__________ T H E L E G E N D O F
/ _________ ____ _________ _________
_____ / ____/ / __ / ___
/_____/ / ___/
/ / ___ __
/ /_____ __ ___
/ _/__ ____ __/ / _/
_________ _______\ ________ ______/ __\ __
/_________/ /_______/ /________//_____/ /__/ /__/
-= A L I N K T O T H E P A S T =-
,----------------------------------------------------------------------.
| FAQ/Walkthrough || Version 1.11 || November 25, 2002 |
|----------------------------------------------------------------------|
| by Michael Gonzalez (Coffee) |
| http://www.geocities.com/coffeefaqs |
'----------------------------------------------------------------------'
Contents:
1) Introduction
2) Story
3) Controls
4) Walkthrough
5) Bosses
6) Heart Piece Locations
7) Items
8) Secrets
9) Game credits
10) Credits & Info
Version 1.11 (11/25/2002)
- Formatting changes
- Updated website URL
Version 1.1 (11/17/2002)
- Added game credits
Version 1.0 (03/30/2001)
- Ladies and gentlemen, the FAQ is done
Version 0.9 (03/23/2001)
- Walkthrough *almost* complete
- Heart Pieces are complete
- Expect another update very very soon!
Version 0.6 (12/31/2000):
- Walkthrough is done up to the Turtle Rock dungeon.
,----------------------------------------------------------------------.
| 1) I N T R O D U C T I O N |
'----------------------------------------------------------------------'
What a game. This game was released way back in 1992 and I still find
myself coming back to it almost 10 years later. Can you think of any
other game that does that to you? Not many. Not many people will argue
with me when I say that The Legend of Zelda: A Link to the Past is still
one of the greatest games of all time.
I always say that Nintendo takes special pride in the Zelda series.
Every single Zelda game that Nintendo churns out is a finely tuned
gaming masterpiece. No matter what the system, no matter what the
limitations, it comes out as an amazing game. Nintendo has brought the
Zelda magic to 8-bit, 16-bit, 64-bit, and even portable systems. If you
ask me, I say that this one is the best.
The level design is the best of any game I've ever played, the graphics
are clean and colorful, the music is dramatic and memorable, and the
challenge is just right. It's perfect in almost every area, and it all
comes together to produce a pinnacle of all video gaming.
,----------------------------------------------------------------------.
| 2) S T O R Y |
'----------------------------------------------------------------------'
[This is the excellent story taken directly from the instruction
booklet. To see the full manual, check out www.world-of-nintendo.com.
For the full story of the legend of Zelda, check out The Zelda
Headquarters (http://www.zhq.com).]
To set the stage for this adventure of the legendary Hero of Hyrule, it
will be informative to delve into the Triforce myth, an ancient epic
about the creation of the world that is still believed in the land of
Hyrule. Every culture has such myths and theories about the creation of
their worlds, and it can be beneficial and entertaining to examine them
in detail, for they often affect the present day social structure. The
legends say the mythical gods of Hyrule had as their chosen people the
Hylia. These ancient people left scrolls that are the primary source of
the legends.
-= THE CREATION OF HYRULE =-
According to the Hylian scrolls, the mythical gods descended from a
distant nebula to the world and created order and life. The God of Power
dyed the mountains red with fire and created land. The God of Wisdom
created science and wizardry and brought order to nature. And the God of
Courage, through justice and vigor, created life - the animals that
crawl the land and the birds that soar in the sky. After the gods had
finsihed their work, they left the world, but not before creating a
symbol of their strength, a golden triangle known as the Triforce. A
small but powerful portion of the essence of the gods was held in this
mighty artifact, which was to guide the intelligent life on the world of
Hyrule.
Although it was an inanimate object, the Triforce had the power to
bestow three titles which gave the person who received them great
powers: "The Forger of Strength", "The Keeper of Knowledge", and "The
Juror of Courage". From its hiding place in the so-called Golden Land
where the Gods placed it, the Triforce beckoned people from the outside
world to seek it in the hope that someone worthy of these titles would
find it. With their magic infused blood, the Hylian people were endowed
with psychic powers and skill in wizardry. It was also said that their
long, pointed ears enabled them to hear special messages from the gods,
so they were heldin high esteem by many people in Hyrule. Their
descendants settled in various parts of the world and passed on their
knowledge and magical lore to all people. But in its passing, the lore
was often distorted or lost altogether.
-= GATES TO THE HOLY LAND =-
In Hyrule, there are many Hylian buildings which are mentioned
repeatedly in the legends. These buildings, which now lie in ruin, pale
shadows of their former splendor, are closely tied to the Triforce. Some
were even said to house the Triforce...
If it were only a symbol of the gods, the Triforce would be coveted by
many. But a verse from the Book of Mudora (a collection of Hylian
legends and lore) made the Triforce even more desirable:
In a realm beyond sight,
The Sky shines gold, not blue.
There, the Triorce's might
Makes mortal dreams come true.
Many aggressively searched for the wish-granting Triforce, but no one,
not even the Hylian sages, was sure of its location; the knowledge had
been lost over time. Some said the Triforce lay under the desert, others
said it was in the cemetary in the shadow of Death Mountain, but no one
ever found it. That yearning for the Triforce soon turned to lust for
power, which in turn led to the spilling of blood. Soon the only motive
left among those searching for the Triforce was pure greed.
One day, quite by accident, a gate to the Golden Land of the Triforce
was opened by a gang of thieves skilled in the black arts. This land was
like no other. In the gathering twilight, the Triforce shone from its
resting place high above the world. In a long running battle, the leader
of the thieves fought his way past his followers in a lust for the
Golden Power. After vanquishing his own followers, the leader stood
triumphant over the Triforce and grasped it with his blood-stained
hands. He heard a whispered voice: "If thou has a strong desire or
dream, wish for it..." And in reply, the roaring laughter of the brigand
leader echoed across time and space and even reached the far-off land of
Hyrule. The name of this king of thieves is Ganondorf Dragmire, but he
is known by his alias, Mandrag Ganon, which means Ganon of the Enchanted
Thieves.
-= THE IMPRISONING WAR =-
I do not know what Ganon wished for from the Triforce. However, in time
evil power begain to flow from the Golden Land and greedy men were drawn
there to become members of Ganon's army. Black clouds permanently
darkened the sky, and many disasters beset Hyrule. The lord of Hyrule
sent for the Seven Wise Men and the Knights Of Hyrule, and ordered them
to seal the enterance to the Golden Land.
The Triforce, being an inanimate object, cannot judge between good and
evil. Therefore, it could not know that Ganon's wishes were evil; it
merely granted them. Suspecting that Ganon's power was based on the
Triforce's magic, the people of Hyrule forged a sword resistant to
magic which could repulse even powers granted by the Triforce. This
mighty weapon became known as the blade of evil's bane, or the Master
Sword. It was so powerful that only one who was pure of heart and strong
of body could wield it. As the Seven Wise Men searched for a valient
person to take up the Master Sword, Ganon's evil army swarmed from the
tainted Golden Land into Hyrule and attacked the castle. The wise men
and the Knights Of Hyrule combined forces to wage war on this evil
horde.
The Knights took the full brunt of the fierce attack, and although they
fought courageously many a brave soul was lost that day, However, their
lives were not lost in vain, for they bought precious time for the Seven
Wise Men to magically seal ganon in the Golden land. All of Hyrule
rejoiced at the victory that upheld peace and order over Ganon's evil
and chaos. This war, which had claimed many lives, became known as the
Imprisoning War in stories told in later centuries.
-= THE COMING OF THE WIZARD =-
Many centuries have passed since the Imprisoning War. The land of Hyrule
healed its wounds and the people lived in peace for a long time.
Memories of the vicious Imprisoning War faded over the generations...
So it is no surprise that no one was prepared for the new disasters that
have recently struck Hyrule. Pestilence and drought, uncontrollable even
by magic, revaged the land. The king of Hyrule, after counsel with his
sages, ordered an investigation of the Imprisoned Dark World (as the
Golden land had come to be known) but the wise men's seal was apparently
intact. he offered rewards for anyone who could find the source of these
troubles. In answer to these summons a stranger named Agahnim came and
quelled the disasters with a previously unseen form of magic. As a
reward, the king gave him a new position as chief advisor and heir to
the Seven. Masses proclaimed him their hero. Peace had returned to
Hyrule... or had it?
Of late, rumors have traveled their whispering path with alarming
frequency. Rumors saying Agahnim now rules the country with his magic...
Rumors of strange magical experiments in the castle tower at night...
The people of Hyrule were gripped by dread.
-= PROLOGUE =-
One night, a girl's voice awakens you from your sleep.
She telepathically pleads.
You jump out of bed not knowing whether the voice was part of a dream or
reality. Upon leaving your bed, you find your uncle, who should be fast
asleep at this time, preparing to go out, girded for battle.
"I'll be back by moring," he says as he departs. "Don't leave the
house."
You watch him leave with the family sword in hand and shield on arm.
This night is like no other... Who is Zelda? Where had your uncle gone
and for what reason?
And so, on an ill-fated night, a new chapter in the legend of Hyrule's
hero begins- a new chapter in The Legend of Zelda!
,----------------------------------------------------------------------.
| 3) C O N T R O L S |
'----------------------------------------------------------------------'
Control Pad - With the Control Pad you can move your character in eight
directions including up and down stairs. It's also used for moving the
cursor in menus.
A button - A multi-purpose button. It's used for picking up objects,
running (when you get the Pegasus Boots), talking to people, swimming
(when you get the flippers), reading signs, grasping, and opening
chests.
B button - Using the sword. Press and hold the button to charge the
sword, then release for a spin attack. It's also used to confirm
choices on the menu screens.
Y button - After you assign a weapon to this button at the sub-menu
screen, press Y to use it.
X button - Press to view the overworld map. If you're in a dungeon,
you'll view a dungeon map.
Start - Press to switch to the Sub Screen. You can then select items to
be used with the Y Button or check the status of your equipment.
Select - The select Button lets you end the game and save data.
,----------------------------------------------------------------------.
| 4) W A L K T H R O U G H |
'----------------------------------------------------------------------'
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
<<<<<<<<<<<<<<<<<< RESCUE THE PRINCESS >>>>>>>>>>>>>>>>>>
mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
-- LINK'S HOUSE --
"Help me. Please help me. I am a prisoner in the dungeon of the castle.
My name is Zelda. The wizard, Agahnim, has done something to the other
missing girls. Now only I remain. Agahnim has seized control of the
castle and is now trying to open the seven wise men's seal. I am in the
dungeon of the castle. Please help me."
Yes, your first task of the game is to save the princess. It's ironic, I
know. After you wake up, your uncle departs with the sword and tells you
not to leave the house. Yeah right. Take the lamp from the treasure
chest and go out.
Guards are restricting your area to a little space in front of the
castle. Go north from your home and cross the bridge to the castle.
There's a guard blocking the main entrance, so follow the stone path to
his right and go around the side of the castle until the path comes to a
dead end. Toss aside the bush (with the A button) and drop into the
hole.
-- HYRULE CASTLE --
You're now in the basement of Hyrule Castle. There's your uncle! Talk to
him and he'll give you your basic sword and shield. Apparently, he dies
at this point (I'm assuming that he died, since you can't talk to him
anymore, but you'll strangely see him again at the ending). Go onward
to the next room. Go collect a blue rupee from the chest at the right,
and get some magic power from under the pots (you'll need this magic for
the lamp). Go south and out the door.
You're back outside! Cut away a few bushes and enter the castle through
the main entrance, killing any guards you meet along the way.
Now this is royalty! The whole castle is swarming with guards, so always
be prepared. Enter the door at the right side. Continue following the
red carpet until you reach some stairs leading down with some statues at
the sides. Go down there into the Hyrule Castle dungeons.
Murder the guard in the room and collect the key that pops out of him.
Open the chest to get a map of the castle. You can press X at anytime to
see it. You your key to open the locked door and continue. This is a
rather fun room. I like hitting the guards with the sword so that they
fall into the bottomless pit. Bwa ha ha! Ahem -- continue through this
straight-forward room and go through the door at the rop left.
Kill the lone guard in this room to open up the doors. Head to the room
at the right. Open the chest and you'll recieve the boomerang, one of my
favorite items. It stuns enemies and returns to you without using up any
magic. Try it out on this guard! Defeat him to get a small key, then
return to the previous room. Use the key to go north through the locked
door. Then keep going until you reach the large room of B3.
Defeat the green solder. To defeat this semi-boss with the ball and
chain, I suggest throwing pots at him. It's much quicker and safer that
way. When he's defeated, get the big key and use it to open up Zelda's
cell. Talk to her. When she's done bitching, she'll follow you back up
to the first floor. Don't forget to get the rupees from that chest.
Make the journey all the way back to the first floor. You'll know that
it's the first floor when everything looks rich and royal again. Go
around to the large room you were in when you first entered the castle.
>From there, go up the stairs and north to the throne room. Go to the
back of this room and Zelda will give you instructions to help push from
the left. Get to the left side and push it to the right to reveal a
secret passageway! Get in there.
This is apparently the sewer system. And it's pretty dark. You can't see
more than a few feet in front of you. If you really want the whole room
to be lit up, use your lamp on the torch things in the rooms. Even that
light will go out in a few seconds. Beware of rats and go down the
stairs at the top right.
Snakes! Get past them and go even deeper down the stairs. The door here
is locked. Get the key from the chest at the right, then continue
north through the door.
After you get through the sewers, you'll be very close to the sanctuary.
Be careful! Keep going, the door is at the north side of this room. In
the next room, the door is locked...and the key is in one of the rats.
Yeech. Defeat the rats until you find the one with the key, then
continue through the door.
Ahh...a fully lit room feels so refreshing after those dark sewers you
just went through. But this is no time to relax. Push aside the blocks
at the north side and continue up the stairs. Keep going until you get
to the room with two switches. There's no real need to defeat any rats.
The correct switch to pull is the one at the RIGHT. Walk up to it, hold
a, then pull back to open the door. Don't pull the switch at the right
unless you want it to rain snakes. Go through this final door and you
will finally be in the sancuary.
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
<<<<<<<<<<<<<<<<<<< THE FIRST PENDANT >>>>>>>>>>>>>>>>>>>
mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
-- SANCTUARY --
Zelda and the sage will tell you a lot of stuff about what's going on
and what you should be doing next. The sage tells you to go to Kakariko
Village to meet the elder there. Before you do that, open the treasure
chest to get a whole heart container, bringing your total capacity up to
4 hearts. Now get out of the sanctuary.
Hey, it stopped raining. Follow the first path south, then head west.
Remember that you can always look at the map (press X) to check your
position whenever you get lost. Right now you're going to the village
at the west side. Follow the dirt path until you get there.
-- KAKARIKO VILLAGE --
There are a lot of things for you to do in Kakariko Village. I'll just
discuss the important ones...
Get a bottle:
At the south side of the village there's a long vertically aligned
house. This is some kind of bar. There's a back entrance to this house,
even if you can't see it. Go in there through the back door. Toss aside
the pot and open the treasure chest...there's a bottle inside! This will
be useful for storing all kinds of neat stuff.
Get another bottle:
In the village there's a merchant sitting on the floor selling a wide
variety of goods. Well, actually, all he sells is bottles...and he only
has one for the low low price of 100 rupees. If you have the money, get
it from him! If not, just come back later.
Get the bug catching net:
In the center of the village, there's a house with a blue roof and
bushes growing beside it. Inside, there's a sick boy in bed. If you have
a bottle, and only if you have a bottle, he will give you his bug
catching net. This is useful for catching bugs or faries.
Go to the elder's house:
At the top of the village there's a long house with a red roof and two
doors. Enter the door at the right. This lady here isn't the elder,
although she is very old. This must be his wife. She tells you a bunch
of stuff, but nothing useful at all. There's another boy in the village
that watches over the chickens. He knows where the elder is, and he'll
even mark his location on your map...
Okay, that's all the important stuff in the village. Now it's time to go
meet Sahasrahla.
-- GOING TO THE EASTERN PALACE --
Exit Kakariko Village from the south. Continue going south, then follow
the dirt path going east. Continue going east...past your house...then
go north across the bridge. Immediately follow the dirt path going east,
then go up to enter the maze-like ruins surrounding the Eastern Palace.
You should probably talk to Sahasrahla first. Make your way through
these maze-like ruins to find his house (it should be marked with an 'X'
on your map if you talked to that boy). After talking with him, you can
bomb the wall at the back to find a secret room with a lot of rupees.
Leave his house.
Now go on to the Eastern Palace. It's at the north-east corner of these
ruins. It should be easy enough for you to get to by yourself (meaning
I'm too lazy to give you directions). Those statue guys that come to
life, although they just seem to bounce off of your sword, can be
defeated if you hit them enough. They can also be stunned by the
boomerang. Now it's time to enter the first dungeon...
-- THE EASTERN PALACE --
First, pick up the pot in front of you, revealing a switch. Step on that
switch to open the door. Go ahead to the next room. Defeat these pitiful
enemies and step on the tile that sticks out to open the doors.
Proceed...
There are cannonballs coming out from the other side of the room.
Occasionally, a hugecannon ball comes out. You need to go through that
corridor moving left and right to avoid that cannonballs. When the big
cannonball comes at you, hide in the little spaces at the sides. When
you get to the end, you can take the path at the left to get to a chest
and pots with LOADS of rupees! Then go back and exit the room through
the north exit.
Take the left path when you get to a fork. Toss aside the pots, hit the
raised tile to open the door, and continue to the next room. Defeat the
skeleton guys (a.k.a. Stalfos) if you want to, then go right on ahead to
the next room.
Ack! Stalfos popping out of the ground! You need to kill all four of
them to open up the doors again. I find it more convenient to throw pots
at them. A single pot is all it takes to send them to the afterlife. Go
north to the next room.
The chest here holds the compass, absolutely worthless if you're using
this FAQ. In the next room, you can use the triangle tile to contact
Shahasrahla. Go on to the big open room. You can't open that chest
unless you have the big key, which you do not, so just go on to the next
room.
Soon you'll get to a circular shaped dark room. Those red bubble things
are chasing you around, so don't waste time. You need to hit the switch
to open the door at the right, then go in. One of the pots at the right
holds a small key. Get it, and return to the previous room. Go around
and use the key to go through the locked door at the left.
Continue until you get to a room with red bubbly things spinning around
a pot. You need to defeat every enemy in this room (besides the bubbly
things). Defeat the two Tangela-like enemies, the two stalfos, and the
cyclops. To defeat the cyclops, you need to wake him up and hit him in
the eye. It takes a lot of hits, but he'll die eventually. Now that the
red bubbly things are away from the pot, lift it to reveal the switch.
Step on the switch to make a chest appear. Then open the chest to
finally get the big key. Use it on the locked door at the top of the
room.
Push the block and continue up, then go right to be back in the big open
room. Now that you have the big key, open up the big chest to find...
the Bow! Stalfos will drop from the sky and the heads will chase you.
Quickly go up through the big door at the north side.
Another dark room! Defeat the "Tangelas" to get them out of your way.
One of the cyclopses has a small key. Defeat them and get that key. Use
it to enter the door at the top-left.
Throw away the bottom-left pot to reveal a switch, then step on it to
open the door. Continue to the next room. Try out your bow and arrows on
these cyclopses. It only takes a single arrow to the eye to take him
out. Hit the switch at the bottom, then proceed...
Ahh! Cannonballs everywhere! Be careful and hit the upper-left switch,
then go on. Kill both of the stalfos and the red cyclops (you need two
arrows for him).
Kill all six "tangelas" and the two red cyclopses. Perhaps it would be
easier and safer if you brought them down and seperated them before
attacking. If you need supplies, check the pots all around the room.
If you're all set, go to the next room for the boss: ARMOS KNIGHTS. See
the boss section for all the juicy erotic details about defeating them.
After the battle, get the heart containter and the pendant of courage.
Two pendants remain! You are transported out of the Eastern Palace...
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
<<<<<<<<<<<<<<<<<<< THE SECOND PENDANT >>>>>>>>>>>>>>>>>>
mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
-- GETTING THE PEGASUS BOOTS --
Before anything else, you should return to Shahasrahla's house. (note:
now you can kill the Armos statues with a single arrow). Now that you
have the pendant of courage, he will give you the very useful pegasus
boots (hold A for a short while to use them). He also tells you more
about "the legend". Now it's time to get to book of Mudora.
-- GETTING THE BOOK OF MUDORA --
Get out of the Eastern Ruins and go all the way back to Kakariko Village
(I'm sure you remember the way). In the area a little bit south of the
village, there's a house with a book above the door. This is the
library. Go inside...
See that green book on top of the shelf? That's the Book of Mudora...and
you can't reach it! It's wierd how such a simple problem like this can
become so hard to solve in the game. Ram into the shelf with your newly
aquired Pegasus Boots and it wll drop to the floor. Yahoo! Now you have
all the items you need to get through the Desert Palace.
-- GOING TO THE DESERT PALACE --
Now it's time to go to the second dungeon. Go to your house (you know
where your own home is, don't you?), then go straight south from there
to a swampy grassy place. From there, head west until you get to the
desert (you'll know it's the desert because there's sand, duh).
Go through the desert and avoid the enemies (or fight them if you want,
I don't care either way). Keep going until you reach a big dark-green
platform that is the entrance to the desert palace. It's found on your
map. There's an ancient Hylian inscription on the stone slab in the
middle. You can't read it normally, so you need to use the book of
Mudora to translate. "To open the way to go forward, make a wish here,
and it will be granted". Link makes his wish and miraculously, the stone
heads move around, uncovering the entrance. Go right ahead to enter your
second dungeon, the Desert Palace...
-- THE DESERT PALACE --
Go up until you get to a laser-eye statue. This statue has an eye that
goes around it, and a laser shoots out of the eye when it's facing you.
Be careful around him...a hit from that laser takes away an entire
heart! Toss aside the pots at the left and continue through the north
door.
Be careful around these enemies, defeat them if you want. Throw away the
pot at the top center to reveal a switch, then step on the switch to
make a chest appear, then open the chest for the map. Go back down to
the large room.
Go the the upper left corner of this room, then go through the north
door. Be careful with the laser-eye statue! To get that key on the
torch, ram into it with the pegasus boots. Collect the key and return to
the previous room.
Go around to the left side of this large room and use your small key to
enter the locked door. In this room, kill all the enemies (except for
Mr. Laser-Eye) to open the door. Get the compass from the chest, then
continue on to the next room. It can be a little tricky to get past
those cannonballs shooting across the room, so be careful about that.
Open the chest to recieve...the big key! Go back down (past those damn
cannonballs again) until you're back at the large room.
Go around to the upper-left corner of the large room, then enter the
door at the left. Another laser-eye statue! Lift up the pot at the upper
left of the statue to reveal a switch, then step on it to open the
doors. Go to the next room. Open the big chest to recieve the power
glove. This useful item allows you to pick up stones and other heavy
stuff. Return to the large room.
Go down to the bottom-left corner of the large room, then go left to the
next room. If you push the third block from the left, you can open the
door and go north to a room full of fairies! I suggest filling up your
bottles with them (catch them with the bug-catching net). If you're done
with them, go south to the outside...
You can continue going south along the ledge to get an easy piece of
heart. Then go north, to a cave surrounded by stones. Now that you have
the power glove, you can pick up these stones and uncover the entrance
to that cave! Go inside...
This is the second part of the Desert Palace dungeon. Push the center
block of the right group of blocks to open the door and continue.
Magical tiles come out of the floor and start attacking you! Protect
yourself from them by hitting them with the sword or just by getting out
of their way. Lift the pot in the bottom-left corner to get a small key,
and use it to open the north locked door.
Keep going. Once again, defeat all the enemies in the room to open the
door. The next room is infested with those laser-eye statues. Be very
careful around here. There's a key hidded under one of the pots. Find it
and use it to open the locked door at the north side.
Here's another room with those crazy flying tiles. The key is hidden in
the upper-right pot. Use it to go on to the next room. Now defeat this
red cyclops with two arrows to his eye. A dead end? Nope. Use your lamp
to light the four torches in this room. The whole wall moves aside to
reveal a big door.
Go through this door to face the boss: LANMOLAS. As usual, the details
about them are in the boss section. When you're all done playing with
them, pick up the heart container and the pendant of power. Only one
pendant remains! You are transported out of the Desert Palace...
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
<<<<<<<<<<<<<<<<<<< THE THIRD PENDANT >>>>>>>>>>>>>>>>>>>
mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
-- GETTING THE MAGIC POWDER --
I think right now would be an appropriate time to get the magic powder.
The magic powder is a completely optional item that can come in handy
very often in your adventure. If you already got the magic powder, you
can skip this part.
Go to the Lost Woods north of Kakariko Village. Look around the forest
until you get to a mushroom squirming around. You can find it right in
the center of the forest. Pick it up.
Now exit the forest. Head east on the dirt path, passing the Sancuary,
and cross the wooden bridge. Go north and follow the path until you get
to a little hut with a witch standing by the entrance. This witch wants
your mushroom. Give it to her by using it on her like an item. "Come
back to the shop later for something good".
Follow the path back one screen, then immediately come back and enter
the which's hut. There's your magic powder. Pick it up! This is useful
for making the red bubbly enemies turn into fairies, and for doubling
you magic capacity later in the game.
Your next task is to get the flippers.
-- GETTING THE FLIPPERS --
Go to the north-east part of Hyrule until you reach the Witch's Magic
Shop. Pass that and you'll find a huge rock blocking your way. No
problem...you have the power glove, remember? Pick it up with the A
button and toss it aside. When you get to a bunch of green rocks
blocking the path, dash into them with the pegasus boots.
Keep going on the path until you reach the water area. Then go north to
reach the Zora's Waterfall area. This place is infested with little
Zoras that shoot fireballs at you. Be careful. Since you don't have the
flippers yet, you can only stay on shallow water.
When you reach a fork in the path, go north. When you get to another
fork, take the lowest route. Continue until you reach a big waterfall.
*rumbling sound*. Introducing......King Zora! Tell him you want the
flippers. This capitalist bastard isn't letting them go for free. You'll
need to pay a whopping 500 RUPEES! That's a lot of money, but you'll
need to pay up. These flippers allow you to swim in deep water.
Before you leave this place, look around for the piece of heart.
-- GETTING SOME UPGRADES --
Now keep going south until you reach the land. But first, go to the
small waterfall at the top-left. You can go inside it to find a cave!
When you get close to the pool of water you'll be asked if you want to
throw something in. Say yes, and throw in the boomerang. A fairie
appears! When she asks if you were the one who threw in the boomerang,
answer yes. Because you're an honest person, she'll give back an even
better one. The red boomerang can reach all the way across the screen!
Next, throw in your shield. Do the same process and the fairie will give
you the red shield. This one can protect you from fireballs.
-- GOING TO THE TOWER OF HERA --
Now it's time to head for the third dungeon of the Light World: The
Tower of Hera. From Kakariko Village, head north-east around the edge of
the Lost Woods. After you pass a V-shaped group of trees, there's a sign
that reads "Do not enter Death Mountain without the King's permission!".
Toss aside the large green stone there and enter Death Mountain.
Ack! It's dark again! Drop down the ledge and go right until you meet a
lost old man. He's going to go with you up Death Mountain. Go right to
the next room. Make your way through this room and listen to what the
old man's has to say.
When you get outside, go right until you reach a little cave. You'll
leave the old man here...and he gives you the magic mirror! If you ever
need to refill your hearts, come here and talk to the old man to have
your energy restored. You also get the option to start here when you
turn on the SNES.
Continue going right, then up the ladder. When you get to a cave, ignore
it and go left. Take note of the next cave you get to. Whenever you need
to go back down the mountain, you go through this cave. Now go up this
tall ladder.
Go right, past the cave, until you get to a wierd looking warp. There
are a few warps like this hidden all around Hyrule. Entering them brings
you into the Dark World. The Dark World is a sort of parallel universe
to the normal world. This world is ruled by Ganon and infested with
powerful monsters. To go back to the regular world (a.k.a. Light World),
use the magic mirror that the old man gave you. But you cannot use it to
go to the Dark World...you must use the warps to enter the Dark World.
So enter that warp. Since you do not have the Moon Pearl, which allows
you to retain your regular form in the Dark World, you have turned into
some kind of rabbit. When you are in the Dark World, you change into
what is truly reflected in your heart and mind. Apparently Link is a
rabbit at heart.
Go left and stand in the Light colored floor where Spectacle Rock used
to be. Use the magic mirror there to go to the Light World, and you
should be standing on top of that rock. Collect the piece of heart and
drop down at the other side.
Now go right a little bit and climb the steps to enter the Tower of
Hera...
-- THE TOWER OF HERA --
Here's the 411 on those crystal orb thingys: All around this dungeon
(and many other future dungeons), there are crystal orbs. When you hit
them with the sword or boomerang, the blue and orange barrier blocks
will rise and fall. The orb also changes color to show which blocks are
lowered.
Okay, so hit the orb to make the blue blocks fall. Then go down the
stairs at your left. Defeat the enemies here if you want. Hit the orb,
get the small key, and hit the orb again to raise the orange blocks. Go
back upstairs.
Hit the orb to lower the orange blocks, then go north. Open this chest
to get the map. Go downstairs through the locked door at the top-left.
Here's more of those flying tiles. Guard yourslef from their attacks
until they're all done. Hit the crystal orb to lower the blue blocks,
then continue to the next room. Hit the orb (lowering the orange blocks)
and go south to the next room. Defeat the stalfos here if you want, then
light all four torches with your lamp. Open the chest that appears to
recieve the big key. Go north, hit the orb, go west, hit the orb, and
return to the second floor.
Now go upstairs again to the third floor. These enemies are a little
tricky to beat. You'll bounch off of them when you try hitting them with
the sword. Be careful not to fall into the holes (you will return to the
first floor if you do). It takes three hits to kill them. Defeat them
all in this room to open the doors, then continue to the next room.
Notice that star symbol on the ground? When you step on it, the holes on
the floor change position. Make your way through this room and through
the big door at the top. Also make your way through the next room,
hitting the star symbols whenever necessary. Continue upstairs to the
fourth floor.
Open the small chest in the center of this room to get the compass. Go
up the stairs at the top-left to go to the fifth floor.
Now hit the star symbol beside the turning fireball thingy so that a 2x2
hole appears in the middle near the top of the room. Drop into this hole
*from the north* so that you will fall to the fourth floor...right in
front of the big chest! Open it to recieve this dungeon's treasure: The
Moon Pearl. Hit the star and go back up to the fifth floor.
Now go up the stairs at the top-right of this room to face the boss:
MOLDORM. Check the boss section for details, blah blah...you know the
routine. When you're done sending him to the afterlife, get the heart
container and the pendant of wisdom. You have all three pendants! You
are transported out of the Tower of Hera...
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<<<<<<<<<<<<<<<<<< BATTLE WITH AGAHNIM >>>>>>>>>>>>>>>>>>
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-- GETTING THE MASTER SWORD --
Go south and drop off the ledge, then go left. Climb down the tall
ladder and enter the cave right beside it. Go through this simplistic,
linear cave until you reach the outside again. Drop off the ledge to the
grass.
Go north, passing the two lumberjacks, and east to enter the Lost Woods.
Go in the general direction of north west. There are a lot of fake,
imitation Master Swords in the woods. But don't be fooled, there's only
one true Master Sword.
At the north-west corner of the woods, you'll come to a peaceful
clearing with animals and birds. There's the Master Sword. At this
point, I traditionally read the ancient Hylian inscription with the Book
of Mudora. "The Hero's triumph on cataclysm's eve wins three symbols of
virtue. The Master Sword he will then retrieve, keeping the knight's
line true". Stand behind the sword and pull it out.
Shahasrahla contacts you telepathically. After chatting with him, let's
go leave this forest. But as you leave, another message comes. This time
from Princess Zelda. She's being kidnapped! Get to the Sanctuary
immediately! (you know how to get there, don't make me spell it out for
you)
At the Sanctuary, you find Zelda gone and the Sage lying on the floor.
Seems like you came a second too late. The soldiers came and took Zelda
to the castle. Now you'll need to go back to the castle, where our
adventure began. This time, you can go in through the front door...
-- HYRULE CASTLE --
Upon entering Hyrule Castle through the main entrance, go through the
door at the left side. Then go up the stairs and out the door to the
outside roof of the castle. Go right a little bit to find some kind of
magical barrier protecting the door. Your mighty new Master Sword can
get rid of this thing in a single blow. Let's proceed...
Take note that a beam of energy comes out of your sword when you have
full hearts. That's why it's especially useful to have full life and a
constant storage of fairies in your bottles.
Go straight through the first room. In the next room, defeat the two
guards to open the doors, then continue. Now defeat the two guards to
make a chest appear. Open it for a small key, then use it to open the
locked door and go on to the third floor.
I hate dark places. Go through this room through the door at the left.
The next room is a maze. You should light the torches with your lamp to
get a better view of things. Look around for the chest with the small
key, then use it to get through the locked door at the bottom-right
corner. Annahilate these guards and go up the stairs to the fourth
floor.
Still dark. Defeat these two guards (if you want). It's help ful to stun
one of them with the boomerang so you'll be free to fight the other one.
Get through the next room, careful not to fall into the pit. Kill the
guards in the next room to find a small key, then use it on the locked
door to go upstairs to the fifth floor.
Light at last...how refreshing! Defeat everyone in this room to open up
the doors, then continue. Repeat the process for the next room. The
guard in the center of the next room holds a small key. Defeat him to
get it, then use it to proceed to the next room. You can just ignore all
three guards here and go upstairs to the sixth floor.
Move aside the statue and go ahead. Everything is really linear from
here on. In the next room, carefully walk over the narrow strips of land
and go upstairs to the seventh and final floor...
In the next room, you finally meet the man you have heard so much about,
Agahnim...and the princess! "Behold! The last moment of Princess Zelda!"
He makes Zelda disappear, then goes behind the curtains. Ha! What a dumb
place to hide! Cut down the curtains and follow him.
Now it's time to fight. I consider him to be a boss, so go check out the
boss section for details on defeating him. After he is defeated, he will
use his last ounce of energy to draw you into the Dark World...
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<<<<<<<<<<<<<<<<<<< THE FIRST CRYSTAL >>>>>>>>>>>>>>>>>>>
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Shaharsala contacts you telepathically and tells you where you are and
what you should be doing here. As he mentioned, this is the Dark World,
the same place you were when you went into that warp on Death Mountain.
You can use the magic mirror at any time to return to the Light World.
Your goal in the Dark World is to rescue the 7 maidens who are trapped
in 7 crystals that are hidden in 7 dungeons. The first one is the Palace
of Darkness, and it's marked on your map. That's where you should go
first.
-- GOING TO THE PALACE OF DARKNESS --
Drop down from the pyramid and go east. Continue until you get to the
place where the Eastern Palace ruins used to be in the Light World. Now,
the place is filled with bushes and plants that form a huge maze.
Upon entering this area, go right and follow the dirt path until you
come to a big arrow pointing at the bushes. Go inside them and come out
at the other side. You can just barely make out where you are when you
are under the bushes.
Continue on the path until you reach another entrance into the bushes.
Do NOT go inside there. Instead, continue left through those bushes. Go
up and right again. Enter the large mass of bushes, make your way
through them and emerge at the right side. If you went the right way,
you'll have a monkey following you! This is a rupee-loving monkey, so
give him 10 rupees to follow you.
Keep going until you reach the Eastern Palace at the northeast corner of
this area. The entrance is closed, but Kiki will open it for you for the
low low price of only 100 rupees. You really don't have any other
choice, so pay up and get in...
-- PALACE OF DARKNESS --
A word of warning before you begin: The dungeons you faced in the Light
World are nothing in comparison to what lies ahead in the Dark World
dungeons. If you found the previous dungeons difficult, prepare to be
overwhelmed.
Upon entering the dungeon, take the left path. Step on that raised tile
to open the door, then proceed to go north, then continue downstairs to
the basement. Be careful to avoid the fireballs here! Lift the pot
(actually, a skull) at the bottom left corner, then step on the switch
under it to make the chest appear. Open the chest for a small key.
Return upstairs. Raise the upper left skull to reveal a switch, then
step on it to open the door. Go south to the room where you began.
Now take the right path. Step on the switch to open the door, then go on
to the next room. Go straight through this room to go downstairs to the
basement. Enter the orange warp and you'll be transported to another
part of the dungeon. Dash into the south wall of this room to collapse
it, then go inside. Be careful around these jellyfish-like monsters,
they can shock you. Dash into the wall at the end and continue to the
next room.
These enemies can be a huge pain in the ass to defeat. They mimic your
every move. Easily defeat the two green ones with a single arrow to
each. The red guy is much harder, he shoots fire at you if you face him
directly. So what you need to do is shoot at the space *beside* him,
then quickly move to the side a bit so that the arrow hits him. The door
opens when they're all defeated. Proceed to the next room.
Make your way over the moving floor, and be careful not to get hit by
the spikes or jellyfish. Go upstairs at the end.
Open the chest for the map. Bomb open the crack in the left wall, then
go inside and open the chest for a small key. Return to the previous
room. You can bomb open the crack in the right wall, then go inside for
a few fairies. Now backtrack your steps all the way to the entrance room
of the dungeon.
This time, go north through the middle door. Use one of your keys to
continue north through this locked door. Avoid the jellyfish and the
turtle-like enemies. Take the left path until you get to a section of
the floor that is cracked. Use a bomb to destroy it, then fall inside.
Use your last key to enter the locked door and go upstairs. And inside
this chest is...the big key!
Drop off the ledge to the right. Pick up the skull at your left and step
on the switch beneath it to make a chest appear. At this point, four
stalfos guys drop from the sky and their heads attack you. Skillfully
avoid them and open the chest for a small key. Now go in the orange
warp.
You're here again. Go upstairs and take the center path again to get
back to where you were before. This time, take the right path. Push one
of the blocks into the pit and continue north to the next room. Open the
chest here for a small key. Now go to the arrow tile on the floor and
drop down to the next lower floor. Go up the stairs, left, then up
through the locked door.
You need to be quick here. Toss aside a pot and dash through the room
before the floor crumbles beneath your feet. When you reach the other
side, go left through the locked door.
This room is a maze...and it's dark too. There are no torches to light,
so you'll need to rely on the weak light in front of you. Kill those
fire breathing enemies to get them out of your way. There's a chest in
the top-left corner with some bombs. Go to the chest in the bottom-right
corner to get a small key. Make your way to the east wall where you'll
find a crack. Use a bomb to open the crack, then go inside. Open this
huge chest to find a tiny hammer inside. Now return to the maze room,
get through it and exit through the regular door.
Now go through the right door. Open the chest to get the compass. Now go
down one of the stairs (they both lead to the same room). Rupees
galore! There's a total of 180 rupees here. One of the chests at the
bottom of the room has a small key, and the other has a single pathetic
arrow. Be sure to pick up the key, then go back upstairs. Go south
through the locked door.
To get past those spikes easily, lift the left skull and pass at the
left side. Open this chest for 5 rupees. Push the statue right and
continue south.
Now you are back in this room. Use the arrow tile to drop down to the
platform with all these bouncy enemies. Defeat all these enemies by
pushing them into the holes at the side (just to get them out of your
way). Go south and you should be able to see a crystal orb across the
pit. Hit it with the boomerang to lower the blue barrier blocks. Now go
to the next room at the right.
Hit the crystal orb. Go to the upper right corner of this room and get
rid of all the pots. The switch to open the door is under the pot at the
very corner, but it won't stay down! You need something heavy to hold it
down...so push the upper right stone statue so that it stays on top of
the switch to keep it down and hold the door open. Then go upstairs and
through the door.
It's another group of these annoying bitches. Defeat them just like you
defeated the other group, then go on.
Be careful to avoid the moving spike, and go to the right side of the
room where you'll find a green cyclops statue. There's something
suspicious about it... Shoot and arrow into it's eye to make the wall at
the right move further, revealing a stairway! Go downstairs...
Bash these "Digletts" into the ground with your new Magic Hammer. You
can kill the turtle-like monsters by flipping them over with the hammer,
then slashing away with the sword. Stand at the left side of the lowered
orange barriers, then hit the crystal orb with the boomerang. Open the
locked door and go left to the next room.
Get rid of this turtle and continue. Ack! A whole army of turtles! I
suggest lighting the torches so you can see better. These guys can be
really though to defeat. When they are all gone, go to the next room.
Push aside the upper-right block so you can enter the orange warp. Make
your way on this path, defeating any evil turtles you come by.
If you're ready, go through the big door to face this dungeon's boss:
KING HELMASAUR. Details are found in the boss section, as usual. After
defeating him, pick up the heart container and get your first crystal.
There are 6 more crystals to go. May the way of the hero lead to the
Triforce!
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<<<<<<<<<<<<<<<<<<< THE SECOND CRYSTAL >>>>>>>>>>>>>>>>>>
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Now that you have the Magic Hammer, you can explore almost all of the
Dark World. Now would be the perfect time to get the flute...
-- GETTING THE FLUTE --
There is an area on the land at the north-west of Lake Hylia where you
find nine purple pegs sticking out of the ground. Bash them into the
ground with the hammer so you can pass through.
Continue going left on the dirt path...past your house (which is now a
bomb shop, by the way)...until you get to the center of a grove of trees
where there used to be a boy playing the flute in the Light World. Now
there's just a wierd armadillo guy. This is actually the flute boy. He
wants you to find the flute for him. Talk to him and get the shovel. Use
the magic mirror to go the light world.
He said he buried it with some flower seeds. By now those seeds have
grown into flowers. Use the shovel to dig into the flowers at the upper
left corner. After you find the flute, get it and go back to the Dark
World.
Talk to the armadillo man again. Since he can't play it anymore, you can
keep it. Play it in front of him one last time and he will turn into a
tree.
Use the Magic Mirror to go to the Light World, then go to Kakariko
Village. The flute boy's father is asleep in the bar, you can play the
flute to him if you want to. Go to the chicken statue at the center of
the village. Play the flute in front of it. Behold, the rooster is free!
It looks more like a duck actually. Now you can play the flute anywhere
in the Light World and this duck can transport you to any of 8 points on
the map.
-- GOING TO THE SWAMP PALACE --
Return to the Dark World. Go to the Dark World's equivalent of the
"Swampy Marsh Place" (the swamp area south of the bomb shop). Go to the
structure at the south of this area, then use the magic mirror to go to
the Light World.
Enter the structure. Push the blocks aside and proceed to the next room.
Pull the switch at the right to open the gates and release the water.
Now go back outside.
Enter the sparkling transporter, then enter the structure again. Welcome
to the second dungeon of the Dark World: The Swamp Palace.
-- THE SWAMP PALACE --
If you did everything correctly, the canals should be filled up with
water. If they're dry, see the steps that I gave in the paragraphs
above.
Hop into the water, swim left a little, and climb up to dry land. Get
past the spike thingy and defeat the three enemies in the water to make
a chest appear. Open it for a small key. Use it to get past the locked
door.
Now downstairs, go to the little strip of dry land at the left. Bomb the
cracked wall and go inside. Open the chest to get this dungeon's map!
Return to the previous room. While you avoid the fireballs from the
statue, lift the pots (skulls) until you find a small key under one of
them. Then go through the locked door at the bottom-left.
Make your way past these monsters and go down the stairs. Head straight
forward to the next room, then lift the skull-pot to find a small key.
Return to the previous room, go up the OTHER stairs, and through the
locked door. Bash the Digletts with the magic hammer, then push the
switch from the right side. This releases the water and fills up the
canal! Go to the south room, hop into the water, and climb up at the
left. Continue to the next room.
Climb down the stairs and go down to the south room. Go right and follow
the path around. Be careful to avoid those orange monsters...you lose
TWO hearts for touching them. Ouch! Push the block right to make a chest
appear, then open it for the compass. Return north to the large room.
Climb the stairs at the south-west corner and go through the door. Deja
vu? No, this is a completely different room. Climb downstairs and head
forward to the next room, then lift the skull-pot for a small key.
Backtrack to the large room.
This time, climb the stairs at the north-west corner and enter the
locked door. Hit the crystal orb from over the wall and push the switch
to release the water. Now hit the orb AGAIN to raise the blue blocks. Go
east to the large room.
Climb the south-west stairs once again and enter the door. Hop into the
water, swim left a little, then climb onto dry land. Go through this
door. Climb down the stairs. Now you need to push aside these blocks so
you can pass through. First push the bottom block left, then push the
center block up. Now proceed up the stairs to the first floor.
Push aside the block. Be careful, there's a lot of enemies in this room!
At the RIGHT side of the room, push away the block and drop into the
hole. Go to the room at your right, then open the chest to recieve...the
Big Key!
Go to the previous room and drop off the ledge. Make your way south, up
the stairs, then go east until you reach the large room with the Big
Chest in the center. Now that you have the Big Key, you can open that
chest and get one of the coolest items in the game: the Hookshot. This
item can grapple onto things and pull you towards it.
>From the center platform with the big chest, you can see a platform at
the right with a skull on it. Use the hookshot to get onto that
platform, then lift the skull at the right to get a small key. Return to
the center platform. Now use the hookshot to get to the north platform
(from behind the chest). Enter the locked door.
Go left and lift the pot at the north-west corner. This switch holds the
door open, but you need something to hold it down for you. Push the
statue onto the switch to hold the door open. But DON'T go in that
door... instead, go around to the right side and enter the left door
there.
Go through this corridor and downstairs. Push the switch. This opens
the drain and *empties* the water from the canal. Climb down the stairs
and into the door. Then go north to a room with lots of waterfalls.
Push the third block from the left to make a chest appear, then open it
to find...20 rupees. Blech. Go to the right side and enter the second
waterfall from the right. There's a passageway behind it. Continue
upstairs...until you get to a room with a big pool or water.
Immediately jump in the water, swim right and go to the place with the
skull. Lift it up to get a small key. By now an enemy or two is waiting
for you to return to the water. Try to avoid it, if possible. You can
blow up the cracked wall and enter a secret room where you'll find
hearts and other goodies under skull-pots.
If you're all set, enter the locked door and continue to the next room
where you will face this dungeon's boss: ARRGHUS. Head for the Boss
Section of this FAQ for details. After you've defeated him, get the
heart container and the second crystal. There are 5 more crystals to go.
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<<<<<<<<<<<<<<<<<<<< THE THIRD CRYSTAL >>>>>>>>>>>>>>>>>>
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-- GOING TO THE SKULL DUNGEON --
Let's just go straight to the next dungeon, shall we? But to get to the
next dungeon, you'll need to pass through the Light World. Use the Magic
Mirror to go to the Light World, then use the flute to go to Kakariko
Village (map point #3). Now go into the Lost Woods through the north-
west corner of the village. When you enter the Lost Woods, immediately
go right and south out of the Woods. You should come to an area blocked
off by a fence. Use your hammer to smash the pegs into the ground. Then
pick up the rock to reveal a transporter! Enter the Dark World...
Go north into the Dark World version of the Lost Woods. Follow the path
right. When you reach the 3 skulls CONTINUE going right. Then go north
and fall into the hole to enter the 3rd dungeon of the Dark World: The
Skull Dungeon.
-- THE SKULL DUNGEON --
[NOTE: In many places of the dungeon, a hand will drop down from the
ceiling and try to grab you. If you get caught, the hand will bring you
back to the place where you entered the dungeon. This can really be a
pain in the ass, so try extra hard to avoid that hand!]
>From the place where you land, go south. Toss away the three skull-pots
and open the chest to recieve a small key. Now head for the upper-right
corner of the room and go straight through the locked door. Get rid of
the hardhat beetle by pushing him with your sword into one of the pits.
Step on the star symbol to rearrange the pits, then open the chest to
get the dungeon map. Go into the door at the left, then go south to the
outside.
Just north of where you come out, there's a 3x3 square of bushes. Cut
them down and drop into the hole in the center.
You'll land in the center of a circle of pots. Toss them away (and kill
that Helmasaur too). Step on the star symbol once to rearrange the pits.
Blow open the crack on the left wall with a bomb. Go inside. Just pull
the switch here and...kablam! The entire south wall blows up! Go south
to reach the big chest (can't open it yet, you don't have the big key).
Use the hookshot over the pits to reach the other side. Then go outside
once again.
Go through the two tunnels of bones at the north-west, then enter the
skull at the end to get back inside the Skull Dungeon.
Defeat the two electric jellyfish and the two mummies (and watch out for
the falling hand!). Lift the pot in the center to reveal a switch. This
needs something heavy to hold it down. You can move the statue at the
right. Push it down a bit, then left, then PULL it back until it's on
top of the switch. Then proceed to the next room. Annahilate this small
army of enemies, then open the chest to get the Big Key! Return to the
previous room and go back outside.
Go through the two tunnels of bones again. Cut down the 3x3 block of
bushes and drop into the hole in the center (again).
Hit the star symbol only once, then go left through the hole you blew
open in the wall. Go south until you reach the big chest. Now that you
have the big key, open it and recieve this dungeon's treasure: the
Fire Rod. Once again, use the hookshot to cross the pit. Go outside.
Go through the two tunnels of bones yet again (this is the last time, I
promise). Enter the skull.
This time, go through the door at the left. Continue straight through
this room to the next one. Lift the pot at the upper-left corner to find
a small key. Then go outside.
Go through the *left* tunnel of bones and you'll get to some kind of
skull of a monster. Whip out your fire rod and burn away its big nose to
reveal an entrance (it took me forever to figure that one out). This is
another section of the Skull Dungeon. Go inside...
Go down the steps at the left. There are paths and wall hidden under the
upper path, so it'll be confusing to get through this place. Make your
way north and enter the door at the upper-left wall. Make your way south
through this room, avoiding the enemies as much as possible, and enter
the door at the bottom. Open the chest for a small key. Now backtrack
through the previous room and go back through the maze until you get to
the entrance. Go north on the upper path and through the locked door at
the end.
Here's detailed instructions on how to get through this room: Step
forward on the star symbol. Lift the pots, then go forward and step on
the stars at the center of the room. Now step on the star at the bottom
left corner. Go around (breaking the pots when necessary) and step on
the stars to the upper-right of the center stars. Next, hit the star at
the upper-right. And finally, you can exit the room.
First, kill ALL of the mummies in the room. Also destroy the two skull
pots. To open the door, you need to light the four torches, and the only
way to do that is with the fire rod. So light all four torches, starting
from to bottom and working your way up. Then leave the room before one
of the lights goes out.
The next room may seem to be a dead end, but cut down the vines at the
north wall and you'll find a hidden door. In the next room, defeat the
enemies and you'll find a small key in the mummy. Open the locked door
and proceed to the next room.
Lift one of the pots and carefully slip by the spike trap. Then drop
into the hole and you'll fall right in front of this dungeon's boss:
MOTHULA. Go down to the boss section of this FAQ for details. After
you've defeated him, get the heart container and the third crystal.
There are 4 more crystals to go.
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
<<<<<<<<<<<<<<<<<<<< THE FOURTH CRYSTAL >>>>>>>>>>>>>>>>>
mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
Before you actually go for the 4th crystal, there's a few items you
should get. If you already have these items, just skip to the next
section.
-- GETTING ETHER --
Use the Magic Mirror to transport to the Light World. Then use the flute
and let the rooster bring you to map point #1 (Death Mountain). Climb
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