The Legend of Zelda: A Link to the Past/Printable version


The Legend of Zelda: A Link to the Past

The current, editable version of this book is available in Wikibooks, the open-content textbooks collection, at
https://en.wikibooks.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past

Permission is granted to copy, distribute, and/or modify this document under the terms of the Creative Commons Attribution-ShareAlike 3.0 License.

Versions

General differences

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Item Super Nintendo Game Boy Advance
Screen Resolution 256 × 224 240 × 160
Sleep Option No Present: Press L + R + Select to wake up
Triforce opening Unskippable
Screen flashes many colors
Skippable
Screen flashes white
Introductory Story Plays during attract mode
Skippable
Plays during a new game
Unskippable
Dungeon Names No Displayed upon entry
Item Menu Every Bottle shares one position
Bottle contents displayed in submenu
Items highlight by a green circle
Each Bottle has its own position
The Shovel takes the Bottle's old position.
Items highlighted by a green parenthesis
Secondary Item Indicator Next to Magic Meter Next to Heart Meter
Maiden text Scrolls Erases
Starting a saved game May start in the Mountain Cave
May not start where you last saved
May not start in the Mountain Cave
May start from the last save location
Stones and Skulls Only the normal variety Sparkling stones and skulls can be found
Striking sparkling stones release Rupees and supplies
Striking sparkling skulls creates lit bombs.
Spin Slash Destroys 8 tiles around the center Destroys 9 tiles, including the center
Diving No May now dive underwater briefly
Ending Triforce Speech May not speed up text Text may be sped up
Pyramid of Power No hole at the east A new hole at the east leads to a new dungeon (the Palace of the Four Sword) if properly unlocked
Riddle Quest No A third lumberjack, Q. Bumpkin, has been added
Item Menu: "?", next to the Piece of Heart chart

Audible/Visual changes

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Item Super Nintendo Game Boy Advance
Chopping down a sign No Newly added sound and graphics
Audio
Link's voice No Young Link from Ocarina of Time can be heard during certain actions
Dropped Bombs and Blocks Silent They make noise if they fall down a hole
Walking in Misery Mire Unique footsteps sound Same as water footsteps sound
Visual
Selection Screen Link is inanimate Link is running
Super Bomb No animation The bomb pulsates while being dragged or set
Maximum Rupee/Bombs/Arrow Text remains white Text turns yellow
Faerie Queens Items thrown in remains stationary Items thrown in bob up and down
Health Meter The text "- Life -" is visible above the hearts No text is present above the hearts
West of the Dark Palace Grass is formed in the shape of an arrow pointing to the skulls where you must use your Hookshot A small broken bridge extends across the water to help you see the skulls on the other side
Witch's assistant Wears a hooded cloak Maple from Oracle of Ages and Oracle of Seasons
Struck enemies Flash a variety of colors Flash gray

Weapon and item changes

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Item Super Nintendo Game Boy Advance
Swords May not pick up any items
May not chop down signs
May not break pots/skulls
May pick up items by swinging your sword
Master Sword and above may chop down signs
Only a Level 4 sword may break pots/skulls
Lamp May not damage an enemy May damage an enemy
Boomerang's cutting ability Cannot cut signs, grass, or bushes Boomerang: signs
Magic Boomerang: signs, grass, and bushes
Arrows May not break anything Wooden arrows can break one pot/skull
Silver arrows can break an entire row
Magic Powder No effect on pots/skulls Destroys pots/skulls
Magic Hammer May not destroy stones, skulls, or bushes May destroy bushes, light colored stones, and skulls
Shovel May only shovel left or right
Replaced by the Flute once you find it
May shovel up or down as well
You keep the Shovel after you find the Flute
Flute No new landing points may be added A new warp to Turtle Rock is available
Fire Rod Does not burn bushes May burn an entire row of bushes
Collecting Magic Items No effect Refills your magic meter

Dungeon/Enemy changes

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Item Super Nintendo Game Boy Advance
Desert of Mystery Original frequency and speed More numerous and faster
Dark Palace Kodongos' fire is visible in the darkness Kodongos' fire is only visible in your lamp's light
Ice Palace The Cane of Somaria can be used early, and use it to complete the Ice Palace puzzle quickly The Cane of Somaria cannot be used to complete the Ice Palace puzzle as the rooms are altered
Turtle Rock Heart Piece The enemies in the cave are Goriyas The enemies in the cave are Eyegores
Like-Likes No Present near the Dark World Shield Shop

Naming changes

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Item Super Nintendo Game Boy Advance
Special bee Good Bee Golden Bee
Fairies Faerie Fairy
Dash item Pegasus Shoes Pegasus Boots

Miscellaneous changes

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Item Super Nintendo Game Boy Advance
Faerie appearing music First four chords play every time First four chords only play the first time
Lamp light cone Cone is visible until one torch is lit Cone is visible even after a torch is lit
Land Mines Dashing over a mine detonates them Dashing over a mine does not detonate them
Bunny beams When turned into a bunny, you have a green tunic regardless of armor color When turned into a bunny, the color of your tunic matches your armor.
Bunny Link Link as a Bunny may not open treasure chests Link as a Bunny may open treasure chests
Bombing walls After the bomb explodes, dust falls from the hole No dust falls from the hole
Red Rupee-giving trees Obtainable every time you save, reset, and continue Obtainable once per save file
Golden Bee Must be captured from the Ice Cave east of Lake Hylia May also be purchased from a brand new shop in the Village of Outcasts
Dark World Shop The shop west of the Pyramid of Power sells a Red Shield, a Bee, and 10 Arrows The shop west of the Pyramid of Power sells a Blue Shield, a Red Shield, and the Mirror Shield, but only if the Mirror Shield was obtained and lost
Angry Dark World Trees They spit out a bomb the first time you touch them, then you may talk to them You may talk to them, and then they spit out a bomb
Defeated Zora items Bombs from defeated Zoras sink into the water Bombs from defeated Zoras float above the water
Fairy appearance Original rate Increased frequency
Hyrule Cemetery Unjumpable down over any stones Jumpable down over stones on the Magic Cave grave
Treasure Field Heart Piece Must leave the room and return to reset before retrying May jump over the fence at the right, and walk back to retry, leaving all of the holes already tried
Chris Houlihan Room The telepathic tile is present
Original room name
Reachable by various methods
The telepathic tile is removed
The room is called "Top Secret Room"
Unreachable without an emulator or cheat device


Gameplay

You turn on the game and royal fanfare teleports you to Hyrule. Welcome to the title screen!

To start a new game, move the fairy to the save slot (top, middle, or bottom) and press any button. You will be prompted to type a name for the game. This name will appear in game in various dialogues so choose wisely! You can continue a game by selecting an existing slot. You may also delete saved games here so be careful!

If you are ready to jump into your adventure, please skip to the Walkthrough.

User Interface

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  • Health: Link starts with 3 hearts. Each heart represents 2 HP. When 1 HP worth of damage is received, the heart shrinks to half its size. After 2 HP worth of damage, it turns black (meaning it is empty). When all hearts are empty, Link will die if he isn't carrying a Fairy in a bottle.
  • Magic: the magic bar will come into play quickly. To fill it, defeat enemies or break open objects to find green magical pots. Some items will use up magic and if you don't have enough you won't be able to use the item. Be frugal with your magic as it is easy to expend.
  • Equipped item: this shows which item you have equipped.
  • Rupees: this shows how many Rupees you currently have. Rupees are Hyrule's currency. You will need a lot of it to afford special items, ammo refills, new equipment, and upgrades.

Movement

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Link can move in 8 directions: up/down, left/right, and diagonals. He cannot face diagonally but will instead face one direction and strafe in the other. For example, while walking downwards he can slide to the left or right. This is easier to see when you hold his sword out front.

Interacting with characters and signs

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Press A to speak with NPCs, read signs, speak telepathically through Triforce blocks.

Picking up and throwing

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Link may also pick up some objects, as long as he is strong enough. You may upgrade his strength later on by finding powerful artifacts. Objects that can be picked up are:

  • Jars
  • Grass
  • Bombs
  • Some characters

Pushing and pulling

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Link can push and pull some objects. Sometimes the object can only be pushed, or only pulled. For example, you will encounter levers early on in the game that can only be pulled. Likewise, there are secret blocks that can only be pushed in certain directions. Statues can often be pushed or pulled in order to put weight on switches to unlock doors in a dungeon.

Opening chests

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Link can open chests by pressing A while facing them from below. He cannot open them from the sides or top. To open very large chests you will need the Boss Key of the dungeon you are in.

Combat

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To attack, Link can swing his sword, hold it out front and touch an enemy, or power up a swing and spin around. He may also use items from his inventory to attack enemies. Each enemy has their own weaknesses, so study each enemy as you encounter them by reading about them here.

Saving and loading

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Dungeon basics

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Every dungeon in the game will behave similarly. When you enter a dungeon, the screen will close to black as you go through the doorway. When you arrive, you will have reached a checkpoint. You will return here if you die and choose "Save and Continue".

Compass

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Boss Key

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Artifacts

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Controls

Action SNES GBA Wii (GCN Controller) Wii (Classic Controller)
Move
Navigate inventory
D-Pad D-Pad Control Stick Control Stick
Talk
Run
Lift / Throw
Push / Pull
A R A A
Attack B B B B
View map X L X X
Use item Y A Y Y
Open save menu Select Start Z Minus
Open inventory Start Select Start Plus


Versions

General differences

edit
Item Super Nintendo Game Boy Advance
Screen Resolution 256 × 224 240 × 160
Sleep Option No Present: Press L + R + Select to wake up
Triforce opening Unskippable
Screen flashes many colors
Skippable
Screen flashes white
Introductory Story Plays during attract mode
Skippable
Plays during a new game
Unskippable
Dungeon Names No Displayed upon entry
Item Menu Every Bottle shares one position
Bottle contents displayed in submenu
Items highlight by a green circle
Each Bottle has its own position
The Shovel takes the Bottle's old position.
Items highlighted by a green parenthesis
Secondary Item Indicator Next to Magic Meter Next to Heart Meter
Maiden text Scrolls Erases
Starting a saved game May start in the Mountain Cave
May not start where you last saved
May not start in the Mountain Cave
May start from the last save location
Stones and Skulls Only the normal variety Sparkling stones and skulls can be found
Striking sparkling stones release Rupees and supplies
Striking sparkling skulls creates lit bombs.
Spin Slash Destroys 8 tiles around the center Destroys 9 tiles, including the center
Diving No May now dive underwater briefly
Ending Triforce Speech May not speed up text Text may be sped up
Pyramid of Power No hole at the east A new hole at the east leads to a new dungeon (the Palace of the Four Sword) if properly unlocked
Riddle Quest No A third lumberjack, Q. Bumpkin, has been added
Item Menu: "?", next to the Piece of Heart chart

Audible/Visual changes

edit
Item Super Nintendo Game Boy Advance
Chopping down a sign No Newly added sound and graphics
Audio
Link's voice No Young Link from Ocarina of Time can be heard during certain actions
Dropped Bombs and Blocks Silent They make noise if they fall down a hole
Walking in Misery Mire Unique footsteps sound Same as water footsteps sound
Visual
Selection Screen Link is inanimate Link is running
Super Bomb No animation The bomb pulsates while being dragged or set
Maximum Rupee/Bombs/Arrow Text remains white Text turns yellow
Faerie Queens Items thrown in remains stationary Items thrown in bob up and down
Health Meter The text "- Life -" is visible above the hearts No text is present above the hearts
West of the Dark Palace Grass is formed in the shape of an arrow pointing to the skulls where you must use your Hookshot A small broken bridge extends across the water to help you see the skulls on the other side
Witch's assistant Wears a hooded cloak Maple from Oracle of Ages and Oracle of Seasons
Struck enemies Flash a variety of colors Flash gray

Weapon and item changes

edit
Item Super Nintendo Game Boy Advance
Swords May not pick up any items
May not chop down signs
May not break pots/skulls
May pick up items by swinging your sword
Master Sword and above may chop down signs
Only a Level 4 sword may break pots/skulls
Lamp May not damage an enemy May damage an enemy
Boomerang's cutting ability Cannot cut signs, grass, or bushes Boomerang: signs
Magic Boomerang: signs, grass, and bushes
Arrows May not break anything Wooden arrows can break one pot/skull
Silver arrows can break an entire row
Magic Powder No effect on pots/skulls Destroys pots/skulls
Magic Hammer May not destroy stones, skulls, or bushes May destroy bushes, light colored stones, and skulls
Shovel May only shovel left or right
Replaced by the Flute once you find it
May shovel up or down as well
You keep the Shovel after you find the Flute
Flute No new landing points may be added A new warp to Turtle Rock is available
Fire Rod Does not burn bushes May burn an entire row of bushes
Collecting Magic Items No effect Refills your magic meter

Dungeon/Enemy changes

edit
Item Super Nintendo Game Boy Advance
Desert of Mystery Original frequency and speed More numerous and faster
Dark Palace Kodongos' fire is visible in the darkness Kodongos' fire is only visible in your lamp's light
Ice Palace The Cane of Somaria can be used early, and use it to complete the Ice Palace puzzle quickly The Cane of Somaria cannot be used to complete the Ice Palace puzzle as the rooms are altered
Turtle Rock Heart Piece The enemies in the cave are Goriyas The enemies in the cave are Eyegores
Like-Likes No Present near the Dark World Shield Shop

Naming changes

edit
Item Super Nintendo Game Boy Advance
Special bee Good Bee Golden Bee
Fairies Faerie Fairy
Dash item Pegasus Shoes Pegasus Boots

Miscellaneous changes

edit
Item Super Nintendo Game Boy Advance
Faerie appearing music First four chords play every time First four chords only play the first time
Lamp light cone Cone is visible until one torch is lit Cone is visible even after a torch is lit
Land Mines Dashing over a mine detonates them Dashing over a mine does not detonate them
Bunny beams When turned into a bunny, you have a green tunic regardless of armor color When turned into a bunny, the color of your tunic matches your armor.
Bunny Link Link as a Bunny may not open treasure chests Link as a Bunny may open treasure chests
Bombing walls After the bomb explodes, dust falls from the hole No dust falls from the hole
Red Rupee-giving trees Obtainable every time you save, reset, and continue Obtainable once per save file
Golden Bee Must be captured from the Ice Cave east of Lake Hylia May also be purchased from a brand new shop in the Village of Outcasts
Dark World Shop The shop west of the Pyramid of Power sells a Red Shield, a Bee, and 10 Arrows The shop west of the Pyramid of Power sells a Blue Shield, a Red Shield, and the Mirror Shield, but only if the Mirror Shield was obtained and lost
Angry Dark World Trees They spit out a bomb the first time you touch them, then you may talk to them You may talk to them, and then they spit out a bomb
Defeated Zora items Bombs from defeated Zoras sink into the water Bombs from defeated Zoras float above the water
Fairy appearance Original rate Increased frequency
Hyrule Cemetery Unjumpable down over any stones Jumpable down over stones on the Magic Cave grave
Treasure Field Heart Piece Must leave the room and return to reset before retrying May jump over the fence at the right, and walk back to retry, leaving all of the holes already tried
Chris Houlihan Room The telepathic tile is present
Original room name
Reachable by various methods
The telepathic tile is removed
The room is called "Top Secret Room"
Unreachable without an emulator or cheat device


Characters

Sprite Name Description
Link Throughout the game, you are cast in the role of Link, a young boy who lives with his uncle just south of Hyrule Castle. Link may be young, but he is strong and courageous. He is left-handed and has a natural ability with a sword and shield. Link can interact with his environment in many ways. As you discover more items and power-ups, his ability to traverse the lands of Hyrule increases. One of the moves that Link's Uncle teaches him at the beginning of his quest is the Whirling Blade attack, in which Link focuses energy into his sword, and swings around in a full circle, attacking anything in his vicinity.
Link's uncle At the start of the game, Link lives with, and is cared for by his Uncle. Not much is known about this man, but he may have been a direct servant to the King of Hyrule in his younger days. He knows many sword techniques, but age has slowed him down, and he's not quite the swordsman he used to be. He attempts to answer Princess Zelda's pleas for help, but he quickly finds himself overwhelmed by the voracity of the possessed knights at Hyrule Castle. Realizing that Link may be Zelda's only hope for rescue, he passes his sword, shield, and special technique on to Link.
Princess Zelda Princess Zelda is one of the last seven living descendants of the original seven wise men. Like the other six maidens, possession of Zelda is a high priority goal for the evil forces from the Dark World. The evil wizard Agahnim captures her to weave his magic spell on her, but Link rescues Zelda before he is ready for her. When Zelda is captured once more, Agahnim doesn't waste any time and imprisons her in a Crystal in the Dark World. Zelda is no helpless damsel in distress. She has knowledge that will aid you throughout key moments in your quest.
Loyal Sage When Link rescues Zelda for the first time, Zelda knows that the Sanctuary north of Hyrule Castle is a relatively safe place to hide from Agahnim's forces. The monk who has devoted his life to the worship of the three Hyrulean Goddesses cares for the Sanctuary. Knowing the dire importance of keeping Zelda safe, he promises Link that he will shelter her while Link finds a way to defeat Agahnim and restore peace to Hyrule.
Sahasrahla Sahasrahla is a wise old man who has the knowledge to undo all of Agahnim's plans. Agahnim knows this, and Sahasrahla knows that he knows, so he goes into hiding. He must leave his lifelong home in Kakariko village to a safe house in the rarely explored eastern region of Hyrule. He told very few of his relocation, not even the old lady who lived next to him. One boy in Kakariko village could be trusted to reveal that information to the right people. Once Link finds Sahasrahla, he begins to unveil the steps that Link must take on his quest to defeat Agahnim and beyond. He has powerful advice and even powerful artifacts with which to provide Link.
King Zora In the northeast most region of Hyrule lies a hidden valley of waterfalls. This valley is ruled by a mysterious aquatic creature known as the King of the Zoras. He may look fearsome, and he's not to be trifled with, but greed is his weakness. For a very high price, he will supply Link with a very valuable item that will help him explore more regions of Hyrule, and utilize his secret waterway passages.
Faerie Queen There is not just one Faerie Queen, but several. Two can be found in Hyrule, one in Lake Hylia, and one in the Waterfall of Wishes. They have both pledged to aid the forces of good against the forces of evil, but they may not intervene directly. They must be sought out, and the right item must be thrown in their springs in order to receive their assistance.
Lost Old Man During Link's very first journey into the caves of Death Mountain, Link will stumble upon a kind old man who has lost his way in the darkness. Grateful for the fortune of Link passing by with a lamp, he requests Link's help in returning to his mountain-side home in the lower portions of Death Mountain. After Link complies and helps the talkative man return to his home, he rewards Link's kindness with a powerful artifact that will help Link out substantially throughout the rest of his journey. After that, the Old Man will always heal Link's wounds, just like a Faerie, whenever Link visits.
Kiki the Monkey During Link's search for the first crystal of the Dark World, Link gets lost trashing throughout the mazes of brambles and bushes looking for the way to the Dark Palace. After popping out of a bush, Link is surprised to find a little monkey named Kiki trailing behind him. He is even more surprised to hear the monkey ask for Rupee in return for his assistance. His prices may seem high, but Link would never gain access into the Dark Palace without Kiki's help.
Catfish Whether he is a transformed citizen of the Light World, or a native citizen of the Dark, a giant Catfish has made his home inside a circle of rocks in the north east region of the Dark World. Preferring to live the life of a hermit, he'd rather not interact with the outside world, and he's even posted a sign outside of his circle asking people not to throw objects into it. If Link ignores the sign, the Catfish, so stunned by Link's audacity, will provide him with a significant item in return for leaving him alone.
Flute Boy While wandering through the Light World, Link finds an enchanted grove to the south east of Kakariko Village. He sees a boy playing on a kind of flute to an audience of woodland animals. However, every time he approaches to speak with the boy, the animals scatter and the boy vanishes into thin air like a vision. Later on in his quest, Link visits the same location in the Dark World, only to find an oddly transformed boy, sitting on a stump, with a sad story to tell and a request to make.
Bomb Boy In the Dark World, just south of the Pyramid of Power, in the place where Link's home should be, is bomb shop. The owner inside is very talented in the art of constructing bombs. Shortly after Link arrives in the Dark World, this shop owner goes to work on building the most explosive bomb ever. He succeeds, but it takes him some time. When Link has recovered roughly six of the crystals, the shop owner finally displays the Super Bomb, happy to sell it to the first customer that comes asking.
Fat Faerie Faerie Queens exist in the Dark World as well but have been deformed by Ganon, who believes the myth that the Faerie's power is tied to their incredible beauty, and he believes that he has crippled the Faerie Queen that resides in the Pyramid of Power by robbing her of that beauty, and sealing her inside. This Queen is determined to prove Ganon wrong. If the right hero comes along and throws the right items into the spring, she is prepared to reward their honesty with the most powerful weapons available in all of Hyrule.


Bosses

Key
  • HP is the maximum number of hits the boss can take.
  • A hyphen (-) implies immunity.
  • For all weapon squares, the number refers to how much damage it deals.
  • For all armor squares, the number refers to how much damage you will take with that armor on.


Armos Knights

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HP 48 16 - ½
2 KO 8
2 4 8 ½
4 1 -
8 - - ½
4 4 -
  • Japanese name: Degu Armos
  • Location: Eastern Palace
  • Description: A group of six individual blue statues which come to life and stomp the ground in an attempt to crush Link.

These six statues appear harmless until they shake and rumble to life. They begin to bound around the room in special circular patterns. If you have plenty of arrows, you have little to fear. You can fire at them from the bottom of the room, off to the side, and stay relatively safe. If you are forced to rely on your sword, you must attack a lot more carefully. The patterns that the Knights follow are fairly predictable, so fire your arrows patiently; you can't afford to waste too many of them.

As you attack the Armos Knights, you will defeat them one at a time. Ultimately, you will be left with one final Armos Knight, who will transform from the usual blue color to an angry red. The final red Armos Knight has no interest in following a pattern since there's no one else to follow it with him. Instead he takes slow, but purposeful leaps in your direction. Move out of his path, and retaliate with an arrow or a sword swipe until he finally expires.

Lanmolas

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HP 16 4 - 1
2 KO 8
2 4 8 1
4 - -
8 - - 1
4 4 -
  • Japanese name: Lanmola
  • Location: Desert Palace
  • Description: Three green snaking creatures which attack in a group of three by jumping in and out of the sand.

When the Lanmolas sense a disturbance on the surface of the floor, they rise out of the sand and sail through the air in an effort to attack the intruder before landing back down into the sand and burrowing underneath for a while. Their bodies are covered by a hard exoskeleton, but their head is far more vulnerable to your attack. You will have a brief moment's notice where they are popping out of the ground before they appear to attack. When they pop out of the ground, four clods of dirt scatter that can hurt you. At that time, it's a good idea to have your sword charged for a spin attack. Stand along side the shifting dirt where they are about to appear, and release your attack when you see their head. After a number of attacks on the head of each Lanmola, they will disappear. When only one Lanmola remains, the force with which he escapes the sand causes eight clods of dirt to fly around.

Moldorm

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HP 12 - - 1
2 - -
2 - - ½
4 - -
8 - - ¼
4 4 -
  • Japanese name: Degu Tail
  • Location: Tower of Hera
  • Description: A gigantic Tail Worm with huge eyes, yellow skin, and a small ball on the end of its tail.

In addition to Moldorm's enormous size, he also has exceptional defense. He mindlessly wanders around his den, but he likes to keep it clean. Any invader on his floor is treated the same; brushed off the edge. As a result of Moldorm's thick impenetrable skin, there is only one weak point on his body that can take damage: his tail.

As Moldorm wiggles and writhes across the floor, you must do your best to situate yourself behind him in order to strike his tail. This is no easy task, as Moldorm never holds still, and rarely travels in a straight line. He prefers to turn frequently, and his motion is hard to predict. Initially Moldorm's pattern is somewhat random, but after a few hits he'll start to come after you directly and try to push you off the battle area. Naturally, if you want to get through this fight fairly quickly, the biggest thing you'll want to avoid is getting pushed over the edge and down to the floor below. You will be able to return if that happens, but Moldorm will return to his full strength if you leave the room.

Agahnim

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HP 60 - - 1
- - -
- - - 1
- - -
- - - 1
- - -
  • Japanese name: Priest Agahnim
  • Location: Hyrule Castle Tower
  • Description: A large wizard with green and purple robes, with the powers of fire, ice, and lightning at his disposal.

It's you and Agahnim in a fight to the finish. Agahnim teleports around the room, casting one spell before teleporting to some other location. At first, the fight may seem a little one-sided; Agahnim's powerful magics protect him from physical harm. Even the Master Sword does not appear to touch him. Agahnim has a few different spells that he likes to employ against you, based on fire, ice, and lightning. His fire spell is a giant fireball that he sends in your direction. The ice spell is composed of six small ice crystals. And his lightning spell is a devastating attack of lightning arcs. However, in order to cast it, he must always move to the top of the room, and will always face the door below. This is your clue to get out of the way and move to the side of the screen. With all the ways that Agahnim has to hurt you, and your inability to touch him, there's only one way to defeat him: turns his spells against him. You have been told all along of the Master Sword's ability to reflect evil magic. That's not just a metaphor, it can literally do just that. The best time to use it is against Agahnim's fireball spell. When he sends one your way, swing your sword at just the right moment, and send the blast back at him. You can't return his lightning spell, and your sword causes the ice spell to scatter, so stay focused and alert when he casts a fireball spell at you. He will always turn to face you as he does. Hit him with a number of fireball blasts, and he will be forced to stop. He will not allow you to defeat him. With the little energy that he has remaining, he will curse you to the dark dimension. You can also reflect his attacks with the bug net.

Helmasaur King

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HP 28 4 - 2
- KO -
4 4 - 1
8 - -
16 - - ½
8 8 -
  • Japanese name: Jeekrock
  • Location: Dark Palace
  • Description: A giant red beast with a blue armored mask and huge flailing tail.

This gargantuan version of the little Helmasaurs won't be taken down quite as easily. In addition to the damage that he can inflict upon you with his claws and face, he has a massive tail that he can swing and extend in front of him in order to strike his opponents. You must watch his position and his tail if you want to avoid taking damage. He can also spit deadly fireballs at you that break apart and scatter.

He enters brief periods of immobility, giving you ample opportunity to attack. But how will you manage to damage him with the thick, skull-like helmet protecting his forehead? With the Hammer! You'll need to chip away at that mask piece by piece. As you do, he will continue to attack, especially with his tail. He will swing the tail back and forth just before he is about to attack.

If you have plenty of health, then focus on hitting his head. If you are running low, play a little more cautiously with hit and run tactics. Eventually, his mask will completely break apart, revealing his weak point, the green crystal in his forehead. A few well placed slashes to the crystal with your sword will do King Helmasaur in completely. His mask can also be broken using bombs.

Arrghus

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HP 32 4 - 2
- KO 8
4 - 8 1
8 - -
16 - - ½
8 8 -
  • Japanese name: Wahto
  • Location: Swamp Palace
  • Description: A giant floating red jellyfish like creature with a large eye and numerous orange creatures covering its body.

With the Hookshot equipped, you must fire it up at the mass, plucking one ball at a time off of Arrghus' body. When each ball is pulled, begin to attack it with your sword. After a few hits, it will be destroyed. If, for some reason, you do not completely destroy it in time, the ball will float back to Arrghus, and you will have to pluck it off again in order to continue attacking it. Keep this strategy up until every single ball that floats around Arrghus is destroyed. Once the last ball is defeated, Arrghus is revealed as a red eyeball with tentacles. Arrghus likes to jump up in the air and try to slam down on you. After he lands, he bounces around the room in an effort to collide with you. Slashing his eye with you sword causes him to stop, jump up in the air, and repeat the process. Continue to hit him with your sword until his life is depleted.

Mothula

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HP 32 - - 2
2 - 4
4 - - 1
8 - -
16/- - - ½
8 8 -
  • Japanese name: Gamos
  • Location: Skull Woods
  • Description: A giant oversized moth that fires three beams from its mouth.

Mothula is vulnerable to your sword, hammer and Fire Rod (remember that it drains your magic when used). The big problem is, it's immune to the spikes that line up its room, which has two consequences on the original SNES version (corrected in the GBA remake):

  • Because the spikes and golden sword do the same "kind" of damage to monsters, immunity to spikes means immunity to the golden sword: it does no damage to Mothula (but "pokes" with the golden sword deal tempered sword damage).
  • And because knocking an enemy into spikes replaces the sword damage with the spikes damage, any hit whose knockback sends Mothula into spikes is negated. Both sword slashes and fire rod hits have knockback, so you'll have to time your shots carefully to avoid wasting magic!

In addition to its immunity, Mothula has a lot of health, so you may run out of magic using the Fire Rod and will have to revert to using your sword at close range (or hammer at even closer range). What makes matters worse is the room itself isn't static:

  • The floor moves constantly in random directions.
  • The spike traps all around the outside of the room randomly slide from one side of the room to the other. You are warned of their eventual move by the shaking they do just before.

It's difficult to attack Mothula and focus on the spikes at the same time. Stay persistent, and bring health and magic restoring potions if you are having a difficult time with this fight.

Blind the Thief

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HP 90 - - 2
10 - -
10 - - 1
10 - -
10 - - ½
10 10 -
  • Japanese name: Blind
  • Location: Gargoyle's Domain
  • Description: A floating monster with a red body and a white robe that hovers over the floor. Disconnected heads will fly around the room.

This is a difficult fight as it's hard to dodge most of the attacks. Bringing fairies in bottles is a wise strategy. Blind moves left and right along the top and bottom of the room. His head is his weak point. He will either fire a laser at you, or shoot off small fireballs. When you hit him in the head enough times, he falls down while his head roams free of his body. His head will fly around the room independently and shoot fireballs at you, and there's little you can do about it. Meanwhile, a new head will grow in the old one's place, and the battle will resume. Strike the new head until that one is knocked off his body. One final head will take its place while you avoid the attacks of the previous two. Strike that head enough times until Blind is finally defeated.

Kholdstare

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HP 64 - - 4
- - 16
4 - - 3
8 - -
16 - - 2
8 8 -
  • Japanese name: Shyuu Eyes
  • Location: Ice Palace
  • Description: A pink puffy eye ball trapped beneath a block of ice. When it is finally freed from the ice, it turns out to be three eye balls.

At first, Kholdstare appears pretty harmless, being stuck in a giant block of ice. Naturally, you can use blasts from the Fire Rod to thaw the ice and release him so that you can ultimately kill him. However, once he breaks free of the ice, you'll soon discover that he is not one enemy, but rather three. And they will each split up and begin to bounce around the room and attack you. While they do this, blocks of ice will drop from the ceiling and shatter into four pieces. Do your best to avoid them while you focus your attack on one Kholdstare at a time. Rely most on your sword for quick successive strikes, but a few blasts from your Fire Rod (if you have magic left) can speed up the process of defeating each one.

Vitreous

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HP 128 16 - 4
2 64 -
4 4 - 3
8 - -
16 - - 2
8 8 -
  • Japanese name: Geldohga
  • Location: Misery Maze
  • Description: A large eyeball surrounded by a green ooze and several small eyeballs.

Vitreous' core is a giant eyeball, but he sends several small eyeballs to attack you. You can destroy them simply by swinging your sword at them, as they won't put up much of a fight. As you begin to destroy the smaller eyeballs, fewer eyeballs remain to weigh the core down. As a result, he will sometimes rise out of the ooze he rests in to fire a giant lightning bolt attack at you. Once all of the small eyeballs have been defeated, Vitreous will have no other choice than to attack you directly with the core eyeball. It will bounce towards you. Keep swinging your sword non-stop, as it is really the only way to defend yourself, and Vitreous will eventually die.

Trinexx

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HP 40 - - 4
2 - 4
4 - - 3
8 - -
16 - - 2
8 8 -
  • Japanese name: Degu Rock
  • Location: Turtle Rock
  • Description: Initially, a giant rock with one large central gray head, and two surrounding red and blue heads. Once the side heads are defeated, it slims down to one large gray snake-like creature.

This fight is going to require a substantial amount of magic. While it's possible to win the fight with one full magic meter, it's wise to bring at least one green or blue potion to the fight with you in case you run out. Trinexx, as his name suggests, possesses three necks. The two lesser necks on the sides are red and blue. The red neck attacks with searing flames, while the blue neck attacks with blasts of ice that freeze the floor. The center neck physically attacks you, so you must always keep your eye on it will you focus on the outer two. Since the outer necks deal in heat and cold, they are susceptible to attacks of the opposite variety. Therefore, train your Ice Rod on the red head, and your Fire Rod on the blue head. You can simply shoot at the heads with just the rods, or you can hit them once to freeze them and get in close with your sword. They can be taken out in any order, although you may find the blue head to be a bit more of a nuisance. Once both heads are destroyed, the outer shell of the center head explodes, leaving behind the center head at the end of a long snaking body. The body will slither throughout the room at a rapid pace, and this dungeon boss does a substantial amount of damage to you if he hits you. Do your best to stay out of its way, and observe the flashing point in the center of its body. You must strike this point with your sword. Strike it enough times to defeat it, and Trinexx.

Agahnim 2nd fight

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HP 60 - - 1
- - -
- - - 1
- - -
- - - 1
- - -
  • Japanese name: Priest Agahnim
  • Location: Ganon's Tower
  • Description: A large wizard with green and purple robes, with the powers of fire, ice, and lightning at his disposal.

Even though you fought him far earlier in the tower of Castle Hyrule, you never truly defeated him. And he intends not to lose to you twice. This time, in exchange for his lightning magic, he will invoke a duplication spell that sends two clones of himself around the room. All three images of him will attack you at once, although the solid image is the only one that's vulnerable. Keep your eye on the solid image, and be sure to swing at every large fireball that he or the clones send your way. They must reflect and strike the solid image to do damage. Be careful not to strike the ice attack that splits into six pieces. Continue to reflect Agahnim's spells back at him until he sustains too much damage and the battle ends.

Ganon

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HP 255 - - 8
- 24 -
- - - 6
4 - -
8 - - 3
4 4 -
  • Japanese name: Ganon
  • Location: Pyramid of Power
  • Description: The formidable King of Evil. He holds incredible dark powers, and can only be slain by weapons of justice.

Ganon first attacks by throwing his Trident and then he attacks with his Blazing Bats. In these parts of the fight he can be damaged normally with the sword. Next he will teleport around and release a circling fire bat. He doesn't take damage during this part but you must hit him four times in order to reach the next stage of the fight. After each hit, Ganon will jump up and come smashing down, causing the edges of the floor to break away. Stay toward the middle and be careful not to fall off the edge of the floor. In the last part of the fight, Ganon will douse the lights in the room and make himself invulnerable. You must ignite both of the lanterns at the bottom of the room with the Lamp or Fire Rod to break through Ganon's secret technique of Darkness. When he appears, strike him with the sword. He will turn blue and freeze for a second. When you see Ganon turn blue, immediately fire Silver Arrows at him. Repeat this process until four Silver Arrows have struck him, and Ganon will be destroyed. If you have not acquired the Silver Arrows, it is still possible to damage Ganon in his final form but it is much more difficult. You must first light the torches as you would normally, then hit him with the sword at the exact moment he is teleporting.


Dungeon Traps

Balls

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File:Zelda ALttP Ball.gif
File:Zelda ALttP Giant Ball.gif

Balls are found in the Eastern Palace. They simply roll down a hallway. Unstoppable, no one knows where they come from, or where they go. Normally small balls will roll down the right or left side of a hallway, but occasionally, a gigantic ball will roll down the entire width of the hallway.

Bumper

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File:Zelda ALttP Bumper.gif

Bumpers are strange devices that repel anyone who touches them. Making contact with a Bumper will repel you with great force. There's only one strange quirk to Bumpers: they can only repel things that are visible. Donning the Magic Cape renders its wearer invisible, and therefore, impervious to the effects of the Bumper.

Antifairy

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File:Zelda ALttP Bubble.gif

When Agahnim came into power, he knew that the Faeries would attempt to help whoever might try to stop him, so he cast a spell that few small fairies could resist. He turned them into the evil equivalent of fairies, known as Antifairies. Antifairies bounce mindlessly around whatever room they are placed in. Every time they touch someone, they drain not only their health, but their magical power as well. The only item capable of breaking this horrible spell is the witch's Magic Powder. A sprinkle of that magical dust will undo the damage caused by Agahnim's spell and restore a fairy back to its original form. An advanced player is grateful to find an Antifairy when situations look grim.

Bunny Beam

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File:Zelda ALttP Bunny Beam.gif

Bunny Beams are pockets of magic gone horribly wrong. They are sensitive to the magical effects of the Moon Pearl. If it senses the Moon Pearl in the vicinity, it will hungrily chase after any being that possesses it. If it makes contact, the effects of the Moon Pearl are temporarily disabled, and the bearer must suffer the fate of taking an altered shape until the Moon Pearl restores itself. Bunny Beams are very unstable, and merely colliding with a solid object is enough to unbind its energy.

Cannons

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Some dungeons are equipped with cannons that run along tracks mounted to a wall. They typically come in pairs, situated on opposite walls from each other. They appear to have an endless supply of cannonballs which they fire across the room at a constant rate.

Fire Bars

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Fire Bars are globes of flame magically arranged in a chain. They swing together around a focus point, usually a block but not always. Nothing will stop them, and your only defense against them is the Magic Cape or Cane of Byrna.

Fire Traps

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Fire Traps are odd devices that look like a box with openings on the sides. Fire Traps are keyed into aggression. Whenever someone swings a sword, they will fire a burst of energy in particular directions. The more you swing your sword, the more they fire.

Floor Tiles

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In some rooms of a dungeon, the very floor tiles of a room may be enchanted. The spell must be cast on 22 specific tiles in the room, in a very special order or it will not succeed. Therefore, every time you encounter one of these rooms, the tiles will rise off the floor and rocket at your head in a very specific order. They move quickly, but not so fast that you can't destroy them with a well timed swing of your sword.

Snake Medusa

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File:Zelda ALttP Medusa Stone.gif

Snake Medusas shoot small bursts of energy from their mouth periodically in whatever direction Link happens to be at. Link can block the bursts with at least a Red Shield, or simply get out of their way. Some torches have the same properties as these enchanted stones.

Beamos

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File:Zelda ALttP Sentry Statue.gif

A Beamos is an ancient Hylian magical construct that was used to guard Palace entrances and treasures. It contains an eye that rotates around the base in a full circle looking for intruders. Whenever it finds one, the eye stops and fires a beam at the intruder before continuing its rotation, looking for further intruders. The only way to avoid detection is to stay on the opposite side of the eye at all times.

Blade Traps

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File:Zelda ALttP Spike Trap.gif
File:Zelda ALttP Large Spike Trap.gif

Blade Traps remain stationary until someone enters their attack range. Then they are triggered to fly very quickly at whoever unwittingly tripped them. Small traps are in abundance throughout dungeons and caves, while only a few extremely large spike traps are known to exist. Because of their size, Blade Traps take a longer time to reset to their original position before they can strike again. Take advantage of their slow return.

Wall Eye

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File:Zelda ALttP Wall Eye.gif

Wall eyes are enchanted images that are painted on some of the walls of dungeons in the Death Mountain of the Dark World. Some eyes are compelled to fire at whenever someone is looking at them while others are only compelled to fire when they see that someone is not looking at them. In order to avoid the beams they emit, you must figure out which type of eye you're looking at. If an eye fires at you when you look at it, power up your sword while facing away from them and walk towards them. If an eye fires at you when you don't look at it, power up your sword so that your shield arm is directed towards the eye.

Winder

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File:Zelda ALttP Winder.gif

Like fire bars, Winders are enchanted fire globes. A Winder wanders aimlessly throughout a room, turning at right angles, or doing an about-face whenever it strikes a wall. Also like fire bars, they can't be stopped, and only the Magic Cape or Cane of Byrna will afford you any protection against them.


Light World Enemies

Table key

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  • HP: Hit Points
  • #: Damage (amount of hit points removed)
  • KO: Knock Out (one-hit kill)
  • STN: Stun (temporarily immobilize)
  • BRN: Burn (incremental fire damage)
  • FRZ: Freeze (permanently immobilize)
  • SLM: Slime (transform into a Slime Monster)
  • Shirts: The amount of hearts Link will lose if attacked, based upon which color Mail he is wearing.

Soldiers

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Hyrule Soldiers

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HP 4 KO SLM ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO STN FRZ ½
KO KO SLM

These are the first enemies that you see in the game, and some of the easiest to kill. Just swipe at them with your sword, and they'll usually be hit. However, sometimes you'll find your blow blocked by the daggers that all of soldiers have. To avoid this, just stun them by hitting them with a boomerang. This will neutralize any threat they might present, as well as stopping them from defending themselves. However, if you've just started out, you might not have your boomerang yet. To get around this, you can imitate their defensive stance by holding down your sword button. This will not only protect you, but will also charge your sword for a spin attack, which you can unleash as soon as it's charged. In the GBA version, you will also have the opportunity to attack them with magic by using your lamp. This is because in the GBA version of this game, your magic meter automatically fills when you get the lamp. In the SNES version, you may run out of magic and find yourself suddenly being hurt.

Sword Soldiers

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HP 4 KO SLM ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO STN FRZ ½
KO KO SLM
HP 6 4 - ½
2 KO BRN
4 4 KO ½
KO STN BRN
KO STN FRZ ½
KO KO SLM


Dashing Sword Soldiers

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File:ALttP Sword Soldier dash sprite.png HP 6 4 - ½
2 KO BRN
4 4 - ½
KO STN BRN
KO STN FRZ ½
KO KO SLM


Spear Soldiers

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File:ALttP Spear Soldier green sprite.png HP 8 4 - 1
2 KO BRN
3 4 - ½
4 STN BRN
KO STN FRZ ¼
4 4 SLM
File:ALttP Spear Soldier dash sprite.png HP 8 4 - 1
2 KO BRN
3 4 - ½
4 STN BRN
KO STN FRZ ¼
4 4 SLM


Spear Throwing Soldiers

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File:ALttP Spear Soldier throw sprite.png HP 8 4 - 1
2 KO BRN
3 4 - ½
4 STN BRN
KO STN FRZ ¼
4 4 SLM


Grass-hiding Spear Soldiers

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File:ALttP Spear Soldier grass sprite.png HP 8 4 - 1
2 KO BRN
3 4 - ½
4 STN BRN
KO STN KO ¼
4 4 SLM

They pop up in patches of grass. They will always pop up from the same place.

Archer Soldiers

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File:ALttP Bow Soldier indigo sprite.png HP 6 4 - ½
2 KO BRN
4 4 FRZ ½
KO STN BRN
KO STN FRZ ½
KO KO SLM


Grass-hiding Archer Soldiers

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File:ALttP Bow Soldier grass sprite.png HP 4 KO - ½
2 KO BRN
KO KO KO ½
KO STN BRN
KO STN KO ½
KO KO SLM


Bomb Soldiers

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HP 8 4 - 1
2 KO BRN
3 4 FRZ ½
4 STN BRN
KO STN FRZ ¼
4 4 SLM


Ball & Chain Soldiers

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File:ALttP Chain Soldier black sprite.png HP 16 4 - 1
2 KO BRN
2 4 - ½
8 STN BRN
KO STN FRZ ¼
8 8 SLM
File:ALttP Chain Soldier gold sprite.png HP 16 4 - 1
2 KO BRN
2 4 - ½
8 STN BRN
KO STN FRZ ¼
8 8 SLM

They use their ball and chain against you. They are vulnerable when they recharge.

Overworld

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Armos

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File:ALttP Armos sprite.png HP 8 KO - ½
2 KO KO
4 4 FRZ ½
KO STN BRN
KO STN KO ½
KO KO STN

The Armos first appear to be harmless statues, but if you come to close, they will suddenly come to life and begin to chase you. However, because of their slow speed and nonexistent defense, they can be easily killed with almost any weapon.

Buzzblob

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HP 3 KO ½
* KO BRN
* KO FRZ ½
* STN BRN
KO STN FRZ ½
* * STN

The buzzblob produces an electric field that will sting Link if he strikes it with anything less than the level 4 sword. Once the buzzblob is stunned, its electric field is neutralized and a single hit from any sword will kill it. Throwing a stone will kill the buzzblob, whether or not it is stunned. The Buzzblob has a very unique reaction to Magic Powder. It becomes a Cukeman, which will give hints if talked to.

Crow

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File:ALttP Crow sprite.png HP 4 KO - ½
2 KO BRN
KO KO KO ½
KO 1 BRN
KO KO FRZ ¼
KO KO KO

The Crowl is an enemy that comes in two forms. One form will stay in a tree until it spots you, when it will pop out and come toward you. However, there is a more dangerous form, which will keep attacking you until you kill it.

Deadrock

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File:ALttP Deadrock sprite.png HP - * SLM 1
* * *
* * * ½
* * -
* * - ¼
* * SLM

A Deadrock is quite literally a living rock, and therefore impervious to every attack at Link's disposal except the most powerful magic. Attacking it turns it back into an ordinary and immobile rock. The only way to make this invulnerable enemy vulnerable is to turn it into a slime first.

Derudoman

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File:ALttP Derudoman sprite.png HP 4 KO - 1
2 KO KO
KO KO KO ½
KO 1 BRN
KO STN KO ¼
KO KO STN

The Derudomen are often annoying to players, due to their tendency to pop out of the ground right next to Link without warning. They generally live in desert areas, where the sand is soft enough to burrow in. One way to avoid them is to walk cautiously, then immediately begin attacking it when it pops out of the ground, removing its chance to get a free hit on you.

Hachi (bee)

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File:ALttP Hachi sprite.png HP 1 KO - ¼
KO KO KO
KO KO KO ?
KO - KO
KO - KO ?
KO KO -

Hachi bees are, for the most part, a minor nuisance. They can appear when you cut down a bush or grass. They will fly around and sting you until you leave a portion of the world, or kill them. However, you can catch them with your net and hold them in a bottle. Then you can release them to attack nearby enemies.

Hedge

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File:ALttP Hedge sprite.png HP 2 KO SLM 0
KO KO KO
KO KO KO 0
KO 1 KO
KO STN KO 0
KO KO SLM

This harmless insect is easy to kill, and can't even hurt you, but it can help you. If you lift the hedge (or rock) from off its back, it will start dropping Rupees in an attempt to shake you off its trail. If you collect five green Rupees before he disappears, it will drop a red Rupee.

Octoballoon

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File:ALttP Octoballoon sprite.png HP 2 * - 0
* * BRN
* * * 0
* 1 BRN
* * * 0
* * -

The Octoballoon is a special floating variety of Octorok. It is sensitive to all but the hottest of attacks. Any attempt to kill it will result in 6 smaller Octo creatures bursting out of its top to attack before disappearing.

Octorok

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File:ALttP Octorok sprite.png HP 2 KO SLM 1
KO KO BRN
KO KO FRZ 1
KO STN BRN
KO STN FRZ 1
KO KO SLM

These creatures are back from the first Zelda game. Although they can be dispatched with almost any attack, they can still be dangerous because of their ability to fire rocks from their snouts. Luckily, these missiles can be blocked by any shield, as long as you are facing the rock without attacking. This is why Octoroks have taken to traveling in numbers. When there are several rocks whizzing around at once, they can be a bit more formidable. However, defeating will often earn blue or occasionally even red rupees.

Peese (crab)

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These little crabs are found near The Waterfall Of Wishing, And where you found the Ice Rod.

File:ALttP Peese sprite.png HP 2 KO SLM 2
KO KO KO
KO KO FRZ 1
KO STN BRN
KO STN FRZ ½
KO KO SLM


Poe (soul)

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Poes are like Hues in the Light World. Basically all they have is a lantern, and they fly around.

File:ALttP Poe sprite.png HP 8 4 - 2
2 KO KO
4 4 KO 1
KO 1 BRN
KO KO KO ½
KO KO -


Slime

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File:ALttP Slime sprite.png HP 2 KO - ½
KO KO BRN
KO KO FRZ ½
KO STN BRN
KO KO FRZ ½
KO KO KO

Slimes are defenseless creatures that typically appear as the result of sprinkling Magic Powder on a more dangerous enemy, or using the magic of the Quake medallion. In this form, any enemy can be quickly defeated.

Tektite

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They are back from the original game. They hop from one location to another.

HP 8 4 - 1
2 KO BRN
4 KO FRZ 1
KO STN KO
KO - KO ½
KO KO KO
HP 12 4 - 2
2 KO BRN
4 KO FRZ 2
8 STN KO
KO - KO 1
8 8 KO


Tendol (vulture)

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These birds fly around you in circles when you walk through the desert.

File:ALttP Tendol sprite.png HP 6 4 - 1
2 KO BRN
4 4 KO ½
KO 1 BRN
KO KO FRZ ¼
KO KO KO


Thief

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File:ALttP Thief sprite.png HP - - - -
- - -
- - - -
- - -
- - - -
- - -

Using special defensive techniques, the Thieves of the Lost Woods are impervious to all forms of attack, physical or magical. They cannot be harmed, nor can they harm you. But if they collide with you in the woods, expect to drop some supplies and Rupees that Thieves will be quick to collect from you.

Toppi (rabbit)

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File:ALttP Topi sprite.png HP 2 KO - ½
KO KO BRN
KO KO KO ½
KO 1 BRN
KO STN KO ½
KO KO STN

This rabbit hops out from thick grass. He is easy to kill, but you can play a trick on it to earn Rupees. Instead of attacking the Toppi, destroy the grass that he jumped from. He will land helplessly on his back. Approach him and he will call you a thief, and give you Rupees, Bombs, Arrows or whatnot to leave him alone.

Zora

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File:ALttP Zora sprite.png HP 8 4 - ½
2 KO BRN
4 4 KO ½
KO 1 BRN
KO STN KO ½
KO KO KO
File:ALttP Zorawalk sprite.png HP 8 4 - ½
2 KO BRN
4 4 KO ½
KO STN BRN
KO STN KO ½
KO KO KO

They live in water bodies and pop out of their whirlpools. They fire magic attacks at you. To block a magic attack you need to have a Magic Shield or Mirror Shield.

Dungeons

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Devilant

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File:ALttP Devilant sprite.png HP 4 KO - 1
2 KO KO
KO KO KO ½
KO 1 BRN
KO STN KO ¼
KO KO STN

Devilants are only found in the Desert Palace. Red Devilants shoot 3 fireballs, Blue Devilants Just pop up, And do no damage to Link.

Eyegore

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File:ALttP Eyegore green sprite.png HP 16 KO - 1
2 KO -
4 4 - 1
KO - -
KO - - 1
KO KO -
File:ALttP Eyegore red sprite.png HP 8 4 - 1
- KO -
- - - 1
- - -
- - - 1
- - -

Eyegores are magical statues that normally sleep. They only wake up when you get close enough to them. Then their single eye opens up and they begin to chase you. You can only hurt them when they are awake. Furthermore, Red Eyegores can only be damaged by bow and arrow attacks.

Goozu (rat)

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File:ALttP Goozu sprite.png HP 2 KO SLM ¼
KO KO BRN
KO KO FRZ ?
KO STN BRN
KO KO FRZ ?
KO KO SLM


Keese (bat)

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They can be killed with a strike from the Boomerang.

File:ALttP Keese sprite.png HP 1 KO - ¼
KO KO BRN
KO KO FRZ ?
KO KO BRN
KO KO FRZ ?
KO KO STN


Kodongo

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File:ALttP Kodongo sprite.png HP 2 KO - 1
KO KO KO
KO - FRZ 1
KO - BRN
KO - FRZ 1
KO KO SLM


Leevers

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File:ALttP Leever green sprite.png HP 4 KO - ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO STN FRZ ½
KO KO STN
File:ALttP Leever red sprite.png HP 4 KO - ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO STN FRZ ½
KO KO STN


Popo

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File:ALttP Popo sprite.png HP 2 KO SLM ½
KO KO BRN
KO KO FRZ ½
KO STN BRN
KO KO FRZ ½
KO KO SLM


Rope (snake)

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File:ALttP Rope sprite.png HP 4 KO SLM ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO KO FRZ ½
KO KO SLM

They charge at you when you're in front of them.

Stalfos (skeleton)

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File:ALttP Stalfos sprite.png HP 4 KO SLM ½
2 KO KO
KO KO KO ½
KO 1 BRN
KO STN KO ½
KO KO SLM
File:ALttP Stalfos red sprite.png HP 4 KO SLM ½
2 KO KO
KO KO KO ½
KO 1 BRN
KO STN KO ½
KO KO SLM

The blue skeletons are mostly harmless and easily killed. The red skeletons will back away when attacked (so you do no damage) and then throw a bone at you. To kill these skeletons, you must back them into a corner where they cannot back out any further.

Stalfos Skull

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File:ALttP Stalfos Head sprite.png HP 8 3 - ½
2 KO KO
4 4 4 ½
KO 1 BRN
KO STN KO ½
KO KO STN

Skull Stalfos drop down from the ceiling, only stopping long enough to deliver their floating skulls. The body floats back up to the ceiling, leaving the head behind to attack you.

Mini Moldorm

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File:ALttP Mini Moldorm sprite.png HP 3 KO SLM 1
2 KO BRN
KO KO KO ½
KO - BRN
KO KO KO ¼
KO KO SLM

They can be killed by attacking them with the Hookshot.


Dark World Enemies

Table key

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  • HP: Hit Points
  • #: Damage (amount of hit points removed)
  • KO: Knock Out (one-hit kill)
  • STN: Stun (temporarily immobilize)
  • BRN: Burn (incremental fire damage)
  • FRZ: Freeze (permanently immobilize)
  • SLM: Slime (transform into a Slime Monster)
  • Shirts: The amount of hearts Link will lose if attacked, based upon which color Mail he is wearing.

Overworld

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Creepy

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File:ALttP Creepy Green sprite.png HP 4 KO - 2
2 KO BRN
KO KO FRZ 1
KO - BRN
KO KO FRZ ½
KO KO -
File:ALttP Creepy Blue sprite.png HP 8 4 - 1
2 KO BRN
4 4 FRZ ½
KO - BRN
KO KO FRZ ¼
KO KO -

Despite being the weaker of the two, defensively, the green Creepy is slightly more dangerous, due to its ability to spit rocks at Link. The blue Creepy can take more damage, but it must touch you in order to attack.

Snapdragon

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File:ALttP Gapra sprite.png HP 12 4 SLM 3
2 KO BRN
4 4 FRZ 2
8 STN BRN
KO STN KO 1
8 8 SLM

They do not actively chase the player, but will deal quite a lot of damage on contact.

Hinox

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File:ALttP Hinox sprite.png HP 20 4 - 3
2 KO 8
4 KO FRZ 2
8 STN BRN
16 - FRZ 1
8 8 SLM


The Hue is like the Poe, But the Hue hides in Village Of Outcasts in the Dark World.

File:ALttP Hue sprite.png HP 8 4 - 2
2 KO KO
4 4 KO 1
KO 1 BRN
KO KO KO ½
KO KO -


Similar to the Zoras in the Light World, the Kuu occupy the brackish waters of the Dark World

File:ALttP Kuu sprite.png HP 8 4 - ½
2 KO BRN
4 4 KO ½
KO 1 BRN
KO STN KO ½
KO KO KO


Kyune

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The Kyune are the Crowls of the Dark World.

File:ALttP Kyune sprite.png HP 8 4 - 3
2 KO BRN
4 4 KO 1
KO 1 BRN
KO KO FRZ ½
KO KO KO


Like Like

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File:ALttP Likelike sprite.png HP 12 4 - 2
2 KO BRN
4 4 8 1
8 1 BRN
KO STN FRZ ½
8 8 STN

Like Likes hang out in the Skull Woods of the Dark World. They have a fondness for metal, and will eat your blue or red shield if you let them get too close, and you will have to purchase another shield to replace the one that you lost. They cannot eat the Mirror Shield, it is too big for their mouth.

Lynel

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File:ALttP Lynel sprite.png HP 24 - - 4
- KO -
- - - 2
8 - -
16 - - 1
8 8 -

Ganon bestowed these half man, half lion guardians of the Dark World's Death Mountain with inhuman strength. You can only hope to harm these creatures with the strongest weapons available in Hyrule.

Moblin

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Moblins are really weak. All they have is a spear, And may hit you. Nothing much to a Moblin.

File:ALttP Moblin sprite.png HP 4 KO SLM 2
2 KO BRN
KO KO FRZ 1
KO STN BRN
KO STN FRZ ½
KO KO SLM


Pikku

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File:ALttP Pikku sprite.png HP - - - -
- - -
- - - -
- - -
- - - -
- - -

Pikkus are transformed Thieves from the Light World. They are no longer human, but they retain they ability to avoid harm, and steal from you by colliding with you and making you drop supplies.

Roper

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File:ALttP Roper sprite.png HP 8 4 SLM 2
2 KO BRN
4 4 FRZ 1
KO STN BRN
KO STN KO ½
KO KO SLM


Slarock

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File:ALttP Slarock sprite.png HP 4 KO SLM 2
2 KO BRN
KO KO FRZ 1
KO STN BRN
KO STN FRZ ½
KO KO SLM


Stal

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Attempting to pick up certain skulls from the ground can cause them to awaken and attack as Stals.

File:ALttP Stal sprite.png HP 4 KO KO 1
2 KO KO
KO KO KO 1
KO 1 KO
KO STN KO 1
KO KO SLM


Swamola

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Swamolas are like mini lonmolas. They can be only found where Misery Mire is. They have an O.K Defence, Also.

File:ALttP Swamola sprite.png HP 16 4 - 4
2 KO 8
4 4 8 3
8 1 KO
KO KO KO 2
8 8 KO


Tauros

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File:ALttP Tauros blue sprite.png HP 6 4 - ½
2 KO BRN
4 4 KO ½
KO STN BRN
KO STN FRZ ½
KO KO SLM
File:ALttP Tauros sprite.png HP 8 4 - 1
2 KO BRN
3 4 - ½
4 STN BRN
KO STN FRZ ¼
4 4 SLM


Dungeons

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Babuusu

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File:ALttP Babuusu sprite.png HP 4 KO - 2
2 KO BRN
KO KO KO 1
KO - BRN
KO KO KO ½
KO KO KO


Bari

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File:ALttP Bari blue sprite.png HP 2 KO - ½
KO KO BRN
KO KO KO ½
KO - BRN
KO KO KO ½
KO KO -
File:ALttP Bari red sprite.png HP 2 KO - 1
2 KO BRN
KO KO KO ½
KO - BRN
KO KO KO ¼
KO KO -

Bari hover in the air utilizing a special form of electromagnetic repulsion. Occasionally they build up an abundance of electricity and they must release it. If you strike during this time, you will get shocked and take damage instead of hurting them. Red Bari split apart into two smaller Bari which possess the same ability to shock. The Hookshot is a great weapon to use against the Bari since it doesn't conduct electricity and will one-shot the Blue Bari. The Red Bari will split and then the two smaller Bari can be dispatched.

Buzz

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File:ALttP Buzz sprite.png HP 2 KO SLM ¼
KO KO BRN
KO KO FRZ ?
KO STN BRN
KO KO FRZ ?
KO KO SLM


Chyasupa

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File:ALttP Chyasupa sprite.png HP 1 KO - ¼
KO KO BRN
KO KO FRZ ?
KO KO BRN
KO KO FRZ ?
KO KO STN


Gibdo (mummy)

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File:ALttP Gibdo sprite.png HP 32 - - 2
2 KO BRN
4 4 FRZ 1
8 STN BRN
16 - KO ½
8 8 STN

These enemies can usually be found in Skull Woods and can take a lot of hits from the Sword. They are generally weak against any fire. The Fire Rod can be obtained here for that particular reason.

Giibo

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File:ALttP Giibo sprite.png HP 8 KO - 1
2 KO -
4 4 - ½
KO - -
KO - - ¼
KO KO -

Giibos are strange floating creatures that have a central corporal body surrounded by a magical barrier. In order to move around, the body must move to a new location. Only when the body stops moving does the barrier follow. The Giibo is only vulnerable when its body exists outside of the barrier.

Goriya

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File:ALttP Goriya green sprite.png HP 16 KO - 1
2 KO -
4 4 - 1
KO - -
KO - - 1
KO KO -
File:ALttP Goriya red sprite.png HP 8 4 - 1
- KO -
- - - 1
- - -
- - - 1
- - -

The Goriya (known as Copy in Japan) are simple creatures who utilize a confusing behavior to attack their enemies. They mimic the movements of their opponent in the opposite direction. When you go left, they go right. If you move up, they move down. If you line up face to face with a Red Goriya, it will spit a fireball at you. The Green Goriyas are vulnerable to many typical attacks, but the Red Goriya can only be struck by arrows.

Helmasaur

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File:ALttP Helmasaur sprite.png HP 4 KO SLM 1
2 KO -
KO KO - ½
KO - BRN
KO STN KO ¼
KO KO SLM

The thick hard growth on their forehead makes them invulnerable to attacks from the front. You must hit them on the side or from behind to damage them.

Hoba

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File:ALttP Hoba sprite.png HP 4 KO - 1
2 KO BRN
KO KO FRZ ½
KO - KO
KO KO KO ¼
KO KO KO

Hoba's are water striders floating around on the Surface in the many sewers of The Swamp Palace. They will always try to chase down on the player and will deal damage on contact.

Hokuboku

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File:ALttP Hokuboku sprite.png HP 32 4 - 4
2 24 BRN
4 4 8 2
8 - BRN
16 - FRZ 1
8 8 STN

Hokubokus have a number of body segments stacks on top of one another, with the head on top. They like to bounce around in rooms. When you strike them, you knock a body segment off which will bounce around for a bit before disappearing. The segments can damage you if they bounce in to you. Eventually, you will be left with just the head, which you must defeat.

Kyameron

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File:ALttP Kyameron sprite.png HP 1 KO - 1
KO KO KO
KO KO FRZ ½
KO KO KO
KO KO FRZ ¼
KO KO KO


Nuranull

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File:ALttP Nuranull sprite.png HP 8 4 SLM 4
2 KO BRN
4 - FRZ 2
KO STN BRN
KO STN FRZ 1
KO KO SLM

Nuranulls are a type of slug with the ability to produce explosive material. As they wander around a room, they leave bombs behind that will detonate on their own in time, or whenever you carelessly strike them with a weapon.

Pentagator

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They slide across the room in great numbers.

File:ALttP Pentagator sprite.png HP 16 4 - 2
2 KO 8
4 KO - 1
8 1 BRN
KO KO FRZ ½
8 8 KO


Pirogoose

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File:ALttP Pirogoose sprite.png HP 2 KO - 2
KO KO BRN
KO KO KO 1
KO 1 BRN
KO KO KO ½
KO KO STN


Pomett

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File:ALttP Pametto sprite.png HP 8 4 - 1
2 KO KO
4 KO FRZ ½
KO 1 KO
KO STN KO ¼
KO KO STN

Pometts appear to be headless turtles; no matter which way they face, they always look the same. Their thick hard shell makes them impervious to sharp attacks. The only way to expose their soft under-belly is to pound the nearby ground with the Magic Hammer, which knocks them off their feet and on to their backs. Be careful, however. After a while, they get back up on their feet, and chase you even faster.

File:ALttP Pon blue sprite.png HP 6 - - 1
2 KO -
4 STN - ½
KO - BRN
KO STN FRZ ¼
KO KO STN
File:ALttP Pon red sprite.png HP 32 - - 2
2 KO -
4 STN - 1
8 - BRN
16 STN FRZ ½
8 8 STN

Pons have a thick rubbery shell on top of their heads. While they can be attacked normally, the impact with the shell will send Link flying backwards. Pons like to occupy floors with a lot of pits, where fighting them can lead to your falling off the edge. Pons are protected against many unconventional attacks, and Red Pons are especially strong.

Skull Rope

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File:ALttP Skull Rope sprite.png HP 4 KO SLM ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO KO FRZ ½
KO KO SLM


Stalfos Knight

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File:ALttP Stalfos Knight sprite.png HP ? - - 2
- - -
- KO - 1
- - -
? - - ½
- - -

The magic that animates the great Stalfos Knights is a lot stronger than the usual Stalfos magic. By striking the knights, you can separate their bones, and only for a little while. Once the bones have fallen into a pile, you must find a way to prevent them from reconstructing back into a skeleton. Only a bomb has the power to destroy the bones beyond regeneration. As soon as the bones collapse, place a bomb near them so that it explodes before the bones have a chance to rise.

Tainon

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File:ALttP Tainon sprite.png HP 24 - - 4
- - KO
- - - 2
- - KO
- - - 1
- - -

Tainons are magical ice sculptures that only come to life when you get close enough to them. They leap out of the wall from which they are carved to attack you. Their one and only vulnerability is to heat.

Terubean

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File:ALttP Terubean sprite.png HP 5 - - 4
- - -
- - - 3
- STN -
- - - 2
- - -

As an animated ball and chain, Terubeans are invulnerable to every form of attack. The only weapon that will have any effect on them is the Boomerang, which only stuns them momentarily.

Wallmaster

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File:ALttP Wallmaster sprite.png HP 8 4 - -
2 KO KO
4 4 KO -
KO 1 BRN
KO - KO -
KO KO KO

Wallmasters drop from the ceiling over your current location. If they manage to grab you, they will lift you back up to the ceiling, and you will be transported back to wherever you most recently entered a dungeon. They cannot damage you, and even if you kill one, they will continue to appear.

Wizzrobe

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They fire magic beams at you and then they disappear after a few attacks. They soon reappear at the same location.

File:ALttP Wizzrobe sprite.png HP 2 KO - 4
KO KO KO
KO - KO 2
KO - KO
KO - KO 1
KO KO KO
File:ALttP Wizzrobe purple sprite.png HP 2 KO - 4
KO KO KO
KO - KO 2
KO - KO
KO - KO 1
KO KO KO


Zahzak

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The red variety shoots fire balls.

File:ALttP Zahzak indigo sprite.png HP 4 KO - 2
2 KO BRN
KO KO FRZ 1
KO STN BRN
KO KO FRZ ½
KO KO STN
File:ALttP Zahzak red sprite.png HP 8 4 - 2
2 KO BRN
4 KO FRZ 1
KO STN BRN
KO KO FRZ ½
KO KO STN


They rise up out of the floor and attempt to attack you from behind.

File:ALttP Zol sprite.png HP 4 KO - 2
2 KO BRN
KO KO FRZ 1
KO STN BRN
KO KO FRZ ½
KO KO KO


Zoro

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File:ALttP Zoro sprite.png HP 4 KO - 2
2 KO BRN
KO KO FRZ 1
KO STN BRN
KO KO FRZ ½
KO KO KO

Zoros are small magical dust mites that live inside of dungeon walls. If you blast a hole in a wall, they may be startled and stream out of the hole in small groups.


Items

Swords

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Icon Name Location Description
Fighter's Sword Secret Passage This sword deals a terribly low amount of damage, so you'll need to upgrade to face tougher enemies.
Master Sword The Lost Woods The sacred blade of legend.
Tempered Sword Kakariko Village Red and deadly. The twin smiths will be glad to renew your sword for you... but only when they're both around to do it.
Golden Sword Pyramid of Power This sacred blade deals a good amount of damage, and is the only way to break through certain barriers. You can't face Ganon without it.

Shields

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Icon Name Location Description
File:Zelda ALttP item Small Shield.png Small Shield Secret Passage This shield is small and basic, and can only deflect a few types of attacks.
File:Zelda ALttP item Fire Shield.png Fire Shield Waterfall of Wishing, can also be purchased This shield can deflect a few more types of attacks.
File:Zelda ALttP item Mirror Shield.png Mirror Shield Turtle Rock The overall best shield, the Mirror Shield can deflect anything shot at Link as long as he is facing the attack when it happens.


Mails

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Icon Name Location Description
Green Mail Start with it. Standard mail. Link has this at the start.
Blue Mail Ice Lake Cuts damage link receives by 50%.
Red Mail Ganon's Tower Cut damage Link receives by 75%.

Hearts

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Icon Name Location Description
Piece of Heart Everywhere The mysterious Piece of Heart will allow you to increase your number of hearts, but you'll need to find a set of four before this item is of any use to you. See Heart Pieces for more.
Heart Container Dungeons, Piece of Heart ×4 This item allows you to instantly add another heart to your health. Collecting four Pieces of Heart will also make a complete Heart Container.


Dungeon items

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Icon Name Location Description
Small Key Dungeons This is used to open locked doors.
Big Key Dungeons This item is a master key allowing you to unlock specific locks in a dungeon that a Small Key cannot.
Map Dungeons Allows you to see the rest of the dungeon mapped out, even the rooms you haven't visited yet.
Compass Dungeons The Compass is used to show the exact room the dungeon's boss is in. Pretty much useless without a Map.


Selectable items

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These items can be used one at a time. Some of them consume magic points (MP) when used.

By using Magic Powder on a shrine next to the blacksmith's house, a strange bat-like creature appears and "curses" Link, resulting in a doubled Magic Meter. The one-half means that magic is drained at one-half the normal rate.

Icon Name Location Description MP
File:BS Zelda AST item Shovel.png Shovel Haunted Grove (Dark World) The Shovel is needed to find the Flute. In the Game Boy Advance version you get to keep it after finding the Flute, and it can then be used to dig up Rupees. In all other versions the Flute replaces it in the items screen. No
File:Zelda ALttP item Bow.png Bow Eastern Palace The bow shoots arrows. No
Silver Arrows Pyramid of Power The Silver Arrows are the item necessary to destroy Ganon. Without silver arrows to seal his fate he will merely regenerate his health and be unbeatable. They can kill almost every enemy in one shot. No
Ice Rod Lake Hylia The Ice Rod allows you to freeze enemies or bosses. Yes
Fire Rod Skull Woods The Fire Rod burns things. Yes
Bombos Desert of Mystery Bombos damages enemies with a ring of fire. Yes
Quake Rock Circle Quake damages enemies and sometimes unlocks new paths. Yes
Ether Death Mountain (Light World) Ether morphs enemies into new forms and sometimes unlocks new paths. Yes
Boomerang Hyrule Castle The Boomerang is useful for stunning strong enemies, instantly killing weaker ones, and collecting items from afar. No
File:Zelda ALttP item Magic Boomerang.png Magic Boomerang Waterfall of Wishing The Boomerang is useful for stunning strong enemies, instantly killing weaker ones, and collecting items from afar. No
Hookshot Swamp Palace The Hookshot allows you to shoot a grappling hook that attaches to certain kinds of walls and objects; when the chain retracts, Link gets pulled along. It is useful for clearing pits and reaching other hard-to-access places. Like the Boomerang, the Hookshot is useful for stunning and killing enemies, and collecting items from afar. No
Bombs Everywhere Bombs damage enemies and open new paths…but don't get too close! You can carry more bombs by visiting the Fountain of Happiness No
File:Zelda ALttP item Magic Cape.png Magic Cape Cemetery This item makes Link fully invisible, although it does this at the cost of around one portion of the unhalved magic meter per second. Yes
File:Zelda ALttP item Cane of Somaria.png Cane of Somaria Misery Mire This mysterious cane can create magic blocks to place on switches, as well as temporary platforms that Link can ride on. Yes
File:Zelda ALttP item Cane of Byrna.png Cane of Byrna Death Mountain (Dark World) This magic Cane can protect Link from attacks, but depletes your Magic Meter. Yes
Magic Hammer Dark Palace The Magic Hammer can be used to pound in stakes that block some passages. No
Lamp Link's House, the Secret Passage, or Zelda's prison The Lamp is used to light torches and see in the dark. Yes
File:Zelda ALttP item Mushroom.png Mushroom The Lost Woods Take this to the Witch's Hut and she'll give you a bag of Magic Powder in return. No
Magic Powder Magic Shop You get this in exchange for the Mushroom. Sprinkle this on enemies and they may change shape. Yes
File:Zelda ALttP item Flute.png Flute Haunted Grove (Light World) The Flute (or Ocarina) allows you to travel around the world faster. No
File:Zelda ALttP item Magic Mirror.png Magic Mirror Death Mountain (Light World) The Magic Mirror allows you to warp between worlds or return to the entrance of a dungeon. No
File:Zelda ALttP item Bug-catching Net.png Bug-Catching Net Kakariko Village You can catch bees and fairies with this Net…and possibly other things… No
File:Zelda ALttP item Bottle.png Bottle Kakariko Village (×2), Lake Hylia, and Village of Outcasts Bottles can hold medicines you buy or things you catch with your Net. This is a list of bottle items:
  • Red Potion
  • Green Potion
  • Blue potion
  • Fairy
  • Bee
  • Good/Golden Bee
  • Fish
No
File:Zelda ALttP item Book of Mudora.png Book of Mudora House of Books Allows you to read Hylian inscriptions. No

Continuous items

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These items are active at the same time. By pressing A (SNES) or R (GBA), the appropriate item will activate, depending on the context.

Icon Name Location Description
File:Zelda ALttP item Power Glove.png Power Glove Desert Palace The Power Glove allows Link to lift light-green rocks.
File:Zelda ALttP item Titan's Mitt.png Titan's Mitt Gargoyle Dungeon The Titan's Mitt allows Link to lift dark-green rocks.
File:Zelda ALttP item Pegasus Boots.png Pegasus Boots Sahasrahla's Hideout These are very useful for breaking into many secrets throughout the game world.
File:Zelda ALttP item Flippers.png Zora's Flippers Zora's Domain Zora's Flippers allow Link to swim.
File:Zelda ALttP item Moon Pearl.png Moon Pearl Tower of Hera The Moon Pearl prevents Link from changing shape when he enters the Dark World.
File:Zelda ALttP item Basket.png Basket Lumberjacks' House Used for the Riddle Quest (Game Boy Advance version only).


Heart Pieces

There are 24 Heart Pieces scattered around Hyrule, which allow you to get up to 6 extra Hearts.

Location: The Lost Woods
Items needed: None
Description: Find the 3×3 arrangement of bushes in the middle of the woods. Remove the center bush to reveal a hole in the ground. The hole is a back entrance to the thieves' den, where a heart can be located.
Location: Kakariko Village
Items needed: Bombs
Description: Jump down into the well in the upper left corner of the village. Inside, you will find some bombs. Use the bombs to create a hole in the north wall.
Location: Kakariko Village
Items needed: Bombs
Description: Enter the lower level of the thieves' hideout (with four treasure chests). Bomb the crack in the north wall and enter through the hole.
Location: Kakariko Village
Items needed: Bombs
Description: Bomb the wall between the two Quarreling Brothers in the south of the village. Exit through the left brother's room and play the 15-second game. To shave time off the clock, jump over the fence in the middle of the course.
Location: The Great Swamp
Items needed: None
Description: Enter the Swamp Ruins Watergate. Push the blocks aside so that you can enter the back room, and pull the right switch. Return outside to find a Heart Piece in the mud.
Location: Near the Sanctuary
Items needed: Pegasus Boots
Description: Find the stack of rocks to the left of the Sanctuary. Use the Pegasus Boots to dash into the stack and knock them over, revealing a stairwell into the ground.
Location: Desert Sanctuary
Items needed: Bombs
Description: Enter the cave to the right of the Desert Palace. Bomb the south wall of the room where the old man waits, and enter the room below.
Location: Desert Palace
Items needed: Book of Mudora
Description: When you exit the first portion of the Desert Palace, before you lift up the rocks to enter the second part, run along the left cliff ledge to find a heart piece to the south.
Location: Zora's Falls
Items needed: Zora's Flippers
Description: After purchasing the Flippers from Zora, travel to the south, and drop down the small waterfall. Then hug the wall to the left until you can climb up and walk on dry land. A heart piece lies to the west.
Location: Death Mountain
Items needed: Power Glove
Description: When you reach Spectacle Rock, jump down the side of cliff, just left of Spectacle Rock's center. Enter the cave there, and climb the stairs to find a heart piece.
Location: Death Mountain
Items needed: Magic Mirror
Description: When you teleport to the Dark World for the very first time, you will be transformed into a bunny. Around the location of Spectacle Rock, you will see two creatures interacting. Activate the Magic Mirror when you are standing where Spectacle Rock should be. When you return to the Light World, you will be standing on Spectacle Rock, and you can collect the heart piece.
Location: Pyramid of Power
Items needed: None
Description: Immediately after you fight Agahnim, and he sends you to the Dark World, you will arrive on top of the Pyramid of Power. Explore the right side of the Pyramid and you will find a heart piece.
Location: Outside the Lost Woods
Items needed: Pegasus Boots
Description:After Agahnim banishes you to the Dark World, the Lumberjack Brothers pack up and leave the tree they were working on behind. One solid Dash Bash will knock the trunk off of the stump, revealing a stairwell to the ground below.
Location: Ice Lake
Items needed: Flippers, Magic Mirror
Description: After you arrive in the Dark World, jump off of the dock to the right of the bridge south of the Dark Palace. Swim over to the configuration of rocks and use the Magic Mirror in the center to reach a closed off Island in Lake Hylia
Location: South of Haunted Grove
Items needed: Magic Mirror
Description: To the south of the Haunted Grove in the Dark World is this oval configuration of plants. Step inside and use the Magic Mirror to be transported to the Light World. You will arrive on a cliff in front of the mouth of a cave.
Location: Ghostly Garden
Items needed: Magic Mirror
Description: North of the Ghostly Garden in the Dark World is a ladder that leads to a small ledge that goes nowhere. Stand on that ledge and activate the Magic Mirror to be transported to the top of an unreachable ledge above the Hyrulean Cemetery with a cave entrance. In the cave, make your way through the pots and bomb the other side of the narrow cave open. Through there, you'll find another Heart Piece.
Location: Treasure Field
Items needed: None
Description:You must pay 80 Rupees for the chance to dig throughout a man's treasure field for 30 seconds. Every time you enter, all of the items that the field contains, including a single Piece of Heart, are randomly distributed. To improve your chances of finding the piece, dig as many holes as you can within the time limit.
Location: Game of Chance
Items needed: None
Description: In the Village of Outcasts, one man offers you the chance to open two treasure chests for a small price. The contents are distributed randomly every time you play. To improve your chances of finding the one Heart Piece, open the same two treasure chests every time that you play until you find it.
Location: Stake Field
Items needed: Titan's Mitt, Magic Hammer
Description: Once you can gain access to the field of stakes in front of the shattered house in the Dark World, proceed to hit every stake into the ground with your hammer. A stairwell will be revealed.
Location: Outside Skull Woods
Items needed: Power Glove, Hookshot, Magic Cape
Description: In the Light World, one cave serves as the entrance to Death Mountain. In the Dark World, that cave merely doubles back to the exit above that cave where a Heart Piece waits. But in order to reach it, you'll need the aid of the Magic Cape, which turns you invisible, and allows you to pass through the large bumper that repels any visible intruder.
Location: Misery Mire
Items needed: Flute, Titan's Mitt
Description: Call upon the flute boy's duck to transport you to the high ledge in the desert of mystery, and walk onto the Warp Tile to be transported to Misery Mire. Walk through the marsh to the left cave entrance beside the entrance to Misery Maze.
Location: Misery Mire
Items needed: Flute, Titan's Mitt, Magic Mirror
Description: Walk into the small alcove formed by the cliff wall in the upper right corner of the marsh. Use the Magic Mirror to be teleported to a high ridge in the Desert of Mystery, and lift the rock there to reveal a stairwell.
Location: Death Mountain
Items needed: Power Glove, Magic Mirror
Description: Towards the top of Eastern Death Mountain in the Dark World, a rock lies just outside of a cave. Lift the rock to reveal a stairwell. Inside, there are a series of islands that you can grapple to but there is an invisible pathway that is not quite straight off from the main entrance. Bomb the wall opposite from the entrance, then bomb the left wall in the room beyond. Enter the left hole and exit through the south to reach an isolated peak on the mountain top. Use the Magic Mirror to be teleported to the same peak in the Light World where a Piece of Heart lies.
Location: Turtle Rock
Items needed: Magic Mirror
Description: Roughly half way through your progress in the Turtle Rock dungeon, you will encounter a brief reprieve from the inside, and cross a ledge on the outside of Death Mountain. Stand in the rightmost end of the ledge and use the Magic Mirror to reach an otherwise unreachable balcony in the Light World. Enter the cave, and you must defeat four Green Goriyas to open the door above where the Heart Piece waits. Two are easy to attack, but the other two are most easily dispatched with arrows.


Light World

During Link's time, the vast Light World included a variety of terrain and climates, ranging from a desert in the southwest to a swamp in the south to foreboding mountains in the north. Society centered around Hyrule Castle, near the center of the land. Bridges and well-traveled paths connected the different areas, and innkeepers, shopkeepers, blacksmiths, and lumberjacks plied their trades in Hyrule, much as they did in neighboring lands at the time.

  • Hyrule Castle: Hyrule's royal family occupied Hyrule Castle, which was built of huge stones quarried by Hylian subjects.
  • The Lost Woods: The Lost Woods are inhabited by pesky thieves who prey upon any travelers who happen into the area.
  • Kakariko Village: Cottages line the quaint cobbled streets in this village, and a large weathercock stands in its park.
  • Eastern Palace: The architecture of the Eastern Palace is modest in comparison to Hyrule Castle. It is guarded night and day by Armos Knights.
  • The Great Swamp: Crumbing ruins in the Great Swamp attest to the existence of an earlier civilization there.
  • The Desert of Mystery: A stone monument that leads to the entrance of the Desert Palace is inscribed with ancient pictographs.
  • Lake Hylia: In some places, Lake Hylia is very shallow, but in others it is too deep to measure. Unpredictable currents and Zora's Spawn make it unsafe for most swimmers.
  • Death Mountain: The highest point in Hyrule is Death Mountain in the north. Mountain climbers come from all over to test their skills here, but few have reached the summit.


Hyrule Castle

A broad bridge spans the river in front of Hyrule Castle and leads to the main entrance. The bridge connects the royal fortress to the forest area, Link's house, and regions farther south.

Points of Interest

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File:LoZLttP Hyrule Castle.png

Sanctuary

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It is supposed to be a place of peace, but history shows that the Hylian Sanctuary was once the site of a brutal battle. One of the oldest structures in the land, it is where Zelda goes for help when she first escapes from Agahnim, and the Sage there offers her shelter. He is a kind man who will guide Link on the first steps of his legendary journey.

Sacred Ground

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The great Hyrulean Cemetery lies just east of the Sanctuary. Buried there are some of the most famous people in Hyrulean history. It is an eerie and mysterious place, and ghosts seem to always hover nearby. It is said that some of the tombstones there hide not bodies, but buried treasure.

The Castle

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Hyrule Castle once welcomed all Hyruleans. It was the home to several generations of royalty who were worshiped by their people. Inside the castle, royal red carpets are rolled out over the stone floors, and rich tapestries from faraway lands adorn its walls. Many fierce battles were waged just outside the castle walls against attackers, but the Hyruleans prevailed—until Agahnim appeared with his sinister strategy.

Link's House

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Like the other homes in Hyrule, the house where Link and his uncle live is simple. It is furnished with a bed and table, both hand-crafted from logs bought from the lumberjacks in the north. The only unusual furnishing is a finely carved chest that sits in one corner of the room. The home is south of Hyrule Castle, just at the edge of a thick forest where Link and his uncle hunt for their food.

Leaving Home

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File:Zelda ALttP Lamp chest.png
Link finds a Lamp.

You hear words in the darkness; a plea from Zelda who is being held captive. You awaken suddenly and notice your uncle sheathing his sword. The old warrior looked grim. When your uncle is gone, hop out of bed (push any direction on the D-Pad (or Control Stick for the Virtual Console release) and open the chest in the corner and take out the Lamp .

The Castle Gates

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File:Zelda ALttP garden secret.png
The secret passage is revealed.

The castle itself dates back to early Hylian times, but its surrounding wall and gate were constructed in later years. Once long ago, people came from all over the kingdom to pass through them when they were completed. Now, however, one of Agahnim's spellbound guards refuses entry to anyone who arrives.

Outside in the driving storm, you hear another telepathic message alerting you to a secret entrance outside the castle walls. Cross the moat, then follow a path of stones until it leads to a bush. Pull the bush out of the ground, revealing a secret entrance.

Secret Passage

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File:LoZLttP Secret Passage.png
Secret Passage (enlarge)

After falling through the hole, you will land in a puddle of water. You will stumble upon your Uncle, fatally wounded. With his dying breath he gives his sword and shield to you, and teaches you the secret Spin Attack technique, passed down among the Hyrulean Knights (press and hold B until the magic sparks reach the tip of the sword). Enter the door on the left.

The guards in the next room don't actively attack you but you will take damage if they touch you. The chest will contain a Lamp if you did not collect one back in your house. Otherwise, it will contain a blue rupee. After collecting magic potions from the pottery, you can use the now-powered lamp to light the room; this does nothing here, but lighting these floor lamps in other rooms can often reveal a secret or open a door. When you're finished, head for the stairs to the left.

The Castle Garden

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Plants from the far reaches of the kingdom were transplanted in the garden courtyard at the front of Hyrule Castle. Fine marble tiles from the mountains line the walk, and colorful Rosehedge and Orangecap bushes dot the carpet of grass. Guards observe the garden from the catwalks on the castle walls.

Badly outnumbered, you have to battle your way past the enchanted palace guards that patrol the castle grounds. Hyrulean soldiers are heavily armed. Their shields bear warriors' crests and their swords are specially forged to withstand fierce blows. You must safely make your way to the double doors that serve as the Castle's entrance.

Hyrule Castle

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Inside Hyrule Castle, fires burn brightly in many torches. A central staircase leads up to the throne room, and labyrinth-like hallways lead to other areas of the castle. All rooms – except for the dungeon below – are elegantly furnished.

Floor 1

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File:LoZLttP Hyrule Castle F1.png
Floor 1 (enlarge)

You enter the grand hall of the Castle. Immediately, you have some choices to make. You can run straight ahead, but that way leads to the throne room, and you probably won't find Zelda there. If anything, she is locked in the dungeon below. You can take the left exit or the right exit, and in fact both ways will take you to the stairwell in the back that leads to the dungeon. Along the way, you'll have to battle past more possessed knights, but if you break the pottery that you find along the way, you may discover some rupees, or a life-refilling heart.

While exploring the castle, two doors lead to the outer wall exterior of the castle. You will have to return to this portion of the castle later in the game. Back inside, and you will come across the stairs you are looking for. It is located towards the back of the castle. Head downstairs.

Basement 1

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File:LoZLttP Hyrule Castle B1.png
Basement 1 (enlarge)

When you arrive in the dungeon, you are immediately greeted by a guard. You must duel the guard in order to grab the Small Key he is holding in order to open the door below. Also open the chest in the middle of the room to discover a Map inside. Now you can view the map at any time.

Open the southern door to discover a room whose floor is erected over a deep chasm. If you are not careful with your footing, you could fall to your doom losing one of your hearts. However, the same is true for the guards that patrol the area. In some cases, it is easier for you to knock the guards into the chasm then to fight them to the death.

Follow the pathway around until you encounter a door next to the left wall. As you pass through it, the doors slam shut behind you. You must defeat the guard in order to reopen the shutter doors. Since the north door is locked, go east. Inside, you will encounter another angry guard who's holding a Small Key. Once you defeat the guard, open the treasure chest to discover your first alternate weapon: the Boomerang. This item can stun many enemies for a short time (such as the soldiers), and it injures or even kills very small enemies. Return to the previous room, and use the key to advance to the next stairwell down.

File:Zelda ALttP ballchain miniboss.png
Link faces an angry guard.
File:Zelda ALttP Boomerang get.png
Obtaining the Boomerang


Basement 2 & 3

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File:LoZLttP Hyrule Castle B2 B3.png
Basement 2 & 3 (enlarge)

Head down the stairs to a very small second floor basement, and go immediately down the next staircase to the lowest level of the dungeon. First, you will find Princess Zelda safe but stuck inside of a cell. Then you will notice the gruesome guard wielding a morningstar. You can try to stun him with your new-found Boomerang, but it has little effect. If you take some damage during the fight, the pottery nearby contains hearts, just in case you run low on life. Better yet, you can throw the pottery at the guard, killing him even faster than with a sword. The guard slumps to the ground with a final groan, dropping the Big Key that keeps Zelda imprisoned.

Use the key to free Princess Zelda, who will update you with all of the information she has. She informs you that the destination she would like to reach is the throne room. You must guard and escort her there. There also happens to be a chest in the cell with the Princess. If by some odd chance, you had not obtained a Lamp from the house or from the secret passage, this is yet another opportunity for you to collect one. Otherwise, the chest will contain a blue rupee. On the way back through Basement 1, you may take the upper pathway which serves as a shortcut back to the stairs to the first floor. Keep running south until you reach the ladder that leads to the upper path.

Floor 2

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File:LoZLttP Hyrule Castle F2.png
Floor 2 (enlarge)
File:Zelda ALttP throneroom secret.png
Sanctuary secret entrance revealed.

With the Princess in tow, fight past all of the guards who have returned to the first basement, and along the first floor hallways, and return to the grand hall of the Castle. This time, follow the Princess' instruction and make your way to the doorway at the top that leads to the throne room above. Even in the throne room, you will be attacked by guards. Once you defeat them, lead the Princess to the thrones where she will tell you the next part of her plan.

The Princess recalls a secret door that can be revealed by pushing a mantle aside. She asks you to push the mantle, but she politely assists. The mantle slides to the side revealing a hidden stairwell…

Sewers

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The castle basement is a maze of dark tunnels that eventually lead to a secret exit. Snakes slither in the darkness, and huge rats scurry about, making the halls a treacherous trip. Only people who are very desperate dare to use this route.

Floor 2 & 1

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File:LoZLttP Sewer F2.png
Floor 2 (enlarge)
File:LoZLttP Sewer F1.png
Floor 1 (enlarge)

Upon entering the sewers, you'll notice that it's very dark. Mice run rampant in this room. They typically run in a straight line and turn at right angles. They tend to occupy the very edges of the room, but they occasionally run into pots or across the central areas so be aware of their position, or better yet, dispatch them with your sword.

At this point, making use of your Lamp, while not necessary, has more obvious benefits. There are several torches in the dark halls and rooms below. You can use your Lamp and light fires to brighten the rooms and light the way ahead. Of course, you need to have Magic Power in order to use the Lamp. The more immediate benefit of holding the Lamp is the glow of light that surrounds you. It sheds enough light to help you make your way through the sewer even if you're completely out of magic.

Find the door in the upper right to head down to the next level. It's a very small floor with another staircase leading to the basement level... and a lot of snakes. Snakes are a little more fearless than the timid rats. When they sense an intruder in the midsts, they approach rapidly and bite the legs of the unwary. Strike them down with your sword, as they frequently drop valuable rupees that they unwittingly ingested. Head down below with Princess Zelda behind you for even more challenges.

Basement

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File:LoZLttP Sewer B1.png
Basement

You start in the basement at the bottom of the map. If you make your way to the center of the first room, you can light the torches to see the Keese that flap around the room, and the snakes that slither across the floor. Keese are a little less direct than snakes, but no less dangerous. They will flap around randomly. Remove both threats as quickly as you are able, and be sure to grab the key from the chest on the right in order to escape the room through the north.

You will end up in a watery room filled with rats. All but one occupies the stretch of floor along the north wall. The remaining rat sits alone on an "island". They can't cross the water, so you can safely attack them from a distance with your Boomerang. One hit from the Boomerang will destroy them, and they are likely to leave Rupees behind. The door to the west is your only choice.

The next room is large and expansive, but doesn't contain much of interest to you. There are many Rats running about, but they are isolated enough that they won't pose a threat to you. There are two Keese guarding the exit to the north, and they can take you by surprise in the darkness, so light a torch if you are concerned about your health. Some of the pots in the room also contain hearts.

It is important to be thorough in the room to the north. One of the rats (it starts out on the left side of the room) has swallowed a Small Key. You must kill the rat to claim the key, which is necessary to open the door on the right side of the room. You may have to deal with the remaining rats and the two Keese before you make your way out of the room.

You're almost out of the sewers, just one more room to go. The next room is large and it has a bit of a rodent problem. In addition to all of the rats, there are two Keese bats as well. If you examine the two alcoves along the left wall, you will notice cracks in the wall. These cracks indicate that a bomb can be used to blow a hole in the wall. In this room, the cracks are surrounded by a circle, which indicates that you can break the wall by dashing into it with the Pegasus Boots (which you will get after the Eastern Palace) as well as with a bomb. On the other side, you will find a few useful treasures (including more bombs), but nothing vital. You can return once you have bombs to claim them. In the meantime, you still need to escape from the sewers. You will notice a set of blocks in front of the northern exit. You will need to move one of the blocks to create a path to the door. The center block moves easily. Push it north, and make your escape.

Sanctuary

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File:LoZLttP Sanctuary F1.png
Sanctuary

As you escape the dankness of the sewers, you will find that the Sanctuary shares the same rodent infestation. Take the time to remove any rats that get close to you, and approach the door to the south.

The last room before the Sanctuary presents a puzzle. There are two switches on the wall. One opens the door to the Sanctuary, while the other... brings disaster. In order to continue through the door, you must decide which switch is safe. If you pull the left-hand switch, seven snakes will rain from the ceiling. They aren't too much of a problem, but if you're low on health, you'd probably prefer not to deal with them at this time. Instead, pull the right switch and open the door to your destination.

The Sage is relieved to see Princess Zelda safe from harm. He had hoped that someone wise and courageous would be able to challenge Agahnim and learn the fate of the other missing girls. He thinks he may have found that someone in you. He will mark a place on your map where he wants you to proceed in order to speak with one who might know where to turn next. The location that he marks on your map is in Kakariko Village, and he tells you to find Sahasrahla, the village elder. He informs you that he will keep Zelda safe from harm in the protection of the Sanctuary. Before you leave, the Sage offers you the contents in the ornate chest near the altar. Open it to discover a Heart Container, which adds one heart to your life stock.

Exit the Sanctuary and prepare to journey westward, to Kakariko Village. Before we arrive, we will take a short detour on the way through the nearby Lost Woods.

File:Zelda ALttP first heart.png
The first heart container


The Lost Woods

Northwestern Hyrule is heavily wooded. It is dark and dreary, so few people venture in, but those who do often fall victim to thieves. An old legend retold by the village elders claims that the Master Sword lies waiting in the woods for one who is worthy of it.

Point of interests

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File:LoZLttP Lost Woods.png

For as long as most Hyruleans can recall, a dark mist has cloaked the Lost Woods. Thieves found it a fitting place to hide out, but aside from them, the woods are home to animals only. People seeking Mushrooms for medicinal potions sometimes dare to enter, but they don't stay long. Some even report finding swords in the woods.

Fortunes told

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A Fortune Teller lives in a quaint cottage near one entrance to the Lost Woods. For a price, he will stare deep into his crystal ball to predict the futures of travelers who stop in. Some people took his predictions seriously and visited him regularly, but others felt that they had wasted their time and money and vowed never to return.

The Lumberjacks' house

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Two lone Lumberjacks live in the north. They logged close to their home until the mist rose from the forest, then the two apparently went to fell trees in other forested regions. One day as they were beginning to saw down a tree near their home, the Lumberjacks remarked that something seemed odd about it. They left it standing, and some time later, you can discover the mystery behind the tree.

An ancient game of chance

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The forest thieves operate a game of chance that was nothing short of highway robbery. For 100 Rupees, travelers could open a trunk and take the contents, but usually they were taken for a ride because the trunk often held a single Rupee. Smart gamblers pass on this game. There are more profitable bets to be made elsewhere. However, if you are struck with the slightest amount of luck, you could end up with a 300 Rupee jackpot!

Den of Thieves

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Hyrulean thieves base their headquarters deep within the Lost Woods. The Lost Woods thieves were craftsmen of sorts. They use trees and bushes to camouflage its entrance, and they prey on any luckless souls who happen to wander into the woods, taking their Rupees, their Arrows, and even their Bombs. When the thieves are on a rampage, the forest is a dangerous place. Intrepid adventurers who fully explore the thieves' domain may even discover a precious Piece of Heart among the hidden treasures of their den.

The path to Death Mountain

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File:Zelda ALttP Death Mountain entrance.png
The blocked off entrance to Death Mountain

Death Mountain towers over north Hyrule, a challenging climb for even the most experienced mountaineers. A huge stone blocks the entrance to Death Mountain's tunnels. Only a very powerful person can move it. To reach the summit, climbers traversed a series of tunnels that form a dark, Keese-infested maze. Many travelers told stories about an old man who lived comfortably in a snug cave on Death Mountain. He always offered them refreshments and sometimes even handed his possessions over to people in need. Few attempt the trek.

A mythical Master Sword

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According to Hylian legend, when the people began to suspect that the Triforce's power had fallen into the wrong hands, they forged a massive sword that was resistant to evil magic. The Hylians used fine steel to forge the massive blade of the Master Sword, and they adorned the hilt with gold and rare jewels. It was a mighty weapon that only someone brave, honest and strong could wield. They embedded the blade in a stone monument deep within the Lost Woods, then awaited the day that a worthy warrior would come to claim it. According to the legend, only the true hero, the chosen one, could earn the three Pendants and remove the sword from the stone. An ancient Hylian message was inscribed on the stone monument that holds the Master Sword. Only one well-versed in Mudoran will be able to translate the script. Decoy swords are also hidden in the woods. They fooled some, but paled in comparison to the real thing.

The Witch and the Mushroom

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File:Zelda ALttP Lost Woods mushroom.png
The mushroom of the Lost Woods

In the Lost Woods, you will find a giant File:Zelda ALttP item Mushroom.png Mushroom that smells like sweet, rotten fruit. There's something magical about it, something valuable. Keep it until you find the Witch who lives north of the Eastern Palace. With the Mushroom, she will make you something special. In the mean time, travel south to your destination in Kakariko Village, in search of the elder Sahasrahla.


Kakariko Village

You begin your hunt for the great Sahasrahla by traveling westward and to the south, from the Sanctuary to the largest village in the land: Kakariko. Agahnim's soldiers stake out the streets night and day hoping to catch the boy who broke into the castle. The villagers have been warned to be on guard against him, but most are more fearful of the wrath of Agahnim than of the lad himself.

The Village

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File:LoZLttP Kakariko Village.png

Kakariko is a bustling village. Even though you're on the lam, be sure to stop by the various houses and shops several times to talk to people and pick up useful items. Most of the villagers will be kind to you. You will be able to find Bottles for carrying potions here, and one young boy will even give you his prized Bug-Catching Net. During your time in Kakariko watch out for women who patrol outside the north-west and north-eastern houses; they'll cry out if they see you and a soldier will attack.

(A) Thieves' Hideout

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Blind the Thief leads his ruthless robbers on a crime spree, hitting houses clear across the country. His hideout is here in the village, but there are rumors that he has fled to parts unknown, leaving much of his treasure behind. According to legend, Blind hates bright light and left to seek refuge in the darkness.

The upper floor of Blind the Thief's hideout is simply furnished and brightly lit. Villagers claim that Blind and his men worked by night, hauling in treasure and hiding it in the basement. Only a small part of his booty has been found since he left, so some think that he must have had another secret hiding place somewhere in the house.

The crack in the basement wall looks mysterious. But in order to discover the secrets it holds, you need to locate some bombs. If you head to the north-west corner of the village, you'll notice a well placed precariously below a ledge. If you jump off the ledge, you'll fall down the well and into a cave. Inside the cave, you'll find a treasure chest that contains what will probably be your first set of bombs.

File:Zelda ALttP first bombs.png
Finding your first bombs.

Before you dash out of this cave to go and bomb the wall in the Thieves' Hideout basement, explore this cave a little bit. You'll notice a section of the north wall, near the other treasure chests, that looks a bit darker. Plant a bomb in front of it, and it will break a hole in the wall that you can pass through. Do so, and you'll be handsomely rewarded with a Piece of Heart.

Now make your way out of the cave and back to the Hideout. Head downstairs and you'll see the crack in the north wall, along with an interesting puzzle. First, place a bomb in front of the crack and stand back. Walk through the hole that it creates and help yourself to yet another Piece of Heart.

Back in the basement, every chest contains 20 rupees, but you'll have to figure out how to push the blocks so that you can access them from the front. If you make a mistake and need to start over, leave the room and return and the blocks will return to their original position.


(B) Sahasrahla's Cottage

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Sahasrahla, the village elder, is a descendant of the Hylian people who forged the Master Sword. When Agahnim began collecting victims, he disappeared from the village, and an old woman in his cottage worried about his fate. When you reach the X on your map, the woman will tell you that Sahasrahla has fled to some location. In order to find his whereabouts, you'll need to ask various people around the village.

(C) Sick Kid's House

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File:Zelda ALttP Bottle 1.png
Purchasing a bottle

If you happen by this home, enter it, and you will discover a child who is sick in bed. He seems to have caught an illness from the air coming down Death Mountain. Chat with him for a bit, and if you are in possession of a bottle, he will decide to loan you his File:Zelda ALttP item Bug-catching Net.png Bug-catching Net. This is a very useful tool for catching things that have wings, be they simple insects such as bees, or more exotic creatures like fairies. However, you need something to keep your catches in before he will give the net to you.

Fortunately, there is a bottle seller in town. He sits to the left of the weathercock, which is just below the Thieves' Hideout. His bottles won't be free like the net is, but for a mere 100 rupees, you can be the proud owner of a File:Zelda ALttP item Bottle.png Bottle. Now when you catch bees or fairies, you can store them inside the Bottle. You can also store various kinds of potions in them. Now be sure to visit the sick kid and borrow his net.

While you're in the neighborhood, visit the house to the left of the sick kid's. At first glance, it appears to be occupied by nothing but chickens, known as Cuccos. However, a crack in the right wall indicated that you may be able to bomb it. If you do, you'll reveal a hole to a shed along side the house that contains arrows.


(D) Blacksmith's Shop

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The Blacksmith, who has a shop just east of Kakariko Village, is a very busy man. When his partner mysteriously disappeared, he was left the only Blacksmith in Hyrule. Now all of the sword tempering falls on him alone. Until his partner returns, he is sadly forced to turn business away.

The well near the Blacksmith's house was a source of stories, not water. He fenced it off so curious children wouldn't fall in. A stake in the ground prevents you from accessing the ledge above the well. You won't be able to pass through until you have collected the Magic Hammer. Once you have it, you can pound the stake and jump into the well. There you will find a strange creature who claims to curse you for waking him up by taking away half of your magic power when, in fact, he accidentally doubles it.


(E) Mysterious Hut

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File:Zelda ALttP myserty hut.png
Bomb the front of the mysterious hut

One odd building in the corner of the village has no door and no windows. No one knows for certain who built it or what – if anything – is stored inside. The mystery cottage is the source of many stories and great speculation. If your curiosity gets the best of you, you can always try placing a bomb where you might expect to find a door. The bomb will make a hole in the wall, and you can step inside where you will find two rats, a few rupees under the pots, and four sets of bombs with which you replenish your bomb supply.

In the Dark World, if you manage to explode the cracked wall you will find a chest containing 300 Rupees.

(F) Shop

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File:Zelda ALttP Sahasrahlas location.png
This boy has important information

Villagers stock up on Hearts, Bombs, and Red Potion at the small shop in the southwest corner of town. It is always open, and its prices are fair. It is the only store in the area, so it also does good business with the travelers who happen by.

More important than the shop itself, is a young boy in the shop's yard who looks after the Cuccos. If you speak with this boy, he will share the whereabouts of old Sahasrahla with you, and mark his current location on your map for you.


(G) The Inn

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File:Zelda ALttP Back of inn.png
The back entrance to the inn

Kakariko's Inn is known for its fine food and cozy atmosphere. It is open all hours, and there are usually a couple of regular customers hanging around in the lobby, ready to bend the ear of visitors from other parts of the land. It is a good place to meet people and hear the latest town gossip. One old man who often visits the Inn mourns his missing son. His absent-minded rambling however, seldom makes sense.

While visiting the Inn, you'll probably notice a treasure chest behind the bar, with no obvious way to reach it. You may be surprised to find out that this Inn has a back-entrance as well as a front. The Inn's back door leads to a room behind the bar that few visitors enter. It is used primarily as a pantry where supplies are stored. A quick glance in the chest will reveal yet another File:Zelda ALttP item Bottle.png Bottle.


(H) House of Books

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South of Kakariko Village, you will find a storehouse of knowledge, the House of Books. It houses titles dating back to the beginning of Hylian civilization, and anyone wanting information about almost any subject can come here to learn.

However, you will notice one particular book that you just can't reach. There may be a way to knock it down, but it looks like it's going to take a lot of force, like a running start. Remember to return here when you master the art of dashing.


(I) & (J) The Quarreling Brothers and the 15-Second Game

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File:Zelda ALttP Quarreling brothers.png
Bomb the wall between the brothers' rooms

Southwest of Kakariko is the home of two brothers who argued so much that they finally sealed the door between their rooms. No one in all of Hyrulean history argued as much as the Quarreling Brothers do, and as is often the case with family feuds, no one really knows what started their argument. Unfortunately, because of the feud, none of the Villagers have been able to enjoy the 15-Second Game since it was the brother in the left room that ran it.

By this time, you should have the tool you need to break the seal between the doors: a bomb. Blast a hole in the wall and wander over to the brother in the left room. Head outside, and you will be able to partake in the 15-Second Game yourself. The goal is to run from the starting location to the finish line in under 15 seconds. Should you succeed, you will receive one of the greatest treasures: A Piece of Heart. Along with the other two found in the village, and the one found in the The Lost Woods, that should make your next complete Heart Container.


(K) A Game of Chance

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Gamblers try their luck in a small hut south of Kakariko Village. For 20 rupees, you can open one of three chests and take it contents. Luck runs strong in this gambling house.


Finding Sahasrahla

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With your map updated by the boy next to the village shop, you must prepare to journey once more, this time to the very east of Hyrule. There are many paths to take, but the quickest one sends you right past your house along the way. Just exit south-east from the Game of Chance hut, and below the woods until you reach a cliff wall. Follow the wall north until it ends. Continue heading east, just below your home, until you reach the massive bridge that crosses a river. Head to the other side of the bridge, and follow the path that you will find traveling east. When you reach the end up the path by some trees, venture north to enter the region of the Eastern Palace.


Eastern Palace

Armos Knights guard the stairways leading to the Eastern Palace entrance. Hand-quarried slate slabs were used to form plazas and walkways, and walls were erected to create a labyrinth within the huge palace compound. Sahasrahla the Elder is reportedly hiding out from Agahnim in this area.

Points of Interest

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File:LoZLttP Eastern Palace.png

Although not as heavily populated as the west, the area around the Eastern Palace compound is home to an interesting variety of people and creatures. Octoroks are plentiful on land, and the waters are filled with Zora's Spawn. North of the compound lives a strange woman who claims to stir up magic brews.

The Magic House

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File:Zelda ALttP magic powder.png
Collecting the magic powder

Before you seek Sahasrahla's Hideout, it might be worth it to pay a visit to the Magic Shop up north. Many travelers report meeting an old woman stirring a strange-smelling concoction in a huge cauldron outside the Magic Shop. Although she is spooky-looking, they say that she is friendly. Her assistant inside the shop sells the Medicine of Life, the Medicine of Magic, and a rare blue potion that restores both Life and Magic.

The old woman sometimes needs File:Zelda ALttP item Mushroom.png Mushrooms for her brew and offers rewards to people who bring them to her. You can be the recipient of such a reward, but in order to find a Mushroom, you need to travel deep inside the Lost Woods. The reward is worth the effort, however. She will provide you with the mysterious Magic Powder which has equally mysterious effects on various objects throughout Hyrule. Magic Powder can be used in strange ways. For example, a Buzzblob will be turned into a Potatohead by a sprinkle of Powder. Bubbles also prove to be susceptible to Powder. One sprinkle turns them into Faeries!

Unfortunately, just past the Magic Shop is a huge stone blocking the path. Only those with strength enough to move it are able to continue to the waterways beyond. You will wish to return here later when you possess such strength. (Note: For information about the points of interest beyond this boulder, please visit the Lake Hylia portion of this walkthrough.)

Sahasrahla's Hideout

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File:Zelda ALttP Sahasrahla hideout.png
Sahasrahla's secret location

Sahasrahla the Elder knew that his days were numbered when Agahnim's forces gained control, so he waited for darkness to fall and stole away in the night. Because he had developed his telepathic abilities to an amazing level, he was able to communicate with other Hylians from his hideout.

Upon meeting you, Sahasrahla sensed something special about you. He wondered if you might be the one worthy of wielding the Master Sword. A series of tests were the only way to know for sure. Sahasrahla sends you on your way to the site of the first test, the Eastern Palace. He would like you to return with the Pendant of Courage before he will impart any further information to you.

Bomb the wall behind Sahasrahla and you'll find three chests. One of these chests contains bombs that will replenish those you have used up. The other chests contain 50 rupees each.

The Eastern Palace

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Although not as grand as Hyrule Castle, the Eastern Palace is an awesome sight to behold. The floors are tiled with cool blue marble and the walls are constructed with blocks of jade-like stone. It is only two stories tall, but the lower level is a sprawling maze.

Floor 1

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File:LoZLttP Eastern Palace F1.png
Floor 1
1A
As you step inside the palace, you are greeted with three options. Two doors are already open, beckoning you to explore them, but all you'll find on the other side are two ledges that lead to a vast chasm. The middle door must be unlocked somehow. The trigger that gives you access is under the middle pot. Lift it and step on the button to open the door.
1B
On the other side, you'll find a bridge, occupied by three blue and orange monsters, known as Popos. It helps to defeat them, but what you must really do is find the tile on the bridge which opens the door beyond. If you look carefully, you'll notice one tile that has a darker underside then the rest. Step on it to proceed.
1C
File:Zelda ALttP East palace balls.png
Avoid getting bowled over
This room is not a welcome sight to intruders. Large iron balls rolls down the hallway, interrupted periodically by a gigantic ball the fills the entire hallway. This is your first test of courage. Wait until a gigantic ball rolls by, and race up one side or the other, avoiding the smaller balls as they pass you. If a large ball happens to come down, hop inside one of the alcoves on the side. When you reach the top, bear left. You can continue to proceed to the left, following the path back down to a ladder which leads you to some pottery and a treasure chest containing 100 rupees. Return to where the balls enter, and climb up either ladder to reach the next door.
1D
You will be perched high up on a ledge that overlooks the Grand Hall, and the great treasure chest of the Palace. You can not reach it from here, so you must choose left or right exit. Start with the right. The access tile is behind the two pots. Step on it to open the door and pass through.
1E
You will be on the upper-walkway of a room with two Popos, and three Stalfos skeletons. While the Popos are rather dumb, the Stalfos are smart enough to dodge your sword swings if you strike from too far away. They will jump backwards, so you must be up close – or have them pinned against a wall – to hit them. A throw from your Boomerang can also help. Along the right wall there are two doors. Take the top one.
1F
You will encounter your first Bubble here. Although they can't do anything debilitating like prevent you from swinging your sword, they damage you in two ways; your health and your magic. You can't fight them, but if you met with the witch outside the Magic Shop, you might have something that you can use against them. The trigger that opens the door to the south is hidden underneath one of the pots. Find it and step on it to move to the next room.
1G
There is a treasure chest on the right. Open it to discover the dungeon Map. You can look at it at any time to see the whole dungeon. From here, you may jump down from the upper ledge, and climb the ladder on the opposite side. Head through the door, return to 1E, and return to 1D. Now approach the door on the left side. Use the same trick to open it (the tile placed behind the two pots).
1H
You'll encounter four more Stalfos. Make short work of them if you can, but avoid taking any unnecessary risks. Your only option from here is the lower door on the left.
1J
When you pass through, the doors will slam shut, and four Stalfos will rise from the remains that lie on the floor. You must fight and defeat these Stalfos to escape. While they are cunning enough to dodge the blows from your sword, they're not quite as swift when it comes to throwing pottery at them. Lift the jars off the ground and give them a good throw to scatter their bones and open the doors.
1K
When you enter, you will spot a treasure chest that contains the Compass. Grab it and head down the ladder. Cross underneath the walkway and exit through the door on the right.
Now you're in the lower portion of 1H. There is a tile that you can examine to speak with Sahasrahla. Continue running right, and you will find yourself back in 1D, on the lower level this time. You may be tempted to run straight to the large treasure chest and reveal its contents, but you're missing one vital tool: The Master Key. So for now, just cross the room and enter the opposite door. You will pass by a pair of statuesque-looking monsters known as Eyegores, who awaken and follow you if you get too close. They are easy to outrun. When you pass through the right door, you will be on the lower level of 1E. Cross beneath the upper floor to the ladder down below and climb up to the door.
1L
When you pass through the door, you will enter a darkened room and the door will slam shut. There are two Popos and two Bubbles as well as two options out of this room, to the left and right, and both of them are locked. The right door can be opened if you step on the correct tile, which is not far from the door itself. Enter the right room.
1M
You will find eight jars and three Stalfos. One of the jars contains the precious Small Key that you need in order to advance. Find it, and run back to 1L. Use your key on the left door in the previous room and pass through. You will find yourself on the top walkway of room 1C. You can safely cross to the other side and pass through the left door.
1N
In this room, you will face the sum of all the enemies you've seen in the palace thus far: two Popos, two Stalfos, an Eyegore, and four Bubbles. The Bubbles will behave a little peculiarly, choosing to hover over a tile on the floor than spreading out to attack you. You must defeat every other enemy in the room. The Popos are easy, and the Stalfos can be taken out with the pots in the room, or with your sword. The Eyegore may present a small challenge. You must be close enough to wake it up, and you must hit it in the eye, so only frontal attacks will work. Fight it patiently and you will win. Once you succeed in killing the enemies, the Bubbles will scatter. While you will want to avoid them, the important thing is the tile that they are no longer defending. Run over to it and step on it, and a treasure chest will fall to the ground. Open it up and claim the Big Key. Use the Big Key to open the door to the north and enter room 1H.
File:Zelda ALttP East palace stalfos.png
The Stalfos attack
Climb down the ladder, and push the right block aside so that you may pass. At the telepathy tile, turn right, and re-enter 1D. Now that you have the key, the contents of that large treasure chest can be revealed. However, as you make your way toward the chest, something happens. Four Stalfos fall down from the ceiling. But these are no ordinary Stalfos. Their skulls abandon the rest of their bones and fly at you with determination. You must bat them away with your sword until they give up and float away. When it's safe, go ahead and open the chest to obtain your next weapon: the File:Zelda ALttP item Bow.png Bow. (If you haven't struck the pots on the sides of the Grand Hall already, break some of them to reveal five arrows sets.)
With the Bow and Big Key in hand, you are ready to advance to the room up above. Before you do, note that just as in Hyrule Castle, you can jump off the ledge to the vases below, which will lead you to a room with fairies. If you've collected the net and a bottle already, you can use them at this time to store a fairy or two in case you are defeated in battle. If you collect a fairy in a bottle, it will free itself when you die and bring you back to life! Quite a thank you for such an inconvenience.
1O
When you enter this room, the lights will dim. There are torches for you to light, but you'll have to find them amid the six Popos and two centrally-positioned Eyegores. The bow happens to be an excellent weapon against the Eyegores, but in the time that it takes you to face them and fire an arrow, they may get too close and harm you, or fall back asleep, rendering them impervious to your attack until they wake up again. One of the Eyegores is holding the Small Key that you need to exit through the door on the left. Once you obtain the Small Key from the Eyegore, open the locked door on the left and climb up to the second floor.
1P
If you like, from 1O you may enter through the door on the right, and you will discover a treasure room filled with 18 blue rupees (for a sum increase of 90 rupees in your wallet). Be mindful, however, of the two Bubbles that call this room home, as there isn't a lot of room to maneuver.

Floor 2

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File:LoZLttP Eastern Palace F2.png
Floor 2
2A
Fortunately, Floor 2 is much smaller than the previous floor. When you arrive, you will enter a room with two Bubbles, four interesting but harmless statues, and four pots. As you might expect, the trigger which opens the door to the left is found under one of the pots. Break them all to discover arrows as well. Step on the trigger and enter the door.
2B
In here, you will find another locked door, and three Eyegores. The Eyegores are all standing on door trigger tiles, for a total of four triggers including the one in the back. Only one of these tiles will open the door, and you'll have to mess around with the Eyegores to discover which one. If you test the lowest floor tile, the door will snap open, allowing you to proceed.
2C
Another room, and another set of locked doors. This dangerous room is loaded with rolling balls that pass randomly from one side of the room to the other. It requires some fancy footwork, but if you locate the correct door trigger, you may advance to the room on the left.
2D
The mosaic on the floor in front of the top door in the next room means you are very close to the dungeon boss. There are two Stalfos here, and a previously unseen red version of the Eyegore. The red Eyegore is completely impervious to both pots and your sword and can only be defeated by a couple of arrows to the eye. Defeat them all and you will be granted access to the room above.
2E
Another challenging room, will must face six Popos and two red Eyegores. The Popos are positioned in such a way that a quick well-placed spin attack will wipe out most of them. The two red Eyegores are only challenging if you attract both of them at the same time. Try to employ a divide-and-conquer strategy, and fire arrows into each one of their eyes, one at a time. If you're running low on arrows, break some of the jars for more ammunition. When the room is clear, brace yourself, and prepare for the boss fight in room 2!.

Boss: Armos Knights

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File:Zelda ALttP Armos red.PNG
The last one proves more challenging
File:Zelda ALttP Armos boss.png
The Armos Knights

These six statues appear harmless until they shake and rumble to life. They begin to bound around the room in special circular patterns. If you have plenty of arrows, you have little to fear. You can fire at them from the bottom of the room, off to the side, and stay relatively safe. If you are forced to rely on your sword, you must attack a lot more carefully. The patterns that the Knights follow are fairly predictable, so fire your arrows patiently; you can't afford to waste too many of them.

As you attack the Armos Knights, you will defeat them one at a time. Ultimately, you will be left with one final Armos Knight, who will transform from the usual blue color to an angry red. The final red Armos Knight has no interest in following a pattern since there's no one else to follow it with him. Instead he takes slow, but purposeful leaps in your direction. Move out of his path, and retaliate with an arrow or a sword swipe until he finally expires a good idea with the arrows is to start shooting right before he lands and the hit will land. A Heart Container will lie in its place. Collect it to end the combat sequence. You will receive the only reward befitting your courage: the Pendant of Courage. Once you touch it, you will be transported to the outside of the Palace. Now you can visit with Sahasrahla and share your success with him.

One final visit

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File:Zelda ALttP Pegasus boots.png
Earning the Pegasus Boots

With the Pendant in hand, return to Sahasrahla to it show him. He will be so impressed with your accomplishment that he will offer you a gift that will aid you in your pursuit of the two remaining pendants: the File:Zelda ALttP item Pegasus Boots.png Pegasus Boots. With these special boots, you can execute a dashing attack that strikes objects with tremendous force. Sahasrahla suggests that your next destination may lie in the Desert of Mystery, but in order to get there you must pass through the Great Swamp. Along the way, there are a few detours to make…


The Great Swamp

Stone faces rise from the tall, reed-like grass in Hyrule's south central Swamp. No one knows who carved the statues, but they resembled etchings left by the early Hylians. The tall grass hides other things, too, making it dangerous to walk through the area.

Points of Interest

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File:LoZLttP Great Swamp.png

Few people dare to wade through the dank grasses in the Swamp region. They are known to hide armed soldiers and land mines. No one built homes in the area, and the Swamp Palace, which was once grand, frequently flooded and was left more or less in deserted ruin. Despite its inhospitable environs, you should explore it thoroughly.

Traces of earlier civilization

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The Swamp Ruins reveal little about the people who must have lived in the area at one time, but there are two switches on the wall of the room inside. One switch controls the water flow, and the other releases a rain of Bombs. Historians surmise that the civilization must have cultivated the crops and practiced an early form of irrigation.

Grove reportedly haunted

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The Haunted Grove north of the Swamp spawns many strange stories. One claims that animals gather around a ghostly form who plays haunting music on a flute. The form fades, the music drifts off, and the animals scattered when humans entered the grove. If you can solve the mystery of the grove, the ghost will no longer appear.

Taking care of business

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Before you move on to the Desert Palace, there are a few things that you must do, and a few things that you may wish to do.

The long way around is healthier

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Now that you have the Pegasus Boots, You may opt to travel all the way around Hyrule Castle before arriving at the Great Swamp. With these boots, you will have access to another Piece of Heart that you could not collect before. There are a pile of rocks on a cliff just to the left of the Sanctuary (you must approach them from the west). Get a good dash going, and knock the rocks away to reveal a stairwell that leads to a Piece of Heart. (And if you haven't done so already, you may also choose to head into the Lost Woods to collect another easy Piece of Heart and a Mushroom.)

The running man

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On your first trip to Kakariko Village, you probably noticed a man standing in the path outside a house filled with chicken. If you approach the fellow, the man will run away. After winning the Pegasus Boots, you can catch the running man and make him talk. He will teach you how to knock items out of trees using the Dash Attack.

The book on the shelf

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File:Zelda ALttP Mudora book.png
Dash into the bookshelf to collect the book

If you visited the House of Books in Kakariko Village, you may recall a single book with a green cover that lay out of your reach on top of a bookshelf. Now that you've finished the Eastern Palace and received the Pegasus Boots from Sahasrahla, you should return. Using the power of the Pegasus Boots, execute a dash attack against the bookshelf, and the impact will knock the book to the floor. Pick it up to receive the File:Zelda ALttP item Book of Mudora.png Book of Mudora, which can be used to translate ancient Hylian texts.

The beasts of the Haunted Grove

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File:Zelda ALttP Haunted grove.png
The concert won't last if you get too close

If you explore the Haunted Grove, you will find one of the strangest sights in all of Hyrule. A ghost-like boy sits on a stump playing a flute. Surrounding the boy are a host of animals. If you approach, the animals will run away and the boy vanishes. Try as you might, you can not talk to the boy or catch the animals, even with your items. Some time in the future, you will have the opportunity to discover the mystery behind the Haunted Grove.

Treasure from an enemy

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File:Zelda ALttP Tricking Topi.png
Get the best of an enemy

In the Great Swamp region of the Light World, you will find many foes hiding in the tall grasses. One of the inhabitants of this region is a jumping hare that hoards items. If you cut the grass beneath a hare when it jumps up, depriving the creature of a place to hide, you can capture it. Once caught, the hare will give you all its worldly belongings, including Rupees and other cheap items. Later on the game, these hares will disappear, so take advantage of them while they are still around.

The gratitude of a fish

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File:Zelda ALttP rescue fish.png
Good deeds are rewarded

If you enter the Swamp Ruins and pull the switch that allows the water to flow, when you exit you will find that the ponds outside have been drained. When you do this for the first time, you will happily discover a Piece of Heart in the shallow puddle. One of the fish from the pond will flop wildly about in the mud. Take pity on the creature, pick it up, and carry it north to the small lake. Throw the fish into the water, and the grateful fish will give you a gift of Rupees.

Journey to the Desert of Mystery

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Once you finally claim ownership of the Book of Mudora, you are prepared to journey into the Desert of Mystery. Of course if you choose, you may also investigate the sights that are to be had over by Lake Hylia before you visit the desert. The choice, as always, is yours.


Desert Palace

A narrow entrance leads from the Great Swamp west to the Desert of Mystery. Historians believe that the Desert was the home of the earliest Hylian people, who spoke a language long forgotten. Because you have the Book of Mudora, you will be able to read the script on the Hylian Monoliths that you find there.

Points of interest

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File:LoZLttP Desert of Mystery.png

The desert is a barren region with inhabitants that were made harsh by the extreme heat. Geldmen slither out of the hot sand, and vultures feast on the remains of unfortunate travelers. One never knows what dangers the shifting sands hide, so it's wise to be on the alert at all times. Only the foolish enter the desert without proper provision.

The Hylian monolith

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On a high bluff east of the desert stands a stone monolith. It is the source of much speculation because the people of the Light World can find no way to scale the bluff to inspect it more closely. Later on, when you are capable of traveling between the Light and Dark Worlds, you will be able to translate the ancient inscription with the Book of Mudora, and discover its message.

A curious cave dweller

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A solitary old man lives in a cave in the northeastern section of the desert, waiting for the day when Ganon's challenger will come to collect what is rightfully his. The old man guarded one Piece of Heart, and vowed to give it up only to one brave and wise enough to seek him out. He sealed the treasure behind a stone wall for safekeeping.

Fantastic fountain

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The Hylians discovered an oasis of sorts at the entrance to the desert. Inside a cave, there is a cool, soothing spring where a Faerie restores travelers' strength. After hot arduous journey, they were thankful to find the refreshing fountain and returned to it often.

A palace in the sands

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Early Hylians erected a palace in the desert that was unlike any other in the land. It has several exits but only one main entrance, which they blocked with huge turtle-like boulders. The upper floors are caves carved out of the mountain, perfect for avoiding the intense midday heat. The cattle skeletons that line the path to the main doors attest to the harshness of the desert, but other, more hardy beasts still roam the sands, menacing travelers who dare to wander into their territory. Historians speculate that this unforgiving desert was once a prairie land used by ancient peoples for grazing their cattle, but the sands of time have taken their toll so that only this wasteland remains.

Desert Palace

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File:Zelda ALttP Desert entrance.png
Removing the entrance blockade

Getting into the Eastern Palace had presented no problem for you, but when you reach the entrance of the Desert Palace, you have your work cut out for you. A giant stone head blocks the steps to the entrance. In the middle of the plaza stands a stone on which ancient Hylian script was carved. You can't understand a word, but the Book of Mudora should be able to help you translate the text. When you use the Book, the sky will suddenly darken, and the stone head will shake as if struck by an earthquake and slide away. The Desert Palace is now open.

Basement 1

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File:LoZLttP Desert Palace B1.png
Basement 1
1A
The room at the entrance of the Desert Palace is so large and sprawling that it take several screens to advance through it all. While it was once elaborately designed and detailed, time has brought so much wind and sand to the palace that some of the walls have crumbled or even shifted, leaving the central hall a largely open labyrinth. You will be greeted by Leevers, little sand burrowing animals. Further inside are wonders like none seen before. A sentry statue prevents visitors from admiring the rich furnishings within. The statues operate by primitive – but effective – radar. They scan the rooms constantly, and when they sense the presence of intruders, they blast them with deadly-accurate beams. The only way to avoid them is to keep moving ahead of or behind the circular scan. For your first destination, you will want to head north and to the west to room 1C.
1B
This room only serves as a potentially quick escape route from the Palace. If you rush headlong out of the door, you will end up standing on the tongue of a statue that deposits you back into the desert if you jump off. When you're inside the room, be cautious of the sentry statue that hunts for intruders.
1C
At first glance, this room may appear sparse. A sentry statue stands guard in the room, blasting beams at anyone that it feels does not belong. But closer inspection of the torches will reveal a key stuck on top of one torch. If you remember how you obtained the Book of Mudora, a similar trick will work just as nicely in order to claim the Small Key that you need in order to continue. You may hear words of wisdom from Sahasrahla before you leave, if you like, by using the telepathy tile in the back of the room. When you leave and return to the north-west corner of room 1A, head right one door and enter 1D.
1D
Two Eyegores occupy this wide room full of torches and jars. Defeating the Eyegores is only necessary if you'd like to make the room easier to deal with. Your true goal is to locate a secret switch on the floor, which is hidden beneath one of the jars. Once you find it, step on it to reveal a treasure chest which contains the Map. When you're done here, your next destination is room 1F, which is locked, but you should have a key to open it.
1E
This rooms serves little more purpose than as a trap. When you enter the room, the door will slam shut. Your only means of escape is to destroy every enemy within. This room consist of four red Leevers and one Devil Ant which pops its head out of the ground to shoot fireballs at you. It burrows in and out of the ground and while it's exposed and vulnerable, the shifting sand around it can pull you in close to it where it can attack you. Strike from a safe distance. Destroy it and the Leevers and you are free to continue on your way.
1F
You'll enter a room with three Popos and a sentry statue. Take out the Popos while doing your best to avoid the attention of the statue. Open the treasure chest that you encounter at the top of the room to discover the Compass. Head north and enter the room above.
1G
File:Zelda ALttP Desert cannons.png
Dodge the cannon balls
In this long stretch of a room, you will encounter cannons mounted on tracks along the walls. They shoot cannonballs across the room, and you will have to make your way from one side of the room, between the crossfire. You will be well-rewarded for your bravery when you open the treasure chest and discover the Big Key. With the Big Key in hand, make your way back to the giant room 1A. Now you need to cross back over to the other side, and approach room 1H.
1H
After you enter the room, you will be locked in with a sentry statue and a circle of pottery. Be patient and take your time destroying the pottery so as not to step in the line of vision of the statue. There's actually quite a lot of goodies hidden in these jars, but you are ultimately looking for the jar that conceals the trigger which opens the doors, located under the north-west pot. Step on it so that you can advance to the room above.
1J
The large treasure chest is practically begging you to open it. Thanks to the Big Key, you can. Run up to it and examine its contents to obtain the File:Zelda ALttP item Power Glove.png Power Glove. With this amazing item, you gain the strength to lift boulders, large and small. Be aware, however that there are two different types of rock commonly found through Hyrule. The one darker in appearance are far more dense and weigh many times that of the lighter ones, and your increased strength is limited to these light rocks.
With your new found ability, you will wish to return to the room below, activate the trigger again, and return to room 1A. Now simply head south the last portion of the room remaining to be visited. As with the portion of the room before it, there are a number of Devil Ants and a few different Leevers. You aren't required to fight any of them, but it's a good idea to clear any enemies that get in your way. You're aiming for the lowest left-hand door.
1K
A lone sentry statue stands guard in this alternate entrance to the Palace. There is a locked door up above, and it can only be opened by resourceful adventurers. The key to accessing the room above is to push a certain block that will trigger the door's release. Push the right block up, and you can examine the contents beyond. Otherwise, head out of the door and back into the desert.
1L
This room serves as a bonus for resourceful adventurers who are in need of healing, or perhaps wish to resupply their empty bottles with these invaluable second-chance providing fairies. Don't miss out on this easy opportunity to regain your strength.


Floor 1 & 2

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File:LoZLttP Desert Palace F1 F2.png
Floors 1 & 2

When you exit from room 1K, you will find yourself high up on the cliffs. A little examination of the area will reveal a set of light boulders blocking the entrance to the remainder of the Palace. If you've found the Power Glove, these boulders will no longer pose a problem for you, as you can simply lift them out of the ground, and even throw them at enemies as weapons. However, if you explore the area diligently enough before you enter the next section of the palace, you will find a Piece of Heart sitting right out in the open for you to collect.

2A
Interestingly, this room looks rather similar to the room you just left, 1K. Only there is only one other exit, and it's slammed shut. The sentry statue is unaffected by anything that you do, so you need to find another method to open the door. Two sets of blocks occupy the top of the room, and one of them can be manipulated if you push on it. Pushing the correct block, the lower in the right-hand set of three, will cause the door to open, allowing you to advance.
2B
What initially appears to be an empty room is actually a dangerous trap. Tiles will begin to lift off the ground and careen through the air, flying right at your head. A few well timed swipes with your sword can protect you from harm, but hold still and remain facing the onslaught until the tiles cease their attack. A simple solution to these rooms is to remain standing in the doorway and watch as the tiles smash into the door frame one after the other allowing you to defeat the tiles untouched and without swinging your sword even once. The remaining pattern on the floor appears, not so ironically, like a skull. Once calm is restored, investigate the jars to discover a Small Key under the bottom-left urn. Use it on the door above.
2C
An eventful room; cross the bridge to enter the door on the bottom.
2D
When you enter the room, the door will slam shut, locking you in there with a sentry statue and four Popos. You must defeat every one of them in order to open the doors again and advance to the next room. You may discover, in the course of fighting, that you are protected from the statue's beams if you happened to be positioned behind the statues scattered about the room. Use this to your advantage as you eliminate the Popos. Once the doors are open, head right.
2E
This long and slightly winding room is quite dangerous, with not two, but three sentry statues situated about, and five Popos wandering around. While you avoid the statue beams, and defeat the Popos, you must ultimately examine the pottery lined up near the top of the room. Destroying them will reveal a Small Key hidden inside one of them, which is needed to open the locked door above.
2F
You've opened one locked door only to discover another, this time with the boss mosaic printed on the tiles. You are getting close to the Palace Guardian. But before you can approach the door, you will be set upon by another group of spinning tiles. Defeat them all, and repeat the act of searching the pottery for the jar that contains a Small Key. Use it on the door above.
2G
A red Eyegore is waiting for anyone foolish enough to proceed so deeply into the Palace. From your experience in the Eastern Palace, you might remember that the only way to defeat him is by firing arrows into his gigantic eye. Take him out of the picture before examining the rest of the room. Now you will encounter something strange. There appears to be no further exit from the room. There aren't even any triggers found underneath the four jars, and four torches simply rest along a dead-end.
The Map shows that the Palace Guardian lies behind the wall, but there doesn't appear to be any way to reach him. Turn your attention to the four unlit torches in the room. Using your lamp, light all four torches even though the room is already well illuminated. If you can succeed in getting all four lit simultaneously, watch in amazement as the left wall slides away, revealing the door which leads to the Guardian.

Boss: Lanmolas

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File:Zelda ALttP Lanmola boss.png
Lanmolas boss fight

The Lanmolas are actually three different sand burrowing worms. When they sense a disturbance on the surface of the floor, they rise out of the sand and sail through the air in an effort to attack the intruder before landing back down into the sand and burrowing underneath for a while. Their bodies are covered by a hard exoskeleton, but their head is far more vulnerable to your attack. You will have a brief moment's notice where they are popping out of the ground before they appear to attack.

When they pop out of the ground, four clods of dirt scatter diagonally, which can hurt you (and this increases to 8 pieces in 8 directions when only one Lanmola remains). At that time, it's a good idea to have your sword charged for a spin attack. Stand alongside the shifting dirt where they are about to appear, and release your attack when you see their head. Another strategy is to quickly place bombs on top of the shifting dirt. If this is timed right the explosion will hit the head as it emerges from the ground allowing you to keep a healthy distance. After a number of attacks on the head of each Lanmola, they will disappear. When the last one is defeated, you will be rewarded with a Heart Container. Collect it and you will receive the Pendant of Power, along with a quick warp to the entrance of the Desert Palace.

One more pendant to go

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According to the marks that Sahasrahla left for you on your map, the last pendant, the Pendant of Wisdom, is found high up on Death Mountain. Now that you possess the strength of the Power Glove, you can access its daunting caves and scale its heights. However, there are a few important and useful items that you can pick up before you approach the mountain. Explore Lake Hylia and some of the regions above the Eastern Palace to vastly increase your traveling abilities.


Lake Hylia

The southeast area of Hyrule was dominated by a vast lake called Hylia. Several hidden caves sat on its shores — even one lined with ice. The lake itself was dotted with whirlpools, telltale signs of the rough currents just below the water's surface. But before Link could swim in its crisp, refreshing waters, he had to take a trip further north.

First things first

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File:LoZLttP Zoras Falls.png

You could head straight to Lake Hylia first if you like, but the truth is, you won't be able to take full advantage of the wonders that is has to offer unless you venture further north first. Travel back to the Magic Shop with the witch outside. (And if you haven't retrieved a File:Zelda ALttP item Mushroom.png Mushroom from the Lost Woods, and traded it to the witch for some Magic Powder, now would be a good time to take care of that). If you recall, there was a boulder in the path preventing you from traveling any further. Well, thanks to the Power Glove, now you can lift and remove the obstacle. You'll find some interesting places beyond the shop.

Mysterious Haunted Fall Found

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In northeastern Hyrule, a network of rivers tumble over several falls before flowing on to irrigate other areas. Hylians reported that a beast who ruled the waterways lives at the foot of one waterfall. Some of them actually saw it, but others fled in terror after feeling the earth rumble when they neared. They called the beast Zora and the site became known as Zora's Falls.

At the pool of Zora

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File:Zelda ALttP Zoras flippers.png
Purchasing flippers from Zora

If you brave the currents of the river and the attacks of Zora's Spawn, you will reach a pond beneath a waterfall in the far northeastern corner of Hyrule. A monster named Zora will appear and offer to sell you a pair of his File:Zelda ALttP item Flippers.png Flippers for swimming in deep water. The price of 500 Rupees may seem kind of steep, but pay it regardless. You won't be able to reach the islands in Lake Hylia without them. On your way back out of the falls, if you take the southern route leading away from Zora, you will be able to explore the island region in the center of the falls where you will discover a Piece of Heart

The Waterfall of Wishing

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File:Zelda ALttP wishing waterfall.png
Answer truthfully in the Waterfall of Wishing

Above the Magic Shop and the first bend of the river is a waterfall that some people claim is mystical. They say that it is possible to actually walk through the wall of water to a room beyond where a beautiful Faerie Queen sometimes grants wishes. The beautiful Faerie who lives behind the waterfall is said to value and reward honesty by travelers' wishes.

Faith and courtesy

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If you push through this mysterious waterfall northeast of the Magic Shop, you will discover a pond in a cave. When you are prompted, you can select an item from your inventory to throw into the pond. No matter what you throw in, a Faerie will appear and return them to you.

However, if you toss in the Boomerang, the Faerie will give you a better File:Zelda ALttP item Magic Boomerang.png Magic Boomerang in return, but only if you answer her questions honestly. Likewise, if you toss in your normal Shield, she will reward your honesty with the File:Zelda ALttP item Fire Shield.png Red Shield. Also, when you throw in a Magic Bottle she will fill it with Green Magic Potion.

All other items will be returned unchanged.

On to the Lake

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File:LoZLttP Lake Hylia.png

In the region around the lake live Land Crabs, Octorocks, and other denizens of dry land, but in the water are Zora's Spawn, treacherous currents, and an island that is home to the Fountain of Happiness. On the lake's west bank lives a Fortune Teller who will sometimes give advice, always for a price. People who have Zora's Flippers can swim in Lake Hylia and the rivers that feed it.

Linking the waterways

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Zora created a water transportation system by which swimmers can enter a Whirlpool in one area and emerge in a distant place. The Whirlpools make for quick journeys, and swimmers who discover how to use them can, for instance, dive into a Whirlpool in the eastern part of Lake Hylia and end up far away, near the entrance to the Lost Woods. Another in the south of Lake Hylia takes travelers to a pool near the Waterfall of Wishing. A third whirlpool in the swamp area ends up near the Magic Shop. (Dark World travelers reported that a fourth warp connected the site near the Magic House to southeastern Lake Hylia.) Not all Whirlpools are safe, though. Many of them are simply signs that Zora's Spawn are about to appear. Look for the Whirlpool icons on the maps.

Fortunes found, Fortunes lost

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Another Fortune Teller lives on the bank west of Lake Hylia. He conjures mystical stories of the future for inquisitive or lost travelers. Hyruleans quickly learned, though, that it is useless to return to the teller before their previous fortunes have been realized.

Shop established

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The Shop by the lake is one of the oldest in Hyrule. People traveling by water find it a very handy place to stock up on Red Potions, Hearts and Bombs.

The search for the Fountain of Happiness

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File:Zelda ALttP fountain happiness.png
Choosing your happiness

As children, Hyruleans heard stories about a Fountain of Happiness, and many of them searched for it as they grew older. They believed that if they found the fountain, and threw Rupees into it, a Faerie will appear and grant them the happiness they sought.

At the fountain

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The large island in Lake Hylia is rumored to be a place of magic. Once you have the Flippers, you can plunge into the water and swim to the island. There you will find a cave, and in it a pond. When you approach the pond and peer in, you will receive a message. This is the Fountain of Happiness where travelers throw Rupees into the water in hopes of receiving a prize. When you finally throw 100 Rupees into the pond, a Faerie will appear and offer to give you the capacity to carry more Bombs or Arrows. Return often, and boost both your Bomb and Arrow holding capacities to the maximum. The maximum you will be able to hold is 50 bombs and 70 arrows. It will cost 1400 Rupees total. It should make you very happy.

The prize beneath the bridge

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File:Zelda ALttP bridge bottle.png
Collecting the third bottle from under the bridge

While searching Lake Hylia for useful items, you may find yourself swimming out of the lake and up the river. If you swim around a bend and under a bridge, you will find a man in the shadow of the bridge, blowing smoke rings beside his campfire. The camper wants to be left alone, and he will give you an empty File:Zelda ALttP item Bottle.png Bottle to be used for storing Potions or other things, so that you will leave. It's important to look everywhere.

A frosty find

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File:Zelda ALttP Ice cave.png
Finding the entrance to the ice cave
File:Zelda ALttP Ice rod.png
Obtaining the Ice Rod

Travelers who venture all the way around Lake Hylia might discover a remarkable cave. The entrance looks like any other, but inside it is completely covered in ice, and tiny Faeries hover around a Faerie ice sculpture. A side exit leads to another room, which is also iced over. In the center sits a Treasure Chest, but ice blocks prevent awe-stricken travelers from reaching it. There must be some other way to enter the room.

Secret entrances

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After Sahasrahla gives you the Pegasus Shoes, he tells you to get a strange mystical weapon called the Ice Rod, which is located to the east of Lake Hylia. When you travel south of the lake and then up and around to the lake's northeast corner, you will be able to see a cave entrance, but just to the left of that entrance is a pile of loose rocks. Bomb through the rocks to reveal another entrance. Step inside to claim the Ice Rod.

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There is a tale in Hyrule of a Good Bee that will fight beside its master. After the battle, unlike other bees, the Good Bee waited until it was netted and returned to its Bottle. You will discover the Good Bee in the Ice Cave on the eastern shore of Lake Hylia by using the Dash Attack against the statue of the Faerie. You can carry the bee in a Bottle, and release it during battle. If the Bee gets lost, it will return to the Ice Cave. There's also a little trick you can do using the Good Bee. If you release the bee when searching for the flute at the Haunted Grove, it will fly direct to the spot you have to dig, and it will be there as long as it takes to you get the flute.


Death Mountain

You first discover how to travel between the Dark and Light Worlds when you reach the summit of Death Mountain. There, you will come upon a mysterious tile that glimmers in the light. Step on it to discover its mysterious properties.

The Western Mountain

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File:LoZLttP Death Mountain West.png

The lonely tunnel

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File:Zelda ALttP magic mirror.png
Collecting the Magic Mirror for your good deed

The sign outside the Mountain Tunnel (A) forbade travelers to pass unless they had permission from the King. Knowing that the King has been deposed by Agahnim, feel free to forge ahead, pull up the big stone that blocks the path and enter the tunnel.

The tunnel is dark, with only a small area for visibility. To go through the cave, turn east, take the south-east fork, followed by the small north path. You will then find an Old Man who needs help. After you escort him to a cave further up the mountain, he will give you the File:Zelda ALttP item Magic Mirror.png Magic Mirror. The Mirror is used for warping to the Light World from the Dark World or to the beginning of a dungeon.

Mountain caves

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The caves, long thought to be refuge for early Hylians, have been taken over by mountain beasts. Many of them still hold treasures and tools left by the Hylians when they moved to lower ground. Some of the caves were single dwellings, but others are multi-leveled networks of rooms. You should also seek refuge and treasure in the caves during your long climb to the top of Death Mountain.

A tower of terror

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Carefully make your way through the dark mountain tunnels towards the top of the mountain. Explore the many caves and ledges along the way, uncovering treasures and clues as you go. Boulders many times larger than you crash down from above. An odd formation of rocks at the top of the mountain, which looks like a pair of eyeglasses, is dubbed Spectacle Rock. It stands between the climber and the Tower of Hera, and it appears that there is no way to scale its sheer sides. When you finally climb to the high plateau near Spectacle Rock, you'll see the glimmering tile that transports you to a different, but strangely familiar, world. You will find yourself transformed as well.

Into the darkness

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File:Zelda ALttP Link bunny.png
Transformed in the Dark World

When you reach the top of Death Mountain, you will discover that there is no way to reach the Tower of Hera. You will find a circle of stones surrounding a Warp Tile to the dark dimension where you will be turned into a helpless rabbit. To the left of the place where you appear in the Dark World, you will find a patch of ground that mirrors the shape of Spectacle Rock. Use the Magic Mirror there to warp back to the Light World. When you arrive, you will be able to collect a Piece of Heart. By jumping off the north side of Spectacle Rock, you can now reach the Tower of Hera.

A Hylian Monolith

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A bridge stretches from the west of the Tower of Hera to an island in the clouds. Cross the bridge after defeating a Tail Worm. You will find another Hylian Monolith that was erected by the Hylian people on a peak west of Spectacle Rock. Like the others, this Monolith is inscribed with a message in the old tongue, so only one who has the Book of Mudora can decipher it. By translating the message with the Book, it advises you to return when you have the Master Sword.

The mysterious Moon Pearl

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Legends tell of a magic Moon Pearl that allows people to retain their human forms in the Dark World. There are many tales about the location of the pearl, and one of the most persistently retold is that it lies in a chest somewhere in the Tower of Hera. Sahasrahla will send you a telepathic message urging you to find the famous pearl.

The Eastern Mountain

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File:LoZLttP Death Mountain East.png

Caves found in the crags

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A portion of the bridge that leads to the eastern peak had long ago washed out, making it impossible for anyone to explore that area. You will eventually discover a way to cross the gaping hole in the bridge. When you reach the other side, you will discover another system of caves and tunnels.

More Dark World doors

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While exploring the Death Mountain region, you will discover more tiles that you can use to travel back and forth between the Dark and Light Worlds. One is hidden under a rock, one is situated in plain sight (on the west side), and another appears only after you pound pegs into the ground.

Tower of Hera

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The multi-leveled Tower of Hera is an intimidating structure that has many block barriers controlled by Crystal Switches. It also has Star Tiles that suddenly change the floor plans, sometimes creating pits that have claimed many intruders. You enter the tower in the 2nd floor. From the grand foyer, a stairway on the left leads down, another on the right leads up to the 3rd floor and beyond. The huge Moldorm, which is not fond of guests, occupies the entire 6th floor.

1st Floor

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File:LoZLttP Hera Tower F1.png
Floor 1

You do not start the Tower of Hera on the 1st floor. Instead, the entrance is found on the 2nd floor.

Your first visit to the 1st floor will take place in the lower-left hand room. Two Stalfos and a Tail Worm will be guarding a key. In order to get the key, you must hit the Crystal Switch and lower the orange blocks that surround it. But this will also free the Tail Worm in the process. Defeat all of the enemies, and collect the Small Key. Before you return to the second floor, remember to hit the switch back to blue, or you won't be able to move freely through the 2nd floor.

You will return here once you use the key you just collected to unlock the door near the map on the second floor. When you arrive, the tiles of the floor will begin to rise and attack you. You've dealt with this before, and this time is no different. If you stand in the doorway the tiles will not hit you. Simply wait until the tiles all finish then continue. You'll probably need to hit the crystal switch in the corner to lower the blue fence that blocks the door to the right.

Head through, and you'll encounter a room with three Tail Worms, two of which are located behind orange blocks. You can take them on at whatever rate you are comfortable, but you'll need to hit the orange Crystal Switch at some point to make the lower door accessible.

When you enter through, you will see two Stalfos, and four unlit torches. Destroying the Stalfos does nothing to change the room, but there is one other trick to try. If you recall, lighting all four torches was the key to completing the Desert Palace dungeon. That trick works here too. Quickly light all four torches to make a treasure chest appear. Open it up, and discover the Big Key inside. Now you have a choice. You may either return to the 2nd floor the way that you came, or take a little shortcut back to the entrance, courtesy of the Magic Mirror.

2nd Floor

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File:LoZLttP Hera Tower F2.png
Floor 2

This is the floor upon which you start. You will immediately notice an arrangement of raised blue blocks and lowered orange tiles, as well as a Crystal Ball at the entrance. Blue and orange Crystal Switches are found in several Hyrulean palaces, and the Tower of Hera is no exception. The beautiful switches are the key to raising and lowering the blue and orange Switch Fences that pop up in places. When you strike the Blue Crystal Switch, all of the blue Switch Fences fall and the orange ones rise; when you strike an orange switch, the orange Switch Fences fall and the blues ones rise.

Ultimately, you'd like to go up, but before you can do that, you must visit floor 1... twice. The door at the top, next to the Map is locked, so you must first take the stairs through the door on the left and grab a key.

When you return, You need to visit the top half of the room. There is a Tail Worm and two small fire-breathing Kodondos trapped behind barriers. You can defeat them if you'd rather not have to deal with their fire breath. When it's safe, unlock the door at the top and proceed back downstairs.

Finally, when you will return to the 2nd floor once more, you may climb the stairs through the door on the right, and complete the remainder of the Tower.

3rd Floor

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File:LoZLttP Hera Tower F3.png
Floor 3

You will be introduced to two new things on the third floor: Pons and Star Switches. All of the enemies on Floor 3 are the deadly Pons. They have a thick rubbery hide that causes you to bounce backwards, even when you strike them with your sword. You can hurt them and dispose of them easily enough, but you must always take care to notice what lies directly behind you, because you are sure to hit it when you strike the Pons.

When you arrive on the third floor, you will encounter three Pons, three holes, and a Crystal Switch. The Crystal Switch does not directly affect anything in this room, but it does affect the next. Make sure to leave the Switch set to the orange color before you leave. Carefully destroy the three Pons in the room. It is always safest to keep your back to the wall when trying to fight them. If you happen to fall through the floor, you will land on the floor below, and may reattempt the room as long as you have at least one heart remaining. When you defeat the three Pons, the shutter door to the left will open.

In the next room, you will see three Pons, two holes, one blue and one orange block, and a Star Switch. Depending on the state of the Crystal Switch in the previous room, one of the blocks will be raised, and the other lowered. You may find that a hole is situated in front of the block that's lowered, and you may think that your only solution is to return to the previous room to give the Switch a whack. However, if you instead step on the Star Switch, you will discover that the holes move about the floor, and that it is now the raised block which has a hole in front of it, which will allow you to pass over the lowered block to the room above.

This next room can be difficult if you are unaccustomed to dealing with Star and Crystal Switches. If you left the Crystal Switch in the orange state, this room will be substantially easier. If not, return to the third floor entrance and change the Switch. Make sure that you step on a Star Switch so that there is no hole in front of the lowered block. When you reach the opposite side of the room, hit the Switch if your access to the door is blocked by the fence.

4th Floor

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File:LoZLttP Hera Tower F4.png
Floor 4

When you reach this floor, you will notice that you have a number of Tail Worms and Kodondos to deal with. Nothing is a tremendous threat, and the biggest obstacle to your crossing the floor are variously laid out jars of pottery, some of which may contain hearts. Proceed carefully down the right side of the room and to the center.

Once there, you can easily grab the Compass out of the small chest. You can also receive a message from Sahasrahla telling you to collect the Moon Pearl. Alas, the treasure chest that holds the magical item is blocked off by a hole in the floor. Even by playing with the Star Switches, all you accomplish is moving the floor holes closer or farther from the chest. No matter how you approach it, there does not appear to be any way to collect the treasure from this floor.

If you continue up to the fifth floor, you will discover many holes there, as well. By stepping on the Star Switch on the left, you can make a new hole appear above the Bumper in the middle of the room. Then, from the top side of the hole, jump down to the platform with the treasure chest and retrieve the File:Zelda ALttP item Moon Pearl.png Moon Pearl. With the Moon Pearl, you can retain your shape in the Dark World.

5th Floor

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File:LoZLttP Hera Tower F5.png
Floor 5
File:Zelda ALttP moon pearl pit.png
Approach the pit from the top

There are four regular blue Pons here and one even stronger red Pon to deal with, in addition to the usual holes. There is also a Star Switch situated precariously next to a rotating bar of fire. As if the Pons weren't bad enough to deal with, a few Bumpers are also placed on the floor for good measure. Before you race off to the sixth floor where Moldorm awaits, there are some aspects of the floor you may wish to investigate.

The floors in the Tower of Hera are riddled with holes, and people who fall into them disappear from sight and land elsewhere in the tower. Some even report falling several floors and finding Faeries in a room that was completely sealed off, and others deliberately jump into the pits to land in places that they could reach no other way. Stepping on Star Tiles changes the position of some pits.

If you drop through the top left hole in the floor, you will fall a long way down. When you finally land, you will find yourself in a Faerie pond room. Use the Faeries to restore your power, or fill your bottles, and take the Warp Tile back to the 5th floor. This will be a big help during the battle with Moldorm on the 6th floor.

Also helpful are the jars of pottery, all full of hearts. There is no excuse not to travel up to the sixth floor with anything less than full health. When you are ready, head upstairs to fight for the final pendant.

6th Floor

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File:LoZLttP Hera Tower F6.png
Floor 6

Boss: Moldorm

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File:Zelda ALttP Moldorm boss.png
Moldorm boss fight

Moldorm appears to be a gigantic Tail Worm. In addition to his enormous size, he also has exceptional defense. He mindlessly wanders around his den, but he likes to keep it clean. Any invader on his floor is treated the same; brushed off the edge. As a result of Moldorm's thick impenetrable skin, there is only one weak point on his body that can take damage: his tail.

As Moldorm wiggles and writhes across the floor, you must do your best to situate yourself behind him in order to strike his tail. This is no easy task, as Moldorm never holds still, and rarely travels in a straight line. He prefers to turn frequently, and his motion is hard to predict. Naturally, if you want to get through this fight fairly quickly, the biggest thing you'll want to avoid is getting pushed over the edge and down to the floor below. You will be able to return if that happens, but Moldorm will return to his full strength if you leave the room.

One effective way is to wait by the edge facing inward and wait for Moldorm to charge straight for you. This is the only time he straightens himself. Use the pegasus boots to dash quickly, and you will go through Moldorm without getting knocked aside and pierce through his tail. Be sure to stop before you charge off the edge of the stage and face inward again. Doing this horizontally seems to be more comfortable than vertically.

Another effective strategy is to charge your spin attack and approach while holding B. As long as you are moving towards him, and are facing him with your sword, he will be unable to harm you. You will keep your charge if you strike the head, and you won't fall from those rebounds as long as you are moving away from the edge. This allows you to safely move towards the tail. Once you do strike the tail, back off, and charge your spin attack again.

Once you manage to land six blows to his tail, he will be destroyed, leaving behind a precious Heart Container. Once you collect it, the final pendant, the Pendant of Wisdom will drop from the ceiling.

One last step

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Collect the pendant as reward for the difficult fight. When you do, Sahasrahla will contact you to congratulate you on the splendid accomplishment. With all three pendants in hand, access to the Master Sword may yet be yours. But to find it, you must return to the Lost Woods, where the sword slumbers.


Agahnim's Tower

Preparation

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Even though you have all three Pendants, you can't just storm Agahnim's Tower and take him on. You need to do a little bit of prep work first.

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You have heard the tales of the power of the legendary Master Sword, and you know that you need it to fulfill your quest. Back in the time of the Imprisoning Wars, the people of Hyrule had forged a Sword that could withstand the forces of magic. One had to be pure of heart to wield the blade. Sahasrahla, the village elder, instructed you on how to obtain the Master Sword. He said that only a hero who collects the three Pendants can take the Master Sword. You may have encountered the Master Sword in the Lost Woods before you collected every Pendant. It is planted in a stone with mysterious Hylian script on it. After defeating Moldorm in the Tower of Hera, return to the forest grove and claim the Master Sword. Now you can continue with your quest to seek out and destroy the evil power in Hyrule Castle, the wizard known as Agahnim.

Discovery of the Ether

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The message on the Hylian Monolith at the top of Death Mountain, to the west of the Tower of Hera, instructed readers to return with the Master Sword. Now that you have the blade, you may wish to return to the Monolith to heed the advice. Return after your visit to the Lost Woods, and the monument will yield up the powerful magic of the Ether Medallion. After that, the monument will crumble. You will use the magic of Ether to open dungeons in later stages of your quest.

Breaking and entering at Agahnim's Tower

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Early in your adventure, you stormed Hyrule Castle to save Princess Zelda. During that time, you may have discovered a door on the roof that was barred by a bolt of lightning. Any method that you may have tried to break the Lightning Lock failed. Now that you have the Master Sword, you may have better luck. If you strike the Lightning Lock with the Master Sword, the lightning will vanish and Aganhim's Tower lays open.

The Castle Tower

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Sahasrahla dared you to retrieve three Pendants. Each was guarded by a fierce creature, so the challenge was not to be taken lightly. Sahasrahla rewarded you when you returned with the first Pendant by telling you about the Master Sword, which only proven adventurers could wield. Once armed with the Master Sword, you can challenge Agahnim in the Castle Tower. The entrance to the castle tower is sealed with a force field that only the Master Sword can break.

Floor 2

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After destroying the Lightning Lock, you will step into the tower, with an ornately decorated entrance hall. What lies beyond the door on the opposite side of the entrance isn't as pretty a sight.

When you enter the room above, you will be greeted by two ball and chain guards. You're much more powerful since the last time you faced one of these types of soldiers, back when you rescued Princess Zelda. Equipped with the Master Sword, you can make quicker work of these two. When they are both defeated, the door on the right will open.

In the next room, you will face two guards armed with a sword. They will charge at you as soon as you enter the room. The door above is locked, so you have no choice but to defeat the guards. When you do, a treasure chest will appear that contains a Small Key. Grab the key,open the door, and climb the stairs.

Floor 3

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Upon your arrival, you will see another guard, and a strange one-eyed bat known as a Chyasuba. They're not much more of a threat than ordinary Keese bats, so take them out, and advance to the room on the left.

The next room will be pitch black unless you find a torch and light it with your lamp. It would be a good idea to do this as quickly as possible. There are a number of armed guards and more Chyasubas in the room. Many of the jars of pottery that you find will contain hearts or magic. Continue to keep the room lit as you fight and advance through it. Off on the left side of the room is a treasure chest that contains the Small Key that you will need to open the lower door in order to escape. The door through which you entered locks shut behind you, and the only way to open it is to push the block that is all the way at the bottom of the room, but there's no reason to turn back now. Grab the key and open the lower door.

In the next room, there are simply two armed guards to contend with before you begin climbing the stairs at the top of the room.

Floor 4

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In addition to the regular sword soldier that you encounter upon reaching Floor 4, there is another soldier armed with a bow. You'll have to fight them one at a time, since the sword guard insists on fighting at close range and the bow guard tries to fight you from far away. Remember that your shield can deflect the arrows. Head through the open door on the left.

Another long darkened room, this room is loaded with gaps throughout the floor. If you don't watch your step, you will fall off a ledge and lose precious health. Light torches in order to help you find your way through the room. There are three armed guards to deal with, each separated by enough distance that you can encounter them one at a time. The pottery also tends to be useful. If, for whatever reason, you actually need to open the locked door that you came through, the block at the very top can be moved to open it. When it's safe exit through the top right door.

You will now face one sword guard and two bow guards. The two bow guards may try to surround you on either side. You must fight and defeat each of the guard until one of them drops the Small Key that was in their possession. When you have it, you will be able to unlock the door up above, and climb the stairs behind it.

Floor 5

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Once you reach the next floor, you will see two Chyasubas and two red armor spear knights. You must defeat all of them in order to open the door on the left. The bats are easy to remove, but the spear knights are a lot tougher and take more hits to defeat. Defeat them and pass through the left door.

In the next room, you will have two more spear knights to fight. They can be separated from one another thanks to the barriers present in the room. Try to corner them and hit them in rapid succession so that they don't get a chance to fight back. When they are defeated, the door below will open up. Pass through it.

You will be trapped once again in this room. There are two Chyasubas and two spear knights. The bats can fly throughout the room unhindered, so be prepared to attack them when they get close. The knights on the other hand are bound to certain areas thanks to the blocks and the pottery. Attack them one at a time. The knight in the center of the room holds a Small Key. Defeat him to claim it so that you can open the door to the right. The jars in the room also contain a good amount of arrows, bombs, Rupees and hearts. Try to save claiming them until you are done fighting.

In the last room of Floor 5, you will encounter three different varieties of knight, the blue sword knight, the red spear knight, and the gold ball and chain knight. If there was ever a good time to use your Ether spell, now would be it. One blast from Ether will freeze the knights in place, rendering them helpless against your attacks. Strike at them until they collapse. If you don't have Ether, you will have quite a fight ahead of you. Try to back into a corner and swing your sword rapidly so that they can't gang up on you from multiple directions. Or you can simply avoid the fight altogether and run upstairs.

Floor 6

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When you arrive on this floor, you appear to be blocked in by a set of statues. But one statue will yield when you push it. Push the left statue over to the left and you will be able to enter the rest of the room. Waiting for you are two bow knights and a spear knight. Fight them if you wish, and move through the left door.

In the next room, you will be on a narrow plank that you must traverse from the bottom to the top. The knights in the room won't help matters much since you tend to get pushed back when you strike them with your sword. If you're going to hit them, make sure you won't be repelled off the ledge and plunge into the darkness. Try to use your boomerang to control the fight a little more. Once you safely make it to the other side of the room, climb the ladder and proceed through the stairwell to the final floor of the tower.

Floor 7

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You've reached the highest floor of the tower. You arrive in an empty room with four lit torches. One door above serves as the only option for you to pass through.

When you reach the next room, you will witness Agahnim casting his evil magic on poor Princess Zelda, warping her to an unknown location in the Dark World. You are powerless to stop him. With his evil deed done, he appears to vanish through the wall behind him. You must not allow him to escape. Taking your sword to the curtains at the center of the top wall will reveal an opening. Brace yourself and pass through the opening.
Boss: Agahnim

The time for words is over. It's you and Agahnim in a fight to the finish. At first, the fight may seems a little one-sided, since Agahnim's powerful magic protect him from physical harm; even the powerful Master Sword does not harm him. As a wizard, Agahnim employs a few different elemental spells against you based on fire, ice, and lightning. His fire spell is a fireball roughly your size that he sends in your direction. The ice spell is composed of six small ice crystals that act as one ball until struck, upon which they will turn into shards, each of which can damage you for half a heart. The ice ball also has a limited homing capability, and will turn into shards upon contact with a wall. Finally, his lightning spell is a devastating attack of lightning arcs; however, in order to cast it, he must always move to the top of the room, and will always face the door below. This is your clue to get out of the way and move to the side of the screen. With all the ways that Agahnim has to hurt you, and your seeming inability to touch him, there's only one way to defeat him: turns his spells against him. You have been told all along of the Master Sword's ability to repel evil, and in this fight, you find out that its ability to do so is not a metaphor. It can literally reflect his spells back at him (save the lightning spell.) The best time to use it is against Agahnim's fireball spell. When he sends one your way, swing your sword at just the right moment, and send the blast back at him. It is unwise to attempt to reflect the ice spell, because as soon as you strike it, it will turn into 6 shards, one of which will almost certainly damage you and do nothing to him. The fight is best conducted through reflecting the fire spell, avoiding the ice spell, and making sure to watch for when he moves to the center of the top of the room, which indicates that he is about to cast the lighting spell. Hit him with 6 fireball blasts, and he will be forced to stop. Even in his weakened state, he will not allow you to defeat him. With the little energy that he has remaining, he will curse you to the dark dimension. You will find yourself banished from the world of light, and when you awaken, you will be standing on the top of a pyramid in a strange twisted land…

Portals to the dark side

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In addition to the curse that Agahnim cast on you that sent you to the Dark World, Agahnim cast one more curse on the Castle of Hyrule itself. Until the day of Ganon's defeat, everyone who passed through the glorious front gates of the castle would also be transported to the dark realm. Unlike the many warp tiles that were scattered all over Hyrule, the front gate of the castle became a one way trip to the once beautiful, and now twisted Golden Land; the Dark World.


Dark World

Once known as the Golden Land, this mysterious region was transformed into a world of darkness by Ganon when he captured the Triforce and turned its power to evil. In the Imprisoning War, Ganon's attempt to conquer the Light World was foiled. Ganon was sealed inside the Dark World, but his shadow was never completely lifted from Hyrule. The time has come for one hero to enter the dark domain and confront the menace once and for all.

  • Pyramid of Power: This structure was built to honor the King of the Golden Land. Legends say that Ganon stole the Triforce from a chamber near the top.
  • Dark Palace: The design of this building suggests that it housed the Golden Land royalty. It became home to the Helmasaur King.
  • Swamp Palace: The unusual indoor canals in this building were constructed to wash away unfriendly visitors.
  • Skull Woods: The huge Skulls in this dark forest serve as entrances to an underground labyrinth.
  • Village of Outcasts: Ganon's power turned this once thriving village into a rundown town full of animal-like thieves.
  • Ice Lake: Ganon's power changed the warm area around the Golden Land into a lake of ice and snow.
  • Misery Mire: Hylian lore says that only those who could control the wind and the rain could enter the dungeon underneath this marsh.
  • Death Mountain: It is said that Ganon first made his way to the Golden Land through a passage on this mysterious peak.


Dark Palace

The palace in this region was said to have been the residence of the King of the Golden Land. After Ganon took over, the Hylian King moved out and the Helmasaur King moved in. With no upkeep, the garden maze has become overgrown and the halls of the palace have deteriorated.

Points of interest

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File:LoZLttP Dark Palace.png

The area near the Dark Palace features many points of interest. In the north is a circle of rocks home to a grumpy fish who likes his privacy. On the river shore is an opening where adventurers grapple across the water. There are also two caves, inhabited by a storyteller and a Faerie respectively.

Rock Circle

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File:Zelda ALttP Quake medallion.png
Disturbing the fish

There is a curious rock circle surrounding calm waters in the river that flow north of the Dark Palace. A sign on the land near this formation reads "Curses to anyone who throws something into my circle of stones." If you are curious, throw the sign into the rock circle; a troubled fish will appear from below and give you the Quake Medallion, asking to be left in peace.

Item Shop

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The shop to the north of the Dark Palace shares the same space with a Magic Shop in the Light World. While the Magic Shop offers three different kinds of Magic Potions, this shop sells only one kind of Potion plus a small Shield and clusters of Bombs. The Potion and Bombs are more expensive than those same items at specialty shops and the Shield is of inferior quality. Several shops of this kind, all offering the same inferior wares for the same inflated price, are scattered throughout the Dark World.

Storytellers

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Two hermit-like storytellers inhabit the area surrounding the Dark Palace. One of them lives in a structure near the palace. He warns visitors of Ganon's power and explains the legend of the Triforce. Another hermit, hiding in a cave south of the palace, tells a story about the circle of rocks in the north.

Faerie Fountain

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A friendly Faerie offers visitors a chance to rejuvenate in a cave just south of the Dark Palace garden. It is a saving grace for many warriors who are wounded on their way through the palace grounds. With their energy restored to normal, these brave adventurers can continue their journey across the land.

Dark Palace Grounds

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File:Zelda ALttP Meeting Kiki.png
Meeting up with Kiki

The overgrown garden maze of the Dark Palace befuddles many explorers who attempt in vain to reach the palace entrance. Those who make their way through the foliage say that the trick is to look for openings in the thorn bushes and to try various paths. A monkey named KiKi is said to live in a particularly thick section of brush. Adventurers who make friends with KiKi and give him the Rupees that he asks for are helped when they attempt to enter the palace. KiKi is a very shy monkey who runs when he senses danger.

The Dark Palace

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The struggle to reach the Dark Palace

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File:Zelda ALttP Kiki helps.png
Follow Kiki to the final stage.

The Dark Palace, your first goal in the Dark World, is surrounded by a baffling maze of thorny bushes. Foremost you will need 110 rupees in total to gain entrance into the Dark Palace. The first part is easy; just follow the arrows. After that, it gets tricky. Look for small holes in the canopy of thorns that indicate a path. In the large central maze, enter from the top, and go down, left, down, right, up, and right. The monkey will guide you to the final stage for a price. The only way to open the Dark Palace entrance is to flip the switch on the roof.

Inside the Dark Palace

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The passages inside the Dark Palace can confuse explorers even more than the maze on the grounds. Many adventurers get confused by the switches which open doors and move blocks up and down. In a room on the first floor, there is a Crystal Switch which can only be triggered by an Arrow, the Master Sword's beam, a Boomerang, or a Bomb. In another room, there is a door which stays open only when there is constant pressure on a switch on the floor. By moving a statue, explorers are able to venture into the next room.

Floor 1

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File:LoZLttP Dark Palace F1.png
Floor 1
1A

This room looks somewhat like the entrance to the Eastern Palace. It has one central entrance and two side passages. Upon your first visit to the Dark Palace, you will want to take the left passage. Stand on the tile on the left side of the room and pass through the open door. You will revisit this room a few more times. The next time you will go right, and the next time, through the center.

1B

This room is a continuation of the last room. When you enter the left chamber, watch out for the helmeted enemy known as a Helmasaur (it can be defeated with your sword), and go down the stairwell behind it, to room 2A. The next time through, you will repeat the same action in the right chamber in order to reach room 2B. Finally, when you run through the center, you should be equipped with two keys, so open the locked center door.

1C

In this room, you will see two blue electric Baris, and two new turtle-like enemies known as Pometts. You won't yet have any item which will cause any damage to the Pometts so avoid them for the time being. Head over to the left bridge. Notice the weak spot along the center, and drop a bomb on it to create a hole (which will magically fill up when you return to the room.) Drop down into the hole to reach the higher platform in room 2C. You will revisit this room after you have collected the Big Key. Next time, walk over to the right bridge. Of the two blocks that bar your way, you can push the lower one right into the pit. Walk past the remaining block to the door above and enter room 1D.

1D

If you're following this walkthrough, you will enter this room for the first time from the lower right door. Walk up to the treasure chest there and collect the Small Key. From there, you may follow the arrow and jump off the platform to the ledge below. Climb up the stairs, and follow the platform to the left, taking care not the let the blue Pon that occupies the path push you off. Approach the locked door and open it to reach room 1E. When you return to this room through the door from 1H, you will want to jump from the down arrow tile in the center of the top ledge to the platform below. Toss a Boomerang or shoot an arrow at the Crystal Switch in the alcove below to drop the blue blocks, and proceed through the door on the right to the lower portion of room 1J.

1E

To complete this room, you must think fast. Pick up the skulls that lie in front of you and throw one of them at the Helmasaur. Then, immediately begin to dash up the narrow bridge through the middle of the room. When you step foot on it, it will start to break apart behind you. As long as you are dashing, you are safe. When you make it to the other side, there is another Helmasaur and two skulls to contend with. If you dashed over, you should have plenty of time to remove the skulls and make it to the safe part of the ledge in the back before the bridge crumbles completely. Unlock the door to the left and proceed inside to room 1F.

1F
File:Zelda ALttP Bomb for Hammer.png
Bomb the wall to reach the treasure

This room is dark, and there are no torches that you can use to light up the room. The room is occupied by four green fire breathing Kodondos. Kill them as the opportunity presents itself, but don't go too far out of your way in this small maze. There is a chest of bombs in the upper left corner of the room, but far more valuable is the Small Key in the lower right. After you have collected it, follow the corridor back to the left, go up a little and return to the right. Follow this path until it dead-ends along the right wall. Place a bomb here and stand back. The bomb will explode and form a hole in the wall through which you can travel to reach the large treasure chest in room 1E. Open it to obtain your first Dark World treasure: The Magic Hammer. Now you must return to 1F and make your way completely back out of the room and through the door through you entered. Cross the way through room 1E and enter through the door on the right to room 1G.


1G

You will now be faced with four Pometts. By now you should be equipped with the Hammer; the one weapon you need to make them vulnerable to your attack. When you pound the Pometts with your Hammer, or even the ground immediately around them, they will be knocked off their feet and flipped onto their backs, exposing the weaker portion of their bodies that can be hit with the sword. Pometts are determined to stay alive, however, and will flip back on their feet if you don't attack them quickly enough, or if you happen to hit the ground nearby with the hammer again. Your main focus is the treasure chest in the middle which contains a Compass. After you have collected it, pass through either stairwell at the top of the room which leads to room 3E. When you return to the room with a new Small Key, use it to open the door below to room 1H.

1H

At first glance, it appears that you must attempt to pass between all of the spike traps to safely make it through this room. While the treasure chest on the left side of the room only contains a single blue Rupee, it serves as enough of an indication that there's another way through the room. If you remove the left skull and walk around to the treasure chest, you can push the left statue from the left side over to right, blocking the spike trap in and allowing you safe passage to the door below. You will return to room 1D.

1J
File:Zelda ALttP pressure plate.png
Push the statue on to the plate

When you arrive from room 2G, you will be at the bottom of the room. Three red Baris will be floating around a treasure chest. Open the chest when it's safe and obtain the Map. When you're done, you will notice that the left and right walls are weak. Bomb or dash both of them. The hole to the right leads to a fairy pond in room 1K. When you pass though the left hole, you will be on an isolated platform in the lower right corner of room 1D, where you can obtain a Small Key. At this time, you should use the Magic Mirror again to return to room 1A and take the center pathway. When you return to the lower portion of this room from 1D, you will notice four statues and six skulls, three on either side of the door at the top. Underneath the skull in the upper right corner is a pressure plate that will open the door above, but only as long as some weight is applied to it. You can't stand on the plate and run through the door at the same time, so you'll need to find a substitute. Luckily, the upper right statue is not rooted to the ground. It can be pulled and pushed into position so that it is resting on the plate, allowing you to pass through the door and on to room 1L.


1K

In this room, you can take a small reprieve at a fairy pond. You will want to regain any lost health, or restock any empty bottles that you have with fairies, courtesy of your Bug-Catching Net.

1L

There are three Goriyas positioned around the room, two green and one red. You've seen them earlier, and they are no different now. While the two green Goriyas can be taken out with your sword, the red one is only vulnerable to arrows. The two skulls in the middle of the room contain a resupply of arrows if you happen to be running low. Defeat the Goriyas, and the door to room 1M will open.

1M
File:Zelda ALttP shoot statue.png
Shoot the statue to reveal the secret ladder

This room appears to be a dead end, but a little investigation will prove otherwise. The spike trap will bounce back and forth along the bottom. At this point, the Crystal Switch is most likely blue, so you'll need to hit it and change it to orange so that the orange blocks to the right will drop. Once it's changed, explore the right side of the room. All that will be there to greet you is a lone green cyclopean statue. It may not be obvious, but the statue is the key to advancing through the dungeon. After a little experimentation, you may discover that a single arrow through the eye is enough to trigger a reaction in the room that causes the right wall to slide over, revealing a staircase down to another portion of the basement. Follow it down to room 3A.


Basement 1A

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File:LoZLttP Dark Palace B1A.png
Basement 1A
2A

When you arrive in this room, two statues will be shooting fireballs at you. Do your best to avoid them. There is a switch hidden underneath one of the skulls. Find it and step on it to make a treasure chest appear. Run over to open it and find the first Small Key out of many found in this Palace. When you are finished, you need to return to room 1A and pass through the right door, so use your Magic Mirror.

2B

This room is occupied by two torches and a Bubble. There are three warp tiles on the floor, one that transports you away, and two that arrive in this room. Stand on the active warp tile to be whisked away to room 2D.

2C

If you arrived from this room using the hole you created in the left bridge of room 1C, then you will be on the higher ledge. As long as you have a key, ignore the rest of the room and run up to the locked door that is only accessible from this ledge. Unlock it and climb the stairs up to the center of 1C, where you will find a treasure chest which contains the Big Key. Once you collect it, fall off the right side of the ledge and back down into room 2C. In the remaining portion of the room, you will see a warp tile surrounded by four skulls and a single skull at the end of a dividing wall. Look underneath the single skull to reveal a switch. Stand on the switch to reveal a treasure chest. The chest contains a Small Key but as you approach to open it, four floating skull Stalfos will fall from the ceiling to attack. You can fight them and make your way to the warp tile which takes you to room 2B and you can climb the stairs up to room 1B, or you can simply use the Magic Mirror to warp back to room 1A. Either way, make your way back to room 1C.

2D

You may first arrive here after teleporting over from room 2B. There are two bubbles, an arrival warp tile and an active warp tile surrounded by a set of blocks. The active warp tile in the center takes you back to room 2B. You must push the block beneath the warp tile to the side to reach it. There is also a telepathy stone that allows you to contact Zelda. You will notice that the wall to the south is damaged. Bomb or Dash Bash it to open a hole in the wall and pass through it to room 2E.

2E

This fairly straight forward room introduces the Bari enemies. Baris hover in the air, and are generally safe to attack except for when they emit electricity. They do this periodically, and if you swing your sword when they are electrified, you will be damaged instead of them. When you reach the left side of the room, both parts of the north wall will looked damaged. In addition, so will the floor on the left. If you place a bomb here, you can discover which part of the wall is weaker, but you may also create a hole in the ground. It's safe to dash bash this wall as well. Proceed north to room 2F.

2F

Meet the Goriyas. These Goriyas play mind games. They only move when you move and like to move in the opposite direction from you. The red Goriya will move in the opposite direction from you both vertically and horizontally. The green Goriyas will move in the opposite direction from you vertically only. The two green Goriyas are pretty easy to take down, but the red one can only be defeated with arrows. If you line up facing him, he will spit a ball of fire at you. The best method of attack is to fire just to the side of the red Goriya, and move in the opposite direction, causing the red Goriya to walk into the attack.

Another method involves standing at opposite corners facing the Goriya. Charge a spin attack and walk in towards the Goriya with the charge held up. The Goriya will not turn towards you, so you can line it up for a volley of arrows.

The door to room 2G above will open when they are all defeated.

2G

From the bottom of the room, you must make your way along the conveyor belt to the stairs up above. Along the way, you must avoid the spike traps that slide back and forth as well as two floating blue Baris, and one stronger red Bari. Avoid their electrical attacks as you attack them. Don't get so caught up in combat that the conveyor belt pulls you into a spike trap. Climb the staircase at the top of the room and you will arrive at room 1J.

Basement 1B

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File:LoZLttP Dark Palace B1B.png
Basement 1B
3A

When you arrive, the room will be dark. Your lamp will provide enough light to see your immediate surroundings. You will be blocked in by a set of bobbing tiles. The trick to these tiles is to use the Magic Hammer on them and bash them down, creating an opening for you to pass through. As long as you've got that Hammer handy, you might as well destroy the Pometts that are lying in wait for you. You need to reach the left door, but the fence blocks present a problem. Even when the orange block are down, the blue blocks are up. In order to get through this conundrum, stand between the two columns, and fire an arrow, or the Boomerang at the Crystal Switch on the right to switch the fence while you are beyond the orange blocks. Now you can unlock the left door and proceed to room 3B.

3B

This tiny room only serves as passage between 3A and 3C. It is also the home to one lone Pomett which you can choose to deal with or avoid. Make your way south.

3C

Another dark room, this one is filled with six Pometts. You can light the two torches to make seeing a little easier, but your goal is to flip and defeat all six Pometts in the room. While the Hammer does this job well, you can get lucky sometimes by placing a bomb in a room packed with so many enemies and take out a good portion of them. Once the Pometts are defeated, pass through the unlocked door to the right to room 3D.

3D

By lighting a torch or two in this room, it will become apparent that the warp tile in the center of the room is surrounded by blocks. That shouldn't pose any particular problem for you, as a little experimentation will show that the block up and to the right of the tile can be pushed aside, granting you access to the tile, which will warp you to the previously inaccessible center portion of room 3E.

3E

You will first visit this room from room 1G. The outer portion of the room is shaped like a U with loads of blue Rupees just laying around waiting for you to collect them. The room is also dark, but a torch next to either staircase can be lit to make passage easier. Two Bubbles patrol either side of the room, so watch their pattern of motion to avoid them. Two treasure chests lie in the lower portion of the room. While the left one contains a set of arrows, the right one contains a Small Key. Be sure to collect it. You can swoop down one side of the U and back up the other to return to room 1G. When you warp to the room from room 3D, the narrow passage which leads to the dungeon's boss is blocked by two pairs of Pometts. Defeat each one and make your way to the last door at the top.

Boss: Helmasaur King

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File:Zelda ALttP Helmasaur.png
Helmasaur King boss fight

This gargantuan version of the little Helmasaurs that populated the rest of the Dark Palace won't be taken down quite as easily. In addition to the damage that he can inflict upon you with his claws and face, he has a massive tail that he can swing and extend in front of him in order to strike his opponents. You must watch his position and his tail. He can also spit deadly fireballs at you that break apart and scatter. He enters brief periods of immobility, giving you ample opportunity to attack. But how will you manage to damage him with the thick, skull-like helmet protecting his forehead? With the Hammer! You'll need to chip away at that mask piece by piece. As you do, he will continue to attack, especially with his tail. He will swing the tail back and forth just before he is about to attack. If you have plenty of health, then focus on hitting his head. If you are running low, play a little more cautiously with hit-and-run tactics. If you figure out the Helmasaur's movement pattern, you can also use Bombs. Eventually, his mask will completely break apart, revealing his weak point: the green crystal in his forehead. A few well placed slashes to the crystal with your sword will do King Helmasaur in completely. If your aim is true, you can also try your luck with the bow at a relatively close range—a quick volley of arrows can be devastating. He will leave behind a Heart Container. Once you collect it, the very first Crystal Maiden will appear for you to collect and learn from.

The remaining six crystals

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File:Zelda ALttP first crystal.png
The first maiden crystal
File:Zelda ALttP Hammer bridge.png
Use the Hammer to access new regions of the Dark World

The maiden that you free from the Dark Palace tells you about how Ganon perverted the once beautiful Golden Land into the twisted place that it has become, and of his plans to do the same to the Light World. She also tells you how the seven maidens can work together to break the barrier around Ganon's hiding place. And so she informs you of the positions of the remaining maidens, and marks them on your map for you. According to her information, the next maiden for you to rescue lies somewhere in the Swamp Palace.


Swamp Palace

Many areas near the Swamp Palace are closely tied to areas in the Light World. By warping from the Dark World while standing within the stake boundaries in the southwest or in the circle of bushes south of the Haunted Grove, adventurers can explore high elevations in the Light World.

Points of interest

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File:LoZLttP Swamp Palace.png

The Plains of Ruin and the marshes surrounding the Swamp Palace are populated with several kinds of evil creatures. Adventurers report sightings of bomb-flinging Zirros, Rupee-snatching Pikits and other swamp-dwellers. They are mean-spirited but weak. Most explorers can defend themselves with a standard sword and shield.

Haunted Grove

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File:Zelda ALttP Dark grove.png
The lone occupant of the Haunted Grove

The legendary Flute Boy of the Haunted Grove often played music near his Light World home. The Flute Boy is said to have been able to communicate with animals by using his Flute. He could even call a feathered friend and hitch a ride to anywhere in the land. When the Golden Power of the Triforce attracted the Flute Boy to the Dark World, though, Ganon transformed him into an animal so that he could never play the Flute again. Upon telling his story to you, the Flute Boy gives you a File:BS Zelda AST item Shovel.png Shovel so that you can find and use the Flute Boy's buried Flute.

The Flute and the Duck

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File:Zelda ALttP find flute.png
Discovering the flute in the Grove
File:Zelda ALttP reveal duck.png
Revealing the duck from the weathercock

In the Haunted Grove of the Dark World, you meet a creature who gives you a shovel and tells you how the boy had been placed under a spell. The Flute, says the monster, must be found if the spell is to be broken. You must dig around the Light World's Haunted Grove in order to find the File:Zelda ALttP item Flute.png Flute. (It can be found in the upper-left corner of the Grove). Once you collect it, head to Kakariko Village and visit the weathercock near the center of town. Use the Flute, and the once-lost Duck will return to life. The Duck, when summoned by the Flute can carry Link to one of eight sites around the Light World. Each site is numbered on your Overworld Map. The area near the desert can only be reach by Duck-transport, and the other areas become more easily accessible.

The truth about Bombos

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File:Zelda ALttP Bombos medallion.png
Translate the inscription for Bombos

The spell of Bombos Medallion has no special purpose in Link's quest such as opening a dungeon, but it is useful in battle. Obtaining the spell, however, isn't easy. You must warp from a patch of ground at the east end of the Dark World canyon using the Magic Mirror. In the Light World, that patch of ground is on top of a cliff. Once on top of the cliff, you can reach the Mudoran monolith that holds the spell.

The warp for life

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South of the Haunted Grove in the Dark World, you will find a circle of bushes. If you stand in the center of them and use the Magic Mirror to warp back to the Light World, you will find yourself high on a ledge that was previously unreachable. There is a cave perched on the ledge that you can now enter. Inside, you will find a Piece of Heart.

The Swamp Palace

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File:Zelda ALttP Swamp Palace.png
After the water flows

When explorers enter the Swamp Palace, they are unable to cross the empty indoor canal because of its steep, sheer sides. The key to getting to the other side is understanding the connection between the Light and Dark Worlds. Standing just outside of the place, you can warp to the Light World Watergate and pull the switch inside, allowing the water to flow. Then return to the Swamp Palace in the Dark World and swim across the water-filled canal.

Part 1

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File:LoZLttP Swamp Palace Part1.png
Part 1 (Floor 1 and Basement 1)


1A
Provided that you've pulled the switch inside the Watergate, you should be able to swim across the canal to the cropped ladder on the left that would be otherwise unreachable since it doesn't drop all the way down to the floor. The buoyancy of the water will help you climb up and out of the water. On the other side, you'll enter a shallow pond with water-skating bugs known as Hobas. They are easy to defeat, but they dart quickly across the surface of the water. A chest in the water contains a Small Key with which you can open the door at the far end and descend down the steps to room 1B.
1B
Most of this room is waterlogged except for an island and two alcoves. Exploring the island is especially important since a Small Key is hidden underneath the very bottom skull. Be sure to collect it. More Hobas float around the water, as well as a type of bubble enemy known as Kyamerons. They bounce around the water at a fast pace, but can be stopped with one swing of the sword. Notice that the wall at the end of the top alcove looks damaged. If you drop a bomb there, you can break a hole in the wall and proceed to the right side of room 1C in order to collect the map. Then return to room 1B and unlock the door in the bottom alcove and enter room 1D
1C
If you entered this room from room 1B, you can collect the map. You must pass two red gelatinous Zols. Open the chest to received the Map. If you entered the room through the bottom level of room 1D, all you need to do is run up to the skull and collect a Small Key and return to 1D. Then you will come back through the unlocked door at the top. You must deal with two Stalfos before utilizing your hammer to knock down the bobbing pegs into the floor. Once you create a pathway to the lever, stand to the right of it, and push it left. The lever should move and water will flow into the canal in the center of the room, and flow into 1D as well. You can bomb the left side of the wall of this room to enter the upper-right corner of room 1E, but all you will find are Rupees and Bombs.
1D
When you enter the room, there will be a few enemies assembled, including a red Stalfos, a red Bari, a blue Bari, and fire chain known as a Winder. You can't defeat the Winder, nor can you defeat the fallball shooting trap in the center of the floor. Climb down the into the canal and enter room 1C through the open door to collect a key. Return back here, and climb up the ladder on the opposite side to unlock the door and enter the high part of room 1C where you will be able to throw the level which allows water to flow through the canal. Once you have the water flowing, return here and jump in the water. You will now be able to reach the cropped ladder on the left side leading to the exit on the left. Pass through to reach room 1E.
1E
File:Zelda ALttP using Hookshot.png
Use the Hookshot to advance
This pivotal room not only leads to every other section of the Swamp Palace, it also contains the large treasure chest. Since you are not equipped with the large key when you first arrive, you'll have to hunt it down before you can reveal its contents. To get around, you'll have to explore the lower canal. In addition to groups of Hobas and Kyamerons, there is a diving water monster called Pelogoose that drops out pipes in the walls and swims in a straight direction through the water. You'll want to pass through the bottom door first to room 1F in order to collect the compass. When you return, pass through the door on the lower left to room 1H. When you collect a key, you'll need to return here and enter through the locked door in the upper left to room 1L. When you finally collect the Big Key, you will return to this room to open the large treasure chest in the center, where you will find the Hookshot. Learning how to use the Hookshot to maneuver through the dungeons is essential. And in order to escape from this room through the north door, you will have to aim the hookshot at the skull that is visible to the right. If you hit, you will be pulled over to the left island, where a key can be found under the far skull. Return to the chest island, and fire your hookshot at one of the skulls on the top island to pull yourself over there. Unlock the door and proceed to room 1M.
1F & 1G
There is a Kyameron and a stream of Pelogoose. Going left won't get you very far, so head right, and pass through the door to room 1G. It is a vertical mirror image of the previous room except you can continue all the way around to the left door, through which you can re-enter 1F. Now that you're on the left side, you can finally reach that treasure chest. Open it to obtain the Compass. Now you can push the lower block to the right and exit through the top door back to room 1E.
1H
When you first enter the room, you will face another crowd of various monsters. Two Stalfos, a red one and a blue one, are accompanied by a blue Bari, and a fire chain Winder, not to mention the fireball trap. Do your best to breeze past them all to the ladder. Climb down the ladder and run through the top door to 1L in order to grab a small key. Once you've used the key to return to room 1L from room 1E, and pushed the water lever, you will return here. Run back to the ladder and jump in the water in order to swim over the unmovable blocks on the floor. On the other side, a Zol will be guarding a skull that contains a small heart. Pass through the door on the left to room 1J.
1J
This room also contains a variety of elements, none of which will be new to you. The alcoves at the top of the room may seem inaccessible to you at first, but you'll soon discover how to reach them. For now, climb down the ladder into the shallow water. Unlike the previous room, all of the blocks down here can be moved. Try pushing the bottom block left, and the middle block up in order to pass. Climb up the ladder and make your way past the Zol to the stairwell that leads to room 1K. When you fall from the left hole in the floor of 1K, you will find a treasure chest that contains nothing more than a red Rupee. However, if you fell through the right hole, you will land on the right alcove which has a door at the end which you can only reach if the Crystal Switch is set with the blue blocks up and the orange blocks down. You'll have to fix the switch if you failed to reset it. Pass through the door to reach the west wing of 1L.
1K
This room is big, but there's actually not much to explore. There are Hobas and Kyamerons, a large fire bar in the middle, and a different kind of fireball trap. All of the blocks in the room can be moved, including the two that block holes. While falling through the left hole is entirely optional, falling through the right hole is necessary to complete the dungeon. Falling through either hole will drop you down on to either alcove in room 1J.
1L
If you entered this room from room 1H below, you can lift the skull and obtain a Small Key. You're going to use that key to return to room 1E through room 1H, and open the locked door in the upper right corner, which will actually bring you back to the east wing of this room. Here, you will find a blue Stalfos, a red Bari, a spike trap, a Crystal Switch, and another water lever. That's quite a lot to deal with, so remove the red Bari and the blue Stalfos as soon as you can. The lever will be behind a fence of blue blocks. Obviously you need to hit the switch to lower them, but it too is behind the blocks. Fortunately, it's not so far away that you can't still strike it with your sword. The blocks will lower and you can push the lever to the right, causing water to flow into the room below. With the blue fence down, you could return to 1H through the south door, but this will cause problems for you later on. You should reset the Crystal Switch so that the blue blocks are up before you leave. You will end up back here when you come through the left door from room 1J. Your final objective in this room, is to open the treasure chest and finally obtain the Big Key. As a bonus, the skulls here all contain blue Rupees. Now you can return all the way to room 1E and open the large treasure chest.
1M
In additional to the variety of monsters present in the room, there are a couple of choices for exits. If you head down the stairwell on the right too early, you will find that room 2A is flooded and you won't be able to do much there. The remaining two doors are shut tight, and defeating the monsters won't release them. Underneath the upper left skull is a pressure plate, and the statue closest to it can be moved. If you place the statue on top of the pressure plate, the shutter doors will open. While you can proceed through the left door to room 1O, the more productive route is through the right door to room 1P.
1O
Two Stalfos and a Bari can be found among the fireball traps and skulls in the room. This room merely serves as an entrance way to the left portion of room 1P.
1P
Both portions of this room lead you to stairwells that arrive in room 2C. If you arrived here from room 1M, you will be in the right portion, which contains a Red Bari. Note that if you attack the Baris with the Hookshot, you cannot be electrocuted. Taking the right stairwell from this room puts you on the right side of room 2C. Taking the left stairwell, by entering the room through room 1O, puts you on the left side of room 2C. If you haven't pushed the water lever in 2C yet, it will do you no good to end up on the left side, so make sure you enter from the right.


Part 2

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File:LoZLttP Swamp Palace Part2.png
Part 2 (Basements 1 & 2)
2A
File:Zelda ALttP pushing lever.png
You must first drain the water in 2C
If you enter this room from room 1M before you've had a chance to push the water lever in room 2C and drain the water, you won't be able to do much here. Once the water is drained, you can occupy the lower level and open the two treasure chests to find red Rupees in each of them. Ultimately, you will wish to enter room 2B.
2B
Once the water is drained from from room 2C, this room merely serves as a passageway between rooms 2A, 2C, and 2D. Beware of the Hobas and Kyamerons and the Pelogoose that drops out of the pipes.
2C
If you first arrive in this room from the left stairwell, you will have to retrace your steps. You cannot squeeze by the lever when it's in its lowered position. Enter the room from the right stairwell, accessible only from the right portion of room 1P, and you can push the lever to the right which drains the water out of the second floor basement, making the remainder of the dungeon accessible. Now you can reach room 2D by way of room 2B.
2D
File:Zelda ALttP waterfall secret.png
The secret passage behind the water in 2D
There are more Hobas, Kyamerons, and Pelogoose to deal with now. The block that lies below the red grate can be pushed to expose a treasure chest which contains a red Rupee. The exposed doorway along the top wall leads to room 2E, but there is another, more-hidden doorway along this wall. The waterfall which is second from the right hides another entrance which you can walk through in order to reach room 2F.
2E
This room is a dead end, but it contains a number of skulls that supply you with bombs, arrows, and Rupees, so it's worth investigating.
2F
Once you pass through the door obscured by the waterfall, you will find a room with a ladder that leads to a staircase. There are two blue Baris to watch out for, but nothing else. The skulls on the left contain small hearts with which you can refill your life. Climb the staircase to reach room 2G.
2G
This short corridor contains two Zols and a Bari. You can dash through each of them and exit the bottom door to reach room 2H.
2H
When you arrive in this room, it should be flooded with water. There are four cropped ladders extending into the pool. When you arrive from 2G, you will be dropping down the second ladder from the right. Swim against the left-flowing current to the right-most ladder and lift the skull in order to find a Small Key. The second ladder from the left leads to a damaged wall which you can bomb in order to expose the opening to room 2I. The left-most ladder leads to a locked door which you need the key you just collected to open. Unlock the door and proceed to room 2J.
2I
This room is purely a bonus room that provides you with skulls that contain health, magic, bombs, and arrows.
2J
This is final room before the boss fight. Prepare yourself and enter the top door.

Boss: Arrghus

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File:Zelda ALttP Arrghus.png
Arrghus boss fight

To defeat this blob of orbiting balls, you'll need your newly-acquired Hookshot. With the Hookshot equipped, you must fire it up at the mass, plucking one ball at a time off of Arrghus' body. When each ball is pulled, begin to attack it with your sword. After a few hits, it will be destroyed. If, for some reason, you do not completely destroy it in time, the ball will float back to Arrghus, and you will have to pluck it off again in order to continue attacking it. Keep this strategy up until every single ball that floats around Arrghus is destroyed. Once the last ball is defeated (there are thirteen), Arrghus is revealed as a red eyeball with tentacles. Arrghus likes to jump up in the air and try to slam down on you. After he lands, he bounces around the room in an effort to collide with you. Slashing his eye with you sword causes him to stop, jump up in the air, and repeat the process. Continue to hit him with your sword until his life is depleted. He will explode, revealing a Heart Container for you to collect as your own. After you collect the heart, the second maiden crystal will be revealed.

On warp locations

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File:Zelda ALttP second crystal.png
The second maiden crystal
File:Zelda ALttP Hookshot help.png
Even more of the Dark World can be explored now

The second maiden will reveal a bit more of the misery that befell the Golden Land when Ganon stumbled upon its location, but could not figure out how to return to the Light World. She also informs you about the warps that allow you to pass from various parts of the Light World into the Dark World, which you will need to utilize in order to uncover all of the Dark World's secrets. The third crystal appears to lie in the region that equates to the Lost Woods in the Light World, a region known in the Dark World as the Skull Woods.


Skull Woods

The gloomy Skull Woods is described by many as a maze of bones, trees, and gaping holes. Thick foliage and huge skulls on the forest floor cause many adventurers to retreat quickly. Those who stay discover that the skulls and holes lead to Mothula's underground dwelling.

Points of interest

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File:LoZLttP Skull Woods.png

The Skull Woods are situated north of the Village of Outcasts and west of Death Mountain. Just south of the woods, at the edge of the village, a Fortune Teller tells explorers of special points of interest in the Light and Dark Worlds. East of the woods, a Death Mountain cave leads to a valuable and hard to reach item. The rest of the region is dominated by the dark forest and Mothula's underground lair.

Item Shop

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A shop can be found between the mountain and the woods. It offers the same items for the same prices as many other shops in the Dark World. If you need Bombs, Life Potions, or a first-level Shield, you can get those items here.

Cave

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A sign outside of the cave in this region reads "I'll give a Piece of Heart to the person who wears the Cape." The sign's author refers to the Magic Cape, which makes those who wear it invisible, and the Piece of Heart found above the cave entrance. Inside the cave, the way to the Piece of Heart is blocked by a huge Bumper. Grapple over the large gap, then put on the Magic Cape to slip past the Bumper and earn the prize.

Fortune Teller

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A mystic man set up shop on the northern boundary of the Village of Outcasts. For a few Rupees, this wise wizard will spin tales of special places and hidden treasures. His Crystal Ball knows of many secrets in the Light and Dark Worlds.

Mysterious Tree

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Back in the Light World, the tree that the Lumberjack Brothers were originally working on before you dealt with Agahnim has been abandoned. The brothers commented on how unusual the tree seemed as they were cutting it. Indeed, when you find it, it is a different color. Since a lot of it has already been cut, it wouldn't take much to push the rest of it over. One solid Dash Bash will do the trick. In the stump, you will find a stairwell that leads into the ground below. Underground, you will find another Piece of Heart.

An indirect approach

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Although this walkthrough guides you through each of the dungeons in their numeric order, there are occasions when visiting the dungeons out of order can make the game a little easier. This is one such occasion. After completing the second dungeon, you may opt to visit the fourth dungeon before taking on the third. If you obtain the dungeon's treasure, the Titan's Mitt, you can embark on the quest to obtain the level 3 tempered sword. With the improved sword, you will find completing the third dungeon a little easier. For information on how to obtain the tempered sword, see the Reunion of the Blacksmiths section of the walkthrough.

Skull Dungeon

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File:Zelda ALttP Darkworld tile.png
Locating the Dark World tile to Skull Woods

The passages of Skull Dungeon are connected by a network of dungeon entrances on the forest floor. These underground tunnels are loaded with dangerous traps and villainous creatures. When explorers made it to the end of each passage, they would have to temporarily leave the dungeon and look for another entrance. The entrance to the final chamber is located in the northwestern corner of the woods. Each entrance to the dungeon is marked by a letter on the Skull Woods map, and the location of the entrance within the dungeon is indicated on the Skull Dungeon map.

Part 1

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File:LoZLttP Skull Dungeon Part1.png
Part 1

There are many entrances to the first part of Skull Dungeon, but only one entrance to the second part. Until you claim the Fire Rod, you will not be able to reach the second part, so you must accomplish this task first. Among all of the entrances to choose from, you may wish to start by falling down entrance C.

Entrance C
When you fall into the dungeon, you will have to wander down to the bottom of the current room, past the rotating fire bar, and out through the right door. In the next room, run up past the rotating fire bar and the Pons, and open up the treasure chest to collect the Compass. Opening the chest will cause a collection of pits to permanently appear throughout the floor. Run through the north door to the room above. In addition to one red Stalfos, you will be introduced to two new enemies, the Gibdos mummies and the Wallmaster hand. Gibdos are extremely susceptible to fire, so you can use your magic lamp on them until you get the Fire Rod. Otherwise, bash them with your sword. The Wallmaster hand is an entirely different threat. If it grabs you, you will be placed back at the location at which you entered the dungeon. Before you can see it, you will see its shadow on the floor and hear it falling. Step out of the way and slash it with your sword to destroy it. The treasure chest in the upper left corner contains aSmall Key. Claim it and return to the room below. Maneuver around the pits and be careful of the blue and red Pons that occupy the room. Return to the bottom of the room and head through the door to the right. It leads to the room that you end up in if you fall through the B entrance above ground. You will want to continue through the right door to this room.
Entrance B
This rather wide, open room features two Gibdos and a Wallmaster. You may have entered this room either from the B entrance, or through the door on the lower-left. Either way, avoid the Wallmaster, and make your way towards the three skulls that line up to a treasure chest. Destroy the skulls and open the chest to obtain anotherSmall Key. You'll want to use this key on the door in the upper right corner of the room. The room above is divided into two sections, but you won't be able to reach the top section from this direction. You can, however, manipulate the pits on the floor by stepping on the Star Tiles, so you can access the treasure chest and obtain the dungeon Map. There is little else you can do for now, so enter the room to the left through the left door. This is the location of the A entrance. You will see the large treasure chest with no apparent way to reach it. For now, exit through entrance A, and climb up and around, through the rib cage tunnels, to entrance D.
Entrance D
Throughout this section of the dungeon, you must always be on the lookout for Wallmasters. Also in the room are two blue Baris and two Gibdos. There is a pressure plate between the two barriers in front of the top door. The right statue can be moved and positioned on top of the pressure plate, but clear the room of monsters before you attempt to do this. You'll need to push the statue into the center of the room, and then pull the statue up from the top so that you are next to the door once the status is situated in place. With the door open, you can proceed to the room above. In addition to the variety of monsters in the room, there is a set of five rotating stars. This is a "Bunny Beam" and if you are hit by it, the Moon Pearl will cease to function momentarily, rendering you a helpless bunny until its effects wear off. It's difficult to avoid, but it won't last long. The treasure chest in the center of the room holds the much-needed Big Key. Grab it and, if you like, bomb the right wall. Through the hole you will find a small room with a single skull that contains a large magic refill. You must still watch out for the Wallmaster. With the Big Key in hand, you must now exit through the D entrance and walk back towards the A entrance. However, chop through the 3-by-3 grid of bushes and drop through the hole that you uncover, which serves as entrance E.
Entrance E
File:Zelda ALttP reaching firerod.png
Breaking down the wall to the Fire Rod
You will fall into the top portion of the map room that you could not reach previously. Escape from the skull circle, and investigate the crack in the left wall. Bomb it to open a hole and pass through it. You may find, in the next room, that pits are situated in such a way that you can't reach the switch in the wall. If that's the case, return to the previous room, step on one of the Star Tiles to alter the arrangement of the pits, and return to the switch. Walk over to the switch and pull on it. Once the switch is extended, the wall behind you will explode, revealing a pathway to the large treasure chest. There are two Tail Worms that you must contend with, but you can finally open the chest and obtain the Fire Rod, a great weapon against the Gibdos, but it will deplete your magic supply. Once you have the rod, you can escape through the doorway below, by aiming the Hookshot at one of the statues in the lower corners. Once you exit through entrance A, you'll need to make your way back to entrance D again.
Entrance D revisited
Your task here is simple. Even though there is a fair bit to explore to the left of the room connected to entrance D, all that you are really required to do is walk two rooms to the left and exit through entrance F. Once you're back outside, you will walk up through the left ribcage tunnel, to entrance H, where you will see a large skeleton-like structure. Use the Fire Rod on it to clear the path, and walk up to the room which leads to part 2. If you were curious about the rest of the dungeon, there is aSmall Key in the upper-left corner of the room. Unfortunately, you can't get around the pits to unlock the door above. In order to reach this, you will have to exit through entrance F, and climb up through the right ribcage above the entrance and follow it all the way around to the pit which serves as entrance G. From here, you can make your way back down to the bottom of the room, stepping on various Star Tiles along the way in order to rearrange the pits. If you do it correctly, you will reach the room of entrance F, but there won't be any pits in front of the locked door. Unlock the door, and enter the room above. A series of tiles around the middle of the room will begin to fall away. You can attempt to reach the inside where many of the skulls contain small magic refills, or the outside skulls which contain small hearts. However, you will probably need to use your Magic Mirror to escape the room.


Part 2

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File:LoZLttP Skull Dungeon Part2.png
Part 2
File:Zelda ALttP Skull part2.png
Burn the nose to access the second part

To reach this entrance, you must fire the Fire Rod at the tip of the nose of the large skull embedded in the ground. Lighting the tip on fire will cause the column leading up to the skull to burn, revealing entrance H that leads to the boss of the dungeon.

Entrance H
It is not uncommon to enter this room with a few spare keys. If that's the case, you do not need to follow the next portion, and you can run right across to the locked door at the top of the room. If you need a key at this point, climb down the ladder by the entrance, and maneuver yourself around the barriers which are mostly obscured by the bridge above. You'll have to reach the door at the top-right corner of the room. The easiest way to proceed through the next room is to climb up the ladder, run down the bridge, and jump down to the floor in order to enter the door to the left. Back in the first room, you can open the treasure chest to find aSmall Key. Now you can return to the first room and cross the bridge to open the door. The next room contains a series of pits and Star Tiles. Every time you step on a Star Tile, existing floor will disappear, and pits will turn into floor. Ultimately, you must make your way to the platform in front of the door on the right, avoiding the Baris and the Wallmaster. Avoiding the Wallmaster can be particularly difficult since you don't have a lot of room to maneuver. Once you reach the right door, you will enter a long narrow room occupied by four Gibdos and a Wallmaster. Remove the enemy threat before you attempt the next part. There are four torches to light, which will trigger the upper door to open. The highest torch is blocked by a set of pits, so you must use the Fire Rod to light it. The two skulls in the room provide magic refills, so you should have enough magic to perform this task. Light all four torches before the first one goes out, and the door above will open. Run through, and you will enter a seemingly dead-end room. There are three Tail Worms, a Gibdos, a Wallmaster, and an unfortunate "Bunny Beam" trap. Deal with them as best you can. Then inspect the room. One of the vines that have overgrown along the north wall hides an entrance. Slash the vines down and pass through the opening to the room above. In a room with another variety of monsters, the Gidbos in this room holds aSmall Key. Defeat him to claim it and open the door the to the room on the right. In there, you will simply find a room with two spike traps, a Wallmaster, two skulls, and a hole in the ground. It is safe to drop through this hole (you can tell because you can see the floor below). Make sure you have plenty of magic before you drop down this hole, since you about to encounter the boss of the dungeon…

Boss: Mothula

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File:Zelda ALttP Mothula.png
Mothula boss fight

Mothula himself doesn't require a lot of intricate strategy to defeat. He is vulnerable to your sword as well as the Fire Rod (remember that it drains your magic when used). It has a lot of health, so you may run out of magic using the Fire Rod and will have to revert to using your sword at close range. What makes this fight truly difficult is the fact that the floor moves constantly in random directions. In addition to this, the spike traps all around the outside of the room randomly slide from one side of the room to the other. You are warned of their eventual move by the shaking they do just before. It's difficult to attack Mothula and focus on the spikes at the same time. Stay persistent, and bring health and magic restoring potions if you are having a difficult time with this fight. However, by catching a bee in a bottle before the dungeon, and releasing it during this battle, victory will be much easier, as the bee will viciously attack Mothula. Defeat him for a Heart Container, and collect it in order to reveal the next crystal.

The Hero of Hyrule

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File:Zelda ALttP third crystal.png
The third maiden crystal

The maiden of the third crystal won't have very valuable information for you. She will simply relate the prophecy that when the Triforce falls into the hands of evil, a hero is destined to appear, one who belongs to the bloodline of the Knights of Hyrule. When you are done, your next destination is the Village of Outcasts to the south of the woods.


Village of Outcasts

Before Ganon's reign, this village was populated by a law-abiding citizenry. There was little crime and the villagers looked out for one another. When the Golden Land became the Dark World, though, they were transformed into despicable shadows of their former selves.

Points of interest

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File:LoZLttP Village of Outcasts.png

Visitors to the Village of Outcasts are given many opportunities to part with their Rupees. Not only are robbers picking the pockets of travelers on the village paths, but more legitimate means of thievery are being practiced as well. Three nearby establishments are dedicated to assorted forms of gambling.

Game of Chance

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File:Zelda ALttP treasure game.png
Playing the game of chance

For a price of 30 Rupees, people who play the Game of Chance in the northwestern part of town are allowed to open two of the 16 treasure chests inside and take the contents. Prizes ranged from a single Arrow to a Piece of Heart or 300 Rupees. Visitors can clean up on a good day or lose their shirts if their luck is running low.

Item Shop

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Shields, Red Potions, and Bombs are again available for the same prices as in other shops in the Dark World. While Bombs can be found under rocks and bushes, the other items can only be purchased.

Stake Garden

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File:Zelda ALttP stake field.png
The field of stakes

The Stake Garden is located just south of the Blacksmith's burned-out shop. Explorers who possess the Titan's Mitt can lift a huge rock that blocked the garden and gain access to the grounds. Then, by pounding the stakes into the ground, they can cause an underground passage to appear. The first adventurer who finds this passage will collect a Piece of Heart. You'll need the Titan's Mitt before you can access this area.

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The ghostly proprietor of the Shooting Gallery offers visitors five shots at moving targets for 20 Rupees. If these visitors are sharpshooters, they could earn their Rupees and double with each consecutive hit. If all five shots are good, the shooter will take in total winnings of 124 Rupees.

Treasure Field

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File:Zelda ALttP Treasure search.png
Starting the treasure field game

Explorers in the Dark World note that it is full of treasure and hidden items. An ambitious landowner in the southwest section of the Village of Outcasts took advantage of that fact by fencing off his land and charging treasure hunters 80 Rupees to dig up the dirt for 30 seconds. If they found anything, they could keep it! A Piece of Heart, the real prize, is hidden well, and moves often. While it's quite possible for adventurers to find enough Rupees to earn their money back, it usually takes several attempts to find the buried Piece of Heart that is hidden somewhere in that large yard.

Gargoyle's Domain

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The dark dungeon home of Blind the Thief is under the Village of Outcasts. Blind is afraid of bright light and he never leaves the confines of the dungeon, letting his band of thieves do his dirty work. This three-floor hideout is known as the Gargoyle's Domain because at the entrance to the underground is a Gargoyle monument which looms over the citizens of the village. It takes a strong person to open up the dungeon's entrance by pulling on the gargoyle's trident, and those who do enter can become even stronger by discovering the Titan's Mitt.

Basement 1

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File:LoZLttP Gargoyles Domain B1.png
Basement 1
1A
There are two parts to this floor, the wider front half, and the busier back half. You start off in the wider section, in the room in the lower left corner. This dungeon introduces you to a new monster, the horse-headed Zahzaks. There are blue ones and stronger red ones. They fight much like the guards did in Hyrule Castle only more aggressively. You will very quickly gain all of the essentials for this dungeon, and you can start off by jumping down to the lower level (or climb down the ladder to the left) and head north. You'll have to duel two blue Zahzaks. Turn left at the stone face and you'll find a chest containing the Map. Do an about face and run as far to the right as possible. Then head north to room 1B.
1B
There isn't a lot to focus on in this room. If you follow the walkthrough, then all you need to do is turn right and run into room 1C as soon as possible. However, if you feel like exploring the room a little bit, you will find a treasure chest which contains a red Rupee, guarded by two Zols. There are also two skulls in the room (along with one in 1A) that contain "Bunny Beams" underneath them, which only appear if you move the skulls, so be careful. The right wall of the upper level between this room and 1C can be bombed open.
1C
This room serves as a portal between the lower and upper portions of the dungeon. Like the first two rooms, this room contains "Bunny Beam" traps. Unlike the first two rooms, they are not hidden under skulls. Rather, they are hidden under certain bridges and come to life when you pass through a bridge that hides them. They will chase after you, so try to steer them into a physical object like a stone face. When you first arrive, you'll want to travel south as early as possible to reach room 1D. Once you have collected the Big Key, you will to return here and use it on the door in the upper right corner to enter room 1E. You can also bomb the crack on the left side of the north wall to gain entrance to an otherwise blocked-off portion of room 1F that contains nothing more than blue Rupees.
1D
Being careful of the blue Zahzak that you will probably run into when you arrive, climb up the nearest ladder (which should be straight ahead of where you arrived) and walk around the upper level counter-clockwise until you reach the treasure chest that contains the Compass. Then jump off the bridge that connects you to the chest and head left through the lower level back to an isolated portion of room 1A where you can collect the Big Key. With the Big Key in hand, you can return to room 1C above.
1E
This long, narrow corridor contains three Stalfos: two blue and one red. At the very top before an open door is a skull that hides a Small Key. Collect it, and explore the room above if you wish, but you will find it to be oddly empty. You will return to this room when the time is right. For now, run back down to the locked door on the lower right, and unlock it to enter room 1F. When you have the Titan's Mitt, and you have blown a hole through the floor in the room above, you can enter the top door to fight the boss of the dungeon.
1F
In this small cramped room, you will have to face one red and one blue Zahzak, all the while avoiding the fire chain Winder that roams the room. Some of the skulls in the corners have bombs. Head through this room to the door on the left.
1G
In addition to the spike traps and the conveyor belt, you must concern yourself with a Bubble and a new enemy known as a Gibo. Gibos have a solid red center that floats inside of a translucent outer shell. The center is vulnerable to your attacks when it flies around the room outside of its shell. There are two in this room. Deal with them or avoid them (and sprinkle some Magic Powder on the Bubble if you're in need of a fairy) and head through the left door to room 1H.
1H
This room is a larger version of the room you were just in. An elongated conveyor belt with spike traps, Gibos, a Bubble, and a fire chain Winder all make for a difficult experience reaching the door at the top. You may also notice the a door to the right that is blocked by a blue fence block. For now, pass through the top door to room 1J. When you return to this room, the blue blocks should be down, so the door to room 1K should be accessible to you.
1J
When you enter this room, you will notice six spike traps trapped behind six blue fence blocks. One flick of the crystal switch will change that. The door above is locked, but the skull in the room, guarded by a single Zol contains a Small Key. Collect it, and then flick the switch. Prepare to dodge the spike traps as you run to the door above. Unlock the door and climb up to the first floor. When you return, make sure that the blue blocks are down before you leave and return to room 1H.
1K
With the blue fence blocks down, passage through this room should be available to you. There are two red Zahzaks and a Gido waiting for you. Deal with them and enter the door on the right to room 1L.
1L
The conveyor belts, spike traps, and Zahzaks are all there to distract you from your ultimate goal. First you must head down the stairwell to the second level basement. When you have completed your objective down there (rescuing a little girl and collecting the Titan's Mitt), you will return here and lift the upper right skull to reveal a switch which will open the right door. Step on the switch, return to room 1E. Prepare yourself for a boss fight and bring the girl along with you to the room above. Walk her into the shaft of light that you created by bombing the floor above, and the boss fight will begin.


Floor 1

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File:LoZLttP Gargoyles Domain F1.png
Floor 1
File:Zelda ALttP bombing floor.png
Throw a bomb over the barrier

Hopefully when you arrive here, you have set the blue blocks down, and the orange blocks up. Unfortunately, that means you can't use the telepathy block or collect bombs from underneath the skulls nearby, but you will have access to the switch that's hidden under the lower right skull. Step on the switch to open the right door. If you happen to pull the switch on the wall, you will be bombarded by six Skull Ropers. Run through the open door, and cross the corridor, which contains green cricket-like enemies known as Bazz. After the screen scrolls, continue right and enter the next door. In here, you will find some more Bazz, and more interestingly, a shaft of light that's entering through the window over a blocked-off portion of the floor. The treasure chest in the room contains bombs, and oddly enough, that's just what you need here. When you drop a bomb, you have a chance to pick it up and toss it in some direction. The barrier between you and light is low enough for you to throw a bomb over it, and over to where the light reaches the floor. When the bomb explodes, a hole in the floor will be created, allowing the light to flow into the floor below. Once you've accomplished this, you're ready to return to room 1J of the dungeon below.

Basement 2

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File:LoZLttP Gargoyles Domain B2.png
Basement 2
2A
When you enter this room, there are two Zahzaks to deal with and a Stalfos. Take care of them, and when you're done, the door to room 2D will open. You won't be able to lift the large block in the room right away, but you should be able to when you return here.
2B
There's simply one Red Zahzak to deal with. On your first time through, enter the right door to room 2C. After you've collected a Small Key, enter the left door to room 2D.
2C
File:Zelda ALttP rescue girl.png
Rescue the girl that you find in the dungeon
This is an odd room. It appears to be a sequence of jail cells, one after the other. In each one, you will find one or two Zahzaks to defeat, as well as a "Bunny Beam" trap under one of the skulls. If you make it all the way to the back, you will find a little girl who's been locked away and needs rescuing. After you talk to her, she will follow you throughout the dungeon. In the treasure chest beside her, you will find a Small Key that you will need in a moment. If you attempt to do the heroic thing and lead her out of the dungeon before you are through, she will complain about the light outside and offer to remain within. So let her tag along, and don't worry about bringing her to the Village. Return to room 2B and cross over to room 2D
2D
In this room, perilously positioned conveyor belts rotate over a bottomless chasm. You need to maintain your position on the ground. You can cross over to the bottom and head through the right door to room 2B. When you return, use your key to unlock the door that leads to room 2F. Once you're back, You may be tempted to use your newfound power to lift the block and enter room 2E, but there is very little reason to do so. Instead, just head back to room 2A and bring the girl along with you to the floor above.
2E
This room is more of a dangerous trap than anything else. Three blue Baris are floating around while two Bumpers rotate around the conveyor belt. Once you enter the room, you must defeat the Baris (most easily done with the Hookshot), in order to open the door and return to room 2D.
2F
Once you enter this room, a circle of tiles will begin to fall away from the floor, so you must react quickly. You must pound down the bobbing pegs with your Magic Hammer, in order to gain access to the large treasure chest in the center. You must do this quickly or you will drop down through the gap in the floor. If this happens, leave the room and return to reset the trap. Once you gain access to the chest, open it up to reveal the File:Zelda ALttP item Titan's Mitt.png Titan's Mitt. Now that you have it, and the little girl is in tow, you can return to room 2A, climb upstairs to room 1L, and bring the girl to the room above 1E.

Boss: Blind the Thief

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File:Zelda ALttP Blind.png
Blind the Thief boss fight

When you lure the little girl that you rescued (who refuses to leave the dungeon) to the shaft of light in the center of the room above 1E, she will shriek in anguish and transform into her true form as the boss of the dungeon, Blind the Thief. This is a difficult fight as it's hard to dodge most of the attacks. Bringing fairies in bottles is a wise strategy. Blind moves left and right along the top and bottom of the room. His head is his weak point. He will either fire a laser at you, or shoot off small fireballs. When you hit him in the head enough times, he falls down while his head roams free of his body. His head will fly around the room independently and shoot fireballs at you, and there's little you can do about it. Meanwhile, a new head will grow in the old one's place, and the battle will resume. Strike the new head until that one is knocked off his body. One final head will take its place while you avoid the attacks of the previous two. Strike that head enough times until Blind is finally defeated, leaving a Heart Container behind. A good strategy is to stand behind Blind and use the Magic Hammer for three hits per head. Collect the Heart Container and the fourth crystal will drop from the ceiling.

Last of a bloodline

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File:Zelda ALttP fourth crystal.png
The fourth maiden crystal

The maiden of the fourth crystal has a little to tell you about your heritage. The Knights of Hyrule battled beasts of evil while the seven wise men worked to protect the Light World from the Dark World. It appears that you may be the very last person alive with the blood of the Hyrule Knights in your veins, thus signifying your destiny as the great hero who must defeat Ganon and save the world. With that said, you must carry on to the next maiden crystal, which can be found in Ice Lake. But before you go there, there are a couple of errands to take care of…


Ice Lake

Ganon exercised his chilling powers by causing the lake in the southwest to freeze and by creating a storm cloud to cover the area with snow. It serves adventurers of this region well to wear gear that will protect them from the elements.

Points of interest

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File:LoZLttP Ice Palace.png

The creatures who survived the sudden change of weather are said to be very tough. Zirros and Pikits rule on the land, and a band of Zora's Spawn took over the cold waters of the lake. The subjects of the Golden Land who survived stay in caves and buildings.

Item Shop

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The Item Shop in this region is stocked with the standard goods. Adventurers in need of Potions, Bombs, or a Shield can stock up here. The Potion is especially useful as enemies in this area are dangerous.

Storyteller

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The odd creature in the cave on the northeast shore of the lake will confess to having been a former thief. For a price of 20 Rupees, he will tell visitors the story of another former thief who was an old friend of his that could open locked Treasure Chests with ease.

Odds and ends

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The next crystal that you wish to obtain can be found in the Ice Palace. But before we dive right in, there are a few errands that you can take care of, especially now that you have the Titan's Mitt.

Reunion of the Blacksmiths

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File:Zelda ALttP smithy partner.png
Find the partner where the House of Books would be
File:Zelda ALttP tempered sword.png
You will be well rewarded with this powerful sword

From the earliest moments of your quest, you heard about a sad blacksmith near Kakariko Village. The poor fellow has lost his partner and could no longer excel at his craft. Not until you reach that Dark World, however, can you help the blacksmith. During one of your explorations south of the village, you may find a frog trapped by skulls. If you free the frog, you can take it back to the blacksmith. Upon his return to the Light World, the frog will be restored to his former blacksmith self. The two partners will be overjoyed to be reunited after so many years apart. In a display of gratitude, they will take your Master Sword and strengthen it. It will take some time, but you will receive the Tempered Sword in return.

The well by the Smithy

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File:Zelda ALttP well magic.png
Getting "cursed" by the well creature

Outside the Smith's house near the village is a stake blocking a place where you can jump into a well. Using the Magic Hammer, pound the stake and jump into the well. In the well, sprinkle magic powder on the statue. You will find a strange creature who claims to take away half of your magic power when, in fact, he actually doubles it.

Unlocking a secret

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File:Zelda ALttP locked chest.png
Find the locked chest in the shattered house
File:Zelda ALttP unlocked chest.png
The silent man can unlock the chest

The Blacksmith's house in the Dark World is a shattered shell in which a locked trunk sits. The trunk will only appear after you have returned the Dwarf Blacksmith to his partner. When you discover the trunk, you won't find a key to open it with, and whacking the trunk with your sword does nothing. If you spoke to the storyteller near the Ice Palace, you might recall hearing about the thief who is said to be near the desert. Drag the trunk to the sleeping man in the canyon. The man will wake up and open the trunk. Inside, you will find the fourth File:Zelda ALttP item Bottle.png Bottle.

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File:Zelda ALttP opening grave.png
Dash into the grave to push it open

The Graveyard in Hyrule holds deep and hidden secrets. Most mysterious of all the tombstones is the large tombstone blocked off in its own private plot. Once you obtain the Titan's Mitt, you can return to the graveyard and gain access to the large tombstone by lifting the dark rocks. Pushing against the stone won't yield much, but a Dash Bash against it will force the tombstone to slide back, revealing a hidden chamber below. In that chamber, you will find the File:Zelda ALttP item Magic Cape.png Magic Cape, which will render you invisible when you don the cape. (In truth, you do not need to wait until you have the Titan's Mitt. Once you have the Hookshot, you can reach the Ghostly Garden and use the Magic Mirror to warp in to the area around this grave, as you can see in the picture. Then you can perform a very short dash to push the grave open.)

An impassable situation

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Near Death Mountain in the Dark World, you may have come upon a sign promising to reward the person who wears the Cape with a Piece of Heart. In the mountain cave nearby, follow the passage until it is blocked by a bumper. Don the Cape and slip past the bumper to reach the Piece of Heart beyond.

The Ice Lake circle

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Northwest of the Ice Palace lies a circular arrangement of stone which surround a shallow portion of the lake. Just as you learned near the Swamp Palace, there are strong relationships between the Dark World and the Light World. Swim to the shallow section inside the circle and use your Magic Mirror. If you do, you should end up on top of the island in the middle of Lake Hylia that contains another Piece of Heart.

The Way to Ice Island

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No matter how long you battle the dive-bombing Zirros and other creatures of Ice Lake, you will not discover a way to enter the Ice Island dungeon from the outside. Instead, if you visit the central island in Lake Hylia which is in the same location as Ice Island, you may discover the Warp Tile concealed under the dark stone. The Warp Tile will transport you to the inner courtyard of Ice Island.

Ice Palace

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File:Zelda ALttP Ice warp.png
Lift this rock to reveal the Warp Tile

Since the Ice Palace is a very cold place and populated by creatures who were created by the magic of ice and snow, it only makes sense that a warm weapon will be quite useful. Those explorers who have command of the Fire Rod will find this device to be very useful in the chambers of the Ice Palace. A supply of Potions is also good to have as the enemies are very strong and in large abundance. The villain, Kholdstare, lurks deep in the palace dungeons.

Dungeon Tip
Close combat on ice can get very frustrating. A good strategy when battling multiple Pentagators is to use Ether Magic, which will freeze all the enemies, then proceed to smash them with your hammer. When doing this, magic refills are more likely to drop allowing you to keep you magic meter full throughout this dungeon.


Floor 1

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File:LoZLttP Ice Palace F1.png
Floor 1

As you enter the Ice Palace, you will see two stone statues and a telepathy stone. However, once you step far enough into the dungeon, what appears to be an ordinary wall sculpture comes to life and attacks you. The monster known as a Tainon is only susceptible to the flames of the Fire Rod, so have it handy as you enter the Palace. Do away with the Tainon and you will be able to enter the room to the left. When you enter the room, you will be greeted with exactly the kind of environment you would expect to find in an Ice Palace: slippery icy floors. This means that positioning yourself accurately takes a little bit more of an effort, but not terribly so. There are three Baris in the room, and one of them possesses a Small Key, so defeat them all (when they're not electric) to find the key and collect it. Use it to unlock the door above and climb down the stairs to the first basement level.

Basement 1

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File:LoZLttP Ice Palace B1.png
Basement 1
Visit 1
When you arrive on this floor, you will be in the simple room on the left. Two green Zols will rise from the floor to attack, but they pose little threat. Walk down to the lower left corner and step on the tile to open the door on the right. Walk through to the next room, and you reach a four way intersection. You can go in any direction but the direction you were moving when you entered the room. Start by pushing the center block right, and traveling south. In this icy room along the bottom, you will meet the Pentagators. Pentagators like to get a bit of momentum going before diving along the ice head first and colliding with whatever gets in their way. Defeat them with your sword or hookshot and open the treasure chest to reveal the Compass. When you're done, return to the room above. Now push the center block up, and head right, stepping on a tile which opens the shutter doors along the way. In this room, you will have to face Pentagators, a Bubble, and a "Bunny Beam" hidden beneath one of the skulls. The other skull hides the switch which you need to step on to open the doors.
File:Zelda ALttP bombing switch.png
Bomb the Crystal Switch and run to the other side
Running into the far right room won't get you anything at this time, so return to the left. As you go to push the center block left, you'll step on that same tile again, and now the door above will be open and available to you. Enter the top room. There are four red Baris to contend with in this room. But the real puzzle in this room has to do with the Crystal Switch. Your goal is to place a bomb in the center of the room and fall into the pit that it creates. Obviously, when you enter, you'll need to hit the switch to lower the blue fence blocks. But in doing so, you'll block the pit with the orange blocks. You need to come up with a method of triggering the Crystal Switch while standing behind the blue blocks…something of a delayed response. One item that you have that has a delayed response is bombs. If you place a bomb near the switch, and run back to the other side, you should clear the blue blocks well before the bomb explodes, causing the blue blocks to rise and the orange blocks to fall, providing you with access to bomb the floor and fall to the floor below.
Visit 2
You made it to this little secluded room, and you will be well rewarded. Get the skulls out of your way so that you can open the treasure chest and reveal its contents: the Big Key. Now you're ready to hunt down the large treasure chest of this dungeon. To do that, you need to return to the large sliding spike trap room on the third basement. Push the lower block to the left and the upper block up, and head out to the room on the left. At this point, you must retrace your steps and get back to the third basement floor as you did before, for your third visit there.


Basement 2

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File:LoZLttP Ice Palace B2.png
Basement 2
Visit 1
As you fall to the floor, you will arrive in the center of the room with skulls providing access to the outer sections of it. However, as you step outside, you will encounter the largest Stalfos you have ever seen, the Stalfos Knights. They are strong, but they fall into a heap of bones when you strike them. Unfortunately, they don't stay down; they rise back up to attack again. However, if you can find a way to keep them down permanently, they won't be as much of a threat. The only way to keep them down is to blast their bones to smithereens, and there's no better way to do that than with a well-placed bomb. The bomb must explode before they stand back up, so place it quickly. When both Stalfos Knights are defeated, you are free to enter the room below. The floor in this room moves, so be aware of the danger that the spike traps pose. There are four blue Baris in this room, and one of them is in possession of a Small Key. Defeat them all to find and collect it. In addition to all of this, you must also contend with small black shadowy creatures called Baboos that escape from holes in the wall and scramble across the floor. On your way to unlock the door in the lower left corner, make sure that the Crystal Switch is set in the orange position, as you'll need to cross the orange blocks in the next room to continue. Enter the room to the south and pause a moment to get the timing of the fire bar down. When you're ready, make your way towards the lower left corner of the room, where a switch can be found under the skull that opens the door to the right. Wait again for the timing of the fire bar to permit you to safely run to the right door and enter the next room. In this small room, three green Zols will rise from the floor to attack you. Dispatch them, and enter the stairwell to basement level three.
Visit 2
File:Zelda ALttP pulling tongue.png
Pull the statue's tongue to escape
There's a lot going on in this little room when you return to this floor. First, you'll have to deal with a Stalfos Knight who guards the right side of the room. Take care of him, and use your Magic Hammer to pound down the pegs that block your access to the giant block. Lift the block to expose both a key and a "Bunny Beam" trap. If you're quick, you can cause the beam to crash into the wall before it reaches you. Collect the key and pound down the pegs on the other side. Another Stalfos Knight will appear to give you trouble. Take care of it, and remove the skulls below to reveal a switch. Stepping on the switch will reveal a treasure chest that contains a Map. If you study the map, you will notice a room to the right, with no apparent means of getting there. Killing the enemies and stepping on the switch didn't do the trick, so there must be something else you can try. The statue in this room may look like a few other statues you've already seen before, but this one is special. Try giving its tongue a tug. You'll notice that you can pull it out like a wall switch, and cause the door on the right to open. Run through it and it will lock behind you again. That's OK, because you've found the ladder that brings you up to the other side of the mysterious chamber in the first basement level. Head up there for visit number 2.


Basement 3

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File:LoZLttP Ice Palace B3.png
Basement 3
Visit 1
You will arrive on this floor in a room with an icy floor and a lot of Pentagators. Because of the way they are situated, they will attack you en masse. You must fight and defeat them all in order to gain access to the room above. When you head north, you'll enter a room with a rather large spike trap that bounces up and down the hall. Your options are somewhat limited. You can't head right because you don't have a key. The room to the left has a very important purpose, but you won't be able to realize it until you have the Big Key. So instead, you must run to the middle corridor, and out of the way of the trap. Wait for the trap to slide back down to the bottom, and make a run for the door at the top. It contains a few skulls and a fire trap, along with a circle of tiles that fall away, forcing you to fall to the floor below. When you're there, you can either try to quickly get around to as many skulls as you can, or simply wait for the floor to open beneath you since you'll have no other choice.
Visit 2
In the small U-shaped room on the right, you'll see a skull across the way from a bed of spikes. You can use the Hookshot to pull you safely over to it, then lift or destroy it to reveal a switch underneath. Step on the switch to reveal a treasure chest. Hookshot back over to the chest and open it to reveal a Small Key (do not use this key on the locked door to the left; it's much wiser to save it). Unfortunately now you're on the wrong side of the spikes from where you want to be. Either brave the danger and take the damage or use your Magic Cape to walk across the spikes harmlessly. Take the stairwell up for your second visit to the second basement.
Visit 3
Assuming you collected the Big Key from the first basement floor, you're ready to enter the room to the left of the giant spike trap room. When it's safe to do so, run into the doorway on the left. You'll enter a room with an icy floor and a fire bar spinning around. Since getting up to speed on an icy floor requires different timing, you'll have to take that into account if you wish to reach the ladder on the other side of the room without getting nailed by the fire bar. When you reach the ladder, climb down for your second visit to basement level four.


Basement 4

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File:LoZLttP Ice Palace B4.png
Basement 4
Visit 1
When you first fall down to the fourth basement, you'll arrive in a long icy room, with a number of spike traps, fire bars, and some Pentagators. You could run to the bottom, but you'll only find a shut door and a locked door. While a switch near the bottom of the room opens the shut door, when you enter it, you'll only be able to reach a pit that leads to the floor below. Instead, stay up at the top, and enter the door on your right. This room contains four red Baris, which are most easily defeated with your Hookshot. It will also come in handy since you need your Hookshot in order to navigate across the giant pit in this room. When you have a clear path to the block across the pit on the right, fire at it and pull yourself over. Once you're safely on the other side, you can access the door below. The next room contains four giant spike traps, and your goal is to get around the barrier wall to the staircase on the other side. If you happen to possess the Magic Cape, now is a good time to use it since it renders you invulnerable to the spike traps and you can navigate around the room without fear (provided you have plenty of magic). Take the staircase up to your second visit to basement 3.
Visit 2
File:Zelda ALttP bomb for bluemail.png
Bomb this portion of the floor to reach the Blue Mail
When you arrive, you'll be on the other side of the pit that you might have encountered earlier. As you explore the room, a Tainon will attack you from the wall, so have your Fire Rod ready. You'll see a treasure chest in the room, and if you open it, you might be disappointed to find that it only contains Bombs. However, that should serve as a clue to you that the use of bombs is important in this room. You might notice that the floor above the ladder is terribly cracked. If you experiment and drop a bomb on a portion of it, you will blow a hole through the floor. This hole will land you on the opposite side of the room below than the existing hole, so fall down through it.


Visit 3
One last trip to this floor places you in the bottom room of the floor. As you walk across the room, green Zols will appear out of the floor, so attack them when they form. When you get close to the locked door at the top, a Tainon will leap out to attack you, so have your Fire Rod ready. Unlock the door, and you'll be in the familiar long icy room. The skull closest to the door through which you arrived hides a switch that you can press to open the door to the left. Run through, and simply drop down the pit in the floor that is immediately in front of you, for your third visit to the fifth basement level.


Basement 5

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File:LoZLttP Ice Palace B5.png
Basement 5
Visit 1
If you've followed the walkthrough, your first visit here should bring you directly to the left side of the left room which contains the large treasure chest. If you explored on your own, it's just as likely that you've ended up on this floor on the other side, or through the bottom room. In accordance with the walkthrough, hopefully you have landed in front of the large treasure chest with the Big Key in your possession. Go ahead and open the chest, and you will receive a much-needed boost in your defense, in the form of the Blue Mail. Once you have it, push any of the blocks out to the right, and escape through the right door. In the next room, a Tainon will attack you. Blast it with the Fire Rod, and then study your surroundings. You don't need to go any direction other than up, and fortunately for you, the orange blocks are down, while the blue blocks protect regular blocks which are positioned around a gap in the floor. All seems well at this point, so proceed through the north door. In the top room, three red Baris and a Stalfos Knight will attack you as you approach the locked door at the top. Defeat them and head down the stairs.
Visit 2
When you return after hitting the switch, run back to the pit room. (Actually, when you return to this floor, you might notice that the blue fence blocks which blocked off two pits on either side are now lowered, so you can fall down them if you choose to. If you do, you'll discover a very valuable fairy pond where you can replenish your health and restock your bottles with fairies.) With the orange blocks up and the blue blocks down, you might think that you're all set to solve the pressure plate puzzle. Unfortunately the blocks on the right side are not situated over the pressure plate, so pushing the right one in won't do you any good. And with the orange block up, your access to the left side is blocked. So you'll need to climb up to the floor above and drop down from the other side. So head to the room on the right. This room is loaded with skulls, a fire bar, and streams of Baboos that crawl out continuously from the holes. One skull contains a Small Key, and another hides a switch. Find the switch and step on it to access the room below. In this next room, you must attempt to avoid hitting a fire bar while traversing a slippery floor to the door on the left. You can utilize the Magic Cape to make this experience much easier, but be careful not to slip off any of the edges. In the next room, there are two blue Baris to defeat. The skull in the corner hides a switch which, if stepped on, reveals a treasure chest that contains another Small Key. Collect it and climb the steps to the room above, your third visit to basement level four.
Visit 3
Now that you've landed on the "right side" of the orange blocks, which is the left side, head through the door and push the movable block down into the pit. Feel free to tumble in after it, and continue with your second and final visit to basement floor six.


Basement 6

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File:LoZLttP Ice Palace B6.png
Basement 6
Visit 1
A Bubble will be waiting to greet you as you enter the room. If you're in dire need of health, you can sprinkle some Magic Powder on it to transform it into a fairy. Enter the room below. You'll have a bit of a hectic fight ahead of you. The room contains four blue Baris, as well as a Stalfos Knight and a Tainon creature. Take care of the Tainon with your Fire Rod first since they're fast and persistent. Then eliminate the Baris and the Stalfos at your convenience. When you're done, you'll be left with a button that is sadly not a switch, but a pressure plate. Unfortunately, there are no statues for you to put on the plate, so you'll have to think of something else. If you recall, there were some blocks arranged next to the pit immediately above this floor, but the blue fence blocks prevented you from reaching them. It just so happens that in the room to the right, there's a Crystal Switch. So unlock that door, and hit the switch. Doing so will give you access to the contents of the skulls, but it will also make a "Bunny Beam" chase after you. Avoid it or wait for its effects to wear off, then return to the fifth basement level. (Note: If you happen to have collected the Cane of Somaria, the treasure found in the Misery Mire dungeon, you can use the cane to create a block instead that will activate the switch.)
Visit 2
File:Zelda ALttP pushing block.png
Push the block that landed over the plate
Now that the block you've pushed landed very near to the switch, break the skull that covers it, and push the block onto the switch, permanently opening the door to the room below. Pass through the door. There are a variety of interesting things including some visible Baris, and some Baris that are hidden under the right block. The object of interest to you, however, is the block on the left. Unfortunately, it takes a bit of work to reach. First you must remove the skulls in the way. Then you must tug the right statue out of the way so that you can gain access to the bobbing pegs beneath it. Break out your hammer and smash the pegs, and finally lift the giant block over your head. A hole will be revealed, and it leads directly to the dungeon's boss.


Boss: Kholdstare

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File:Zelda ALttP Kholdstare.png
Kholdstare breaks into three parts when freed from the ice

At first, Kholdstare appears pretty harmless, being stuck in a giant block of ice. Naturally, you can use blasts from the Fire Rod to thaw the ice and release him so that you can ultimately kill him. However, once he breaks free of the ice, you'll soon discover that he is not one enemy, but rather three. And they will each split up and begin to bounce around the room and attack you. While they do this, blocks of ice will drop from the ceiling and shatter into four pieces. Do your best to avoid them while you focus your attack on one Kholdstare at a time. Rely most on your sword for quick successive strikes, but a few blasts from your Fire Rod (if you have magic left) can speed up the process of defeating each one. When you defeat the final remaining Kholdstare, you will be rewarded with a Heart Container. Collect it, and the fifth maiden crystal will be revealed.

Mixing courage with wisdom

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File:Zelda ALttP fifth crystal.png
The fifth maiden crystal

The fifth maiden informs you that while your ancestors were capable of amazing and mystical things, you of the current generation don't possess the same amount of power, since the bloodline has been diluted over time. But by combining the powers of the descendants of the seven wise men with the descendant of the courageous Knights, you just might stand a chance against Ganon. With that said, your next trial awaits you in Misery Mire. That is… if you can figure out how to reach it.


Misery Mire

Like the area surrounding the Ice Palace, this area was also changed drastically by Ganon's magic. While adventurers once had to cross what was known as the Desert of the Golden Land, they later found themselves in a stormy swamp, filled with creatures that would rise from the muck.

File:Zelda ALttP Marsh warp.png
Call upon the flute boy's aide to reach this Warp Tile

The Flight to Misery Mire

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On the map of the Dark World, you can see a large swamp in the southwest corner of the land, but there doesn't seem to be any way to reach it. The canyon just to the east of Misery Mire ends in cliffs that block off the swamp. The answer has to be in the Light World. If you search the desert for a Warp Tile that might lead to the swamp, you will only find what you are looking for on the Duck's landing spot number six. Lift the right stone to reveal the warp to Misery Mire.

Points of interest

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File:LoZLttP Misery Mire.png

In order to keep the waters of the swamp from spilling out into the Plains of Ruin, Ganon blocked the passages between the two areas with high bluffs. The only way to enter this area is through a Warp Tile in the Light World. In the northwest, near the palace, adventurers can find two important caves.

Treasure cave

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There are two caves in the vicinity of Misery Maze. The cave to the west contains two Treasure Chests and several blocks. An intelligent explorer should figure out just exactly how to push the blocks in order to get to the Treasure Chests. While one of the chests holds Rupees, the other one holds a Piece of Heart.

Faerie Fountain

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The cave which is located east of the Misery Mire entrance is a good place for explorers to rest and tend to their wounds. By drinking from the Faerie Fountain inside, they will be rejuvenated and able to continue their journey. It is a convenient location for such a place.

Storyteller

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An odd creature in the cave on the northeast edge of the swamp tells passersby about the entrance to Misery Maze. He says that only someone with control over the elements can enter the dungeon. Such controls is said to be possible through the use of the Ether Medallion.

Warp for health

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An alcove has formed in the upper right corner of Misery Mire. This alcove corresponds to an unreachable cliff in the Light World. By standing deep inside the alcove and using the Magic Mirror to warp back to the light world, you will reach a stairwell that leads inside the cliff, where you will find another Piece of Heart.

Misery Maze

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File:Zelda ALttP Ether lock.png
Ether has the power to clear the skies

The labyrinth under Misery Mire is sealed by the same magic that created the wind and the rain in the swamp. As long as the rain clouds hover over Misery Mire, the entrance to Misery Maze will remain sealed. The tile near the dungeon's entrance bears the same lightning bolt symbol as the Ether Medallion. While standing on that symbol, call upon the magic of the Ether Medallion, causing the clouds to vanish and the dungeon entrance to rise from the swamp.

Floor 1

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File:LoZLttP Misery Maze F1.png
Floor 1
1A
In addition to being guarded by five yellow Zols, the entrance to Misery Maze is designed to prevent those without a Hookshot from gaining access to the rest of the dungeon. Fire your Hookshot at the block across from the gap to access the stairwell to the first basement level 2A below; or, jump across by standing between the gap and the block, and dashing toward the block.
1B
You will find two torches here, positioned behind a set of stones. Four Wizzrobes will warp into the room to attack. Push past them to visit room 1C below.
1C
This room appears as the vertical mirror image of room 1B above. Now two torches are positioned at the top of the room. Your ultimate destination lies to the right, in room 1D.
1D
File:Zelda ALttP Lighting torches.png
Lighting the last torch to move the wall
When you first arrive in this room, it will be very narrow and lack anything interesting to examine except for a single telepathy stone. By investigating the stone, you will be told that you need to light four torches to proceed. Interestingly enough, you just passed four torches. Return to rooms 1B and 1C. Make sure all of the Wizzrobes have been cleared out before you proceed. Among the set of three blocks that prevent you from accessing each of the torches, push the top and bottom blocks forward, and push the remaining center block up or down. When you have access to all four torches, proceed to light each one with the Fire Rod as quickly as you can. It does not matter that you have to cross a doorway to light them, they will remain lit for the normal duration. If you manage to get all four lit, you will hear a substantial rumbling sound. Return to room 1D to investigate, and you will notice that the right wall has regressed and a hole in the floor has been exposed. Hop into the hole to access room 2H one floor below.


Basement 1

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File:LoZLttP Misery Maze B1.png
Basement 1
2A
When you arrive on the floor, you will be greeted by two Popos. Further investigation will reveal more Popos in the room, along with a sentry statue and a brand new enemy: the Wizzrobes. Wizzrobes warp into a room, just long enough to attack you with their magic, and warp back out. You must destroy every enemy to open the door above and proceed to room 2B.
2B
You will visit and revisit this large room and its many pathways throughout your visit in the Misery Maze. Nearly every door is accessible from another entrance one way or another, with one exception; the pathway in the upper left corner, along with the nearby switch hidden under a skull, may be blocked off by blue fence blocks. You'll need to find the remotely-positioned Crystal Switch to make this section accessible. For your first visit through this room, it is wise to head to the upper right open door which leads to room 2P. When you return here the second time from room 2C to the left, walk down along the side of the room, and back up along the grating that straddles the lower level of the floor. With the blue fence blocks lowered, you have access to the switch hidden beneath the skull. Step on the switch and open the treasure chest that appears in order to find a Small Key. Then proceed up through the door immediately to your left to room 2Q. After collecting the Small Key from room 2X, climb down the ladder, and simply run all the way left and climb up the next ladder that you come to. Run down the left side of the wall, and unlock the door on the bottom left to room 2K. When you return to this room after having collected the Big Key, it's time to unlock the door along the top portion of the right wall, and enter room 2L.
2C
If you are following along with the walkthrough, you will enter this room for the very first time from room 2R above. For now, simply return to room 2B on the right.
2D
The treasure chest in this room is only accessible, like many parts of this dungeon, if the blue fence blocks are lowered. Provided that they are, you can open the chest and claim the Compass. Return to room 2E below and enter bottom door to room 2F.
2E
When you enter this room, the tiles will begin to lift off the floor and attack you. To make matters worse, there's a fireball trap as well. There are four torches in the room, and even if you wait until every last tile attacks, the shutter door at the top of the room will not open unless you light all four torches. If you get them all lit, the door to room 2D will open, where you can grab the compass. Ultimately, you must pass through the door below to room 2F.
2F
A number of enemies and a trap occupy the room that contains conveyor belts along the very bottom. Do your best to dodge and attack them safely and cross around to the stairwell on the other side of the top wall to reach room 1B. Make sure you remove the skull before the door and collect the full magic refill.
2G
Standing on the warp tile in this room sends you to the arrival warp tile in room 2S.
2H
If you arrived at this room from the room to the north, you will be placed on a balcony from which you can only view the treasure chest, but not access it. The only way to access it is by falling from room 1D up above. If you land in front of the chest, open it up and collect the Big Key. Once you have it, the only way out is through the left to room 2G, so head through and take the warp you find there.
2J
There is little to no reason to enter this room. It contains two sentry statues and a Taratal slug. The door below leads to a useless dead end.
2K
There are a number of pesky enemies in this room, including two floating Stalfos skulls, a blue Bari, a fireball trap, a Bubble, and a Crystal Switch. Defeat the two skulls, and destroy the Bari to collect a Small Key. Proceed through the locked door on the left and enter room 2E.
2L
If you arrive at this room by unlocking the top door along the right wall of room 2B, you'll end up next to the treasure chest that contains the dungeon Map. The blue fence blocks should be lowered, so you can reach the other side of the partition and drop down to the lower portion of the room, and pass underneath the bridge and climb the ladder on the opposite side. Head through the door on the right, and enter room 2M.
2M
File:Zelda ALttP hookshot to cane.png
Use the Hookshot to cross the bridge
As soon as you arrive in this room from the lower door, have your Hookshot ready and quickly fire over to the block on your right. You must do this because the bridge will begin to collapse shortly after you arrive, and if you try to run over without using the Hookshot, it will be difficult to make it in time. As soon as you arrive, begin dashing along the bridge before the bottom collapses. You should make it just in time, and arrive at the large treasure chest of the dungeon. Open it up and claim the magical File:Zelda ALttP item Cane of Somaria.png Cane of Somaria. Once you have the Cane, you must return to room 2S by way of 2L, 2B, 2C, and 2R.
2N
It's rare to find a single room in a dungeon that can provide you with two keys. This is one such room. There is a Small Key under the skull in the upper left corner. Grabbing it is easier than avoiding the attacks of the three red Stalfos and sentry statue that also occupy the room. Take your time and make the effort to destroy all of the Stalfos. When you are done, you will notice a skull in the lower right corner of the room, surrounded by spikes. You can don the Magic Cape if you have it to avoid taking damage, but reach the switch regardless to make a treasure chest appear. Unfortunately, the chest will also be positioned on the spikes. Open it to receive yet another Small Key. With your newfound surplus of keys, unlock the door to the north and enter room 2V.
2P
Two Popos stand guard in a room with a movable block, and four doorways. If you've just arrived here for the first time from room 2B, then ignore all other aspects of the room, and enter room 2N to the right. During your second visit to this room from 2Q, push the block that prevents access to the top door to one side, causing the door to open. Walk up through the door 2U.
2Q
This room has a large cross partition throughout the room, and is occupied by a bunch of slug-looking enemies named Taratals. They lay bombs behind them, so be aware of when their bombs are about to explode. Defeat all of the Taratals and proceed through the door on the right back to room 2P.
2R
If you are following along with the walkthrough, you will enter this room for the very first time from room 2Y above, after just having hit the Crystal Switch, changing it from orange to blue. This means the orange blocks will be raised, affording you a small amount of defense from the various traps in the room. You need to make it to the bottom of the room, which means crossing a long, dangerous set of spikes on the floor. Possession of the Magic Cape is invaluable in this case. Otherwise, you are bound to take a good deal of damage. There is a large spike trap waiting for you in the bottom half, but it is considerably easier to avoid. Head down through the bottom door, to room 2C.
2S
If you first arrived in this room by taking the warp tile immediately after collecting the Big Key, you'll notice the door that can only be unlocked with the Big Key. Remember this room because you will need to return here before long. For now, return to room 2B by passing through 2R and 2C to get there. You will return here once you possess the Cane. Open the door to the north, and enter room 2T.
2T
Standing on the warp tile in this room sends you to the arrival warp tile in room 2U.
2U
During your first visit to this room, you will be arriving along the top level bridge from room 2P below. Cross the bridge to reach the right portion of room 2X. After you've obtained the Cane and warped into this room from room 2T, be prepared to deal with the two Bubbles and the Wizzrobe present in the room. The Bubbles present a good opportunity for health if you are quick with the Magic Powder. There are also two "Bunny Beam" traps under the lowest skulls. Climb up the ladder and open the Big Key door, and return to room 2X.
2V
When you first arrive in this room, it will only benefit you to walk across the grated bridge and enter the door above to room 2W. It will do you no good to visit through the lower door on the left until you have collected the Big Key.
2W
This room merely serves as a connection between room 2V and the upper level of room 2X.
2X
When entering this room from room 2W, you will find that all you can do is run across the bridge over to room 2Y. The next time you arrive will be from the upper level of room 2U which deposits you on the right side of the room. Climb down the ladder there and run along the bridge to the very end where you will find a chest that contains a Small Key. Then run all the way back down to room 2B. Once you enter the room through the Big Key locked door in room 2U, head all the way to the left and find the full magic refill before running along the center bridge to the stairwell at the opposite end. You will arrive at room 3A.
2Y
This complicated room is in the shape of the number seven. There are large collections of wall partitions with fireballs that cling to the walls and follow the outer perimeter. From the right door, follow the room up and to the left. Avoid making contact with the fireball, and run all the way to the left. You will find two pleasant surprises; the Crystal Switch, and a Small Key hidden under the nearby skull. Hit the crystal switch so that the blue fence blocks are lowered throughout the dungeon. Now you can proceed around through the lower portion of the dungeon. Make your way to the locked door below. You will have to contend with a Wizzrobe and two red Stalfos. In addition to the fireball traps, there is a "Bunny Beam" trap hidden underneath one of the skulls. Unlock the door below to room 2R.


Basement 2

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File:LoZLttP Misery Maze B2.png
Basement 2 (and the last part of B1)
3A
You will arrive in this room in total darkness with only your lamp to help guide you. Don't bother looking for any torches to light as there aren't any. Proceed to the lower right corner and unlock the door to room 3B to collect some Rupees if you are in need of any. Then search the right side of the room for a skull that hides a pressure plate beneath it. Obviously with pressure plates, standing on them is not enough to keep a shutter door open. But a thorough examination of the room will reveal no statues that you can use to keep the plate pressed. As it happens, you now possess the tool which will serve the same function as a statue. The Cane of Somaria can create blocks. Use the Cane to create a block and position it on top of the plate, and behold, the shutter door will remain open. Pass through it to enter room 3C.
3B
Enter this room to collect 9 blue Rupees.
3C
Two blue Stalfos and a Bubble occupy this dark room. An exit to the left leads to room 3D.
3D
This room is divided into two parts. You will enter through the lower part. At this point in the game, the Crystal Switch is set to blue, so orange blocks are raised. That will be a problem in room 3F, so we need to hit the switch at the top part of the room. Avoid the spike trap in the bottom portion of the room, and navigate the maze to reach the left side. Then you can walk to the top portion where you can fling a boomerang at the Crystal Switch to change its state. There is no need to deal with any more of the top half of the room unless you are desperate for Rupees, and you can run back down to head through the lower door to room 3F. If you are, you must navigate the conveyor belts along the outer edge of the top portion of the room while fireball traps fire at you. Once you traverse the belts in a counter-clockwise direction and reach the left wall, drop a bomb to create an access to the upper portion of 3E. Once you're done, return to this room and continue on to 3F.
3E
The top portion of this room simply houses another Crystal Switch which you will need to hit in order to proceed through the left door in room 3F. The lower portion of the room can only be accessed by bombing the wall in the top half of room 3D. A fireball trap and a Bubble guard 18 blue Rupees.
3F
If the Crystal Switches of the dungeon are not set to orange, you will not be able to progress through this room. Once the orange fence blocks are lowered, you can get as far as the blue fence blocks on the opposite side, but no further. You need to find a way to lower the blue blocks without passing back through the right door. If you examine the top wall, you will notice that the wall is cracked and can be bombed. Blow a hole through the wall to discover the Crystal Switch in room 3E. Hit it and return to this room to proceed through the left door, but be prepared to deal with the two Bubbles that are free to roam the rest of the room. Enter room 3G to continue.
3G
This room is primarily filled with traps, including "Bunny Beams", fireball traps, spike traps, and Bubbles. Zols fall from the ceiling to attack. You may be tempted to rush straight up the stairs, but you'll find it difficult to proceed if the orange fence blocks are still raised. Much to your benefit, there is one last Crystal Switch above the stairwell. Make sure you hit it and change the switch to orange before proceeding up the stairs to room 3H above.
3H
You will see a fire chain Winder wrapping around the room when you arrive. As long as the orange blocks are lowered, you will be able to pass through the passage on the left to room 3J.
3J
A Bubble may creep over from this room over to room 3H as you approach. You will find the door to boss along the top wall.

Boss: Vitreous

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File:Zelda ALttP Vitreous.png
Vitreous sends the small eyeballs to attack first

Vitreous' core is a giant eyeball, but he sends several small eyeballs to attack you. You can destroy them simply by swinging your sword at them, as they won't put up much of a fight. As you begin to destroy the smaller eyeballs, fewer eyeballs remain to weigh the core down. As a result, he will sometimes rise out of the ooze he rests in to fire a giant lightning bolt attack at you. Once all of the small eyeballs have been defeated, Vitreous will have no other choice than to attack you directly with the core eyeball. It will bounce towards you. Keep swinging your sword non-stop, as it is really the only way to defend yourself, and Vitreous will eventually die, leaving behind a precious Heart Container. Collect it, and the sixth Maiden crystal will descend for you to collect.

Ganon's plans laid out

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File:Zelda ALttP sixth crystal.png
The sixth maiden crystal

The sixth maiden lets you know precisely why Ganon used the wizard Agahnim to capture the seven maidens and send them into the Dark World, where they were imprisoned in magic crystals and distributed among Ganon's generals. Only one crystal remains in Ganon's possession and it's the crystal occupied by Zelda herself. You must hurry to Turtle Rock and find the way to rescue her.


Turtle Rock

According to legend, Ganon sealed his tower on the peak of Death Mountain with the Golden Magic of the Triforce. The only way to break through the seal is to use the magic of the seven Crystals which were scattered throughout the land. The final crystal is hidden in Turtle Rock.

Odds and ends

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The Bomb of Bombs

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After receiving a message in Misery Mire that you can now buy a new sort of Bomb, head for the Bomb Shop below the Pyramid of Power. When you arrive, you will see that they are having a sale. Thirty Bombs for only 100 Rupees! Better yet, the odd-looking shopkeeper has a Super Bomb in stock. This single bomb also costs 100 Rupees — practically a steal. Haul the Super Bomb along with you, looking for a good place to use it. You can still fight, but the Super Bomb will prevent you from dashing since the Template:Snes button detonates the bomb. Also, make sure not to jump off any ledges, since the bomb will not jump with you.

The crack in the Pyramid

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File:Zelda ALttP bombing pyramid crack.png
Use the Super Bomb on this crack
File:Zelda ALttP chamber of wishes.png
This Faerie's help is as large as she is

From your earliest explorations of the Dark World, you may have suspected that there was something hidden behind the cracked, dark block on the Pyramid of Power. Neither bombing it, nor dash bashing it will weaken the crack. Nothing will work until you obtain the Super Bomb. Set it on the ground in front of the crack and detonate the device. A tunnel is revealed which will lead you into the Chamber of Wishing.

The Chamber of Wishing

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Inside this chamber, you will find a pond. If you toss an item in, you will discover an unfortunate Faerie whose beauty was stolen from her by Ganon. She will reward your honesty just as the Faerie at the Waterfall of Wishing does. If you toss in your Tempered Sword, she will bestow upon you the Golden Sword, which contains the fourth power level — the highest level attainable. Additionally, you must toss in your Bow and arrows if you wish to obtain the only weapon which is capable of defeating Ganon: the Silver Arrow. It is also helpful to note that much like the previous Wishing Fairy, this fairy will fill any empty bottles with Magic Medicine.

The Western Mountain

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File:LoZLttP Ganons Tower.png

The caves of Death Mountain lead to many mysterious passages. Some adventurers left with valuable treasures and magical items while others were lost forever in the winding passages and bottomless pits. The only way for explorers to enter some caves, which are carved in the side of the mountain, is to position themselves above the cave entrance and take a leap of faith.

Faerie Fountain

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The Faerie at the foot of Death Mountain provides explorers with a last chance to re-energize before they face the dangers of the climb ahead. The services of the Faerie are often used, as the area is prone to damaging rock avalanches.

Treasure Cave

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File:Zelda ALttP Byrna cave.png
Fall here to reach the Treasure Cave
File:Zelda ALttP using cape.png
Use the Magic Cape to cross the floor of spikes

The cave built into the cliff of western Death Mountain is only accessible to those who leap off of the ledge above it. Inside, the floor of the cave is covered with spikes. If adventurers dare to brave this dangerous trap, they will be rewarded with the File:Zelda ALttP item Cane of Byrna.png Cane of Byrna, an artifact which protects magic users from the spikes. The Cane of Byrna is said to contain powers of protection, but it drains Magic Power according to the length of its use, like the Magic Cape.

The Eastern Mountain

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File:LoZLttP Turtle Rock.png

Item Shop

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Once again, Red Potions, small Shields, and Bombs are available at this typical Dark World item shop. The prices are said to be the same as in the other shops in Ganon's kingdom.

Mountain Caves

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Between the entrance to the Turtle Rock dungeon and Ganon's Tower is a large airy cave with both visible and invisible paths. Explorers can cross the gaps by using two different methods. If there is an object, such as a Pot, on the other side, they could use the Hookshot to grapple across. If invisible paths are a possibility, explorers can set down blocks with the Cane of Somaria or use Ether Magic in order to detect safe places to walk. If you manage to cross the gaps, you are rewarded by finding Hearts and Faeries. While the A caves allow you to traverse up the mountain, the B cave mysteriously leads to an isolated peak. A trip back to the Light World through the use of the Magic Mirror will lead you to a Piece of Heart. The D caves are not ordinary cave entrances, but rather routes between the Turtle Rock dungeon itself.

Reaching Turtle Rock

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File:Zelda ALttP Turtle warp.png
The secret to revealing the last Warp Tile
File:Zelda ALttP Quake lock.png
Only Quake magic can open Turtle Rock

Turtle Rock can not be reached directly from the Dark World. The only way to enter the isolated area of Turtle Rock is through a Warp Tile in the Light World. The mound with three wooden spikes atop Death Mountain in the Light World might be a promising place to explore. Pound the spikes with the hammer, beginning with the bottom right spike and moving in a counter-clockwise direction. A Warp Tile will appear suddenly in the middle of the mound. It will warp you directly to the top of Turtle Rock.

The shell opened

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Once you manage to reach Turtle Rock, only half the battle has been won. Now you have to find a way into the dungeon. The front end of the rock has a stone head and two feet while the back end has a stone tail. Like the Misery Maze, Turtle Rock is closed by a magical seal. Only someone with a particular medallion can conjure up the magic needed to break the seal. It is said that when this magic is used, the head of the turtle will disappear to reveal the entrance to the dungeon. On top is a medallion symbol that looks like the Quake magic symbol. Use the Quake magic on top of the stone symbol and the ensuing earthquake will open the dungeon.

Turtle Rock

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File:LoZLttP Turtle Rock F1.png
Floor 1

The huge Turtle Rock dungeon was carved deep into the core of the eastern Death Mountain. Its four floors are riddled with puzzling traps and bottomless pits. It is said that only those who possess the Cane of Somaria can float over the wide pits in many of the dungeon's chambers. The Fire Rod and the Ice Rod are also essential equipment for fighting the Trinexx which lurks in the dungeon's lowest level. This dungeon is where Princess Zelda is being held prisoner.

Floor 1

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You begin your tour of the Turtle Rock dungeon at the bottom of the map. After removing two skulls in your way, you will come to a chasm with a question mark and a dashed white line extending from it. This may puzzle you at first, but you possess the item that you need to use to master it: the Cane of Somaria. If you try creating a block on the question mark, you will instead create a platform that you may board and ride across. You will be using this technique to travel throughout the dungeon so don't hesitate to try it out. Board the platform and travel across to the opposite side and enter the room above.

The next room will be a huge wide open space with question mark tracks reaching out to every platform destination. When you create a platform to ride on with your Cane of Somaria, you can direct the block in whatever direction you wish to travel from a question mark. The compass of the dungeon is immediately to your left. It is optional, as always, but let's examine how to collect it to learn an important lesson about this dungeon. Create a platform and travel to the left one stop and exit the door to the south.

From the entrance of this room, simply run south to reach the treasure chest that contains the Compass. Aside from the fireball traps and the bed of spikes surrounding you, collecting the Compass was relatively painless. Getting out, on the other hand may be more difficult. As you run back to the north to approach the door you came through, the door mysteriously disappears and becomes an eye on the wall that shoots lasers at you. When you turn around to dodge the laser, the door suddenly reappears. You could use your Magic Mirror to get out if you like, but it's not necessary. Instead, face south and charge up your sword. Without letting the power go, walk back to the door, facing south the entire time, and you will be able to safely pass through the door and back to the room above.

File:Zelda ALttP platform torches.png
Timing is critical when lighting the torches

Now you must travel to the top platform along the right side of the wall. Create a platform on the question mark and ride it over to the second question mark on the right. Watch out for any blue Baris floating nearby. Stalfos heads may also be present to attack you. Get off and run through the door. In the next room, you'll find a room much like the previous one. The difference is, there is only one question mark, and four torches in the room. You know what four torches means by now, so create a platform and start riding along the track. Light the torches with your Fire Rod when you have a good shot at them. If you light all four of them up, the shutter door above the question mark will open. If you time the lighting of the torches so that they remain lit when you return to the question mark, you can run through the door up above. If you light them too early, they may go out before you return.

When you pass through the shutter door, you will enter a long narrow room with two rolling spike traps. The traps only extend so far, and blocks prevent them from moving everywhere, so there are plenty of safe spots in the alcoves along the wall. Run into them when the bars get too close. Navigate your way to the top of the room, avoiding contact with the bars as much as possible, and you will reach two treasure chests. The left one contains the dungeon's Map while the right one contains a Small Key. Now that you have a key, you can return to the first large open room and unlock the door in the upper left corner. Head south and to the left to return there.

On your way to the locked door, you could stop off on the right-hand platform along the north wall if you need health and magic. Defeat the Stalfos and run through that door. You will be trapped in a room where the floor tiles will spin around and attack you. When the last tile is destroyed, the doors will open. In the room above, you will find a fairy along with a skull that contains a full magic refill beneath it. Catch the fairy with your net if you don't need the health immediately. Return two rooms below and proceed to unlock the locked door.

When you unlock the door on the left side of the northern wall, you will enter a narrow room with two green Zols, and a strange new enemy: a Hokuboku. It bounces around, and every time you swing at it, pieces of it break off and bounce around before disappearing. These pieces can damage you if you get in their way, so attack it slowly. When you defeat it, it will drop a Small Key. Use it to unlock the door above.

In the final room of this floor, you will find two chained-up enemies, known as Kelbens, trying to reach out and attack you. There are two Crystal Switches here and at first glance, they seem to be in the right position because you can reach the door. Unfortunately, it's locked, and you don't have a key. That's OK, because there's one in this room, you just need to make it appear. Start by hitting one of the Crystal Switches from a safe distance and lower the blue blocks. The top left block that was just to the right of the blue fence blocks can be pushed to the right, causing a treasure chest to appear. Now hit the crystal switch again, and run over to the chest, avoiding the Kelbens as much as possible. Inside, you will find a Small Key which you should use to unlock the door and access the floor below.

Basement 1

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File:LoZLttP Turtle Rock B1.png
Basement 1

On this floor, the question mark tracks are replaced with a series of pipe tunnels. When you arrive, you will have to climb down the ladder and explore the lower portion of the room to find the way out. A Zol, a Hokuboku, and three Bubbles patrol this portion. A quick run to the right will reveal another ladder that leads to several skulls that contain some supplies. Your true aim is to reach the ladder in the bottom right corner of the room. When you climb up that ladder, you'll be standing in front of the entrance to a pipe tunnel. Walk through it, and you will be automatically shuttled around the pipe to its opposite end in the upper left corner of the room. Enter the left door.

File:Zelda ALttP lava pipes.png
Passing through the lava pipes

An intricate winding maze of five pipe tunnels floats over a bed of lava in this room. By the end, you will have explored all of them. Start out by taking the pipe closest to the right wall. This will bounce you over to the upper left wall where you can pass through the door to the next room. Four Bubbles will start out rather close to you. This is a good opportunity to use your Magic Powder and transform them into fairies if you need health. A Crystal Switch will allow you to lower the blue fence blocks, and continue to the lower portion of the room. Two Stalfos skulls will attack you, and a "Bunny Beam" trap will advance to render you powerless for a time. Avoid the beam at all costs. When the skulls are gone, defeat the Hokuboku that bounces around the room to receive a Small Key. Use it on the door to the right.

Back in the pipe room, take the one pipe tunnel in front of you to be deposited on the center island bearing a treasure chest. Inside the chest, you will locate the dungeon's Big Key. Enter the tunnel below and you will be dropped off in front of a one-way door that will place you back in the first tunnel room of this floor. Take the tunnel to the center platform where you will find a magic refill under the skull. Drop back down to the lower level and return to the second pipe room. Once there, take the pipe farther away from the wall. This will drop you off on the left side of the bottom wall. Pass through the door.

In the next room, two Hokubokus bounce around. You must defeat both of them in order to open the shutter door. Head through the bottom door to the room below. In the simple "T" intersection, run to the left. The next room poses a tricky, but unnecessary problem to solve. There are five eyes on the wall, two which are always open and fire, and three which will only open and fire if something looks at them. Regardless, your only concern is to get past the row of skulls and through the doorway below that leads outside.

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Walking along the outside of Death Mountain

You may be surprised to find yourself along the cliff face of Death Mountain at this time. Don't question it too much and head to the right. You will find another dungeon entrance. Don't rush inside right away. In this particular portion of Death Mountain in the Light World, there happens to be a cave that had no apparent means of entrance. If you stand as far to the right as possible and use the Magic Mirror, you can reach this cave, and enter it for a chance to collect another Piece of Heart.

Re-enter the dungeon through the right door, and you will be greeted by the large treasure chest on the other side of a pit with a question mark in the middle. Use the Cane of Somaria to create a platform that you can use to reach the chest (alternatively, you can use your Hookshot instead). Open it up and obtain the File:Zelda ALttP item Mirror Shield.png Mirror Shield: a shield so powerful, it can reflect the laser beams emitted from the wall eyes. Enter through the door up above. The next room has a couple of traps waiting for you, but all you need to do at this time is run directly up through the room and unlock the door at the top. You will find yourself back in the lava pipe room. Take the pipe you see to the left of you, and run through the door along the top.

This next room may appear to be a dead end, but the map clearly indicates rooms to the north and east of you. After defeating the Hokuboku, you can bomb both walls to make the entrances appear. The path to the east is purely optional, and will only net you a large number of Rupees. If you choose to go that way, you will enter a room with three green Zols, and two tongue statues. Pulling one of the tongues causes bombs to rain from the ceiling while pulling the other opens the door to the room above. Inside you will find a treasure room of 54 blue Rupees, but it will be difficult to collect them all as three spiked bar traps roll all along the floor. When you are done, return to the room where you bombed the walls.

Proceed through the hole you created along the north wall (be careful to avoid the small black creatures known as Zoros that scurry out from time to time), and you'll encounter another Crystal Switch puzzle. In order to get to the center alley where the spike bar trap rolls back and forth, the orange fence blocks must be lowered. But in order to collect the contents of the treasure chest on the left, the blue fence blocks must be down. Hit the switch to gain access to the chest and collect the Small Key while avoiding contact with the spike bar. When you are ready, you must switch the Crystal back to orange so you can escape. If you're low on health, rely on the Magic Cape to avoid harm. Use the key on the door above to enter the floor below.

Basement 2

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File:LoZLttP Turtle Rock B2.png
Basement 2

Unfortunately, when you arrive on this floor, the room will be very dark, and you will have a very limited field of vision. This large room is filled with questions mark tracks that travel in every direction. There are three fireball traps from which fire chains extend and swing around. There are a number of platforms on the right side, but the only two points of interest to you are the platform in the very center, and the platform along the bottom. You need to navigate your way to the platform in the center so you can reveal the switch underneath a skull. Step on the switch to open the shutter door on the very bottom wall. Now you must ride the tracks and navigate to that lowest platform from which you can reach the door. (Use the map provided here if you get truly lost.)

Once you enter the room below, you will be presented with a long narrow bridge. There are wall eyes positioned along either side of the bridge and they will fire at you as soon as you pass in front of them. Your best bet is to dash across the bridge as quickly as possible. Once you reach the other end, you will run into a Helmasaur. When you hit it, come to a stop or you will run right off the edge into the pit below. Instead, head right and around the ledge to the door below.

In the next room, you may be surprised to find four treasure chests. Unfortunately, three of them simple contain Rupees. Only one, the lowest, contains a Small Key. With such narrow ledges, you must fight it carefully so you don't get bounced back into the pit. Once you open a chest, escaping harm is difficult without the proper use of the Mirror Shield. The eye lasers will fire at you as you walk away. Hold your sword out so that your shield moves to your side and blocks the lasers. Link is left-handed, so if the lasers are coming from the left, face down so your shield will block your left side. After you collect the key, you may notice another dungeon entrance on the bottom. If you go through it and head outside, you will end up on a dead-end balcony, seemingly without purpose. Unlike your previous venture outside of the dungeon, transporting yourself to the Light World will yield no precious treasures, but does contain two fairies and some rupees. Collect those, then head back inside and return to the room above.

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A room full of Crystal Switches

Back in the room of the eye wall laser bridge, use your new key to open the door to the left. You will enter a veritable Crystal Switch maze. As long as you have your Boomerang handy, it won't be too bad. There are three Bubbles, two Helmasaurs and one Hokuboku to contend with in the room. Skulls scattered throughout the room hold small amounts of supplies, but your ultimate goal is to reach the stairwell at the very top of the room. Use your boomerang to change the state of the block fences in order to progress closer to the top of the room until you reach the stairs. Climb down to the bottom level.

Basement 3

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File:LoZLttP Turtle Rock B3.png
Basement 3

A simple platform leads to a single question mark track. Use your Cane of Somaria to create a platform and ride it across to the door which leads to the dungeon's boss.

BOSS: Trinexx

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File:Zelda ALttP Trinexx1.png
Trinexx's first form

This fight is going to require a substantial amount of magic. While it's possible to win the fight with one full magic meter, it's wise to bring at least one green or blue potion to the fight with you in case you run out. Trinexx, as his name suggests, possesses three necks. The two lesser necks on the sides are red and blue. The red neck attacks with searing flames, while the blue neck attacks with blasts of ice that freeze the floor. The center neck physically attacks you, so you must always keep your eye on it while you focus on the outer two. Since the outer necks deal in heat and cold, they are susceptible to attacks of the opposite variety. Therefore, train your Ice Rod on the red head, and your Fire Rod on the blue head. You can simply shoot at the heads with just the rods, or you can hit them once to freeze them and get in close with your sword. They can be taken out in any order, although you may find the blue head to be a bit more of a nuisance as the ice it leaves will be detrimental to your mobility. Once both heads are destroyed, the outer shell of the center head explodes, leaving behind the center head at the end of a long snaking body. The body will slither throughout the room at a rapid pace, and this dungeon boss does a substantial amount of damage to you if he hits you. Do your best to stay out of its way, and observe the flashing point in the center of its body. You must strike this point with your sword. Strike it enough times to defeat it (three spin attacks with the level 4 sword should do it), and Trinexx will leave behind the final Heart Container of the game. Gather it, and the crystal which contains Princess Zelda will appear for you to collect.

Use the crystals against Ganon

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File:Zelda ALttP seventh crystal.png
The final crystal: Princess Zelda
File:Zelda ALttP Trinexx2.png
Trinexx's second form

Princess Zelda does not waste precious time with thank yous. She informs you that if Ganon does in fact breach the barrier between the Dark and Light Worlds, he will become so powerful that not even you will be able to stop him. He is only vulnerable to the hero's attacks while he remains in the Dark World, so you must assail his tower quickly. Only the seven maiden crystals have the power to unlock the entrance. Only then can you proceed inside.


Ganon's Tower

Initially, the great tower on the west portion of Death Mountain is closed to explorers. Only after rescuing all seven of the maidens and receiving the seven Crystals can you enter the tower. Once you have all seven Crystals, return to Ganon's Tower and the way will open up.

Ganon's Tower

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File:Zelda ALttP unlocking ganons tower.png
The power of the Crystals can open the Tower

This impressive structure is said to be where Ganon spent most of his evil reign over the Dark World. Legend says that you can only break the seal of the tower after collecting the seven Crystals which Ganon has hidden in the dungeons of the Dark World. The seven maidens held captive in the Crystals can use their power to make the seal disappear. You are then free to explore the tower and search for Ganon. But you won't find this master of evil until after you survive battles with four creatures that you have already encountered in the Light World. Your long journey is close to completion.

Floor 2

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File:LoZLttP Ganons Tower F2.png
Floor 2

Just as with the Tower of Hera, you will enter Ganon's Tower on the second floor. There are two stairways to the floor below, and one that leads up above. You will not be ready to explore the upper floors until you have collected the Big Key. The map and the Red Mail will also be particularly useful. You must begin by exploring the maze that lies below on Floor 1. Start out by heading down through the left staircase to room 1K. When you have collected the necessary items, you can return here and head to Floor 3.

Floor 1

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File:LoZLttP Ganons Tower F1.png
Floor 1


Note: It is not necessary to explore every room on this floor. A number of rooms are merely traps. Ideally, start with room 1K.

1A
When you warp into this room from room 1V, you'll be on the left side of the room. Two blue Baris hover above a series of conveyor belts and pits. The conveyor belts arrive at a series of Star Tiles which alter the arrangement of the pits to force you to rely on the conveyor belts. The exit to the room is locked, and aSmall Key is hidden beneath one of the skulls at the top of the room. You'll need to pass them by once and step on a Star Tile to rearrange the floor in order to gain access to them. Then you can unlock the door and head to room 1B.
1B
The bridge trap in this room can be very unforgiving. You have a very limited amount of time to run down from the left side of the bridge to the right side. Don't bother traveling up since you will get trapped up there. You must remove the skull in your way, run down to the next skull, and avoid two fire bars and a spike trap; not an easy feat. If you manage to reach the second skull before the bridge collapses alongside of it, you can access the remainder of the room, guarded by one blue Pon, and exit through the lower left door to room 1F.
1C
This room, occupied by one blue Bari and a Tail Worm, is covered with floor tiles, but only one has any effect. Find the right tile, and the wall dividing the north and south portions of the room will be destroyed. You may then explore the north portion where you will find treasure chests that contain generous supplies of bombs and arrows. When you're done, head back through the hole you created to room 1G.
1D
You will warp into this room from room 1T. There are four fire chain Winders wrapping around the wall segments. You can use the Magic Cape to avoid contact with them as you make your way to the left. You will come across a solitary block that can be pushed in any direction to make a treasure chest appear on the left side of the room. With this chest in place, you can use your Hookshot to grapple over to the chest, open it, and collect anotherSmall Key. Use it to unlock the door to the south and proceed to room 1G.
1E
When you enter this room, the door will shut behind you, and will not open until all three red Stalfos have been defeated. There are four fireball traps that will make life difficult for you whenever you swing your sword. There are four treasure chests in the room, but they merely contain supplies of bombs, arrows, and Rupees.
1F
At first, there is no clear way to access the warp tile in the center of the room. As it happens, there is a Star Tile underneath the movable statue on the left side of the room. Pull it out of the way to step on the Star Tile, and fill in the gap. Watch out for the blue Pon that guards the tile. Step on the tile to be warped to room 1Z.
1G
This room and its many warp tiles are intimately associated with the warp tiles in room 1Y. You will need to traverse a number of them to proceed. Start out by stepping on the left tile and warping to the upper left corner of 1Y. You will return from 1Y in the upper left corner of the room. Before you step on the warp tile below, you may bomb the left wall and expose an opening to room 1C. When you return, step on the lower warp tile to end up in the center along the left wall of room 1Y. Upon your next return to this room, you should arrive just left of the center of the room. Walk down and left to the warp tile in the bottom left corner back to room 1Y.
1H
Following the walkthrough, you will first arrive in this room by warping in from the right portion of room 1Y. You will be contained in a small boarded-off portion of the top of the room. Take the warp tile above back to 1Y to reach its exit. If you entered this room from 1N below, it will appear as little more than a petting zoo for common dungeon enemies and you'll have to return south.
1I
When you arrive from room 1J, you will be standing near a series of island platforms over a chasm. Each island will have a block or two situated on it. The idea is to use your Hookshot to maneuver yourself across the pits and around the room. You may optionally head through the top door to room 1E, but you must ultimate make your way to the bottom of the room. When you reach the bottom, deal with the Stalfos. Then unlock the door to the right and collect the map from room 1O. When you return, you must lower the blue fence blocks. Then place a bomb by the switch and run below the blue fence blocks before they rise again. Enter the door below to room 1S.
1J
First, collect theSmall Key hidden beneath the skull in the lower right corner of the room. Then step on the conveyor belt and utilize your Magic Hammer to crush the bobbing pegs situated around the center block. When enough pegs are out of the way, push the center block out of the way to reveal a Star Tile. Stepping on the star tile will fill the gaps in the floor created by the pits, giving you access to the left door. Head through it to enter 1I.
1K
The first room that you explore on this floor contains two torches and two Stalfos. A fireball will hug the right torch, upon which aSmall Key has been situated. One dash bash into the torch will knock the key to the floor for you to collect, but be careful of the fireball. There is no reason to use the key on the right door since you can freely access that room through the right staircase in Floor 2. Instead, head left to room 1J.
1L
You will arrive at this room if you took the right staircase. The path laid out in this portion of the walkthrough is entirely optional, and is only necessary if you wish to collect the Compass. The left treasure chest contains arrows while the right one contains bombs. A switch on the wall may appear to be the answer to opening the shutter door, but pulling it will make bombs rain from the ceiling. Instead, a switch can be found in the lower right corner which opens the door to room 1M.
1M
This room contains a number of traps, including spinning floor tiles, a Bubble, a "Bunny Beam" trap, two fireball traps, and worst of all, a Wallmaster hand. The treasure chest at the top contains aSmall Key. Collect it and use it to open the right door and enter room 1N.
1N
Presuming that you entered this room from room 1M, there are three other exits from this room. The north exit close to you, leads to the nonfunctional portion of room 1H. Lower down is an open door that leads to another dead-end room 1R. The only exit that is truly of value is the shutter door to the south. There is a Gidbos, a red Stalfos, two blue Baris, and a Wallmaster in this room, but defeating all of the enemies won't make the door budge. There are, however, four torches that can be difficult to light all at once, but if you are able to do it, the door to room 1X will open. Start by clearing out all of the monsters in the room. There are two blocks in an upper right corner of part of the room. The lower of the two blocks can be pushed left. Once this block is moved, you must quickly light all of the torches from the top of the room to the bottom and escape through the lower door before one goes out.
1O
Two fire bars spin around a treasure chest, and various pits make accessing the bottom of the chest even more difficult. The Magic Cape or Cane of Byrna can help you here. Reach the chest and open it to discover the dungeon Map. Then return to room 1I and proceed to room 1S.
1P
You should arrive here after defeating the Armos Knights and collecting the Big Key. Fortunately, this is also where the large treasure chest resides. Push the single block aside, and dodge the spike traps and the fire chain Winders to reach the chest. Open it up, and claim the greatest defense item in the game, the Red Mail. Once you collect this treasure, you are free to enter room 1K above, and begin your exploration of the upper floors.
1Q
Bubbles and a fireball occupy this otherwise deserted room. A number of skulls contain bombs, and there are a number of cracks on the floor. Naturally, you may wish to investigate these cracks by placing bombs on each of them. It turns out that the crack below the skull and next to the treasure chest can be blown open, revealing a hole to the floor below. After you open the treasure chest alongside it (which contains arrows), fall through the hole to Basement 1.
1R
This room is occupied by a fire bar and a Wallmaster. Several of the blocks around the skulls can be pushed aside, and you will find hearts underneath two of them, but in all likelihood, you may lose more health in the process than you stand to gain. Ultimately, you must return to room 1N through the right door.
1S
With the orange fence blocks lowered, you can access a good portion of the room. Everything, in fact, except the locked door to the right. Start by collecting theSmall Key from the skull in the bottom right corner. Now you need to deal with the blue fence blocks. Two Crystal Switches are situated side-by-side. At first, this may not appear to be much of an issue. But one bomb positioned close to both switches will in fact trigger the switches twice, resulting in no change. You need to place a bomb at just the right distance to trigger only one switch and not both. Make sure that as it explodes, you are safely beyond the orange fence blocks. Unlock the door and head to 1T.
1T
Hit the Crystal Switch when you enter the room in order to lower the orange fence blocks and allow passage to the right side of the room. Travel along the top or bottom and make your way to the right wall. Run up to the warp tile when the passage is safe. You will be transported to room 1D.
1U
File:Zelda ALttP Ether light.png
Ether magic can light the way, but only briefly
This room contains two pathways, one visible, and the other predominantly invisible. You need to take the invisible one to proceed. By walking up the visible path to the top wall, you will be able to see a torch on the opposite side of the room. Shoot at it with your Fire Rod to make the invisible path visible for a short while. Do your best to maximize the visibility of the path, which starts from the two skulls at the end of the visible path. If time runs out while you are still on the path, you have a couple of resources. The blue Pons will never willingly fall off the path, so you can use their position as a reference. You can also use the Cane of Somaria to create and push blocks that will fall off the ledge when you reach a boundary. Make your way to the right door along the top wall and proceed to room 1Q.
1V
In this room with one blue Pon and one red Pon, defeat them before pushing the lone block near the Warp Tile to make four treasure chests and a series of holes appear. The upper left treasure chest contains the Compass, while the remaining chests contain arrows and Rupees. Step on the warp tile to be sent to room 1A.
1X
Three Gibdos wander around this room, segmented by fence blocks. The only Crystal Switch in the room is beyond a wall partition over which you can not fire any weapon. A conveyor belt, however, leads straight up to it. So it is possible to pitch a bomb over the low portion of the wall, and let the belt bring it closer to the switch before it explodes. Use this technique once to get beyond the blue fence blocks (if they start out raised when you enter), and use it one more time to get beyond the orange ones by quickly running behind the blue fence blocks before the bomb explodes. Another option is to use the Cane of Somaria, which can be thrown and exlodes when unsummoned. Deal with the Gibdos carefully (or just use your Fire Rod), and enter room 1V to the left.
1Y
Following the walkthrough, you will first warp into the upper left corner of the room from 1G. Accordingly, you will step on the only available warp tile back to the upper left corner of room 1G. When you return along the left wall, use the left active warp tile below the skulls back to room 1G. Ultimately, you should arrive in the bottom left corner of the room, from which you can travel right to the remainder of the room. Two blue Pons make combat around the pits difficult. In order to escape, you must step on one more warp tile. This one takes you to room 1H. Once you return, you can proceed through the right door to room 1U.
1Z
Like room 1U to the left, there are invisible pathways from the left side of the room where you arrive to the right. Lighting the torches in the room can help you see the paths. However, a straight walk to the left will also bring you safely to the door on the left that deposits you in room 1U.


Basement 1

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File:LoZLttP Ganons Tower B1.png
Basement 1

You will arrive on this floor from room 1Q above. You will land on an icy floor, where you will experience a return visit by the Armos Knights; the boss of the Eastern Palace. The strategy is exactly the same as before, only if you have already collected the Silver Arrow from the Faerie in the Chamber of Wishing at the Pyramid, you will be able to destroy the knights with a single arrow. They should pose little threat to you at this point in the game since their behavior is fairly predictable. Once you defeat the knights, the shutter doors will open. Proceed through the top door.

You will enter a treasure room with three chests. Opening the back two will reveal supplies of arrows and bombs, but the lower chest contains the Big Key. Collect it and return to the room below and head left. In the room with four torches, you may choose to head immediately up the staircase to room 1P. However, it's worth your while to explore the north wall, which may be bombed to expose a route to the room above. In it, you will find four fairies hovering over a pit. If you intend to catch them with your net, you'll have to wait for them to fan out a little bit, but if you simply wish to collect them right away, throw your Boomerang at them. Then head back down and climb the stairs to room 1P.

Floor 3

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File:LoZLttP Ganons Tower F3.png
Floor 3

Upon your arrival to this floor, you are immediately presented with a Crystal Switch puzzle with fence blocks surrounded by a bed of spikes. To make matters worse, one green and one red Goriya occupy the room, as well as a Bubble. The door to the room below is shut, and the only way to open it is to safely arrive at the block on the left side of the room and push it. Use your boomerang to create safe pathways from the entrance to the block, and then to the door below, while fighting or avoiding the Goriyas.

You will now be in a room with two red Goriyas, and two red spike traps. If you wish to diminish the amount that the spike traps interfere with your progress, you can pull the nearby statue to the right, and push it down to block the higher spike trap, but it's not completely necessary. All that you must do is kill the two Goriyas with arrows in order to open the shutter doors and advance to the room on the right.

Two more Goriyas accompanied by two sentry statues must be dealt with in order to open the doors in this room. Take them out as quickly as you can before you get shot at by the statues too much, then advance through the door above. Cross the empty corridor and unlock the door above to continue.

A shutter door stands at the end of a long passageway with an exposed lower level. A switch in the back of the lower level opens the door, but to reach it, you must pass through an area with many spike traps. If the orange blocks were already up when you entered the room, it will keep many of the spike traps at bay. It is difficult to arrange it so that all of the traps are behind the orange fence blocks. Rush to the top of the room, and lower the orange blocks when you reach the end. Two Eyegores, one green and one red, will wake up and advance upon you. Shoot their eyes with your arrows, and locate the switch in the middle of the row of skulls. Step on it and return to the ladder at the bottom of the room. Climb up, and run around the top layer to the door.

File:Zelda ALttP bounce back.png
Dash Bash the blocks to bounce backwards

One last room stands between you and the next floor. A long bridge is surrounded by cannons that move back and forth, firing across the bridge. You can dash across with very little to worry about and run right up to the stairs, but the map indicates that there's one extra room to the south. A platform on the bottom leads to a wall with a crack on it, but there does not appear to be a way to reach it. It turns out that if you dash bash the blocks at the very end of the bridge, the force of the bash will be enough to knock you back, across the gap, and on to the platform, where you can lay a bomb and pass through the hole to the southern room. In this room, you will find two fairies as well as a full magic refill under one of the skulls. When you return to the room above, use your Hookshot to return to the bridge and continue on to the next floor.

Floor 4

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File:LoZLttP Ganons Tower F4.png
Floor 4

At the top of the stairs, you will encounter four enemies, two Stalfos and two Zahzaks, walking along conveyor belts. Attack them and defeat every one of them to open the shutter door on the left. In the next room, three red Stalfos stand guard over a sentry statue situated on the conveyor belt. You must once again defeat all of the Stalfos to open the shutter doors and advance to the room below.

The next room contains, not one, but two sentry statues on a rotating conveyor belt. This time, they are guarded by three blue Zahzaks, and a set of immobile spike traps rest in the center. Defeat the three Zahzaks to open the door and continue south. The next room builds upon the complexity of the previous by adding ice floors, and more spike traps. Now you only have two red Zahzaks to defeat in order to continue.

You will finally end up in a room with an iced-over floor. One (stationary) sentry statue and a fireball trap occupy the room along with a Stalfos and a Zahzak. A fireball revolves around a set of skulls containing health and magic, so they are worth investigating. Defeat the enemies to open up the door on the left. When you enter the next room, a "Bunny Beam" trap will instantly rush towards you from the center of the room. Unless you quickly duck behind one of the Ganon statues, it will hit you. Simply wait for its effects to wear off before entering the next room.

When you arrive, you will be treated to a repeat battle with the three Lanmolas, the boss from the Desert Palace. This one should go much more quickly since your sword is more powerful, and they have the same defense and health as when you first encountered them. The only difference with this battle is the Snake Medusa in the corner, just to make life difficult. Defeat the Lanmolas to access the room above. After a quick restock of supplies, you may climb the stairs to the floor above.

Floor 5

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File:LoZLttP Ganons Tower F5.png
Floor 5

When you climb the stairs, you are deposited on a platform in front of a seemingly vast empty room. Skull wearing Wizzrobes will appear, attack you, and fade away. The truth is, an invisible pathway exists, but there are no torches to light the way. You can accomplish two things at once, kill the Wizzrobes and light the path, by using Ether magic when the Wizzrobes are fully visible. Cross the invisible path to the doorway below.

The next room contains a bridge guarded by two Tauros, as well as a pair of eye beams on the wall. You can dash past all of them, if you like, to reach the other side as there is little reason to stay and fight. Enter the door to the room above. More skull masked Wizzrobes will appear to fight you on a series of conveyor belts with a spike trap. You must defeat them all to open the shutter door at the top. Proceed through the door when the enemies are removed.

The next room contains another long bridge guarded by four Tauros. When you enter, the solid tiles in the center of the bridge will begin to fall away, but the conveyor belt remains. Either dash up the middle before the bridge disintegrates or stick to the conveyor belt to reach the top, dashing through the Tauros along the way. When you reach the top, head up and over to the right and enter the next room.

The next room contains a shutter door and four torches. You will once again need to light all four torches to gain access to the room below. A very narrow ledge leads to a platform on which a fire bar rotates. You need to move around with the bar, and shoot the top and right torches as soon as you can. Then rush back to the left, lighting the left torch, and fire across the chasm to the bottom torch. You should have just enough time to reach the shutter door before it closes again.

In this final room, you will find a heart and a full magic refill before you climb the ladder and arrive at floor 6. The giant room below is only accessible if you fall off the floor fighting the Moldorm in the floor above. It contains a number of spikes, four regular Wizzrobes, and a Bubble. Climb the stairs in the upper right corner to return to the fight with Moldorm.

Floor 6

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File:LoZLttP Ganons Tower F6.png
Floor 6

When you arrive on this floor, you only have a few moments to rush around, and light every torch in the room in order to open the door at the top before the falling tiles prevent access to the various corners of the room. Start with the bottom right torch and work your way around the room in a clockwise direction. You should have enough time to light all four torches before the falling tiles catch up to you. Enter the door to the room above.

Two Helmasaurs guard this spike-filled room. Defeat them and one will drop aSmall Key that you can use on the door to the left. The two treasure chests in the corners both contain bombs (as do both skulls). The room on the left may appear to be a dead-end, but the crack on the bottom wall indicates otherwise. Unfortunately, a conveyor belt runs along the wall, as do a large and small spike trap. Deposit a bomb along the belt such that it explodes when the belt brings it close to the crack in the wall so that you can proceed south.

A Crystal Switch puzzle room hides a vast number of traps that you'll wish to avoid. The treasure chest in the center contains aSmall Key that you'll need to open the door to the south. If you get hit with the "Bunny Beam", simply wait for the effects to wear off before proceeding.

You will arrive at a recreation of the original Moldorm's nest from the Tower of Hera. The strategy is the same as before; you must constantly direct your attacks on the tail end of the Moldorm. If you get knocked off the floor in the heat of the battle, you will arrive in a singular room on floor 5, from which you can escape and return to the upper right corner of the room so you can continue your fight. If you beat the Moldorm, a treasure chest will appear on the platform to the south. You can Hookshot over to it to continue. All that it contains is a red Rupee. Push the blocks that you encounter out of the way and reach the left exit.

Battle Tip: Use the cape to turn invisible while fighting Moldorm. Once invisible, quickly focus attacks on the tail.

The last room before the climb to the final floor of Ganon's Tower contains a huge variety of elements designed to make reaching the top as difficult as possible. Everything from ice, to spikes, to conveyors and bumpers are employed, and a set of Helmasaurs guard the room. There's no rush, so approach each portion of the room slowly, and attack the Helmasaurs as they approach you. Reach the stairwell at the top and climb up to the final floor.

Floor 7

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File:LoZLttP Ganons Tower F7.png
Floor 7

After all of your trials, you are greeted to a torch lit hallway that wraps around from the stairwell to the locked door at the very end. Ensure that you have all the health and magic that you need, and proceed through the door to fight against the master of this tower.

BOSS: Agahnim

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File:Zelda ALttP Agahnim fight2.png
The second duel with Agahnim

Even though you fought him far earlier in the tower of Castle Hyrule, you never truly defeated him. And he intends not to lose to you twice. This time, in exchange for his lightning magic, he will invoke a duplication spell that sends two clones of himself around the room. All three images of him will attack you at once, although the solid image is the only one that's vulnerable. Keep your eye on the solid image, and be sure to swing at every large fireball that he or the clones send your way. They must reflect and strike the solid image to do damage. Be careful not to strike the ice attack that splits into six pieces. Continue to reflect Agahnim's spells back at him until he sustains too much damage and the battle ends.

Ganon's Retreat

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If you were expecting to meet your ultimate foe on top of the Tower, you are in for a surprise. First you run into Agahnim, miraculously returned from his earlier defeat at Hyrule Castle. Only after Agahnim falls for a second time does Ganon appear out of the ashes, but the battle is not yet to be. You must watch as Ganon transforms into a bat and flies off to the Pyramid of Power. You will then utilize your flute to summon a bird who will oblige by dropping you off at the top of the Pyramid. When you arrive, you will find that a hole has been created in the top. Inside, Ganon is waiting. The only way to get inside the Pyramid seems to be to jump into the hole.

The Final Battle

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File:Zelda ALttP Ganon fight.png
Without Silver Arrows, the fight is nearly impossible.

The final battle with Ganon takes place in the Dark Pyramid. Ganon, in the form of a giant black bat, smashes through the top of the pyramid. You must jump into the hole he has created. Before entering, make sure you are properly equipped. It is incredibly more difficult to defeat Ganon if you don't have the Silver Arrows.

Battle

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Ganon first attacks with his Trident and then he attacks with his Blazing Bats. He will also jump up and come smashing down, causing the edges of the floor to break away. Stay toward the middle and be careful not to fall off the edge of the floor.

After he invokes the technique of darkness, you must ignite both of the lanterns at the bottom of the room with the Lamp or Fire Rod to break through Ganon's secret technique of Darkness. After a while they will darken again so you will need to relight them.

When Ganon appears, strike him with the Sword. He will turn blue and freeze for a second. When you see Ganon turn blue, immediately fire a Silver Arrow at him. Repeat this process until four Silver Arrows have struck him. If you have come this far without the Silver Arrows, you will need to use a Spin Attack at the exact moment he is teleporting, and to finish him requires 12 strikes.

If the fight is proving difficult, it would be prudent to make a quick trip back to the Light World and head to the Witches' Hut in order to stock up on potions. After his defeat a path opens to the north. Go in, and you will be treated to the ending.


Cheats

Super Nintendo

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Game Genie

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Code Effect
AEEC-A586 Buy things for free. You can buy anything for free as long as you have the money. Also works with things like Kiki.
AE67-0D30 Infinite bombs.
AE6E-DF2A Partial invincibility. You will lose health only if you fall down into pits.
AE8A-D4FA
AE8D-0D9A
Infinite magic. Most items cost no magic; the exceptions are the Cane of Byrna and the Magic Cape. Also, magic-stealing enemies can still steal magic from you.
F028-043A Green Rupees worth 20 instead of 1.
7428-043A Green Rupees worth 50 instead of 1.
1028-043A Green Rupees worth 100 instead of 1.
EE28-043A Green Rupees worth 255 instead of 1.
7428-074A Blue Rupees worth 50 instead of 5.
1028-074A Blue Rupees worth 100 instead of 5.
EE28-074A Blue Rupees worth 255 instead of 5.
7428-071A Red Rupees worth 50 instead of 20.
1028-071A Red Rupees worth 100 instead of 20.
EE28-071A Red Rupees worth 255 instead of 20.

Pro Action Replay

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Code Effect
7EF35501 Pegasus Boots
7EF35001 Cane of Somaria
7EF35101 Cane of Byrna
7EF35201 Magic Cape
7EF34601 Ice Rod
7EF34501 Fire Rod
7EF34201 Hookshot
7EF34001 Bow
7EF34004 Silver Arrows
7EF34701 Bombos Medallion
7EF34801 Ether Medallion
7EF34901 Quake Medallion
7EF35302 Magic Mirror
7EF35401 Power Glove
7EF35402 Titan's Gloves
7EF35601 Zora's Flippers
7EF35701 Moon Pearl
7EF37401 Pendant of Power (Red Pendant)
7EF37402 Pendant of Wisdom (Blue Pendant)
7EF37404 Pendant of Courage (Green Pendant)
7EF37407 All Three Pendants
7EF35901 Fighter's Sword
7EF35902 Master Sword
7EF35903 Tempered Sword
7EF35904 Golden Sword
7EF35A01 Fighter's Shield
7EF35A02 Fire Shield
7EF35A03 Mirror Shield
7EF35B01 Blue Tunic
7EF35B02 Red Tunic
7E005EFF Walk Through Walls
7E045A03 Dark Rooms Always Lit
7E037B01 Enemies pass through you
7E005501 Infinite Magic Cape and ability to use items while wearing
7E005E10 Speed walk
7E040300 Treasure chest respawn after leaving room
7EF36F09 Infinite Small Keys
7EF36DA0 20 Hearts + Invincibility
7EF36D50 10 Hearts + Invincibility
7EF36E80 Infinite Magic
7EF37746 70 Arrows + Infinite Arrows
7EF34332 50 Bombs + Infinite Bombs
7EF360E7

7EF36103

Infinite Rupees


Chris Houlihan Room

The Chris Houlihan's room in the US version.

Before the game's release, Nintendo Power ran a competition, with the grand prize winner having their name in a secret room in the game, a room so secret that few would find it. The winner's name was Chris Houlihan.

The room itself is nothing special. It contains 45 blue Rupees (that's 225 Rupees!) and a telepathic tile that says, "My name is Chris Houlihan. This is my top secret room. Keep it between us, OK?" When you exit the room, you appear in front of Link's house.

Over time a variety of methods emerged for entering the Chris Houlihan Room; most centered around quickly dashing from a saved point to the secret bush entrance outside Hyrule Castle. These methods did not always work, but it was unclear why. Finally, after carefully studying the game code and observing why the room was loaded sometimes, some players found a way to enter the room consistently. It seems that it has to do with Link's location on screen when he changes screens using the Pegasus Boots.

Most methods of reaching this room center around starting from some point (mainly the Sanctuary or Kakariko Village) and then using the Pegasus Boots to reach the secret passage outside the castle. It is commonly held that Link has to get there as quickly as possible, ideally without being delayed by enemies and walls along the way; in fact, speed has nothing to do with it. The only thing that matters is Link's position when he does the last screen transition to the south. To be able to enter the room, you have to not only be dashing when this transition occurs but also be on one of the two lowermost pixels of the screen. Dashing with the boots moves you 4 pixels each frame; if you start dashing from a random position, there's only a 1/2 chance of crossing the threshold correctly. Because of this even the most common methods are not totally reliable, but this has been thought to be because the player was not fast enough.

Accessing the Chris Houlihan Room

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Drop a bomb so that the blast pushes Link to the bottommost pixel of the screen.
Note that this will not work on the Game Boy Advance version!

For this method, all you need are the Pegasus Boots and at least one Bomb.

  1. Start from the Sanctuary.
  2. Exit the Sanctuary, and go one screen West.
  3. Now go to the bottom of the screen (the path that leads to the small forest west of the castle) but don't change screens.
  4. When you're close to the lower border of the screen, face up and drop a Bomb.
  5. The Bomb blast should send you South but you won't change screens (see screenshot), and if you were close enough to the lower border, you'll be standing on the lowermost possible pixel (or maybe one above this, but it's not a problem). If you aren't this close to the bottom, use further bombs to push Link closer to the edge.
  6. Once you are at the very edge, start charging a dash with the Boots (while still facing up), and, while charging, press the Down button to turn around and face down (this is to turn around without moving, which would result in screen changing and thus make this method fail).
  7. Keep charging until the dash starts and takes you to the next screen (to the south).
  8. From this screen, go to the east (towards Hyrule Castle) and change screen one last time.
  9. When you enter the Hyrule Castle screen make your way to the secret passage hole (that's on the east side of the screen).
  10. Cut the bush, and jump in the hole from the south side. Entering from other sides will not work.
  11. If done correctly, you'll appear in the room.

Because this method only requires correct positioning, rather than the speed previously believed in, it does not matter how much time you take, or where you go on these screens. The only places you can go that will cause the trick to not work are going off the route described above or, after gaining proper access to the Dark World, walking through the gate into the castle.

History and version differences

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What causes the game to load the Chris Houlihan's room is not yet entirely understood. It is believed that the room was intended as a failsafe; if there is a fatal error when the player changes rooms, the game dumps Link into the secret room. Most often it occurs when Link falls down into a hole leading to another area; it is known to be possible from the secret passage hole next to Hyrule Castle, the faery hole that's east of the cemetery, and the hole on top of the Pyramid of Power (where the final battle takes place). There are possibly other ways to enter the Chris Houlihan Room, but they are rare and do not work with any degree of accuracy.

Because the contest was held by Nintendo of America, Chris Houlihan's name only appears in the US version of the game. However, the room does exist (and can be accessed in the same way) on all SNES versions of the game (including the Wii Virtual Console's emulated versions). In all non-American versions, the telepathic tile simply says that it is a secret room. In the GBA port of the game, the previously known ways of entering the room don't work and no-one has yet managed to enter it without cheating, even though the room does exist (as can be seen by either cheating or using glitches). The telepathic tile has been removed completely in the GBA port.


Fairy Springs

Link's Little Helpers

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Faeries are among the oldest beings known to Hylians and for as long as anyone can remember, they have always helped those in need. You will find that Faeries and Fairy Springs are abundant in the Land of Hyrule. It's very important to know all of the locations where Faeries appear.

Small Fairies

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File:Zelda ALttP small fairy.gif

Small Fairies float around the land of Hyrule and usually occupy springs in groups. They restore up to a maximum of seven lost hearts, and can be captured by a net, and stored in a bottle for future use. If you die in the middle of battle, and you have a fairy in a bottle, the fairy will release itself and bring you back to life before flying away.


Faeries

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File:Zelda ALttP Faerie.gif

Larger human-sized Faeries occupy fixed locations in certain springs throughout Hyrule. They will completely restore your health, but you must come to visit them at their Faerie Spring in order to receive this benefit. Faeries are devoted to local Faerie Queens who will also aid you in your quest.


Light World Faerie locations

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Image Details
File:Zelda ALttP Fairy LW1.png
  • Type: Faerie.
  • Location: South West of the Eastern Palace.
  • Description: There is a cave just to the east of the gateway to the eastern region. Enter the cave to find a Faerie Spring.
File:Zelda ALttP Fairy LW2.png
  • Type: Small Fairies.
  • Location: South of the Eastern Palace.
  • Description: There is a cave entrance near the fenced in Warp Location south of the palace. Enter the cave and follow the corridor to find four Small Fairies in a shallow pond.
File:Zelda ALttP Fairy LW3.png
  • Type: Faerie.
  • Location: South East of Link's House.
  • Description: There is a boulder in the north east corner of The Great Swamp covering the entrance to a Faerie Spring. Bomb the rock to gain entrance.
File:Zelda ALttP Fairy LW4.png
  • Type: Small Fairies.
  • Location: North West of Link's House.
  • Description: There is a pile of rocks among a group of oak trees that you can dash into. The rock pile covers the entrance to a cave where four Small Fairies reside.
File:Zelda ALttP Fairy LW5.png
  • Type: Faerie.
  • Location: East of the Desert Palace.
  • Description: Enter the cave entrance to the west of the silent man sitting by a sign. It's wise to visit this Faerie before tackling the mysteries of the Desert Palace.
File:Zelda ALttP Fairy LW6.png
  • Type: Small Fairies.
  • Location: Fountain of Happiness.
  • Description: Place a Bomb near the darkened wall to the right of the Faerie statue and to uncover a small room holding four Small Fairies.
File:Zelda ALttP Fairy LW7.png
  • Type: Small Fairies.
  • Location: North East of Lake Hylia.
  • Description: Enter the frozen cave to the far northeast of Lake Hylia to find a spring with two Small Fairies floating about. This is also the home of a magical Good Bee.
File:Zelda ALttP Fairy LW8.png
  • Type: Faerie.
  • Location: North East of Hyrule Castle.
  • Description: There is a single bush growing within a small patch of grass in this area. Cut the bush and drop down the hole to find a Faerie Spring.
File:Zelda ALttP Fairy LW9.png
  • Type: Small Fairies.
  • Location: East of The Lost Woods.
  • Description: After facing off with Agahnim, dash into the Strange Tree and drop down the hollow stump to find four Small Fairies hovering about a small sunken pond in the cave.

Dark World Faerie locations

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Image Details
File:Zelda ALttP Fairy DW1.png
  • Type: Faerie.
  • Location: South West of the Dark Palace.
  • Description: This Faerie location is in exactly the same place as it is in the Light World. It is east of the gateway to the eastern region.
File:Zelda ALttP Fairy DW2.png
  • Type: Small Fairies.
  • Location: North West of the Bomb Shop.
  • Description: This Dark World Faerie location is also in the same place as its Light World counterpart. Dash into the pile of rocks to uncover the entrance to a cave containing a Faerie Spring.
File:Zelda ALttP Fairy DW3.png
  • Type: Faerie.
  • Location: Northeast of Ice Lake.
  • Description: In the same location where Link found the Ice Rod in the Light World, you will find a Faerie Spring in the Dark World. Remember to check all item locations in both Worlds.
File:Zelda ALttP Fairy DW4.png
  • Type: Faerie.
  • Location: East Misery Maze entrance.
  • Description: There are three "mouth" entrances to the Misery Maze. The east entrance is the door to a Faerie Spring. Visit here and fill up your Heart supply before entering the main entrance to Misery Maze.
File:Zelda ALttP Fairy DW5.png
  • Type: Faerie.
  • Location: South West corner of Western Death Mountain
  • Description: In a region full of powerful enemies and falling boulders, this is one Faerie Spring location that you can't afford to be unaware of. Visit the Spring whenever life on Death Mountain gets too harsh.
File:Zelda ALttP Fairy DW6.png
  • Type: Faerie & Small Fairies.
  • Location: North portion of Eastern Death Mountain.
  • Description: There is a location at the top of the east portion of Death Mountain where you can find both a large Faerie, and a group of Small Fairies. In order to find it you must lift up a rock and then navigate over an invisible bridge before bombing several walls to reveal their locations.

Dungeon Faerie locations

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Image Details
File:Zelda ALttP Fairy DNG1.png
  • Type: Small Fairies.
  • Location: Eastern Palace.
  • Description: Before proceeding through the door which requires the Big Key, walk to the right or left of the door and hop off the platform into one of the jars. You will fall down to the next level and find two Small Fairies floating about. Gather them up before stepping on the Warp Tile to exit the room.
File:Zelda ALttP Fairy DNG2.png
  • Type: Small Fairies.
  • Location: Desert Palace.
  • Description: Before leaving the west exit of the Desert Palace, visit the Small Fairies in the room just to the north of the room with the Sentry Statue. Push a block in the row of blocks on the left side of the room and the shutter door will open.
File:Zelda ALttP Fairy DNG3.png
  • Type: Small Fairies.
  • Location: Tower of Hera.
  • Description: On the fifth floor of the Tower of Hera there are some openings in the floor. If you drop through on of these opening, you will fall all the way to the lowest floor of the Tower. There you will encounter heart-restoring Small Fairies. This is a great place to catch a Small Fairy and put it into a Bottle for later use.
File:Zelda ALttP Fairy DNG4.png
  • Type: Small Fairies,
  • Location: Dark Palace.
  • Description: In the same room where you find the Map, there are cracked walls on the left and right. Place a Bomb in front of the crack on the right wall. Proceed through the hole to find a room full of Small Fairies.
File:Zelda ALttP Fairy DNG5.png
  • Type: Small Fairies.
  • Location: Ice Island.
  • Description: When you have found the Crystal Switch in Ice Island, and have lowered the blue Crystal Switch fences, you can drop through a hole in the icy floor and then fall through a jar down into a room where Small Fairies live.
File:Zelda ALttP Fairy DNG6.png
  • Type: Small Fairies.
  • Location: Turtle Rock.
  • Description: There is a room with spikes on the floor in Turtle Rock. Floor tiles will rise up and fly at you in this room. After 22 tiles have flown, a door at the north end of the room will open. Enter this room to find a single Small Fairy.
File:Zelda ALttP Fairy DNG7.png
  • Type: Small Fairies.
  • Location: Ganon's Tower.
  • Description: After the rematch between you and the Armos Knights, and you collect the Big Key, you return to a room with a stairwell that leads you back to the floor above. Before you take the stairs, bomb the north wall to find four Small Fairies trapped on the other side.
File:Zelda ALttP bounce back.png
  • Type: Small Fairies.
  • Location: Ganon's Tower.
  • Description: At the end of a long bridge, you'll see a cracked wall, but there is a gap which you must cross. Face away from the cracked wall and Dash into the barrier above you. The collision will bounce you across the gap. Bomb through the wall and enter the room.

Faerie Queens

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Faerie Queens reside in special Fairy Springs.

  • Location: The Waterfall of Wishing.
  • Description: After acquiring the Zora Flippers, head south along the river. Before jumping down the waterfalls, grab the Heartpiece to the west. Then, when you reach the corner where the crab is, head northwest up to the waterfall and enter to find a Faerie Queen. You can upgrade your Boomerang and Shield here.
  • Location: The Fountain of Happiness.
  • Description: After using the Waterfall of Wishing, head through the whirl pool nearby to teleport to the center of Lake Hylia. Head north onto the island and go inside to find the Fountain of Happiness. Here you may throw in Rupees in 5 or 20 increments. Once 100 Rupees have been thrown in, you will be prompted to upgrade your Bombs or Arrow carrying capacity. You can upgrade them to 50 and 70 respectively, for a total of 1400 Rupees.

Heavy Fairy

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The Heavy Faerie is a Faerie Queen whose beauty was stolen by Gannon. There is only one and it resides in the Dark World.

  • Location: Chamber of Wishing inside the base of Ganon's Pyramid of Power, Dark World, near the end of the game.
  • Description: You will need the Super Bomb to blast open the crack in the wall halfway up the Pyramid of Power. Inside you will meet the Heavy Fairy. Here you can upgrade your Arrows to the Silver Arrows, required to defeat Gannon. Optionally you may upgrade your Tempered Sword (level 3) to the most powerful sword in the game, the Golden Sword.


Glitches

Scrolling shenanigans

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  1. Enter the Dark world and go to Skull Woods.
  2. Drop down the east most hole (first screenshot) to enter the large room in the Skull Dungeon with three Gibdos, a WallMaster, several bumpers, spikes, a key in a chest and a keydoor in the northeast corner.
  3. Kill all the enemies and make sure the northern door is unlocked.
  4. Go in between the two bumpers that are almost touching each other near the north side of the room.
  5. Make sure Link is on the southern side of the pot between the bumpers, and as close to the pot as he can be, then face north.
  6. While facing north, press and hold B to charge a spin attack.
  7. Move sideways into one of the bumpers (the results of the glitch change depending on which one you bump into; see below for more info).
  8. After Link bounces off that bumper, but before he hits the other bumper, release B to perform the Spin Attack. (Timing has to be perfect — Link should be about halfway, possible a little farther, from one bumper to the next. It will definitely take several tries to get it right in many cases.)
  9. Exit through the northern door without touching any walls or pots. (Otherwise, the effect of the bumping may be lost.)

If all went well, the screen should scroll horizontally beyond the walls of the room. You will see the room containing the Fire Rod chest on BOTH sides of the room you're in.

Depending on which bumper you hit, and how many times you perform the glitch, you can achieve one of three results. (All directions are from the room you enter after leaving the bumper room.)

Result 1

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  • Have Link hit the right bumper first.

If you go west through the southern door, you will end up stuck in a wall and will have to use the mirror to get out. If you travel through the northern passage instead, you will enter the "Glitch Zone" (See below). Once in the Glitch Zone, the camera will no longer scroll abnormally, but it will focus on the wrong room (not the room Link is actually in). As you move around, you will see a "dummy" version of Link on the screen. If you're playing the SNES version, the Dummy has no shield. But he looks completely normal in the GBA version (and has his shield), except for how he walks. The Dummy is a graphical glitch and does not reflect Link's true position. (Use the map to confirm his actual location.)

Result 2

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  • Have Link hit the left bumper first.

Same as result 1, except:

When you enter the Glitch Zone, the camera will continue to scroll out of bounds. This lets you synchronize the camera back with Link by moving back and forth. Some doorways will not work exactly the same as before, meaning it's easier for Link to get stuck in a wall (requiring you to use the mirror to get out). Although you can synchronize the camera with Link, what you see is a "clone" of Link. He moves through the room normally and looks perfectly fine, but he cannot interact with anything very well (pots disappear, enemies go through him, switches don't activate, he disappears in doorways, and many items won't work properly.) He also makes no noise, because although he can pick up pots and go in the right doorways, this still isn't the real Link. He's actually two screens away from where the clone is, resulting in a different kind of Dummy. Sometimes the scrolling will screw up horizontally, trapping you in one room. When exiting the room, you will find yourself on the other side of it. (The Clone still functions normally this way, but it's hard to describe how Link is two screens away, since the screen you're on stays the same the whole time--therefore, this screen--or vertical column of screens--you're trapped in is the only existent screen/column in the game until you fix it. If you're trapped in this eternal loop, go back through the door, then through it again. As the screen scrolls, you should see it "flash" into a different screen.

Result 3

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  • Perform the glitch twice, using the same bumper as your starting point each time. Finally, you can undo the glitch simply by performing it again in the opposite direction you performed it previously.

When you pass through either doorway heading west, Link will end up in the room with the Fire Rod chest, as you would normally expect. However, the camera continues to scroll out of bounds. The game otherwise acts normally until you go through another door… This is the effect you want for the Under-Underworld glitch.

The Glitch Zone

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These instructions assume you used result #1 above. If you used result #2, things will vary as doors won't always work the same (particularly in the latter stages of the exploration).

Room #1
You are in the Big Key room. Camera focuses on room east of Big Key room. Head east to go to Room #2. Go south for Room #3.
Room #2
You are back in the room you were in right before entering the Glitch Zone. The camera focuses on the room with Fire Rod chest. Go south to return to bumper room (you can redo the glitch for a different effect if desired at that point). Go west through the northern passage to return to Room #2. Go west through the southern passage to go to Room #3.
Room #3
This is the room where Link moves a statue onto a switch to open a doorway. You cannot go north because you cannot interact with the statue. The camera focuses on the room just west of the Fire Rod treasure chest (which is also just east of where Link actually is). Go south to exit the dungeon altogether. Go west for Room #4.
Room #4
You are now in the room west of the Fire Rod room, with the camera focusing on the room you just left. (If the key door is still locked, Link will sometimes get stuck inside the door, forcing you to use the Magic Mirror.) Go east to return to Room #3, or go south for Room #5.
Room #5
Link is in the compass room (very difficult to navigate if you got the compass). The camera focuses on the room west of the compass room. Go north to return to Room #4. Go east for Room #6 or west for Room #7.
Room #6
Link is in the room west of the compass room, with the camera focused on the compass room itself. Unfortunately, Link is positioned right over a bottomless pit, so you can't do anything but fall repeatedly.
Room #7
This room is the room of the Swamp Palace (level 2) where Link goes through a waterfall to access a hidden doorway. You can synchronize the camera to Link here (since the room is two screens wide), but you can't do anything else because Link is suspended in mid-air above the room's floor, making it impossible to go anywhere.

The Under-Underworld

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  1. Perform the Scrolling Shenanigans glitch by hitting the right bumper twice. When you travel north to the next room, use the Hookshot to reach the upper door, then go west.

Effects of scroll:

    • Effect (B): The camera scrolls normally to the next room. You can synchronize the screen to put Link in the middle if you want.
    • Effect (C): The camera performs a double-scroll, stopping on a small square room containing only a pot. Link is in the Fire Rod Chest room, and the camera is focusing on the room east of this room. Link can scroll the camera toward the west, into a different room, to begin the Clone glitch.
    • Effect (D): Same as effect (C), except you can't scroll the camera to the west now. It stays focused on the small room, and you can only exit through the west or bottom to begin the Dummy glitch.
  1. If you end up experiencing effects (C) or (D), head east, then go south in the middle (whether you see the right room or not). This should get you back in the room with the bumpers. Try again until you achieve effect (B).
  2. Once you enter the room with the Fire Rod chest, head back east through the same door.
  3. It looks like Link went back into the room opposite the door, but what you see is the dummy Link. Move back and forth until Link's true location is visible on the west side of the Fire Rod room! Use the Hookshot to cross the gap, then head east through the same door you just went through.
  4. After the double-scrolling effect finishes, you'll be in a later room of the dungeon (use the Map if you don't recognize what came into view). Dash each two times to get Link's true position into view quickly. You're in mid-air! This is quickly fixed, however, by simply climbing the stairs to your north (sort of). Just walk over them and you'll "climb" to the top of the stairs. Then, climb back down them and you'll be on the bottom level, like normal.
  5. Head west, through the door you see there. Link will disappear as he enters, but don't be bothered by it — just go. Another double-scroll will occur, and you'll be under the floor of the room you first went in after triggering the glitch.
  6. Once you're under the dungeon floor, move Link back and forth until the camera is in sync with him.
  7. Once the camera is in sync, head to the west. When Link hits the hard boundary at the end of the room, the screen will loop around, eventually stopping on the Fire Rod chest room.
  8. Move Link back and forth, taking care not to go too far to the right.
  9. If the camera does not scroll at this point, then go on to step 11. If the camera does scroll as you move back and forth, then go back and redo steps 8-9.
    • Sometimes it only takes one loop around to get the camera to stop on the Fire Rod room, while other times it can take three or four cycles. However, it shouldn't take longer than that — it you go half a dozen times around and the camera refuses to stay on the Fire Rod chest room, you should consider using the Magic Mirror and restarting.
  10. Go to the east. The camera should scroll to the room east of the Fire Rod room.
  11. Notice the circle of pots at the Northern end of this room. Normally, you would see a spark enemy moving around these pots going clockwise.
  12. Keep going east until that spark appears. (You should go the same distance you went back in steps 8-10.)
  13. Now go east two more times (two more cycles around).
  14. Go west. The screen will now scroll to the Fire Rod chest room.
  15. Go west two more times (two cycles around). As the screen scrolls around the second time, you should see that spark enemy I mentioned above. If you don't you miscounted somewhere.
  16. Go east. The screen will scroll back to where the circle of pots (and the spark) is located.

If you performed these instructions correctly, the camera should now scroll normally throughout the entire Under-Underworld. That is; never again will it scroll beyond the boundaries of a map square. (It will scroll between rooms within a map square, but it should always stop at the map square's boundaries until you travel to the next sector.)

It seems to be fairly tedious, but after you've performed this procedure a couple of times, it should become fairly straightforward.

Here's a list of all the reasons why you should do this from now on when exploring the Under-Underworld:

  1. No more unpredictable scrolling.
  2. No more sprites disappearing as you move around (Link disappearing, and enemies and other objects disappearing as well — now those problems are gone forever.)
  3. No more going through doorways and not being sent to the right location.
  4. Enemies and other objects can now be interacted with.
  5. You can now see Wallmasters.
  6. Items now work as they should.
  7. In dark rooms, Link's light "cone" now appears at the correct location.
  8. You can now explore the Under-Underworld smoothly and naturally, something that prior to now was only possible in emulation!

Note that the exploration still isn't perfect — you can't enter every room's normal playing area, and it's still possible for Link to get stuck in some rooms where he must warp out with the mirror. Also, graphical glitches still occur as the wrong sprite palette is used (although most oddities are fixed by bringing up the map, going through a door, and/or using the Ether medallion, there are some graphical quirks that remain until you leave the underworld altogether). However, this is a much-needed improvement over what we've been stuck with since the glitch was first discovered. Enjoy!

Now, by moving under the floors of different dungeons and other indoor scenes, you can get just about anywhere (with some limitations) in the underworld! But be very careful of the following:

  • When moving north or south, stay in the middle of the scene currently loaded. You don't want any wraparound effect to be visible when moving north or south. Usually there are no problems, but crashes are possible if wraparounds are combined with vertical scrolling.
  • Don't trust the flashlight in dark rooms. When moving west or east, the flashlight does not reveal Link's actual location. (Moving north or south is somewhat better but still not always accurate.)
  • Keep your Magic Mirror handy — it's easy to get stuck when you go into a room that has both an upper level and a lower level.

To beat the game early once you're in the Under-Underworld follow this route:

  1. Go west near the top of the screen (to keep from getting stuck) until you reach the throne room of Hyrule Castle.
  2. Go north through the dark room, then stop when you reach a lighted room again (it will be a portion of the Tower of Hera).
  3. Go west one scene. The west side of this scene must be scrolled completely into view before continuing, but do not go beyond this scene. (You'll see the section of Hyrule Caster's tower, where Agahnim warped Zelda to the Dark World.)
  4. With the screen divided between the rooms horizontally (with the empty rooms on the right side), go north until you reach your destination (through and beyond Ganon's hideout).

Blue shield

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This glitch requires you to have the second (red) shield or the third (mirror) shield. The result is that your shield will be blue and remain that color even after moving to a new screen.

    • To do this glitch with the red shield equipped, find one of the enemies that sticks out its tongue and takes your items. The item-snatching enemy can be found in various places, such as in the forest, in the Dark World.
    • To do this glitch with the Mirror shield, find Like Likes. An easy location to find them is outside of the Shield Shop. You must use Like Likes for the Mirror Shield as it cannot be stolen by other enemies.
  1. Set Ether as your special attack.
  2. Allow the enemy take your shield (for red shield, this may take a few tries since the item-snatching enemy takes items at random).
  3. Use Ether to freeze the enemy when it has your shield (don't use the Ice Rod as it will kill the enemy).
  4. Kill the enemy to get your shield back. It will now be blue.

Death Mountain descent

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  1. First, you must be on Death Mountain in Hyrule, not the Dark World. This can only be done when you first get there, and you have not beaten Agahnim the first or second time. While you are on Death Mountain, notice the bridge. If you haven't been to the bridge before, it's all the way to the right from where the old man's cave is (the one where he gives you life if you talk to him). To see where this bridge is, go up the small ladder, then where all the large boulders stuck to the ground are, go all the way to the right. You will see a broken bridge.
  2. Now, go back up Death Mountain and go to the warp portal where you transport to the Dark World when you step on it.
  3. Once you are turned into a bunny, go south from where you warped and there will be a crack in the ledge; jump down and go right, toward the bridge.
  4. When you get to the area where the bridge is supposed to be, there won't be a bridge there, just two "statues".
  5. Go up to the section right under the top statue.
  6. Look to the right side of the screen, then use the Magic Mirror to teleport.
  7. While looking to the right side of the screen, move one pixel to the right (only Link's shield should stick out of the portal)!
  8. Wait until you stop flashing and you are teleported back to the Dark World. If you do not accomplish step 7 correctly because you accidentally moved too far, then you will be teleported back again to the Light World. Move back to step 6 and try it again.
  9. Once you are teleported back, and if you did it correctly, you will notice that you are one pixel closer to the edge. Do not move! Instead, teleport back.
  10. Once you teleport back, move to the right until you are stopped by the post on the bridge. Now wait for Link to stop flashing.
  11. Take out your sword then power it up. While holding the Sword Button, slowly move toward the portal until you touch the edge and are teleported back to the Dark World.
  12. If you did it correctly, and if you went to the portal as slowly as you can, you will be in the Dark World, but will stand on the ledge without being teleported back into the Light World. If you did not complete Step 10 correctly (which means you went too fast), then you will be teleported to the Dark World then teleported back to the Light World. You must start back at Step 6 over again.
  13. Once you are on the ledge, do not move left! Doing this will cause a failure and you will have to do Steps 6–10 again. When you are on the ledge, move to the right and you will fall into the black area with all the lava streams moving around.
  14. Move all the way downwards and then when you see a large section of a ledge on the bottom of the screen, move down the right-side or left-side of it and off the screen. If you do this correctly, you will be on a large ledge. Jump down and you have completed the Death Mountain Descent.
    • Note: If you went down and right, you'll see a part of the screen hanging off at an odd angle from this one, and touching it will either half-scroll, or freeze the game, so be careful! Just move away until the angled piece disappears and then come back, and it's safe.

However, if you are in the black area of Death Mountain and you move down the left side and shift down, you'll be on a ledge to the east of the graveyard. It's completely safe to jump here.

Why do you want to do this glitch? Well, if you jump down off the last ledge in this glitch, you will notice that you are now on the grounds of the Dark World. Because of this, you are able to explore almost the entire Dark World without having to beat Agahnim or getting all the Pendants.

Now that you have completed this most precious glitch, it's time to make things better. Notice that in the Dark World, all of the graphics are a little "glitchy"? Well, that's because you're not supposed to go to the Dark World from the black area in Death Mountain. If you do not like the look of this, use the Magic Mirror to return to the Light world, then go into the portal to return back. Everything's normal again. Also, when you are in the black area, if you do not move toward the correct area, which is the large ledge, you will be stuck in the waterfall or the side of the ledge, and you will have to restart. There are many glitches that come from this one.

Metamorphosis fairy

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  1. Do the Death Mountain Descent glitch, make sure you have at least one Fairy in a bottle with you and the Zora's Flippers.
  2. After you've done the Descent proceed to Kakariko Village, head downward through Kakariko Village and to the right, proceeding towards Link's House.
  3. Once you get there, move down to the "swamp", and go down to the section of the lake.
  4. When you're right next to the right side of the lake, continue getting hit by the enemies until you are almost dead, then walk into the deep water.
  5. You should start blinking. Continue pressing the Left button (don't hold it down, but tap it to move a step at a time). Do it over and over until the screen scrolls. You will notice that the bunny (Link), will be "skating" on the water, moving in the same way he does when swimming in human form. If he is not skating, just scroll screens again until he does. Stay on the water with about one heart left (actually, two hearts will do; just make sure one hit will be your last).
  6. While skating on the water get killed by an enemy with just one hit, you will fall down as Link, then the fairy will sprinkle her little pixie dust on you, making you come alive again.

If you do it incorrectly, the screen will become extremely glitchy, scrolling over and over, collecting "pieces" of the screen as it scrolls, and you will not have any control whatsoever. If this happens, press the Restart button, because it will go on and on and on for eternity.

If it does work though, instead of Link returning in bunny-form when the Fairy brings him back to life Link's ordinary form will return. You might want to save afterwards. Getting killed or entering then exiting a building/cave will return you to Bunny form.

Added glitch

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There are other ways to have fun with this skating trick, as when bunny Link submerges with the B button or gets hit by an enemy, he may appear in the wrong location. Read below for some interesting (and probably confusing) explanations of the areas you can traverse. Link can make the screen do lots of things, and he can stand on ledges he shouldn't be on. As a "skating" bunny, press B to submerge (if you're using SNES, get hit by an enemy for the same effect). If you do it on the left screen, where there's a lot of water, he'll appear sticking halfway out the left side of the screen. Move away from the edge of the screen to avoid a scroll loop. Next, the screen will begin acting strange. Bunny Link moves through things and hits objects that aren't there. What you see is the Dummy. Go to the top of the screen (move a little to the right if you are blocked) and you will be in the next screen, and it looks like you are standing to the right of Link's house. Move left and right in small steps to correct the screen's position, bit by bit, to see where Link really is (and be careful not to jump off the ledge). Now after correcting the screen, you see Link standing on the ledge in front of his house! But be careful, because you can see a part of the screen you just left behind, and touching it will cause a scroll loop. Move away until the strange section disappears from view, then move back and it's gone. If Bunny Link submerges on the right screen, where there's only a small strip of water, he'll appear sticking halfway out the right side of the screen. Don't head to the top of the screen. Move left and right to correct the screen, since you're looking at a Dummy again. Note that Link can only move left and right a tiny bit. Be very careful not to jump off the ledge! It's very narrow. The screen you saw the Dummy on is to the right of Link, with the small water strip. You can't touch it since it's on the other side of the ledge. Jump off the ledge. Link interacts properly with this screen he's currently on, but in reality, he is actually not in that screen. There are no enemies; the true screen is off to the right, where you cannot go because of the ledge. Now, move to another screen from here. Link will actually scroll down and left!. Be careful, he can get stuck in the rock this way. Also the blocked screen angle is revealed, so avoid it.

  1. Note: If you enter one of the glitched screens from the wrong side (by jumping into it, or by directly entering it by shifting from a different screen) then there will be no infinite scrolling loop when you move between the two screens; sometimes you may be blocked, or nothing will happen. Better yet, Link may enter the loop upon turning around and touching the screen he just left. Again, be careful!

Another glitch is possible during this. Go to the small strip of water on the left side of the screen to the right, and do the submerge glitch. When Bunny Link reappears at the right side of the screen, move down and right repeatedly (he's on a slanted part of that very narrow ledge) until you see him fully. Now, don't jump off the ledge--instead, move down until you get to the very bottom of the screen. (Don't enter the next screen or you'll have to start over.) When at the very bottom of the screen on the narrow ledge, turn left and try to jump down. If you can't, move up a little and try again. Link will appear to jump, but he won't jump off the ledge. He moves a little to the left, but then he falls further down and part of him disappears through the bottom of the screen. Move left again, and then he will jump off the ledge and disappear completely. Start moving down until the Dummy Bunny jumps from the top of the screen and lands on the ground. Start going left (since you're no longer on the screen shown, you have to move up and down to get past invisible blockages). Go left and enter the next screen. Link will be in a different location now, and you see the wrong Link, so move up and down to find him (without going too far up). Since the camera is seeing two screens at once, Link can accidentally shift into the north screen halfway into it which begins the scroll loop. Now that you're here, you can move around the big ledge section next to the Swamp of Evil. There is a lot of glitching up here, because you can shift many screens you shouldn't be able to. There is lots of opportunity to freeze the game by mistake with scrolling. If you get stuck just below the top of a ledge, Link can unstick himself by moving toward the ledge and he'll jump down. One other cool thing: if you wrap around next to the desert/swamp of evil, and then you go down to the very bottom of the screens there, this is actually the entire bottom of the outside world. There will be different effects depending on what system you use. If you use the GBA, the screen fades as if you've entered the forest and the game freezes. Just look at the SNES version's effects!

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Do the above glitch, so that Bunny Link is on the ledges next to the Desert.

  1. Move toward the desert, and go down the ledge without jumping into the desert.
  2. You will reach the bottom of the screen and the entire overworld. Go to the Light World.
  3. Go to the screen on the right, then shift down.
  4. One of two things will happen: Link will either enter a screen full of garbage, or he won't scroll at all (the music just stops). You need to achieve the second effect, which is very hard to do until you've gotten the first effect several times.
  5. Once the game appears to freeze, wait a minute and Link will scroll into a different kind of screen. Moving around causes "boinging" sound effects.
  6. Kill Link with bombs before the game crashes. The Game Over message is corrupted. Select any option, then at the ->A window, press A.
  7. Now Link's back in his house. Go outside, and although the enemies can still hurt Link, he can't damage them. He can repel them with the sword, but they won't take any damage from any item he uses on them. Every time a text box appears, it'll say ->A. If Link dies again, the game crashes.
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This only works on the SNES; the GBA will affect scrolling and cause scroll looping to occur.

Find any ledge in the Dark World that Link can jump off of sideways. Move against the ledge and press A to use the Mirror (like with the underground glitch). When he teleports, he'll be in mid-air. Now, he can kill enemies with his sword beam, and pick up items with the boomerang. Nothing can touch him. Also, you might notice the side effect of him appearing above everything else (i.e. he'll appear standing above the edges of the trees, instead of under them). Explore a little. Don't dash or jump down any ledges, or the glitch will be undone.

Reality overlap

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  1. Perform the Death Mountain Descent.
  2. Enter a dungeon and die (don't have any Fairies to revive you).
  3. When you reappear at the start of the dungeon, exit.

The Light world music will be playing instead of the Dark world music. If you scroll to a different screen and then scroll back to the original screen you'll now be in the light world but with some Dark world tiles. Dungeon four apparently gives good results. If you do it the other way with the Dark World music playing and you appear to be in the Light World, you can use the Flute to warp to a few screens and you'll still be in the Light World without the game changing to Dark World; it only changes when you shift screens.

Reality overlap II

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You must not have beaten Aghanim I. Also, This only works on the GBA Version.

  1. Perform the Death Mountain Descent.
  2. Now, while still in the overworld, die. You must not have a Fairy to revive you.
  3. From the "Game Over" menu, choose any option. Then choose "Start from Saved Place".

You'll appear at the last place you entered the Dark World overworld from, except that you're Link (not the bunny, provided you don't have the Moon Pearl yet). The Light World music plays, and if you use the Magic Mirror, you'll appear in the Dark World again with the Dark World overworld music and be returned to bunny form (if you don't have the Moon Pearl). You can use this glitch to get really far into the game without the Moon Pearl, but if you beat a Dark World Dungeon Boss while in the Light World status, you may sometimes only get the Heart Container-no crystal. You'll get stuck there and have to reset the game.

If you want to have fun, for effect, you can make the Dark World music play while the game thinks Link is in the Light World. Go to Skeleton Forest. Then leave. Whether the Forest was foggy or not, the Dark World music will play until you enter a cave, or a building with different music. Then exiting the building/cave will bring back the Light World music. Note:If, when you went into the Skeleton Forest, the Lost Woods in the Light World were cleared of fog, the regular Dark World music will play instead of the Skeleton Forest music. Also, the fog in the Skeleton Forest will be gone since the game thinks you're in the Light World, where there's no fog in the forest. If the Lost Woods in the Light World were foggy, the foggy Lost Woods music will play in the Skeleton Forest, and the Forest will have thicker fog (Light World Lost Woods fog) than it should have. It's very strange, hmm?

While in the Reality Overlap II glitch in the Dark World, there are a few glitchy things you'll see:

    • Talking trees have green mouths.
    • Destroying a bush or grass that has an enemy in it will make the enemy look glitchy and unrecognizable.
    • In the spot you rescue the frog from that becomes a Sword-Temperer, you'll see the two old men (or one of them, depending on whether or not you've rescued him yet) and they'll be swinging their hammers. Entering this screen from a different screen will make them look like enemies' heads, and exiting a building and coming into the screen will make them look normal. Regardless of what they look like, you can still talk to them here like you can in their shop, and they will temper your sword there too.
    • If the Flute Boy is still in his grove, he'll look very glitchy here. He'll play the Flute and when you get too close, he'll disappear like usual, as if you're in the Light World.

Reality overlap III

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  1. Go to the East Palace.
  2. Go to the third room and use the Mirror to warp back to the beginning just as Link begins to jump from the ledge.
  3. Go to the third room again and dash at the east statue.
  4. Go back to the entrance room, then right, through the empty room, into Thieves' Town.
  5. Shift down one screen to the entrance room, jump out of the ledges and into view, then exit Thieves' Town.

Link will be a human in the Dark World whether he has the Moon Pearl or not, and the Light World music plays. There are also a few Light World things you will find. To be in the Light World with Dark world music, perform this glitch in the opposite way, start in the real Dark World in Thieves' Town, go underground and into East Palace, third room, jump out of the wall, go to the entrance and exit East Palace. You'll be in the Light World, Dark World music plays, and you'll find a few Dark World things there.

Danger bunny

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  1. Perform Reality Overlap II.
  2. Go to where flute boy is and use the magic mirror. Link will be transformed back into a bunny.
  3. Talk to flute boy (as a bunny) and get the shovel.

When you get control of Link again, press B and he will swing an invisible sword! The sword can be used to cut bushes, but not enemies, and if you get hit, you'll lose it.

You can also do the glitch in an easier way, as many times as you want. Go to a spot in the Dark World (Try the area around the Ice Palace) where there's shallow water, and in that same spot in the Light World, it's deep water. Stand in the shallow water as a bunny, warp to the Light World, and Link will become human and fall into the deep water. Wait for him to teleport back, and then the glitch is activated. When Bunny Link walks, his body graphics move twice as fast, and when he walks into deep water, he walks over it like it's the ground. But if he goes onto dry land, he sometimes jumps out of the shallow water onto the land (as if he were jumping out of deep water) and the glitch is undone. However, if you hold the B button and then walk onto land, the glitch stays, and Bunny Link doesn't jump. He can use the sword, he can dash, he can pick up objects (although he can't hold them in bunny form, so he throws them instantly, looking like he kicked them. He also smashes right through them if he picks them up from the top side.) The sword can harm enemies now, but only from the swiping of the sword and the sword beam. Holding out the sword and walking into an enemy does nothing, and neither does the Charge Attack. (I think Link can do all these things if he does the glitch by using the Flute Boy too.) The glitch will now be undone when he jumps onto a green platform, or dashes into an object and bounces back, or jumps off a ledge. But if you find a way to do this glitch in the swampy area below his house/Bomb Shop, you're lucky, since there's no green platform to jump on. He goes directly to dry land and can now go wherever he wants to with these abilities.( Never mind, I found an area. Go to the screen in Dark World where he gets the Quake. Perform the glitch by standing next to the deep water and warping. If he is in deep water in Light World, he'll activate the glitch when he teleports back.

    • Note: If you perform the glitch by going into deep water as a bunny in Dark World, and it's deep in the Light World too, he'll be walking unsteadily over the water when he teleports back into the Dark World. And if you submerge when he's walking this way, he will either return to the spot he entered the water from, or you can activate some serious screen scrolling glitches and even get onto ledges that you aren't supposed to be able to get on. Just remember that you need the Flippers to be able to do this part, and to get into deep water as a bunny, tap to move horizontally a step at a time. (This is described in the Metamorphosis Fairy section.) DO NOT enter the deep water vertically, because then Bunny Link will slowly float over the water without any body parts moving, and he'll speed up, then flicker back to slow speed, speed up, flicker slow, over and over, and you can't control him. You'll have to wait until he touches dry land and jumps out, gets hit by an enemy and returns to where he entered the water from, or hits a solid object or the edge of the screen. If he does hit an object or the edge of the screen, he'll stop and freeze completely. If there's an enemy close by, let it hit him to unfreeze him. If no enemy is near, you have to save and restart. But if he enters the water far enough horizontally, he can move any direction without this happening. Also, it is safe to enter the water vertically on the Super Nintendo version, because he will move up a little, then splash back out instantly.
    • If Bunny Link is far out into deep water and an enemy hits him, messing up his water-walking ability, it takes a long time to slowly tap your way to shallow water, so instead, use the Magic Mirror and go to the Light World. When you morph back to the Dark World, he will be walking in that strange way, because the game thinks he's swimming. You can press A and R to swim faster, but press B and Link will submerge. This is bad, because Link either pops back over to where he started walk-swimming from, and you'll have to travel between Worlds again to reactivate walk-swimming--or Link will activate those screen-scrolling glitches. If the screen scrolls to a far area and the enemies freeze, this won't be long. Link will reappear at the screen corner, but now he can easily enter an infinite scrolling loop or enter a place where the screen pixelizes and disappears, then nothing else happens. And while he travels between screens, his position takes about 25 seconds to load each time. If you see the Dummy, you can't synchronize because the screen keeps scrolling up more and more, showing the same two screens over and over. Basically, the game is completely messed up, so you'll have to restart.
    • Important Note: If you're in a situation like an infinite scrolling loop, you don't have to turn off the game completely if you're playing the GBA version. To quickly restart, press A, B, Start, and Select simultaneously.

Back door lockup

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  1. Go to Spectacle Rock. (Where there's a cave door. It is to the left of the magical Dark World transporter-the one that has a triangle of small white stones surrounding it.)
  2. Position Link directly above the cave you see below the rock. (He must be aligned perfectly — use the Hookshot or other items to test).
  3. Face north.
  4. Hold B.
  5. Walk backwards off Spectacle Rock and into the cave.

Link will enter the cave in a rather glitchy way, and when the next scene is loaded, Link will be completely frozen (no controls work). The only way out of this is to save and quit. This same glitch works on the ledge you walk out onto when performing Death Mountain Descent.

Colour-changing soldiers

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  1. First off, you must meet all of the following:
    • Not having beaten Agahnim I,
    • having the Flute,
    • and having access to a dungeon that triggers this oddity (the oddity will not trigger if you've beaten Agahnim I).
  2. Enter one of the following dungeons (the listed names are their GBA names):
    • Dark Palace (Dark World dungeon 1),
    • Misery Mire (Dark World dungeon 6),
    • Turtle Rock (Dark World dungeon 7),
    • or Ganon's Tower (Dark World dungeon 8).
  3. Exit the dungeon.
  4. Use the Magic Mirror to return to the Light World.
  5. Use the Flute to warp back to your house (or any place with green castle soldiers about a screen away).
  6. Then move one screen to the west (or in the direction of the green soldiers).

If you used Dark Palace or Misery Mire for this trick, you'll see gold castle soldiers instead of green ones. If you used Turtle Rock or Ganon's Tower for this trick, you'll see purple castle soldiers instead of green ones. Regardless of colour, they have exactly the same abilities as green castle soldiers, including the number of hits they take to die. Should you try this with Swamp Palace (Dark World dungeon 2), Skull Woods (Dark World dungeon 3), Thieves' Town (Dark World dungeon 4), or Ice Palace (Dark World dungeon 5), the castle soldiers will remain green.

There is another way to do this by using the super speed glitch:

  1. fly to Kakariko village
  2. go up one screen then right another
  3. kill all the knights
  4. go to the ramp and use it like as stairs for the super speed glitch
  5. go to the bottom right slanted wall of the pond and press against it

You should jump onto the wall and look like you are swimming. Save and quit the game then reload. The blue knight will be unchanged but the green one will have turned gold.

A third way to do the glitch is:

  1. Go to Dark World area where the Flute Boy is in the screen above. The screen you are in has blue and green soldiers in the Light World.
  2. Enter this screen from the top left. If you didn't, go to the top left to the next screen, then back down to this screen.
  3. Warp to the Light World.

There will be normal blue soldiers, and the ones that should be green will be purple.

Super speed

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You need the flute duck & the Pegasus boots for this glitch.

  1. Face left by the stairs.
  2. Go to Kakariko Village and call the duck.
  3. When the duck appears on your screen press the A button (smoke should appear, but not your sword!).
  4. Cancel out of the fly map (try to use your sword; if you can't you did it right).
  5. Go up or down the stairs.

You should run instead of walking.

Problems with this glitch are:

  1. You can only use items.
  2. It will stop if you get hurt, touch a person, jump from a ledge or leave the screen.
  3. If Link begins dashing too soon and starts running before the duck picks him up, he'll bounce back when he touches something. The super speed will still work, but bouncing will undo it. And be careful not to get stuck between two objects, as Link will keep bouncing back and forth between them. If they are far enough apart that he falls a little before bouncing, he'll land on the ground after reaching the top of the screen, but if they are too close together, you'll have to save and quit, because he will keep bouncing and bouncing and bouncing forever.

You can use this glitch anywhere there are stairs or ladders outside in the light world, but if you jump off a cliff, the glitch is canceled. Be careful of that, because unlike normally when he moves against the edge for a moment before jumping, with this glitch activated he'll jump as soon as he touches the edge.

Under/over-Underworlds

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  1. Go to a place in the underworld where you can jump from an upper level to a lower level.
  2. Jump, then while Link is in the air, open the menu and choose to save and quit. (Note: The glitch may not work at every location. For example, the first room in Hyrule Castle does not permit the glitch, although other rooms in that same dungeon do.)
  3. After saving, return to the file select screen and select any game (it doesn't matter which one you pick — it can be the same one or a different one).

If the file you picked was saved in the Light World, be sure to start in either Link's House or Sanctuary — not the Mountain Cave (you'll see why later). If all goes well, Link will be in a "hybrid" state. Although he looks normal, the game internally thinks he is on the lower level, even though he's on the upper level. The result is that as soon as you get hit by an enemy, dash into a wall, or do certain other things, Link will magically disappear under the floor and end up in the lower level!

Note that for the glitch to work, Link must not travel to the lower level or any underworld scene prior to activation. This is because entering the lower level fixes the bug, as the erroneous "lower level" status is repaired. This is also why you cannot start at the Mountain Cave, since you begin on the lower level there.

Applications of this glitch are enormous:

  • Beat the game immediately after rescuing Zelda! Now it's possible to beat the game with only 3 hearts, and (almost) nothing else!
  • Explore both underworld maps! Before, via the Skull Dungeon glitch, we could only explore one map. Now we can explore both! (See the next section, however, for some very annoying consequences.)
  • You can even disappear under the ground in the overworld! However, doing this doesn't cause anything extraordinarily important, as the game still acts in many ways as though you were still on the surface. Basically, the result is that you disappear, but you still interact with the playfield (i.e. you bump into walls, pick up stones, enter caves, fall down holes, etc.). Most items you use will appear above the surface; thus, you can kill an enemy with the beam off Link's sword (not the sword itself, however) and retrieve items using the boomerang.
  • If you start a new game after setting up the glitch, Link will disappear beneath the floor of his room as soon as you jump out of bed. (This is one possible starting place for exploring the new underworld.)

Three major problems exist with the new underworld, however:

  1. If you enter the underworld at one house/cave, activate the glitch, then work your way to another house/cave, then exit, you will appear outside at the place you started from — not the place you just exited. This is because the game does not distinguish between different exits in the second underworld, as there is no place where you can enter and exit via different doorways under normal conditions. (Note that the game actually takes advantage of this phenomenon, defining only one fortune teller place, one fairy fountain [not counting those that exist as portions of other caves], etc.)
  2. In many cases, as you explore the new underworld, the scrolling will screw up, showing signs similar to those related to the Skull Dungeon glitch. Note that these problems will not appear at all in the original underworld if you use this glitch. This is because the original underworld was designed to let you move from one map sector to the next, whereas the new underworld does not have any houses/caves that scroll beyond map square boundaries. (It appears you can resolve this problem by starting in a place like Blind's [Light World] hideout, where rooms exist that stretch across multiple screens. However, this does not appear to be a 100% fix; you may still encounter the problem nevertheless.)
  3. The new underworld is much smaller. Therefore, it is very easy to scroll out of bounds, forcing the game to crash very violently (sometimes showing a weird screen with the word "BUG" written multiple times on it). If the game crashes, saved game data may be corrupted!
Glitch variation
The original form of the glitch used a different technique. In this case, you used the Magic Mirror to set it up. Go to (for example) Level 4 of the Dark World. Go to a spot where you can jump down to the lower level, then try to time it so that Link uses the Magic Mirror as he starts his jump. If done right, you will return to the entrance without hearing the normal warping sound, and you will not have control over Link.
  • If you were facing left or right when you jumped, Link will be motionless and you have to save and quit. Upon resumption, the master glitch above will be armed, so getting hit will knock Link to the lower level.
  • If you were facing north, Link will move automatically (in a very weird fashion) northward, causing some bizarre scrolling effects. If Link gets hit while crawling along like this, he will unfreeze. If not, then, eventually, the action stops, at which point (if you haven't already done so) you will need to save and quit. (Again, the master glitch will be armed as before.)
  • If you were facing south, Link moves automatically outside the dungeon. Once out, he continues his automatic motion southward, but will stop after a couple of seconds (unless he has no shield; then he'll keep going until he is attacked). At this point, you regain control of Link, and the master glitch will be armed. (This provides a method of activating the glitch without saving in the process.) On GBA, this can be exploited without the loss of control, so it can be done and then instantly you can dash into the wall.
  • If you were playing the GBA version, using the mirror glitch will not make you lose control of Link; therefore, you can perform it and then instantly dash into a wall to go underground. But on GBA, if you arm the glitch, then save and quit, the glitch will unarm itself, as the GBA version seems to hold its normal status much more strictly. The Save and Quit method does not work on the GBA.

Ghost of Misery Mire

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  1. While in the Light World use the flute to call the duck and go to map point number 6, in the lower left.
  2. Lift the two rocks nearby and go through the portal to the Dark world that's underneath one of them.
  3. Jump off the ledge into Misery Mire.
  4. Use the Bombos Medallion.

You should see a pillar of flame, indicating a dying enemy, but there wasn't anything there before. There are also two other such "ghosts" in the Mire. The Hyrule Magic game editor lists the enemies as Fireball Zoras, which would explain why they don't appear; normally Zoras are only in deep water.

Boomerang buzz

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  1. Stand in the Kakario Village near the lake on the right side of town.
  2. Get far enough away that the boomerang will not hit the edge of the lake (this if for the blue one, if upgraded to red, just stand so the lake is barely visible).
  3. Throw the boomerang at the lake, turn around, and dash with your Pegasus Boots. when you reach the man who runs away when you get near him, you will stop. you might have to start again if it doesn't work without it. To get rid of the man, walk up to him. As he starts running, Dash after him. If you catch him, he talks to you. If not, he disappears into the trees (or the other screen) without saying anything. But either way (whether you catch him or not), if you followed him all the way to the end of the screen and saw him disappear, he won't appear again when you go back to where he was before. Now you can perform the glitch because he won't be in your way. Perform the Dashing part of the glitch now.

the boomerang will now fly quickly across the screen from left to right, starting from the far edge of the screen. It doesn't hit enemies, but if it's red and passes between at least one bush twice in a row, the bush will disappear without the rustling leaf sound. No items appear from the bush(es). It also will make glitch spots appear everywhere that look like cut-down bushes. If you use the Shovel as the Boomerang passes, a line of holes will appear, but they reveal no items. The Boomerang keeps flying and flying. It will curve to try to pass your location as it goes by. It will continue to do this until you leave the area. After a period of time, the 'rang will slow down to slightly above your normal (not dashing with boots) speed. When this is happening, if you walk in the same direction as the 'rang, when it catches up to you it will slow down to stay with you as long as you continue moving right.

This glitch was found on the GBA Version.

Mirror reset curse

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This glitch only works on the Game Boy Advance version, the SNES version will just crash. It is important to copy your file to another slot before attempting this, since it is very harmful to your save file.

You can do it in Eastern Palace, but the Thieves Town is better. Start there and use the Mirror to go underground. Go east from the entrance into the next room, go to the right side of this room. Then dash up for a long time until you reach a brown + shaped room. It will have a healing fairy in it. Go east again to an empty room, dash right, and the game will freeze, then glitch. Use the mirror to warp back to the entrance.

Good effects
    • Link's Heart maximum instantly is reduced to one-half. If he dies, his hearts will become three again, but it takes four hits to kill him. The Hearts are all glitchy. Getting a Heart from an enemy, bush, pot or something else (or letting a Healing Fairy restore your Hearts) will drop Link's Hearts down so it takes one hit to kill him. This stays this way until you clear at least one palace again, hence the name Mirror Reset Curse; the game resets back to that point where you have to beat the Palaces again. When you get the Heart Containers, Link's Hearts no longer glitch in the strange way. Now he can get a maximum of 5.5 Hearts (By finding Pieces of Heart as well). If an enemy that takes 1/2 Hearts away hits Link, he'll lose a whole heart. If an enemy that took at least one Heart or more hits him, he'll lose 1/2 Heart, no matter how much the enemy took before (like the bomb-throwing giants and the pink flying birds).
    • He'll get the Bow and Silver Arrows. He can have 17 maximum.
    • His bomb count maximum reaches 127.
    • He automatically gets the 1/2-dropping Magic, whether or not he already had it. But items still take a little more Magic than they used to. But the Cane of Byrna now takes only one notch of magic to wave, then uses no more magic as the ring of light surrounds Link. If he's very low on Magic (one or two notches left), puff the Lamp and he'll be almost fully replenished. (You can't puff the Lamp anymore unless you're on very low magic.) If he runs completely out of Magic, however, the Lamp won't work and he'll have to get a Magic Decanter.
    • Many enemies can't even hurt him now. They are the crabs, bees, bats, tongue-sticking enemies, the brown arrow-shooting creatures, yellow shield-swipers, green bomb droppers (purple ones still harm Link), Link's own bombs, the yellow hopping things with green hair, and those yellowish-brown slithering things that steal shields. One thing these enemies all have in common is that they originally took one-half Heart or two Hearts from Link. Link will simply bounce off these enemies now. A bad part is that when you're doing the Metamorphosis Fairy glitch, it's harder to die since most enemies in the Dark World are basically harmless now. You need to get shot by an arrow from the brown guy. He can't hurt you, but his arrows still can. You can also go to the lower screen and touch the purple flying enemy.
  1. He automatically gets all four bottles, but they all have bees in them, and they are glitchy until you let all the bees out. While glitchy, the top and bottom ones will be called Flote-Zaubers, and the two middle ones will be called Pfeiles.
    • When visiting the Fairy at the Waterfall of Wishing, you can throw in two items to benefit you: the Shovel and the Sword. The Shovel's benefit is simply that it changes the messed-up Shovel status to normal, but you lose your Flute and will have to dig it up in the grove again. Throwing in the Sword turns it into a Piece of Heart, and since the Mirror Reset Curse automatically gives you 3/4 Heart Pieces, this one makes it into a Heart Container, and you get another Heart. The Sword is gone, but if you visit the Swordsmiths east of Kakariko Village, they "take your sword" from you and temper it, and when you get it back, they have changed it into the normal Tempered Sword. Now enemies will be pushed away from you if you use the Charged Sword Swing attack.
    • His Shield (red, I think) becomes a bunch of glitched pixels, but if you visit the Shield Shop in the Dark World, you can buy a normal one, even the Mirror Shield.
Bad effects
  1. The screen becomes negatively black and blue, and warping between worlds causes a mass confusion of white screen. Link is all you can see. He will sometimes be a bunny again, having lost the Moon Pearl, but other times he'll be human because the negative screen completely messes up his status. I think whether he's bunny or human depends on how much time he spends in the Reset Curse room before using the Magic Mirror. (Right now, he stays a bunny in either world, or he will be human until he enters a building/cave.) If Link goes to another screen, the objects will become visible, but the ground is still white. You must enter a building or cave to restore the negative screen. When warping to the Light World, making the eternal white screen appear, Link can't get back to the Dark World through the sparkly portal until the screen is restored back to its negative form. To make the screen entirely normal again, save and quit (have a copied file) and choose to play the glitched file. Link will be shown as a negative in the File Selection screen, and the number 999 will be under him. When playing the file, the screen will be normal, and Link will have his human status restored in the Light World and normal-looking pink bunny in the Dark World, but in the Light World he looks like a glitchy rainbow. If he does the Metamorphosis Fairy Glitch, he looks normal. Metamorphosis Fairy is the only way he can look normal now.
  2. Your Rupees will deplete automatically, and this continues for a very long time. The hundreds number keeps glitching, the Rupees keep resetting and decreasing, and this continues for about five minutes. Then it stops at a very low number. All you can do is wait. And while the Rupees are running out, Link can't buy anything, as the game seems to think he has no Rupees at all. The sound of the Rupees is very annoying, but just wait a while and it will stop.
    • He has lost the Magic Cape.
    • He still has his Magic Powder, but it's so glitchy that it's completely unrecognizable and can't be used. Or it might be the mushroom.
    • He can't Dash and can't get back the Pegasus Boots. Sahasrahla won't give them to Link because of the glitch.
    • He can't pick up pots or stones. The best substitute is to use the Magic Hammer to pound pots and small white stones.
    • He can't open chests. Some of them have been closed again.
    • His Boomerang is all glitchy and isn't worth using anymore. Sometimes it follows him vertically, or flies away from him.
  3. The two Fairies that increase your bombs and arrows and enhance items are not to be trusted anymore unless you are doing the things with them mentioned in the Good Effects. The Fairy that increases his bombs' and arrows' maximums only needs fifty Rupees to activate now, instead of 100. She will be very messed-up with the bombs. With the arrows, she says at first that she increased his arrow count by two points (to nineteen), and then many other numbers if you keep trying the arrow thing, but they stay at seventeen no matter how many times you ask for more. The Fairy that enhanced his items before will now take some away permanently. Here are the items that the Fairy can make disappear after tossed in the water:
    • Ice Rod: The Ice Rod on the selection screen looks normal now, but Link loses his Lamp forever. The chest with the Lamp is in his house unopened, but Link can't open chests now. Without the Lamp, if Link enters a dark room, the light cone will shine in a random spot and that's the only place you can see in the room.
    • Shovel: Link's Shovel's image is restored, but he loses his Flute and will have to dig it up in the grove again.
    • Magic Hammer: It becomes a Piece of Heart that Link receives. He still has his Magic Hammer, but sometimes it looks glitchy when being used now, and he also loses the Fire Rod.
    • Sword: It also becomes a Piece of Heart. Link's Sword (which has the power of the Golden Sword in this glitch) is gone.
    • If you haven't used the Bottles yet and they look glitchy still, they can be lost too, depending on what you throw in.

Bad glitch effects continued

    • Mentioned above, if you lose the Lamp, then when entering a dark cave or room, the lamplight is in the wrong place somewhere, and it stays there.
    • When Link uses his Charged Sword Swing, enemies are no longer pushed away from him unless he fixes the Sword with the method mentioned above.
    • Medallions take almost half your magic now.
    • If he has his shield, it will become a bunch of glitched pixels until he buys another one.
  1. You can't stop the glitch. If you activate the Mirror Reset Curse again, Link will only restart at the beginning of the Curse just like he did before. To perform the glitch of going underground and redo the Curse again, warp back to an entrance when Link jumps from a ledge, and when you're supposed to dash into something, get hit by an enemy instead. This also puts you underground. If you die when the enemy hits you, restart at the palace/dungeon entrance and get hit again. You'll still go underground because the glitch is still armed and ready.


Palace of the Four Sword

File:ALttP P4S Subscreen.png
The subscreen will now show how much of the 4-Sword you have collected

The Palace of the Four Sword is a dungeon exclusive to the Game Boy Advance version. The entrance can be found in a new hole on the east side of the pyramid, to the right of a statue which blocks your path. You must access the hole by falling from the ledge above. In order to gain entry to the Palace, you must first complete the The Legend of Zelda: Four Swords multiplayer adventure, in order to be considered a "true hero". Alternative methods of accessing the palace are described elsewhere on this page.

While you can enter the Palace as soon as you have beaten the Four Swords and have access to the Dark World, it is highly recommended that you play through as much of the game as possible before doing so, in order to obtain the maximum amount of health. It's also advisable to bring four Red Potions (or fairies at the very least). The minimum items needed are the Hookshot, the Flippers, the Cane of Somaria, the Magic Hammer and the Fire Rod.

The Entrance

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File:ALttP P4S Entrance.png
The Palace Entrance
File:ALttP P4S Hallway.png
Chain-Chomp like Terubeans occupy the hallway

When you enter the Palace, you will be greeted by a typical Dark World thief, known as a Pikku. He will charge you an entrance fee of 20 Rupees, and he will charge you this fee every time that you come here, even if you've paid it before. Provided you meet the criteria for entry, he will allow you to pass. You must proceed from this entrance, through the hallway, and into the Grand Hall above. However, in the hallway waits six chained up Terubeans who can whittle your health down quite rapidly – even with Red Mail on – if you're not careful. It is possible, with a good running start, to safely dash up the left or right side of the hallway without receiving any damage, but this takes a little luck. Once you reach the grand hall, you are presented with four choices of doors, along with one magically sealed entrance at the top.

The Green Sword

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File:ALttP P4S Green Entrance.png
The Green Sword entrance

The entrance to the green sword can be found in the lower left corner of the Grand Hall. A few red Stalfos occupy that region of the room.

Part 1

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File:ALttP P4S Green Torch.png
Light this torch to slow the current
File:ALttP P4S Green Swim.png
Use your diving ability to slip past the spiked bar and cannons

The first, and only, test of the Green Sword is this Swamp Palace-inspired trap. Water flows from the top of the room in a rapid downward stream. Jumping in the water will prove futile as the current is simply too fast to overcome. A lone torch lies at the bottom of the room, seemingly without purpose. However, when it's lit, the force of the water dies down to the point where Link can actually make some progress against the current. Dive in quickly, as the current will resume its normal pace if the torch is allowed to go out. Along the trip through the water, you will encounter cannonballs, and a large spiked bar that floats up and down along the surface of the water. Link is permitted to dive underwater briefly in this version of the game, and that is precisely what you'll need to do in order to avoid being pushed around and back towards the bottom by these traps. Once you make it safely to the top, you'll need to swim towards the ladder on the left, in order to climb out of the water and proceed to the boss.

Boss: Arrghus II

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File:ALttP P4S Arrghus II.png
Arrghus II

Arrghus returns with an upgrade to his defense. Instead of being surrounded by harmless puffballs, Arrghus has convinced a pack of blue Baris to swarm around him. The big difference between the ordinary puffballs and these Baris is their ability to release electricity and hurt you as you try to attack them. These Baris are also different in that they are not harmed by the Hookshot; merely pulled along. There is good news, however. If a Bari is going to release electricity, it will do so immediately after being pulled over by your Hookshot. Therefore, you need only wait a moment to see if the Bari lights up before slashing it with your sword. If the Bari does not release electricity after it begins to float back to Arrghus, you are safe to slash and destroy it before it can complete the trip. Once all of the Baris are removed, Arrghus goes back to his old tricks, jumping up to the ceiling and trying to slam down on top of you. Along with Arrghus's tendency to slide around the room, he stirs up a lot more Kyameron bubbles to bounce around the room and attack you. In fact, if you fail to strike Arrghus within a certain time limit, he will stop, shake for a moment, and then whip up a near-constant stream of Kyamerons to attack you, so hit him as quickly as you can once he lands. Remember that he will try to land on top of you, so if you merely step out of the way just before he lands, you will be in a position to strike him as soon as he begins to move.

File:ALttP P4S Green Sword.png
The Green Sword room

Once Arghuss II is defeated, the door to the room above will open. Pass through it to find and claim the Green Sword.

The Red Sword

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File:ALttP P4S Red Entrance.png
The Red Sword entrance

The entrance to the red sword can be found opposite the Green Sword entrance, in the lower right corner of the Grand Hall. More red Stalfos occupy that area.

Part 1

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File:ALttP P4S Red Tiles.png
Simply defeat these enemies to proceed.

When you enter this room, you will see four blue Baris and one red Pon in the center. Shortly after you spend a little time in the room, the outer section of the floor will begin to drop away, not unlike other dungeon rooms that you've experienced. This room however, leaves one tile in place, allowing you to escape and re-enter the room at will. The shutter door at the top will remain locked until every enemy in the room is defeated. The strongest monster in the room, the red Pon, is probably the most easily defeated since you can push it into the gap in the floor. The remaining Blue Baris are easily defeated with the Hookshot. Don't worry about being unable to access the door above until the enemies are defeated. You can simply leave the room and return and have plenty of time to reach the door before your route is cut off by the falling floor tiles again.

Part 2

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File:ALttP P4S Red Switch.png
Only the fastest players can maneuver around these blocks in time.

When you enter the room, the blocks are arranged such that you can't proceed due to the blue fence blocks. Obviously, you must trigger the Crystal Switch in the upper left corner to lower them. A Boomerang throw will suffice. Once the blue fence blocks are lowered, the blocks can be pushed and manipulated to provide you with access to the upper right corner of the room. Take care to remove the Pometto turtle before proceeding. Once you defeat it, you'll notice that you can't proceed thanks to the one orange fence block blocking your way. You must find a way to trigger the Crystal Switch so that you are north of the blue block when the switch is triggered. To do this, stand where Link is in the diagram to the right and use the Cane of Somaria to create a block, when you get past the blue fence block, then use the Cane again, the block will explode, the gate blocks will change and you can easily get through.

Boss: King Helmasaur II

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File:ALttP P4S Helmasaur II.png
King Helmasaur II

The beginning strategy for defeating the second King Helmasaur is almost entirely the same as the first. He is a bit stronger now, and takes a lot more hits, both before and after his helmet comes off. However, he has a new trick up his sleeve: He will regenerate his helmet just once. After you hit him enough times in the crystal lodged in the center of his head, the protective helmet will return, and you will have to resume hitting it with your hammer to break it off again. Once you destroy it a second time, instead of a crystal, you will see a large eye that is very similar to one of the small Vitreous eyes. To defeat King Helmasaur, you must aim your arrows directly into the center eye. One Silver Arrow is enough to destroy the beast for good.

File:ALttP P4S Red Sword.png
The Red Sword room

After you shoot the central eye with an arrow, King Helmasaur II will be defeated. The door to the room above will open. Pass through it to find and claim the Red Sword.

The Blue Sword

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File:ALttP P4S Blue Entrance.png
The Blue Sword entrance

The entrance to the blue sword is in the upper left corner of the Grand Hall. A gang of Zahzaks, two red and one blue, hang out in that section.

Part 1

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File:ALttP P4S Blue Ice.png
Watch out for these golden Octoroks.

The first and longest section of the test for the Blue Sword is also probably the easiest. When you enter the dark room, you won't even have much of a chance to witness the unique Octoballoon, as it bursts before you get close. This leaves only two golden Octoroks on the lower icy level. Two torches to the left and right of the entrance can be lit to help you see the action. Once you climb down to the ice, dispatch the golden Octoroks as quickly as you can to make a ladder appear in the bottom of the room. Climb up to proceed through the door on the left.

Part 2

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File:ALttP P4S Blue Stars.png
Don't destroy too many of the skulls.

This room is inspired by the Star Tile puzzle that you encountered in the final part of the Skull Woods dungeon. The Baris that occupy the room are little more than a nuisance which can be dealt with by using your Hookshot. The Star Tiles present a bit of a challenge, and many players' first reaction is destroy all of the skulls. However, doing so will make progressing through this room very difficult. Your ultimate goal is to reach the skull in the lower left corner of the room. Under that skull is a pressure plate. If you possess the Cane of Somaria, you should be very familiar with pressure plates. Simply create a block on top of the plate, and step on the Star Tiles directly to the right of the plate. Then make your way to the now-open door at the top of the room without falling through any of the pits, or accidentally rearranging the room by stepping on the wrong Star Tiles.

Part 3

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File:ALttP P4S Blue Switch.png
Another Crystal Switch test.

Most of the puzzle in this room is obscured by the upper level of this room. There is a blue fence block that starts out raised when you enter, and it keeps the blue fireball in place on the right side of the lower level. Hitting the Crystal Switch with a Boomerang lowers that block so that the fireball can proceed, but it raises the orange fence block which prevents you from exiting. Just as before, you'll need use the Cane of Somaria and all you will have to do is dodge the fireball. As before, just use the cane again to explode the block once you get past the blue fence block.

Boss: Mothula II

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File:ALttP P4S Mothula II.png
Mothula II

Mothula has learned a few new tricks since you last fought with it. It has traded the moving floor and outlying spike traps for the ability to clone itself twice and attack you simultaneously with the clones. As a result, you must determine which moth is the true Mothula. When you strike the fake ones, they will instantly break apart into a collection of bees, which will proceed to attack you as long as they're around. Once both clones have been turned into bees, Mothula wastes no time generating new clones to keep you confused. Only the true Mothula will flash gray when struck by your weapons and remain whole. Once you determine who the real Mothula is, stick with it and attack as frequently as you can, ignoring the clones entirely. Eventually, the real Mothula will succumb to your attacks.

File:ALttP P4S Blue Sword.png
The Blue Sword room

As soon as the true Mothula is defeated, the door to the room above will open. Pass through it to find and claim the Blue Sword.

The Purple Sword

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File:ALttP P4S Purple Entrance.png
The Purple Sword entrance

The entrance to the purple sword is found in the upper right corner of the Grand Hall. Another gang of Zahzaks can be found guarding the entrance.

Part 1

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File:ALttP P4S Purple Likelike.png
The original Like Likes return

The first part of the purple sword test is comparatively simple to all of the other rooms you have faced. When you enter the dark room, light the torches to the left and right of the entrance so you can see where you're going. Be on the lookout for the original Like Likes from the first Legend of Zelda, as they can, and will eat your shield. You certainly can't afford to be without one at this point in time. Stay to the right side of the hallway (unless you feel like using magic power to don the Magic Cape and pass through the bumpers on the left), and enter the door in the lower right section of the room to continue.

Part 2

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File:ALttP P4S Purple Plate.png
The key to this room is under the right skull

At first, this room may seem a little puzzling. With no reliable way to access any of the skulls in the outlying regions of the room, their purpose may not be clear. Like many of the rooms in this palace, this room exploits a change that has been made to the system of the game from the SNES version to the GBA version. In this version of the game, arrows can be used to destroy skulls. If you test this out, you will find that a pressure plate has been hidden under the right-most skull of the room. With one mystery solved, the next becomes how to activate it. By using the Cane of Somaria, you can create blocks, but you may also pick up and throw the blocks that you create. Once the pressure plate is revealed, simply create a block and throw it to the right so that it remains situated over the plate and the shutter door above stays open. Now all you need to do is reach the door. If you destroy the skull below the north block, you can Hookshot over to it and make your escape.

Part 3

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File:ALttP P4S Purple Dash.png
You must rely on an obscure trick to escape from here.

When you arrive here, six bats wait in formation around a single block in the center of the room. The bats are easy to overcome, so take your time dealing with them until you have a clear path to the center. Reaching the lone block is a simple matter of using your Hookshot. Once you're on the island, however, there does not appear to be anything in the room that can help you escape. In truth, there is nothing. That ability lies in you. You may recall a room at the end of a bridge in Ganon's Tower that could only be accessed by dashing against a set of blocks so that you bounced off the wall and over a gap in the floor. That same technique must be used in order to reach the door up above. Stand above the block and begin dashing to the left or to the right. Just before you take off running, be sure to face down so that you ram into the block, and the force of the collision knocks you backwards to the platform above. Walk through the door and face the next boss.

Boss: Blind II

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File:ALttP P4S Purple Uncle.png
Finding your Uncle is a surprise
File:ALttP P4S Blind II.png
Blind II

When you arrive in this room, you may be startled to see your Uncle sitting in the middle of the room, just as he was in the very beginning of the game when he was wounded. But alas, it is really the master of disguises, Blind the Thief, playing a cruel trick on you to lure you in. Once you are close enough, he reveals his true form once more. You will start out using the same strategy as before: striking his head with your sword. However, the first time you disconnect his head, his body rises without forming a new head. This time, his heads have a strange property: you can actually hit them with your sword. In fact, you can bat them around so that they eventually reconnect with his shoulders. After the first head is reunited, strike his head until two come off the body. Bat them both back into his shoulders. The first one will damage him, and the second will stick. Strike the head again, and now three will disconnect. As before, bat them back into his body. The first two will damage Blind, and the connection of the third and final head will destroy him.


File:ALttP P4S Purple Sword.png
The Purple Sword room

After taking down the master thief for the second time, the door above you will open. Pass through it to find and claim the Purple Sword.

The Final Entrance

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File:ALttP P4S Final Entrance.png
The last entrance of the Palace
File:ALttP P4S Invisible Bridge.png
The wisest players will not fall for this old trick

With all four swords in your possession, you may finally cut down the magical barrier that stands between you and the final entrance in the Palace of the Four Sword. As you approach the barrier, two Stalfos Knights will drop from the ceiling to attack, but you may safely ignore them. Strike the barrier with your sword and proceed through the door. On the other side, you will make your way to what appears to be a dead-end. However, a straight uninterrupted bridge lies directly in front of you, and you may walk forward without fear. Cross to the other side of the room, and pass through the door to face your destiny.

The Dopplegangers

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During the quest of the Four Sword, Link's body was fractured and separated into four distinct beings. In the process of succeeding in his mission to rescue Zelda from Vaati, Link is regarded as a Hero. In order to be considered a Master, he must now face and defeat each of the four portions of his own self, as they were created by the Four Sword. They will attack one at a time; first Green, then Red, then Blue, and finally Purple. With each passing color, they gain one additional move that the previous ones did not possess. The Green Link only knows how to dash. The Red Link can perform the whirling blade attack as well. The Blue Link can perform both of those moves as well as a downward stab attack. The Purple Link knows all these moves, and one more: the fire blade attack. As you fight and beat each one, the next one follows until all four Dopplegangers have been defeated.

Four one-on-one fights may seem long and tedious, but there are situations that you can take advantage of to make the fights a little easier. The first is after a Doppleganger tries to Dash attack you. It will collide with the wall and become stunned momentarily. This is an excellent opportunity for you to strike at it undefended. It is possible to lure the Dopplegangers into near-continuous Dash attacks and strike at them in retaliation. However, there's a more sure-fire technique that's a little more proactive. As a left-hander, when you face up, your sword swings wide to the left. When you stand face-to-face with a Doppleganger, your sword will likely slam harmlessly against its shield. However, if you stand more to the right of the Doppleganger while you face upward, instead of face to face, you sword will swing wide enough to strike the Doppleganger behind the shield, earning you a safe hit. What's more, the Doppleganger is likely to rush right back into the position it was in when you hit it so that you can continue to strike it from this location. Even though the Purple Link takes the most number of hits, with this technique, it's sure to go down with little struggle on your part. Just to be on the safe side, you can activate the Cane of Byrna for added protection during the final fight with the Purple Link. Once the final Doppleganger is defeated, the secret ending is yours to behold.

After you have defeated the Link clones you will be rewarded with the secret ending.


Riddle Quest

  • Availability: Game Boy Advance only.

The Riddle Quest is an optional sidequest that will give you a new sword technique as well as some memorabilia.

Prerequisites

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File:Zelda ALttP Riddle Quest start.png
He gives you a File:Zelda ALttP item Basket.png Basket and your first clue.

You need to have won 10 medals in Four Swords for collecting the most Rupees, otherwise you can't play. You also need the Bug-Catching Net (see the Walkthrough for how to get it).

Once you meet the requirements, head to the lumberjacks' house just west of Death Mountain. Go inside and talk to Q. Bumpkin, and agree to answer his riddles. He gives you a File:Zelda ALttP item Basket.png Basket, which replaces the "?" in the item screen. Once he's told you what to look for you can go hunting for it.

For each riddle, simply use the Bug-Catching Net to bag the creature or item the clue refers to and confirm you want to capture it. You can replace it by simply catching something else, but unlike Bottles you can't let the creature out again yourself. The Basket becomes a permanent part of your inventory, but once all of the riddles are solved you can't use it again.

The Clues

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Clue Answer Location
"Cock-a-doodle-doo!" Cucco Kakariko Village. A woodcarving of a cucco is in Link's house.
"The scissors by the water…" Sand Crab Near Zora's Waterfall; beside the bridge southwest of the Witch's Hut (Warp #2).
"It's shiny and red." Red Rupee Drain the Great Swamp (Warp #7), grab a fish, and throw it into the water.
"It's moist and fresh…" Fish Drain the Great Swamp (Warp #7). This time, grab the fish, but don't throw it into the water.
"BOOOM! Skitter-scatter…" Octoballoon Fly to Warp #8, wait until the balloon enemy explodes; then catch them.
"Sprinkle and watch it wobble…" Slime Find a blue/green soldier or an Octorok, use Magic Powder on it, then cast Quake.
"It munches on nuts…" Squirrel Master Sword Grotto. A woodcarving of Princess Zelda is in Link's house.
"Pull it out, but…too bad!" Fake Master Sword Various places in the Lost Woods. Bag it directly; don't pick it up.
Note: the task cannot be finished if all of them are discarded forever.
"It's red and sweet…" Apple Head south of the lumberjack's house. Ram the tree southeast of the house.
"A spectacled wanderer…" Cukeman Find a buzzblob (near the Witch's Hut, Warp #2) and use Magic Powder.

Once you have brought him the Cukeman, Q. Bumpkin will teach you his family's secret sword technique. Simply charge your sword until you hear the sound, then wait to hear it again. When you hear it a second time press the B button rapidly and push the D-Pad in the direction you want to go. This special move depletes your Magic Meter.

The Carvings

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File:Zelda ALttP carvings.png
The complete set of woodcarvings.

If you sprinkle Magic Powder on a carving it will begin to sparkle. Sprinkle again and the carving becomes colored. Sprinkle a final time to switch the carving to an alternate form. The Cucco swaps with one of the sickly Dark World birds, Princess Zelda swaps with an old lady, and Link swaps with his bunny form. The Link carving wears whatever tunic you currently have. You can also throw the carvings around if you wish. Whatever changes you make to the carvings or their location will be reset when you leave your house.