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Link to the Past

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Link to the Past
Story


To set the stage for this adventure of the legendary Hero of Hyrule, it will be informative to delve into the Triforce myth, an ancient epic about the creation of the world that is still believed in the land of Hyrule. Every culture has such myths and theories about the creation of their worlds, and it can be beneficial and entertaining to examine them in detail, for they often affect the present day social structure. The legends say the mythical gods of Hyrule had as their chosen people the Hylia. These ancient people left scrolls that are the primary source of the legends.

THE CREATION OF HYRULE
According to the Hylian scrolls, the mythical gods descended from a distant nebula to the world and created order and life. The God of Power dyed the mountains red with fire and created land. The God of Wisdom created science and wizardry and brought order to nature. And the God of Courage, through justice and vigor, created life - the animals that crawl the land and the birds that soar in the sky. After the gods had finsihed their work, they left the world, but not before creating a symbol of their strength, a golden triangle known as the Triforce. A small but powerful portion of the essence of the gods was held in this mighty artifact, which was to guide the intelligent life on the world of Hyrule. Although it was an inanimate object, the Triforce had the power to bestow three titles which gave the person who received them great powers: "The Forger of Strength", "The Keeper of Knowledge", and "The Juror of Courage". From its hiding place in the so-called Golden Land where the Gods placed it, the Triforce beckoned people from the outside world to seek it in the hope that someone worthy of these titles would find it. With their magic infused blood, the Hylian people were endowed with psychic powers and skill in wizardry. It was also said that their long, pointed ears enabled them to hear special messages from the gods, so they were heldin high esteem by many people in Hyrule. Their descendants settled in various parts of the world and passed on their knowledge and magical lore to all people. But in its passing, the lore was often distorted or lost altogether.

GATES TO THE HOLY LAND
In Hyrule, there are many Hylian buildings which are mentioned repeatedly in the legends. These buildings, which now lie in ruin, pale shadows of their former splendor, are closely tied to the Triforce. Some were even said to house the Triforce... If it were only a symbol of the gods, the Triforce would be coveted by many. But a verse from the Book of Mudora (a collection of Hylian legends and lore) made the Triforce even more desirable: In a realm beyond sight, The Sky

   hines gold, not blue. There, the Triorce's might Makes mortal dreams come true. Many aggressively searched for the wish-granting Triforce, but no one, not even the Hylian sages, was sure of its location; the knowledge had been lost over time. Some said the Triforce lay under the desert, others said it was in the cemetary in the shadow of Death Mountain, but no one ever found it. That yearning for the Triforce soon turned to lust for power, which in turn led to the spilling of blood. Soon the only motive left among those searching for the Triforce was pure greed. One day, quite by accident, a gate to the Golden Land of the Triforce was opened by a gang of thieves skilled in the black arts. This land was like no other. In the gathering twilight, the Triforce shone from its resting place high above the world. In a long running battle, the leader of the thieves fought his way past his followers in a lust for the Golden Power. After vanquishing his own followers, the leader stood triumphant over the Triforce and grasped it with his blood-stained hands. He heard a whispered voice: "If thou has a strong desire or dream, wish for it..." And in reply, the roaring laughter of the brigand leader echoed across time and space and even reached the far-off land of Hyrule. The name of this king of thieves is Ganondorf Dragmire, but he is known by his alias, Mandrag Ganon, which means Ganon of the Enchanted Thieves.

THE IMPRISONING WAR
I do not know what Ganon wished for from the Triforce. However, in time evil power begain to flow from the Golden Land and greedy men were drawn there to become members of Ganon's army. Black clouds permanently darkened the sky, and many disasters beset Hyrule. The lord of Hyrule sent for the Seven Wise Men and the Knights Of Hyrule, and ordered them to seal the enterance to the Golden Land. The Triforce, being an inanimate object, cannot judge between good and evil. Therefore, it could not know that Ganon's wishes were evil; it merely granted them. Suspecting that Ganon's power was based on the Triforce's magic, the people of Hyrule forged a sword resistant to magic which could repulse even powers granted by the Triforce. This mighty weapon became known as the blade of evil's bane, or the Master Sword. It was so powerful that only one who was pure of heart and strong of body could wield it. As the Seven Wise Men searched for a valient person to take up the Master Sword, Ganon's evil army swarmed from the tainted Golden Land into Hyrule and attacked the castle. The wise men and the Knights Of Hyrule combined forces to wage war on this evil horde. The Knights took the full brunt of the fierce attack, and although they fought courageously many a brave soul was lost that day, However, their lives were not lost in vain, for they bought precious time for the Seven Wise Men to magically seal ganon in the Golden land. All of Hyrule rejoiced at the victory that upheld peace and order over Ganon's evil and chaos. This war, which had claimed many lives, became known as the Imprisoning War in stories told in later centuries.

THE COMING OF THE WIZARD
Many centuries have passed since the Imprisoning War. The land of Hyrule healed its wounds and the people lived in peace for a long time. Memories of the vicious Imprisoning War faded over the generations... So it is no surprise that no one was prepared for the new disasters that have recently struck Hyrule. Pestilence and drought, uncontrollable even by magic, revaged the land. The king of Hyrule, after counsel with his sages, ordered an investigation of the Imprisoned Dark World (as the Golden land had come to be known) but the wise men's seal was apparently intact. he offered rewards for anyone who could find the source of these troubles. In answer to these summons a stranger named Agahnim came and quelled the disasters with a previously unseen form of magic. As a reward, the king gave him a new position as chief advisor and heir to the Seven. Masses proclaimed him their hero. Peace had returned to Hyrule... or had it? Of late, rumors have traveled their whispering path with alarming frequency. Rumors saying Agahnim now rules the country with his magic... Rumors of strange magical experiments in the castle tower at night... The people of Hyrule were gripped by dread.

PROLOGUE
One night, a girl's voice awakens you from your sleep. She telepathically pleads. You jump out of bed not knowing whether the voice was part of a dream or reality. Upon leaving your bed, you find your uncle, who should be fast asleep at this time, preparing to go out, girded for battle. "I'll be back by moring," he says as he departs. "Don't leave the house." You watch him leave with the family sword in hand and shield on arm. This night is like no other... Who is Zelda? Where had your uncle gone and for what reason? And so, on an ill-fated night, a new chapter in the legend of Hyrule's hero begins- a new chapter in The Legend of Zelda!

  

Link To The Past
Walkthrough

RESCUE THE PRINCESS
-- LINK'S HOUSE --
"Help me. Please help me. I am a prisoner in the dungeon of the castle. My name is Zelda. The wizard, Agahnim, has done something to the other missing girls. Now only I remain. Agahnim has seized control of the castle and is now trying to open the seven wise men's seal. I am in the dungeon of the castle. Please help me." Yes, your first task of the game is to save the princess. It's ironic, I know. After you wake up, your uncle departs with the sword and tells you not to leave the house. Yeah right. Take the lamp from the treasure chest and go out. Guards are restricting your area to a little space in front of the castle. Go north from your home and cross the bridge to the castle. There's a guard blocking the main entrance, so follow the stone path to his right and go around the side of the castle until the path comes to a dead end. Toss aside the bush (with the A button) and drop into the hole.

-- HYRULE CASTLE --
You're now in the basement of Hyrule Castle. There's your uncle! Talk to him and he'll give you your basic sword and shield. Apparently, he dies at this point (I'm assuming that he died, since you can't talk to him anymore, but you'll strangely see him again at the ending). Go onward to the next room. Go collect a blue rupee from the chest at the right, and get some magic power from under the pots (you'll need this magic for the lamp). Go south and out the door. You're back outside! Cut away a few bushes and enter the castle through the main entrance, killing any guards you meet along the way. Now this is royalty! The whole castle is swarming with guards, so always be prepared. Enter the door at the right side. Continue following the red carpet until you reach some stairs leading down with some statues at the sides. Go down there into the Hyrule Castle dungeons. Murder the guard in the room and collect the key that pops out of him. Open the chest to get a map of the castle. You can press X at anytime to see it. You your key to open the locked door and continue. This is a rather fun room. I like hitting the guards with the sword so that they fall into the bottomless pit. Continue through this straight-forward room and go through the door at the rop left. Kill the lone guard in this room to open up the doors. Head to the room at the right. Open the chest and you'll recieve the boomerang, one of my favorite items. It stuns enemies and returns to you without using up any magic. Try it out on this guard! Defeat him to get a small key, then return to the previous room. Use the key to go north through the locked door. Then keep going until you reach the large room of B3. Defeat the green solder. To defeat this semi-boss with the ball and chain, I suggest throwing pots at him. It's much quicker and safer that way. When he's defeated, get the big key and use it to open up Zelda's cell. Talk to her. When she's done bitching, she'll follow you back up to the first floor. Don't forget to get the rupees from that chest. Make the journey all the way back to the first floor. You'll know that it's the first floor when everything looks rich and royal again. Go around to the large room you were in when you first entered the castle. >From there, go up the stairs and north to the throne room. Go to the back of this room and Zelda will give you instructions to help push from the left. Get to the left side and push it to the right to reveal a secret passageway! Get in there. This is apparently the sewer system. And it's pretty dark. You can't see more than a few feet in front of you. If you really want the whole room to be lit up, use your lamp on the torch things in the rooms. Even that light will go out in a few seconds. Beware of rats and go down the stairs at the top right. Snakes! Get past them and go even deeper down the stairs. The door here is locked. Get the key from the chest at the right, then continue north through the door. After you get through the sewers, you'll be very close to the sanctuary. Be careful! Keep going, the door is at the north side of this room. In the next room, the door is locked...and the key is in one of the rats. Defeat the rats until you find the one with the key, then continue through the door. Ahh...a fully lit room feels so refreshing after those dark sewers you just went through. But this is no time to relax. Push aside the blocks at the north side and continue up the stairs. Keep going until you get to the room with two switches. There's no real need to defeat any rats. The correct switch to pull is the one at the RIGHT. Walk up to it, hold a, then pull back to open the door. Don't pull the switch at the right unless you want it to rain snakes. Go through this final door and you will finally be in the sancuary.

THE FIRST PENDANT
-- SANCTUARY --
Zelda and the sage will tell you a lot of stuff about what's going on and what you should be doing next. The sage tells you to go to Kakariko Village to meet the elder there. Before you do that, open the treasure chest to get a whole heart container, bringing your total capacity up to 4 hearts. Now get out of the sanctuary. Hey, it stopped raining. Follow the first path south, then head west. Remember that you can always look at the map (press X) to check your position whenever you get lost. Right now you're going to the village at the west side. Follow the dirt path until you get there.

-- KAKARIKO VILLAGE -- There are a lot of things for you to do in Kakariko Village. I'll just discuss the important ones... Get a bottle: At the south side of the village there's a long vertically aligned house. This is some kind of bar. There's a back entrance to this house, even if you can't see it. Go in there through the back door. Toss aside the pot and open the treasure chest...there's a bottle inside! This will be useful for storing all kinds of neat stuff. Get another bottle: In the village there's a merchant sitting on the floor selling a wide variety of goods. Well, actually, all he sells is bottles...and he only has one for the low low price of 100 rupees. If you have the money, get it from him! If not, just come back later. Get the bug catching net: In the center of the village, there's a house with a blue roof and bushes growing beside it. Inside, there's a sick boy in bed. If you have a bottle, and only if you have a bottle, he will give you his bug catching net. This is useful for catching bugs or faries. Go to the elder's house: At the top of the village there's a long house with a red roof and two doors. Enter the door at the right. This lady here isn't the elder, although she is very old. This must be his wife. She tells you a bunch of stuff, but nothing useful at all. There's another boy in the village that watches over the chickens. He knows where the elder is, and he'll even mark his location on your map... Okay, that's all the important stuff in the village. Now it's time to go meet Sahasrahla.

-- GOING TO THE EASTERN PALACE --
Exit Kakariko Village from the south. Continue going south, then follow the dirt path going east. Continue going east...past your house...then go north across the bridge. Immediately follow the dirt path going east, then go up to enter the maze-like ruins surrounding the Eastern Palace. You should probably talk to Sahasrahla first. Make your way through these maze-like ruins to find his house (it should be marked with an 'X' on your map if you talked to that boy). After talking with him, you can bomb the wall at the back to find a secret room with a lot of rupees. Leave his house. Now go on to the Eastern Palace. It's at the north-east corner of these ruins. It should be easy enough for you to get to by yourself (meaning I'm too lazy to give you directions). Those statue guys that come to life, although they just seem to bounce off of your sword, can be defeated if you hit them enough. They can also be stunned by the boomerang. Now it's time to enter the first dungeon...

---THE EASTERN PALACE---
First, pick up the pot in front of you, revealing a switch. Step on that switch to open the door. Go ahead to the next room. Defeat these pitiful enemies and step on the tile that sticks out to open the doors. Proceed... There are cannonballs coming out from the other side of the room. Occasionally, a hugecannon ball comes out. You need to go through that corridor moving left and right to avoid that cannonballs. When the big cannonball comes at you, hide in the little spaces at the sides. When you get to the end, you can take the path at the left to get to a chest and pots with LOADS of rupees! Then go back and exit the room through the north exit. Take the left path when you get to a fork. Toss aside the pots, hit the raised tile to open the door, and continue to the next room. Defeat the skeleton guys (a.k.a. Stalfos) if you want to, then go right on ahead to the next room. Ack! Stalfos popping out of the ground! You need to kill all four of them to open up the doors again. I find it more convenient to throw pots at them. A single pot is all it takes to send them to the afterlife. Go north to the next room. The chest here holds the compass, absolutely worthless if you're using this FAQ. In the next room, you can use the triangle tile to contact Shahasrahla. Go on to the big open room. You can't open that chest unless you have the big key, which you do not, so just go on to the next room. Soon you'll get to a circular shaped dark room. Those red bubble things are chasing you around, so don't waste time. You need to hit the switch to open the door at the right, then go in. One of the pots at the right holds a small key. Get it, and return to the previous room. Go around and use the key to go through the locked door at the left. Continue until you get to a room with red bubbly things spinning around a pot. You need to defeat every enemy in this room (besides the bubbly things). Defeat the two Tangela-like enemies, the two stalfos, and the cyclops. To defeat the cyclops, you need to wake him up and hit him in the eye. It takes a lot of hits, but he'll die eventually. Now that the red bubbly things are away from the pot, lift it to reveal the switch. Step on the switch to make a chest appear. Then open the chest to finally get the big key. Use it on the locked door at the top of the room. Push the block and continue up, then go right to be back in the big open room. Now that you have the big key, open up the big chest to find... the Bow! Stalfos will drop from the sky and the heads will chase you. Quickly go up through the big door at the north side. Another dark room! Defeat the "Tangelas" to get them out of your way. One of the cyclopses has a small key. Defeat them and get that key. Use it to enter the door at the top-left. Throw away the bottom-left pot to reveal a switch, then step on it to open the door. Continue to the next room. Try out your bow and arrows on these cyclopses. It only takes a single arrow to the eye to take him out. Hit the switch at the bottom, then proceed... Ahh! Cannonballs everywhere! Be careful and hit the upper-left switch, then go on. Kill both of the stalfos and the red cyclops (you need two arrows for him). Kill all six "tangelas" and the two red cyclopses. Perhaps it would be easier and safer if you brought them down and seperated them before attacking. If you need supplies, check the pots all around the room. If you're all set, go to the next room for the boss: ARMOS KNIGHTS. <http://beri.tripod.ca/LttPBoss.htm> See the boss section <http://beri.tripod.ca/LttPBoss.htm> for all the juicy erotic details about defeating them. After the battle, get the heart containter and the pendant of courage. Two pendants remain! You are transported out of the Eastern Palace...

THE SECOND PENDANT
-- GETTING THE PEGASUS BOOTS -- Before anything else, you should return to Shahasrahla's house. (note: now you can kill the Armos statues with a single arrow). Now that you have the pendant of courage, he will give you the very useful pegasus boots (hold A for a short while to use them). He also tells you more about "the legend". Now it's time to get to book of Mudora.

-- GETTING THE BOOK OF MUDORA -- Get out of the Eastern Ruins and go all the way back to Kakariko Village (I'm sure you remember the way). In the area a little bit south of the village, there's a house with a book above the door. This is the library. Go inside... See that green book on top of the shelf? That's the Book of Mudora...and you can't reach it! It's wierd how such a simple problem like this can become so hard to solve in the game. Ram into the shelf with your newly aquired Pegasus Boots and it wll drop to the floor. Yahoo! Now you have all the items you need to get through the Desert Palace.

-- GOING TO THE DESERT PALACE -- Now it's time to go to the second dungeon. Go to your house (you know where your own home is, don't you?), then go straight south from there to a swampy grassy place. From there, head west until you get to the desert (you'll know it's the desert because there's sand, duh). Go through the desert and avoid the enemies (or fight them if you want, I don't care either way). Keep going until you reach a big dark-green platform that is the entrance to the desert palace. It's found on your map. There's an ancient Hylian inscription on the stone slab in the middle. You can't read it normally, so you need to use the book of Mudora to translate. "To open the way to go forward, make a wish here, and it will be granted". Link makes his wish and miraculously, the stone heads move around, uncovering the entrance. Go right ahead to enter your second dungeon, the Desert Palace...

-- THE DESERT PALACE -- Go up until you get to a laser-eye statue. This statue has an eye that goes around it, and a laser shoots out of the eye when it's facing you. Be careful around him...a hit from that laser takes away an entire heart! Toss aside the pots at the left and continue through the north door. Be careful around these enemies, defeat them if you want. Throw away the pot at the top center to reveal a switch, then step on the switch to make a chest appear, then open the chest for the map. Go back down to the large room. Go the the upper left corner of this room, then go through the north door. Be careful with the laser-eye statue! To get that key on the torch, ram into it with the pegasus boots. Collect the key and return to the previous room. Go around to the left side of this large room and use your small key to enter the locked door. In this room, kill all the enemies (except for Mr. Laser-Eye) to open the door. Get the compass from the chest, then continue on to the next room. It can be a little tricky to get past those cannonballs shooting across the room, so be careful about that. Open the chest to recieve...the big key! Go back down (past those damn cannonballs again) until you're back at the large room. Go around to the upper-left corner of the large room, then enter the door at the left. Another laser-eye statue! Lift up the pot at the upper left of the statue to reveal a switch, then step on it to open the doors. Go to the next room. Open the big chest to recieve the power glove. This useful item allows you to pick up stones and other heavy stuff. Return to the large room. Go down to the bottom-left corner of the large room, then go left to the next room. If you push the third block from the left, you can open the door and go north to a room full of fairies! I suggest filling up your bottles with them (catch them with the bug-catching net). If you're done with them, go south to the outside... You can continue going south along the ledge to get an easy piece of heart. Then go north, to a cave surrounded by stones. Now that you have the power glove, you can pick up these stones and uncover the entrance to that cave! Go inside... This is the second part of the Desert Palace dungeon. Push the center block of the right group of blocks to open the door and continue. Magical tiles come out of the floor and start attacking you! Protect yourself from them by hitting them with the sword or just by getting out of their way. Lift the pot in the bottom-left corner to get a small key, and use it to open the north locked door. Keep going. Once again, defeat all the enemies in the room to open the door. The next room is infested with those laser-eye statues. Be very careful around here. There's a key hidded under one of the pots. Find it and use it to open the locked door at the north side. Here's another room with those crazy flying tiles. The key is hidden in the upper-right pot. Use it to go on to the next room. Now defeat this red cyclops with two arrows to his eye. A dead end? Nope. Use your lamp to light the four torches in this room. The whole wall moves aside to reveal a big door. Go through this door to face the boss: LANMOLAS <http://beri.tripod.ca/LttPBoss.htm>. As usual, the details about them are in the boss section <http://beri.tripod.ca/LttPBoss.htm>. When you're all done playing with them, pick up the heart container and the pendant of power. Only one pendant remains! You are transported out of the Desert Palace...

THE THIRD PENDANT
-- GETTING THE MAGIC POWDER -- I think right now would be an appropriate time to get the magic powder. The magic powder is a completely optional item that can come in handy very often in your adventure. If you already got the magic powder, you can skip this part. Go to the Lost Woods north of Kakariko Village. Look around the forest until you get to a mushroom squirming around. You can find it right in the center of the forest. Pick it up. Now exit the forest. Head east on the dirt path, passing the Sancuary, and cross the wooden bridge. Go north and follow the path until you get to a little hut with a witch standing by the entrance. This witch wants your mushroom. Give it to her by using it on her like an item. "Come back to the shop later for something good". Follow the path back one screen, then immediately come back and enter the which's hut. There's your magic powder. Pick it up! This is useful for making the red bubbly enemies turn into fairies, and for doubling you magic capacity later in the game. Your next task is to get the flippers.

-- GETTING THE FLIPPERS -- Go to the north-east part of Hyrule until you reach the Witch's Magic Shop. Pass that and you'll find a huge rock blocking your way. No problem...you have the power glove, remember? Pick it up with the A button and toss it aside. When you get to a bunch of green rocks blocking the path, dash into them with the pegasus boots. Keep going on the path until you reach the water area. Then go north to reach the Zora's Waterfall area. This place is infested with little Zoras that shoot fireballs at you. Be careful. Since you don't have the flippers yet, you can only stay on shallow water. When you reach a fork in the path, go north. When you get to another fork, take the lowest route. Continue until you reach a big waterfall. *rumbling sound*. Introducing......King Zora! Tell him you want the flippers. This capitalist bastard isn't letting them go for free. You'll need to pay a whopping 500 RUPEES! That's a lot of money, but you'll need to pay up. These flippers allow you to swim in deep water. Before you leave this place, look around for the piece of heart.

-- GETTING SOME UPGRADES -- Now keep going south until you reach the land. But first, go to the small waterfall at the top-left. You can go inside it to find a cave! When you get close to the pool of water you'll be asked if you want to throw something in. Say yes, and throw in the boomerang. A fairie appears! When she asks if you were the one who threw in the boomerang, answer yes. Because you're an honest person, she'll give back an even better one. The red boomerang can reach all the way across the screen! Next, throw in your shield. Do the same process and the fairie will give you the red shield. This one can protect you from fireballs.

-- GOING TO THE TOWER OF HERA --
Now it's time to head for the third dungeon of the Light World: The Tower of Hera. From Kakariko Village, head north-east around the edge of the Lost Woods. After you pass a V-shaped group of trees, there's a sign that reads "Do not enter Death Mountain without the King's permission!". Toss aside the large green stone there and enter Death Mountain. Ack! It's dark again! Drop down the ledge and go right until you meet a lost old man. He's going to go with you up Death Mountain. Go right to the next room. Make your way through this room and listen to what the old man's has to say. When you get outside, go right until you reach a little cave. You'll leave the old man here...and he gives you the magic mirror! If you ever need to refill your hearts, come here and talk to the old man to have your energy restored. You also get the option to start here when you turn on the SNES. Continue going right, then up the ladder. When you get to a cave, ignore it and go left. Take note of the next cave you get to. Whenever you need to go back down the mountain, you go through this cave. Now go up this tall ladder. Go right, past the cave, until you get to a wierd looking warp. There are a few warps like this hidden all around Hyrule. Entering them brings you into the Dark World. The Dark World is a sort of parallel universe to the normal world. This world is ruled by Ganon and infested with powerful monsters. To go back to the regular world (a.k.a. Light World), use the magic mirror that the old man gave you. But you cannot use it to go to the Dark World...you must use the warps to enter the Dark World. So enter that warp. Since you do not have the Moon Pearl, which allows you to retain your regular form in the Dark World, you have turned into some kind of rabbit. When you are in the Dark World, you change into what is truly reflected in your heart and mind. Apparently Link is a rabbit at heart. Go left and stand in the Light colored floor where Spectacle Rock used to be. Use the magic mirror there to go to the Light World, and you should be standing on top of that rock. Collect the piece of heart and drop down at the other side. Now go right a little bit and climb the steps to enter the Tower of Hera...

-- THE TOWER OF HERA --
Here's the 411 on those crystal orb thingys: All around this dungeon (and many other future dungeons), there are crystal orbs. When you hit them with the sword or boomerang, the blue and orange barrier blocks will rise and fall. The orb also changes color to show which blocks are lowered. Okay, so hit the orb to make the blue blocks fall. Then go down the stairs at your left. Defeat the enemies here if you want. Hit the orb, get the small key, and hit the orb again to raise the orange blocks. Go back upstairs. Hit the orb to lower the orange blocks, then go north. Open this chest to get the map. Go downstairs through the locked door at the top-left. Here's more of those flying tiles. Guard yourslef from their attacks until they're all done. Hit the crystal orb to lower the blue blocks, then continue to the next room. Hit the orb (lowering the orange blocks) and go south to the next room. Defeat the stalfos here if you want, then light all four torches with your lamp. Open the chest that appears to recieve the big key. Go north, hit the orb, go west, hit the orb, and return to the second floor. Now go upstairs again to the third floor. These enemies are a little tricky to beat. You'll bounch off of them when you try hitting them with the sword. Be careful not to fall into the holes (you will return to the first floor if you do). It takes three hits to kill them. Defeat them all in this room to open the doors, then continue to the next room. Notice that star symbol on the ground? When you step on it, the holes on the floor change position. Make your way through this room and through the big door at the top. Also make your way through the next room, hitting the star symbols whenever necessary. Continue upstairs to the fourth floor. Open the small chest in the center of this room to get the compass. Go up the stairs at the top-left to go to the fifth floor. Now hit the star symbol beside the turning fireball thingy so that a 2x2 hole appears in the middle near the top of the room. Drop into this hole *from the north* so that you will fall to the fourth floor...right in front of the big chest! Open it to recieve this dungeon's treasure: The Moon Pearl. Hit the star and go back up to the fifth floor. Now go up the stairs at the top-right of this room to face the boss: MOLDORM. <http://beri.tripod.ca/LttPBoss.htm> Check the boss section <http://beri.tripod.ca/LttPBoss.htm> for details, blah blah...you know the routine. When you're done sending him to the afterlife, get the heart container and the pendant of wisdom. You have all three pendants! You are transported out of the Tower of Hera...

BATTLE WITH AGAHNIM
-- GETTING THE MASTER SWORD --
Go south and drop off the ledge, then go left. Climb down the tall ladder and enter the cave right beside it. Go through this simplistic, linear cave until you reach the outside again. Drop off the ledge to the grass. Go north, passing the two lumberjacks, and east to enter the Lost Woods. Go in the general direction of north west. There are a lot of fake, imitation Master Swords in the woods. But don't be fooled, there's only one true Master Sword. At the north-west corner of the woods, you'll come to a peaceful clearing with animals and birds. There's the Master Sword. At this point, I traditionally read the ancient Hylian inscription with the Book of Mudora. "The Hero's triumph on cataclysm's eve wins three symbols of virtue. The Master Sword he will then retrieve, keeping the knight's line true". Stand behind the sword and pull it out. Shahasrahla contacts you telepathically. After chatting with him, let's go leave this forest. But as you leave, another message comes. This time from Princess Zelda. She's being kidnapped! Get to the Sanctuary immediately! (you know how to get there, don't make me spell it out for you) At the Sanctuary, you find Zelda gone and the Sage lying on the floor. Seems like you came a second too late. The soldiers came and took Zelda to the castle. Now you'll need to go back to the castle, where our adventure began. This time, you can go in through the front door...

-- HYRULE CASTLE -- Upon entering Hyrule Castle through the main entrance, go through the door at the left side. Then go up the stairs and out the door to the outside roof of the castle. Go right a little bit to find some kind of magical barrier protecting the door. Your mighty new Master Sword can get rid of this thing in a single blow. Let's proceed... Take note that a beam of energy comes out of your sword when you have full hearts. That's why it's especially useful to have full life and a constant storage of fairies in your bottles. Go straight through the first room. In the next room, defeat the two guards to open the doors, then continue. Now defeat the two guards to make a chest appear. Open it for a small key, then use it to open the locked door and go on to the third floor. I hate dark places. Go through this room through the door at the left. The next room is a maze. You should light the torches with your lamp to get a better view of things. Look around for the chest with the small key, then use it to get through the locked door at the bottom-right corner. Annahilate these guards and go up the stairs to the fourth floor. Still dark. Defeat these two guards (if you want). It's help ful to stun one of them with the boomerang so you'll be free to fight the other one. Get through the next room, careful not to fall into the pit. Kill the guards in the next room to find a small key, then use it on the locked door to go upstairs to the fifth floor. Light at last...how refreshing! Defeat everyone in this room to open up the doors, then continue. Repeat the process for the next room. The guard in the center of the next room holds a small key. Defeat him to get it, then use it to proceed to the next room. You can just ignore all three guards here and go upstairs to the sixth floor. Move aside the statue and go ahead. Everything is really linear from here on. In the next room, carefully walk over the narrow strips of land and go upstairs to the seventh and final floor... In the next room, you finally meet the man you have heard so much about, Agahnim...and the princess! "Behold! The last moment of Princess Zelda!" He makes Zelda disappear, then goes behind the curtains. Ha! What a dumb place to hide! Cut down the curtains and follow him. Now it's time to fight. I consider him to be a boss, so go check out the boss section for details on defeating him. After he is defeated, he will use his last ounce of energy to draw you into the Dark World...

THE FIRST CRYSTAL
Shaharsala contacts you telepathically and tells you where you are and what you should be doing here. As he mentioned, this is the Dark World, the same place you were when you went into that warp on Death Mountain. You can use the magic mirror at any time to return to the Light World. Your goal in the Dark World is to rescue the 7 maidens who are trapped in 7 crystals that are hidden in 7 dungeons. The first one is the Palace of Darkness, and it's marked on your map. That's where you should go first.

-- GOING TO THE PALACE OF DARKNESS --
Drop down from the pyramid and go east. Continue until you get to the place where the Eastern Palace ruins used to be in the Light World. Now, the place is filled with bushes and plants that form a huge maze. Upon entering this area, go right and follow the dirt path until you come to a big arrow pointing at the bushes. Go inside them and come out at the other side. You can just barely make out where you are when you are under the bushes. Continue on the path until you reach another entrance into the bushes. Do NOT go inside there. Instead, continue left through those bushes. Go up and right again. Enter the large mass of bushes, make your way through them and emerge at the right side. If you went the right way, you'll have a monkey following you! This is a rupee-loving monkey, so give him 10 rupees to follow you. Keep going until you reach the Eastern Palace at the northeast corner of this area. The entrance is closed, but Kiki will open it for you for the low low price of only 100 rupees. You really don't have any other choice, so pay up and get in...

-- PALACE OF DARKNESS --
A word of warning before you begin: The dungeons you faced in the Light World are nothing in comparison to what lies ahead in the Dark World dungeons. If you found the previous dungeons difficult, prepare to be overwhelmed. Upon entering the dungeon, take the left path. Step on that raised tile to open the door, then proceed to go north, then continue downstairs to the basement. Be careful to avoid the fireballs here! Lift the pot (actually, a skull) at the bottom left corner, then step on the switch under it to make the chest appear. Open the chest for a small key. Return upstairs. Raise the upper left skull to reveal a switch, then step on it to open the door. Go south to the room where you began. Now take the right path. Step on the switch to open the door, then go on to the next room. Go straight through this room to go downstairs to the basement. Enter the orange warp and you'll be transported to another part of the dungeon. Dash into the south wall of this room to collapse it, then go inside. Be careful around these jellyfish-like monsters, they can shock you. Dash into the wall at the end and continue to the next room. These enemies can be a huge pain in the ass to defeat. They mimic your every move. Easily defeat the two green ones with a single arrow to each. The red guy is much harder, he shoots fire at you if you face him directly. So what you need to do is shoot at the space *beside* him, then quickly move to the side a bit so that the arrow hits him. The door opens when they're all defeated. Proceed to the next room. Make your way over the moving floor, and be careful not to get hit by the spikes or jellyfish. Go upstairs at the end. Open the chest for the map. Bomb open the crack in the left wall, then go inside and open the chest for a small key. Return to the previous room. You can bomb open the crack in the right wall, then go inside for a few fairies. Now backtrack your steps all the way to the entrance room of the dungeon. This time, go north through the middle door. Use one of your keys to continue north through this locked door. Avoid the jellyfish and the turtle-like enemies. Take the left path until you get to a section of the floor that is cracked. Use a bomb to destroy it, then fall inside. Use your last key to enter the locked door and go upstairs. And inside this chest is...the big key! Drop off the ledge to the right. Pick up the skull at your left and step on the switch beneath it to make a chest appear. At this point, four stalfos guys drop from the sky and their heads attack you. Skillfully avoid them and open the chest for a small key. Now go in the orange warp. You're here again. Go upstairs and take the center path again to get back to where you were before. This time, take the right path. Push one of the blocks into the pit and continue north to the next room. Open the chest here for a small key. Now go to the arrow tile on the floor and drop down to the next lower floor. Go up the stairs, left, then up through the locked door. You need to be quick here. Toss aside a pot and dash through the room before the floor crumbles beneath your feet. When you reach the other side, go left through the locked door. This room is a maze...and it's dark too. There are no torches to light, so you'll need to rely on the weak light in front of you. Kill those fire breathing enemies to get them out of your way. There's a chest in the top-left corner with some bombs. Go to the chest in the bottom-right corner to get a small key. Make your way to the east wall where you'll find a crack. Use a bomb to open the crack, then go inside. Open this huge chest to find a tiny hammer inside. Now return to the maze room, get through it and exit through the regular door. Now go through the right door. Open the chest to get the compass. Now go down one of the stairs (they both lead to the same room). Rupees galore! There's a total of 180 rupees here. One of the chests at the bottom of the room has a small key, and the other has a single pathetic arrow. Be sure to pick up the key, then go back upstairs. Go south through the locked door. To get past those spikes easily, lift the left skull and pass at the left side. Open this chest for 5 rupees. Push the statue right and continue south. Now you are back in this room. Use the arrow tile to drop down to the platform with all these bouncy enemies. Defeat all these enemies by pushing them into the holes at the side (just to get them out of your way). Go south and you should be able to see a crystal orb across the pit. Hit it with the boomerang to lower the blue barrier blocks. Now go to the next room at the right. Hit the crystal orb. Go to the upper right corner of this room and get rid of all the pots. The switch to open the door is under the pot at the very corner, but it won't stay down! You need something heavy to hold it down...so push the upper right stone statue so that it stays on top of the switch to keep it down and hold the door open. Then go upstairs and through the door. It's another group of these annoying bitches. Defeat them just like you defeated the other group, then go on. Be careful to avoid the moving spike, and go to the right side of the room where you'll find a green cyclops statue. There's something suspicious about it... Shoot and arrow into it's eye to make the wall at the right move further, revealing a stairway! Go downstairs... Bash these "Digletts" into the ground with your new Magic Hammer. You can kill the turtle-like monsters by flipping them over with the hammer, then slashing away with the sword. Stand at the left side of the lowered orange barriers, then hit the crystal orb with the boomerang. Open the locked door and go left to the next room. Get rid of this turtle and continue. Ack! A whole army of turtles! I suggest lighting the torches so you can see better. These guys can be really though to defeat. When they are all gone, go to the next room. Push aside the upper-right block so you can enter the orange warp. Make your way on this path, defeating any evil turtles you come by. If you're ready, go through the big door to face this dungeon's boss: KING HELMASAUR <http://beri.tripod.ca/LttPBoss.htm>. Details are found in the boss section <http://beri.tripod.ca/LttPBoss.htm>, as usual. After defeating him, pick up the heart container and get your first crystal. There are 6 more crystals to go. May the way of the hero lead to the Triforce!

THE SECOND CRYSTAL
Now that you have the Magic Hammer, you can explore almost all of the Dark World. Now would be the perfect time to get the flute...

-- GETTING THE FLUTE -- There is an area on the land at the north-west of Lake Hylia where you find nine purple pegs sticking out of the ground. Bash them into the ground with the hammer so you can pass through. Continue going left on the dirt path...past your house (which is now a bomb shop, by the way)...until you get to the center of a grove of trees where there used to be a boy playing the flute in the Light World. Now there's just a wierd armadillo guy. This is actually the flute boy. He wants you to find the flute for him. Talk to him and get the shovel. Use the magic mirror to go the light world. He said he buried it with some flower seeds. By now those seeds have grown into flowers. Use the shovel to dig into the flowers at the upper left corner. After you find the flute, get it and go back to the Dark World. Talk to the armadillo man again. Since he can't play it anymore, you can keep it. Play it in front of him one last time and he will turn into a tree. Use the Magic Mirror to go to the Light World, then go to Kakariko Village. The flute boy's father is asleep in the bar, you can play the flute to him if you want to. Go to the chicken statue at the center of the village. Play the flute in front of it. Behold, the rooster is free! It looks more like a duck actually. Now you can play the flute anywhere in the Light World and this duck can transport you to any of 8 points on the map.

-- GOING TO THE SWAMP PALACE -- Return to the Dark World. Go to the Dark World's equivalent of the "Swampy Marsh Place" (the swamp area south of the bomb shop). Go to the structure at the south of this area, then use the magic mirror to go to the Light World. Enter the structure. Push the blocks aside and proceed to the next room. Pull the switch at the right to open the gates and release the water. Now go back outside. Enter the sparkling transporter, then enter the structure again. Welcome to the second dungeon of the Dark World: The Swamp Palace.

-- THE SWAMP PALACE -- If you did everything correctly, the canals should be filled up with water. If they're dry, see the steps that I gave in the paragraphs above. Hop into the water, swim left a little, and climb up to dry land. Get past the spike thingy and defeat the three enemies in the water to make a chest appear. Open it for a small key. Use it to get past the locked door. Now downstairs, go to the little strip of dry land at the left. Bomb the cracked wall and go inside. Open the chest to get this dungeon's map! Return to the previous room. While you avoid the fireballs from the statue, lift the pots (skulls) until you find a small key under one of them. Then go through the locked door at the bottom-left. Make your way past these monsters and go down the stairs. Head straight forward to the next room, then lift the skull-pot to find a small key. Return to the previous room, go up the OTHER stairs, and through the locked door. Bash the Digletts with the magic hammer, then push the switch from the right side. This releases the water and fills up the canal! Go to the south room, hop into the water, and climb up at the left. Continue to the next room. Climb down the stairs and go down to the south room. Go right and follow the path around. Be careful to avoid those orange monsters...you lose TWO hearts for touching them. Ouch! Push the block right to make a chest appear, then open it for the compass. Return north to the large room. Climb the stairs at the south-west corner and go through the door. Deja vu? No, this is a completely different room. Climb downstairs and head forward to the next room, then lift the skull-pot for a small key. Backtrack to the large room. This time, climb the stairs at the north-west corner and enter the locked door. Hit the crystal orb from over the wall and push the switch to release the water. Now hit the orb AGAIN to raise the blue blocks. Go east to the large room. Climb the south-west stairs once again and enter the door. Hop into the water, swim left a little, then climb onto dry land. Go through this door. Climb down the stairs. Now you need to push aside these blocks so you can pass through. First push the bottom block left, then push the center block up. Now proceed up the stairs to the first floor. Push aside the block. Be careful, there's a lot of enemies in this room! At the RIGHT side of the room, push away the block and drop into the hole. Go to the room at your right, then open the chest to recieve...the Big Key! Go to the previous room and drop off the ledge. Make your way south, up the stairs, then go east until you reach the large room with the Big Chest in the center. Now that you have the Big Key, you can open that chest and get one of the coolest items in the game: the Hookshot. This item can grapple onto things and pull you towards it. >From the center platform with the big chest, you can see a platform at the right with a skull on it. Use the hookshot to get onto that platform, then lift the skull at the right to get a small key. Return to the center platform. Now use the hookshot to get to the north platform (from behind the chest). Enter the locked door. Go left and lift the pot at the north-west corner. This switch holds the door open, but you need something to hold it down for you. Push the statue onto the switch to hold the door open. But DON'T go in that door... instead, go around to the right side and enter the left door there. Go through this corridor and downstairs. Push the switch. This opens the drain and *empties* the water from the canal. Climb down the stairs and into the door. Then go north to a room with lots of waterfalls. Push the third block from the left to make a chest appear, then open it to find...20 rupees. Blech. Go to the right side and enter the second waterfall from the right. There's a passageway behind it. Continue upstairs...until you get to a room with a big pool or water. Immediately jump in the water, swim right and go to the place with the skull. Lift it up to get a small key. By now an enemy or two is waiting for you to return to the water. Try to avoid it, if possible. You can blow up the cracked wall and enter a secret room where you'll find hearts and other goodies under skull-pots. If you're all set, enter the locked door and continue to the next room where you will face this dungeon's boss: ARRGHUS <http://beri.tripod.ca/LttPBoss.htm>. Head for the Boss Section <http://beri.tripod.ca/LttPBoss.htm>of this FAQ for details. After you've defeated him, get the heart container and the second crystal. There are 5 more crystals to go.

THE THIRD CRYSTAL
-- GOING TO THE SKULL DUNGEON --
Let's just go straight to the next dungeon, shall we? But to get to the next dungeon, you'll need to pass through the Light World. Use the Magic Mirror to go to the Light World, then use the flute to go to Kakariko Village (map point #3). Now go into the Lost Woods through the north- west corner of the village. When you enter the Lost Woods, immediately go right and south out of the Woods. You should come to an area blocked off by a fence. Use your hammer to smash the pegs into the ground. Then pick up the rock to reveal a transporter! Enter the Dark World... Go north into the Dark World version of the Lost Woods. Follow the path right. When you reach the 3 skulls CONTINUE going right. Then go north and fall into the hole to enter the 3rd dungeon of the Dark World: The Skull Dungeon.

-- THE SKULL DUNGEON -- [NOTE: In many places of the dungeon, a hand will drop down from the ceiling and try to grab you. If you get caught, the hand will bring you back to the place where you entered the dungeon. This can really be a pain in the ass, so try extra hard to avoid that hand!] >From the place where you land, go south. Toss away the three skull-pots and open the chest to recieve a small key. Now head for the upper-right corner of the room and go straight through the locked door. Get rid of the hardhat beetle by pushing him with your sword into one of the pits. Step on the star symbol to rearrange the pits, then open the chest to get the dungeon map. Go into the door at the left, then go south to the outside. Just north of where you come out, there's a 3x3 square of bushes. Cut them down and drop into the hole in the center. You'll land in the center of a circle of pots. Toss them away (and kill that Helmasaur too). Step on the star symbol once to rearrange the pits. Blow open the crack on the left wall with a bomb. Go inside. Just pull the switch here and...kablam! The entire south wall blows up! Go south to reach the big chest (can't open it yet, you don't have the big key). Use the hookshot over the pits to reach the other side. Then go outside once again. Go through the two tunnels of bones at the north-west, then enter the skull at the end to get back inside the Skull Dungeon. Defeat the two electric jellyfish and the two mummies (and watch out for the falling hand!). Lift the pot in the center to reveal a switch. This needs something heavy to hold it down. You can move the statue at the right. Push it down a bit, then left, then PULL it back until it's on top of the switch. Then proceed to the next room. Annahilate this small army of enemies, then open the chest to get the Big Key! Return to the previous room and go back outside. Go through the two tunnels of bones again. Cut down the 3x3 block of bushes and drop into the hole in the center (again). Hit the star symbol only once, then go left through the hole you blew open in the wall. Go south until you reach the big chest. Now that you have the big key, open it and recieve this dungeon's treasure: the Fire Rod. Once again, use the hookshot to cross the pit. Go outside. Go through the two tunnels of bones yet again (this is the last time, I promise). Enter the skull. This time, go through the door at the left. Continue straight through this room to the next one. Lift the pot at the upper-left corner to find a small key. Then go outside. Go through the *left* tunnel of bones and you'll get to some kind of skull of a monster. Whip out your fire rod and burn away its big nose to reveal an entrance (it took me forever to figure that one out). This is another section of the Skull Dungeon. Go inside... Go down the steps at the left. There are paths and wall hidden under the upper path, so it'll be confusing to get through this place. Make your way north and enter the door at the upper-left wall. Make your way south through this room, avoiding the enemies as much as possible, and enter the door at the bottom. Open the chest for a small key. Now backtrack through the previous room and go back through the maze until you get to the entrance. Go north on the upper path and through the locked door at the end. Here's detailed instructions on how to get through this room: Step forward on the star symbol. Lift the pots, then go forward and step on the stars at the center of the room. Now step on the star at the bottom left corner. Go around (breaking the pots when necessary) and step on the stars to the upper-right of the center stars. Next, hit the star at the upper-right. And finally, you can exit the room. First, kill ALL of the mummies in the room. Also destroy the two skull pots. To open the door, you need to light the four torches, and the only way to do that is with the fire rod. So light all four torches, starting from to bottom and working your way up. Then leave the room before one of the lights goes out. The next room may seem to be a dead end, but cut down the vines at the north wall and you'll find a hidden door. In the next room, defeat the enemies and you'll find a small key in the mummy. Open the locked door and proceed to the next room. Lift one of the pots and carefully slip by the spike trap. Then drop into the hole and you'll fall right in front of this dungeon's boss: MOTHULA. Go down to the boss section of this FAQ for details. After you've defeated him, get the heart container and the third crystal. There are 4 more crystals to go.

THE FOURTH CRYSTAL
Before you actually go for the 4th crystal, there's a few items you should get. If you already have these items, just skip to the next section.

-- GETTING ETHER -- Use the Magic Mirror to transport to the Light World. Then use the flute and let the rooster bring you to map point #1 (Death Mountain). Climb all the way to the top of Death Mountain, just like you did when you were going to the Tower of Hera. Go to the left side of the Tower of Hera and cross that bridge to an island in the sky. Read the inscription on the stone tablet with the help of the Book of Mudora. You'll hold up the Master Sword and recieve the power of Ether.

-- GETTING QUAKE -- Return to the Dark World. Go as far north-east as possible until you reach the very north-east corner of the map (the place that used to be the entrace to the Zora's Waterfall area). There you'll find a sign that reads "Curses to anyone who throws something into my circle of stones". There's a circle of stones in the water to the left. Let curiousity get the best of you: Throw something into that circle. Some kind of catfish creature comes out and gives you the power of Quake.

-- GETTING BOMBOS -- Still in the Dark World, go to the area south of your house (*cough*... the Bomb Shop). The area where the 2nd Dark World dungeon is. From there, go left to where the entrace to the desert should be. Eventually, you'll reach a dead end and an area enclosed by stakes. Go inside that area and use the magic mirror. You should emerge in the Light World on top of a ledge. Go one screen to the left and read the tablet with the Book of Mudora. You'll hold up the Master Sword and recieve the power of Bombos.

-- GETTING THE ICE ROD -- Use the flute to warp to map location #5. From there, go north on the dirt path. Continue until you reach a grassy area and a cave. There is clearly a bombable wall to the left of that cave. Use a bomb on it and go inside. Go forward to the next room, then open the chest to get the ice rod.

-- DOUBLING YOUR MAGIC POWER -- Go to Kakariko Village in the Light World. Go to the Smithy Shop (the blacksmith shop, to the right of the Village). Go up the steps, right a little, and smash the peg down with the magic hammer. Now fall off the ledge and into the hole. Go north to the next room. Sprinkle some magic powder into the red stuff. This wakes up a bat. He will put a "curse" on you that supposedly cuts your magic power in half, but this is actually a good thing. Now it only takes half the energy as before when you use magic. It's just like doubling your magic meter in Zelda: OOT.

-- GOING TO BLIND'S HIDEOUT -- Use the flute to go to Kakariko Village (map point #3). Now go into the Lost Woods through the north-west corner of the village. When you enter the Lost Woods, immediately go right and south out of the Woods. Use your hammer to smash the pegs into the ground. Pick up the rock and enter the Dark World. Go south to the Village of Outcasts. In the place where the rooster statue was in the Light World, there is now a gargoyle statue. Stand in front of it and pull back on the pitchfork. It will vanish, revealing the entrance to Blind's Hideout. Before you enter, I suggest you fill up your bottles with the red/blue potion from the magic shop (or with fairies). You will need it.

-- BLIND'S HIDEOUT -- This is a confusing place, so I'll try to make my instructions as simple as possible. Drop off the ledge to the lower area. Go north a bit, then open the chest at the left to get the map. Then continue north to the next room. The chest you see there contains a single red rupee. Staying on the lower area, go around and go to the next room to the right. Then go straight to the next room to the south. Go up the steps to the upper area of the room. Make your way to the treasure chest and open it to get the dungeon's compass. From that point, drop down to the lower level and go to the next room to the left. Open this chest and you will find the big key. Go to the east room, then go to the north room. Now climb the steps to the upper area. Make your way to the north side of this room and go through the door that requires the big key. Go north through this room (defeating any Stalfos along the way). Lift the skull pot at the upper-right corner to get a small key. Then go back down and go left through the locked door to the next room. I try to avoid these enemies, a single touch from them costs you TWO hearts! Go straight through this room and on to the next. Defeat the cloud-like creatures in this room (just defeat the small part and the big one will disappear as well). You can sprinkle magic powder on the red-bubble enemy to turn it into a fairy! Go left to the next room. Make your way north over the conveyer belt (against the current), defeating the enemies along the way. In the next room, get the small key from under the skull pot. Hit the crystal orb, then carefully slip past the spike traps and go up the stairs. Lift the bottom-right skull to reveal a switch, then step on it to open the door. Continue on to the next room. Dash straight through this corridor and go through the door to the next room. The chest in the corner contains some bombs. Stand between the two wooden tables and face north. Place a bomb on the ground, pick it up (with the A button), and throw it forward. It should land on the cracks and blow open a hole in the floor, allowing light to shine down to the 1st floor. Now backtrack all the way to the first floor. Go to the room with the long conveyer belt. From here, go to the room at the right (passing over the lowered blue block). Zip past this room and continue to the room at the right. In this room full of conveyer belts, make your way to the north side and go down the stairs to the basement. Defeat ALL the enemies in this room to open the door, then go inside. Go south in this room over the conveyer belts. Be extra careful not to fall off into the sides or touch the enemies (you can kill the jellyfish from afar with the hookshot). Go in the door at the right. Go straight right through this room and you'll reach some kind of prison. Walk right through all the locks (they don't require any keys) until you reach what *appears* to be the dungeon's maiden. Doesn't this seem suspicious to you? This girl will follow you from now on. Anyway, take the small key from the chest and backtrack to the room with the long conveyer. This time, go through the locked door at the left. Quickly whip out your hammer and smash one of the "digletts" into the floor, then open the big chest to get this dungeon's treasure: Titan's Mitt. Now quickly get out of the room before you get trapped in the center. From the long conveyer belt room, go through the door at the upper-right...then go up the stairs to floor B1. In the full-of-conveyer-belts room, lift the skull pot at the upper-right corner to reveal a switch. Then step on the switch to open the door at the right. Go inside. Go north to a seemingly empty room. There's light shining in the center because of the hole in the floor you blow open in the above level. Now let's think for a moment: This is Blind's Hideout, and you just picked up a mysterious girl from the basement. That girl is Blind the Thief. And do you remember what the person in the Light World said? "Blind HATES the light". Go forward so that the light shines on the girl. She transforms and reveals her true identity. It's this dungeon's boss: BLIND the THIEF. See the boss section <http://beri.tripod.ca/LttPBoss.htm> of this FAQ for details. After you've defeated him, get the heart container and the fourth crystal. There are 3 more crystals to go.

THE FIFTH CRYSTAL
-- UPGRADING THE SWORD -- Go to the area a little bit south of the Village of Outcasts. You'll find a frog man trapped in a cage of heavy skulls. Now that you have the Titan's Mitt, you can lift those dark skulls and free the frog. This is actually the partner of the guy in the Smithy Shop! Talk to him to make him follow you. Use the Magic Mirror to warp to the Light World, then go to the Smithy Shop for a sweet reunion. Exit the house and enter again. Talk to one of them and ask him to temper your sword. At a price of only 10 rupees, they are being too kind. After giving them your sword, leave the house and go around Kakariko Village to pass the time. Then return and get your orange upgraded sword.

-- GETTING THE 4TH BOTTLE -- After getting the level 3 sword, return to the Smithy Shop in the Dark World. There's a purple chest in the ruins of that house, but you can never open it because there is no key. Just take it with you. This chest will continue to follow you unless you dash with the Pegasus Boots. Use the Magic Mirror to transport to the Light World, then go to the entrance to the desert where there's a person standing beside a sign. This guy will open the chest for you as long as you promise not to tell anyone. Inside the chest is your 4th and final bottle.

-- GETTING THE MAGIC CAPE -- Go to the graveyard in the Light World (it's just to the east of the Sanctuary). At the upper-right corner of the graveyard, you'll find a tombstone in an area enclosed by dark stones. Now that you have Titan's Mitt, you can lift those stones. Most tombstones can be moved simply by pushing, but not this one. You need to dash into it (pegasus boots) to reveal a secret stairway... At the end of the underground room there is a treasure chest with the magic cape inside. When you use the magic cape, you become invisible and invinsible...just watch your magic mater.

-- GOING TO THE ICE PALACE -- In the Light World, use the flute and let the rooster bring to to map point #8 (south of Lake Hylia). From there, jump into the lake and swim to the island in the center of the lake, where there's a cave. Lift the heavy stone in the center to reveal a transporter. Enter into the Dark World. Then simply go down the stairs to enter the Ice Palace.

-- ICE PALACE -- [NOTE: You'll be using magic quite a bit in this dungeon, so I suggest you have at least one bottle of the green potion. Here's a neat trick to do when you're low on magic: Freeze a monster with the ice rod, then smash him with the hammer...a magic jar comes out!] In the first room, the ice statue at the left comes to life an attacks you. Be very careful not to touch him because a single hit will cost you FOUR HEARTS! Magic flames will protects you in this icy dungeon: Use the fire rod to defeat him and open the door. The light blue tiles in this room are slippery to walk on. You'll be seeing more of them throughout this dungeon. Defeat the electric jellyfish to find the small key hidden in one of them. Then go down the stairs to B1. By the way, this dunegon goes all the way down to B7! Step on the tile at the bottom left and continue to the next room. In this cross-shaped room, push the block right and go to the south room. Quickly kill all the green ducks here with the magic of bombos (or you can kill them one by one if you want to conserve magic), then open the chest to get the dungeon compass. Return to the cross-shaped room. Push the block forward, step on the raised tile, and go on to the east room. More green ducks! Kill them if you want. Lift the lower skull pot to reveal a switch and step on it. Then go LEFT, back to the cross-shaped room. Step on the tile to open the doors. Push the block to the left, then go through the north door. Hit the crystal orb to lower the blue blocks. Now plant a bomb beside the crystal orb and go to the other side of the blue blocks before the bomb explodes. Use another bomb on the cracked floor to blow a hole in it. Then drop down to B2. There are two Stalfos that you need to defeat in this room. But the Stalfos can't be defeated with the sword alone. First, hit him with the sword to make him collapse to the floor. Then plant a bomb on him to finish him off. Defeat both of the Stalfos to open the door, then go to the next room. Carefully make your way through this room while avoiding the spikes. The conveyer belt changes direction every few seconds. Defeat the blue jellyfish to find a small key in one of them. Make sure the crystal orb is colored red, then go to the next room. Simply get around while avoiding the fire chain. The switch to open the door is hidded under the skull pot at the bottom left. Go down the stairs in the next room to reach B3. Again, defeat all the green ducks in the room to open the door (with the help of bombos, if you have magic to spare). When you enter the next room, DO NOT MOVE. The big spikey ball will NOT hit you if you stand in the doorway. As the spikey ball moves back, go forward and into the room at the left. Make your way around the fire chain and go down the stairs (it'll be hard to properly align yourself with the stairs due to the slippery floor). Now you're in B4. With the fire rod, defeat the two ice statues that come to life and a chest will appear. Inside you'll find some bombs. Now place a bomb in the cracked floor at the left to create a hole. Drop inside it and you will land right in front of the big chest. Too bad you don't have the big key though :P Push aside the blocks and go right to the next room. Just ignore the ice man that comes at you and continue right to the next room. In this room with the slippery floor, lift a pot at the upper-left to find a small key. You might want to sprinkle magic powder on the red blubbly thing to turn it into a fairy. One of the pots here has a switch beneath it. Find the switch, open the door, and go south to the next room. Get past this room, careful not to slip off the sides of the land or hit the fire chain. In the room after that, lift the pot at the bottom-left corner to reveal a switch. Hit the switch to make a chest appear, then open it for a small key. Now go up the stairs and back to B4. Go through the locked door. Make your way through this large, dangerous room and go through the door at the upper-right. Use the hookshot to defeat the enemies and cross the wide gap in the next room. Carefully make your way through this room with the spikey balls, then go up the stairs to B3. You can cross the spikey floor in this room by using the magic cape. Don't forget to press Y again to take it off. You don't want to waste magic power! Lift the skull at the other side to reveal a switch, then step on it to make a chest appear. Cross the spikes again with the magic cape and open that chest for a small key. Cross the spikes yet again and go up the stairs. Hammer the digletts into the ground and lift the giant block. Collect the small key and smash the other digletts with the Magic Hammer. Hidden under one of those pots is a switch. Step on it to make a chest appear, and get the map from the chest (it's about time!). Stand in front of the stone statue and pull it's tongue. Yes, you heard correctly. Pull it's tongue to open the door. Go inside and go up the stairs to B1. Toss aside the pots and open the chest to recieve the big key. At last! Go back down the stairs. Pull the statue's tongue to open the door, then go inside. Go down the stairs again to B3. With the help of the magic cape, cross the spikes. Then go through the locked door. Slip past the spiked ball and go through the door at the left. Go down these fustrating stairs once again to B4. Place a bomb on the cracked floor at the left to blow a hole in it (just like before), then drop inside. You're in front of the big chest once again, but this time you can open it to get...the Blue Mail! This fashionable blue armor cuts the damage you take in half. Push aside the blocks and go right to the next room. Now go north through the door that requires the big key. Go straight through this room and through the locked door to B6. Go straight south through this room. In the next room, there's a switch under the pot that opens the door but it won't stay down. Go to the right room and hit the crystal orb. Then trace your steps all the way back upstairs (B5). Keep going until you reach the room with a hole in the center, then go right. Find the switch in this room then go south. Just keep going through the rooms until you reach the large room with a slippery floor. Lift the pot at the right to reveal a switch, step on the switch to open the door, then go through that door on your left. Fall into the hole. Go one room right and you'll be in the room with a hole in the center. Push one of the blocks into that hole, then drop inside yourself. Lift the skull pot to uncover the switch. Now push the block over that switch to hold it down. The door is finally held open! Go south to the next room. At the left side of this room, toss away the two skull pots. Pull the statue out of the way. Then bash the digletts into the ground (with the magic hammer, as usual). Finally, lift the giant block to uncover a hole. When you're ready, drop into the hole and you will face this dungeon's boss: KHOLDSTARE. Detals about this can be found in the boss section <http://beri.tripod.ca/LttPBoss.htm> of this FAQ. When the battle is over, get the heart container and the fifth crystal. There are 2 more crystals to go.

THE SIXTH CRYSTAL
-- GOING TO MISERY MIRE -- There are no more items or sub-quests in between the two dungeons, so let's just go on to the next dungeon. Use the Magic Miror to transport to the Light World, then play the flute and go to map point #6 (south- west of the desert). With the help of your mighty Titan's Mitt, lift the heavy stone at the right to reveal a transporter, then go into the Dark World. Now go north until you reach a structure where the entrance should be. There's a tile there with the symbol of Ether on it. Stand on that tile and use the magic of Ether there. The rainy weather stops and the entrance to Misery Mire arises. Go right ahead...

-- MISERY MIRE -- Go forward and use the hookshot to pull yourself over the pit. Then go downstairs to B1. Defeat all the enemies in this room while avoiding the lazer beams from the eye of the statue. The door opens when all the enemies are defeated...go inside. Climb down the steps and make your way through the room. Climb the steps at the upper-right and enter the door at the upper-right (not the locked one). Watch out for the fireballs that come out of the lamps here. Push the block to the side and enter the door that opens. Keep going forward on this straight path until you get to a treasure chest. Open it to get a small key. Now go back to the room with the block and two lamps. Time time, enter the door at the right. Lift the pot at the upper-left corner to get another small key. Now, with the help of the magic cape, lift the pot over the spikes to reveal a switch. Then open the chest that appears to get yet another small key. Go north through the locked door. Continue north through this room and follow the long path until you reach a large room with spikes. Go to the upper-left part of the room and hit the crystal orb (to turn it blue). Also lift the pot there and get the small key. Exit the room the same way you came in (through the east door). Continue backtracking until you reach the room with the spiked floor and stalfos. This time, go south through the locked door. Open the chest to get the dungeon map. Now go left through another locked door. Climb down the steps...then climb up the steps at the upper-left. Go along the path at the side of the room, then onto the wire grating floor. Lift the pot to reveal a switch, step on the switch, and open the chest for a small key. Now go through the locked door on the left wall. Kill the jellyfish enemy to get another small key, then go straight through another locked door. In the next room, the floor tiles will come to life and attack you, just like in some previous dungeons. You'll also need to avoid the fireballs. Light the four torches in this room with the fire rod, then go through the door that opens. Open the chest here to get the compass, then go TWO rooms south. You can defeat the enemies in the room if you want. The pot in the upper-right corner has a big magic jar under it. Go up the stairs. In this room, you need to move the blocks so that you can get to the torches. Move the top and bottom blocks sideways, and move the center block up or down. Then do the same thing in the room below. Now light ALL four torches in the two rooms. You can just use the regular lamp to light them. There will be a long rumbling sound. When the rumbling stops, go east to the next room. Fall right into the hole... And you land right in front of a chest! Open it to get the big key. Go left to the next room and walk into the transporter. Then go north through the door that requires the big key. Go into another transporter. Now go right to the next room (ignore that big door for now). Then go two rooms south. Drop down the ledge, climb up the steps, and go into the room at the right. Now QUICKLY go around to the path in the center before it collapses. Keep going along that path until you reach the big chest at the end. Open it to get this dungeon's treasure: The Cane of Somaria. Go left to the next room, then go two rooms north. Then go west into the room with the big door. Climb up the steps and enter that big door. Go forward along this straight path and go down the stairs. Darkness. Try to avoid the fireballs coming at you from every direction. Lift the pot at the left side to uncover a switch. This switch opens the door...but it doesn't stay down! Use your newly-aquired Cane of Somaria to create an orange block, then push it over the switch to hold it down. Go through the door at the bottom-left. There's nothing special in this room, just go left to the next room. Make your way to the upper part of this room where there's a ring of conveyer belts. Hit the crystal orb in the center by using the boomerang. It should be color red now. Go through the door at the bottom left. The orange blocks are lowered, but the blue blocks are raised! Use a bomb to blow up the crack in the north wall of the room. Go inside, hit the crystal orb, and come back down. Go left to the next room. Watch out for the enemies falling from the sky in this room. Hit the crystal orb at the top of the room, then go up the stairs. Light at last! Go left and north through the big door to finally meet the boss of Misery Mire: VITREOUS. Details, as usual, are found in the boss section <http://beri.tripod.ca/LttPBoss.htm> of this FAQ. When you're done with him, get the heart container and the sixth crystal. There's only 1 more crystal left.

THE SEVENTH CRYSTAL
-- GETTING STUFF FROM THE FAT FAIRY -- Go to the Bomb Shop in the Dark World (it's the building that used to be your house in the Light World). In addition to the regular blue bombs, there's also a special pink super bomb! Buy the super bomb for 100 rupees. This bomb follows you behind you back until you press the A button or drop off a ledge. Go outside of the shop. Use the Magic Mirror to transport to the Light World. Now head for Hyrule Castle and use the teleporter at the gate to go back to the Dark World. Now you're in front of the big pyramid. Climb the steps up the pyramid. See the big crack in the wall? Set the bomb in front of that crack (press the A button) and get away. The bomb explodes after 3 seconds, blowing a big hole in the wall. Go inside. Step forward towards the fountain and you will be promted if you want to throw something in. This is just like that good fairy in the Light World! Throw in your bow and arrow...a fat fairy appears. Answer her question honestly and she'll give you something better: The Silver Arrows. These are stronger than regular arrows and you need them to defeat Ganon. Repeat that process with your sword to get the golden sword (lvl. 4).

-- GETTING THE CANE OF BYRNA -- Use the Magic Mirror to transport to the Light World, then use the flute and fly to map point #1 (on Death Mountain). Follow the path and make your way up the mountain, just like you did when going to the Tower of Hera. After you climb the tall ladder, go right and into the transporter. Upon arriving in the Dark World, go straight down from where the transporter was and drop of the ledge. You'll land on another small ledge. Go inside the cave. Smash the three digletts with your Magic Hammer. Now use the magic cape and follow the path of spikes. When you get to the end, open the chest to get the final item to complete your collection: The completely useless Cane of Byrna. That trip over the spikes probably cost you all your magic power. So use a green potion if you have one, and make the return trip. Then exit the cave.

-- GOING TO TURTLE ROCK -- Drop off the ledge and make your way back up to the top of the mountain. Use the Magic Mirror at the correct spot so that you'll emerge on top of the big rock. Drop off at the other side and go right...past the Tower of Hera...past the bridge...and keep going until you reach a large rock with three pegs on top of it. To make the transporter appear, then go into the Dark World. THIS is Turtle Rock. There's a tile there with the symbol of Quake on it. Use Quake while standing on that tile. In a fantastic rumble, the turtle head transforms into a staircase! A staircase that leads you into the 7th and final dungeon, known as Turtle Rock...

-- TURTLE ROCK -- Check the triangle at the left to recieve an important message from Shahasrahla. You will most likely need the magic potion in this dungeon... you will be using a lot of magic. I suggest that you have at least one bottle of the green or blue potion at all times. Toss aside the pots and stand in front of the little brown block with the question mark on it. Use the cane of Somaria on it to create a platform for you to ride on. There will be more stuff like this throughout the dungeon. Ride on the platform to the other side then go on to the next room. Use the cane again on the question mark to create another platform. Get on it and press right to start moving in that direction. The platform stops when it reaches the next question mark, so press up to continue, then get off at the next stop. Go right into the next room. There are in this room four torches, and you'll need to light all of them with the firerod to open the door. Use the cane to create another orange platform, then press down to start moving. The door will stay open only while the torches are lit, so hurry to that door and go north to the next room. Make your way through this room and avoid the spiky roller things by hiding at the sides. Open the chests at the end to get the dungeon map and a small key. Make your way back down to the previous room...then go left to the room before that. Create another platform and ride it up, then continue until you reach a locked door. Go through it and kill the enemy in the next room (be careful not to get hit by his bouncing body parts!). Collect the key and continue north. There are two chain chomps guarding the next room. Be very careful around these guys: Every hit from them costs you THREE hearts! Standing at the lower part of the room (south of the tan barrier), hit the boomerang to hit the crystal orb and lower the blue barrier. Now push one of the brown blocks to the side. This causes a chest to appear! Use the boomerang again on the crystal orb, then collect the small key from the chest. Use this to proceed through the locked door. If you're running low on hearts (and you probably are thanks to the chain chomps), you can sprinkle magic powder on the "red bubbly things" to turn them into faries. Go around to the lower-right corner of the room, up the stairs, and go into the tunnel. You'll automatically go through to the other side. In the next room, go into the *right* tunnel. Go into the next room. Avioding the red bubbly enemies, go down and hit the crystal orb to lower the blue barrier. Destroy the pokey (the brown bouncing enemy) to get a small key. There's an eye above the door that shoots laser beams at you if you look at it. Face left and hold your sword out. Now you can walk through the door without facing the eye! Go through the tunnel in the next room. Open the chest and you'll get the big key! Go down into the next tunnel and proceed to the next room. Go into another tunnel, then fall off the ledge. Go up the stairs at the bottom-right and go into that tunnel again. In the next room, go into the *left* tunnel this time. Defeat both of the pokeys to open the doors. Now head south...then left... Here you have FIVE laser eyes on the north wall! The 1st, 3rd, and 5th eyes will only shoot at you if you face then. The 2nd and 3rd eyes will shoot at you no matter what direction you're facing. Bomb the crack in the south wall and go inside. You're outside! Pass along the ledge and enter again at the right cave. Use the cane to create a bridge over the small gap, then open the big chest to get this dungeon's treasure: The Mirror Shield! Go through the north door into the next room. There, don't go left! Avoid the fireballs and head north through the locked door. Into the tunnel...and into the next room... Bomb the crack in the upper wall and go inside. This can be tricky: When the spiky roller is at the right side, go up and use the boomerang to hit the crystal orb, and quickly go left to safety. Open the chest for a small key. Use the boomerang again to hit the orb, then go north through the locked door. You need to first make your way to the center platform where there's a pot. You can use the magic cape and turn invisible to escape getting hurt by the flames. Lift the pot at the center and step on the switch to open the exit. Then make your way to the lower left platform and go through the door. Go through this room and into the door at the south end. In the next room, go down to the bottom and go left on the last path. Your new Mirror Sheild will protect you from the lasers! Open the chest to get small key. Getting back on the main path is trickier: Face south and press B to hold out your sword. Since the shield is held up at your side, you can get back to the main path walking in this position. You can do the same thing to get the other treasures, but there's really nothing worth getting :P Go back up to the previous room, then use the key to go through the locked door. This maze room isn't very hard at all. Just use your common sence to get through to the top of the room. Remember that you can use the boomerang to hit the switch from the other side of the barriers. Go down the stairs at the north side of the room. Lift the pots to get some magic jars to fill up your magic meter. Use the cane to creat a platform, then ride it to the other side. Behind this door is the boss of the Turtle Rock dungeon. You might need a potion for life or magic during this battle. Ready? Proceed through the door and meet Turtle Rock's boss: TRINEXX. Details are in the boss section <http://beri.tripod.ca/LttPBoss.htm>. When you're all done, get your heart container and the crystal. By the way, YOU HAVE ALL SEVEN CRYSTALS! Hell yeah! But there's still one more major obstacle to tackle: Ganon's Tower.

GANON'S TOWER
-- GOING TO GANON'S TOWER -- After you are warped to the entrance of Turtle Rock, just take the path west until you reach the huge glowing tower. Stand in front of it. The seven maidens in the crystals use their power to break the barrier on the Tower of Ganon. The blinking stops, the stairs appear. The entrance to Ganon's Tower is wide open...

-- THE TOWER OF GANON -- Go forward, down the steps, and go down the staircase at the right. Open the treasure chests for some arrows and bombs (rather cheap things to put in treasure chests). Lift the pot at the bottom-left to reveal a switch this switch opens the door at th right, but it doesn't stay down. So use the Cane of Somaria and create an orange block to hold it down. Then go into the room at the right. Ouch, this room is evil. You'll need to avoid the flying tiles, the red bubbly thing, the flashy thing that transforms you into a pig, the fireballs, and the grabbing hand all at the same time! I suggest using magic powder to get rid of the red bubbly thing. It will be really hard to escape this room unharmed, but you should at least try :) Aslo be very careful to avoid the hand, becuase he'll bring you back to the entrance if he gets you. When the tiles are finished attacking you, the chest will appear. Get the small key from it and go on to the room at the right. Go right and push the left block downwards. Then kill all the enemies in the room: The mummies, the stalfos, and especially the two blue jellyfish near the bottom. Return to the top of the room. You need to use the fire rod and light all the torches to open the door at the south side of the room. Start from the top and work your way down to the bottom. When that's all done, go into the south room. Defeat all the enemies. Now you will need to throw a bomb onto the conveyer belt where it will be brought to the crystal orb and explode to lower the blue barrier. Do the same thing again, to lower the orange barrier (make sure you're on the left side of the blue barrier!). Continue to the next room. Open the upper-left chest to get the compass (and create a lot of holes in the ground...). The other chests just have a few rupees and arrows. Go into the warp portal. Go right over the conveyer belt and step on the star. Make sure you STOP when you get to the star or else you will fall into the hole! Step on the next star, then lift the pots at the top to find a small key. Then continue stepping on the stars and going right until you reach the next room. *Quickly* cross that narrow "bridge of danger" because soon it will start collapsing. The magic cape will protect for from all those dangers so you can easily make your way through. Go into the door at the left. Pull the statue downwards at the right side, then go around and step on the star. That creates a bridge over the gap, so you can cross it and go into the warp portal... Use the lamp to light the torch and make the invisible bridge visible. Cross it and go into the next room. There, go around to the north side of the room where there's a door. Go right a bit and you can see a torch at the other side of the gap. Light the torch with the firerod...and you can see the large invisible path! Quickly take that path to the door at the upper-right corner. If the torchlight goes out, use Ether to make path visible for a moment. In the next room, bomb the crack in the lower-right floor to create a hole. Then fall inside to meet this dungeon's first mini-boss: The Armos Statues. They're just the same as last time, but the floor is iced and slippery to give a little more challenge. If you have the silver arrows, they'll die with just one hit! After defeating them, go north. Open the chests to get some bombs...some arrows...and the big key! Go to the previous room, then go west, then upstairs. Push aside the right block then open the big chest to get the final item: The Red Mail. "This provides even more protection than the Blue Mail!". Go to the north room, then go back upstairs. [NOTE: You can continue exploring the rest of this floor if you want to find the map...but you probably won't need it if you're using this walkthrough :) ] Now go up through the center staircase to 3F. Get around to the left side of this room and push the upper block to open the door. In the next room, you need to use arrows to defeat the two red guys to open the door. You can use the statue to block the spikey thing while you defeat them. Same thing in the next room: Defeat the enemies to open the door. Be careful to avoid the lasers from the eyes on the statues. Keep going... until you pass through the big door. Go down the steps, past the two spike traps, then hit the crystal orb. Defeat the two cyclops monsters to get them out of your way. Lift the pots at the back to reveal a switch, then step on it to open the door. Get up there and go to the next room... Cross this strip of land while avoiding the cannonballs. It's tricky, but it can be done. When you reach the other side, go up the stairs to 4F. A whole bunch of monsters! Defeat them all to open the door, then go on to the next room. Same consept there, defeat all the enemies (except the statue) to open the door). And for the NEXT THREE ROOMS, defeat all the enemies to open the doors. Don't keep still for too long do you can avoid the lasers from the statues. Eventually, you'll reach the room where you'll fight the second mini- boss, the lanmolas (remember them? from the desert palace?). They aren't very hard at all. I think it only takes two or three hits to defeat each one. This time you'll need to avoid the fireballs from the thing at the bottom-left. After you defeat them, go into the north room, then up the stairs to 5F. Use Ether to reveal the invisible path. If you use Ether while all the wizards are visible, you'll defeat them all and the door will open! Hitting two birds with one stone. In the next room, be careful to avoid the lasers coming from the eyes on the wall. In the room after that, use Ether again to defeat all the wizards and open the door. Dash across the path to get over it before it collapses. In the next room, throw away all the pots that are blocking the torches. You need to light all the torches (prefferably using the fire rod) to open the door at the bottom of the room. Go up the stairs in the next room to 6F. Now you need to light the four torches with the firerod to make the door open. You'll need to hurry up too because the floor will start disolving! First light the one at the lower-right, then the lower-left, then light the two upper torches. Proceed to the next room. Kill the enemies (preferably by throwing pots at them) to find a small key inside on of them. Us it to go to the next room. Now throw a bomb onto the conveyer belt so that it moves left and blows open a hole in the south wall. Carefully slip past the spiked traps and go on to the next room. Hit the crystal orbs to get to the center and open the chest for a small key. If you're low on energy, sprinkle magic powder on the red enemies to turn them into fairies. In the next room you'll have to face the third and final mini-boss of this dungeon: Moldorm. He's just the same as the Moldorm you faced in the Tower of Hera. Be careful not to fall into the pits, or else you'll have to make the journey back up here! After you defeat it, a chest appears on a south platform. Use the hookshot to pull yourself over there (it's just a red rupee in that chest). Go up the steps, push the blocks, and go into the door... This room is dangerous, use bombos to instantly kill all the enemies. Then make your way north and up the final staircase to the seventh, and final, floor. Follow the carpet. Behind this big door is the real boss of this dungeon. If you're prepared, go ahead and face the boss of Ganon's Tower: AGAHNIM <http://beri.tripod.ca/LttPBoss.htm>. Yes, it's him again. See the boss section for details. After the battle, Agahnim's body falls to the ground, and out comes the evil king of darkness, Ganon.

-- THE FINAL BATTLE -- Ganon transforms into a bat and crashes into the pyramid at the center of the Dark World. You'll be brought there too, with the aid of the flute bird. To get ready for the fight with Ganon, I suggest you buy at least one bottle of green potion from the Magic Shop in the Light World (a bottle of red potion would be a great help too). You also need the silver arrows. Drop into the hole atop the pyramid to face the final boss: GANON. For the last time, check out the boss section <http://beri.tripod.ca/LttPBoss.htm> for details. When Ganon is defeated, go to the light to meet the essence of the Triforce. And the game is done. ~ The End ~

Link to the Past
Boss Guide

Eastern Palace -- ARMOS KNIGHTS There are six Armos Knights for you to defeat. Apparently, they have no legs and are therefore forced to hop around. Their first movement pattern is hopping around in a circle (isn't that cute...). Just stay at the bottom right corner, face up, and fire arrows at them like mad. It only takes three arrows to kill one of them (and you can also use the sword when you rin out of arrows). Next, they will form a wall and come hopping towards you, followed by more hopping in a circle. Just fire arrows at them with every oppurtunity you get. The last Armos Knight standing will get tough and turn red. He'll bounce at your current position, so never stay in one place for long. Keep shooting arrows at him and he's gone in just three hits.

Desert Palace -- LANMOLAS The Lanmolas are large worm-like monsters that pop out of the ground and go back inside. You can see where they will pop out because of the dark soil that appears. When a Lanmola pops out, stones fly out of that spot in 4 diagonal directions, so you should stay above, below, to the left, or to the right of it when it comes out. The only way to hurt them is by hitting them in the head with the sword. I find it effective to charge up the sword, then to do a spin attack when you're close to the Lanmola's head. Remember to stay clear of the rocks that come flying out! It takes a while, and eventually the Lanmola will die. The last one left is a little bit trickier...rocks fly out in all eight directions, so you'll need to be even more careful to avoid them.

Tower of Hera - MOLDORM The Moldorm is a giant worm-like monster that moves around randomly. Since you are fighting on a platform like this one, you need to be careful not to fall off. If you do, you'll go down to the fifth floor and need to come back and start all over. Hit weak spot is the tail, so you should go for it with the sword. Try not to hit any other parts of his body, because you will bounce off and you might fall off the platform. After hitting him five times, he goes really crazy and moves around much faster than before. One more hit is all it takes to defeat him.

Hyrule Castle - AGAHNIM Agahnim is the wizard that has been making the girls disappear. He attacks by throwing energy balls at you. After that, he warps to another position and does it again. The master sword doesn't hurt him directly-- you need to hit the energy balls that come at you so that they bounce back to him! But be careful when he shoots a bunch of small blue balls at you, you just need to get out of their way. When Agahnim positions himself at the top-center of the screen, he's going to do a lightning attack so you better get out of his way! It takes around 6 or 7 hits to defeat him. (Note: Strangely, you can also use the bug catching net to deflect his attacks. Weird, eh?)

Palace of Darkness - KING HELMASAUR King Helmasaur is just like the little Helmasaurs you see all over the dungeons. But this one is the king! In the first part of the battle, you need to break open the hard purple shell that's protecting him. Keep hitting it with the magic hammer. He moves forward and backward. Don't hit him when he's moving towards you or you'll get hurt. When his tail shakes around quickly, he's about to try whipping you, so get close to his face to avoid getting hurt. Occasionally, a fireball comes out of his mouth, splits into 3 pieces, and each of those pieces splits into four fireballs. Be careful to avoid that. It takes 17 hits to destroy his purple shell. After that, hit his face with the sword to hurt him. He moves around much faster now, and he's a lot harder to hit without getting hurt yourself. The attacks of fireballs and tail whips continue. After breaking his helmet, it takes about 9 hits to defeat him. I'm not sure exactly, I lost count :P

Swamp Palace - ARRGHUS The Arrghus is a huge eyeball-jellyfish creature surrounded by small spongy balls. In the first part of the battle, you need to destroy the sponges. Stand at a distance from him and use the hookshot to pull one of the sponges to you. Then slash away with the sword to destroy it. Every few seconds, the sponges will form a wider circle and spin around fast. Be sure to keep your distance. After you've destroyed all 13 sponges, it's time to destroy the Arrghus itself. Now that it's all alone, it leaps into the sky for a few seconds...then comes crashing down. It will try to land on you, so never stay in one place for more than a second. When it's bouncing around the room, hit it with the sword. Then it leaps into the air again and repeats the process. It takes 9 hits and he's completely defeated.

Skull Dungeon - MOTHULA The Mothula is a big moth creature...but it's only half of the danger of the battle. You'll have so many obstacles and dangers around you that it's hard to concentrate. The room's floor is moving in random directions, the spike traps are constantly moving across the room, the Mothula shoots fire thingys at you, and you'll also need to avoid the Mothula itself. I pray that you have fairies in your bottles, you'll need them! At first you should attack the Mothula with the fire rod, but you're bound to run out of magic quickly. When you run out of magic power, just attack like crazy with the sword. The real challenge here is avoiding the hordes of traps all around you. The spikes shake a bit before they move, but I doubt you'll even notice it since you're concentrating on the boss itself. There's not much more advice I can give you. May the force be with you.

Blind's Hideout - BLIND THE THIEF Blind look's like the devil wearing a big pillowcase. At the beginning of the battle, Blind moves around at the top of the screen, stopping every few seconds to shoot a laser beam out of his eyes (watch the direction he's facing). After a while he'll move to the bottom of the screen. Hit him in the head with the sword to hurt him...then he'll shoot lots of little red fireballs out of his head. After 3 hits, the head will detach and fly all around the room with fireballs coming out of his head. Another head will grow on the body and the battle continues. Repeat the process...eventually you'll have two heads floating around the room and fireballs flying everywhere. It's complete chaos. This is my strategy: Bring the red/blue potion and slash at him like crazy, ignoring the fireballs and any damage taken. Hopefully he will die before you do.

Ice Palace - KHOLDSTARE Kholdstare is a some kind of puffy pink eyeball that's initially frozen in ice. During the entire battle with him, blocks of ice will fall from the ceiling and split into 4 pieces upon hitting the ground. First, you need to get Kholdstare out of the ice by shooting fire at him (with the Fire Rod) 8 times. Then he devides into 3 eyeballs and they move around the room in random directions. Just slash away with them with your sword. The ice blocks will continue to fall from the ceiling, complicating matters. This may seem like an easy fight, especially compared to the previous two boss battles...until you realize that every hit from the eyeballs costs you three whole hearts (and that would be six hearts if you're wearing the green armor)! Just keep hitting it with the sword until all three eyeballs are destroyed.

Misery Mire - VITREOUS Vitreous is a slimy eyeball that's surrounded by a lot of smaller eyeballs. At the beginning of the battle, the eyeballs will come bouncing towards you. This is a piece of cake: Simply hit them with the sword as they come charging at you. It's like they're inviting you to kill them. But watch out when the large eyeball become's white, it's about to do a huge lightning attack. Just move to the side to avoid it. Also be careful not to get hit by the small eyeballs, a hit from them costs you three hearts. After all the little eyeballs are destroyed, it's time to battle the big eye. He's not much of a challenge either, as he just comes bouncing towards you like the small eyeballs. What a wimp! Take care of him just like you did with the smaller eyeballs: Use the sword. It takes 16 hits using the sword. It takes only 8 hits using the bow and arrows.

Turtle Rock - TRINEXX Trinexx looks like a turtle with three heads. For the first part of the battle, you will be fighting the blue and red heads. The red head attacks with fire, and the blue head attacks with ice. Also, the floor turns to ice whenever the blue head attacks. You need to attack the red head with the ice rod to stun him, then slash like crazy with the sword. He will only stay stunned for a short while, so you will need to stun him again after a few seconds. Repeat that process until that head is defeated. Then do the same thing to the blue head, except use the fire rod instead of the ice rood. When both heads are dead, the whol creature will *seem* to be defeated...but stand back because it's still alive! Now the shell is gone and it looks like the Muldorm from Hera's Tower, except this guy's weak spot is his flashing segment in the middle. Be careful, he really comes after you! Keep attacking the middle segment until he's completely defeated.

Ganon's Tower -- AGAHNIM Yeah, it's the same guy you battled in Hyrule Castle. But this battle is a bit different from the last one. At the very beginning, Agahnim will create two clones of himself. Keep your eye on the one in the center, that's the real one. All three Agahnims will be shooting energy balls at you, which you must deflect back to Agahnim (the real one). They'll also be shooting some blue balls that split up and hurt you. The real Agahnim flashes when the energy balls hit him, but the energy balls simply go through the clones. There's no way to damage the Agahnim clones, so don't waste your time trying. Fortunately, there's no lightning attack this time. After enough hits, Agahnim's body falls to the ground, and out comes Ganon.

GANON This is it. The final boss. At the beginning, hit Ganon with the sword at every chance you get. He will throw his staff around and teleport all over the room. Just keep on hitting him while avoiding the flying staff. After 6 or 7 hits, he will start creating fire bats that will fly at you one by one. The bats only fly in a straight line, so just keep moving and they won't get you. Continue hitting Ganon at every chance you get. Soon he'll reach the next stage: He stomps on the ground and makes the tiles at the sides fall down. Now you'll have to worry about not falling in the pits. When all the sides are gone, the room will turn dark and Ganon is now invisible. Watch out for the chains of fire that he sends flying across the room. Use the fire rod and light the two torches at the bottom to make Ganon visible again. Hit him with the sword to stun him. While he's blue, shoot him with an arrow (by the way, you need the silver arrows to hurt him). It takes three silver arrows to finally defeat him.