 
    almost exclusive to this dungeon, and they add a certain level of 
    frustration to it.  Press the first one to make the setup of the room 
    change.  That done, go north using the Big Key.
    Defeat the Hardhat Beetles as they come.  You don’t need to press any 
    star switches for now, so go right and over a lowered red block.  Now 
    press the star switch found here.  Go right and up some stairs to 4F.  
    Go down, throwing pots at each Moldorm for an easy win, and then go 
    left into the main room.  Defeat the Moldorm here and open the chest 
    for the Compass.  Check the intercom above it.  Sahasrahla tells you 
    not to forget the Moon Pearl (which can be done quite easily, mind 
    you).  It lets you keep your normal form in the Dark World.  Go left, 
    defeating the fire enemies, and up the stairs you go.  Welcome to 5F.  
    Avoid the flame chain to the south and clear all the enemies of the 
    room.  Now hit the star switch by the flame chain.
    This makes a few new holes appear.  Go to the north wall of the room.  
    See the snake carving in the wall?  Walk south of it into the hole.  It 
    is important that you fall through the north part of the hole.  When 
    you land, go north and open the big chest for the Moon Pearl.  Now you 
    won’t transform into a bunny in the Dark World.  Go south onto the star 
    switch and then head back up to 5F.  On the right side of the room are 
    pots.  If you run low on health, pick them up (but not yet, save them 
    for later).  For now, go north to 6F.
                            |    Boss: Moldorm    |
    The head honcho of the Moldorms is this thing (all the others ones are 
    actually called Mini-Moldorms, but I call drop the mini for easy 
    writing).  This is a pretty tough battle if you don’t understand what 
    to do (although it is fairly obvious).  Jump into the arena and you’ll 
    be pitted against the crazy thing (pun alert).  Holes surround the 
    entire arena, so you can get knocked off.  If you do, you must restart 
    the battle.  He takes six hits of the tail (Spin Attacks do the same 
    amount of damage as normal attacks), but he gets faster and harder each 
    time.  Not only that, but you bounce backwards each time you hit him.  
    This makes it very easy to fall off the edge.  I hope you saved those 
    pots on 5F.  Try to stand against the wall you jump into the arena off 
    of, as it is the safest place to be.
    When it explodes, it leaves a Heart Container behind.  Pick up the 
    Pendant of Wisdom that drops down.  Now we can go retrieve the 
    legendary sword!  If you’ve had any difficulty playing this game so 
    far, or in the Tower of Hera, stop playing now because there is no way 
    you’ll complete it.
    ============================The Dark World*============================
                          |    The Master Sword    |
    Now that we have proved our virtue in three separate domains, we can 
    pull from its pedestal the sword of evil’s bane.  From the Sanctuary, 
    go left a screen and then north two screens.  The house here is the 
    home of three lumberjacks, two if you’re playing the SNES version.  
    However, this is unimportant.  Go left a screen via the northwest 
    opening and you’ll enter the Lost Woods, home of the ultimate blade.
    Go left all the way to see a sword in a pedestal!  Nope, it’s just a 
    fake.  Go south from there and through a log tunnel.  Here, stop and 
    slash the hedges to the lower-right.  Fall in the hole here and pick up 
    the Piece of Heart.  Now jump down a ridge and go left.  Exit this cave 
    and go left a bit so you pass one tree.  Go north from there and go 
    through another log.  Slash the hedges to the left and go left from 
    there to the Mushroom.  It will be used a bit later.  Now go north 
    through the log by it.  Go left and then south through another log.  Go 
    left a bit further and go through a tiny log leading north.  This is 
    the resting place of the sword.  Go north and read the inscription with 
    the Book of Mudora.  Now step behind the sword and press A to lift it 
    from its pedestal.  You got the Master Sword!
                          |    Zelda’s Abduction    |
    It’s a glorious day in Hyrule when suddenly Sahasrahla contacts Link 
    telepathically.  He congratulates you on retrieving the Master Sword.  
    With it, we can thwart the wizard that is driving Hyrule into a ditch.  
    Go south through the log to reenter the Lost Woods.  It is no longer 
    foggy.  As soon as you step out, you hear Zelda’s voice through the 
    void.  Some soldiers are attacking the Sanctuary.  Quickly go south 
    through a log to the right and go south some more to see three logs.  
    Go through the left one and follow the path down to exit the Lost Woods 
    into the entrance of Kakariko Village.
    These soldiers are pathetic now; they take one hit of the Master Sword.  
    Plus, if you have full health, you can send a beam of light in the 
    direction you slash.  The beam has the power of the Fighter’s Sword, 
    your original blade.  Anyways, go south into Kakariko Village.  Go 
    right from there all the way and go north.  Now go east twice.  Enter 
    the Sanctuary.  Within its walls, Zelda has been kidnapped and the monk 
    lies on the floor.  Talk to him and he will officially die.  According 
    to the monk, they have taken her to the highest tower of Hyrule Castle.  
    It is time to make a return visit.
                          |    Agahnim’s Barrier    |
    Go to Hyrule Castle, which is one screen north of Link’s house.  This 
    time, though, go through the gates.  The red soldiers are a new 
    addition to the castle, and you’ll see plenty of them.  Go further 
    north to enter the castle’s interior.  Dash forward from where you 
    start and go up a ladder.  Turn left and go through the door in that 
    direction.  Now go south to be back outside.  To the right is Agahnim’s 
    barrier.  Slash it with the mighty Master Sword and it will be 
    destroyed.  Now enter the tower.
                         |    Hyrule Castle Tower    |
    This is a separate dungeon from Hyrule Castle, and it is seven stories 
    high.  Go forward and into the next room.  There are two Ball & Chain 
    Soldiers to contend with.  Use the Magical Boomerang to stun them and 
    then attack them furiously.  Go right and two long swordsmen will come 
    at you.  Defeat them both and a chest forms.  Open it for a Small Key.  
    Now go north and open the locked door to ascend to 3F.  After a long 
    swordsman attacks you, go left a room into a dark maze.  There are 
    common blue soldiers and eye monsters that act like Keese.  On the left 
    side of the room is a chest containing a Small Key.
    If it helps, light a torch with the Lamp to navigate the maze.  And, to 
    the southeast in this room, there is a locked door, too.  Open it to 
    pass into another dark room.  I wouldn’t stick around due to the duo of 
    long swordsmen, so run to the north.  Welcome to 4F.  Run downward so 
    that you are aligned with the statue and defeat the blue soldier below 
    you.  Meanwhile, arrows will hit the statue.  When you’re ready, defeat 
    the archer.  Now go left into a dark room with lots of holes.  To your 
    left are two torches, and north of them is another one.  Go north from 
    there and go right into a new room.  There are two archers and a common 
    infantry unit here.  Defeating one of the archers earns you a Small 
    Key; use it on the door to the north.
    When you enter this room on 5F, immediately defeat the eye bats.  Now 
    check the intercom to the left, which is Sahasrahla.  He says that the 
    Master Sword cannot physically injure the wizard.  We must find a way 
    to deliver his own magic to him.  While we’re thinking, you have two 
    pitchfork-throwing soldiers to kill.  The Magical Boomerang works 
    nicely.  Go left when you can and defeat two red soldiers.  Go south 
    from there and immediately defeat the eye bats.  Throw pots at the 
    soldier here until he dies, leaving a Small Key behind.
    Take it and go right into a new room.  In here, just run north up some 
    stairs.  You’re already in 6F.  Defeat the red soldier from your 
    starting point in the room and then push the statue to your left aside.  
    Go down, defeat the archers if you so desire, and go left.  Follow the 
    winding path here past two soldiers and go up two flights of stairs to 
    7F.  Go north once more to see Agahnim and Zelda on the bed before him.  
    Lifting her with his magic, Agahnim makes her disappear into thin air.  
    The seal of the seven sages is now completely broken.  Notice what 
    Agahnim says here.  He calls himself the tribe of evil.  Anyways, 
    Agahnim disappears.  Go forward and slash the curtains to create an 
    opening.  Go forward to strike down the wicked wizard.
                            |    Boss: Agahnim    |
    Agahnim cannot be injured by the power of the Master Sword alone.  
    However, the Master Sword can deflect his dark magic.  When he fires a 
    spell that looks like three orbs in a line going from biggest to 
    smallest, hit it back at him with the Master Sword.  This is how you do 
    him damage.  But, Agahnim does have a few other spells.  If you stand 
    south of him, he may cast lightning at you.  Also, he has an attack 
    that has four rotating circles of energy.  When you hit them, they 
    split into several smaller ones.  Other than that, Agahnim is easy.  By 
    the way, if you turn on your map (L), if you’re playing the GBA 
    version, right after Agahnim moved (his shadow is in a new position), 
    he’ll come up discolored.  It’s pretty fun to do.  Quite a strange 
    glitch indeed.
    After five tastes of his own medicine, Agahnim will surrender.  Instead 
    of dying, he casts you into the Dark World with the same spell he used 
    on Zelda!  Worse than that, though, he leaves behind no Heart 
    Container!  This is the Dark World.
    ==========================Palace of Darkness*==========================
                        |    The Pyramid of Power    |
    Immediately after you are taken into this tainted realm, Sahasrahla 
    contacts you telepathically.  He tells you of the Golden Land, the 
    place where a golden power once lay hidden.  Evil power turned the land 
    into the Dark World.  The wizard plans to model the Light World after 
    this place.  Hyrule Castle is now a huge portal into the Dark World.  
    The only way to save the Light World is to find that golden power.  Or, 
    you can rescue the maidens that descend from the seven sages to restore 
    the seal.  Sahasrahla points you in the direction of the Palace of 
    Darkness.  Check your map with L.  The Dark World is the spitting image 
    of the Light World, only more darkish.  The first diamond (you now 
    collect diamonds) is right where East Palace stood.
    Right now, you’re on the Pyramid of Power, Hyrule Castle’s replacement.  
    Go down the first set of stairs and then down the right set.  Go right 
    a bit and jump off the ledge.  If you’re playing the SNES version, 
    there’s nothing but wall here.  If you’re playing the GBA version, 
    there’s a hole here.  This is the Palace of the Four Sword.  I will 
    cover this in my guide for A Link to the Past/Four Swords.  Anyhow, go 
    right from there and follow the path to a Piece of Heart.  Now go back 
    down and around and jump off the ledge.  These enemies here are Dark 
    World soldiers.  There’s also a plant-like thing here.  Also, to the 
    left are two Cyclops warriors.  I shall call them Hinox, as that’s 
    their name in a future Zelda game.  Anyways, go right and into a new 
                   |    The Path to Palace of Darkness    |
    Go south past some more Hinox and go right a screen.  Now go north and 
    into the ruins before the palace.  Go right a bit to see two lines of 
    Yoda-looking statues.  Go north from there and follow the path to a 
    building.  A man transformed by the air in this Golden Land lives here.  
    Bomb the north wall and go forward.  There are several hearts under 
    these skulls.  Now go south twice to be back in the ruins.  Follow the 
    path back to the Yoda statues.  Go right some more to see an arrow 
    pointing north.  The ruins here are very annoying as they cover you 
    from sight.  Navigate the maze and go north to another arrow.
    Follow it until you are left of the building you entered earlier.  Go 
    left of the block here (it’s an opening) and go north.  Stop when you 
    see an opening leading right.  Go through and enter the maze here.  
    When you emerge on the other side, a monkey is following you.  It’s 
    Kiki!  He’s a greedy monkey yes he is.  Give him ten rupees and he’ll 
    accompany you for a while.  Go right a bit and through the passage.  Go 
    north from there and go to the lower-right.  Go north through the 
    passage and walk up the stairs to a door.  Kiki will offer to open the 
    door for 100 rupees.  Pay for it and the path to darkness opens.  
    Thanks, Kiki!
                         |    Palace of Darkness    |
    Note: The Legend of Zelda: A Link to the Past is one of the least 
    linear of the Zelda games in the series.  In fact, I’d say that it is 
    the least linear.  Once you complete this dungeon, you can skip right 
    to a ton of other ones (you could do the sixth Dark World dungeon next 
    if you wanted to).  So, if you get the right items, you do not have to 
    follow the guide’s order.  I just cover them in the order the game 
    wants you to complete them.  For instance, after the Light World, I 
    normally do this dungeon, then the fourth (taking its prize and all the 
    items tied into that prize), then the second, then the sixth, then the 
    third, then the fifth, and then I go for the seventh.  Also, the 
    dungeon changed names in the GBA version.  It’s now the Dark Palace.
    Go to the right and press the switch in the tiles.  Go north and defeat 
    the monster, called a Helmasaur, here.  You can slash its helmet to 
    beat it if you’re lucky, but it’s easier to hit its backside.  Now go 
    north (down to B1F).  Warp in this teleport to be in a room with an 
    intercom.  It’s Zelda!  She says that she’s locked in Turtle Rock on 
    top of Death Mountain.  She’s just urging you to get to her quickly.  
    Will do.  Bomb the wall to the south and pass through to a hallway.  
    The enemy here is a jellyfish... thing.  It becomes electrically 
    charged every so often.  Attack it before that happens to beat it.  Go 
    left a bit more and bomb the wall.
    In here are two enemies called Goriyas.  Originally, Goriyas were 
    boomerang-wielding foes, but now they’ve become annoying creatures that 
    mimic your moves.  Where you move, they’ll be sure to move in the 
    opposite direction.  Shoot arrows at the green ones, or slash them up 
    close and personal.  The red variation throws fireballs at you when you 
    approach them.  To beat them, shoot an arrow at the space above or 
    below them from the other side of the room.  Then, move in the 
    direction that will make the Goriya walk into the arrow as it flies.  
    When that’s done, go north.  Avoid the enemies and walk across these 
    conveyor belts until you reach the end, a staircase leading to 1F.  
    Open the chest here for the Dungeon Map.  This place is a pretty big 
    dungeon in comparison to, say, any of the Light World dungeons.  
    Really, the size is about the same, but it feels much bigger.
    The red jellyfish are harder to beat than the blue variety.  Slash them 
    once like the blue ones and they split into two smaller jellyfish, 
    which acts just like the blue ones.  When you’ve gotten some practice 
    beating them, bomb the wall to the right.  This is a Fairy Fountain, 
    just in case you need to heal at all or catch some in bottles.  Now go 
    back to the previous room.  Bomb the wall and go through the door.  
    Here you will find a Small Key.  Hooray!  Now use the Magic Mirror to 
    return to the entrance of the dungeon.  Go to the left and hit the 
    switch to open the slammed doors.  Go through the leftmost door and go 
    forward.  Take the ladder down to B1F and lift the skull (pots and 
    rocks are now skulls due to the Dark World) to reveal a switch.  Press 
    it and open the chest that forms for another Small Key.
    Now that we have two, go up the stairs and lift the northwest pot to 
    unveil a switch.  Press it and go south.  Now go through the middle 
    door of the first room.  Use one of your dual Small Keys on the locked 
    door.  Welcome to what I’d say is the main room of the dungeon.  Lucky 
    for us, we’re almost done with it (even though we only have the map and 
    a Small Key).  First, the two turtle enemies here are unbeatable, for 
    now.  Head left and take the bridge.  See the crack in the middle of 
    it?  Bomb there and fall down the hole to B1F.  Follow the wall to the 
    northeast where you’ll use your last Small Key.  Take the stairs up and 
    open the chest for the Big Key.  What’d I tell you?  Jump off the ledge 
    to the right back to B1F.  Lift one skull here to find a switch.  Press 
    it and open the treasure chest that forms and you’ll have another Small 
    Key.  Hurry to your right and transport in another portal.  Go up the 
    stairs here and push the statue to the left over.  Now go north back 
    into the main room.
    Go right this time to see two blocks blocking your progression.  Push 
    the lower one into the pit to the right and go forward.  Open the chest 
    here for a Small Key.  Blocks around here should be raised (blue).  Run 
    forward over the arrow tile and you’ll jump across the pit.  Take the 
    ladder up and go left.  Kill the Hardhat Beetle and go left to a locked 
    door.  Open it.  Now, very quickly, lift the skull and dash across the 
    bridge (it will start to crumble).  At the end lift the skulls and go 
    right a room.  The chest here contains the Compass.  Now go down the 
    stairs on the right to B1F.  Pull out the Lamp and light the torch to 
    the right.  Go down, collecting all the blue rupees and avoiding the 
    enemy.  At the end is a chest containing a Small Key.  Go left from 
    there to another chest.  This one contains a bundle of arrows, though.
    Now go north, collecting more rupees and going up the stairs at the 
    end.  Go left a screen and unlock the door on the west side of the 
    room.  This room is dark, and it leads to the dungeon’s prize.  Note 
    one change, though.  In the GBA version, you cannot see the enemies.  
    In the SNES version, you can see the enemies even if they aren’t in the 
    light of your lantern.  Anyways, this room has a few fire-breathing 
    enemies in it.  They each take one hit of the Master Sword.  In the 
    northwest corner of the room is a chest containing bombs.  A chest in 
    the southeast corner contains a Small Key.  Above that chest is a place 
    you can bomb.  Do so and go out through the forced entrance.  Open the 
    chest for the dungeon prize – the Magic Hammer!  I will just call it 
    the Hammer.  With it you can stun many enemies, as well as drive wooden 
    stakes into the ground, which allows you to further explore the Dark 
    Return to the dark labyrinth and go north.  Exit to the right and go 
    through the right door.  You see these turtles.  They are nothing when 
    you have the Magic Hammer.  Pound it and they flip over.  Slash their 
    bellies twice and they die.  Now go south through the locked door.  
    Pick up the skull to the left and open the chest south of it for a blue 
    rupee (five green).  Push the statue right of it over to bypass the 
    razor trap.  By the way, razor traps hurt you when you touch them.  Get 
    used to it.  Now go south to be back in the room that we got two Small 
    Keys in.  It would seem that we just wasted a Small Key, and it is true 
    that we did.  You see, we could’ve used the Magic Mirror and done a lot 
    of backtracking.  So, that was a shortcut.  Jump to the platform to the 
    south using the arrow tile and defeat the Hardhat Beetles populating 
    the platform.  Use the Magical Boomerang to hit the block switch to the 
    south, making it blue.
    Now go right a room.  In here, go to the northeast corner and lift the 
    skulls.  It’s a new trick that they’ll stick to for games to come that 
    you’re up against.  Under one skull is a switch, but it needs to be 
    down constantly to keep the door open.  Push one of the statues below 
    onto it and then go up the ladder and through the door.  In here you’ll 
    find three new Goriyas.  Slash the green ones and make the red one walk 
    into your arrows.  Now go north.  Go forward when the razor trap is 
    away and hit the switch to lower the blocks.  Now go right to see a 
    Cyclops statue.  Shoot the eye with your arrows and the wall to the 
    right extends that way.  Go over and take the stairs down to B1F.
    Around you are stakes.  The Dark World type is often called moles, but 
    I will always refer to them as stakes.  Defeat the two turtles here and 
    then go to the left side of the room – as far left as you can mange.  
    Use the Magical Boomerang on the switch to the right and then go 
    through the door to the left, using your last Small Key.  There’s one 
    turtle in this hallway.  Defeat it and go down to a new room.  Now he’s 
    a tough spot.  Several turtles come at you at once.  When you defeat 
    them all, go right to a new room.  In here, push the northeast block 
    left and use the portal.  Now go north to a big door.  Open it.  I 
    strongly advise that you have at least two Fairies for this battle.
                        |    Boss: Helmasaur King    |
    Now this is a tough boss!  It is a giant Helmasaur, and only its mask-
    covered face is weak enough to be hit.  There are two ways that you can 
    go about battling this fiend.  First, throw bombs at the mask.  Chip 
    away the sides and then the center to knock it off.  In the meantime, 
    it will be whipping you with its tail and sending fireballs that split 
    into smaller fireballs at you.  Avoid these as best as you can and 
    unmask the monster.  If you run out of bombs, hammer the mask away.  
    Hammering is much faster, and a lot easier, too, provided that you 
    hammer when it is prepping for a fireball launch.  When you unmask it, 
    you’ll see the face of ugly.  It has one big diamond in its head, and 
    that is the weakness.  Now the battle is easy.  Keep slashing the head 
    until it dies.  If you manage to force that mask off quickly, it really 
    isn’t difficult at all.  Take the Heart Container and then the crystal 
    that falls.
    Inside is one of the seven maidens that descended from the seven sages.  
    After thanking you, she provides some valuable insight in regards to 
    your quest.  A golden power called the Triforce once rested in this 
    land.  But long ago, a thief named Ganon wished that the golden land be 
    transformed into what it is today.  She says “he” almost as if she’s 
    talking about Ganon...  Anyways, Agahnim wants to create a larger gate 
    between the Light and Dark Worlds by Hyrule Castle.  However, he has 
    not managed to fully open this gate.  This maiden says that, together, 
    they can break the barrier protecting Ganon’s hiding place.  So Ganon 
    is alive…  This maiden marks where all the other maidens are being held 
    on your map.  Say you understand and she’ll stop talking.  Now it’s 
    time for the maidens’ slogan.  May the way of the Hero lead to the 
    ==========================Watergate Dungeon*===========================
                          |    The Cane of Byrna    |
    In every dungeon, Link comes out smelling like a rose.  He gets a new 
    item, a new Heart Container, and he comes a bit closer to saving 
    Hyrule.  There are many new items available to us now, so let’s get 
    started.  First, go to Death Mountain.  You want to go to the portal 
    that leads to the Dark World there.  When in the Dark World, go south 
    and jump off the ledge to the entrance of a cave.  Walk in and pound 
    the stakes down here.  You need at least one Fairy to do this, 
    preferably more.
    Run across the spiked floor.  You’ll steadily lose life, and you’ll die 
    a bit past the halfway point.  If you had a Fairy, you’ll come back and 
    be able to continue running for a while.  Lift the block at the end and 
    go forward to a treasure chest.  Inside is the Cane of Byrna!  If you 
    swing it, a ring of light will surround and protect you.  When 
    returning to exit this cave, use the Cane of Byrna (it uses magic 
    rather quickly) to protect your hearts from the spikes.
                         |    The Ether Medallion    |
    When you exit the cave, jump down off the ledge.  Go right and 
    eventually you’ll reach a ladder.  Climb it and go right to where the 
    bully is.  Use the Magic Mirror here and you’ll warp near where you 
    entered the Tower of Hera/Mountain Tower.  Jump off the north ledge and 
    go forward to the tower.  On the left side of it is a bridge.  Take it 
    to the west and you’ll find a stone slab.  Read said slab with the Book 
    of Mudora and Link will lift the Master Sword.  The tablet crumbles and 
    the Ether Medallion falls down.  With its magic, you can unleash polar 
    winds on your enemies.  It also lights a room very briefly.  It is 
    ideal for dealing with many enemies at once if you have the magic to 
    back it up.
                         |    The Quake Medallion    |
    Go right once screen from the base of the Pyramid of Power in the Dark 
    World.  Go north once and then head to the upper-right.  At the end, 
    lift a skull and continue along the path to see a house.  Don’t enter; 
    instead, go right and lift a rock.  Go right again and look down.  
    Charge the rock pile and go right a bit.  Go north a screen and go 
    forward until you see a circle of rocks in the water.  Pick up a bush 
    and throw it in.
    A catfish emerges from the circle.  If you promise to go away, he’ll 
    give you the Quake Medallion.  It causes earthquakes to sweep through 
    the screen, defeating enemies.  By the way, if you don’t catch the 
    symbolism, let me explain a bit.  In Japan, it was believed that 
    catfish beneath the earth’s surface caused earthquakes by moving 
    around.  Since this game was made in Japan, it is only logical that a 
    catfish should give you the Quake Medallion.  It uses magic, so be wary 
    when using it.
                      |    The Shovel and the Flute    |
    By far, one of the most useful items in any Zelda game is the one that 
    lets you warp around the map.  From the base of the Pyramid of Power, 
    go right one screen.  Go south from here and look in the center of the 
    lower corner.  There are several purple stakes in the ground.  Pound 
    them in with the Magic Hammer and go down a bit.  Go left once and 
    you’ll be in the screen that would be Link’s house.  Now it is a bomb 
    shop.  Go west again and go south.  Go west from there and you’ll see 
    two trees with eyes.  Talk to them – they’re alive.  The lower one is a 
    grump, but the upper one is in better spirits.  This person was 
    transformed into a tree.  Neat-o!  Go to the southwest corner of the 
    screen and use the Magic Mirror to warp into the Light World.  You’ll 
    be by a cave.  Enter it and take the Piece of Heart inside.  Now warp 
    back to the Dark World.
    Go north, slashing the bushes, so that you’re in an area encompassed by 
    trees.  If you enter this area in the Light World, a boy playing the 
    flute suddenly stops and disappears.  Well, here he is.  Talk to him 
    and he’ll miss his flute.  Say that you’ll help him and he’ll lend you 
    his Shovel.  Remember, you’re only borrowing, not keeping.  Use the 
    Magic Mirror to go the Light World and dig in the northwest corner of 
    the grove by some flowers.  You uncover the flute.  Take it and return 
    to the Dark World.  Go forward and talk to the boy there.  He cannot 
    play his flute in his current form, so you can have it.  Play it for 
    him one last time and he will turn into a tree.  Weird…  Well, we got 
    to keep two items.  Cool!
                             |    Warp Points    |
    Go to Kakariko Village in the Light World and stand before the wind 
    vane in the northern part of town.  Play the Flute there and the 
    rooster in the vane crumbles to show a real bird!  From now on, play 
    the Flute to summon that bird, and it will take you to any of eight 
    warp points around Hyrule.  Although you use it once in the Dark World, 
    it can only be used in the Light World in non-cinema events.  All the 
    warp points are near portals to the Dark World, although you cannot 
    access some of them just yet.
                          |    The Magic Powder    |
    We’re just zipping right along with these items.  Due north of 
    Sahasrahla’s house (in the ruins by East Palace) in the Light World is 
    a house.  See it?  Go there as if heading to the Mysterious Pond where 
    you got the Red Shield and the Magical Boomerang.  When at this house, 
    talk to the witch there.  If you have the Mushroom like I told you to 
    get when we were in the Lost Woods, give it to her.  Doing so makes her 
    finish her brew.  After waiting, doing stuff around town, return to her 
    store and take the Magic Powder by her apprentice.  Its effects are not 
    obvious, but it does do mysterious things when sprinkled on the correct 
                       |    The Halved Magic Meter    |
    Warp to Kakariko Village with the Flute.  Enter the house that used to 
    be Blind’s, the thief, hideout.  Go down the stairs and bomb the north 
    wall to find a Piece of Heart.  Now exit the house and go to the 
    southeast corner of it.  Go right here and you’ll enter the screen 
    where the blacksmith lives.  His partner is missing right now, though; 
    he cannot temper your sword.  Right of his door is a stake for you to 
    pound with the Magic Hammer.  Jump off the ledge you make accessible by 
    doing so and you’ll fall into a cave.  Go north and you’ll see a 
    strange statue and what would seem to be blood in a bowl.
    If you have some magic, sprinkle Magic Powder on the bowl and bam!  A 
    bat flies up out of the bowl.  The bat either has split personalities 
    or is trying to trick you.  First, he curses you for waking him up, and 
    then he thanks you.  The curse he uses drops your magic power by one-
    half.  Although this sounds bad, it’s really very good.  It makes it so 
    that you use half the magic you normally would for magical items.  It’s 
    great for all the magic-consuming items we’ve been getting lately.
                         |    Choose Your Destiny    |
    As I mentioned earlier, A Link to the Past is the least linear of the 
    Zelda games.  Right now, you may want to consider veering off course.  
    That is, the fourth dungeon has a great prize that is required for 
    getting a lot of items, all of which will help you tremendously in the 
    second and third dungeon (as well as the others).  The obvious choice 
    for the next dungeon is the second one, as that’s the one that is next 
    on your map, but feel free to take on other dungeons at this time.
                        |    Flooding the Dungeon    |
    The next dungeon is bone-dry at the current time, so we must do 
    something about that.  In the Light World, warp to the seventh location 
    with your Flute.  This is right in front of a temple.  Enter it and 
    you’ll be in a dungeon setting.  Push the blocks ahead of you on either 
    side forward and the center one to the side.  Open the chest for the 
    bombs.  Now exit and reenter.  This time, push the left or right two 
    blocks up and push the other ones aside.  Go north and into the next 
    room.  There are two levers against the north wall.  Pull the right one 
    and the gate opens, water-logging the place.  You’d better have the 
    Flippers (see “Tower of Hera” for how to do that).
    Now go outside.  A Piece of Heart is in the drained water outside.  
    Take it and warp to Link’s house.  Go north and go through the gates of 
    Hyrule Castle to enter the Dark World by the Pyramid of Power.  Go 
    right and then go south.  Here, go south and pound down the stakes.  Go 
    left from here and then go south.  Go south one more time and enter the 
    temple that you flooded in the Light World.
                          |    Watergate Dungeon    |
    Note: This is called the Swamp Palace in A Link to the Past’s GBA re-
    You may have to flood the dungeon again.  This time, though, it is much 
    easier with the Magic Mirror.  Get in the water and swim to the left.  
    Climb the ladder here and defeat the three enemies here.  Open the 
    chest that forms for a Small Key.  Near it is some water that flies at 
    you.  Now go north, down the stairs, to B1F.  To the left is a cracked 
    wall in a small pocket.  Bomb it and go left a room.  Open the chest 
    for the Dungeon Map.  In this room you’ll notice some jelly monsters 
    called Gels, Zols, Bots, Bits, Chuchus – the name changes over games.  
    I will call them Gels.  Now go right and lift the southernmost skull up 
    for a Small Key.
    Now go left through the locked door.  In here, there are some jellyfish 
    enemies as well as a flame chain and a trap.  When you slash your 
    sword, a fireball is launched at you.  Go left and take the ladder 
    down.  Go north and lift the skull for a Small Key.  Go south again and 
    climb the ladder.  Open the locked door and go north a room.  Pound 
    down the stakes and push the finger-looking thing to the left.  This 
    makes water appear to the south.  Go that way and swim down to the 
    ladder to the left.  Climb it and go left.  Take the ladder down and go 
    south.  Defeat the enemies that come down in here and follow the path 
    right to the south.  Follow this path left and then go north.  Push the 
    block to the right and a chest appears.  Open it for the Compass.  
    We’re progressing quite nicely in here.  Now go north back to what I 
    call the main room of the dungeon.
    To the left is a staircase; take it up and go west one room.  Go left 
    and take the ladder down here (just avoid the flame chain, Stalfos, and 
    jellyfish).  Go north and open the chest for the Small Key.  Now go 
    south, take the ladder up, and go right back to the main room.  To the 
    north is another ladder.  Take it up and go left through the locked 
    door.  Defeat the jellyfish and the Stalfos, and then hit the block 
    switch here so that it is blue.  Push the switch here so that water 
    fills the hall to the left.  Now hit the switch again so that it’s 
    right.  Go right to the main room, go south, and go up the ladder to go 
    to the room to the right.  Swim to the left, take the ladder onto dry 
    land, and go through the left door.
    Avoid the enemies and go left down a ladder.  Push the lower block left 
    and the middle block forward.  Take the ladder up and go forward to the 
    stairs.  Welcome back to 1F.  Push the block to the right and go north 
    past a flame chain.  Push the left block up and fall through the hole.  
    Open the chest for twenty rupees and jump off the ledge to the right.  
    Go down and around, take the ladder up, and then use the stairs to 
    return to 1F.  Push the block to the right, go north, and push the 
    block to the right by the hole forward.  Fall down the hole.  The 
    red/orange blocks should be down if you’ve been following the guide.  
    If so, go right to a new room.  Lift the skulls for blue rupees and 
    then open the chest for the Big Key.  Return to the main room.
    Take the ladder in the center of this room to the big chest.  Open it 
    for the dungeon’s prize, the Hookshot!  It can grapple to many items.  
    Let’s try it out.  To the right is a skull.  Hookshot to it and lift 
    the skull to the right to find a Small Key.  Now go back to the big 
    chest and stand behind it.  If you’re playing the SNES version, you’ll 
    see skulls to the north.  The GBA remake is a few pixels off, and you 
    won’t be able to see the skulls to the north.  Either way, grapple to 
    the north and open the locked door.
    In here, go left and lift the skull pot to reveal a switch.  Push the 
    statue here onto it and the door will open.  Before you enter, go right 
    and go north through the left door here.  Go north and take the ladder 
    down.  Push the switch here to drain the water and then go back up the 
    stairs.  Go south and go right to the stairs.  Open the chests for 40 
    rupees and go through the door to the left.  Follow the path to the 
    north.  In here are several waterfalls.  Pass through the one that is 
    second from the right.
    Climb the ladder here and deal with the jellyfish.  With the Hookshot, 
    you can beat them in one hit even if they are electrically charged.  Go 
    up the stairs to B1F and go south to a room with an annoying current.  
    Jump in quickly and go right to a ladder.  You can swim faster against 
    the current by pressing A quickly.  Lift the skull pot for a Small Key.  
    Now jump in the water and take it left to a ladder.  Bomb the wall here 
    and go north.  Beat the Gel and lift the skull pots to heal a bit.  Now 
    go back south, jump into the water, and take the ladder north to a 
    locked door.  Open it and go north to the hall before the boss.  This 
    was one short dungeon.
                            |    Boss: Arrghus    |
    In Greek mythology, Argus was a many-eyed giant.  Well, this boss has 
    one big eye and many tiny creatures orbiting it (a setup that has been 
    mimicked many times, not just by Zelda games).  This is really a pretty 
    easy boss.  First, you must destroy the puffballs orbiting it.  Each 
    take two hits, but you cannot injure them when they are together.  To 
    single them out, use the Hookshot to drag them to you.  From there, you 
    can easily beat them to a pulp.  At first, all of Arrghus’s attacks 
    revolve around the creatures orbiting him.  When you strip it of them, 
    it will take a different approach to beating you.  It jumps into the 
    air and starts to swerve wildly around the room.  When it rushes you, 
    slash its eye and it will jump back up.  Repeat this process until it 
    explodes.  Quite easy, really.  Take the Heart Container and then the 
    second crystal.
    The maiden thanks you as usual.  This maiden reveals that the Triforce 
    will grant the wishes of whoever touches it.  The one who discovered it 
    was the evil thief Ganondorf.  Luckily, Ganondorf didn’t know how to 
    return to the Light World.  She also hints at the Flute, which we 
    already have, as well as portals into the Dark World.  You have to 
    destroy Ganondorf.  Say you understand to end the process.  And that’s 
    a wrap.  May the way of the Hero lead to the Triforce.
    ============================Skull Dungeon*=============================
                           |    The Skull Woods    |
    Nothing to it but to do it.  Adding the Hookshot does not allow us to 
    add any items to our arsenal, so we’re just going to the next dungeon.  
    Warp to Kakariko Village and go to the northwest corner.  Go north into 
    the Lost Woods from there.  Go north to officially enter the Lost Woods 
    and hug the south wall as you go right.  Go south out of the Lost Woods 
    and you’ll see a tree to the south.  Dash into it for a full magic jar.
    Now go south and pound the stakes to lower them.  Lift the white stone 
    here and you’ll find a portal to the Dark World.  In the Dark World, 
    the Lost Woods are much worse.  Go north to officially enter it and go 
    right.  See those two big skulls?  Go north of them and fall into the 
    hole here.
                            |    Skull Dungeon    |
    Note: This is called Skull Woods in the GBA version.  I don’t see why 
    all these name changes were necessary.  Also, this dungeon is strung 
    about the dark Lost Woods; get ready to continually enter and exit it.  
    This is my least favorite dungeon, and luckily for us it is very short.
    Take out the enemies above you (remember, Hookshot is a jellyfish’s 
    worst nightmare).  Now go south, avoiding Hardhat Beetles and a flame 
    chain.  Go east from there into a new room.  Defeat the Hardhat Beetles 
    as you see fit and go north a bit to a chest.  Opening it (it contains 
    the Compass) causes the floor to rearrange.  Yep, this dungeon has star 
    switches.  Regardless, go to the southeast corner and through the door 
    you find there.  There are two new enemies in this room.  First, the 
    obvious enemies are the mummies, called Gibdos.  They take quite a few 
    hits by the Master Sword, but it’s not so much the Gibdos as the other 
    enemy in this room that makes fighting them tricky.  Wall Masters, also 
    called Clutches, drop from the ceiling and take you back to the 
    beginning of the dungeon.  Talk about annoying!  When they drop (you’ll 
    see a shadow and hear a falling sound), run and then slash them twice 
    to defeat them.
    When the coast is clear (that is, there are no Wall Masters yet), lift 
    the skulls in front of the treasure chest in the center of the room.  
    This will earn you a Small Key.  Use it on the locked door to the 
    north.  Red Hardhat Beetles have high defense, so try knocking them 
    into holes instead of drawing out what should be a quick battle.  Go 
    north a bit and you’ll see two star switches.  Step on the pair to make 
    some holes fill in.  Open the now-accessible chest to the right for the 
    Dungeon Map.  Now let’s go west.  This is another entrance/exit to this 
    forsaken place (why I hate it so much).  Exit here and drop into the 
    hole southwest of you (same hole we dropped into the first time).
    This time, we’re doing things differently.  Go south like last time and 
    go east at the door.  This time, though, go north.  Note that a Wall 
    Master does reside in this room.  Defeat the Gibdo in the leftmost 
    pocket and open the chest for a Small Key.  Open the locked door to the 
    right to emerge back in the same room we exited the dungeon from 
    earlier.  Go south to exit the dungeon.  In Skull Woods, go north and 
    to the left you’ll see a skeletal tunnel made up of rib bones.  Pass 
    through it as if it were a log in the Lost Woods and then take another 
    one south from there.  Take this entrance to be in another new region 
    of the dungeon.  Hooray...
    Wall Master alert!  There are Wall Masters in this room.  It is 
    especially clever to place them in this particular room, as you’ll see 
    in a minute.  Take out the Gibdos and then lift the central skull pot 
    up to find a switch.  Push the statue to the left to the left a bit and 
    then pull it so that you’re north of it and it is on the switch (being 
    mindful of the Wall Master all the way).  Go north one room and you’ll 
    be in another accursed Wall Master room.
    However, the chest here contains the Big Key.  Now that we have it, the 
    Wall Master is a convenient mode of transportation.  Let it take you to 
    the first room and then go south to exit this place.  Go north through 
    the skeletal tunnels and go down the other one.  See those 3x3 bushes?  
    Slash the middle one and fall into the dungeon from there.  Don’t you 
    hate this place?
    Defeat the Hardhat Beetle and the Helmasaur.  Now bomb the left wall.  
    Make sure that the star switch in here are pressed, and then pass 
    through the forced entrance you made to the west.  Pull the lever and 
    watch the wall to the south explode.  Go down and open the big chest 
    for (drum roll, please) the Fire Rod!  It matches your Ice Rod, too!  
    It can burn things (much more useful than the Ice Rod), light torches, 
    and melt ice.  Watch your Magic Meter, though.  Now that we have it, we 
    can leave much of this dungeon behind.  Go north a room and then go 
    right.  Go to the south end of the room (just walk over the star 
    switches) and go left at the end.  Go south to exit the dungeon into 
    Skull Woods.  Go north into the skeletal tunnel and follow it to 
    another skull entrance to the dungeon.
    Enter through there and go left.  Go left in here, too.  Now go south 
    to exit the dungeon again.  Take the right skeletal tunnel to your 
    north and follow this path to a hole.  Drop in to enter the dungeon 
    from yet another new entrance.  Note that this is a Wall Master room 
    (another reason for you to add to your list of reasons why you hate 
    this place).  Go south a bit until you can step on the star switches.  
    Do so and then go south (the hole is gone) so that you can go left a 
    room.  In here, another hole is gone.  Also, it’s a Wall Master-
    infested room.  Lift the left skull to get a Small Key.
    Go through the northern door using it.  This room is pointless.  I just 
    thought we’d go here, seeing as how it was on the map.  Now exit the 
    dungeon two doors to the south.  Take the left skeletal tunnel to see a 
    carving of some sort of monster with an insect-like creature extending 
    from its mouth.  Burn it down with the Fire Rod.  Now you can 
    “officially” enter the dungeon, which is very short now.
    Take the stairs to the left down.  Get under the bridge so that you’re 
    hidden from view and walk forward.  Do this until you’re blocked by a 
    wall, and then go around it.  Walk under the bridge again and go north.  
    Avoid the Spark here and continue north under the bridge until you must 
    go around another wall.  At the end, go east through another door.  In 
    here, immediately take the ladder up.  On the bridge in here is a 
    Gibdo.  Defeat it and dash to the south.  Just look at all the 
    heartache you’ve saved yourself by using the bridge.  Jump off the 
    ledge at the end and go left.  In this chest is a Small Key, of course.  
    We could’ve saved the previous one and skipped that other room, but 
    that’d leave a room unexplored.  Now, to avoid going through all those 
    rooms again, use the Magic Mirror to return to the beginning of this 
    segment of the dungeon.
    Go north and unlock the door.  This room is home to Wall Masters.  With 
    that in mind, step on the star switches and make your way around the 
    room until you can go through the door.  First, defeat the Gibdos (they 
    are very vulnerable to fire) and be wary of the Wall Masters.  Now, 
    lift all skull pots in the room in preparation.  Starting at the 
    southern end, run forward, lighting all the torches as fast as you can 
    with the Fire Rod.  If all are lit at the same time (they eventually go 
    out), the door to the west opens.  Go through and you’ll be in another 
    fun-filled room.
    First, defeat the Gibdo with the Fire Rod’s red flame.  Take out the 
    Moldorms before the disk of light hits you if you can help.  The disk 
    of light makes the Moon Pearl nonfunctional for a while, which means 
    that you are a pink bunny up against monsters you can’t even lift a 
    shield against.  Of course, there are Wall Masters here, too.  To 
    progress in the dungeon, slash the vines to the north, thus creating a 
    passageway.  Go through and defeat each enemy present in the room (save 
    the omnipresent Wall Master, of course).  The Gibdo leaves a Small Key 
    behind after its cremation.  Use it to the right.  Drop into the hole 
    and prepare to fight.
                            |    Boss: Mothula    |
    For some people, this boss is very hard.  I’ve found that those who 
    have difficulty on this boss find the next boss easy, and vice versa.  
    As its name implies, Mothula is a giant moth.  There are two ways to 
    beat Mothula, but I strongly recommend the first option I list.  You 
    could use the Fire Rod to beat Mothula.  After eight exposures to fire, 
    Mothula is dead.  You could also use the Master Sword to fight it to 
    the bloody death, and by bloody death I mean for you; it takes many 
    unnecessary hits to beat it that way.  I only suggest the latter if 
    you’re out of magic.  In the meantime, Mothula will fire orange beams 
    at you and razor traps will fly around the room.  If you can survive 
    for about ten seconds, you’ve got this fight in the bag.  Take the 
    Heart Container and the crystal (before that, notice how Link can walk 
    into the spikes and take no damage).
    This maiden thanks you and then tells you the prophecy of the Great 
    Cataclysm.  If an evil person gets their hands on the Triforce, a hero 
    is destined to appear to stop them.  Should that hero fail, then there 
    is no hope.  Also, this hero must descend from the Knights of Hyrule.  
    Link, who is of their bloodline, is the only one left who can rescue 
    Zelda!  Say you understand to get it over with.  May the way of the 
    Hero lead to the Triforce.
    ===========================Blind’s Hideout*============================
                       |    The Village of Outcasts    |
    The Fire Rod does not allow us to do anything more, as far as side 
    quests are concerned, so we’re headed straight for the next dungeon and 
    its crystal.  From where you enter Skull Woods in the Dark World, look 
    to the left to see a row of bushes.  Charge them and go south to enter 
    Kakariko Village’s dark doppelganger, the Village of Outcasts.  Aside 
    from guards, there are plenty of thieves to go around.  One of the only 
    complete buildings in town sells items.  The Gold Bee here is not for 
    sale at first, but it can be if you give the man there one (in the 
    place where we got the Ice Rod, enter the cave normally and charge the 
    statue near the end.  A Gold Bee comes out).
    There are two interesting side quests in the village, although we won’t 
    be doing them until after we beat this dungeon.  For now, though, go to 
    the center of town (where the weather vane that the bird slumbered in 
    Kakariko Village).  In place of the weather vane is a devilish figure 
    holding a pitchfork lowered into the ground.  Lift the end of the 
    pitchfork up and you’ll roll backward.  This is the entrance to the 
    fourth dungeon.
                           |    Blind’s Hideout    |
    Note: This dungeon is alternately called Thieves’ Town in the GBA 
    version.  Personally, I think Blind’s Hideout is a far better name.
    If you recall from earlier in Kakariko Village, Blind was a thief that 
    hated the light.  His former base of operations is owned by a man in 
    the Light World.  Thankfully, this dungeon is really easy.  It also has 
    an extremely useful item in it that will let you get many new items, 
    all of which are very nice to have.  For starters, go forward and jump 
    down a tier.  The enemy here is very easy.  Slash it once and it dies.  
    Its only attack is contact.  Take it out and lift the skull pot ahead 
    of you.  To the left is a treasure chest containing the Dungeon Map.  
    Using it, we can see that the dungeon really isn’t too large.  The 
    first floor consists of four large rooms as well as a few other ones to 
    the north.
    To the right is a red version of the enemy you encountered earlier.  
    Although in the first The Legend of Zelda, red enemies were weaker than 
    blue ones, the opposite is true for this game.  It can spit fireballs, 
    so beware.  Go north through the right path and defeat the enemy.  Go 
    north and take the ladder up.  Follow this path until you find a 
    cracked wall standing out along the average stretch of dungeon wall.  
    Bomb it and go right.  If you bomb the north wall here, you’ll be able 
    to observe a future room.  Boring!  Go south and then back west.  Take 
    that good old ladder down and go left, following the path to another 
    one.  Go left, following a rectangular path until you reach a chest, 
    which holds twenty rupees.  Now that we have it, go south, jump down a 
    ledge, and go south back to the first room.  Not quite as pointless as 
    you think.
    Go right and take this path north.  Go right a screen to a new room.  
    Go south from here to a new room.  Continue south and take a ladder up.  
    Follow this path to a treasure chest that holds the Compass.  Jump off 
    the ledge to the left and go west once to find a chest.  Inside is the 
    Big Key.  Talk about easy!  Go right again and follow the north wall to 
    an opening.  When it opens, go left and take the ladder up.  Go back to 
    where you got the Compass and go south to the wall.  Follow it right 
    and take that path up.  Jump off the ledge at the end and go north.  Go 
    forward a bit and take the ladder up.  Go right to the intersection and 
    then go north.  Open the big door here.
    There are several Stalfos here.  Follow the path to the end and lift 
    both skulls for a Small Key.  Now go north into the boss room.  Hey...  
    There’s no one in there!  Go south to exit it and go west using the 
    Small Key you just recently acquired.  It’s the room that you got a 
    preview of earlier.  Go left in here to a new room.  The enemies in 
    here move by expelling their centers and then floating back to them.  
    Slash the nucleus part when they do this to beat them.  Go left after 
    beating them to a long hallway.  Head north on the conveyor belt past a 
    host of hazards to go north.  In this room, lift the skull pot and 
    throw it to your right for a Small Key.  Stand against the north wall 
    and look down to the block switch.  Throw the Magical Boomerang at it 
    and then take the door north.
    The intercom is inaccessible right now, but it’s just Zelda warning you 
    about Blind the thief’s treachery.  Thieves must have very long natural 
    life spans.  Lift the skull pots to the south to find a switch.  Step 
    on it to open the door, which you want to go through.  Follow this 
    hallway to the right until you reach a new room.  Inside, open the 
    chest for bombs.  Stand south of the light flooding the room and throw 
    a bomb at cracked wall ahead of it.  This should make a hole, causing 
    light to enter the room to the south.  Backtrack to where you ascended 
    the stairs to 1F and go south (in B1F, making sure that the block 
    switch is blue).  In this hallway, go right to a new room.  Defeat the 
    enemies if you’d like and go right a room.
    Fight the maze of conveyor belts and take the stairs to the north down 
    to B2F.  Defeat each and every adversary in the room and a door to the 
    west opens.  Take it, of course.  In here, keep the Hookshot handy and 
    take the conveyor belts to the south.  Use the Hookshot to defeat 
    jellyfish in one blow and go right at the end.  Go right once more at 
    the end.  This is the jail cell in the dungeon (I made a funny!).  Take 
    the locked doors north and you’ll find enemies, at the end of which is 
    the maiden.  Cool, no boss.  She’ll tag along behind you, much like in 
    Hyrule Castle.  Open the chest by her for a Small Key.
    Exit the jail cell room and go left a room.  Go over the conveyor belt 
    and unlock the locked door.  Quickly pound down the stake here and open 
    the big chest.  It’s the Titan’s Mitt!  This extremely useful item lets 
    you lift black rocks.  Many, many items are tied into this, which is 
    why I usually do the fourth Dark World dungeon second.  If you were 
    quick enough, you’ll be able to run back to the entrance of this room 
    before the tile starts to fall into an endless pit below you.  Now it’s 
    time to take the maiden out of the dungeon.
    Instead of using the Magic Mirror, though, let’s take the long route.  
    Go out and go right a room.  Go north and lift the block here (thanks 
    to the Titan’s Mitt).  Now go north back to B1F.  Lift the skull pot to 
    the right and you’ll uncover a switch.  Use it to open the door to the 
    right.  Go through and you’ll be back in the hallway before the boss 
    room.  That’s still bothering me…  Why was there no boss?  The Compass 
    cannot be wrong.  Go north to check it out.
                             |    Boss: Blind    |
    As the maiden steps into the light, her true colors are revealed.  It’s 
    Blind in disguise, the thief from Kakariko Village!  Blind is a very 
    strange man.  Due to the Dark World, he’s become a satanic creature 
    with a bright smile wearing a white robe.  It floats around the room 
    and shoots lasers from its eyes.  Easy!  Slash its head and it will 
    spew fireballs.  Keep slashing and the robe falls.  Blind only has a 
    head and his arms.  The disembodied head starts to float around the 
    room and Blind grows a new one!  This boss tactic is based on the 
    second boss from A Link to the Past (Helmethead).  This is where it 
    gets tricky.  Keep attacking the head while avoiding the other head and 
    it will eventually grow a third head and add its second head to the 
    floating armada.  This is where I start using the Cane of Byrna.  With 
    fireballs flying, rush it and attack the last head madly.  Once Blind 
    explodes, take the Heart Container it leaves behind.  Now pick up the 
    The real maiden thanks you, but she has nothing to say about her 
    impersonator.  The maiden tells you the summarized version of what 
    Sahasrahla told you a while back.  When the sages were casting the seal 
    to separate the Dark World from the Light World, the Knights of Hyrule 
    defended them from the evil monsters gushing from the portal.  They 
    were nearly wiped out, but Link still lives.  He is perhaps the last 
    one of the bloodline (seeing as how you’re uncle’s dead and all).  You 
    must defeat Ganon.  Boy, these maidens are like parrots.  May the way 
    of the Hero lead to the Triforce.
    ==============================Ice Palace*==============================
                         |    The Tempered Sword    |
    Undoubtedly, the most useful upgrade linked to the Titan’s Mitt is the 
    Tempered Sword.  It is the upgrade to the Master Sword.  To get it, go 
    the southeast corner of the Village of Outcasts.  Go south and then go 
    left to see a frog hopping around by some skulls.  Lift them (you are 
    able to now thanks to the Titan’s Mitt) and talk to the frog.  The frog 
    requests that you take him to his partner in the Light World.  He joins 
    your party and follows you around.  Use the Magic Mirror to return to 
    Kakariko Village (him following).  Go north and notice what this man 
    looks like.  He seems to be a dwarf, but he looks remarkably like 
    someone else we might’ve seen on our quests.  Go right from here to see 
    the cave where we got the Magic Meter upgrade.  This time, though, 
    enter the house by it.
    Eureka!  These two are the Smithy partners.  For reuniting these two 
    lost souls, they will temper your sword.  Well, if they insist.  Exit 
    and reenter the shop and talk to them.  For ten rupees, they’ll temper 
    the Master Sword.  Let them do it and they warn you that it might take 
    a while.  You can do the next section event (below this one) to pass 
    the time by.  When you return, you’ll have the Tempered Sword in your 
    possession.  It is three times as powerful as the Fighter’s Sword your 
    uncle gave to you so long ago.  This is why I usually skip right ahead 
    to the fourth dungeon after the first.
                          |    Passing the Time    |
    Go to the Smithy’s shop in the Dark World to find it in ruins.  Lift 
    the black rock blocking your passage before it and you’ll see many 
    stakes.  Pound each down with the Magic Hammer (I said I’d call it just 
    the Hammer, but I can’t bring myself to do it).  Go down the stairs 
    that form by doing it and you’ll find a Piece of Heart.  This should 
    sufficiently waste enough time to get the Master Sword tempered (above) 
    if you’re slow enough.  Like the Master Sword, the Tempered Sword 
    releases beams when you’re full on health.
                          |    The Fourth Bottle    |
    We can now get the final bottle.  Go to the ruins of Smithy’s shop in 
    the Dark World.  Inside you’ll find a chest.  The key is locked inside, 
    so we’ll just take it and let it tag along for now.  First, you cannot 
    dash or lift items when it is tailing you.  Warp to the Light World.  
    Now, go back to the entrance of the Desert of Mystery.  Remember, long 
    ago I showed you so long ago?  Go there (go south from Kakariko Village 
    and then go east) and go north at the first turn.  There’s a man here 
    that only wants peace.  Talk to him and he’ll say that he knows that 
    you know that he used to be a thief.  A man in the Lost Woods tells 
    you.  Anyways, he’ll open the chest you’ve got there if you promise to 
    tell no one.  Give him your word, even though you’re so going to blab 
    afterward, and he’ll open the chest to give you a bottle.  It’s the 
    last one, and we’ve waited long enough for it.
                           |    The Magic Cape    |
    Yet another secret item that most people would never even look for.  
    From the Sanctuary, go right to see the graveyard.  In the northeast 
    corner is a grave surrounded by black rocks.  Lift the rocks and dash 
    into the gravestone with the Pegasus Boots.  Take the stairs down and 
    enter a new chamber.  Run forward and open the chest for the Magic 
    Cape.  When you wear it, you turn invisible.  This not only protects 
    you from damage, but it prevents you from being seen.  I prefer the 
    Cane of Byrna because it is slower in magic-consumption (maybe not, but 
    it feels that way).
                        |    The Pond of Happiness    |
    We’re heading toward Lake Hylia.  Warp to the Flute’s position number 
    eight.  Go north from here and leap off the ledge into the water.  Swim 
    left and then to the northwest.  Here, enter the cave.  This is the 
    Pond of Happiness.  Toss in rupees and every time you collect a total 
    of 100 rupees, a Great Fairy appears.  She will let you carry either 
    more bombs or arrows.  You can hold a total of 50 bombs and 70 arrows, 
    which means that you need to make two trips to get each upgrade if you 
    max out each time.  While you’re here, bomb the wall to the right to 
    find a Fairy Fountain.  Honestly, this is the first time I ever found 
    that.  When you’re satisfied with your arrow and bomb capacity, exit 
    the Pond of Happiness (come with four bottled fairies and full health 
    from the Fairy Fountain in the pond) and lift the black rock before the 
    cave.  Now warp to the Dark World.  Take the stairs into Level 5.
                             |    Ice Palace    |
    Note: No, the SNES and GBA versions of this game both have the same 
    name.  However, the wonderful people that remade the GBA game toned 
    down this dungeon, and this dungeon only, a whole, whole lot.  The 
    principal puzzle of the dungeon has been removed, which means that I 
    will cover this dungeon twice – first for the GBA version and then the 
    SNES version.  Use the GBA version for most of it, as I will only point 
    out the different points in the dungeon when I cover the SNES and how 
    to get through them.
                                The GBA Version
    Go forward and an ice monster comes out of the wall.  Flame it with the 
    Fire Rod to beat it.  The intercom here, presumably Sahasrahla, says 
    that you need the Fire Rod.  Now go left.  Defeat the jellyfish here 
    with the Hookshot and a Small Key falls out.  Use it on the north door.  
    Go down, defeat the Gels, and step on the switch in the corner to open 
    the door to the right.  Push the block in the intersection to the right 
    and then go down.  The enemies here are called Pengators.  Defeat them 
    with a simple slash (two, actually) and a chest forms.  Open it for the 
    Now go north.  Push the block forward and go right after pressing the 
    switch.  Defeat the Pengators and lift one skull here to find a switch.  
    Press it and go left again.  Push the block aside and go north.  Here, 
    hit the block switch so it is blue.  Place a bomb by the switch and run 
    forward to the block.  When the switch turns red, bomb the cracked 
    floor here.  Fall through the hole down to B2F.  By the way, there are 
    seven basements and one floor, making this the largest (height-wise) 
    dungeon yet.  Go north to the intercom.  A Stalfos Knight falls down 
    near you.  Sahasrahla hints at how to beat it, though.  Slash it once 
    and then bomb the remains to permanently strike it down.
    Go south and into a room with a long hallway.  Take it left, defeating 
    the second jellyfish for a Small Key.  Keep the block switch here red 
    and go south through the locked door.  Follow this path around when the 
    flame chain is passed and stop at the skull pot in the corner.  Lift 
    it, press the switch, and then go east.  Go down the stairs.  In here 
    are several Pengators.  One hit of the Hookshot will beat them in one 
    hit.  Now go north.
    Stop here as a huge razor trap flies at you.  When it is returning 
    north, go to the east or west pocket.  Step out a bit so it flies south 
    again, and then go north.  In here, the tiles will begin to fall.  Drop 
    in and you’ll be in B4F.  The intercom here is just Sahasrahla warning 
    you about magic consumption.  Go right.  Here, defeat as many jellyfish 
    as you can with the Hookshot and then grapple to the block to the 
    right.  Now go south.  Carefully, make your way left past the razor 
    traps and take the stairs up.
    Use the Hookshot here to defeat the enemies and then cross the gap by 
    the skull.  Lift it and press the switch to make a chest appear.  
    Grapple to it and open the chest for a key.  Now go right over the 
    spikes (Cane of Byrna works nicely) and take the stairs up.  Defeat the 
    first Stalfos Knight and pound in the stakes to the left.  Lift the 
    block (you’ll get a Small Key) and pound the next stakes.  Pull out the 
    statue’s tongue to open the door to the right.  Now lift the skull pots 
    to find a switch.  Press it and the chest containing the Dungeon Map 
    Take it and go right.  Now go up the stairs here.  Open the chest to 
    the south for the Big Key.  Now the dungeon’s unraveling.  Go back down 
    the stairs and pull the statue’s tongue to go left.  Hookshot over the 
    spikes with the Hookshot, obviously, and open the locked door to the 
    left.  You’re back in the intersection.  Go left and you’ll be in a new 
    room.  Take the stairs down and defeat the two ice enemies here with 
    the Fire Rod.  Open the chest that forms for bombs.  Now bomb the 
    cracked floor in the area to make a hole.
    Fall through and open the chest here for the Blue Mail.  With it, 
    you’ll take half as much damage as normal!  It also changes Link’s 
    outfit from green to blue.  Now go back to that intersection (it takes 
    about a minute with the Magic Mirror) with the large razor trap.  Go 
    north and fall down the pit.  This time, go south and open the locked 
                            CHANGE POINT (SNES-GBA)
    In here, go around the path to a staircase leading to B5F.  Go down and 
    lift the skull to find a switch.  Press it and a chest forms.  Open it 
    for a Small Key.  Now feel free to go right.  Follow this icy path 
    north.  Under one pot in this room is a Small Key, under another is a 
    switch.  Press it and go left.  Go north in here and then go north 
    again past a Stalfos Knight and a few jellyfish, using a Small Key on 
    the way.  At the end, go south.  Unlock the door to the right and hit 
    the block switch here.  Now go back up to B5F.  In this first room, 
    fall through either hole to be brought to a Fairy Fountain.  Take the 
    portal afterward and go north up the stairs back to B5F.
    Go south and go right.  Go south again, go left, and then take the 
    stairs back up.  Go around the path here and go through the north door.  
    Welcome back to this room.  Lift the central pot to find a switch.  Use 
    it to go left.  Now fall through the hole.  Here, go right.  We’re back 
    to the block.  Lift it and fall down the hole.  First, defeat the 
    Stalfos Knight that falls down.  Now go south a room.  Defeat the 
    jellyfish here and then pound the stakes to the left.  Lift the giant 
    block and pull the statues out.  Now pound the stakes and fall into the 
                          |    Boss: Kholdstare    |
    This boss is a tad tricky.  I hope you went to the dungeon’s Fairy 
    Fountain earlier and bottled them all like I told you to.  First, get 
    out the Fire Rod.  Use it repeatedly on the frozen Kholdstare and the 
    ice it is encased in will melt.  Now the cloud with an eye is free.  
    While blocks of ice fall on you, the cloud divides into three smaller 
    parts.  Follow each around and slash them many times to beat them.  At 
    the end, take the Heart Container and the crystal.
    This maiden thanks you like the others do.  She says that those that 
    are true Hylians – the people of Hyrule – are becoming few.  She says 
    that the maidens do not possess the powers of their sage ancestors, but 
    that they can still help you when united.  May the way of the Hero lead 
    to the Triforce.
                               The SNES Version
    The main difference between the remake and this lies in the block that 
    is surrounded by other blocks.  You need to lift it to reach the boss, 
    but it is much harder to do in the SNES version.  Seriously, you don’t 
    need a separate guide, except for the last paragraph before the boss.  
    Other than that, nothing has been changed.  After reading the text 
    “CHANGE POINT (SNES-GBA),” you’ll have to do some new things.  To avoid 
    much frustration, go to the sixth dungeon and at least get the prize 
    before attempting this part.
    Specifically, get to the room that you must go north through a locked 
    door in with a Big Key, the one with the block surrounded by colored 
    blocks in it in my guide (doing everything before that, too).  Go north 
    and unlock the door here, taking the stairs down to B6F.  Go south 
    once.  After defeating the enemies here, lift the skull to find a 
    switch.  This is the switch that you need to keep down.  The problem is 
    that you must keep this switch pressed to keep the door to the south 
    Well, to avoid having to go through a ton of junk that would ultimately 
    lead you to push a block onto the switch from above, use the Cane of 
    Somaria (found in the sixth dungeon) on this switch to keep it pressed.  
    Now go south to the room before the boss.  Like in the GBA version (the 
    changes are over), you must go to the left, lift the block, and fall 
    down the hole.  Sorry for the inconvenience of skipping the dungeon’s 
    Heart Container, but I assure you that the Blue Mail is not needed to 
    get the sixth dungeon’s item.  May the way of the Hero lead to the 
    =============================Misery Mire*==============================
                        |    The Bombos Medallion    |
    Fly to the seventh warp point with the Flute.  Go north once and go to 
    the northwest corner.  Pound the stakes and lift the rock to find a 
    portal to the Dark World.  Now go to the south.  Go left and around 
    this path until you can go left no further.  See those stakes?  Stand 
    in them so that you are “boxed in” by the wall and use the Magic Mirror 
    to warp to the Light World.  Go left and read the inscription on the 
    tablet using the Book of Mudora.  You will receive the most impressive 
    of the medallions – the Bombos Medallion!  It unleashes a wave of fire 
    and a series of explosions to destroy every enemy on the field.
                          |    The Swamp of Evil    |
    There’s nothing to do now, so let’s just skip on ahead to the dungeon.  
    Strangely, enough, the Desert of Mystery has become Misery Mire (also 
    called the Swamp of Evil), a swampy wasteland plagued by a mysterious 
    ghost.  Use the Flute to warp to point 6.  Lift the black rock to the 
    right and use it to warp to Misery Mire.  In the GBA version of this 
    game, the second dungeon was called the Swamp Palace.  Any dungeon here 
    deserves that name, not a clearly water-themed dungeon!  Anyhow, now 
    that we’ve found the entrance to the swamp, let’s go north a bit.  Hop 
    off the ledge and go north to see the entrance to the dungeon.  It is 
    on some land, and you’ll see an emblem before it.  Stand on the 
    insignia of one of the medallions and unleash the power of Ether 
    (translation: use the Ether Medallion on the emblem)!  This makes the 
    dungeon rise from its swampy grave.  After you.
                             |    Misery Mire    |
    This dungeon has no note because there is no change.  This is the 
    dungeon from the SNES, name and all.  I know that some of you just 
    skipped by before completing the fifth dungeon due to the SNES 
    complication, so I’ll make getting the treasure our first priority.  Go 
    forward with the Hookshot in hand and grapple across the pit to the 
    right.  Now take the stairs down to B1F.
    To your right and left are two enemies that you might be familiar with.  
    They were in one of the first rooms of Eastern Palace, and they take 
    one hit now just as they took one hit then.  However, this room is also 
    home to several new enemies (as well as a Beamos).  Wizzrobes, also 
    called Wizrobes (the difference lies in the type.  Wizrobe refers to 
    the mini-boss type), warp around the room and shoot blasts of magic, 
    usually elemental.  At this point in the Zelda world (that is, when A 
    Link to the Past was first released), they had appeared in each game.  
    Thanks to the Tempered Sword, you can defeat them in one hit.  The 
    trick is keeping them still.  When you’ve smote each enemy in the room, 
    go north.
    This is the main room of the dungeon right here.  Take the steps down 
    and go to the northeast corner of the maze.  Take the left ladder up 
    (you cannot take the right one if you wanted to) and go through the 
    door.  The torches in here are an old but effective trick.  They shoot 
    fireballs at you (this dungeon is the revival of everything old in 
    Zelda games).  Go right and pull out the Magic Cape or the Cane of 
    Byrna.  Walk across the spikes here to reach the pot.  Lift it and step 
    on the switch to make a chest appear.  Open it for a Small Key.  Lift 
    the skull pot in the northwest corner for yet another Small Key.  Two 
    for one room special!
    Go north a room through the locked door.  Go north in here, too.  Run 
    forward and go left at the end of the path.  We’re at another bridge.  
    Go left on it and you’ll wind up in a new room.  Go to the left and 
    lift a skull pot in here after a few Sparks to find a Small Key.  
    They’re just throwing them at us.  Now hit the block switch to make it 
    blue.  Return to where we entered this room and go south past a bed of 
    spikes.  To the south is a locked door; open it and take it.  To the 
    south again is another conveniently placed spike bed.  Use the Cane of 
    Byrna to go south on it and de-equip it at the end.
    Step in front of the giant razor trap, retreat, and then go south as it 
    retracts.  In the new room, go right immediately.  We’re back in the 
    main room and we got a key out of it!  Go south and refrain from 
    opening the locked door.  Step onto the wire net when you can and go to 
    the northeast corner of this net to find a skull pot.  Lift it and 
    press the switch to make a chest containing a Small Key form.  Now go 
    back to that locked door we saw earlier and go west through it.  In 
    here, use the Hookshot on the jellyfish for a Small Key.  Great.  Now 
    exit this room the way you entered.  By where you opened that chest is 
    a door to the north.  Take it, please.  The enemies in this room, 
    called Sluggulas, take one hit apiece and drop bombs.  Defeating all 
    four makes the door to the right open.
    After taking it, we’re going north this time.  To do this, wait for the 
    torches to fire and push the block aside.  Go north to see an enemy-
    filled room below.  Go north again and take the stairs down to a 
    bridge.  Go north on it to find a chest containing a Small Key (number 
    three in your arsenal).  Now that we have it, let’s go back to the room 
    where we got the Small Key from the jellyfish (south twice, left, down, 
    southwest).  Leave the switch here blue, ignore the enemies, and go 
    west through the locked door.
    It’s alive!  Yes, this room pits you against flying tiles, which you 
    should harbor a strong hatred of ever since Desert Palace.  Stand in 
    the southeast corner with your sword extended and raise it each time 
    Link lowers it (in most games Link is left-handed.  Pretty neat, huh?).  
    The only problem with is the block shooting fireballs at you.  Light 
    all the torches and go north.  Open the chest here for the Compass.  Go 
    south back to the room with those terrible tiles and then go south 
    again.  Defeat the enemies here and go around the bend to some stairs.
    Take them to 1F.  Go down, walking around the pits, to see some torches 
    by Wizzrobes at the southern limit of the room.  Push the sides blocks 
    in and then the central blocks up or down to make a clear path to the 
    torches.  Now go south without lighting them.  The setup is the same 
    here.  Push the blocks and run into each room, lighting all the torches 
    with your Lamp.  Doing so makes the floor tremble.  It takes so long 
    that the torch you just lit will be out by the time it’s over.  Go east 
    at the end.  Although you cannot tell now, the room just expanded quite 
    a bit to the north.  Head in that direction.
    Actually, I lie.  A hole was made in here in the southeast corner.  
    That’s what the intercom (live chat with Sahasrahla!) says, or 
    something to that extent; when Sahasrahla talks, I kind of go blank.  
    Anyways, go south and fall into the pit.  Open the chest you fall by 
    for the Big Key.  Hooray!  Go left and use the warp here.  It leads to 
    a room with several Wizzrobes in it.  Go north of here, opening the 
    door with the Big Key.  Use the teleport in here to another new room.  
    This room is easy to access, so we’ll leave it for now.  Use the Magic 
    Mirror to return to the entrance of the dungeon and then go to the main 
    room.  You should see a door to your right.  Go through and go right.
    In this room, quickly run to the right and onto the bridge (face 
    north).  Dash forward and, if you’re fast, you’ll reach a big chest.  
    Open it for the Cane of Somaria.  It is the second cane (but not the 
    last.  In The Legend of Zelda: The Minish Cap, they introduce the Cane 
    of Pacci.  That is all) in the Zelda series, and definitely the 
    recurring one.  Swing it once to make a block appear.  Swing it again 
    to make the block explode, unleashing four fireballs in the cardinal 
    directions.  For those of you who are playing the SNES, this is the 
    easiest way to get past that puzzle in the Ice Palace.  For now, go 
    left and hop off the ledge.  We’ll return to this room later for the 
    treasure chest.
    Go down to a ladder and go left at the end.  Welcome back to the main 
    room.  Jump into the maze and work your way to the northwest corner.  
    Take the ladder here and go down to the southwest door.  Go through, 
    hit the block switch (making it blue) and return to where you got the 
    Cane of Somaria a minute or two ago.  The easiest way to get to the 
    bridge before it starts to crumble is to use the Hookshot on the block.  
    When you reach the big chest, go left a room.  Now that the blocks are 
    down, open the chest for the Dungeon Map.  At this point, we’ve visited 
    nearly every room in the dungeon, and so it too late to be of aid.
    Use the Small Key on the door to the left to make an easy shortcut to 
    this room and then go north.  Go north again and jump into the pit.  Go 
    left to be back in an old room.  Take the stairs in the center of the 
    room and open the locked door here with the Big Key.  In here, dash 
    across the bridge and take the stairs down to B2F.  It’s one of those 
    dark rooms.  Thank goodness we have the Lamp.  The main difficulty 
    factor here lies in fireballs from all directions.  Run to the left and 
    lift a pot.  Use the Cane of Somaria (it uses magic, so use it 
    sparingly) on the switch here.  Now go south.
    In here, go west.  In this room, go south at first and take the path 
    north to see a razor trap.  When it is off to the right, run to the 
    left and take one of the paths down.  At the end, go left to the wall.  
    Follow it north and get onto some conveyor belts.  When you can, toss 
    the boomerang at the block switch to make it red.  Now go south and 
    through the door there.  Bomb the north wall to find a block switch.  
    Hit it to make it blue and then go south.  Go left to a new room, lit 
    thankfully.  Enemies drop from the roof in this room.  Dodge them as 
    well as the other hazards here and go north of the stairs to see a 
    block switch.  Hit it and then take the stairs up a floor (B1F).  
    Quickly run around this path to avoid the flame chain and then use the 
    Big Key to go north into the boss chamber.
                           |    Boss: Vitreous    |
    What an imaginative boss!  Basically, you have a giant eye ball lying 
    in some gel-like substance with miniatures around it.  Like Agahnim, 
    Vitreous can shoot lightning bolts from its pupil.  Stand in the 
    southeast corner and slash your sword repetitively.  Vitreous will send 
    its bite-sized minions at you in groups.  They are very easy to beat if 
    you adopt this strategy.  When only four of its cohorts are standing, 
    the big eye itself comes to beat you up.  Because of its jumping 
    prowess, Vitreous might land an occasional hit on you.  However, if you 
    stand in that corner and slash repeatedly, you’ll beat it just as 
    easily as you defeated its juniors.  When the battle is over, take the 
    Heart Container and the crystal.
    She thanks you and then decides to reveal more of the plot to you.  
    Ganon captured the maidens because he couldn’t break the seal of the 
    seven sages alone.  Using Agahnim as his pawn, Ganon drew the maidens 
    into the Dark World (we figured as much).  Ganon sure does like 
    crystals.  It’s his containment method of choice in Zelda games.  After 
    sealing up the maidens, he assigned one to each of his strongest 
    monsters.  That’s kind of pathetic, really.  Now only Princess Zelda 
    remains.  She is on Turtle Rock, and only you can save her!  May the 
    way of the Hero lead to the Triforce.
    ==============================Turtle Rock*=============================
                |    The Golden Sword & the Silver Arrows    |
    Use the warp by the Light World’s warp point # 7 (to the upper-left are 
    stakes; pound them and lift the rock) to enter the Dark World.  Go 
    right and then north to Link’s house’s equivalent, which is now a bomb 
    shop.  Normally, the man here only sells 30 bombs for 100 rupees.  Now, 
    though, he’ll sell you a Super Bomb for 100.  You want to buy the 
    latter.  If you cannot afford it, you can find 300 rupees in the house 
    that you must bomb to enter in the southwest corner of the Village of 
    Outcasts.  When you have it, do not dash,lift things, etcetera, and do 
    not jump over ledges.  If you do, the Super Bomb will detonate.  You 
    want to go to the Pyramid of Power with your new toy.  To do this, go 
    right (pound the stakes with the Magic Hammer), north, and then left.  
    In here, go up the first set of stairs and go left to a cracked wall.
    Bomb it with the Super Bomb and it will open.  Hooray!  Enter to find a 
    Mysterious Pond, much like the one that we got the Magical Boomerang 
    and Red Shield at.  This time, though, throw in the Tempered Sword.  A 
    very fat fairy appears.  According to her, Ganon used his evil magic to 
    transform her.  Anyways, the Golden Sword is far better than any blade 
    you’ve wielded yet.  It’s true; you can feel the power throbbing in 
    your hand.  It is four times more powerful than the Fighter’s Sword.  
    Exit and reenter to throw in your Bow & Arrow.  For being honest, the 
    fairy will give you the Silver Arrows.  To deal the final stroke to 
    Ganon, you need them.  However, we still have a while until we’ll use 
                        |    The Ninth Warp Point    |
    On your Flute, you currently have eight different warp points.  Warp to 
    the first one in the Light World.  Go to the right and enter the cave.  
    Talk to the elder and he’ll comfort your weariness.  Take the stairs 
    behind him and go right.  Follow this path to the southeast and go 
    south in these tunnels to emerge back on Death Mountain.  Go left and 
    take the ladder here up a tier.  Take the portal here into the Dark 
    World, go left, and use the Magic Mirror to return to the Light World.  
    Jump off the north ledge and you’ll see the Tower of Hera/Mountain 
    Tower to your right.  Right of it is a bridge by stakes.
    Cross the former and pound the stakes at the other side in with the 
    Magic Hammer.  Defeat the red Tektite to your right and continue right.  
    Follow the path right and you’ll see an elevated piece of land on the 
    mountain.  Lift the black rock before it and take the ladder to the 
    top.  Pound the right stake, then the north stake, and finish with the 
    left one.  This makes a portal to the Dark World appear.  Take it.  You 
    are now standing on the entrance to Turtle Rock.  Use the Quake 
    Medallion on the emblem here and the path to the dungeon opens.  Drop 
    down and enter.
                             |    Turtle Rock    |
    Now this is a hard dungeon if you don’t know how to attack it.  First, 
    you need many of the magic-consuming items, like the Ice Rod, for 
    instance.  You need to use your magic very carefully, as Sahasrahla 
    warns you using the intercom to the left.  If you need it, you can buy 
    the Medicine of Magic for 60 rupees at the store in the Light World 
    that we got the Magic Powder from.  Go forward and you’ll see a line 
    with question marks at either end.  This is the second function of the 
    Cane of Somaria.  Swing it over the question mark to make a platform 
    appear.  Step on it and ride it across the gap.  Go north in here to 
    the main room of 1F.  It is the hub for quite a few rooms.  Due to a 
    Small Key shortage, you’ll have to go through one of the most memorable 
    rooms of the dungeon.
    Make a platform appear on the mark ahead of you and ride it to the 
    right to two more question marks, going north at the intersection.  Go 
    through the door to the right to find yourself in a maze.  You must 
    light all the torches here to make a door to the north open.  However, 
    you must keep them lit, and you must use the Fire Rod.  To do this most 
    effectively, go south.  At the very end, you’ll have an opportunity to 
    light all four of the torches very quickly.  Don’t take the little 
    detour and go north as soon as you can.  If you’re fast enough, you’ll 
    make it through the door in time.  Here, go north a bit (with the Magic 
    Cape on if you want) and you’ll find two chests.  In one is a Small 
    Key, while the left one holds the Dungeon Map.  Both are valuable 
    items. Lift the skull while you’re here to relieve your magic, even if 
    it is slight.
    Go south and hang a left to return to the main room of 1F.  This time, 
    use the Cane of Somaria on the question mark to the left and go forward 
    to another door.  Take it after whooping that Stalfos and you’ll be in 
    a flying tiles of doom room.  Stand in the southeast corner with an 
    extended sword (that is, as close to the spikes as you can be without 
    standing in them).  When the tiles hit your sword, raise it again, and 
    continue this until the door to the north opens.  Go north and you’ll 
    find a Fairy as well as a magic jar under the skull, completely 
    refilling your magic.  Now go south twice back to the main room.
    Make a platform form with the Cane of Somaria and go left, turning 
    south at the intersection.  Then go left at the four-way fork in the 
    line, and go south afterward.  Stop and take the recovery heart beneath 
    the skull, then go right to the next stop.  Go south through the cave 
    in here and walk straight down.  You experienced eyes that shoot lasers 
    on the walls in the room of Misery Mire that you got the Cane of 
    Somaria in.
    Well, they’re back in force in this dungeon.  They do not shoot when 
    you’re back is facing them, so run down to the chest.  Quickly open it 
    for the Compass.  Now face the south and swing the Golden Sword.  Keep 
    it extended until it begins to sparkle.  While charging a Spin Attack, 
    you cannot turn around, making this the ideal way to go north back into 
    the main room undetected.
    Take the path to the northwest ledge.  Here, open the locked door 
    (don’t you just love how this dungeon is set up like a cave?  No?  I 
    didn’t think so).  The enemy in this room resembles a Pokey from Super 
    Mario Bros. 2.  That is, it is a layered monster that splits as you 
    attack it.  It’s best to attack them with a Spin Attack to take out two 
    layers at once.  They bounce around after you make contact, making them 
    quite annoying.  When you’ve beaten it, a Small Key drops.  Use it on 
    the door to the north.  This is it for the first floor.
    In this room you’ll see two Chain Chomps, another Mario enemy.  Just 
    leave them alone.  Use the Magical Boomerang to hit the block switch 
    from behind the orange block line and then go to the southwest corner 
    of the room.  Push the upper block here to the right to make a chest 
    appear.  Step out of the blue box and hit the switch again to lower the 
    orange blocks.  Open the chest for a Small Key.  Now go north down the 
    stairs.  Make sure that the block switch was red.  B1F introduces to 
    you a tunneling system exclusive to this dungeon.  Hop over the ledge 
    and go east.  Lift the pots to refill on supplies.  Take the stairs 
    back down and run south.  Take these steps up and enter the tube to the 
    left.  It will take you across the room to an exit.  Neat-o!  Now go 
    left to a new room.
    It’s the tunnel maze.  Take the right pipe.  Go left from it to a new 
    room.  Go south a bit, hit the block switch, and slash the Staflos and 
    the Pokey until they die.  One drops a Small Key that you need to use 
    on the door to the right.  Take the pipe here to the chest containing 
    the Big Key.  It’s been smooth sailing so far.  Now take the pipe south 
    of it.  Go through the door that it leads to.  Take this pipe to a 
    skull pot covering a magic jar.  Use it to refill all your magic power.  
    I wish they had those in Adventure of Link...  Anyways, jump off the 
    ledge to the right and take the ladder up.  Use another pipe and go 
    through the door to the left.  This time, take the left pipe.  Go south 
    from where you pop out to a new room.  In here, beat down those Pokeys.
    Doing so opens the doors to the east and south.  Let’s go south.  In 
    here, go left.  There are five laser-emitting eyes in here, which 
    complicates things.  Two of them will shoot you even if you’re back is 
    toward them, so face south, charge your sword, and rush to the left to 
    stand between them.  Lift the skull pot and bomb the wall to the south.  
    Take the door outside to Death Mountain.  Go to the right and stop.
    Before entering, use the Magic Mirror to warp to the Light World.  This 
    is a special cave, and you should enter it now instead of waiting.  
    Pound the stakes down to the north and defeat all the enemies in the 
    room to go north one room.  Open the chest in here for a Piece of 
    Heart, which not only refills your health, but may also add a Heart 
    Container to your count (very useful in the middle of a dungeon).  Now 
    go back outside, warp back to the Dark World, and go north into the 
    Use the Cane of Somaria on the pit and cross over it to the big chest.  
    The prize of this dungeon is the Mirror Shield!  The Fighter’s Shield, 
    your first defensive item, was tiny.  It could block against arrows and 
    that’s about it.  The Red Shield was a bit better as it blocked 
    fireballs.  Well, the Mirror Shield blocks lasers and it is loads 
    bigger.  Not only that, but it reflects them.  Go north with it.  
    Although you cannot tell right away, the door here only requires the 
    Big Key.  Go through it and then take the pipe here.  Go north from 
    where you emerge.  Here, a single Spin Attack can defeat the Pokey.
    Bomb the right wall and go through.  Aside from Gels, there are no 
    enemies.  Push the block here and pull the tongue of the statue to the 
    left.  Now go north.  This room is filled with blue rupees.  If you 
    have the magic to support the Cane of Byrna, you can get rich off this 
    room.  Go south when you’re satisfied with your rupee count and then go 
    west.  Bomb the upper wall this time.  Go through and you’ll see a 
    switch to the north.  Run into the boxed off area when the spiked 
    cylinder is to the right, and then boomerang the block switch.  Run to 
    the left and open the chest for the Small Key.
    When the cylinder starts to go left, boomerang the switch again and 
    open the locked door.  Ugh, I hate this room.  First off, it’s dark.  A 
    bunch of flame chains in here (which would normally light a room) make 
    the ride down the lines painful and unpleasant.  At the same time you 
    must find a switch, press it, and open the door in the southwest 
    corner.  Good luck, my friend; you’ll need it.  By the way, the switch 
    is under a skull pot about in the center of the room.
    In the next room (don’t worry, the dungeon is almost over), dash to the 
    south and stop near the stop.  Go south at the end to another hallway.  
    Remember that you have the Mirror Shield, allowing you to deflect 
    beams.  There are several chests in here.  To assure success in the 
    dungeon, dash to the south and bomb the wall.  Exit and reenter.  Why 
    do this?  Well, it allows you to restart here should you die.  Also, if 
    you warp to the Light World here and take the stairs down in the cave 
    there, you’ll find two fairies (fill your bottles and your hearts).
    Anyways, aside from several rupees, there is a Small Key in the 
    southernmost chest.  Go back north and go through the door to the left 
    using your Small Key.  In here, you must get to the north.  Immediately 
    hit the block switch and use the Hookshot to stun the Helmasur.  Beat 
    it and then follow the path as far to the north as you can go.  Stand 
    in the box with three orange blocks around it and a block switch to the 
    right.  Boomerang this switch and go left to the final box.  Boomerang 
    the switch to the left and then go north.  Take the stairs down to B3F.  
    Lift the skull pots for a recovery heart and a full magic jar.  Thanks 
    to those two fairies we captured before coming in (read the start of 
    this paragraph), use the Cane of Somaria to cross the gap and reach the 
    boss door.  Take a deep breath.  Now go north.
                            |    Boss: Trinexx    |
    This is a difficult boss if you’re unprepared.  I don’t think it’s one 
    of the hardest in the game, but it requires a certain level of caution.  
    When you enter, you see a giant turtle with a rocky exoskeleton (or 
    shell, whichever you prefer).  Shortly after you glimpse the rocky 
    head, you see two other heads rise from the shell – a fire and ice one!  
    They are weak only to the Ice and Fire Rod, respectively.  They also 
    breathe an element.  I suggest that you defeat the icy head first by 
    burning it with the Fire Rod and then attacking it furiously.  The icy 
    one breathes ice, making the arena permanently slippery, which might be 
    your undoing in the long run.  Then take out the fiery head, which 
    breathes temporary fire.  In the meantime, the invulnerable rock head 
    will reach out and nip at you occasionally.  After four hits of the 
    Golden Sword delivered to each of the elemental heads, the earthen head 
    breaks loose from its shell.  After exploding, it looks like you’re 
    done with it.  Three slashes to the glowing segment will kill Trinexx.  
    Without full magic, just imagine fighting this creature.  However, 
    Trinexx is not too difficult.  It does major damage, but your reward is 
    a Heart Container.  After getting the final crystal, Zelda appears 
    before you at last.
    Long time no see!  As she suspected, you are the legendary Hero.  
    According to her, Ganon is within the tower here on Death Mountain.  
    He’s just waiting for a chance to pass into the Light World.  Once 
    there, Ganon will be unstoppable.  But, in this world, he has few 
    options for escape.  Now!  We must use the combined powers of the 
    crystals to open a path to Ganon’s Tower and defeat him once and for 
    all!  May the way of the Hero lead to the Triforce.
    ============================Ganon’s Tower*=============================
                        |    Breaking the Barrier    |
    With full hearts from Zelda, make sure that you have as many hearts as 
    you want.  If you’ve been using my guide, you have three hearts more 
    than you normally would, but you also have three less than the maximum.  
    See “Pieces of Heart” in Section 3 of this guide for details on 
    collecting the other twelve Pieces of Heart.  Now, from Turtle Rock go 
    left a screen.  Go to the left past a large stone to see a dragon-like 
    beast.  It’s a Lynel, an old The Legend of Zelda enemy.  Defeat them or 
    skip them, whatever you prefer, and go left over a bridge.  Left one 
    more screen is Ganon’s Tower, the ultimate destination on Death 
    Mountain.  Stand before its opening and let the combined force of the 
    maidens open it for you.  The barrier will be broken in a flash of 
    light.  Stairs reach down to you.  Take them into Ganon’s Tower.
                            |    Ganon’s Tower    |
    Like any other dungeon, this has a Map, a Compass, a Big Key, and a 
    prize.  I think you’ll like it.  Well, this place is gigantic.  It is 
    the last dungeon, unless you’re playing the GBA version and you count 
    the Palace of the Four Sword.  If you’re not full on fairies, I 
    recommend you stop.  Turtle Rock is nothing compared to this.  This is 
    HARD, especially if you didn’t have my walkthrough to use.  It is 
    difficult just reaching the top of this 8-floor dungeon with enough 
    hearts to fight the boss, let alone explore the entire place.  Get 
    ready for a wild ride.
    Go forward and you’ll find yourself in a huge room.  There’s nothing in 
    it, though, save two staircases leading down and one leading up.  Take 
    the leftmost staircase down to 1F.  In here, defeat the red Stalfos 
    with a single stroke of your awesome sword.  Now dash into the torch 
    with a Small Key resting on it.  Instead of using it, go left.  First, 
    lift the pot to the south for another Small Key.  Use the skull as a 
    projectile to kill the jellyfish with.  The puzzle here is rather 
    straightforward.  Smash stakes on both sides of the central block and 
    push the block there over.  This fills the gap in the room, allowing 
    you to go west once more.
    From where you enter, grapple to the block ahead of you using the 
    Hookshot.  Walk around and grapple to the block on the northernmost 
    platform.  Now go through the door.  In this room are four chests 
    guarded by Stalfos and sword-activated fireball-throwers.  To avoid 
    using your sword, kill the Stalfos with the Silver Arrows.  Then open 
    the chests.  Not much, but it’s something.  Go down to the previous 
    room.  Here, grapple to then skull pot to the south.  Grapple to the 
    block to the south of the northernmost block (directly), then grapple 
    east and south.
    Although you cannot see it clearly due to the razor trap, use the 
    Hookshot to get over the gap to the south.  Aside from two block 
    switches, there’s a locked door to your right.  Take it to a room with 
    dual flame chains.  When you can, open it for the Dungeon Map.  If you 
    look at it, this place is HUGE.  It’s the biggest dungeon we’ve ever 
    played in.  A lot like Spectacle Rock from The Legend of Zelda, there 
    are many rooms, but we only need to visit a few of them.
    Go back to the previous room.  Hit the crystal switch and go plant a 
    bomb by it.  Quickly run past the blue blocks and wait for the bomb to 
    explode.  When the switches are red, go south.  Here, we have a similar 
    setup.  First, lift the skull pot in southeastern corner for a Small 
    Key.  Then leave a bomb by the fireball launcher so that the explosion 
    affects only one switch.  By this time, you should be standing by that 
    skull pot you lifted.  Use your newly-acquired key on the door to the 
    This room is a disaster waiting to happen.  If you hit the switch, 
    razor traps will no longer be confined to the edge of the room and will 
    be merciless.  Hit the switch from behind the easternmost blue block.  
    Fancy footwork will get you to the warp pad they’re guarding unscathed.  
    This room is a maze with flame chains rooting you out.  You may want to 
    use the Cane of Byrna here.  Take the southernmost path up and then go 
    up at the end to see a block.  Push it forward and a chest forms.  
    Hookshot to it and then open it for a Small Key.  Use it to go south.
    You can imagine how much fun this is going to be – a room filled with 
    teleportation tiles.  Step on the right one first.  Take the left one 
    this time, and then the portal in the southwestern corner.  Follow this 
    path past some Hardhat Beetles to a teleport.  Take it and you’ll be in 
    a new room.  You’ve no choice but to take the one above you.  Now go 
    right into a new room.  If there was a word for how annoying this part 
    is, I’d use it.  However, there really isn’t.  Go south and follow this 
    to a bridge.  Take it and defeat any enemies you encounter.
    To the north is a door.  Do not take it.  Instead, use the Fire Rod to 
    light the torch to the right.  This makes a formerly invisible path 
    visible (the first time I tried to cross it was strictly using the Cane 
    of Somaria...).  Now, I hope you didn’t discard the pots to the right.  
    Hookshot to them and dash across this path.  Rather than engaging the 
    Hardhat Beetles, Hookshot them to freeze them.  If you’re pretty fast, 
    you’ll be able to reach the door with time to spare.  Go through the 
    northern door.  First, the chest in here contains 10 arrows.  If you 
    think that’s good enough to release a monster, then do it.  Of course, 
    you’ll have to anyways.  Drop a bomb on the crack here and fall 
    Hey look!  It’s our gold old buddies, the Armos Knights.  Hey, I 
    thought we lost you guys at Eastern Palace!  Well, these losers want a 
    rematch and they’ve chosen an icy arena to stunt your movement.  They 
    each die instantly when you shoot a Silver Arrow at them.  The only 
    remotely hard one is the last one, which you should stand, face the 
    right, and slash to beat.  Doing so makes two doors open (and no Heart 
    Container!  Go north as opposed to west.  There are three chests here.  
    One contains the Big Key, one a bundle of bombs, and the other ten 
    arrows.  With them in hand, go south and then west.  Before taking the 
    stairs up, bomb the north wall to gain access to a Fairy Fountain.  
    Either heal up or bottle some if you’re low.  Now take the stairs up to 
    Push the block aside and open the big chest for…  the Red Mail!  Even 
    better than its predecessor, you now take a quarter of the damage that 
    you’d take with the starting tunic.  Now go north back to the second 
    room of the tower.  Go north to 2F and take the middle staircase to 3F.  
    Now here’s a tricky room.  First, use the Hookshot to lower the blue 
    blocks via hitting the switch.  Follow this path to the southwest where 
    you’ll be able to lift a skull pot.  Throw it at the switch and go left 
    to two blocks.  Push the upper one forward and then go south through 
    the door you opened.
    There are several hazards here, the most noticeable being the Goriyas.  
    However, we can avoid the first one.  Pull the statue back and then 
    push it down so that it is blocking the razor trap.  Now push the 
    statue over until the Goriya breaks free and you can go south.  Defeat 
    the mimicking monster anyways (you have to and look south for another 
    one.  Defeat it (you can control where it goes by pushing against the 
    block) and go east.  In here are two Beamos and just as many Goriyas.  
    Even with the Mirror Shield, you cannot block the lasers of the Beamos.
    Just beat the red Goriyas as quickly as you can to open all doors 
    leading out of here.  Remember that you can block fireballs from the 
    Goriyas, though.  Go north to exit this room.  Aside from a few 
    statues, you’ll need the Big Key to go north here.  Use it and stick to 
    the left wall in here.  When you see the second block switch, jump into 
    the pit and hit it.  Two Eyegore Statues (as I call them) come at you.  
    Shoot their open eyes to beat them and lift the skulls they were 
    guarding.  Under one is a switch.  Press it and the door here opens.  
    Now make your way to the south to exit the pit and go through the door.
    In here, the Magic Cape is advised.  Walk across the bridge that is 
    under fire from cannons to reach a door.  Take it to 4F.  This room 
    features some Stalfos and those lovable creatures from Blind’s dungeon.  
    Defeat them and go left.  This room, containing a Beamos and four 
    Stalfos, has a conveyor belt in the center.  Defeat the enemies here 
    and then go south.  This room is much like the last except there are 
    two Beamos and the enemies are easier.  Go south again to find another 
    room with harder enemies, ice, and two Beamos.  Go south from it and 
    you’ll be in another icy room.  Dash into enemies if you want to defeat 
    them.  Here, stand behind the statue to avoid getting hit by the 
    magical disk.  If you do get hit, wait for a few seconds to reassume 
    human form.
    Now go left into a new room.  Oh, joy.  We get to fight the Lanmolas.  
    Of course, we’re far stronger than we were then (four times to be 
    exact), but they have a fireball-emitting block this time.  Each of 
    them takes three hits, so get it over as fast as possible.  Go north at 
    the end.
    In this room, heal as much as you can at the skulls and then go north 
    to 5F.  This room is home to an invisible path as well as three 
    Wizzrobes (we’re slowly reviewing each and every former dungeon).  
    Defeat them all to open the door to the south.  Use the Ether Medallion 
    to see the floor for a short time and then rush to the south.  Welcome 
    to a long hallway.  Dash across to avoid the enemies and go north.  
    Defeat all four Wizzrobes in here (they always appear in the same 
    place, so position yourself wisely) and go north.  A long hallway…  
    Your first instinct might be to dash across.  If so, you’re right.  At 
    the end, quickly go right to a much-hated room.  Of course, everyone 
    hates every room anyways.
    Despite a flame chain, you must light all the torches in the room.  Get 
    out to where the flame chain is and, with some good timing, lift all 
    the skulls in front of the torches.  Starting with the north, light the 
    torches in a clockwise manner (Fire Rod highly advised).  Now go 
    through the door to the east before the flames go out.  In here, lift 
    the pots for magic and use the Mirror Shield to block laser attacks 
    from the wall.  Take the stairs up to 6F.  Of course, the place is 
    littered with holes leading to previous floors.  But, after this, we 
    have only 7F, two rooms, to deal with.  This rather difficult room 
    requires the Fire Rod.  Quickly run to the right and go down, lighting 
    both torches as you go.  Then run north, lighting both these torches.
    Go north to escape this room.  Under a skull in this room is a Small 
    Key.  Use it go left.  The chests contain bombs, by the way.  In the 
    new room, go south when you can and bomb the wall.  Now run to a new 
    room.  The enemies in here are your best friends.  I haven’t told you 
    this until now, but you can sprinkle Magic Powder on those magic-
    consuming enemies (like the one trapped below) for Fairies.  You don’t 
    need it, but you can open the chest in here for a Small Key.  Also, a 
    pot here holds a magic jar, refilling your Magic Meter.  Now go south.  
    Be careful, for you must fight the Moldorm boss from the Light World 
    equivalent of this very tower.
    If you fall, you’ll end up in a hazardous room in 5F that is not 
    accessible in any other way.  To exit it, go to the northeast and take 
    the stairs back up to the arena.  If you’re having a lot of trouble 
    (you get knocked off each time), use the Magic Cape or the Cane of 
    Byrna.  That way, you cannot fall off quite so easily.  Two hits beat 
    the fiend.  A chest forms to the south.  It contains twenty rupees, but 
    you need it as a Hookshot target.  Now go south up the ladder and push 
    the blocks aside to go left.  In here, dash to the north as much as you 
    can and you’ll reach the stairs to 7F.  Get ready for the boss battle.  
    I know, we skipped the Compass, but it wasn’t worth getting.  Follow 
    the path here to a locked door.  Open it with the Big Key and pass 
                            |    Boss: Agahnim    |
    In this dungeon, you fight every single Light World boss.  This is true 
    of Agahnim, too, except he’s got a new trick up his sleeve.  This time, 
    two faded versions of him warp across the room to attack you.  These 
    illusionary counterparts can hurt you, though, and their spells can 
    hurt the real dark wizard.  Remember how to beat him?  When he fires an 
    energy attack with three balls lined up, ranging from greatest to 
    smallest, hit it back at him with the Golden Sword.  This is how you do 
    damage.  However, Agahnim and his clones have other attacks, too.  
    Also, they don’t have to use the same spell when they fire.  Remember 
    to never stand against the door, or be directly south of Agahnim.  If 
    you do, he may use a lightning bolt attack.  He also has another attack 
    in which he fires a circle of blue orbs that burst into smaller ones on 
    contact.  Of course, this battle isn’t too hard.  It also has a strange 
    glitch in it.  If you bring up the map at just the right time, Agahnim 
    will be discolored (in the GBA version).  The right time happens to be 
    when he has just warped and is coming out of the shadowy ball he uses.  
    I don’t recommend this, however, as it makes it harder to differentiate 
    between his doppelgangers.
    When you’ve delivered the final hit to him, a strange creature emerges 
    from its body, turns into a bat, and flies off.  The bat flies through 
    the roof of the Pyramid of Power.  Link automatically uses the Flute to 
    call the bird to follow it.  Although you don’t have to, if you fall 
    into the hole now, you’ll engage that creature.  I suggest that you 
    refill your Fairies and hearts first, though.
                             |    Boss: Ganon    |
    In my opinion, this is the best Ganon that they’ve ever used (pigs can 
    look cool).  The first Ganon looked stupid (he struck a dumb pose when 
    you hit him) and he was easy.  When they reintroduced Ganon in this 
    game, he became significantly harder and cooler.  When you fall in, you 
    can get four good stabs at Ganon before he starts talking.  Now, since 
    I love listening to Ganon talk (he’s just so cool), I’ll record what he 
    says here.  “I never imagined a boy like you could give me so much 
    trouble.  It’s unbelievable that you defeated my alter ego, Agahnim the 
    Dark Wizard, twice!  But I will never give you the Triforce.  I will 
    destroy you and make my wish to conquer both Light and Dark Worlds come 
    true without delay.”
    Let the battle begin!  You need the Silver Arrows to finish him off, so 
    come prepared.  The background music is the perfect backdrop for the 
    ultimate battle.  At first, you must only slash him.  This is easier 
    said than done because he warps around the room and use the Magic 
    Trident to cause you pain.  He either throws it at you like the 
    Boomerang or he swings it make a circle of fiery Keese appear and 
    attack you.  Eventually, Ganon starts warping around the room like 
    crazy and he jumps, dropping down to knock parts of the tile off.  If 
    you need to stop the battle, fall through the tiles.  This is why 
    there’s that one opening that you can’t reach in the Pyramid of Power 
    (for escaping).  As he warps, follow him with a charged sword so you 
    can use a Spin Attack when he stops.
    Eventually, Ganon will say, “You are doing well, lad.  But can you 
    break through this secret technique of Darkness?  En garde!”  The room 
    becomes dark and Ganon becomes invisible (the same strategy he used in 
    The Legend of Zelda).  You must light the torches to make him visible.  
    Do this with the Lamp to conserve magic power, although the Fire Rod 
    will work.  When completely visible, Ganon will pull his cape in front 
    of him.  This is your chance to slash him.  He’ll turn chrome, allowing 
    you to shoot a Silver Arrow at his stunned body.  After four hits of 
    this nature, Ganon will explode.  You finally defeated the King of 
    Evil!  Go through the door that forms.  Three golden triangle rise.
    This is the Essence of the Triforce, which is basically the goddesses 
    that created it using the Triforce to talk to you.  The Triforce will 
    grant the wish of the person who touches it in their heart.  If a good 
    person should touch it, then goodness will come of it.  If evil, then 
    evil only can rise.  The stronger the wish, the more powerful the 
    expression of that wish the Triforce will make.  Ganon wanted to 
    conquer the world, and this transformed the Golden Land into the Dark 
    World.  After building up his power, Ganon planned to seize the Light 
    World.  But now that he is dead, his Dark World will vanish.  Link is 
    now the master of the Triforce.  With it in his hands, Link touches it 
    and his wish is granted.  Let the credits roll!
    First, the King of Hyrule resumes his position on the throne (not 
    dead).  The monk comes back to life in the Sanctuary, and Sahasrahla 
    comes back to life.  The thief in the desert can practice his art, and 
    the bully of Death Mountain makes a friend.  Your uncle comes back to 
    life (he has the Fighter’s Sword), and the Zoras resume selling 
    Flippers in peace.  The witch’s apprentice and the witch resume selling 
    their potions, and the twin lumberjacks continue to cut.  The Flute Boy 
    plays again in Haunted Grove, and Venus, Queen of Fairies, takes her 
    normal shape.  The Dwarven Smiths are united, and the bug-catching kid 
    gets well.  The old man of Death Mountain explores a peaceful mountain, 
    and the thieves in the Lost Woods rob again.  And the Master Sword 
    sleeps again…  Forever!  And at the end, the Triforce splits into three 
    parts and is separated again.
    Congratulations!  You beat the game!  But wait; there’s still more to 
    do in Hyrule.  Whether you want to complete your file or just save the 
    world again, this game never gets old.  Plus, at the end they show how 
    many times you died and where.  Your goal is to get a perfect score 
    everywhere, so keep trying!  May the way of the Hero lead to the 
      /                                                                 \
     /                                                                   \
    ||----------------------------Section 3*-----------------------------||
     \                                                                   /
    ==========================Equipment Upgrades*==========================
    The Legend of Zelda has always been a great series for many reasons.  A 
    big role in the game is your ability to collect and keep items, which 
    was very new at this point in time.  Well, what’s the point of having 
    an item if you cannot upgrade it?  Many of the items in A Link to the 
    Past can be upgraded, and there are a few optional items, too.  Here, 
    I’ll make a list of them for those who cannot find the information in 
    my guide.
                                Sword Upgrades
    Fighter’s Sword
    Obtain: This is your first sword, given to you by your uncle.  When you 
    find him dying in Hyrule Castle, he hands it over to you (along with 
    the Fighter’s Shield).
    Function: This is your basic means of attack, at least until you get 
    the Master Sword.  It is weak, though, taking two slashes to defeat a 
    common green soldier.
    Master Sword
    Obtain: Once you’ve beaten the first three dungeons of the Light World, 
    you’ll have each Pendant of Virtue.  If you go to the Lost Woods and 
    locate the Master Sword, you can pull it from its pedestal.
    Function: This is basically the Fighter’s Sword only it’s advanced.  
    That is, it is twice as strong (but it’s still pretty weak).  Also, 
    it’s the only weapon in your arsenal that can deflect Agahnim’s dark 
    magic.  However, I should note that you can deflect the magic with the 
    Bug-Catching Net, too.
    Tempered Sword
    Obtain: Once you’ve obtained the Titan’s Mitt from Blind’s dungeon, you 
    can lift a rock in southern Village of Outcasts to find a frog-man.  
    Use the Magic Mirror to take him and yourself back to the Light World 
    and go to the Smithy’s shop in Kakariko Village.  The united smiths 
    will temper the Master Sword if you give them the chance, plus ten 
    rupees.  Go pick it up after a while and you’re set.
    Function: The Tempered Sword is three times as powerful as the 
    Fighter’s Sword.  Although this is good, it is not the ultimate sword 
    in the game.  Remember, it’s still the Master Sword on the inside.
    Golden Sword
    Obtain: You must have beaten Misery Mire to get this.  In the bomb shop 
    located where Link’s house was in the Dark World, the merchant there 
    starts selling the Super Bomb for 100 rupees.  If you buy it, do not 
    dash, pull/push anything, or jump over ledges.  Go to the Pyramid of 
    Power and take the first set of stairs up.  To the left is a crack; use 
    the Super Bomb on it.  When it explodes, go through the crack to a 
    Mysterious Pond.  Throw the Tempered Sword in and the Great Fairy there 
    will ask if the sword is yours.  Tell her that it is and she’ll give 
    you the Golden Sword in exchange for being honest.
    Function: The Golden Sword is the best blade in the game.  It is four 
    times as strong as the Fighter’s Sword.  It can take down most enemies 
    in one hit.
                               Shield Upgrades
    Fighter’s Shield
    Obtain: When you find your dying uncle in Hyrule Castle, he’ll give you 
    the Fighter’s Sword and the Fighter’s Shield, hoping that you’ll use 
    them to rescue Princess Zelda.
    Function: The Fighter’s Shield is tiny and really not befitting of a 
    hero.  In a future Zelda game (the Minish Cap), they call it the Small 
    Shield.  The only thing it’s good for is blocking arrows.
    Red Shield
    Obtain: When you have the Flippers, swim into the waterfall near the 
    entrance to the Zora community (northeast of Witch’s Hut).  Inside is a 
    Mysterious Pond.  Throw the Fighter’s Shield into the pond and say that 
    you did, indeed, throw it in.  The Great Fairy will give you this in 
    Function: The Red Shield is a mite bigger than the Fighter’s Shield, 
    allowing it to better cover your body.  Better yet, the Red Shield 
    blocks fireballs.
    Mirror Shield
    Obtain: This is the dungeon prize of Turtle Rock.  Please see that 
    section for detail.
    Function: The Mirror Shield is the biggest and best shield in the game.  
    In most Zelda games it reflects light (which would’ve been useful when 
    fighting Blind), but in this game is has another function.  It blocks 
    most lasers, although the lasers from Beamos still hurt you.
                                Mail Upgrades
    Kokiri Tunic
    Obtain: You start wearing this.
    Function: Also called the Green Mail, this item is your only other 
    defense aside from your shield.  It is pretty lousy, though; weak 
    enemies can do a heart of damage in one swipe.
    Blue Mail
    Obtain: This is the prize of Ice Palace.
    Function: The Blue Mail makes it so that you take one-half the damage 
    you would normally take.  It is very useful, but Link still takes 
    ridiculous amounts of damage.  Also, Link’s tunic becomes blue and his 
    hat becomes yellow.
    Red Mail
    Obtain: This is the dungeon prize of Ganon’s Tower.
    Function: Talk about handy!  This not only changes Link’s outfit’s 
    color (I don’t understand the colors.  Red tunic and a purple hat?), 
    but he takes a quarter of the damage that he would originally.  Since 
    quarters of heart haven’t been introduced to the Zelda world yet (in 
    this game, you can have a full heart, incomplete heart, or no heart, 
    but future games divide hearts into four parts), some attacks do no 
    damage at all.
    Magic Bottle
    Obtain: The first bottle is rather obvious.  In the northwestern part 
    of Kakariko Village, you’ll find a merchant selling bottles.  For 100 
    rupees, you can have one.  You can only have one, though.
    Function: Bottles are able to store items.  Their most useful for 
    storage of Fairies, but they can hold a variety of other items, such as 
    potions, bees, fish and fish.
    Magic Bottle
    Obtain: In Kakariko Village, one particularly long building has a back 
    entrance.  If you take it, you can find a chest with a bottle inside.
    Function: It holds items.  See the above entry for more detail.
    Magic Bottle
    Obtain: When you’ve acquired the Flippers, go to Lake Hylia and get in.  
    Swim to the north and you’ll find a river that passes under a stone 
    bridge.  Under that bridge is a homeless man camping there.  Since he 
    has nothing else to help you with, he gives you a bottle.
    Function: See the first entry for bottle.
    Magic Bottle
    Obtain: This is not very obvious.  Once you have the Titan’s Mitt, go 
    to where Smithy’s shop would be in the Village of Outcasts.  In the 
    ruins of the building there is a chest, the key to open it locked 
    inside.  As a result, you just carry it around.  Warp to the Light 
    World and go to the screen before you enter the Desert of Mystery.  
    There’s a man here who used to be a thief who wants to live in 
    solitude.  Talk to him with the chest and he’ll open it if you agree to 
    keep his former life a secret.  Do so and he opens the chest.  Guess 
    what’s inside?
    Function: The bottle holds items.  See the entry three up from this 
                         Magic Items & Magic Upgrades
    Magic Meter
    Obtain: When you get the Lamp (open the first chest in your house), you 
    get the Magic Meter.
    Function: The Magic Meter lets you use magical items, which are 
    generally more powerful than non-magical items.  The Lamp is the first 
    example of such an item.
    Magic Powder
    Obtain: One part of the Lost Woods has an item in it called the Magic 
    Mushroom.  Take it and then go to the Witch’s Hut, north of 
    Sahasrahla’s home in the ruins around Eastern Palace.  Give the 
    mushroom to the witch and she’ll make Magic Powder.  Enter the shop and 
    take it from the apprentice.  Using it frequently will cost you some 
    magic power.
    Function: You can sprinkle Magic Powder on various items to get certain 
    side effects.  If you go through the riddle side quest (GBA only), for 
    instance, you’ll be able to sprinkle some on the figurines for a 
    mysterious result…  Sprinkle it on one lady in Kakariko Village and she 
    turns into a fairy.  However, the best use for the Magic Powder lies in 
    the Bubble enemies that look like skulls with four pink balls around 
    them.  Sprinkle Magic Powder on them and a Fairy comes out.
    1/2 Magic Meter
    Obtain: Once you have the Magic Powder and the Magic Hammer, go to 
    Smithy’s shop in Kakariko Village.  Go to the door and look right to 
    see a stake.  Pound it down and jump off the ledge into a cavern.  Go 
    north and you’ll see a bowl of what would seem to be blood.  Sprinkle 
    Magic Powder on it and a bat rises from it.  To “curse” you, the bat 
    halves your Magic Meter.  This is actually a good thing, because now it 
    takes one-half the magic to use items.
    Function: Like I said, you only use half the magic you normally would 
    when using items that take magic power.
    Ice Rod
    Obtain: Go to the northeastern corner of Lake Hylia.  There should be a 
    cave here, but it leads to nothing.  Bomb the wall left of the cave 
    opening to make a new passage.  Go through and go north to find the 
    chest containing this item.
    Function: Needed to beat Trinexx, one of the dungeon bosses, the Ice 
    Rod shoots a blast of icy magic.  It freezes most enemies.  Most of the 
    time, when you shatter an enemy by pounding them with the Magic Hammer 
    after freezing them, they give you a magic jar (completely filling your 
    Magic Meter).
    Ether Medallion
    Obtain: You need the Master Sword.  Left of the Tower of Hera/Mountain 
    Tower is a bridge leading to a stone slab.  Read the tablet using the 
    Book of Mudora and Link will raise the Master Sword to the sky, 
    although any later sword will do.  Down falls the Ether Medallion.
    Function: This magical item is needed to enter Misery Mire, a Dark 
    World dungeon.  However, it is also effective when you want to defeat 
    all the enemies on the screen.  Also, it shows invisible paths when you 
    use it, if only for a moment.
    Quake Medallion
    Obtain: In the Dark World, go north of the Palace of Darkness and 
    you’ll see a circle of rocks in the murky water.  Throw a bush into the 
    water and a huge catfish rises from it.  It gives you the Quake 
    Medallion if you promise to leave it alone.
    Function: Needed to enter Turtle Rock, the Quake Medallion causes 
    earthquakes to sweep through the screen and beat up enemies.  Notice 
    that a catfish gives it to you.  In Japanese mythology (this game was 
    made in Japan) it was believed that giant catfish beneath the surface 
    of Earth caused earthquakes by flailing about underground.
    Bombos Medallion
    Obtain: West of Watergate Dungeon/Swamp Palace is what would be the 
    entrance to the Desert of Mystery.  Go as far to the left as you can 
    here and stand in the areas that is “fenced off” by stakes.  Use the 
    Magic Mirror to warp to the Light World and go left to a stone tablet.  
    After lifting up the Master Sword, the Bombos Medallion falls from the 
    heavens for your exclusive use.  The medallions eventually make a 
    reappearance on the GCN game Four Swords Adventures.
    Function: This is the only unnecessary medallion, although it is the 
    coolest one by far.  Fire sweeps through the screen and a series of 
    explosions rock the world.  It is used to beat many enemies at once.
    Cane of Byrna
    Obtain: Once you have the Magic Hammer, go to the Dark World’s Death 
    Mountain using the portal that you used the first time.  To the south 
    is a break in the edge of the mountain, which allows you to jump off to 
    a lower screen.  When you fall to a ledge, enter the cave and pound 
    down the stakes.  You’ll need at least one Fairy to do this, and that’s 
    assuming that you’re in good health.  Run across the spike bed on the 
    floor and you’ll reach a block.  Lift it and go forward to the chest 
    containing this item.  You can practice using it as you exit the cave.
    Function: This is a really useful item.  When you use it, a ring of 
    light surrounds you.  First, it protects you from taking damage – even 
    on spiked floors or from bosses.  Second, the ring of light is damaging 
    to enemies.  It does not do that much damage, but it’s pretty fast.  
    Also, it uses magic at a slower rate than the Magic Cape.
    Magic Cape
    Obtain: You’ll need the Titan’s Mitt to do this.  Go to the graveyard, 
    right of the Sanctuary, and lift the black rocks in the northeastern 
    corner.  Dash into this particular grave with the Pegasus Boots to 
    force it backward, revealing a staircase.  Take it down to the chest 
    containing the Magic Cape.
    Function: Although not as good as the Cane of Byrna, the Magic Cape 
    makes you invisible for a short period of time.  Invisible, you are 
    immune to damage, but your magic power is eaten up very quickly.  I 
    never use this because the Cane of Byrna is so much better, although 
    this item can help you get the Cane of Byrna.
                             Projectile Upgrades
    Magical Boomerang
    Obtain: Once you have the Flippers, swim through the waterfall that is 
    near the entrance to the Zora-populated area that you buy the Flippers 
    in.  Throw the Boomerang into the Mysterious Pond and claim it when the 
    Great Fairy appears.  Since she likes an honest person, she rewards you 
    with something better – this.
    Function: The Magical Boomerang flies farther and faster.  Plus, you 
    can change its course by moving the D-Pad (the + you move with) when 
    you throw it.  The Magical Boomerang can retrieve minor items like 
    rupees.  It also stuns enemies.
    Silver Arrows
    Obtain: After clearing Misery Mire, the Bomb Shop that replaces Link’s 
    house in the Dark World starts selling the Super Bomb for 100 rupees.  
    Do not dash, pull/push things, or jump over ledges with this.  Take it 
    to the Pyramid of Power and go up the first set of stairs.  Bomb the 
    wall to the right with it and go through the opening to a Mysterious 
    Pond.  Throw the Bow & Arrows in and claim them as yours.  The Great 
    Fairy will give you the Silver Arrows in return.
    Function: These are needed to deal death to Ganon.  They are also much 
    more powerful than the normal arrows.
                                  Other Items
    Bug-Catching Net
    Obtain: One boy in Kakariko Village caught the cold from the evil air 
    flowing from Death Mountain.  Talk to him and he’ll give you his net, 
    just to borrow.
    Function: The Bug-Catching Net is the only way that you can catch 
    certain items (Fairies and Bees) to put in your bottles.  Also, it can 
    be used to deflect Agahnim’s dark magic instead of the Master Sword and 
    its upgrades.
    Flute & Shovel
    Obtain: In the Dark World, go to Haunted Grove (the patch of forest 
    between Link’s house and Kakariko Village.  In it, a boy plays his 
    flute and then disappears when you walk near him.  Talk to the boy here 
    and he’ll say that he misses his flute.  He buried it for safe-keeping 
    in the Light World, so he gives you his Shovel to retrieve it.  Warp to 
    the Light World and dig in a flower bed in the upper-left corner to 
    find the Flute.  Play it for the boy in the Dark World and he’ll turn 
    into a tree, letting you keep it.
    Function: The Shovel can be used to dig for items (i.e. rupees, hearts, 
    etc.).  The Flute is much better.  Play the Flute in front of the 
    weather vane in Kakariko Village that serves as a compass and a bird 
    pops out.  Every time you play the Flute, the bird appears and takes 
    you to different warp points in Hyrule.  At first, there are eight, but 
    another one is added after you’ve visited Turtle Rock.
                              Capacity Upgrades
    Bomb Bag Upgrade
    Obtain: In the Light World, the cave that would normally be Ice Palace 
    is the Pond of Happiness.  Every time you throw in 100 rupees, a Great 
    Fairy appears and asks what you’d like to be able to carry more of.  If 
    you choose bombs, you’ll receive the upgrade.  You can only be able to 
    hold up to 50.  After that, if you choose the bomb upgrade she’ll 
    return your money.
    Function: You can carry more bombs.  You start out able to carry ten, 
    so it’s a big increase.
    Quiver Upgrade
    Obtain: In the Light World, go to the Pond of Happiness like you would 
    in the above entry.  If you choose to carry more arrows, you’ll receive 
    the upgrade.  You can hold a maximum of 70 at a time.
    Function: As the name would imply, you’re able to carry more arrows, 
    which is never a bad thing.  You stat out able to carry 30, which makes 
    for a 40-arrow increase in total.
    And that’s how you get every single upgrade.  Tada!  It’s possible to 
    go through the game oblivious to most of them, so don’t let it happen.
    ===========================Pieces of Heart*============================
    This is a Zelda game of many firsts.  This was the first game ever to 
    use the Piece of Heart system.  That is, in both the previous game, 
    your Heart/Life Meter was augmented each time you found a Heart 
    Container.  In this game, your Heart Meter is increased by one every 
    time you find four Pieces of Heart.  Although it’s not quite as clean 
    as the whole Heart Container method used in the first two games, it 
    adds many more side quests and has been used in almost every Zelda game 
    since, the exception being Four Swords Adventures.
    Now, you start out with three Heart Containers.  This is the standard 
    number for Zelda games (except for Adventure of Link, which used a Life 
    Meter system similar to the Magic Meter in this game only horizontal).  
    However, you can increase your heart count by finding Heart Containers.  
    In this game, you get them from beating bosses, except for the last one 
    and Agahnim, and there’s one in the Sanctuary as a reward for clearing 
    Hyrule Castle the first time.  So, that adds up to a total of fourteen 
    hearts at the end of the game.  Therefore, there are six more Heart 
    Containers to collect, which means that there are 24 more Pieces of 
    Heart to collect.
    If you used my guide to the letter, than you collected twelve Pieces of 
    Heart already.  However, I’ll list all twenty-four for those who didn’t 
    use my guide.  Long live Link!
    #) Location
    Above is the setup for each entry.  Now for the list.
    1) Kakariko Village
    Obtain: Go to the northwest corner of the town and you’ll see a pit by 
    a cave.  Jump into the pit from the above ledge and you’ll be in the 
    upper part of the cave.  Open the chests for treasure and then bomb the 
    northern wall.  In this cave is the Piece of Heart.
    2) Kakariko Village
    Obtain: Right of the aforementioned cave (see # 1) is a house with a 
    green roof.  This is Blind’s ex-Hideout in the Light World.  Enter and 
    take the stairs down to the basement.  Bomb the north wall to be led to 
    a Piece of Heart.
    3) Kakariko Village
    Obtain: In the southernmost part of Kakariko Village are a few houses, 
    one of which contains who’s sealed the door to his brother’s room 
    because they’re fighting.  Bomb the left wall to break the seal and 
    then go south out of the house.  Talk to the girl here and she’ll let 
    you play through a timed obstacle course.  Get through in under twenty 
    seconds for a prize.  The key to winning here are the Pegasus Boots.
    4) Death Mountain Foothills
    Obtain: The area that the Sanctuary is in is called the Death Mountain 
    Foothills.  West of the Sanctuary is a pile of five rocks.  Dash into 
    them and you’ll create a staircase.  Take it down to the Piece of 
    5) Death Mountain Foothills
    Obtain: North of the entrance to Death Mountain are two lumberjacks 
    sawing a tree.  Once you’ve beaten Agahnim for the first time, they 
    stop working on it.  Dash into that tree and the leaves will scatter, 
    revealing a hole.  Drop in and not only will you find a Fairy Fountain, 
    but you’ll find a Piece of Heart through a cave.
    6) Desert of Mystery
    Obtain: As soon as you enter the desert, go north.  In the northeastern 
    corner of the desert is a cave.  Enter and take the stairs up to go 
    right.  A sage in here (he looks just like Sahasrahla) says that you’re 
    destined to be the hero.  Bomb the wall to the south of him to find a 
    chest containing a Piece of Heart.
    7) Desert of Mystery
    Obtain: While in Desert Palace, you must exit through a door to the 
    west so that you can go north and enter the latter part of the dungeon 
    where the boss is found.  When you first step outside, go south until 
    you see a Piece of Heart surrounded by vultures.
    8) Desert of Mystery
    Obtain: Once you have access to the Swamp of Evil (the Dark World 
    equivalent of the Desert of Mystery), go to the far east.  On the map, 
    it is the northeastern-most point (as far east as you can go while 
    being as far to the north as possible).  Use the Magic Mirror to warp 
    to the Light World.  Lift the rock here to find a staircase.  Take it 
    to a block maze, at the end of which is a Piece of Heart.
    9) Desert of Mystery
    Obtain: Start at the Bomb Shop that replaces Link’s house in the Dark 
    World.  To the west, south of Haunted Grove, is a circle of bushes by 
    two talking trees.  Use the Magic Mirror there and you’ll warp to the 
    Light World.  Enter the cave to the left to find a Piece of Heart.
    10) Zora Domain
    Obtain: The name is probably wrong, but you want to find this in the 
    area where you bought the Flippers.  From where you bought the Flippers 
    from the big Zora, go south and over a waterfall.  Keep going south in 
    the shallows until you see another waterfall.  Do not swim over it.  
    Instead, go left onto some grass and get onto the elevated part of it.  
    Go left from here until you reach the Piece of Heart.
    11) Death Mountain
    Obtain: Obviously, when you are going to Tower of Hera/Mountain Tower, 
    there’s a Piece of Heart lying on the elevated land that you use the 
    Magic Mirror to warp to.  You’d have to go out of your way to skip this 
    12) Death Mountain
    Obtain: After taking the ladder up in Death Mountain by the cave that 
    leads to Kakariko Village, go right and you’ll see a break in the 
    “rail” below.  Jump off at the right point and you’ll fall to a ledge 
    with a cave on it.  Enter and follow the path to the end for a Piece of 
    Heart.  Alternatively, if you enter the cave that Piece of Heart # 8 
    was on, you can Hookshot to the intercom over the gap, which leads 
    right to the Piece of Heart.
    13) Death Mountain
    Obtain: Most of this is done in the Dark World, but the Piece of Heart 
    is in the Light World.  Go to the entrance of Turtle Rock.  Instead of 
    entering it, though, go left a screen.  See the large rock here?  Lift 
    it to find a staircase.  Take it down and walk north until the path 
    ends.  However, this is an illusion.  Use the Ether Medallion to see 
    the rest of the path, and follow it to a weak part of the wall.  Bomb 
    it and go through the opening to a + - shaped room.  Bomb the north to 
    find a Great Fairy Fountain.  Bomb the west to find a new hallway.  In 
    it, go south and exit the cave.  Use the Magic Mirror here to warp back 
    to the Light World where you’ll find the Piece of Heart.
    14) Death Mountain
    Obtain: I recommend you get this the first play Turtle Rock.  Before 
    you enter the room where you get the Mirror Shield you’re outside, 
    correct?  Warp to the Light World from that point (right before the 
    cave you reenter Turtle Rock by) to find a Light World cave.  Enter it 
    and defeat the enemies inside to go north.  From there, take the Piece 
    of Heart.  Although it is a very minor change, the enemies are 
    different in the SNES and GBA versions of the game.
    15) Lost Woods
    Obtain: There’s a tree stump with an entrance (like a cave opening) in 
    the Lost Woods.  North of it is a patch of hedges.  Cut the 3x3 hedges 
    and fall through the hole in the middle.  You’ll fall right to the 
    Piece of Heart.
    16) Lake Hylia
    Obtain: Start in the Lake of Ill Omen (Lake Hylia’s counterpart).  West 
    of Ice Palace is a circle of several stones around some shallow water.  
    Use the Magic Mirror there and you’ll reappear on an island in the 
    Light World, on which is a Piece of Heart.
    17) Marsh
    Obtain: Between Lake Hylia and the Desert of Mystery is a marshy area.  
    In it is a temple that you must flood to advance in the second Dark 
    World dungeon.  After flooding it, the pond outside the temple will be 
    drained, revealing a Piece of Heart.
    18) Pyramid of Power
    Obtain: From the top, go down the right staircase and go as far to the 
    right as you can.  Jump off the ledge here and follow the path to a 
    Piece of Heart.
    19) Dark Death Mountain Foothills
    Obtain: Once you have the Magic Cape, go the Dark World equivalent of 
    Death Mountain Foothills.  That is, go to the part of the Dark World 
    that you would normally enter the cave with the old man inside in the 
    Light World by.  Enter the cave and go forward past some Hardhat 
    Beetles.  Take the stairs up and you’ll see a pit.  Hookshot over it 
    and go south to see a bumper.  Use the Magic Cape to walk through it to 
    the exit of the cave.  Here’s your Piece of heart.
    20) Graveyard
    Obtain: East of the Sanctuary in the Dark World is an area filled with 
    statues and monsters.  To the north is a ladder leading up to nothing.  
    On that nothing, warp to the Light World using the Magic Mirror.  Enter 
    the cave in the Light World form here and bomb the north wall inside.  
    Here’s your Piece of Heart.
    21) Village of Outcasts
    Obtain: The northwestern part of the Village of Outcasts has a mini-
    game shop that entails opening chests.  If you’re really lucky, you’ll 
    open one chest for a Piece of Heart.  For me, it was the northwest 
    corner chest, but it may be different for you.  It costs 30 rupees per 
    try to play, so come prepared.
    22) Village of Outcasts
    Obtain: Go to where Smithy’s shop would be in the Light World.  Pound 
    all of the stakes down here and a stump morphs into a staircase to the 
    south.  Take it to a Piece of Heart.
    23) Village of Outcasts
    Obtain: In the southern region of Village of Outcasts is a digging 
    mini-game.  She provides you the shovel if you don’t have one, but you 
    cannot keep it.  This game is located where Piece of Heart # 3 was.  At 
    the cost of 80 rupees you can play the game and enter the treasure 
    field.  Dig like crazy and you just might find a Piece of Heart.  It’s 
    real pricy and you might not be able to do it continuously, but you’ll 
    find it eventually.
    24) Swamp of Evil
    Obtain: Along the western wall is a thin structure with two yellow eyes 
    and a mouth-like entrance (kind of like the entrance to Misery Mire, 
    but to the left).  Enter it and go forward past the Sparks to two 
    treasure chests.  Move the blocks around to open them.  One contains 
    twenty rupees while the other holds a Piece of Heart.
    And that’s how you get every Piece of Heart.  For the record, I should 
    tell you about the Three-Heart Challenge.  In every Zelda game, players 
    challenge themselves to pick up as few Heart Containers as possible 
    (none, to be exact).  If you think you’re good, give it a shot.  Also, 
    pick up as few items as possible (like the Blue/Red Mail, the Mirror 
    Shield, etc.).  It definitely changes the game.
    ==========================Secrets and Tricks*==========================
    Here I will list a few of the secrets and Easter eggs of the game for 
    your convenience.  The rupee trick is listed here, so pay attention.  
    Some of these tricks only work on the GBA version and vice versa.
                           |    The Fish Trick    |
    When entering Watergate Dungeon/Swamp Palace, you had to pull a switch 
    in the Light World.  This caused the water outside to drain.  Well, if 
    you capture the fish by picking it up and you bring it to the man in 
    Kakariko Village that sold you the Magic Bottle, he’ll give you some 
                           |    The Rupee Trick    |
    You know the ex-thief that hangs out in the desert (he follows you if 
    you pick up his sign)?  South of him are rocks, under one of which is a 
    staircase.  The thief that lives here clues you in about the cave that 
    the Ice Rod is in, but the pots around him are also filled to the brim 
    with rupees.  Throw them and take the contents until you’ve collected 
    them all.  Then exit the cave and reenter it.  Repeat this until you’re 
    satisfied with your rupee count.
                         |    The Magic Jar Trick    |
    Quite often, when you freeze an enemy with the Ice Rod and then crush 
    them with the Magic Hammer, they’ll leave behind a decanter, or a magic 
    jar.  It’s useful in some dungeons I can think of…
                           |    The Cucco Trick    |
    In Kakariko Village there are many Cuccos, or chickens.  If you attack 
    them enough, they’ll come after you in force.  Seriously, run away.  
    They will beat you to a bloody pulp, even kill you, if you don’t 
                    |    The Good Bee/Golden Bee Trick    |
    Some people might be wondering how you buy the Good Bee, called the 
    Golden Bee in the GBA version of this game.  Go to the northeastern 
    part of Lake Hylia (the cave where you got the Ice Rod).  Enter the 
    cave from the normal entrance and bomb the north wall.  This is a Fairy 
    Fountain.  Dash into the statue of a Great Fairy here and the special 
    bee comes out.  Bottle it and show it to the salesman in the Village of 
    Outcasts.  He’ll start selling them.  Bees are good only if you unleash 
    them to attack enemies.
                    |    The Discolored Agahnim Trick    |
    When fighting Agahnim, if you bring up the map when he warps and is 
    just coming out of that shadow ball he uses, he’ll be discolored.  Keep 
    doing it and the colors will continue to change.  I’ve only done this 
    in the GBA version.
                      |    The Mario Painting Trick    |
    Mario and Link were both the brainchildren of the brilliant Shigeru 
    Miyamoto.  Very often, the two makes cameos in the other’s games.  One 
    such instance of this is in Kakariko Village.  Although a picture of 
    Mario is located in the house that belongs to the sick kid, another one 
    is in the empty house to the south of when you first enter from Death 
    Mountain Foothills.  Pull the moustache of this painting and four blue 
    rupees fly out.
                          |    The Healing Trick    |
    By talking to certain people, your hearts are refilled.  The old man on 
    Death Mountain, the monk while he’s alive, and the Witch’s assistant 
    are all examples of such people.
                   |    The Quick Fairy Fountain Trick    |
    To the left of Link’s house is a stack of stones that you can dash 
    into.  Take the stairs down here to find a Fairy Fountain.  You can 
    heal here and bottle Fairies quickly and conveniently whenever you so 
                      |    The Disguised Fairy Trick    |
    In Kakariko Village, near the man that runs away from you when you 
    approach, is an old woman sweeping outside of a house.  Sprinkle Magic 
    Powder on her and she’ll turn into a Fairy.
                   |    The Other Disguised Fairy Trick    |
    Much more useful, whenever you see the enemies that look like skulls 
    with four pink bubbles around them (they drain your magic power on 
    contact), sprinkle Magic Powder on them.  Fairies will come out.
                     |    The Babbling Monster Trick    |
    You know the green enemies that shock you when you touch them?  
    Sprinkle Magic Powder on them and they’ll turn into strange monsters 
    wearing glasses.  Talk to them and they’ll say stupid stuff about 
    Sahasrahla.  A single slash of the sword will bring them down, though.
                        |    The Random Item Trick    |
    Before you enter the Dark World for the first time, a creature is 
    hopping up and down on the east side of the marsh south of Link’s 
    house.  Each time you touch it, an item ranging from a Fairy to 300 
    rupees pops out.
                        |    The Rupee Rock Trick    |
    Only in the GBA version, if you see a sparkling rock, slash it.  It 
    causes rupees to come out for a while.  This is random, mind you.
                         |    The Figurine Trick    |
    After getting the figurines from the lumberjack in the GBA version, 
    sprinkle Magic Powder on them.  One time makes them colored, while 
    another changes the figurine to another form (Link to the bunny, for 
                       |    The Chris Houlihan Room    |
    Only in the SNES version of the game, if you start at the Sanctuary and 
    use the Pegasus Boots to dash all the way to where you fell into Hyrule 
    Castle at the beginning of the game, you’ll enter the secret Chris 
    Houlihan room.  In this room are 45 rupees.  It was the reward (to a 
    boy named Chris Houlihan, apparently) for some Nintendo Power contest 
    many years ago, I’d say 1990 or 1991.
                |    The Ghost of the Swamp of Evil Trick    |
    Although not a particularly helpful trick, it is quite interesting.  In 
    the Swamp of Evil, sometimes you’ll be slashing around and your sword 
    will make the sound that is made when you hit an enemy.  However, 
    you’ll have been slashing at thin air.  It works in either version, and 
    it’s hard to say what the creature is.  However, if you want to “see” 
    it, jump off the ledge at the beginning of the swamp and use the Bombos 
    Medallion.  Afterwards, you’ll probably see a bit of flame hit thin air 
    and then a bomb will drop.  There are two more of these ghosts in the 
    swamp, but that first one is the easiest to see.
                         |    The 000 Bunny Trick    |
    If you beat the game without losing a single life, the next time you 
    enter the Dark World you’ll be a bunny.  I don’t know if this is a 
    glitch (it’s only in the GBA version) or not, but it’s very odd 
    Those are all of the significant glitches.  There are some more, but 
    they can really mess up your game and I don’t want to be held 
    responsible.  These are all clean, and most of them aren’t even 
    ========================Changes in Re-release*=========================
    Here I will list all the differences between the SNES and the GBA 
    versions of this game.  Yes, Nintendo decides to modify the game quite 
    a bit.  Note that I always compare the GBA version to the SNES version, 
    so all entries are changes from SNES to GBA not the other way around.
                   Non-In-Game and Control/General Changes
     - There is now a sleep option for the game used to conserve power if 
    you don’t want to turn off the game.
     - When you start the game, you can skip the formation of the Triforce 
    scene.  Also, the screen does not flash as many colors in the GBA 
    version after the Master Sword drops through the Z.
     - When you start a new file, you cannot skip the introduction.
     - Another game called Four Swords is on the GBA re-release.
     - The names of several dungeons have been changed (Tower of Hera is 
    now Mountain Tower, for instance).
     - Text has been changes numerous times.  Often, it is a change is what 
    is said due to changed controls.  Nintendo really thought better of 
    saying many things.
     - You do not lose a life when you save and quit like in the SNES.
     - When you enter a dungeon, its name is displayed on the screen.
     - The icons at the top of the screen have been repositioned.  That is, 
    the secondary item (the Lamp, the Boomerang, etc.) is now on the 
    opposite side of the screen.
     - When selecting an item, two green parentheses appear around the item 
    as opposed to a green circle.
     - The bottle used to have its own sub-menu bar that came out when you 
    selected it.  It is now on the right side of the screen and the Shovel 
    goes where it used to be.
     - An item that you get in the riddle quest now has a “?” mark on the 
    item select screen.
     - The text of the maidens and the Essence of the Triforce is now 
    erased when you press A.
     - You are no longer able to start on Death Mountain with the old man 
    as you were in the SNES version.  Instead, you have the option of 
    starting at your last saved place in the Light World.
     - You can pick up items using your sword by touching them.
     - If you beat the game without losing a single life, you start in the 
    Dark World as the bunny.
     - If you do a Spin Attack in a field of grass, nine patches are cut 
    instead of eight (the one you are standing on is also cut now).
     - There are sparkling rocks added to the game that randomly appear in 
    certain areas.  Slash them and rupees come out.
     - The screen is off a few pixels.  That is, you now have a smaller 
    view.  In the SNES version of the game, you could see about the width 
    of a pot more than you can now.
     - If you beat both A Link to the Past and Four Swords in the GBA 
    version, you’ll be able to access a secret dungeon called Palace of the 
    Four Sword.
     - New sword techniques can be acquired by progressing in Four Swords.  
    These moves were not in the original.
     - A lumberjack now lives in the house in Death Mountain Foothills.  He 
    is involved in a riddle side quest.  If you do it, you can get 
    figurines in Link’s house.
     - When swimming, you can dive by pressing B.
     - When listening to the Essence of the Triforce talk, you can speed up 
    its speech by pressing A quickly.  In the original, it was a cinema 
    that went slowly no matter what.
     - The credits have several name changes, of course.
                           Item and Weapon Changes
     - Magic Powder and the Golden Sword can break pots.  That is a much-
    appreciated change.
     - Silver Arrows break through a row of pots, and a normal arrow will 
    break through one pot.
     - The Boomerang can cut down signs, and the Magical Boomerang can cut 
    down bushes and grass.
     - The Fire Rod can go through rows of bushes or grass, stopping at 
    enemies like the Boomerang does.
     - The Magic Hammer can destroy bushes and small white rocks.
     - You can use the Shovel upwards and downwards.  Also, in the GBA re-
    release you keep the Shovel even after getting the Flute.  In the 
    original, you lost the Shovel when you got the Flute.
     - Using the Flute, you can now warp to Turtle Rock as a ninth location 
    after you’ve gone through the portal there to the Dark World.
     - Getting a magical item refills your Magic Meter.
     - Every sword except for the Fighter’s Sword can chop down signposts.
     - The Lamp can hurt enemies.
     - A few items have changed names.  Namely, the Good Bee, the Faerie, 
    and the Pegasus Boots (which are now the Golden Bee, the Fairy, and the 
    Pegasus Shoes) have undergone an identity change.
                          Sound and Graphic Changes
     - When Link slashes his sword, he yells like young Link does in 
    Ocarina of Time or Majora’s Mask.
     - The sound of the sword swipe is different.
     - In dark rooms, there is a sort of spotlight on Link until the room 
    is lit.  In the GBA version, it remains even after the room is lit a 
    bit (when it is half-dark, half-light, like after lighting one torch).
     - When bombs or the Cane of Somaria blocks fall down a pit, they make 
    the falling noise.
     - When you slash or destroy a sign, there’s a new image and sound.
     - Some enemies have changed colors (very slightly).
     - The Hookshot has a new sound.
     - When you defeat a Zora in shallow water, the bomb floats on the 
    water like it was ground.  In the original, it sank a bit.
     - The timer for the Super Bomb has a new font.
     - The Super Bomb now pulsates when you drag it.
     - When you enter a Great Fairy Fountain for the first time, four harp 
    chords will play.  Afterward, they will never play in that particular 
    fountain.  They sounded every time on the Super Nintendo.
     - The way Link climbs certain staircases (like the ones leading into 
    Ganon’s Tower) has changed a tad.  Link used to make a short hop when 
    climbing them, but now he does not.
     - Link runs on the start screen.
     - When you bomb a wall, dust no longer falls over the entrance you 
    just created.
     - Over the Heart Meter, there used to be “—Life –“ written over it.
     - When you have the maximum number of arrows, bombs, or rupees that 
    you can hold, the text becomes yellow instead of white.  This is 
    popular among more recent Zelda games.
     - When you throw an item into a Mysterious Pond, it appears next to 
    the Great Fairy floating up and down.  It was stationary in the 
     - A broken bridge has been added over the river leading west to the 
    Village of Outcasts.  It is probably there to help you see the skulls 
    you should Hookshot to.
     - Since the water is murky, you made a sloshing kind of sound much 
    deeper than normal when walking in the Swamp of Evil.  Now, it is the 
    same sound made when walking through normal shallow water.
     - As a bunny, your mail is the same as the type you have.  In the 
    original, you always wore green despite your current wardrobe 
     - Originally, the witch’s assistant looked like one of the merchants 
    at a store (they have robes with hoods on and such).  Now, the 
    assistant looks like Maple from the Oracle of Seasons/Oracle of Ages 
     - When warping between the Dark and Light World, there’s a new sound.
                          Dungeon and Enemy Changes
     - This is the most noticeable difference between the games.  The Ice 
    Palace puzzle that a lot of people just skipped until they got the Cane 
    of Somaria has been replaced by a fairy easy puzzle.
     - Like Likes, pulsating tubes of flesh that steal shields and rupees, 
    have been added to the Dark World.  One can find them in the Palace of 
    the Four Sword, for example.
     - After defeating a boss, you won’t be able to use your secondary 
    item.  Of course, it has no use at that point anyways.
     - There are now more sand monsters in the Desert of Mystery.  They are 
    also faster.
     - When in Turtle Rock, if you were to warp to the Light World using 
    the Magic Mirror when outside (before the cave that the Mirror Shield 
    was in), you’d find a cave with Goriyas.  In the remake, the Goriyas 
    have been changed to the one-eyed monsters you need your arrows to 
    beat.  This cave holds a Piece of Heart.
     - In Palace of Darkness, there are some flame-breathing enemies in the 
    room before the big chest.  You used to be able to see them and their 
    flames, but now you need the Lamp’s light to view them.
                                Other Changes
     - It is now impossible to access the Chris Houlihan room, although 
    I’ve heard that it can be reached in emulators.
     - Sometimes you’ll find mines, or bombs buried underground.  If you 
    dash over it, they won’t go off.  In the SNES version, dashing over 
    them was the only safe way to detonate them.
     - Some trees, like two of them in Haunted Grove, now give rupees only 
    once when you dash into them.  In the original, they gave new rupees 
    each time you started playing (save and quit and play again).
     - The unfriendly talking trees in the Dark World would spit bombs at 
    you when you got near them.  Now, they spit a bomb after talking to 
     - A shop in the Village of Outcasts now sells a Golden Bee as well as 
    a Bee and a Fairy.  There wasn’t even a building there before.
     - A shop in the Dark World has changed its merchandise to accommodate 
    shield enthusiasts.  This shop is located between the Village of 
    Outcasts and the Pyramid of Power.
     - There’s a creature in the marsh area south of Link’s house that is 
    there until you enter the Dark World for the first time.  Each time you 
    touch it, you get a random item (good for getting rupees if you’re 
    And I do believe that those are all of the changes.  I really don’t 
    care if there are more, so please don’t send me any.  This is pretty 
    accurate as it is.  All changes in the two games have been accounted 
    for in the guide and I suggest alternate strategies for those areas.  
    In Ice Palace, there are actually two guides for the dungeon.  Also, 
    the games are on different systems with different controls (really?).
    =============================Enemy Index*==============================
    I just knew this would be fun.  A Link to the Past is the only Zelda 
    game I can think of that has lots of unnamed enemies.  Well, they do 
    have names, but they vary between guides.  So, I will list them to the 
    best of my abilities.  If I’m stumped for a name, I’ll go with the 
    standard name excepted by everyone.  However, many enemies are from 
    other games are already have names from those games (like Ropes, for 
    instance).  The setup is below.
    Enemy Name
    Now for the list of enemies.  Of course, it’s alphabetized (my hobby).  
    Also, I do not include the names of bosses unless they appear as common 
    enemies (like those that do in Ganon’s Tower).
    Location: Eastern Palace Ruins
    Notes: Armos are statues that come to life when you near them.  Slash 
    them with your sword and they are knocked back.  Repeat this until 
    you’ve beaten them.
    Armos Knights
    Location: Eastern Palace, Ganon’s Tower
    Notes: The first time you fight these monsters they are a boss.  Shoot 
    down each of them until there is only one left, at which point you 
    should slash the last one as you stomps around.  Keep the sword 
    extended to do so; they’ll fall right on your sword should you keep it 
    out.  The second time you fight them in Ganon’s Tower, the floor is 
    icy.  However, the Silver Arrows can defeat one with a single blow.
    Ball & Chain Soldier
    Location: Hyrule Castle
    Notes: The enemy that guards Zelda in Hyrule Castle is part of the most 
    elite group of soldiers in the Hyrulean army.  They are the toughest 
    soldiers, but can be defeated easily when there’s only one.  Throw pots 
    at them to weaken them and then stun them with the Boomerang.  Swoop in 
    for a slash and then retreat.  Repeat this until you win.
    Location: Dungeons
    Notes: The statues with eyes that shoots lasers are called Beamos.  
    They cannot be defeated, and no shield can block their lasers.  Were I 
    you, I’d run.
    Location: Various
    Notes: Sometimes you’ll find a Bee when you slash a bush or a patch of 
    grass.  They take one hit of any sword, but they are small and 
    aggressive.  If you catch one using the Bug-Catching Net, you can 
    unleash it on enemies.
    Location: Various
    Notes: This name was provided by Minish Cap.  Sometimes, black spiders 
    run out of bombed walls.  They take one hit apiece, but they are 
    endless.  I recommend skipping past them.
    Location: Dark World
    Notes: These creatures are Hinox that throw bombs.  Bomb them (how 
    ironic) to beat them quickly, or just slash them repeatedly.  They 
    almost always drop bombs.
    Location: Turtle Rock
    Notes: I call these Pokeys in my guide because of the resemblance, but 
    most everyone else calls them Bouncers.  These are layered monsters 
    that you must slash to defeat.  I suggest using a Spin Attack to defeat 
    each layer at once; regular attacks will cause the balls that make up a 
    Bouncer to ricochet around the room.
    Location: Dungeon
    Notes: These skulls surrounded by barriers are almost invincible.  
    Although one wouldn’t think to do so, if you sprinkle Magic Powder on 
    them, they turn into Fairies.  This is very handy in dungeons.  These 
    enemies bounce around the room against walls and other solid objects.  
    If they hit Link, he’ll lose magic.  You’ll be sure to see plenty in 
    the later dungeons, trust me.
    Buzz Blob
    Location: Various
    Notes: When you throw a Boomerang at one of these creatures, they stop 
    generating electricity.  At other times, touching these green enemies 
    zaps you, even with the sword.  The Golden Sword does not conduct it, 
    so you can defeat them with it.  Also, sprinkle Magic Powder on Buzz 
    Blobs and you get a Cukeman.
    Chain Chomp
    Location: Turtle Rock
    Notes: Yes, there are Super Mario characters.  However, they are 
    vicious enemies in this game, too.  They lunge at you as soon as you 
    get close, so be thankful that they are few and far between.
    Location: Lake Hylia
    Notes: Around Lake Hylia are these creatures.  They look like crabs and 
    so they are called such.  They are kind of annoying because they 
    scuttle around to the sides quickly, but they aren’t tough.  They only 
    attack by colliding with you.
    Location: Blind’s Hideout/Thieves’ Town
    Notes: These are Dark World rats that are found on the topmost room of 
    Blind’s dungeon only.  You could go through the game without ever 
    noting them.
    Location: Death Mountain Foothills
    Notes: This name has been verified thanks to Minish Cap.  Anyways, 
    these birds fly at you to attack and will repeat this.  They are pretty 
    weak, so slash them when they come at you.  The same goes for their 
    Dark World counterparts, which some may consider Takkuri (names are 
    often reassigned over various Zelda games).
    Location: Various
    Notes: When you sprinkle Magic Powder on a Buzz Blob, the result is a 
    Cukeman.  They are strange creatures with poor vision (they have 
    glasses) that can talk.  In this game, they sing songs of Sahasrahla.  
    One slash will do them in.
    Location: Dungeons
    Notes: Some enemies that shoot fire are found in dungeons.  They each 
    take one hit and are very easy to beat.
    Location: Blind’s Hideout/Thieves’ Town
    Notes: I’m not quite sure on the name, but these creatures come in red 
    and blue.  The blue type just walk around passively, but the red type 
    shoot fireballs at you.  Both require a hit of the Tempered Sword.
    Eyegore Statue
    Location: Dungeons, Caves (GBA)
    Notes: I got the name from Minish Cap, but it may very well be wrong.  
    These Cyclops statues come to life and run (they are much faster than 
    you’d think) after you when you get near them.  Shoot arrows in their 
    eye or slash them to beat them, although slashing only works on the 
    green kind.
    Flying Bomber
    Location: Lake of Ill Omen
    Notes: Know that this name is made up.  I have no idea what these 
    things are called.  They look like mushrooms flying around and dropping 
    bombs.  Slash them if you’d like, although you’ll rarely encounter them 
    out of the water.
    Location: Various
    Notes: Gels are also called Bits, Bots, ChuChus, Blobs, Slimes, and 
    maybe more names that I’m not aware of.  They are blobs hardly worth 
    your time.
    Location: Skull Dungeon/Woods
    Notes: Gibdos are mummies that walk around and take quite a few hits.  
    Slash them continuously or burn them with the Fire Rod.
    Location: Dungeons
    Notes: Many Dark World dungeons feature these creatures.  They mimic 
    your movements and the red type are known to throw fireballs at you.  
    Slash the green type and shoot an arrow in the direction, but not at, 
    the red type.  Then move so that the Goriya will mimic your moves, thus 
    moving into the arrow.  Originally, Goriyas threw boomerangs.
    Location: Death Mountain
    Notes: Yes, the races we love – the Goron and Zora – started out as 
    enemies.  In both case, they looked much different after they became 
    civilized.  Gorons cannot be killed in this game and they are quite 
    irksome.  Slash them and they freeze for a moment.  If you don’t, they 
    run around quickly.
    Hardhat Beetle
    Location: Dungeons, Caves
    Notes: Hardhat Beetles are soft enemies that you will bounce back from 
    when you slash.  The easiest way to beat them is by knocking them into 
    pits, especially the red kind.
    Location: Dungeons
    Notes: These monsters have masks on their faces and are weak only on 
    their backsides.  Slash their for a quick win, or throw pots at them.
    Hermit Crab
    Location: Marsh
    Notes: I’ve only found these in the area south of Link’s house.  Under 
    some rocks or bushes are spider enemies that walk around when you get 
    close.  Slash them to beat them.
    Ice Beast
    Location: Ice Palace
    Notes: Not quite sure on the name, but it’s listed.  Ice Beasts come 
    out of the walls quickly, but they move from side-to-side slowly (kind 
    of like Crabs).  The only way to beat them is to melt them with the 
    Fire Rod.
    Location: Dungeons
    Notes: I’m fairly certain that this isn’t the name, but I’ll list it 
    like this.  These are floating jellyfish that are electrically charged.  
    The Hookshot is the best way to deal with either color.
    Jumping Piranha
    Location: Dark World
    Notes: These are common plant enemies that hop around and sniff things 
    like dogs (that’s what they remind me of at least).  One good example 
    is at the base of the Pyramid of Power.  A few slashes do the trick.
    Location: Various
    Notes: Bats in the game are common enemies that take one hit.  They are 
    really easy, although Fire Keese can be a hassle.  They only appear in 
    the final boss battle.  Another variation of the Keese is an eyeball 
    with bat wings found in Hyrule Castle.  Groups of such eyeball bats are 
    called Patras.
    Location: Various
    Notes: The brainwashed Knights of Hyrule, also called the Royal Guard, 
    are out in search of Link, “the kidnapper of Zelda.”  Green knights are 
    the weakest, red knights are the strongest, and they come in many 
    different styles.  There are archers, short swordsmen, pitchfork-
    wielders, Knights with knives, and even an elite bunch with ball and 
    Location: Desert Palace, Ganon’s Tower
    Notes: These huge worms rise from the sand to attack you.  They are the 
    bosses of Desert Palace and are common enemies in Ganon’s Tower.  Both 
    times, attack the heads with the sword repeatedly to win while avoiding 
    the clods of dirt they fire at you.
    Location: Desert Palace
    Notes: Sifting through the sand, these enemies appear below you.  Slash 
    them to beat them.
    Like Like
    Location: Lake of Ill Omen, Palace of the Four Sword
    Notes: Only in the GBA version, Like Likes are pulsating tubes of flesh 
    that steal your shield or rupees.  Beat them quickly to reclaim your 
    Location: Dark Death Mountain
    Notes: There are three Lynels in the game, each of them on Death 
    Mountain in the Dark World before Ganon’s Tower.  They are dragon-like 
    creatures that fire flames at you, so watch out and slash them quickly.  
    The Mirror Shield can block their attacks.
    Mini Moldorm
    Location: Dungeons, Caves
    Notes: Mini Moldorms are small worms that move in unpredictable 
    patterns.  Slash them and they curl up into a single ball before 
    resuming their former plan of attack.  Keep slashing to beat it.
    Location: Various
    Notes: The equivalent of a soldier in the Light World, Dark World 
    Moblins have spears and pitchforks.  Slash them to beat them.
    Location: Tower of Hera/Mountain Tower, Ganon’s Tower
    Notes: There are two in the game, one a boss and the other an obstacle.  
    The tails are weak, and you should slash those.  They are dangerous 
    because they may knock you off the ledge and down a floor.
    Location: Southern Hyrule
    Notes: In the Lake Hylia and marsh region are Octoroks, classic enemies 
    that have appeared in every single Zelda game to date.  In this game, 
    they run around and shoot rocks in all directions very quickly.  Slash 
    them when you get close for a quick victory.  A very similar version of 
    this enemy is found in the Dark World, and will therefore be classified 
    as the same enemy.
    Location: Ice Palace
    Notes: Pengators are green penguins that roll into you on their bellies 
    using the icy floor.  You can beat them by slashing them.  Also, the 
    Hookshot is very effective.
    Location: Graveyard
    Notes: These are rare ghosts.  Slash them to beat them, although you 
    won’t be getting much practice doing so.
    Location: Lake Hylia
    Notes: There is a grand total of one of these enemies in the game.  
    Also, the name may not be correct.  This red balloon explodes into 
    tinier creatures of the same nature that scatter.  Just skip over these 
    Location: Sewers
    Notes: They run around quickly and often leave many rupees behind.  
    They each take one hit.  Pathetic.
    Razor Trap
    Location: Dungeons
    Notes: Sharp metal objects are called razor traps.  Most will guard 
    doors and will charge at you when you approach them.  There are also 
    large ones introduced in Ice Palace that are yellow.  They cannot be 
    Red Blob
    Location: Blind’s Hideout/Thieves’ Town
    Notes: These enemies are exclusive to Level 4.  The only way to beat 
    them is by slashing their centers, which they expel in search of food.  
    This enemy is just like a starfish.  Also, the name is probably 
    Location: Various
    Notes: Snakes in this game are called Ropes.  Some wear masks, like the 
    kind in Watergate Dungeon/Swamp Palace, but they are all the same.  
    Slash them as they come at you to beat them.
    Sand Worm
    Location: Desert Palace
    Notes: These creatures are somewhat similar to Leevers.  When Link gets 
    too close, a whirlpool forms in the sand and out comes this enemy to 
    shoot a fireball at you.  Quickly slash it before it escapes or you’ll 
    be facing it again, be assured.
    Location: Desert of Mystery
    Notes: This name is most likely wrong, but I have no idea what these 
    things would be otherwise (they’re not Leevers…).  These strange 
    monsters appear from the sand and shift across it to attack you 
    quickly.  Just run from these.
    Location: Dark World
    Notes: Some rocks in the Dark World are monsters in disguise.  They 
    took a few hits of the sword and aren’t tough at all.  They flash right 
    before coming to life.
    Location: Misery Mire
    Notes: These enemies are very rare.  They leave bombs behind, which 
    makes them quite unique.  Slash them a few times to finish them.
    Snake Bushel
    Location: Various
    Notes: These are really weak enemies that take one hit.  They look like 
    a bunch of worms moving around in a united body, but it really doesn’t 
    matter, now does it?  I’m not quite sure on this name.  There is also a 
    slightly stronger version found all over Skull Woods.  Since I don’t 
    know the name, they don’t get their own entry.
    Location: Palace of Darkness
    Notes: The name confirmed, Snappers are the turtle enemies that are 
    invincible…  at first.  If you knock them over with the Magic Hammer 
    and then attack their underbellies, you’ll get the job done quickly.
    Location: Dungeons
    Notes: Sparks are round orbs of energy that always “orbit” around 
    objects like chests or walls.  They cannot be defeated.  In the guide, 
    when many orange Sparks form a line, I call them flame chains because 
    of their resemblance to the Bowser’s Castle flame chains from Mario.
    Location: Dungeons
    Notes: These are skeletal warriors that come in three variations.  
    First, they might be blue.  If this is the case, they jump around to 
    fight.  Red ones throw bones as well as jump.  Also, the heads of some 
    might appear.  They are harder to beat, and some are invulnerable.
    Stalfos Knight
    Location: Ice Palace
    Notes: These are enemies that drop from the ceiling to fight.  They are 
    like Stalfos but are taller and cannot be defeated by the sword alone.  
    Down them with a slash and then bomb their remains before they revive.
    Location: Desert of Mystery
    Notes: Vultures in the desert are called Takkuri.  They circle around 
    Link, rarely attacking, and can be defeated with a few well-timed 
    Location: Death Mountain
    Notes: These are spiders that jump around to attack.  A few slashes 
    does the trick.
    Location: Lost Woods, Village of Outcasts
    Notes: Thieves will rush you and steal your supplies, mostly rupees.  
    They cannot be killed, but you can stun them momentarily with a quick 
    Torpedo Fish
    Location: Watergate Dungeon/Swamp Palace
    Notes: These are orange fish that bolt across the water and attack you.  
    They are endless and come from pipes in the wall.
    Wall Master
    Location: Skull Dungeon/Woods
    Notes: These are ringed hands that fall from the ceiling.  They do no 
    physical damage, but they do carry you off to wherever you entered the 
    dungeon by.
    Water Bug
    Location: Watergate Dungeon/Swamp Palace
    Notes: This is an aquatic version of the rat.  It is pretty quick, 
    Water Worm
    Location: Swamp of Evil
    Notes: Not quite sure on the name, but these enemies rise from the 
    swamp to attack you.  Slash them with the sword to beat them.
    Location: Misery Mire, Ganon’s Tower
    Notes: These are wizards that warp around the room and cast magic 
    spells to attack you.  See where they are warping and slash there to 
    beat them.
    Location: Water
    Notes: In many lakes and rivers around Hyrule you’ll find Zola or 
    Zoras.  Zolas are female Zoras that are so violent that they’ve been 
    exiled from Zora society.  They shoot fireballs at you, so I would just 
    dodge the latter and ignore these things.
    And that’s a wrap.  Many of the names may be incorrect, and I may’ve 
    missed a few.  However, I think that it is useful in itself.  Sadly, 
    the guide is almost over…
    ============================Zelda Timeline*============================
    I use the below timeline for all my guides.  I think that it’s very 
    good in comparison to my timeline in, say, Four Swords Adventures 
    (which was the same but I didn’t list the reasons quite so clearly).  
    Get ready for my generic timeline theory!  Everything below this point 
    and above the beginning of the FAQ section is the norm timeline.
    Note: Reading this might spoil the endings for a few of the Zelda 
    games.  Read only if you know what happens in each, because I need to 
    draw from important game events to make the timeline.  Read at your own 
    The Legend of Zelda is a series of twelve separate games at the present 
    time.  Since these games were not released in an order that made sense, 
    many people argue with one another about just how it should be 
    organized.  That’s what this timeline is here for – to express my views 
    on the subject.  I think that the series in bad need of better 
    organizing.  Many timelines are awful and don’t make sense.  The 
    timeline must abide by certain rules.  But before that, here’s a list 
    of every Zelda game that either was new when it was released or had 
    something new on it.
    The Legend of Zelda
    1987 for the NES
    Zelda II: The Adventure of Link
    1988 for the NES
    The Legend of Zelda: A Link to the Past
    1991 for the SNES
    The Legend of Zelda: Link's Awakening
    1993 for the GB
    The Legend of Zelda: Ocarina of Time
    1998 for the N64
    The Legend of Zelda: Majora's Mask
    2000 for the N64
    The Legend of Zelda: Oracle of the Ages
    2001 for the GBC
    The Legend of Zelda: Oracle of the Seasons
    2001 for the GBC
    The Legend of Zelda: A Link to the Past/Four Swords
    2002 for the GBA
    The Legend of Zelda: Ocarina of Time/Master Quest
    2003 for the GCN
    The Legend of Zelda: The Wind Waker
    2003 for the GCN
    The Legend of Zelda: Four Swords Adventures
    2004 for the GCN
    The Legend of Zelda: The Minish Cap
    2005 for the GBA
    Note that these release years are all North American.  First, notice 
    that A Link to the Past and Ocarina of Time are listed twice.  This is 
    because those games had a new game on them when they were re-released.  
    Ocarina of Time had Master Quest, which was a harder version.  Master 
    Quest has the same events in it as Ocarina of Time, so it will not be 
    counted.  A Link to the Past was re-released with a multi-player game 
    called Four Swords.  Link’s Awakening DX does not count because it only 
    included an extra dungeon.  It is an actual game, and it shall be 
    As I said, there are a few rules one must follow when making their 
    timeline.  Here are common errors people make.  First, what Link or 
    anyone else looks like has nothing to do with the chronological scheme 
    of things.  Wind Waker Link was a very popular look so Nintendo showed 
    him that way in a few extra games.  This doesn’t make Link different.  
    Secondly, items (unless they are extremely important, like the Master 
    Sword) do not determine anything.  That is, whether Ganon used his 
    trident in one battle or not does not give us a good timeline.  Third, 
    there is only one timeline.
    Many people think that there are two (the Alternate Timeline Theory) 
    because Link time-traveled in Ocarina of Time.  If you think about it, 
    this is a really stupid theory.  After all, at the end of Ocarina of 
    Time, Zelda sends Link back to relive the seven years of his childhood 
    that he lost (to quote Zelda exactly, “Link, give the Ocarina to me…  
    As a sage, I can return you to your original time with it.”).  It is as 
    if the latter part of Ocarina of Time never happened.
    Fourth, there will be no dates.  Many people try to use dates in their 
    timeline and that is completely false.  Fifth, comic books have no 
    bearing on the timeline.  Sixth and foremost, if it’s not in the game 
    or the manual, then it is speculation and it doesn’t count.  For 
    instance, one could add tons of different events that weren’t in the 
    games or manuals and connect things together (like Ganon revivals, 
    descendants, and other “events”).
    Now we can truly start.  This is quite anticipated because everyone 
    wants to know how Minish Cap is placed on the timeline.  Remember that 
    the timeline tries to string the games together in an order that makes 
    sense for the existing games only.  It will be modified should a new 
    game be released.
    Note: In my timeline, it is very important to remember that Link did 
    not have the Triforce piece of Courage at the end of Ocarina of Time, 
    nor Zelda or Ganon theirs.  He had it when he was an adult, but Zelda 
    sent him back to the past “to regain his lost years.”  Even if you do 
    disagree with this for whatever reason, it wouldn’t matter (if he did, 
    Link would lose the Triforce of Courage in Majora’s Mask due to what 
    the King of Red Lions says in Wind Waker).  Also, the timeline focuses 
    a lot on Ganon.  Ganon is the only character that is completely unique 
    (that there are no descendants of) and he has different conditions in 
    each game.
    Ocarina of Time is obviously the first game.  This is a universally 
    accepted fact and it should not be argued with.  Then comes Majora’s 
    Mask.  Again, this is universally accepted.  The best reason for 
    Majora’s Mask coming next is that Link has the Ocarina of Time in it, 
    although there are many more.  Now here’s where my timeline becomes 
    unique.  Now, recall that I said earlier that the adult part of Ocarina 
    of Time didn’t matter.  Well, it basically never happened as far as the 
    timeline is concerned because Link was sent back to his past to relive 
    his childhood.
    Ganon is, therefore, trapped in the Sacred Realm/Dark World whatever 
    you want to call it at the end of Majora’s Mask.  There are only a few 
    games that start out with Ganon in the Dark World.  Four Swords could 
    come next (although it really can’t, as I will explain later) and Four 
    Swords Adventures would follow.  This cannot be because the Four Sword, 
    which is used in both those games, is broken and you must restore it in 
    the re-release of A Link to the Past in an optional side quest.  Yes, 
    it seems like a cheap shot, but it is how things happened.  The only 
    other game in which Ganon starts out imprisoned is A Link to the Past.  
    Therefore, it is the only game that actually can come next logically.
    This presents a new problem.  At the end of A Link to the Past, it 
    would seem that Ganon is dead.  Yes, one might think that Ganon really 
    is dead, but in truth, he is not.  Again, this is a very random 
    observation, but in the credits of A Link to the Past (by completing 
    different events you can see different credits) they show Link’s uncle 
    and the king of Hyrule.  This is important because both of these people 
    were dead earlier in the game.  Also, in one scene of the credits (“The 
    Bully Makes a Friend”), they show two characters on Death Mountain that 
    would normally be in the Dark World in the Light World.
    This means that, when Link’s wish was granted by the Triforce, he 
    wished those that died as a result of Ganon back to life and that all 
    those in the Dark World be transported to the Light World.  Well, this 
    includes Ganon, which means that Ganon is alive again and he’s in the 
    Light World.  There are only two games like this at the beginning and 
    Wind Waker cannot come yet (if it did, Adventure of Link would later 
    and this is impossible).  Therefore, the original The Legend of Zelda 
    has to come next.
    Ganon dies at the end of The Legend of Zelda.  Even more importantly, 
    he dies leaving a pile of ashes behind at the end of The Legend of 
    Zelda.  This is very important.  There are only two games in which 
    Ganon is dead throughout the entire game.  These games are Link’s 
    Awakening and Adventure of Link.  Now, all games in which Ganon is dead 
    in must be consecutive, right?  If you disagree with me, think about it 
    for a second and you’ll realize what I mean.  So, this leaves us to put 
    Link’s Awakening and Adventure of Link in the right order.  At first 
    glance, it seems like it doesn’t matter, but it actually has a huge 
    bearing on the timeline.  Remember that in Wind Waker the King of Red 
    Lions tells us that the legendary hero of ages long past left the land 
    of Hyrule and lost the Triforce by doing so (the guidebook of Link’s 
    Awakening says that Link traveled to many different lands to seek 
    Well, Link gets the Triforce piece of Courage in Adventure of Link.  If 
    Adventure of Link came first, Link would lose the Triforce piece in the 
    very next game.  Besides, the next two games in the timeline (the games 
    in which Ganon is resurrected) have Link using his piece of the 
    Triforce at the very beginning.  Even though the instruction booklet of 
    Adventure of Link says that Link never left Hyrule after The Legend of 
    Zelda and before Adventure of Link, he has to.  However, we know that 
    Link MUST have the Triforce piece in the game after these two, and that 
    Link’s Awakening must come either before or after this one.  So, Link’s 
    Awakening comes first (Link would not lose the Triforce piece in this 
    scenario) and then comes Adventure of Link.  Easy.
    Now, we are out of games in which Ganon is dead, and that means that he 
    must be resurrected in the next game.  However, it takes two games to 
    revive Ganon.  These games are the Oracle of Ages and the Oracle of 
    Seasons.  In the secret ending in a Beowulf-like plot, Kotake and Koume 
    (Ganon’s surrogate mothers) revive their son after trying to kill Link.  
    After another defeat by Link, Ganon is sent back to the Dark World 
    right after being revived.  There are few games remaining, and they are 
    rather easily sorted.  First, Four Swords comes before Four Swords 
    The proof for this is rather obvious.  The Four Swords Adventures 
    manual refers to three separate occasions in which Vaati appeared (Four 
    Swords, Four Swords Adventures, and a very long time ago).  Well, this 
    means that Four Swords comes next and then comes Four Swords 
    Adventures.  Now we’re left with two games, The Minish Cap and Wind 
    Waker.  The Four Sword was forged in The Minish Cap, but it was used in 
    Four Swords (Adventures, too).  This means that Wind Waker comes next.  
    So far, I have only covered the previous eleven games.  Now I’ll give 
    Minish Cap a home on the timeline.
    There are three proofs of my theory.  I’ll list them in order of their 
    obviousness.  First, the Four Sword was created in Minish Cap.  It is 
    later used in Four Swords.  Therefore, Minish Cap must come before Four 
    Swords.  However, the Four Sword also made a brief appearance in the 
    re-release of The Legend of Zelda: A Link to the Past, which means that 
    Minish Cap comes before ALttP.  However, since Zelda had a piece of the 
    Triforce in Minish Cap (that’s what the light force is, obviously), 
    then Minish Cap must come BEFORE Ocarina of Time.  If Minish Cap came 
    after Ocarina of Time or Majora’s Mask, then Ganon would not have the 
    complete Triforce in A Link to the Past, which he does.  That is proof 
    Proof two and three are a bit smaller and not as effective, but they 
    get the job done.  First, Vaati appeared as a black eye-like creature 
    in Four Swords and Four Swords Adventures.  Well, a figurine in Minish 
    Cap (# 135.  To quote it exactly, “Once Vaati’s body has been 
    shattered, this dark form rises up, all that remains of the evil 
    sorcerer.  Only the sacred Four Sword can defeat him.”) says that 
    Vaati’s human body had been shattered.  This means that Vaati appeared 
    in FS and FSA the way he did because something happened to him before.  
    The instruction manual of FSA makes reference to a boy who split into 
    four to beat Vaati before even Four Swords.  This just supports what I 
    said earlier, although this proof alone cannot move this before Ocarina 
    of Time.
    The third “proof” is implied.  At the end of Minish Cap, Ezlo returns 
    to his Minish-sage form and he gives Link a green hat, a token to 
    remember him by.  This seems to imply that this is the first time Link 
    ever wore such a hat, and it became a tradition afterward for heroes of 
    Hyrule.  That’s a bit of a stretch, though.  Why would the Kokiri have 
    adopted it?  Like I said, proof one up here is the best answer to the 
    placement question.
    Below I have a list made of where the games in the timeline go 
    according to my theory.  Notice that Oracle of Ages comes before Oracle 
    of Seasons.  I decided to alphabetize them.
    The Minish Cap
    Ocarina of Time
    Majora’s Mask
    A Link to the Past
    The Legend of Zelda
    Link’s Awakening
    The Adventure of Link
    Oracle of Ages
    Oracle of Seasons
    Four Swords
    Four Swords Adventures
    The Wind Waker
    Now I will try to clarify things by explaining a few items mentioned 
                          |    The Picori Blade    |
    A lot of people would consider the Picori Blade and the Four Sword the 
    same weapon.  Well, newsflash people, they aren’t.  First off, “Four 
    Sword” and “Picori Blade” are definitely human names.  That is, these 
    are the titles of the swords as declared by the Hylians.  Why, 
    therefore, would these titles be different?  And, if you think about 
    it, the broken Picori Blade is mended by Melari using two elements.  
    This makes it the White Sword.  Well, the Picori Blade must not contain 
    any elements at all.  So, these two swords are different, which keeps 
    my timeline in check.  By the way, if you think that Four Sword is the 
    Minish name for the Picori Blade, you’re wrong.  After all, it is 
    referred to as the Four Sword by many humans.
                     |    The Light Force = Triforce    |
    Vaati and the guards of Hyrule make several references to the light 
    force.”  This is the Triforce, but to be specific, it is the Triforce 
    piece of Wisdom.  We find out that Zelda contains the light force near 
    the end of the game.  They show stained glass that details the legends 
    of the Picori in the Elemental Sanctuary.  Since they show Zelda 
    holding one golden triangle, we can safely assume that this is her part 
    of the Triforce.  By the way, Vaati does take some of the Triforce from 
    Zelda, but she gains it back when she wishes on the Minish cap at the 
            |    The Adventure of Link/Link’s Awakening Theory    |
    It’s not uncommon for people to say that Link’s Awakening, which we 
    find out is a dream, happened during the raft ride in The Adventure of 
    Link (when you have to raft from western Hyrule to the east).  Well, 
    this can be easily disproved.  Who could forget the opening cinema in 
    Link’s Awakening.  Remember Link, journeying on his ship into the 
    storm.  Well, ships and rafts are two different vessels.  I think that 
    that is a very important difference made in his journey across the sea.  
    It doesn’t affect the timeline that much, but it is a storyline flaw in 
    many a timeline.
                       |    The Wind Waker Theories    |
    Many people think that the timeline should start with OOT, MM, and then 
    go to WW.  At first, I could not disprove this theory.  But now I can.  
    In WW, Ganon died.  Since it’s the last game in my timeline, this makes 
    no difference.  However, it does in the proposed theory.  You see, if 
    this were true, than Adventure of Link would have to come after Wind 
    Waker.  In Wind Waker, recall that all knowledge of Hyrule was lost.  
    Adventure of Link had towns named after characters from Hylian myth 
    (the sages of Ocarina of Time, plus Mido and someone named Kasuto).  If 
    all knowledge of Hyrule was lost, how could they regain it?  Clearly, 
    Wind Waker comes last in the series.
                     |    The Nature of the Triforce    |
    The King of Red Lions and Sheik, collectively, told us a lot about how 
    the Triforce works.  First, the Triforce does one of two things when a 
    person touches it.  But first, I should explain that the Triforce is 
    divided into three equal parts, each representing the goddesses that 
    created the world.  There is Wisdom (Zelda), Power (Ganon), and Courage 
    (Link).  When there is an imbalance of virtue in the person that 
    touches it (that is, they believe in one of these forces more than the 
    others), that person receives the one that they believe in most.  The 
    other two pieces are placed in other “chosen ones.”  The person who 
    touched it must gather the pieces to get a wish granted.
    You see, the Triforce grants a wish that reflects a person’s soul.  
    Regardless, there is another possibility.  If someone with balance in 
    the virtues touches the Triforce, their wish is granted automatically.  
    However, the Triforce has another strange property, revealed to us by 
    the King of Red Lions in Wind Waker.  If a person that harbors a piece 
    leaves the land of Hyrule, then they lose their piece.  This is very 
    important to know in understanding the order I placed the games in.  
    Note that the Triforce piece of Courage is used by Link in the 
    beginning of Oracle of Ages.  I hope this clarifies things – why Link’s 
    Awakening must come before Adventure of Link.  In AoL, Link gets the 
    Triforce piece of Courage.  If he got it in that game and Link’s 
    Awakening came next, he would lose it right away.  And since Ganon’s 
    revival has to come next, he would have no Triforce piece in Oracle of 
    Ages, which we know that Link does.
                         |    The Losers of Zelda    |
    A company called Phillips released three hugely unsuccessful games – 
    Link: Faces of Evil, The Legend of Zelda: The Wand of Gamelon, and The 
    Legend of Zelda: Zelda’s Adventure.  Well, these games were AWFUL.  I 
    have never played them personally, but I’ve seen screenshots, examples, 
    etc. enough to know.  First, they were made by Phillips using a system 
    that was a complete and utter flop called the CD-i.
    These games were all very corny.  For instance, two of these games use 
    Zelda instead of Link and they take place in different lands (one land 
    is called Tolemac, which is Camelot backwards).  Also, Ganon kidnapped 
    (but didn’t kill, for some reason) Link in two of these games, as well 
    as the King of Hyrule in one of them.  From what I’ve heard, all three 
    of these games were not good, actually terrible, and that Zelda’s 
    Adventure was the best.  Well, that’s all well and good, but why I am 
    writing this?
    Simply put, these three games are not counted in the timeline.  They 
    are not, after all, Zelda games.  Maybe they are legally, but I will 
    never consider these games to be a part of it.  After all, they were 
    not made by Nintendo, and the makers were obviously uneducated when it 
    comes to Zelda (for example, they call Ganon the dark king of the 
    underworld).  Also, Soul Caliber 2 and the Super Smash Bros. series do 
    not count (they’re fighting games where people get to use different 
    characters from different series).
                       |    A Re-Release Side Quest    |
    I mentioned that the re-release of A Link to the Past allowed me to 
    safely determine the placement of Minish Cap.  I think, personally, 
    that this is pretty under-the-belt, but in A Link to the Past’s remake, 
    they included a side quest that involved the Four Sword.  Since it was 
    forged in Minish Cap, Minish Cap must come before.  Since Zelda has her 
    Triforce piece in Minish Cap but not in Ocarina of Time or Majora’s 
    Mask, Minish Cap comes first.  If I didn’t explain things well above, 
    here it is in simplified form.
    These are the most common e-mail objections I get, so I disproved them 
    in full for you above.  If you want to argue with me, please read all 
    the notes above and consider how your theory affects the timeline as a 
    whole.  I’ll be happy to disprove you, but you could lessen my e-mail 
    load that way.  You can write to me at Kirby0215@aol.com.
    Let the interrogations begin!  Here, I answered Frequently Asked 
    Questions, which is what FAQ stands for.  Please read this section 
    before you e-mail me with a problem.  That way, you won’t waste time e-
    mailing me nor I responding.
    Question: Who is Link?
    Answer: Link is the real name of the character that you play as in the 
    Zelda series.  Many people think that he’s named Zelda (really, I’m not 
    quite sure why they named the series The Legend of Zelda).  For 
    instance, have you ever noticed that the game is called A Link to the 
    Past, or other games are called Link’s Awakening, Adventure of Link, 
    and so forth?
    Question: How do I get the Zora’s Flippers?
    Answer: I cover this under “Tower of Hera,” in case you want more 
    detail.  Basically, go north Eastern Palace and you’ll reach a Zora-
    filled area.  Follow the correct path in the shallows to reach a huge 
    Zora that will sell you the Flippers for 500 rupees.
    Question: How do I access the Palace of the Four Sword?
    Answer: In the GBA version, you can enter it via a crack in the Pyramid 
    of Power which you can jump down from a higher ledge.  However, you 
    must’ve beaten Vaati in Four Swords and the boss of A Link to the Past 
    for the guy there to step aside.  The bosses are really difficult and I 
    recommend you go with full hearts.  I didn’t cover it in this guide 
    because this guide is for the SNES version of A Link to the Past.
    Question: Will you make a GBA version of the guide?
    Answer: Yes.  When I can track down a friend to play Four Swords with, 
    I’ll cover it in a guide, as well the riddle quest and the Palace of 
    the Four Sword.
    Question: Riddle quest?
    Answer: By meeting certain condition in the extra game, Four Swords, 
    you can unlock a quest in which the third lumberjack added to the game 
    gives you riddles that you must solve.  As a reward you receive 
    figurines that are kept in your house.
    Question: I can’t beat ______!  Help!
    Answer: That’s not a question, but I’ll run with it.  First off, I hope 
    that’s not a Light World boss.  I can understand not being able to beat 
    the Lanmolas on your first go (five hearts is a bit restricting), but 
    none of the other bosses in the Light World should pose a threat to 
    you.  Take Fairies with you in bottles (see “Equipment Upgrades”) to 
    help you out.  If it’s a Dark World boss, get the Cane of Byrna before 
    you face it.  This will help you out tremendously.  Other than that, 
    please see the guide.
    Question: How do I beat (dungeon name)?
    Answer: Please see the guide.  I don’t normally memorize how to beat 
    the dungeons step-by-step.
    Question: How do I get the [insert item name here]?
    Answer: If it’s an optional item, then you can find out in “Equipment 
    Upgrades.”  More likely, though, it’s a dungeon prize, in which case 
    you should see my walkthrough.
    Question: I disagree with your timeline!
    Answer: Great!  E-mail me about it and I’ll respond.  Timeline e-mail 
    is some of my favorite e-mail.
    Question: Do I have to get the Pieces of Heart?
    Answer: No, but they help.  In truth, you don’t have to get most items 
    to beat the game.  For instance, if you tear apart the game with 
    glitches, you can beat the game in three minutes without ever getting 
    the Master Sword.  Personally, I don’t think that this is particularly 
    fun, so I wrote the normal guide.
    Question: What is Four Swords and how do I play it?
    Answer: Four Swords is an optional game included on the GBA version of 
    A Link to the Past.  You’ll need a friend to play it, two Game Boy 
    Advances, two A Link to the Past games (on the GBA), and a link cable 
    to play it.  You can play with a minimum of two players or a maximum of 
    four.  Later on, the idea was expanded upon to create an extremely fun 
    game called The Legend of Zelda: Four Swords Adventures.
    Question: What game changes are made in the two versions?
    Answer: Please read “Changes in Re-Release.”  I list them all formally 
    there.  If you need an alternate guide for Ice Palace, please see its 
    Question: How do I use the Magic Mirror?
    Answer: There are only two places you can use the Magic Mirror.  If 
    you’re in the Dark World, you can warp to the corresponding Light World 
    place, if it is a legal place to stand (you cannot warp on top of 
    houses, for instance).  In any dungeon, you can use the Magic Mirror to 
    reappear at the beginning.
    Question: What’re your favorite and least favorite Zelda games?
    Answer: Like I said in my introduction, A Link to the Past is my all-
    time favorite Zelda game.  My least favorite Zelda game is, 
    undoubtedly, Link’s Awakening.  Why?  Well, I don’t see how it has any 
    following at all.  However, it was on the top ten best-selling list for 
    over 90 months, more than seven and a half years.  I just don’t 
    Question: I can’t get that stupid Super Bomb to the Pyramid of Power!  
    Is there something wrong with my game?
    Answer: There could be, but it’s far more probable that you are 
    forgetting a few pointers on the Super Bomb.  You cannot dash, push or 
    pull, or jump over ledges when it is following you.  The same goes for 
    the chest in the Smithy’s shop in the Dark World.
    Question: How do I contact you?
    Answer: E-mail me at Kirby0215@aol.com.  Capitals do not matter.  You 
    can also IM me at that address, but you’d better be armed with a 
    rabbit’s foot and an assortment of four-leaf clovers because chances 
    are I’m not going to respond.  Please include “A Link to the Past” in 
    the subject of the e-mail or please identify the game as A Link to the 
    Past in the body of the e-mail.  Please remember that my e-mail is 
    given strictly for your problems with the game, not for socializing.  
    Also, try to be specific so I not exactly how to help you.
    Question: Can I put your guide on my site?
    Answer: Absolutely not.  No way.  Never.  Only GameFaqs is permitted to 
    use my guide on their site.  I don’t care how long yours has been up or 
    what you promise.  It is very convenient for me to keep it on 
    GameFaqs.com alone for several reasons, mostly updating.  If you don’t 
    update my guide regularly, I receive more e-mail than I should, and I 
    won’t be happy and neither will you.  Plus, many people would 
    plagiarize this guide.  So, to answer your question again, NO!
    Question: What other guides have you written?
    Answer: This is my twenty-first, which means that there are twenty 
    others.  Pretty nerdy, huh?  Anyways, I’ve written one, in this order, 
    for each of the following: The Legend of Zelda: Four Swords Adventures, 
    Harvest Moon: A Wonderful Life, Sonic the Hedgehog 2 and 1, Sonic 
    Heroes, Mario Kart: Double Dash, The Legend of Zelda: Ocarina of Time, 
    The Legend of Zelda: Ocarina of Time/Master Quest, The Legend of Zelda: 
    The Wind Waker, Super Smash Bros. Melee, The Legend of Zelda: The 
    Adventure of Link, Paper Mario: The Thousand-Year Door, The Legend of 
    Zelda, Super Mario 64, Super Mario 64 DS, The Legend of Zelda: Majora's 
    Mask, Sonic Adventure 2 Battle, Luigi's Mansion, Super Mario Sunshine, 
    The Legend of Zelda: The Minish Cap, and you’re reading my twenty-
    first.  All can be found on Gamefaqs.com.  For an up-to-date listing of 
    games I’ve written for, use the below address:
    And that’s a wrap.  Yes, I know that the guide is nearly over, but you 
    have the legal section to look forward to.  So, without further ado, 
    prepare for the ultimate in legal boilerplates.
      /                                                                 \
     /                                                                   \
    ||----------------------------Section 4*-----------------------------||
     \                                                                   /
    ====================Credits and Legal Information*=====================
    Most of this section has been extracted from another guide.  If you’re 
    a stalker (admit it) or if you’re really bored, you’ll know which one.
    Reading legal sections is about as fun as watching a foreign-language 
    film about the making of boxes in black and white.  First, though, the 
    credits.  Yes, I know that everybody is dying to know who helped me 
    write this.  Let's get started, shall we?
                               |    Credits    |
    First, I'd like to thank myself for writing the guide, playing the 
    game, and for posting it.  The man!  The myth!  The legend!
    Second, a big round of applause to Nintendo.  They made The Legend of 
    Zelda and this game, and this guide wouldn't be around without them.
    Third, let's all thank GameFaqs, the great site that is the only place 
    where you can find my guides.  Without them, you wouldn't be reading 
    Recently, some more people have helped me out.  Here's a list of who 
    they are and what they did.
    That's it for now, but I'm sure that list will grow.  Now for the legal 
    section.  If you're really obsessed with my guides, you'll know which 
    one I copied the legal boilerplates out of.
                          |    Legal Information    |
    First of all, I take no credit for the creation, distribution, 
    productions, idealizing, or in any way making this game.  That honor 
    goes to Nintendo, not me, and I do not deny this.
    Second, this document is Copyright 2005 Brian McPhee.
    Third, this may not be reproduced under any circumstances except for 
    personal, private use. It may not be placed on any web site or 
    otherwise distributed publicly without advance written permission. Use 
    of this guide on any other web site or as a part of any public display 
    is strictly prohibited, and a violation of copyright.
    To phrase that first item legally, all trademarks and copyrights 
    contained in this document are owned by their respective trademark and 
    copyright holders.
    To make it clear for those of you who might having problems absorbing 
    information, no one but the website GameFaqs may use my guides on their 
    sites, books, magazines, etc.
    That was awesome.  Seriously, I am shaking right now.  Anyways, it’s 
    been an absolute blast playing the game and writing the guide.  A Link 
    to the Past is positively phenomenal, and I’ve had a great time writing 
    this.  I know, we’re only a few sentences from the end, but let’s not 
    say good-bye.  Instead, let me finish this guide using my legendary 
    good-bye phrase.  It’s time to Houdini out of here in high fashion.  
    It’s the catchy slogan that’s stood the test of time!  Get ready for 
    it…  Adios.  No, seriously, that wasn’t it.  See ya later.

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