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T H E   L E G E N D   O F   Z E L D A :
A   L I N K   T O   T H E    P A S T /
F O U R   S W O R D S.

Author: Sam Marcinko (gameman250)
E-Mail: elsamo285@netzero.com
Date: 1/19/2006
Version: 1.13

You are now reading gameman250's very first FAQ.  Since this is something a
little new to me, I may not very accurate on the rules according to GameFAQs.
I'm just trying to be as good as all the other guys on this site.  So please,
enjoy my work.  I'm just trying to be as good.

Game experience, you ask?  Well, I did get to play this game for the SNES when
I was young, but to tell you the truth, I never really owned the game. (Hell, I
didn't own an SNES.) I used to play my uncle's game.  But I was young, and I
didn't understand some basics of the game.  Now it's a new millenium, I'm
older, smarter, and well aware of what this game is about.  And after playing
this game for soooooooo long, I thought about writing this guide.  So why not?
I'll do it.

TABLE OF CONTENTS
New with this table of contents is the Section Code System.  Highlight the
section's code, then press CTRL + F and hit enter, and you should wind up at
the right section.

I.		Disclaimer					[s01.0]
II.		Version History				[s02.0]
III.		Game Overview				[s03.0]
	Basic Controls				[s03.1]
	Story						[s03.2]
	About the Game				[s03.3]
	Game Basics					[s03.4]
IV.		WALKTHROUGH					[s04.0]
	A cry for help				[s04.01]
	Hyrule Castle				[s04.02]
	Secret Passage				[s04.03]
	Kakariko Village and Sahasrahla	[s04.04]
	East Palace					[s04.05]
	New Item, New Roads			[s04.06]
	Desert Palace				[s04.07]
	Zora Flippers and Death Mountain	[s04.08]
	Mountain Tower (Tower of Hera)	[s04.09]
	Master Sword				[s04.10]
	Hyrule Castle Tower			[s04.11]
	Welcome to the Dark World		[s04.12]
	Level 1 - Palace of Darkness		[s04.13]
	Off-course work				[s04.14]
	Level 2 - Watergate Dungeon		[s04.15]
	En Route to Skull Woods			[s04.16]
	Level 3 - Skull Dungeon			[s04.17]
	Village of Outcasts			[s04.18]
	Level 4 - Thieve's Town			[s04.19]
	Getting the Upper Hand			[s04.20]
	Level 5 - Ice Palace			[s04.21]
	Misery Swamp				[s04.22]
	Level 6 - Misery Mire			[s04.23]
	Of Gold, Siver, and Super Items	[s04.24]
	To Turtle Rock				[s04.25]
	Level 7 - Turtle Rock			[s04.26]
	Level 8 - Ganon's Tower			[s04.27]
	SHOWDOWN!!!					[s04.28]
V.		Item Guide					[s05.0]
	Common Items				[s05.1]
	A Whole List of Items			[s05.2]
	Dungeon Items & etc.			[s05.3]
VI.		Heart Pieces				[s06.0]
VII.		Enemies					[s07.0]
	Light World Enemies			[s07.1]
	Dark World Enemies			[s07.2]
	Dungeon Enemies				[s07.3]
VIII.		Bosses					[s08.0]
IX.		Four Swords Overview			[s09.0]
	The Story of the Four Sword		[s09.1]
	Basics of Four Swords			[s09.2]
	Rules of the game				[s09.3]
	Items						[s09.4]
	Tips for the Road				[s09.5]
X.		Four Swords Walkthrough			[s10.0]
	Chamber of Insights			[s10.1]
	Sea of Trees				[s10.2]
	Talus Cave					[s10.3]
	Death Mountain				[s10.4]
	Vaati's Palace				[s10.5]
	Palace of the Four Sword		[s10.6]
	Riddle Quest				[s10.7]
XI.		Small Secrets				[s11.0]
XII.		Closing the Guide				[s12.0]

*******************************************************************************
PART ONE							[s01.0]
Disclaimer
*******************************************************************************

This guide is © 2003-2004 by Sam Marcinko.  You may not post this on
your website without my permission.  GameFAQs is the only site allowed to show
this.  You may download it for personal use, but you can't change it and/or
pass it off as your own.  Other restrictions apply.

All (or any) trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

*******************************************************************************
PART TWO							[s02.0]
Version History
*******************************************************************************

Version 1.0		Started: 6/14/2003		Finished: 10/30/2003
I've covered everything in A Link to the Past AND Four Swords, so there might
not be a version 2.0.

Version 1.06	Updated: 11/11/2003
I never thought I'd see an updated version of my own guide, but I needed to fix
a few little things.

Version 1.07	Updated: 3/1/2004
New e-mail address: elsamo285@netzero.com

Version 1.1		Updated: 11/16/2005
Two years after I posted this dang thing, and here I am with a new update: the
section coded table of contents.

Version 1.13	Updated: 1/19/2006
A new note at the end: this guide does look a little vague in assisting you
with this game.  For that matter, I have received a ****load of e-mails asking
for my help.  Please refrain from e-mailing me when you hit a roadblock, and
use your own thinking skills to get past this.  Nearly 2 1/2 years!

*******************************************************************************
PART THREE							[s03.0]
Game Overview
*******************************************************************************

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
I) Basic Controls					[s03.1]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Directional Buttons = *Move Link in one of eight directions
                      *Swim (requires flippers)
                      *Push/Pull grabbed object
                      -Move the cursor

A Button = *Use A button item
           *Talk/Read sign
           *Open chest
           *Swim faster (requires flippers)
           -Confirm selection

B Button = *Swing sword
           *Dive while swimming (requires flippers)
           -Cancels selection

L Button = *Open map
           *See full view of field map (when in close view)
           *Close map

R Button = *Dash (requires Pegasus Shoes)
           *Grab object
           *Lift object
           *Switch field map to full view/close view

START Button = *Pause/resume game
               -Confirm selection

SELECT Button = *Bring down item menu
                -Close item menu

*In game action
-Menu action

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
II) Story						[s03.2]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

(As told by Prima's guide book; partially altered.)

"Aeons ago, the Dieties of Power, Courage, and Wisdom descended to the World of
Chaos.  They created the world that we know and left behind a symbol of their
strength, the golden emblem known as the Triforce, which they hid in the
Golden Land.

"After many years, an opening was found that led from our fair Hyrule from the
Golden Land, where the mystical Triforce was still hidden.  Many sought the
treasure in this place, but none returned-only beings of great evil emerged
from the Golden Land.

"The King of Hyrule gathered the seven sages to find a way to seal the entrance
to the Golden Land so that his kingdom would be safe from the evil there.  The
sages succeeded and brought peace again to Hyrule.

"However, strange things have been happening in Hyrule since the appearance of
Agahnim, a mysterious sorcerer who gained fame for extinguishing a devastating
blaze of unknown origin some years ago.

"And now...

"One night, a girl's voice wakes the future hero, Link, from his sleep.  'Help
me...my name is Zelda...I am in the castle dungeon.'  Not knowing if the voice
was a dream or reality, Link steps in to the rain and forbidding darkness...and
the Legend of Zelda begins."

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
III) About the Game				[s03.3]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

The Legend of Zelda: A Link to the Past/Four Swords is an action RPG game.  A
Link to the Past is the third chapter in the series, but Four Swords is
completely different.  But to tell you this, there are hidden secrets between
LttP and Four Swords, and certain objectives are required to unlock them.  I'll
tell you them when you reach the Four Swords part of this document.  For now,
let's focus on LttP.

Now I said this is an action RPG game, and that's exactly what it is.  It has
action, and it's pretty addictive.  It's a damn good game, and it was even once
for the SNES (well, not Four Swords).  It's even bolder on the GBA.  Hey wait!
I'm starting to sound like this is a review!  I'm not doing that.  I'm trying
to talk about the game!  So let's go already!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
IV) Game Basics					[s03.4]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

First, the game screen.  Going from left to right:

-Magic Meter:  This green vertical bar shows how much magic you have left.
 Some items won't work without magic, and magic is a vital thing.  Don't waste
 it.

-Rupees:  This is how many rupees you have.  Rupees are the offical currency of
 Hyrule.  Green rupees are worth one rupee, blue one are worth five, and red
 rupees are worth twenty.  Link can hold up to 999 rupees at a time.  A tidbit
 about rupees is that you need 720 for throughout the game (unless you're going
 for a bare essentials quest, which it is 610).

-Bombs:  This shows the number of bombs left (obviously).  You can hold 10, but
 can expand your bomb capacity to 50.

-Arrows:  Like the others, this is your arrow count.  You can hold 30, but can
 expand your arrow capacity to 70.  When you get the Silver Arrows, the arrow
 symbol will turn white with the red feather thingys on the side.

-Keys:  Only shown in dungeons, keys open locked doors.  One key dissapears
 when you unlock a door.

-Heart Meter:  This shows you're remaining hearts.  You start the game with
 three heart containers, but can have up to twenty by the end of the game!  If
 your heart meter is exhausted, however, then you're...well...you're dead.

-Equipped Item:  This is the item selected on the inventory screen
 (sub-screen).  Just press the A button to use it.

Next, some things to keep in mind about the game.

-Usually, enemies leave behind small enemies upon defeat, like rupees, hearts,
 or bombs.  Arrows are a little more rare.

-If you die in the Light World you can start again at where you last saved, or
 you can go back to Link's house.  Or you can even go back to the sanctuary!
 If you die in the Dark World you can start again at the last saved place or on
 top of the pyramid.  But if you die in a dungeon you must restart at the
 dungeon entrance.

-The above point applies to loading a game, but if you saved and quit in a
 dungeon you can go back to the dungeon or another location (depending on which
 world the dungeon was in).

-Use the whirling blade attack to your advantage.  Use it to fend off several
 enemies at once.  To do this attack, hold the B button to charge it up.  It
 takes only a second to charge it.

-Always try to collect rupees.  They will come in handy during the game.

-Taking side quests between dungeons will get you some cool rewards that can
 make the game easier.

-Always save after completing a dungeon or grabbing a major item.  You never
 know when your batteries will kill.

*******************************************************************************
PART FOUR							[s04.0]
WALKTHROUGH
*******************************************************************************

Let's start playing this game already!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
I) A cry for help					[s04.01]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

While Link is sleeping, Zelda contacts Link telepathically.  She says she needs
help and about what the wizard is doing to the other maidens.  She despreatly
needs help.  She is in the castle dungeon.

Link's uncle tells Link he's going out and orders him to go back to sleep and
wait until morning.  He takes a sword and shield and goes out the door.  Now
get out of bed and you can move Link around.  Open the chest in the corner of
the room to get the lamp.  This automatically fills Link's magic meter.  Now
head out the door.

It's raining.  Lift the bushes if you want.  You might find a few rupees.
Knights guard the south and southeast paths.  If you walk up to them they won't
let you pass, but they'll tell you stuff that you should already know.  Head
north towards the castle.  On the next screen you can lift more bushes if you
desire.  If you read the sign it says the king will pay  100 rupees to whoever
finds the descendant of the seven sages.  Keep going and Zelda should
telepathically call you again.  She says to find a hidden entrance outside the
castle wall.  Keep that in mind.

When you approach the castle gate, notice it's closed and a yellow knight
guards it.  He says you're not allowed in the castle and you should go home.
Go right and follow the cobbblestone path around the corner of the castle wall.
At the end of the path there's a bush surronded by cobblestones, which should
give you some significance.  Lift it to find a hole, then jump directly in.

You'll land in a pool of shallow water.  Follow the passage west and you should
quickly run into Link's uncle, wounded and slumped against the wall.  Approach
him and he'll instantly recognize you.  He told you not to leave the house, but
he sees that destiny has forced you here.  He gives you his sword and shield
and begs you to save Princess Zelda (wow, you and him have the same objective).
Continue west and follow the path into the next room.  The two enemies here are
optional, but you should get into the habit of fighting these type of guys.
Swing your sword and quickly take them out.  Find a chest, then open it to find
a blue rupee.  Lift the two pots to find small magic jars (optional) and light
the torch with your lamp (optional again).  Then go outside.

You're outside again, but within the castle walls.  Use your sword to cut the
bushes and tall grass so you can find some small items.  Approach the three
green knights and use your sword to take them out.  One of the knights has a
longer sword and will chase you on sight, so use a little caution.  When all
the knight are done enter the castle through the front door.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
II) Hyrule Castle					[s04.02]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

The first room is fairly large and has a few knights.  Use the pillars for
cover as you fight them.  After they're dead there is a choice of paths.  A
door on the east wall takes you to a blue knight on a catwalk and three green
knight on the ground.  A staircase up north takes you up a floor to the throne
room, a road to nowhere, with two blue knights.  Two doors on the west wall
takes you to a blue knight on a catwalk, but the upper door puts you on the
catwalk.  For a safe route, take the lower door on this wall.  All doors,
however, are routes toward your goal.

If you went on the catwalk with the blue knight, don't fret.  He only takes one
more hit than the green knight to kill.  You can throw a single pot at him and
take him out.  A door in the south takes you outside onto the castle wall,
which holds a yellow knight, a door guarded by an impassable, magical barrier,
and a door to the alternate route.  Up north one room is a few more green
knights, one of them with a long sword.  After that is a room with a staircase
leading down into the first basement level.  If you went east from the first
room to the three green knights and a blue knight on a catwalk then this is the
perfect opportunity to practice your sword skills and probably get some rupees
and/or hearts.  If you wanted hearts but didn't get any you can lift the pots
in the room to get some.  The south door leads out onto the castle wall.  The
door in the north leads to more green knights, then the staircase to the
basement.  Either way, you need to get to the basement.

When you reach the first basement floor the first room holds a blue knight and
a chest.  Kill the blue knight and he'll leave a key.  That's good, because the
only other door in this room is locked.  Before you unlock it open the chest in
this room to get the map.  Press L to see it.  Darkended room are ones you have
not visited.  Now walk into the door to unlock it (the key dissapears).  Go
into the next room.

This room is large and takes three screens, but it's not difficult.  You will
find bottomless pits, however, that (if knocked in) will send you to the
entrance of the room and cost you one heart.  The first screen of the room has
a blue knight.  You can attack him and knock him into the pit, but this will
not leave any reward behind.  The next screen has two blue knights in sight and
a pair of pots (containing nothing, but they're good weapons).  Kill the
knights and head south to find another blue knight.  The pot here has a heart.
Pick up the pot and throw it at the knight.  Then get to the south wall and go
west onto the next screen.  Two green knights guard this area.  Use your sword
and kill them.  Then go up through the door into the next room.

When you enter this next room through the south door it will seal shut.  The
door on the right is sealed as well.  The north door is locked.  To open the
sealed doors you must fight the green knight.  When the doors open go into the
one on the right.  This room has a chest, a blue knight, and it's only door
sealed when you enter.  Kill this blue knight as well, and he'll drop a key.
The room's only door will open again.  But before you go, open the chest to get
the boomerang!  Press SELECT to bring the sub-screen down, choose it, then
press A.  Exit this room into the same room from before.  The locked door in
the north can now be opened.  Unlock it and go through the door to a small,
empty room with a staircase.  Go down to the next floor.  It has a single room
with a staircase to the left.  Keep going down.

This room is the end of the line, where things heat up.  Defeat the green
knight in the room and go to the right side of the room.  Princess Zelda is
locked inside a jail cell.  To unlock it you need the Big Key from the boss.

*******
B O S S
*******
Mace Knight
---- ------

Though he looks like an enemy, he is considered a boss.  Anyway, the Mace
Knight can hit you with his mace, and this weapon has a nice range.  Wait until
he swings it, then he'll have to pull it back before he can swing it again.
This is when you should rush in and hit him with your sword.  It takes eight
sword hits to beat him.  You can stun him with your boomerang so you can get
extra hits in.  For an easier, much safer way to beat him there are three pots
in the open jail cell.  Two of these pots will knock him out quickly, and each
pot has a heart for recovery.

*****

When the Mace Knight is out the Big Key will drop.  Pick it up and unlock
Zelda's jail cell.  She thanks Link for rescuing her and tells him about how
the knights have fallen under the wizards spell.  Worse has become of the king.
The wizard's powers are strong.  She asks if you understand, so answer yes.
Zelda says there's a secret passage in the throne room leading to the
sanctuary, so we better get the hell outta here.  Open the chest in the cell
for a blue rupee, then leave the room with Zelda following.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
III) Secret Passage				[s04.03]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Upon reaching the first basement floor, head south through the next room and
you'll find a staircase.  Climb it to a higher level and follow it through the
large room.  You're easily passing the blue knights this way.  When you get to
the end of this path jump off it and knock the blue knight into the pit.  Then
go through the door to the next room and slay the blue knight.  Go up the
staircase to the first floor.  Make your way through any of the two rooms to
get to the first room.  When you get here, take out the green knights and climb
the staircase in the north to the throne room.

In here, two blue knights guard the staircase to the elevated area of the room.
Kill them and approach the thrones.  Normally the king would be here, but
because of the wizard's magic he is out.  Zelda says the ornamental shelf hides
the secret passage.  You both have to push the shelf from the left.  When you
do so, head through the door to the secret passage.

Whoa.  It's dark in here.  Very dark.  Wihtout equipping the lamp it
automatically gives Link a small cone of light.  Wait.  Listen to that
squeaking noise.  That's the sound of mice!  Be careful.  Follow the wall to
the left.  Soon you should see a torch.  If you have the lamp equipped, then
stand in front of the torch and press A to light it.  This makes the room
brighter, but not by much.  Lighting torches costs a small amount of maigc.
Keep following the wall to the left and you should hit a pot with a magic jar.
You should find another torch.  Light it and take advantage of this to clear as
much mice as possible in the room.  The torches will go out soon, so be quick.
Make your way to the staircase in the corner of the room.

In the next room, light the torch.  AHHH!  Cobras!  Use the whirling blade
attack to take them out.  Find the staircase to the next room.  It's cross-
shaped, so you know.  There are more cobras and bats in the room.  In the left
part of the room is a torch.  In the right is two torches and a chest.  Light
the torches and open the chest to get a key.  The door in the north can be
unlocked with this key.

Upon entering the next room, Zelda will tell Link that once they pass through
the sewers they'll be close to the sanctuary.  The mice are in this room.
Better stand in the water.  Mice can't enter water.  Stand at the edges of the
water to safely take the mice out.  Light the torches to see the room.  Head
through the door in the west part of the room.  It also has water, mice, and
some bats to annoy you.  Several pots hold magic jars and hearts.  Take out the
mice and the bats and light the torches to explore the room.  Go through the
door in the north.

There are those damn mice again.  If any torches were lit from the last room
their light will shine in here until they go out.  Light the torches to make
the room even brighter.  Start killing the mice.  One of them should drop a
key.  Exactly what you need to unlock the door leading closer to the sanctuary.
Watch out for the bats near that door.  Go through that very door.

Finally!  A lit room.  If it's too bright wear sunglasses.  There are plenty of
mice trying to ambush you.  Use the whirling blade attack to fend them off.
Notice the cracked walls in the room.  You can only blow them up with bombs,
but you don't have any.  Don't fret; you can find a secret passage to this very
room later in the game.  Push the blocks guarding the all-important staircase,
then go up it.

You're closing in on the sanctuary.  Use your sword to take out more mice in
the room.  The pots in the room contain nothing, but you can throw them at the
mice.  Once they're done, go south into the next room.  Zelda tells you to pull
the switch "over there."  She doesn't tell you which.  Don't pull the switch on
the left, or you'll release several cobras from the ceiling.  Approach the
switch on the right.  Zelda will tell you to hold the switch with the R button
and pull it.  That must mean this is the right switch.  Pull it, and the south
door opens.  Head on through.

The relic object moves and opens way to the sanctuary.  The loyal sage will
thank Link for rescuing Zelda.  Zelda tells of how evil the wizard, Agahnim,
is.  Zelda begs Link to defeat him.  The sage says the Master Sword can beat
him, but Link must see the village elder, a decendant of the seven sages.  He
marks the elder's house on the map.  He also says to hide Princess Zelda here.
Agahnim's minions are on the trail of her and Link.  When the sage asks if Link
understands, say yes.  Before leaving the sanctuary to see the elder, open the
chest you had your eye on since you entered the room to get a heart container!
This increases Link's heart meter by one mark.  Now let's go for the Master
Sword!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
IV) Kakariko Village and Sahasrahla		[s04.04]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Hey, it stopped raining!  Going south through the garden of bushes, you'll
approach a green knight.  Kill him and press L to bring up your field map.  The
flashing X is the elder's house, so you wanna go there.  Go west one screen.
After dealing with another knight, read the sign.  It says: "This way <-
Kakariko Village."  A no brainer.  Go that way.  On the next screen you'll see
a fortune teller's house.  You may go in if you wish.  The fortune teller sees
you have an intresting destiny and asks if you want to know.  Ask him to tell
it.  He says you will meet the elder, Sahasrahla.  He takes 10 rupees and
refills your hearts.  Go out the door and directly south to Kakariko Village.

Once here, bring up the field map to see how close you are to the elder's
house.  As soon as you find it go in.  Only the elder's dear wife is here.
Talk to her, and she'll tell Link the elder hasn't been around since Agahnim
wreaked havoc on things.  She is surprised to see that Link is looking for the
Master Sword.  She tells Link the legend of the Master Sword, but she says
she's a little vague on the details.  When she asks if you understand, reply
with a yes.  The wife tells Link there's someone that's bound to know where the
elder is.  Exit the house and jump off the cliff.  You need to know where the
elder is hiding, but some of the people here have been reading wanted signs of
you for kidnapping Zelda.  Beware of them or they'll call a green knight over.
Head to the south side of the village.  Go up to where some chickens are
roaming around.  See that kid right there?  Talk to him, and he'll tell you
where the elder is and mark it on your map.  Now that we know where he is, it's
time to take some side-quests.

First, go back to where you jumped off the cliff.  Find the weathervane, and
nearby is a bottle salesman.  Talk to him to learn he's selling a bottle at 100
rupees.  Sounds expensive, but you should be able to afford it after picking up
the rupees from all those mice back in the secret passage.  Buy it.  Now
there's another bottle available.  Go back to the south side of the village.
There's a tavern nearby you can enter.  One guy says his flute-playing son went
to look for the Golden Power, but has not returned.  Another guy says he saw a
beautiful woman at the Waterfall of Wishing.  There's a chest behind the
counter that separates the room, but you can't get to it.  Go outside and go
around to the back of the tavern to find a back door.  You can lift the pots
and open the chest to get a bottle.  Exit the tavern and go to the house across
it.  A sick kid is inside.  He sick because of the foul air from Death
Mountain.  He gives you his Bug-Catching net because he can't use it.  You can
now catch bugs and such and store them in your empty bottles.

Ready to go get some Pieces of Heart?  For every four you get, you get a whole
heart container!  Let's start by going up to the elder's house, then go west
past the green-roofed house.  You'll come to a cave and a hole in the ground.
Pass up the cave entrance and go up onto a ledge, which you'll jump off of and
go into the hole.  You'll land next to a chest, which contains some bombs.
Three more chests and two pots line the wall.  The chests each contain a red
rupee.  The pots each hold a blue rupee.  Equip the bombs and lay one in front
of the crack in the wall.  The bomb blows open a hole to a secret room.  Make
your way through the pots to a chest with your first Piece of Heart!  Exit the
cave by jumping off the platform you're on and going out that door.

Next, go to the green-roof house.  A man says it was once a hideout for
thieves.  Their leader was Blind, a guy who really hated light.  Go down the
steps to find a block puzzle and four chests, each containing a red rupee.
Here's how to get the loot:

Key:
B-Block
C-Chest

  A B C D E F G H I J
1 - - - - B B - - - -
2 - - - C - - C - - -
3 - - B B B - B B - -
4 - C - - - B B - C -
5 B - - - - - - - - B

Start by pushing block F1 downward, then push block E1 to the left.  Push block
E3 down, then block C3 down, then block D3 over to the right.  Push block H3
down, then push block G3 to the left.  Now you can get all the chests.
Practice by working the puzzle here.  Then apply it to the game.

After getting the rupees you should notice a crack in the north wall.  Bomb it
open to find pots with blue rupees in them.  The chest holds the second Piece
of Heart!  Leave the house the way you came in.  Now that you've done a lot you
should save.

Notice you have one bomb left.  With all the rupees you have you can buy bombs
from the item shop near the kid that told you where the elder was, but here a
cheaper way.  Go to said shop, then head west to find a bunch of bushes.  Cut
through all them and you'll reach a shed with no door.  Lay your last bomb in
front of the shed to bomb open an entrance.  Inside... Aw, great.  Two stupid
mice are in here.  Aren't you tired of those damn things?  Take them out and
look at the pots in the room.  The corner pots hold bombs (perfect for you).
The center pot is empty.  The rest of the pots hold green rupees.  If you leave
the shed and reenter the items will reset, but you'll have to beat those mice
again.  When you are restocked on bombs read the next paragraph.

Go to the south side of the village (again).  Head east to the south exit, then
go onto the next screen.  Take a look around, and search for a house that seems
to continue to the next screen.  Go inside to find a guy who had a fight with
his younger brother.  He sealed off the door between the two rooms, so you
wanna bomb that cracked wall over there.  Go into the next room to find the
younger brother.  He asks if his older brother is still angry.  Go out the door
and you'll find a maze.  The lady says there's a prize at the end of the maze
if you can reach it within 15 seconds.  Here's the maze:

Key:
S - Start
G - Goal
# - Fence post
s - Sign
R - Rock
**bushes are not shown here.

- - - - - - - - - - - - - - - - - -
- # # # # - # # # # # # # # # # - -
- - - * - - # - - # - - - - - # - -
- - - * - # # # - # - # # # - # # -
- - - # - - s # - - - # - R - - - -
- - - # - # - - - # - # - # # # # -
- # - # - # _ # - # - # - # - - - -
# # - # - # # # - # - - - # # # # -
# - - - - # - # # # # # - - # S - -
# # # # - - - #
* - G - - - - #
* * - - - - - #

Okay, so the map is kinda incomplete.  I can't help it.  This map is starting
to eat up the rest of my time, and is too confusing to make.  You should get
the idea, though.  Just go straight up from the lady that tells you about this
maze, then follow through from here.  If you go to the sign the fence can be
jumped over so you'll be right at the goal.  The prize is a Piece of Heart.

One more Piece of Heart!  Start at the weathervane in the village.  Go
northwest as far as possible.  You'll find a path upward through the trees.
The sign says you're heading for the Lost Woods.  Keep going and you'll soon
get to that Lost Woods.  The place is foggy.  Go up around the pennisula of the
shortly raised ground.  Go through the tree tunnel on the left into an area...
that has a thief around!  Be careful not to bump into him or you'll drop
rupees, bombs, etc.  Go through the tree tunnel on the right past the thief.  A
tunnel seems to disappear partway, but actually it leads to the Master Sword!
Go there and find the Master Sword in a stone.  The inscription on the front is
unreadable.  If you try to pull out the sword it won't budge.  Maybe there's a
reason you have to see the elder.  Anyway, go into the tree tunnel after you
come out of the one after the thief.  Mow the bushes with your sword and go
into the next tunnel.  You'll find a Magic Mushroom!  You'll need it for later.
Maneuver around the slightly elavated ground to a tree trunk with an entrance.
There's a square of bushes behind that.  Hack them and you'll find a hidden
entrance.  Drop in to the thieves' hideout.  A Piece of Heart is there.  Now
that you have four Pieces of Heart you get another Heart Container!  As you
exit the hideout a thief will say you're not allowed here and their ex-member
is in the desert entrance.  Now find a way out of the Lost Woods.

Looks like there's enough doing around here.  Time to go to the elder.  Start
at the Sanctuary.  Go east until you can't go any further in that dirction.
All along the way you'll see enemies.  Go south until you see a bridge, then
cross it to a choice of paths.  North leads to the magic shop.  South is
towards the East Palace.  Go there until you see a bridge leading south and an
east path.  Take the east path.  On the next screen go through the opening to a
new screen.  Going north past groups of knights and octorks you should see a
building ahead.  Go inside.

You'll find Sahasrahla, the elder.  Speak to him and he sees that you want the
Master Sword.  He says not anyone can use it.  Only a person who has won the
three pendants can have the sword (so that's why you couldn't pull it out).
You are to go get the Pendant of Courage from the East Palace and bring it back
to Sahasrahla to learn more.  Before you go, do you remember the sign that says
the king will pay you 100 rupees if you find the elder?  You saw it on your
first trip to the castle.  You can get the reward, but the king won't directly
pay it to you (because he's not in).  Bomb the cracked wall to the north to
find a hidden room with three chests.  Two of them hold 50 rupees in each.  The
middle one holds bombs.  Now go outside and bring up your map.  From your
position find the flashing pendant icon.  That's the East Palace, and that's
where you wanna go.  Go through the maze of this valley.  You should find it
soon enough.  Armos statues block your path, but you can take 'em out easy.
Reach the entrance to the palace.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
V) East Palace					[s04.05]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

In the first room there are three doors on the north wall.  The side doors lead
to broken paths in the next room.  The center door is sealed.  Lift the pot to
find a switch.  Stepping on it opens the center door.  Go through the door into
the next room.  There are three snake bushels, a sealed door in the north, and
the south one you enter through seals.  Defeat the snake bushels (they might
leave a red rupee behind) and step on the switch tile to open the sealed doors.
The next room is a bunch of black balls rolling south on the lower level of
this room.  Maneuver your way past them.  When a big ball rolls down hide in
the side gaps to avoid being rolled over.  After you make it past the balls
skip the staircases leading up to the door.  Go left and around the corner to
reach a staircase to a catwalk.  Cross the catwalk and you'll find a chest with
100 rupees inside!  Sweet!  Make your way to the north door and head into the
next room.  Notice you can't drop down to the lower level and reach the giant
chest in the center of the room.  There are two sealed doors in the upper level
of the room, and two switches guarded by pots with hearts.  Each switch opens
both doors.  Let's go through the east door.

There are some Stalfoses in this room.  They jump back when you take a swing at
them.  If you corner them you can get them.  On the east wall there's a north
door and a south door.  Take the south door to a room with a spinner.  Spinners
are invincible, and not only do they take hearts, but they take magic as well.
Avoid them at all costs.  The five pots in the room resemble an X.  Lift the
center one to reveal a switch that opens the sealed door in the south.  You'll
find a chest with the dungeon map inside.  Bring it up if you wish, but where
you need to go is a little difficult to tell.  Jump onto the lower part of the
room and go up the staircase.  Go through the door and you're back in the room
where you first saw the stalfoses.  Go back to the room with the big chest.
Now go through the west door.  More stalfoses in the room.  Head through the
door on the other side of the room.  In the next room, it looks empty, but
stalfoses soon appear.  Throw the pots in the room at the stalfoses to take
them out in one hit.  The north door unseals.  Go in and find a chest with the
compass inside.  In the next room... huh, you're on the lower level of the
room... next to the big chest!  The gray plate is a Sahasrahla plate.  If you
touch it Sahasrahla will telepathically give you advice.  He says the treasure
in the dungeon can help defeat armored enemies.  Head east into the next room.
There are green cyclops along the wall.  They look "armored."  Use the pots to
kill them, but wait until the their eyes open.  Approach the big chest.  Huh?
It's locked.  It says you need the big key to open it (and it doesn't mean the
Hyrule Castle big key).  Oh well.  Head east into the lower part of the room
with the first-sighted stalfoses, then head south into a new room.

Dark like the secret passage in the Hyrule Castle (without the torches), you
have the lamp giving you a cone of light.  Two spinners and one or two snake
bushels raid this room.  The west door is locked, the east one is sealed, and
the one you enter through seals, too.  A switch tile opens the sealed doors.
Go into the new one.  It's dark in here, too.  There are stalfoses, and one of
the pots in here has a key.  Grab it and unlock the west door in the other
room.  Now... hey!  You're back in the third room of the dungeon, but on a new
catwalk.  Cross it to the next room.  There is a couple stalfoses, a green
cyclops, some snake bushels, and four spinners rotating around a pot.  First
get the snake bushels.  Then go for the stalfoses.  Pick up a pot and throw it
at the cyclops.  The spinners will now spread across the room.  Lift the pot
they were guarding to find a switch.  Step on it and a chest appears.  Open it
to get the big key.  The north door can only be opened with the big key.  Walk
up to it and unlock it.  You're now in the room with the Sahasrahla plate.
Push the blocks and go back into the big chest room.  Open the big chest to get
the bow.  With that comes ten arrows.  Now yellow stalfoses will drop and send
their heads to chase you.  Run, and use the sword to knock them away for a bit.
Now go through the big locked door (that's what I'll call the locked doors that
need big keys to open) on the north wall.  If you need to fill your bottles
with faries go up to the ledges by the big locked doors and jump in the chutes.

It's dark in here.  There are torches in this room, so light the place up.
Slash out the snake bushels.  Two green cyclops rest in here, but they are
easily killed with the bow and arrows.  One of them drops a key.  Now while the
place is still bright examine it.  A door is on the right side of the room, and
a locked door is on the left side.  The door on the right leads to a room with
two spinners and blue rupees on the floor.  The locked door is a staircase to
the next floor.  Let's go up that (unless you wanna see the rupee room first).

Up here is some more spinners.  Lift the southwestmost pot to find the switch
that opens the west door (sealed).  The next room has three green cyclops.
Take them out with arrows.  There are switch tiles that can open the door to
the next room, but only one is real; the rest are fake.  Hit the southernmost
switch to open the door.  The next room requires you to do the same thing while
avoiding black balls shooting from every dirction.  The center of the room may
look like the safest spot, but you shouldn't go by the tiles in the room.  The
upper-left switch gets you into the next room.  Red stalfoses, and a cyclops...
red?  Now he's tougher.  You can only damage the red cyclops with arrows, so
don't hesitate to do so.  After you defeat the enemies you can go into the next
room.  Snake bushels and two red cyclops.  Man, this is getting tough and
annoying.  Kill them all.  If you need hearts lift some pots.  If you need
arrows lift pots.  Now go into the next room for your first "official" boss
battle.

*******
B O S S
*******
Armos Knights
----- -------

When you enter the room the door seals behind you (that's gonna happen in every
boss battle).  The six Armos Knights are still, then they come to life.  You
must defeat them all.  Now the sword is weak, so let's not use that (yet).  Use
your latest weapon, the bow and arrows, and fire arrows at them.  The Armos
Knights have a formation:  they bounce around in a circle.  They squeeze in,
then expand out.  Then they get in a line and come straight down at you.  Shoot
three arrows in each of them to take 'em out.  When only one Armos Knight
remains he will try to smash you directly.  Step back and attack it.

*****

When the last Armos Knight is done the Pendant of Courage will fall from the
ceiling.  Pick it up.  Victory!  Now that that's over let's get the pendant
back to Sahasrahla.  Your heart and magic meters are refilled, and you appear
outside the East Palace.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
VI) New Item, New Roads				[s04.06]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

First, let's head back to Sahasrahla.  When you talk to him he'll tell you
stuff about the Pendant of Courage.  Then he'll give you the Pegasus Shoes.
Now you can dash! (use the R button) He'll also tell you to find an item on the
east side of Lake Hylia.  Let's do that.  First, make your way to the exit in
the south (dashing makes things go faster).  On the next screen go west, then
cross the bridge and head west again to Link's house.  Now if you used your
medicines or fairies follow this.  Otherwise, go to the next paragraph.  Go up
to Link's house, then go west a screen.  Dash into the pile of rocks to find a
secret area.  Inside is four fairies.  Holy crap, it's a fairy fountain!
You'll find these in various places in Hyrule.  Bottle one or two of these
fairies with your bug-catching net.  Now back to that item.

From Link's house, go south to a grassland area.  You might find a bunny rabbit
jumping throught the tall grass.  Be careful where you cut tall grass.  You
might expose a mine or one of them damn guards.  Another screen south brings
you to a choice of paths.  Going west is a Heart Piece path.  East is the
secret item route.  Wanna get the Piece of Heart?  Go west to find a stone
building.  Go inside to find block blocking your path and a treasure chest.
Now you can't get both, so if you do one you have to leave and reenter for the
other.  If you get the chest you'll get bombs.  The route behind it is a room
with two switches and a spinner.  The left switch releases bombs (bad).  The
right switch release the water (good).  When you do that head outside to find
the water drained.  A Piece of Heart is sitting there.  Go pick it up.  Now we
can finally get that item!

From the stone building, go east.  Keep going all the way east around Lake
Hylia.  When you hit the corner go up 'til you find a cave.  Enter and find a
cracked wall.  Blow it up to find a fairy statue and two fairies (another fairy
fountain).  Go into the next room to find a chest.  Unfortunatly, some
unmovable blocks keep you from going any further.  Exit the cave and look at
the wall to the left.  It looks cracked.  You can blow it up.  Go inside and
you can get the item in the chest.  It's the Ice Rod!  It freezes enemies, but
consumes magic.  This must be the item Sahasrahla told you to get.  Now that
that's done, let's go on some side trips.

First, go all the way back to the fork in your path to the Ice Rod.  Go north
twice, then east once at Link's house.  Cross the bridge and continue going
north.  Eventually you will reach a hut with a cow skull hanging over the
entrance.  This is the Magic Shop.  The witch is making mushroom brew, but she
needs a mushroom.  Equip the mushroom you have and talk to her.  She thanks you
and will give you something if you "drop by the shop later."  Leave the screen
and then go back, then check inside.  Notice the sack next to the girl
sweeping.  That's the Magic Powder.  Pick it up.  Now examine the three
medicines for sale.  Surely you recognize the Medicine of Life, but there's
also the Medicine of Magic and Cure-All Medicine.  Fill your empty bottles with
any of these medicines if you wish.  Go outside and test your Magic Powder.
Bushes disappear!  The nearby buzzlebobs turn into cukemans!  There are other
things you can use the Magic Powder for, but by all means watch your magic.

Using your map, find your way back to the sanctuary.  When you get there, go
west a screen to get up to the pile of rocks.  Dash into them with the Pegasus
Shoes, then go inside to find a treasure chest containing a Piece of Heart!

Okay, one more thing to do before the Desert Palace.  If you had to do only one
thing before the Desert Palace make it this.  Go back to Kakariko Village, then
go to its south screen part.  Enter the Library.  Notice a book upon the top of
a bookshelf.  Dash into it using the Pegasus Shoes dash to knock it off (ha ha,
a pun).  It's the Book of Mudora.  You can now read those unreadable writtings.
Nearby is a gambling house.  You're not underaged, but if you really wanna risk
20 rupees to get 30 more, then go ahead.

Okey dokey, you're all set go to the Desert Palace and get the second pendant.
Go to the stone building you found a Piece of Heart in, then go west a screen.
You'll see a guy sitting there who won't talk.  His sign says not to talk to
him or take the sign.  If you do he'll follow you 'til you go offscreen.  A
fairy fountain is nearby, but you can't enter if the average guy is following
you.  On the next screen is a big desert area.  Keep going north until you find
a cave.  Enter to find an empty first room, the second with a guy who is amazed
you got the Book of Mudora, and the third room (blocked by a cracked wall) with
a Piece of Heart.  Continue along the desert and soon you'll find a green
plateu with three statues and a stone tablet with unreadable writting.  Time to
put the Book of Mudora to official use.  Equip it and read the writting again.
It says: "To open the way foward, make your wish here, and it will come true."
The three statues will move and let you into the Desert Palace.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
VII) Desert Palace				[s04.07]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

The first is room is very large and takes up six screens. ("Holy ****!" is what
you're thinking.  That's what you're thinking!  I know!) Peahats will emerge
from the sand and try to ambush you.  These enemies will get annoying.  Contine
until you see a laser eye statue.  The lasers can't be blocked; you have to
avoid them.  Don't bother throwing pots to knock it out; it is invincible.  Go
north, but don't go the center way.  Instead, use the side routes.  On the next
screen you'll meet another pesky enemy, the Sand Worm.  It shoots fireballs and
has quicksand to reel you into it.  Dodge the fireballs and take it out, or
wait 'til it goes back in the sand.  There are two doors on the north wall...
that lead to the same room.  Enter and start lifting pots.  You'll find hearts,
arrows, or magic jars, but eventually you'll reveal a switch.  Stepping on it
makes a chest appear.  Inside is the dungeon map.  Don't foget to shoot arrows
at the two cyclops in the room.

Leave the room and go west to a new screen.  Enter the door in the north.  A
Sahasrahla plate is on the north wall, a laser eye statue rests in the center
of the room, and a key sits atop a torch.  Use the Pegasus Shoes dash to bump
the key off the torch and pick it up.  Leave the room and dash across two
screens to the upper-right corner of the first room.  Now don't go through the
north door, because you'll have to fight four peahats and a sand worm to
escape.  This is known as a "trap room."  Instead, go south to another screen.
Unlock the locked door you see.  Inside is some snake bushels, a laser eye
statue, and a chest with the compass.  Defeat the snake bushels to unseal the
north door, grab the compass, and go up into the next room.  The walls spit
black balls across the room.  Dodge them all to reach the chest with the Big
Key inside!  Now let's get the hell outta here and back into the first room.

Go back to the upper-left corner of the room and take the door on the west
wall.  You'll be in a room with pots and a laser eye statue.  One of the pots
has a switch that opens the north door.  Find that switch and go through.
There's the big chest.  You have the Big Key, so go ahead and open it.  It's
the Power Glove!  Now you can pick up light colored rocks, even the large ones!
We are now done with this part of the dungeon.  Go back to the first room, go
to the lower-left corner of the room, go through the door there and exit the
dungeon.  If you would like a few fairies push one of the blocks in the room to
open the door to a fairy fountain.  When you're outside go down the plateau.
You'll find a Piece of Heart.  Hey, that's another Heart Container!  Okay, go
up around where you exited the dungeon.  You'll see a new entrance blocked by
light colored rocks.  You can now pick these up.  Go in (as if you had any
choice).
</pre><pre id="faqspan-2">
You'll find six blocks and a laser eye statue.  Push the southeasternmost block
to open the sealed door in the north.  In the next room, floor tiles will rise
up and attack you.  Dodge them or break them with your sword.  One of the pots
in the room has a key that unlocks the locked door in the room.  Unlock the
door to find it's a staircase.  Go down.

The first room in this basement level is... very empty.  The next room has
snake bushels and another laser eye statue.  Kill the snake bushels and go into
the next room.  It's a long hallway filled with snake bushels and a couple
laser eye statues.  Lighting the torches in the room wont do anything.  Halfway
across the room are some pots, with one containing a key.  Get the key to
unlock the door at the end of the hallway.  In this next room... huh, it's
looks like a dead-end.  There's a red cyclops in here.  Fire arrows into it's
eye.  Now take a good look.  Somehow the wall covered up another part of the
room.  Lighting the torches with your lamp will reveal that part. *gasp* It's
the boss's door!  Unlock it with your Big Key and go through.

*******
B O S S
*******
Lanmolas
--------

The lanmolas are three huge sand worms.  Like peahats, they emerge from the
sand, but they don't really attack you.  They spew rubble at you, so watch it.
You must attack their heads.  The bow and arrows do sound like a good idea, but
it's tough to hit them.  Use the sword and take them down one by one.  When one
lanmola is left it shoots more rubble at you.  Continue to attack it and it
will die.

*****

When the lanmolas are dead a Heart Container will appear.  Pick that up, and
you'll get the Pendant of Power.  Your heart and magic meters are refilled, and
you reappear outside the Desert Palace.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
VIII) Zora Flippers and Death Mountain	[s04.08]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Now we're gonna get an important item, the Zora Flippers.  First, stock up on
rupees.  You'll need about... oh, say... 500 rupees.  Here's a nice and easy
way to get 'em.  Go back to the desert entrance (the screen with the "average
guy") and lift the southmost giant rock to reveal a passageway.  Go in.  The
pots in the room contain blue rupees.  Every time you enter you can scrape 50
rupees!  Okay, now the Zora Flippers.  First, go all the way to the Magic Shop
(stock up on medicines if you wish), then lift the giant rock blocking the
path.  Follow the path all the way until you are forced to go in shallow water.
The next screen is Zora Lake.

You'll find zoras everywhere.  Some will shoot fireballs, some will jump, some
will even try to chase you.  Stay in shallow water.  Take the north paths all
the way to the top of the screen.  Then take the south paths and follow
through.  You'll reach a waterfall where King Zora pops up and offers you the
flippers.  They cost 500 rupees (*points to quick rupee trick*).  Accept and
they're yours.  King Zora gives you a free bonus.  You can swim into whirlpools
and be taken to different locations in Hyrule.  Let's test out the flippers.
Go south and swim over the waterfall.  Then follow the shallow path to dry
land.  You'll find a Piece of Heart.  Now jump over the next waterfall and
leave Zora Lake.

Two more items that are important.  On the screen before Zora Lake notice a
waterfall.  Swim right into it.  This is the Waterfall of Wishing (you've
probably heard of it before).  You are asked to throw something in.  Throw your
boomerang in.  A fairy appears and asks if you dropped your boomerang in.
Answer yes, and she'll give you the magic boomerang, which goes farther,
faster, and is stronger.  Now drop your shield in to get the red shield.  This
protects against fireball attacks.  Pretty nifty, huh?

Now, follow the path all the way back to the stone bridge.  Go east and
continue 'til you hit steps into the water.  Get in the water and swim into the
mouth of the river.  You'll go under the stone bridge.  A guy will be sleeping
there.  Talk to him and he'll give you a bottle to put medicines or fairies
into.  That's three bottles.  You know you're growing stronger, but you still
need that Master Sword.

Before getting the last pendant, you're wondering what's behind that cracked
wall back in the secret passage.  Let's go to the graveyard to find out.  One
of the gravestones is blocked by light colored stones.  Remove them and push
the stone foward.  You'll drop back into the room with the cracked walls.  Bomb
them and you'll find three chests with bombs, arrows and *gasp* 300 RUPEES!!!
Now exit the secret passage.

To get the last pendant, you need to climb Death Mountain.  From the sanctuary,
go west a screen, then north until you see a cave blocked by a large rock.
Lift it out of the way and enter.  The cave is dark, but you have your lamp.
Stay south until you see a squeezed wall you can go through.  When your past
that you'll see an old man.  He lost his lamp and asks if you can guide him
through.  In the next room he'll tell you where to go and to watch out for
holes.  Keep going (watch out for bats) and you'll make it out of the cave.
Watch it!  Boulders can fall on you.  Go to another cave entrance.  The old man
will thank you and give you the Magic Mirror, an item you can use to escape
other dimensions.  If you follow him inside the next cave he'll replenish your
heart containers and invite you to come see him again sometime.  Now you can
continue going up the mountain from the outside (dangerous, yet short), or go
through the rest of the cave in here (longer, but safe).  As soon as you get to
the top of the mountain the boulders will stop.  A little further and you'll
see Spectacle Rock, with a Piece of Heart lying on top.  The cave entrance is a
road to nowhere.  Dropping off the ledge at the right point will land you near
a cave entrance with another Piece of Heart.  Now back up to where you were.
You'll see a blue tile nearby.  Step on it and... whoa.

You have entered the Dark World, a twisted version of Hyrule.  Ahh!  You're a
bunny!  You can't use any items!  This is bad.  A soccer bully kicking a ball-
shaped person is nearby.  You can talk to them and learned this:  the Dark
World has a source of power that transforms anyone who enters this world into
their inner forms.  Link is a bunny because he is soft-hearted.  The ball-
shaped guy is what he is because he's always changing his mind.  And the soccer
monster... you should know.  To stay in your human form you need the Moon Pearl
from the Mountain Tower.  Now, look at the imprint on the ground.  That looks
like glasses... which is similar to Spectacle Rock!  You've learned that the
Dark World is ajacent to the Light World (name for Hyrule)!  Use the Magic
irror on the imprint to escape the Dark Wold and wind up on Spectacle Rock.
There's that Piece of Heart from earlier!  Grab it and jump off the north
ledge.  Now you are at the Mountain Tower.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
IX) Mountain Tower (Tower of Hera)		[s04.09]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

You begin in a single room on the second floor.  Notice the color orbs.  You
can hit it with your sword, boomerang, or your bow & arrows.  When you hit it
it changes color, from blue to red (or vice versa).  The color it shows lowers
blocks of that color.  Anywho, lower the blue blocks and go down the steps you
see.  Two stalfoses and a mini-moldorm patrol the room and guard the key behind
the raised red blocks.  Lowering the red blocks releases the mini-moldorm, but
you can pick up the key with your sword.  This avoids lowering the red blocks.
Back up the steps and lower the red blocks to get to the upper half of the
room.  You'll find a mini-moldorm and two mini-dodongos.  The chest contains
the map.  There's a locked door to the left.  Unlock it to reveal it's actually
a staircase.  Down you go.

The door is sealed and guarded by blue blocks.  Hit the orb if you need to.
Floor tiles will start flying up and attacking you.  Avoid them all and the
door opens.  The next room has three mini-moldorms.  Take 'em out and lower the
red blocks.  Next room has stalfoses and unlit torches.  Light them with the
lamp to bring up a chest.  Open it for the Big Key.  Use the Magic Mirror and
you'll return to the entrance of the room.  Now go up the stairs guarded by red
blocks.

Octopods; attack them with your sword and you'll be knocked back.  Slash 'til
there dead or in the holes.  The door will open.  Hit the orb so it's red.
You'll see why.  In the next room take out s'more octopods.  Stepping on the
star tile will move the holes in the room.  Move 'em so you can get pass the
lowered block (red or blue).  Unlock the big locked door to go to the next
room.  There are more octopods, holes, and star tiles.  Maneuver your way
through the room.  Before heading up to the next floor make sure the orb is
red.

Mini-moldorms and mini-dodongos are the only enemies in the room.  The big
chest is in the room, too, but it's blocked by a hole.  The star tiles won't
help you across.  Get the compass from the smaller chest in the room.  Go up
the steps on the other side of the room to the next floor.  Avoid the firewall
and hit the star tile.  Then go through the northernmost hole in the room from
the north side.  You'll land... near the big chest!  Open it to get the Moon
Pearl!  Oh, you're gold now.  Back up to the fifth floor.  Before going up to
the boss lift the pots inside the lowered red blocks (see, there was a reason
to lower those).  Each one has a heart.  Grab whatever you need and go up the
steps.

*******
B O S S
*******
Moldorm
-------

Drop into the lower area of the room to fight Moldorm, a large version of mini-
moldorms.  Unlike the minis, Moldorm has a weakness: his tail.  It's not that
simple to hit it.  He can bump you off the platform, forcing you to crawl back
up and start the fight over.  Try to strike the tail with your sword any time
possible.  For the last hit, he'll move faster.  Stab his ass and finish him
off!

*****

Another heart container appears, and the last pendant falls.  Now you can grab
the Master Sword!  What are you waiting for?  Get the hell off this moutain and
pick up your prize!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
X) Master Sword					[s04.10]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Jump off the top of the tall ladder on this mountain, and enter the cave at the
bottom.  Follow the dark cave, avoiding holes and bats, and you'll be off the
mountain.  Now to head in to the Lost Woods to get the Master Sword.  From
where you exited the mountain, head north to where some lumberjacks are cutting
a tree (poor tree).  Enter the woods from this part.

Where to go from here?  From here, head through the log tunnel.  Go to where
you nabbed the Magic Mushroom.  Through the two log tunnels, then into one
sticking out of the raised ground.

You're here!  Look familiar?  You took a trip here before.  Approach the
shrine.  That unreadable writting is translated into this:  "The Hero's triumph
on Cataclysm's Eve wins three symbols of virtue.  The Master Sword he
retrieves, keeping the Knight's line true."  Cataclysm's Eve?  Whatever.  Yank
that sword out!  Your heart and magic meters are refilled (if needed).
Sahasrahla will telepathically tell you you've done grand getting the Master
Sword.  You are now trusted to defeat Agahnim.  Get going!  Wait... Zelda is
now telepathically calling you for help!  Go back to the Sanctuary and save
her!  But first, betcha like to go on yet another side trip, huh?  Well, if you
want.  Go all the way back up to the Mountain Tower.  There's a bridge on the
side that leads to a green tablet with unreadable writting on it.  "Hold up
your Master Sword to get the magic of Ether."  Link holds up his Master Sword,
an Ether attack occurs, and the Ether Medallion falls into Link's hands.  With
this, you can control the upper atmosphere (in your terms, freeze all onscreen
enemies).  Okay, get off this moutain and go to the sanctuary.

Your side trip wasn't the cause of Zelda's disappearance.  The knights did get
her and now she's in the Hyrule Castle Tower.  You gotta save her!  Get your
ass to the Hyrule Castle as quick as possible.  In the first room take the door
on the left, head up the staircase and go outside, and approach the door with
the magic barrier.  Slash it with the Master Sword and go in.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XI) Hyrule Castle Tower				[s04.11]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

The first room is empty, but the second room has two mace knights in gold
armor.  Use the Magic Boomerang to stun them, then hit 'em with the Master
Sword.  The next room has two elite knights.  Kill them, too.  Grab the key
outta the chest and unlock the door.  Go upstairs.

Damn, it's dark.  Kill the elite knight and the eyeball bat and go into the
next room.  This one is a dark maze.  I'd make a map but it's too confusing.
Light the torches to help.  There's a key in here.  Make sure you grab it to
unlock the door in the room.  The next room has more elite knights.  Dispose of
them and go up the steps.

A blue knight and a blue knight archer patrol this dark room.  Take 'em down.
Next room:  watch out for the bottomless pits!  Use the torches to help.  In
the next room you have a blue knight and two blue knight archers.  Use the
torches if desired.  Up the steps when the enemies are defeated.  The next two
floors have lighted rooms.  It's smooth sailing all the way to the boss room.
You'll know when your almost there when you're in a hallway with bottomless
pits.

Up in this empty room, you go into the next one.  Agahnim is zapping Zelda!
And now she's disappeared!  Agahnim goes through the curtain and leaves the
room.  Slash the curtain and go after him!

*******
B O S S
*******
Agahnim
-------

You can't slash at Agahnim with your Master Sword.  That's how you get shocked.
Agahnim will throw the following magic attacks at you:  fireballs,
magic blasts, and lightning bolts.  You can use the Master Sword to send the
fireballs back at Agahnim.

*****

After a few of those he disappears and brings you into the Dark World.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XII) Welcome to the Dark World		[s04.12]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

You'll wind up on top of a pyramid.  Sahasrahla will telepatically call you and
tell you you need to save the seven maidens (including Zelda) and win back the
Golden Power in order to save the Light World.  Looks like your in for a hell
of an adventure.

As you climb down the pyramid stay to the right.  You should hit a hole.
That's the Palace of the Four Sword.  You aren't allowed in.  I'll explain this
later.  Much later.  Anywho, continue along the edge to get a Piece of Heart.
That's ten Heart Containers!  Okay, go east onto the next screen.  Go north
until you find a building.  Now keep going as if you were going to Zora Lake.
You'll arrive at the Lake of Ill Omen (I don't get it either).  A sign is
telling you not to throw anything into the circle of stones.  Screw the sign
and throw something in.  A big fish will jump out and give you the Quake
Medallion if you leave him alone.  The Quake Medallion causes the ground to
shake (and turn on screen enemies touching the ground into slimes).  Cool item!

Backtrack until you see a Zora whirlpool.  King Zora allows you to go through
these warps.  Jump in the water and dive into the warp.  You'll appear at the
Dark World Lake Hylia.  Use the Magic Mirror to warp back to the Light World.
Take the Zora Warp all the way up near the lumberjack's house.  Dash into the
tree they were sawing.  The leaves will scatter and reveal a hidden passage.
Jump in to find a fairy fountain and a Piece of Heart.

Back to the return warp to the Dark World.  Swim up past an ice building to
another circle of stones.  Stand inside and warp to the Light World for another
Piece of Heart.  Now let's get to our first maiden-in-need.

Follow your in-game map to the first dungeon.  A little exploration and you'll
find a building with a tree trunk sitting inside.  He'll tell you a little
story about the Golden Power.  Bomb the cracked walls for hearts in skull pots
(skull pots.  That's bizzare).  Find an arrow to begin the hedge maze.  As you
make your way through you'll meet Kiki, the rupee-loving monkey.  Pay him ten
rupees and he'll follow you.  He is important for a reason.  Keep going towards
the Palace of Darkness.  When you reach the entrance it'll be locked.  Kiki
will charge 100 rupees to open the Palace gate.  Pay him and he'll hit an
unreachable switch that opens the gate.  Stupid greedy monkey.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XIII) Level 1 - Palace of Darkness		[s04.13]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Our first "pain-in-the-ass" dungeon.  The three doors along the north wall are
similar to the East Palace.  Remember when I said the Dark World is ajacent to
the Light World?  The same applies in a few dungeons.  The side doors, however,
have paths to different parts of the dungeon.  Let's take the west door.  Go
down the steps to a room with fireball spitting statues.  You can block the
fireballs with your Red Shield.  Lift the lower skull pot to reveal a switch
that brings up a chest with a key in it.  Now use the Magic Mirror and go back
to the entrance.

This time take the east door.  Go down the steps and step on the warp tile to
appear in another room.  The Sahasrahla tile is on the north wall, but
Sahasrahla isn't calling you.  It's Princess Zelda.  She's okay after all.
She's locked in Turtle Rock on top of Death Mountain.  With that in mind, bomb
the cracked wall in the south.  Go through the next room and find a new enemy,
jellyfish.  Don't hit them when they flash, or you'll get shocked.  The red
jellyfish split into two smaller ones.  Bomb the cracked wall on the other
side.  The next room introduces another new enemy, mimics.  They mirror your
moves.  The red mimics shoot fireballs (that you can't block) when your faces
line up.  They also require arrows to defeat (but not the green ones).  Take
them all down and get across the conveyor belt room to the staircase going up.

In this room, the map is up for grabs in the chest, the red jellyfish will make
things misrable, the pink pegs block your path, and the cracked walls hide
surprises.  The one on the right leads to a fairy fountain.  The one on the
left holds a key.  Grab the key and warp back to the entrance.

Now go through the center door.  Unlock the locked door with one of your keys.
In the next room there are two catwalks.  Take the one on the right, pusb the
block out of your way, and go into the next room to get a key.  Once you nab
it, head back and get on the left catwalk.  Bomb the cracked floor and fall
through the hole in the ground.  In the new room, unlock the door and go up the
staircase to grab the Big Key.  Jump in the pit to a new part of that room.
Lift the skull pot to reveal a switch that summons a chest.  Open it for the
key, then use the Magic Mirror to go back to the entrance.

Go back to the catwalks and cross the left one (don't blow a hole open!).  In
the next room, jump onto the lower platform.  Knock the octopods into the pit.
Now hit the orb so that you can cross over the blue blocks.  Then throw a bomb
over and cross the FIRST set of blue blocks.  The bomb will explode and the
blue blocks will lower, and the red blocks will raise.  Go up and find a locked
door.  Use a key to open.  Race across the catwalk with the Pegasus Shoes dash,
because the catwalk will start collapsing.  Lift the skull pots at the end
(skull pots.  It's so weird) and you're safe.  Did you notice the Big Chest as
you were dashing?  To get to it you need to go west into a dark room with no
torches.  Mini-dodongos will try to hit you with fire breath.  In this room
there's two chests:  one containing bombs and one with a key.  Be sure to grab
the key.  There's a cracked wall somewhere in the room.  Bomb it (grab the
bombs if you need), and you have the item in the Big Chest:  the Magic Hammer.
You can pound pegs and defeat some enemies with this item.  Now we find our way
out of the dark room maze.  Unlock the door on the right side.  The chest holds
the compass.  Use the Magic Hammer on the turtles to flip them over (it's the
only way to kill them).  Go down one of the staircases.  This dark room has
blue rupees on it's east and west sides, not to mention arrows and a key in the
chests.  You can't reach the center part yet.  After you grab the bundle of
stuff head back upstairs.  Unlock the south door.  Now lift the skull pot to go
on the west side of the room (do NOT bomb the cracked floor), and open the
chest for five rupees.  Push the statue to keep the spike trap from hurting
you.  Now you're back in the room with them octopods.  This time, lower the
blue blocks so you can cross into a new room.  Now this room could've been
accessed by taking the east path from the entrance.  Anywho, lift the skull
pots (*gets thoughts on the skull pots*) to find a switch.  Step on it to open
the door.  Step off and the door closes.  Hmm, you need to hold something on
there.  One of the statues are movable.  You can push it on the switch to keep
the door open.

In the next room you gotta deal with the mimics again.  Rememeber, they do the
exact opposite of your moves.  Use arrows on the red ones.  In the next room,
beware the spike trap.  If the red blocks aren't lowered hit the orb in the
notch to do so.  Now it looks like a dead-end, but the room actually goes
farther than this.  Shoot an arrow in the eye of the statue to reveal the path.
Go down the staircase.  Now use the hammer on the pink pegs to get through.
Smack the turtles while you're at it.  Now hit the orb several times in order
to make it across the blue blocks.  Use the Magic Boomerang.  Next room is
short with only one turtle.  The next room is hard.  You have to defeat all the
turtles to continue foward.  Use the torches to see the room.  Once their done,
go to the next room.  Warp over to the room with the blue rupees.  You're in
the center part this time.  Clear the turtles out of you're way.  Now unlock
the Big Locked Door and face the boss.

*******
B O S S
*******
Helmasaur King
--------- ----

The Helmasaur King has a big mask to hide it's face.  Use the hammer to break
it off.  The hammer breaks off one piece in one hit, but several more hits
breaks off another piece.  Watch out for it's two attacks:  a tail swipe and a
fireball attack.  After you break off the mask, hit it's jewel with arrows to
finish it off.

*****

Grab the Heart Container it leaves behind.  Then a crystal falls.  Pick it up.
It expands and reveals the first maiden inside.  The maiden will tell about the
schemer behind the plot - Link's nemisis, Ganon.  He wants to link the Light
World and the Dark World (his creation) and rule them both.  Ganon is using the
Golden Power (now to be known as the Triforce) to make this wish come true.
Link has to find the other maidens and stop Ganon before he is forced to bow
down to him.  You're found outside with full heart and magic meters.  Bring up
the in-game map to see where the other maidens are.  C'mon Link!  We've got a
kingdom to save!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XIV) Off-course work				[s04.14]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

At this point, the Tempered Sword is up for grabs.  Check the Secrets part for
info.

Head towards the Dark World version of Link's house.  The bridge is guarded by
stakes.  Use the Magic Hammer to pound them down.  When you get to your house
you'll find it's a bomb shop.  The guy sells 30 bombs for 100 rupees.  You can
only carry 10 right now (unless you found the Waterfall of Wishing already), so
don't bother.  Anywho, go west and you'll find a little aclove.  Use the Magic
Mirror to warp up onto a plateau.  Enter the cave on a plateau.  There's a
Piece of Heart inside.

Go back to the Dark World.  Go into the haunted grove up north.  There's a
creature on a stump.  Talk to him and he'll tell of how he used to play his
flute back in the Light World.  This must be the flute boy you heard of
earlier!  He asks if you can find his flute.  He barried it in the Light World,
so he'll give you a shovel.  You can keep that after you find the flute.  Okay,
go to the Light World and dig in the upper left corner.  You'll find the flute.
Get back to the Dark World and give him the flute.  He can't play it.  He wants
you to play it one mre time, then return it to his father.  Play it and he
turns to a sap.  Go back to Kakariko Village and enter the Tavern.  Play the
flute for the Old Man and he'll tell you to play it "for the birds in town."
There's only one bird, and it's large and solid; it's the weathervane.  Play it
there and a bird breaks from it.  Play it again and it'll swoop down and pick
you up.  Now you can visit one of these locations in Hyrule:

1 - Death Mountain
2 - Magic Shop
3 - Kakariko Village: weathervane
4 - Link's house
5 - South of the eastern valley
6 - A plateau in the desert**
7 - The stone building in the swamp
8 - Corner of Lake Hylia
9 - Turtle Rock***

*works in Light World only
**reason the flute is needed
***isn't unlocked until end of game

Go back to the Dark World and back to the haunted grove.  Continue west until
you hit the screen where the 15-second race is in the Light World.  It's the
digging field game (a game you don't need the shovel for).  Pay the man 80
rupees and he'll let you dig in the field for 30 seconds.  Whatever you dig up
you can keep.  Items include rupees, magic jars, hearts (rarely do they
appear), and a Piece of Heart (only one of these).  Keep digging until you find
it.

If you wanna increase your bomb and/or arrow carrying capicity then whip out
your flute for your first tryout.  Warp to point number 8 on the map.  Jump in
the water and swim to the center of Lake Hylia.  Enter the cave.  You'll find a
pond.  You are offered to throw in some rupees.  Will you do it?  How much will
you throw?  5 or 20?  After you throw in 100, Venus, the queen fairy, will
appear.  She'll increase either your bomb or arrow capicity by 5.  Now you'll
be asked to throw 25 or 50 rupees, getting a 5-bomb/arrow increase every 100
rupees.  While your here, bomb the right wall to find another fairy fountain.

Use your flute and warp to point number 3.  Now go to where the smithys' house
is.  Pound the stake and jump in the hole.  In this cave there's doors on the
north and west walls.  Take the north door.  There's a shrine.  Sprinke some
Magic Powder on it to summon a bat.  He hates you for waking him up, then he
thanks you?  To cover it he's gonna halve your magic.  Stupid bat.  He made it
so magical items cost half as much magic than usual.  Cool!

Warp to point number 7 on the map.  Go up a screen.  Pound the stakes to reach
a rock.  Lift the rock to find a warp portal to the Dark World.  Warp and go
down a screen.  Read the nearby sign that indicates the Swamp of Misery.
There's no way in or out.  Go as far as possible and use the Magic Mirror
inside the stake surrounding.  Keep going and you'll find a green tablet.  Read
it with the Book of Mudora to get the power of Bombos - the Bombos Medallion
(wow, three medallions).  Use this to wipe out enemies.

Go back to the Dark World and go what is the stone builidng in the Light World.
Enter.  There's a Sahasrahla plate inside that tells of how you can continue in
this dungeon (yes, it's the second dungeon).  Go outside and warp to the Light
World.  Drain the water again and warp back to the Dark World.  Inside you can
get up a broken bridge thanks to the water level.  Some new enemies that stay
in water need to be defeated.  Kill 'em to get a key to unlock the door.  Go
down to the next level of...

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XV) Level 2 - Watergate Dungeon		[s04.15]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Dramatic, huh?

On the new floor there's some skull pots.  Lift 'em and you should find a key.
Before leaving, bomb the cracked wall to claim the map.  Now unlock the door to
the next room.  You notice A doorway in the lower level, a locked door, and a
bridge.  The only choice you got is to go through the door.  Lift the skull pot
for a key.  Now go back and unlock the door.  Pound the pink pegs with your
Magic Hammer.  Push the switch to release water where you picked up the key.
Now back into the one room and up the broken ladder to reach a new room.

This is the Big Chest room.  Now you don't have the Big Key, so go south to
find another room.  Go clockwise for the Compass.  Now into the next room.
Drop into the lower part for another key.  Back to the Big Chest room.  There's
a locked door (that you can reach).  Go in and flip the switch (whilst keeping
the blue blocks up).  Swim your way over the blocks back in the one room.  In
the next room, push the blocks out of your way.  Go up the steps.

Watch out for fireballs, water bugs, and water balls all in this room.  Two
holes at the top of the room will drop you to the lower level.  You wanna drop
through the right one so you get the Big Key.  Make sure the blue blocks are
up.  Now make your way to the Big Chest room and open said chest for the
Hookshot.  You can hook onto pots and blocks to pull across gaps.  Pull over
to the ledge on the right and lift a skull pot for a key.  Go back to the Big
Chest and hook over to the north ledge.  Unlock the door with the key.

In this room go to the left side and smash the skull pot.  It's a switch that
needs holding down to enter a door.  Use the statue to hold it down.  DON'T GO
THROUGH THE OPEN DOOR!  Instead, go to the right side of the room and ignore
the staircase, and go through the other door.  Then go down the steps.  Flip
the switch and drain the water.  Go through the drained route.  Going south can
lead to a few chests.  Go north and find a hidden door behind one of the
waterfalls.  Go on up the steps.  Now go through the east part of this 3-part
room.  The next room is a current.  Swim against the current to reach a skull
pot with a key.  Now swim with the current to a cracked wall.  If the water
bugs are getting in your way use the Bombos Medallion.  Bomb the cracked wall
for the center part of the previous room.  You can get small rewards under the
skull pots.  Unlock the door to the west part and get ready for the boss.

*******
B O S S
*******
Arrghus
-------

Arrghus is a large jellyfish surrounded by puffballs.  Use the Hookshot to pull
the puffballs off and slice through them.  When they are all cut up, Arrghus
will bounce around the room.  Use the Master Sword and slash the jelly outta
him.

*****

When you kill Arrghus, another Heart Container appears.  The second crystal
falls and the second maiden appears.  She'll tell of how Ganondorf, the evil
thief, wished for this world to be like his heart.  Now he can't get out.
Link's the only one who can beat Ganondorf (a.k.a. Big 'ol Ganon).  You must
rescue the other maidens.  Boy, this guide is getting harder to type up, but I
can't quit.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XVI) En Route to Skull Woods			[s04.16]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

If you still wanna get the Tempered Sword before heading into the third
dungeon, then see the Secrets part of this guide.

Looking at your in-game map, you see that crystal number 3 is where the Master
Sword is in the Light World.  There are two ways of getting there.  One is to
go back to the Light World and enter the Lost Woods from the lower-left corner.
Use the exit next to it, and pound down the stakes.  Lift the rock to reach a
warp.  Once in the Dark World, head north into Skull Woods.

A second way to reach it is to follow the riverbank up to grass indicating a
way across.  Use the hookshot to pull yourself over to two skull rocks.
Continue to Skull Woods from here.  By taking this route you can find one side-
trip.  After reaching a sign that directs you to a cave, head south.  This area
has a new enemy that is found only here: like-likes.  Like-likes eat your
shield.  If that happens, quickly chase it down and kill it to get it back.  If
the like-like gets away, you'll have to buy a new one.  The shield shop is
surrounded by fences, so you need to jump over them.  Inside, you can buy a
plain old shield for 50 rupees, and a Red Shield for 500 rupees.  Holy ****!
500 rupees?  That's just painful.  You better be careful not to lose your
shield.

*******  When you get the Mirror Shield, it becomes avalible here for 100
N O T E  rupees, and the Red Shield drops to 70 rupees.
*******

Continue until you see a sign pointing out Skull Woods.  Hooray!  You're in!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XVII) Level 3 - Skull Dungeon			[s04.17]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

This dungeon has multipul entrances.  I'll describe the minimum needs in this
dungeon.  This cuts off the confusion of all entrance & exit maneuvering.
After completing this dungeon you may explore the rest of it at lesiure.  I'm
not providing tips on them, though.

Okay, go where the hidden entrance for the Piece of Heart in the Light World.
Don't drop in, but find a pair of ribcages to go through to one of the dungeon
entances.  Now, notice the mummies.  They're tough to kill.  You don't wanna
stay in one spot and kill them, because these hands called wall masters will
grab you and throw you back at the entrance.  You need to go through the north
door, but it's closed.  Lift the skull pot to find a switch that'll open it.
However, you need something heavy to keep it open.  You have to PULL the statue
onto the switch so you can go through.  In this room, beware the magic blast
under the skull pot!  If you get hit the Moon Pearl will be temporarly
ineffective, and you'll be a bunny again.  Grab the Big Key out of the chest.
Use the Magic Mirror or the Wall Masters to get out of the dungeon.

Now go back and drop in the "hidden" entrance of the dungeon.  Hit the star
tile, and bomb the cracked wall.  In the next room, pull the switch to blow a
wall down.  Go down to the Big Chest and claim the Fire Rod (an item similar to
the Ice Rod).  Now get the hell outta this dungeon.

Go back to the entrance you got the Big Key out of.  Now go west across two
rooms and find another exit.  On the outside, take the left ribcage to the
"main" entrance.  Use the Fire Rod on the trunk to burn it open.

In here, go on the lower part of the room and maneuver past the unseen walls.
You'll make it to the top of the room and see a door to another room.  Use the
catwalk to get to the south side (use the R button dash) and use the door.  Get
the key out of the chest, and warp back with the Magic Mirror.  Now dash across
the catwalk and unlock the door at the end.  Next room deals with stepping on
the star tiles to rearrange the gaps in the room to get to the door.

  A B C D E
1 X O O - *
2 O - O * O
3 O - * O * >
4 O - O - O
5 * - * - *
      ^

Key:
X - Torch
O - Gap
- - Floor
* - Star Tile
^ - Entrance
> - Exit

*Floor tiles turn into gaps when you hit the star tiles

When you enter the room you'll hit the star tile on C5.  Go and hit the star
tile on C3.  Go down and hit the star tile on A5.  Lift the skull pot up by the
torch on A1 and hit the star tile on D2.  Then hit the star tile on E1.  Cross
to E3 and exit.

Use the Fire Rod or the Bombos Medallion to burn all the Zombies.  Break the
skull pots and get small Magic Jars.  Now, starting at the bottom, use the Fire
Rod and light each torch to open the door.  Get through to the next room.  Use
the Master Sword or the Bombos Medallion to kill out all the enemies.  Slash
the plant vines on the north wall to find a hidden passage.  In the next room,
brawl out the enemies or use the Bombos Medallion.  Grab the key and unlock the
door.  Drop into the hole.

*******
B O S S
*******
Mothula
-------

Mothula himself isn't too hard.  The Master Sword and the Fire Rod are great
weapons.  The room, however, is a death trap.  Spikes lining the walls and
moving floors.  You have to use the Control Pad really well to survive.

*****

When you manage to beat Mothula, another Heart Container appears.  Another
crystal appears.  The maiden inside will talk about the Great Cataclysm.  After
that, your heart and magic meters are refilled, and you appear outside the
dungeon's "main" entrance.  Now, you can explore the rest of the dungeon if you
wish, but there's practically no reason to, now that you've gotten the
essentials down.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XVIII) Village of Outcasts			[s04.18]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Go back to where you warped, and head south into the Village of Outcasts.

This place has thieves that want your rupees.  If you don't have any, then
they'll take your arrows or bombs.  Look around and find a house with a chest
sign above the door.  This is the gambling house.  There's 16 chests inside.
You can open two for 30 rupees.  Prizes include:

Bombs
Arrows
A heart
50 rupees
100 rupees
*A Piece of Heart
1 rupee

*top prize

The prizes are in random locations.  After you get the Piece of Heart, you
can't grab it again.

Now to grab two 300 rupee stashes.  First, go to the northeasternmost house,
walk in, and claim the booty.  Second,  go to where the shop is in the Light
World.  Bomb open an entrance for the second 300 rupees.  Now this isn't
important, but the Bug-catching kid's house is a bug shop.  Inside, a bee for 7
rupees, a fairy for 77 rupees, and a golden bee that is not for sale.  See the
Secrets part of the guide for info.

Go to where the gargoyle statue is (it's in the weathervane's spot).  Pull on
the bottom of the trident to open the next dungeon.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XIX) Level 4 - Thieve's Town			[s04.19]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Our first priority is getting the Big Key.  Drop down to the lower level and
get north to the next room.  Watch out for the Dragonmen!  While still in the
lower level, go east into the next room.  In each room, you must be on the
lower level to cross between rooms.  Go south.  Now go to the south part of the
next room (whilst in the lower level) and go into the next room.  Claim your
Big Key.  Now go back to the last room and go north to another room.  Get on
the catwalks and use the Big Key on the big locked door.

In this hallway, the north door leads to an empty boss room.  Ignore it and
kill the Stalfoes.  You'll find a key in the skull pots.  Use the key on the
locked door in here.  The next room has two Dragonmen.  The room after forces
you to cross conveyor belts (please ignore the north door).  After that is a
conveyor belt hallway.  Go north and use the north door.  Grab the key out of
the skull pot.  Wait, am I going too fast for you?  Okay, take your time.
*waits* Okay, you there yet?  Good.  Hit the orb, unlock the door, and go up
the steps.

On this new floor, lift the skull pots and find a switch.  Hit it to go through
a hallway to an important room.  Throw a bomb on where the light is shining in.
The floor will open up, and the light will shine into the lower area (if you
check the map, it's the boss room).

Go all da way back to the conveyor belt hallway.  Use the upper door on the
side.  Pass through the next room, and you're in a conveyor belt room.  The
conveyor belts will drag you to a pit in the center.  Go down the steps.

In this room, screw the enemies and lift the large block (some people say you
can't do that, but it's possible).  Down one room to find a red Dragonman.  Go
east and take out the Dragonman and slimes.  Now the multiple jail cells do
seem familar.  You can unlock these with the Big Key.  At the end is the
maiden.  Odd.  She's supposed to be in a crystal.  If your real smart you
should figure out the secret.  Anywhere you go, the maiden follows.  Get the
key out of the chest.  Now go back to the previous room.  Go another room,
unlock a door, and go to the Big Chest.  Use the Magic Hammer to pound the pink
pegs down.  Be quick, cause the floor will drop out soon!  Grab the Titan's
Mitt (a level 2 version of the Power Glove) out of the chest.

*******  If you're going for an early Tempered Sword, use the Magic Mirror and
N O T E  leave now.
*******

Get the hell outta here and find the empty boss room.  Light from earlier is
shining in here.  Walk the madien into the light and... she transforms into
Blind the Thief!

*******
B O S S
*******
Blind the Thief
----- --- -----

If you have full hearts, the sword beams are just as effective.  Hit Blind's
head until it falls off.  It'll fly around.  Ignore it and cut off Blind's
second head that he grows.  Two heads fly around!  Slash Blind's final head to
finish him off!

*****

The Heart Container appears, and the crystal drops.  The maiden inside tells
about how many knights were lost in the big war.  Being the last in the line,
it's Link's destiny to save Princess Zelda and defeat Ganon.  Onward we go!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XX) Getting the Upper Hand			[s04.20]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

You now have the Titan's Mitt, so we can get the Tempered Sword!  If you wanna
skip this, that's fine.  Anywho, go south of the Village of Outcasts.  See the
frog trapped behind the dark colored rocks?  You can lift them now and speak to
the frog.  He asks that you take him to his partner.  Use the Magic Mirror to
warp you and the frog to the Light World.  The frog becomes the missing smithy
dwarf!  Go to the smithy's house, and they'll promise to temper your sword
sometime.  Leave and reenter.  You can get the sword tempered for 10 rupees,
but you have to wait awhile, meaning you won't have a sword.  Do one or two of
these side-trips and you'll get the Tempered Sword.

Warp to the Dark World.  Where the smithys' house is there are stakes.  Pound
them all to turn the stump in the south into a staircase.  Inside:  a Piece of
Heart!  Now enter the run down house to find a chest.  The key's locked inside,
so you can't open it.  Use the flute and go to warp point 7.  Go west to find
that "average guy" again.  He's actually a former thief who was a master
lockpicker.  He'll open your locked chest and give you the fourth Magic Bottle,
but you have to keep it a secret.  Now go back and claim your Tempered Sword.

Go to the graveyard.  One of the gravestones is guarded by black rocks.  Lift
'em and dash into the gravestone to open a passage.  Inside:  the Magic Cape.
You can be invisible while you wear it.  How long, you ask?  As much time as
you have magic.  Now, use the flute to warp to point number 1.  Go up to the
Dark World warp.  Jump off the cliff going south to reach a cave.  Now, pound
the pink pegs with the Magic Hammer.  Use the Magic Cape to get across the
spike path.  Lift the large rock at the end.  Now open the chest to get the
Cane of Bryna, which does like the Magic Cape and consumes less magic at a
time.  Use that to get outta here.

Now, warp to the Dark World.  Go to the Death Mountain entrance.  A sign will
give you a Piece of Heart if you wear "the cape," but the Piece of Heart is up
on a cliff.  You'll have to go through the cave.  On the second floor, use the
cape to pass through the bumper.  Get your prize outside.

If you didn't get an increased capacity in bombs or arrows yet, this is the
perfect chance.  Use the flute and go to warp point 8.  Swim through to the
cave on the island.  Go in and drop rupees 'til you drop 100 in.  Get a 5-bomb/
arrow capacity upgrage each time.  Use the fairy fountain to the right to fill
your empty bottles or collect them to fill your heart containers.  Now go
outside and lift the dark rock.  It's a Dark World warp.  Step in.  Hey!
You're within the walls of the Ice Palace!  Go inside.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XXI) Level 5 - Ice Palace			[s04.21]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Another "pain in the ass" dungeon to deal with.  Throughout the dungeon, you
will resort to the Fire Rod.  Since that weapon takes up magic, it's a good
idea to have the Medicine of Magic in one of your bottles.  Start blastin'
shots at the ice creature that comes out of the wall.  The door opens to the
next room.  Here, you gotta kill three Jellyfish.  One of them has a key that
goes downstairs.

New floor. (I'm trying to be quick to get through this dungeon) Hit the switch
and open the door.  Next room.  Push the block east and go south.  Defeat all
the pengiuns for the compass.  Go back, push the block north, and hit the
switch to open door.  Beat penguins, lift skull pot, hit switch and open door
again.  Push block west and go north.  Lower blue blocks, set bomb by orb,
cross blue blocks quickly.  Red blocks will lower so you can bomb cracked
floor.  Drop through.

Skeleton Knight:  you need to hit it with your sword, then drop a bomb by it.
Blow both and go through door.  Use Bombos Medallion to kill Jellyfish and get
key.  Use it on locked door.  With red blocks lowered, use hookshot to cross
pits while dodging firewall.  Hit switch in lower left corner.  In next room,
go downstairs.

New room.  Kill penguins and go through door.  Get past large spike ball and
use north door.  Fall with the floor when it drops out.  Use east door in new
room.  Use hookshot to reach exit.  Dodge spike balls and go upstairs.

Use hookshot over to skull pots.  Go upstairs.  Pound pink pegs and lift large
rock.  Kill skeleton knights and lift skull pots.  Hit switch, pull statue
tounge, get map and climb ladder in next room.

*pants* Get Big Key out of chest.  Go back down and back up in other room.
Lift skull pot, hit switch for chest, hookshot over and get key.  Open locked
door.  Dash across room and go downstairs.  Bomb cracked floor and fall
through.

*slows down* Inside the Big Chest is the Blue Mail.  Wearing this cuts damage
in half. *speeds up* Next room.  Cross to next room.  Start lifting skull pots
and find key. Previous room.  Unlock Big Locked door and go downstairs.
Unlock a door on this floor and hit orb to lower blue blocks.  Go back upstairs
to skull pot room.  Find switch and open door.  Follow route until you find big
ice floor room, then go west.  Drop to Blue Mail room.  Lift large block and
drop.

Phew.  We're almost there.  Go down one room and get to the large block on the
lower left corner.  Now drop!

*******
B O S S
*******
Kholdstare
----------

Kholdstare is an eyeball/snowball type of boss.  He's frozen in some ice, while
ice chunks try to clunk you.  Use the Fire Rod to melt th larger ice chunk and
free Kholdstare, who is actually three of himself.  Use the Fire Rod or the
Tempered Sword to kill all three Kholdstares.

*****

Get your Heart Container and the crystal.  This maiden will tell about how the
wisdom of the sages combined with the courage of the knights will increase
their powers.  Link's just gotta rescue the maidens and slay Ganon.  We'll get
to that pretty soon.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XXII) Misery Swamp				[s04.22]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Use the flute to go to warp point 6.  Lift the dark rock to find a Dark World
warp.  Once in, jump off the cliff and use the Bombos Medallion.  Why?  See the
secrets part of my guide.  Anywho, go up the west side.  Enter the cave
entrance you see.  Inside:  a Piece of Heart.  Okay, continue around the misery
swamp.  When you reach a punch in the wall, stand near it and use the Magic
Mirror.  You should be on a plateau with a rock.  Lift it and enter the cave.
Push blocks for a Piece of Heart.  Warp back.

Do a little searching to find a Ether symbol on the ground.  You should know
what to do.  Stand on it and use the Ether Medallion.  The entrance to Misery
Mire opens in front of you.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XXIII) Level 6 - Misery Mire			[s04.23]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

The biggest "pain-in-the-ass" dungeon of them all.  By following my guide, you
will save time skipping a few rooms.  First, use the hookshot over the gap and
go downstairs.

Here, defeat the snake bushels and wizrobes to move to the next room.  In here,
try to get to the door on the right on the north wall.  Push the block outta
the way and use the north door.  Cross a floor bridge and a wooden bridge to
get a key.  Backtrack to the block.  Use the east door.  Now, use the Cane of
Byrna, reach the skull pot, and lift it for a switch to a chest with a key
inside.  Lift another skull pot for another key.  Unlock the door in here and
follow the floor bridge through two rooms.  The next room holds a key in the
skull pot on the west side, and an orb near the key.  Hit the orb to lower the
blue blocks and grab the key.  Now backtrack all the way to the room with
the... block.
</pre><pre id="faqspan-3">
Use the west door.  Avoid the bombing enemies and go into the big room.  Hit
the switch guarded by two lowered blue blocks.  In the new chest is another
key.  Now there's a locked door on the west wall.  Unlock and go through.

DO NOT USE THE SOUTH DOOR!  Kill the jellyfish for a key.  Use it on the locked
door here.  Go south and dodge the floor tiles  Cross the large wall and go up
the steps.

On this floor, lighting all four torches in these two rooms opens up a third
room.  First, push the blocks outta the way to prepare.  Then dash and light.
You'll hear a rumble noise if you did it.  In the third room, drop in the hole.
On the next floor, open the chest for the Big Key.  Use the Magic Mirror now.

Make your way to the big room.  Use the southernmost door on the east wall.
Cross another room.  Now, you MUST use the hookshot on the block to get over to
the catwalk before it drops out.  Reach the Big Chest for the Cane of Somaria.
To use this item, swing it once for a red block.  Use it to hold down switches.
Swing it again to detonate it (it shoots a beam in four directions).  Back to
the big room!  Use the other door on the west wall.  Go north, then west, then
north again.  Step on the warp tile and unlock the Big Locked door.  Cross the
wooden bridge and go down the steps.

Until I say so, the rest of the way will be dark.  Lift the skull pot on the
east side and put a red block on the switch to hold it open.  Go through two
rooms.  In the next room, hit the orb in the north part of the room so it's
red.  Cross to another room.  Bomb the wall to reach another orb.  Hit it so
it's blue.  Go back and continue foward.  This room is lit.  Hit the orb at the
top of the room so it's red.  Go up the steps and go into the boss room.

*******
B O S S
*******
Viterous
--------

Viterous is a big eyeball that sits in some ooze (harmful) with smaller
eyeballs.  He'll send his smaller eyeballs at you.  Use the sword (arrows work,
too) and kill the small eyeballs.  Watch out, cause Viterous can shoot
lightning bolts just like Agahnim did (you forgot all about him, didn't ya?).
After you slice all but four eyeballs, Viterous will attack you head-on.  Use
your sword to finish him off.

*****

Get your Heart Container and the next crystal.  The maiden inside explains why
Ganon needed Agahnim to get into the Dark World.  He wanted Agahnim to vanish
the maidens in order to break the seal.  Ganon didn't think of Link coming this
far to get his ass whooped.  Now Link has to save Princess Zelda in Turtle
Rock!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XXIV) Of Gold, Siver, and Super Items	[s04.24]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Like the title, huh?  I got that out of Nintendo Power's own guide to this
game.  Anywho, this is my favorite part of the guide, cause now you can get two
very powerful weapons that'll help a lot.

Go to the bomb shop.  There's the Super Bomb avalible for 100 rupees.  Buy it.
Notice it's drags like that blue chest.  When you leave it behind it will
explode in three seconds.  Carry the Super Bomb to the pyramid.  When you see a
crack in the wall, leave the Super Bomb there.  When it explodes, it will blow
that crack down!

Inside is the Mystery Pond, very similar to the Waterfall of Wishing.  Drop in
your Tempered Sword.  A fat fairy will appear and ask if you dropped your sword
in.  Answer yes and you get... da-da-da-daaaaa!  The Golden Sword!  What a very
powerful weapon that I like so much!  Okay, now drop in your Bow & Arrows.
Truthfully answer to the fat fairy that you dropped it in and receive the Siver
Arrows!  Huzzah!  These Silver Arrows are important, cause to finish off Ganon,
you need to deliver one of these babies into him.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XXV) To Turtle Rock				[s04.25]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Use the flute and go to warp point 1.  Don't use the Old Man's cave.  Instead,
go east 'til you reach another screen.  Use the hookshot to cross the broken
bridge.  Go down and find a dark colored rock that is a Dark World warp
underneath.  Once in the Dark World, find two cave entrances.  One is a store,
the other is a climbing route.  Use the route and go up the steps.  Go and fall
in the gap.  Use another staircase.  Fall in another hole.  Go up s'more steps.
Fall in one of the new holes.  Open the chests and exit.

Once outside, lift the big rock to find a hidden passage.  Go north along the
catwalk.  Using the hookshot, you can reach some chests that hold rupees, but
at this point, you probably don't need them.  On the catwalk is an invisible
bridge.  Use the Ether Medallion to view the way.  Bomb your way into the next
room.  Using bombs, you can reach a back door and two fairy fountains.
Outside, use the Magic Mirror and warp to the Light World.  Claim a Piece of
Heart.  Now warp back and jump off the ledge.  Warp again and go east.  Go to a
plateau and get on top.  Pound the three stakes in this order:  right, top,
left.  You'll reveal a Dark World warp.  Warp and notice the Quake symbol.
Pfft, no brainer.  Use the medallion to open Turtle Rock.  Jump off and enter.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XXVI) Level 7 - Turtle Rock			[s04.26]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Sahasrahla's plate will tell you that you should have the Medicine of Magic for
this dungeon.  I carry that and Cure-All Medicine, but that's just me.

See that question block?  Make a red block with the Cane of Somaria and put it
on the question block.  You've made a platform!  Use it to ride across to the
other side of the room.  In the next room, make a platform and ride it to the
upper door on the east wall.  In this room, you have to light all four torches
from your red platform (my name for the platforms you make).  You'll open the
door, but getting there will be tricky.  Light the torches with your Fire Rod.
Use the hookshot, fall off, and sacrifice a heart.  Now, go through the door,
dodge the spiked rollers, and get the map and a key.  Go back two rooms and use
the left door (that is locked).  There's a bouncing centipede-like creature
that shoots its segments when you attack it.  Slice all four segments.  Grab
the key, unlock the door, and go into the next room.  Remember those chain-
chomps?  You can't beat 'em, but you can dodge 'em.  Lower the blue blocks.
Push one of the single blocks and bring up a chest for a key.  Use it to go
downstairs.

Down here, go to the southeastern corner of the room and take a pipe to the
next room.  In the lava pit room there's two pipes.  Take the lower one into
another room.  Defeat the enemies in the lower half of the new room and get a
key.  Unlock the door and take a pipe to the Big Key.  Go back to the first
room, then go back to the lava pit room.  Use the other pipe to another room.
Defeat the centipedeish creatures and open two doors.  Take the south door,
then go west.  Dodge the laser eyes and bomb open an exit.

Go along the outside exit and find another entrance.  For a special item, use
the Magic Mirror and warp near that new entrance.  Enter the cave and defeat
all the cyclops.  This opens the door to a chest.  Inside is the final Piece of
Heart.  If you follow the guide and got every other Pieces of Heart, that's 19
Heart Containers you got right there.  Anywho, warp back and continue the
dungeon.

Use the hookshot and pull over to the chest.  Get the Mirror Shield outta it.
You can now block laser beams, wizrobe blasts, and advance fireballs (the
Dragonmens' fireballs).  Okay, go north one room, unlock the Big Locked door,
and go through another pipe in the lava pit room.  Another room holds two more
centipedeish bouncing creatures.  Defeat them.  The cracks can be bombed, but
you can dash into them, too.  The east one leads to a rupee room.  The north
one has a chest to go downstairs.

*gets sore fingers* Aw, crap.  Now in this dark room you need to ride a red
platform around and find a platform with a switch under a skull pot.  This
opens the door.  You need to find the exit from here.  You can figure your way
outta here, but I can barely tell you.  If only there were torches.  Oh,
there's firewalls in here.  In the next room, dash down and reach the south
end.  Dash through another room and bomb open an exit.  There's nothing special
to it, but if you die, you can restart from this point.  Anyway, charge up your
Golden Sword while facing north or south (whichever way your Mirror Shield will
block laser beams), and walk toward one of the chests.  The southernmost chest
holds a key for the previous room.  Grab it and get there.  Now, hit the orb
and lower/raise the red/blue blocks in a set of series to get to the exit.

Now ride a red platform to the boss.

*******
B O S S
*******
Trinexx
-------

The "tri" in "Trinexx" means three, and "nexx" refers to heads.  Trinexx has
three heads:  a stone head (that snaps at you), a fire head (that shoots fire),
and an ice head (that shoots ice and covers any ground in its path with ice).
First, defeat the fire and ice heads by using the opposite rods.  Use the Fire
Rod on the ice head first.  That way, you can avoid ice being made.  Use the
Fire/Ice Rod on the opposite head, then hit 'em with your Golden Sword three
times to blow them up.  All that leaves is the stone head.  It'll turn into a
stone snake.  Hit its golden part with your Golden Sword three times to finish
it off.

*****

Your 20th Heart Container appears, and the final crystal falls.  Inside is
Princess Zelda.  She thanks you for coming a long way to save her.  Ganon's
waiting to enter the Light World and link them, so he can rule them both.  Get
to his tower and stop him!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XXVII) Level 8 - Ganon's Tower		[s04.27]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

At this point, you should have all of this list:

-20 Heart Containers
-All four Magic Bottles (two fairies, one Magic Medicine, one Cure-All
 Medicine)
-1/2ed Magic Meter
-Golden Sword
-Mirror Shield
-Blue Mail
-Sliver Arrows (70)
-50 Bombs
-Other non-essential items and essential items

****************
Dungeon Overview
****************

If you played the Oracles games, you know the final dungeon where the final
boss resides is short.  Here, it's a major "pain-in-the-ass."  There's around
40 to 50 rooms, and most of your journey is spent crawing on the first floor.

To get to Ganon's Tower, simply go east until you hit it.  A barrier has sealed
off the entrance.  The crystals will rise up and use magic to break the
barrier.  Now you can go in.  Save your game; this is big!

The first room is large, with absolutely nothing going on.  Two staricases go
downstairs, and one goes up.  You'll need to go downstairs first, but there are
two route to take.  Take the left staircase to the easier route.

Here we go!  First, bump the key off the torch.  Go west into the next room.
Pound the pink pegs and push the block to to open the door.  Kill the jellyfish
for a key.  Next room:  hookshot your way around and get to the south end.
Use the Cane of Somaria's red block detonate feature to enter the next room
with the blue blocks up.  Use that feature again to maneuver around the next
room.  Get a key from the skull pot.  In the next room, lower the red blocks
and use the Cane of Byrna to dodge the bouncing spikes.  Warp to another room.

Dodge the fire snakes.  Push a single block to summon a chest you can hookshot
over to.  Open it for a key.  In the next room, use the warp tiles to cross.
You'll end up in a long room with Octopods and pits.  Go across to the next
room (which is big).  Now go up to where there are skull pots.  Break the upper
one.  Go to the top of the room and light the torch with the Fire Rod.
Hookshot over to the single skull pot and cross the invisible platform (now
visible by the torch) before the torch goes out.  Bomb a cracked floor in the
next room and drop in.

The Armos Knights are back.  They're no tougher than before, but the icy floor
adds some difficulty.  You can take each one out easily with the Bow & Silver
Arrows.  When you permanetly finish them off, two doors will open.  Take the
north one for the Big Key, then use the other door.  On the next floor, open
the Big Chest for the Red Mail, which takes quarter-damage from enemies (half
compared to Blue Mail).  Use the Magic Mirror and warp back.  Save the game,
because the Red Mail will really come in handy.  Go upstairs from the entrance
room.

Up here are some Mimics.  One Siver Arrow on the red Mimics will take 'em down
quickly.  Use the boomerang to hit the crystal switches as you work your way to
the northwest corner.  Push the upper block down to open the door, then work
your way to it.  Down here, use the statue to block the bouncing spike.  Take
out two more Red Mimics and go through the door.  Another room, another two Red
Mimics.  Too bad your Mirror Shield can't block the laser eye statues' lasers.
Kill the Mimics and move on.  Use the Big Key to unlock the Big Locked door.
In here, hit the north orb and lower the red blocks (and release the bouncing
spikes).  Take out the green and red Cyclops and hit the switch under the skull
pot.  Make your way to the next room.  Use the Cane of Byrna to dodge the black
balls.  Take the staircase up another floor.

The next four rooms are difficult.  You have to defeat the enemies to progress
through each room.  The first room holds Stalfoes and Dragonmen on conveyor
belts.  Next is Stalfoes and a Laser Eye Statue (with conveyor belts).  Then
it's blue Dragonmen and Laser Eye Statues (more conveyor belts).  Finally, it's
red Dragonmen and Laser Eye Statues (conveyor belts and ice).  Use the Bombos
Medallion to save time.  After all that, you'll find one Laser Eye Statue, one
fireball spitting statue, one red Dragonman, and one Stalfos.  Defeat the
enemies and go on.

In the next room, there's a magic blast that isn't a big threat.  Use the Ganon
statues to dodge it.  Then go into the next room.  You'll have to fight the
Lanmolas again, and deal with a fireball spitting statue.  You have the Golden
Sword to make this fight go faster, the Mirror Shield to block the fireballs,
and the Red Mail in case of any damage.  Once you kill the Lanmolas again, go
through and up the steps.

In the next room, use the Ether Medallion when the wizrobes are vunerable so
you can beat them and see the invisible platform.  Cross to the next room.
Dash across the catwalk and go north.  Defeat Wizrobes on conveyor belts to
open the door.  Quickly dash across the catwalk and reach the next room.  In
here, remove the skull pots and light the torches with the Fire Rod.  Quickly
reach the door in the south before the torches go out!  Take the staircase up
another floor.

Quickly light the four torches with the Fire Rod.  Light the lowerright one
first, then the lower left one.  Then light the upper ones and go through the
door.  Beat the helmet creatures and find another key in here.  Use it on the
door here.  In the next room, avoid the bouncing spike trap and the smart spike
trap.  Bomb the crack and continue.  Hit the orb and lower the colored blocks
to reach the chest with the key.  Use it on the locked door here.

Time to fight Moldorm again.  Two slashes on the tail is a quick defeat.  Use
the hookshot to reach the chest with a red rupee.  Go in the next room and use
the Bombos Medallion on the enemies.  Then go upstairs.

Brace yourself.  The boss is one room away.  If your chicken, shut this game
off and run.  You shouldn't be chicken, though.

*******
B O S S
*******
Agahnim
-------

Hey, here he is again!  He'll make two clones of himself and attack the same as
last time, only without the lighting bolt spell.  The clones are shaded, so you
should determine the real Agahnim.  Smack back some fireballs at him.  You can
use fireballs from the fake Agahnims and damage the real Agahnim with 'em.
After he's eaten his own firepower, he falls.

*****

When you've did Agahnim in, the spirit of Ganon emerges.  Guess he was
controlling Agahnim all along.  He turns into a bat and flies off.  Link calls
for the white bird (how can you call for the white bird in a dungeon?  Or in
the Dark World?) and flies after Ganon.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
XXVIII)  SHOWDOWN!!!				[s04.28]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Atop the Pyrimad of Power, Ganon flies in and smashes through the top, leaving
a big hole.  The white bird drops Link off by the hole.  Now, you probably lost
some hearts and used magic in the tower, so go down and refresh them.  Then
come back and drop in the hole.  GET IT ON!!!

*******
B O S S
*******
Ganon
-----

Ganon is pissed at you.  He was gonna rule both worlds in a few more seconds
and you barged in.  Now he'll finish you off and get his way.

************************
Phase 1:  Trident Attack
************************

Ganon will throw his trident like a boomerang while warping around the room.
When he is not warping he is vunerable.  Hit him six times with your Golden
Sword.

*************************
Phase 2:  Fireball Attack
*************************

Ganon will now use his trident to create a ring of fireballs.  Keep hitting him
with the Golden Sword.  The fireballs will spread (dodge this), and then return
to Ganon (hit him).  Then his fireballs will turn into fire bats and dive at
you.  Hit Ganon with the Golden Sword ten times to move to the next phase.

**********************
Phase 3:  Ring of Fire
**********************

Ganon will warp some more.  If you approach him, he'll warp instead of attack.
He will make a fire bat spiral out and make a ring of fire.  If you hit him
with the Golden Sword, he'll jump and stun you with an earthquake (making you
vunerable to the fire bat), and the floor will drop out.  CAUTION!  IF YOU DROP
THROUGH THE FLOOR, YOU'LL HAVE TO START THE FIGHT ALL OVER.  Hit him four more
times to move on.

****************************
Phase 4:  Darkness Technique
****************************

Ganon sees you're a good opponet.  He says he'll use his Darkness Technique to
attack.  When the room is dark, you can't see Ganon, nor can you damage him.
To attack him, you need to use the Fire Rod and light the torches in the south.
When you hit Ganon, he'll turn blue (meaning he's stunned).  Fire a Sliver
Arrow into him.  Do this four times and you've killed the guy.

*****

SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!

SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!

SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!

Spoilers ahead!  You've been warned.

SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!

SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!

SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!  SPOILERS!!!

*****

When you've did Ganon in, a door will open in the north.  Go through.

The Triforce rises and greets Link.  It tells about how it will grant the wish
of anyone who touches it.  Ganon's wish was to make the Dark World like his
heart.  He's dead now, and Link can touch the Triforce to make a wish.  His
wish:  to undo the damage that has been done to Hyrule, and to bring peace back
to the land.  Here's the results of Link's wish:

The Return of the King - The king's back on his throne, picking up where he
--- ------ -- --- ----   left off.  The maidens are out of the crystals, too.

The Loyal Sage - This guy's back, manning the Sanctuary and offering shelter to
--- ----- ----   those who need it.

Sahasrahla's Homecoming - No more evil can rome Kakariko Village, so Sahasrahla
------------ ----------   can come back without worry.

Vultures Rule the Desert - The vultures can fly and take charge of what is
-------- ---- --- ------   theirs.  They've allowed the "not-so-average"
                           lockpicking thief to practice his skills without
interruption.

The Bully Makes a Friend - The two creatures Link encountered in his first trip
--- ----- ----- - ------   to the Dark World are back and in human form.  Their
                           character hasn't changed, though.

Link's Uncle Recovers - Hey!  This guy's out of the Hyrule Castle dungeon and
------ ----- --------   back with his one and only nephew.  You forgot about
                        him, didn't you?  I know you did!

Flippers For Sale - The Zoras continue to make a sale on their ever-popular
-------- --- ----   Zora Flippers.

The Witch and Her Assistant - These two can run the Magic Shop without the
--- ----- --- --- ---------   green shockers having to bug them.

The Lumberjacks - These guys continue to do their job without the fear of
--- -----------   whatever lies in the Lost Woods.

Flute Boy Plays Again - The flute boy is back in the Haunted Grove, playing for
----- --- ----- -----   his woodland animals and his father.

Venus, Queen of the Fairies - The head fairy can fear no more of any evil.  She
------ ----- -- --- -------   needs to thank Link sometime (or vice versa, I
                              think).

The Dwarven Swordsmiths - These two shorties continue keep doing their smithy
--- ------- -----------   work.

The Bug-Catching Kid - After being sick, he's recovered.  Since he gave his old
--- ------------ ---   Bug-Catching Net to Link, he got a new one.

The Lost Old Man on Death Mountain - He can explore all of Death Mountain
--- ---- --- --- -- ----- --------   without fears of the creatures that roam
                                     the place.

The Forest Thief - I'm not gonna mention him.
--- ------ -----

And the Master Sword Sleeps Again... Forever! - Link puts the Master Sword back
--- --- ------ ----- ------ -------- --------   in its rightful shrine in the
                                                Lost Woods.  If he ever needs
it when evil flows again, he knows where to go.

The credits roll.  You won't need to write letters to each and every guy to
thank them.  Your purchase of this game is enough for them.  After the credits,
it will show how many lives you used in each dungeon.  It'll tally up the total
number of lives used in the game.  Feel free to post your lives used at the
GameFAQs Message Boards if you wish.

Now that you've beaten the game, why not do it again?  You could get fewer
lives used!  C'mon, let's go again!!!

*******************************************************************************
PART FIVE							[s05.0]
Item Guide
*******************************************************************************

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--
I)  Common Items					[s05.1]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--

Common items are items you find all around Hyrule.  These affect your current
status.  See "Game Basics" in the Game Overview part of the guide [s03.4].

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--
II)  A Whole List of Items			[s05.2]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--

Listed in alphbetical order, here's every item you'll get that "da-da-da-daaaa"
noise with (aside from Heart Containers).

Dimension:
Location/Directions:
Description:

	Blue Mail
Dimension: Dark World
Location/Directions: Ice Palace
Description: Reduces damage from enemies down to 1/2.

	Bombos Medallion
Dimension: Dark to Light World
Location/Directions: Dead-end in Dark World where desert entrance is in
	Light World.  Use Magic Mirror to "flip flop," then use Book of Mudora on
	green slate.
Description: Burn all enemies on-screen.

	Book of Mudora
Dimension: Light World
Location/Directions: Library (south of Kakariko Village)
Description: Use on green slates to translate unreadable writings.

	Boomerang
Dimension: Light World
Location/Directions: Hyrule Castle basement
Description: Use it to stun enemies and retrieve items.

	Bombs
Dimension: Light or Dark World
Location/Directions: Check certain chests.
Description: Blows cracked walls.  You have limited quantites.

	Bow & Arrows
Dimension: Light World
Location/Directions: Bow is in Eastern Palace.  Arrow ammo can be found
	anywhere.
Description: An effective weapon.  Some enemies can't be killed without.

	Bug-Catching Net
Dimension: Light World
Location/Directions: Sick boy's house in Kakariko Village.
Description: Catch bugs and put them in bottles.  Required for Riddle Quest.

	Cane of Byrna
Dimension: Dark World
Location/Directions: From the warp on Death Mountain, drop straight off a
	ledge.  Pound pegs with Magic Hammer, then use Roc's Cape to cross the
	spiked path.
Description: Swing it once for a beam of light to protect you.  Watch your
	magic!

	Cane of Somaria
Dimension: Dark World
Location/Directions: Misery Mire
Description: Swing once for a red block that can hold down switches.  Swing
	again to detonate it!

	Ether Medallion
Dimension: Light World
Location/Directions: Acquire Book of Mudora and look around near the Mountain
	Tower.
Description: Freezes all onscreen enemies.  Needed to open Misery Mire.

	Fire Rod
Dimension: Dark World
Location/Directions: Skull Dungeon
Description: Shoots fire at a cost of magic.

	Flute
Dimension: Light World
Location/Directions: From Link's house, go west south west north.  Go to the
	Dark World and acquire shovel.  Dig around for it.
Description: Play it at the weathervane to release the white bird.  Then use
	the flute to warp to any part of Hyrule (in the Light World).

	Golden Sword
Dimension: Dark World
Location/Directions: Finish Misery Mire, then go to the bomb shop (Link's Dark
	World house).  Buy a Super Bomb, then drag it to the cracked wall at the
	Pyramid of Power.  Throw your sword into the Mystery Pond inside for this
	item.
Description: Power is within your blade.

	Green Mail
You have this at the start of the game.  It's base protection.

	Hookshot
Dimension: Dark World
Location/Directions: Watergate Dungeon
Description: Latch onto objects and be pulled over.

	Ice Rod
Dimension: Light World
Location/Directions: Lake Hylia Caves
Description: Freezes enemies.  Watch your magic meter!

	Lamp
Dimension: Light World
Location/Directions: Link's house (start of game)
Description: Get a cone of light for dark areas (automatically works at no
	magic cost), and use it to light torches (small magic cost).

	Magic Boomerang
Dimension: Light World
Location/Directions: Throw it into the Waterfall of Wishing
Description: Farther, faster, stronger than the previous model.

	Magic Bottle
Dimension: Light/Dark Worlds
Location/Directions: 4 locations:
	1. Buy one from a salesman in Kakariko Village for 100 rupees.
	2. Get one in the back of the tavern using the back door.
	3. Grab the flippers and swim under a stone bridge.
	4. Where the smithies's house is in the Dark World is a chest.  Bring it
	   to the "average guy" at the desert entrance and he'll open it and give
	   you the bottle inside.
Description: Hold bugs and medicines inside.

	Magic Cape
Dimension: Dark World
Location/Directions: Graveyard.  Dash into the one surrounded by dark colored
	rocks
Description: Magic-consuming cape will make you invisible.

	Magic Hammer
Dimension: Dark World
Location/Directions: Palace of Darkness
Description: Pound pegs, smash stakes, and topple turtles!

	Magic Mirror
Dimension: Light World
Location/Directions: Guide the Old Man on Death Mountain to safety.
Description: Use it to escape the Dark World.  You'll get a portal for return
	trips.  You can also return to dungeon entrances with this.

	Magic Mushroom
Dimension: Light World
Location/Directions: Lost Woods
Description: Give it to the witch at the Magic Shop, then return for Magic
	Powder.

	Magic Powder
Dimension: Light World
Location/Directions: Magic Shop (see Magic Mushroom)
Description: Sprinkle it on stuff!

	Master Sword
Dimension: Light World
Location/Directions: Deep within the Lost Woods
Description: This and the higher level swords will shoot beams at full hearts!
	You'll also unlock this for Four Swords!

	Mirror Shield
Dimension: Dark World
Location/Directions: Turtle Rock
Description: Blocks practically every projectile attack.

	Moon Pearl
Dimension: Light World
Location/Directions: Mountain Tower
Description: Used to retain human form in the Dark World

	Pegasus Shoes
Dimension: Light World
Location/Directions: Clear the Eastern Palace, then return to Sahasrahla.
Description: Dash with the R Button!

	Power Glove
Dimension: Light World
Location/Directions: Desert Palace
Description: Lift rocks with this item.

	Quake Medallion
Dimension: Dark World
Location/Directions: Lake of Ill Omen (Dark Zora Lake)
Description: Turns grounded enemies into slimes.  Required to enter Turtle
	Rock

	Red Mail
Dimension: Dark World
Location/Directions: Ganon's Tower
Description: Damage is down to 1/4 (1/2 compared to Blue Mail)

	Red Shield
Dimension: Light/Dark World
Location/Directions: Two methods:
	1. Light World: Waterfall of Wishing - Toss your shield in to get it.
	2. Dark World: From the Village of Outcasts, go north, east, south.  Hop
	   the fence into the shield shop and buy one for 500 rupees.  If you get
	   the Mirror Shield, that is available for 100 rupees, making the Red
	   Shield 70 rupees.
Description: Defend against fireballs.

	Shield
Dimension: Light World
Location/Directions: Secret entrance to Hyrule Castle
Description: Defends against standard projectile attacks.

	Shovel:
Dimension: Dark World
Location/Directions: Talk to the mutated flute boy
Description: Dig up common items, and the flute.

	Silver Arrows
Dimension: Dark World
Location/Directions: Mystery Pond at Pyramid of Power
Description: Stronger arrows: the only thing that'll finish off Ganon.

	Sword
Dimension: Light World
Location/Directions: Secret entrance to Hyrule Castle
Description: Plain, regular sword.

	Tempered Sword
Dimension: Light World
Location/Directions: Rescue the swordsmith dwarf's partner from the Dark World
Description: does x3 damage of the basic sword.

	Zora Flippers
Dimension: Light World
Location/Directions: Zora Lake (500 rupee charge)
Description: Allows you to swim in water and use whirlpools.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
III) Dungeon Items & etc.			[s05.3]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Map - You'll see rooms you haven't visited yet by using the L button.

Compass - You'll know where the boss is on the Map.

Key - Used to unlock locked doors.

Big Key - Used to unlock Big Locked doors and to open the Big Chest.

Heart Container - Won after defeating a boss.

Pendants - The three dungeons in the Light World hold these.  Get them all to
  claim the Master Sword.

Crystals - Won in the Dark World dungeons.  The maidens are imprisoned inside
  theses.  Get them all to open Ganon's Tower.

*******************************************************************************
PART SIX							[s06.0]
Heart Pieces
*******************************************************************************

Here's a list for every Piece of Heart in the game.  For every four you find,
you get another Heart Container.  When you see an item (or two) in <>, that's
the item required to do the job.

1. <Bombs>  In the green-roofed house in Kakariko Village, in the basement.
   Bomb a wall to get it.

2. <Bombs>  In a cave in Kakariko Village.  Jump in a hole and bomb a wall to
   get it.

3. <Bombs>  South of Kakariko Village, there's a house that leads to a
   15-second maze.  Complete it in time for the prize.

4. Warp point 7:  the stone building.  Go inside and drain the water.  Then
   exit for the Heart Piece.

5. The thieves' hideout in the Lost Woods.  Drop through the secret entrance to
   reach the Heart Piece.

6. <Pegasus Shoes>  The pile of rocks near the Sanctuary.

7. <Bombs>  The cave in the desert.  Bomb a wall to get the Heart Piece.

8. After coming out of the Desert Palace towards the behind entrance, there's
   one in the south.  Be sure to grab it.

9. <Zora Flippers>  Go south from the King Zora and swim over a waterfall.
   Nearby is a Piece of Heart.

10. On Death Mountain, drop off an edge near Spectacle Rock.  Go through a cave
    to reach it.

11. <Magic Mirror>  On top of Spectacle Rock.  Reach it via the Dark World.

12. Going down from the top of the Pyramid of Power, stay to the right and
    you'll see it near the Palace of the Four Sword.

13. <Pegasus Shoes>  Go back to the Lumberjacks' house after defeating Agahnim.
    The two lumberjakcs have stopped sawing on a tree.  Dash into it and reveal
    a secret entrance.  Down inside is a fairy fountain and a Piece of Heart.

14. <Zora Flippers, Magic Mirror>  Head to the Dark World version of Lake
    Hylia.  There's a circle of stones.  Stand inside them and use the Magic
    Mirror to warp.  Claim your Piece of Heart, but avoid the green shocker.

15. <Magic Mirror>  One screen south of the Dark World Haunted Grove, there's
    an aclove.  Get in it and use the Magic Mirror.  In the cave is the Piece
    of Heart.

16. In the Dark World version of the 15-second maze is the Digging Game.  You
    have 30 seconds to dig up the Piece of Heart.  It's always in a random
    location, so you'll need to play several times before you get it.

17. <Titan's Mitt, Magic Hammer>  On the screen with the Dark World smithy
    house are 22 stakes.  Pound them all and the stump will turn into a sceret
    entrance to the Piece of Heart.

18. <Magic Mirror>  In the Dark World graveyard is a ledge with no cave
    entrance.  Warp to the Light World and use the cave entrance seen to get a
    Piece of Heart.

19. <Magic Cape, hookshot>  In the Dark World entrance of Death Mountain, climb
    up through the obstacle, using the cape to bypass the bumper.  Get your
    Piece of Heart on the outside ledge.

20. Go to the Gambling House in the Village of Outcasts.  The Piece of Heart is
    placed in one of 16 chests.  You have two chances.  The prize is always in
    a random chest.

21. <Flute>  Get to the Misery Swamp.  A cave entrance next to the Misery Mire
    entrance leads to your Piece of Heart.

22. <Magic Mirror>  In the upper-right corner of the Misery Swamp.  Use the
    Magic Mirror to warp and reach a rock with a secret entrance underneath.
    Grab the Piece of Heart inside.

23. <Magic Mirror, Bombs>  In the Dark World, one screen west of Turtle Rock,
    there's a rock with a secret entrance underneath.  Follow the path through
    to an outside ledge, then use the Magic Mirror to warp for a Piece of
    Heart.

24. <Magic Mirror>  En route to the Mirror Shield in Turtle Rock, use the Magic
    Mirror to warp near the other entrance and get the last Piece of Heart in
    the Light World cave.

If you don't understand some of this, refer to the guide for a little help.

*******************************************************************************
PART SEVEN							[s07.0]
Enemies
*******************************************************************************

*fingers are cramped* Son of a...  I'll be glad when this guide is done.  Okay,
here's a list of the enemies.  First, I'll list Light World enemies, then Dark
World enemies, then Dungeon enemies, all in alphabetical order.  Unless the
guide says otherwise, you only need your sword to defeat it.

*enemy name listing source:  Pirma's guide

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
I) Light World Enemies				[s07.1]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Armos - Found around the East Palace, these things come to life when you get
  close.

Bee - Found just about anywhere.  These guys can be real pains in the ass.

Blue Knight - Pretty strong guy.  All Knights can found in the Light World and
  dungeons.

Bombing Knight - Found on the castle wall after rescuing Zelda, these guys will
  hurls bombs at you.

Crab - Found at Zora Lake and Lake Hylia, these enemies are cinches.

Crow - They'll ambush you when they get close.

Goron - Found on Death Mountian, these guys are invincible, will turn to stone
  when attacked, and are pains in the ass as well.

Green Knight - A little weaker from the Blue Knight

Hermit Crab - Found under rocks and bushes, these guys will spit out rupees
  when you remove their "shells."

Knight Archers - They're like normal Knights, except they shoot arrows to
  attack.

Octorks - Ah, classic octorks.  No Zelda game is complete without these guys
  (well, maybe Zelda II).  They're the little red rock shooters, and sometimes
  they leave red rupees.

Red Knight - Stronger and more alert than other Knights.

Red Puffer - Found in the very corner of Hyrule in Lake Hylia, it blows into
  smaller versions.

Sand Monsters - Found in the desert, these guys emerge from the sand and
  attack.

Shockers - OUCH!  Don't hit these guys with your sword, or your shocked.  Use
  another item to defeat it.  When you get the Golden Sword, you're safe to
  attack it head-on.

Spear Knight - After saving Zelda, these guys will be around to attack.

Tektite - Found on Death Mountian, these guys can jump back after a blow.

Thieves - Invincible they are, greedy they can be.  They can shake loose some
  rupees and grab 'em, too.

Vulture - These guys fly around in the desert.  They rarely attack you, but you
  should take care of them anyway.

Zora - The classic foes found in the water that shoot fireballs.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
II) Dark World Enemies				[s07.2]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Blue Moblin - See "Blue Knight."

Bombclops - So many hits to kill.  These guys throw bombs.

Dark Zora - See "Zora"

Flying Green Bombers - Hovering little bombers.

Jumping Pirahna - The bitey thingys.

Like-Likes - Watch it!  These guys eat shields!  If they eat yours, hurry up
  and kill it to reclaim your shield.

Lion - Found on Death Mountain, these guys shoot fire beams.  You'll need the
  Mirror Shield to block these beams.

Red Moblin - See "Red Knight."

Rock Frog - See "Octork."

Skull - See "Armos."

Spear Moblin - Moves slow, never chases, and has spears for a weapon.

Tounge Flower - Uses tounge to steal common items out of your pockets.

Water Worms - Found in the Misery Swamp, these guys are no major threat.

Worm Basket - Takes a jump at you, and that's it.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
III) Dungeon Enemies				[s07.3]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Anti-Faries - The red spinny things that are invincible and drain magic as well
  as hearts.  Use Magic Powder to turn them into faires.

Bat - Common enemies found in dark areas sometimes.

Black Spider - Races from hole in the wall to hole in the wall.

Bomb Slug - Drops bombs and slithers.

Bouncer - Centipedeish-enemies that split from the body and bounce when
  attacked.

Chain Chomps - These guys go back to Super Mario Bros. 3, and they're
  invincible here like they were back then.

Cobras - Charges on site.  Need I say more?

Crickets - Moves a little, stops, then goes again.

Cyclops - Vunerable with an open eye.  Red ones need arrows to kill.

Dragonman - Red ones shoot fire beams.

Elite Knight - Found only in the Hyrule Castle Tower, these guys hold there
  swords a little higher.

Eyeball Bat - See "bat."

Fire Ghosts - The shaded part is invincible, but the red glob is the weakness.

Fire Snake - Invincible snakes made of fireballs.

Floor Tile - Rises up and flies at you.  Dodge it or counterattack it.

Green Beetle - You can't hit 'em in the front.  That's where they have
  protective headgear.

Green Glob - Rises from water and attacks you.

Green Penguin - Found in the Ice Palace, they slide on ice towars you.

Ice Beast - Jumps out of walls in the Ice Palace.  Needs Fire Rod for kill.

Jellyfish - When they flash, refer to "Shockers."  The red ones split into two.

Laser Eye - Shoots lasers at you and is invincible.

Laser Eye Statue - A "rotating" Laser Eye.

Mace Knights - You'll fight one for a boss, and more as enemies in the Hyrule
  Castle Tower.

Masked Snake - See "Cobras."

Mimic - Copies Link's movements.  Red ones shoot fire beams when it and Link
  make eye contact.

Mini-Dodongo - Shoot fireballs you can't defend against.

Mini-Moldorm - Slithers around.

Octopod - Toughies.  You be bounced back after hitting them.

Peahat - Rises from sand and attacks.

Rats - Damn their annoying!

Skeleton Knight - First, use the sword to collapse them, then bomb them.

Slimes - Just moves and jumps.

Snake Bushel - Moves around so weakly.

Sparks - One moves clockwise, the other moves counterclockwise.

Stalfos - Jumps back after a blow.  Red ones throw bones.

Stalfos Skull - Floats around.

Torpedo Fish - Comes out of a pipe and squirms around in water.

Turtle - Hard shells.  Use Magic Hammer to flip them and make them vunerable.

Wall Master - Drops from ceiling, reaches to grab you, and throws you back to
  the entrance.

Water Bug - Moves in water only.

Wizrobe - Shoots magic beams that only the Mirror Shield can defend against.
  Hit when visible.

Yellow Stalfos - Drops and sends its skull head at you.

Zombie - Rentless pursuers.  Fire is their enemy.

*******************************************************************************
PART EIGHT							[s08.0]
Bosses
*******************************************************************************

Hey!  CMorality!  This isn't any insult, is it?  I'm copying my stategies from
my guide into this section.  I hope I don't offend you in any way.  Okay?  So,
I'm gonna do that now.  Okay, here I go.

*******
B O S S
*******
Mace Knight
---- ------

Though he looks like an enemy, he is considered a boss.  Anyway, the Mace
Knight can hit you with his mace, and this weapon has a nice range.  Wait until
he swings it, then he'll have to pull it back before he can swing it again.
This is when you should rush in and hit him with your sword.  It takes eight
sword hits to beat him.  You can stun him with your boomerang so you can get
extra hits in.  For an easier, much safer way to beat him there are three pots
in the open jail cell.  Two of these pots will knock him out quickly, and each
pot has a heart for recovery.

*****

*******
B O S S
*******
Armos Knights
----- -------

When you enter the room the door seals behind you (that's gonna happen in every
boss battle).  The six Armos Knights are still, then they come to life.  You
must defeat them all.  Now the sword is weak, so let's not use that (yet).  Use
your latest weapon, the bow and arrows, and fire arrows at them.  The Armos
Knights have a formation:  they bounce around in a circle.  They squeeze in,
then expand out.  Then they get in a line and come straight down at you.  Shoot
three arrows in each of them to take 'em out.  When only one Armos Knight
remains he will try to smash you directly.  Step back and attack it.

*****

*******
B O S S
*******
Armos Knights
----- -------

When you enter the room the door seals behind you (that's gonna happen in every
boss battle).  The six Armos Knights are still, then they come to life.  You
must defeat them all.  Now the sword is weak, so let's not use that (yet).  Use
your latest weapon, the bow and arrows, and fire arrows at them.  The Armos
Knights have a formation:  they bounce around in a circle.  They squeeze in,
then expand out.  Then they get in a line and come straight down at you.  Shoot
three arrows in each of them to take 'em out.  When only one Armos Knight
remains he will try to smash you directly.  Step back and attack it.

*****

*******
B O S S
*******
Lanmolas
--------

The lanmolas are three huge sand worms.  Like peahats, they emerge from the
sand, but they don't really attack you.  They spew rubble at you, so watch it.
You must attack their heads.  The bow and arrows do sound like a good idea, but
it's tough to hit them.  Use the sword and take them down one by one.  When one
lanmola is left it shoots more rubble at you.  Continue to attack it and it
will die.

*****

*******
B O S S
*******
Moldorm
-------

Drop into the lower area of the room to fight Moldorm, a large version of mini-
moldorms.  Unlike the minis, Moldorm has a weakness: his tail.  It's not that
simple to hit it.  He can bump you off the platform, forcing you to crawl back
up and start the fight over.  Try to strike the tail with your sword any time
possible.  For the last hit, he'll move faster.  Stab his ass and finish him
off!

*****

*******
B O S S
*******
Agahnim
-------

You can't slash at Agahnim with your Master Sword.  That's how you get shocked.
Agahnim will throw the following magic attacks at you:  fireballs,
magic blasts, and lightning bolts.  You can use the Master Sword to send the
fireballs back at Agahnim.

*****

*******
B O S S
*******
Helmasaur King
--------- ----

The Helmasaur King has a big mask to hide it's face.  Use the hammer to break
it off.  The hammer breaks off one piece in one hit, but several more hits
breaks off another piece.  Watch out for it's two attacks:  a tail swipe and a
fireball attack.  After you break off the mask, hit it's jewel with arrows to
finish it off.

*****

*******
B O S S
*******
Arrghus
-------

Arrghus is a large jellyfish surrounded by puffballs.  Use the Hookshot to pull
the puffballs off and slice through them.  When they are all cut up, Arrghus
will bounce around the room.  Use the Master Sword and slash the jelly outta
him.

*****

*******
B O S S
*******
Mothula
-------

Mothula himself isn't too hard.  The Master Sword and the Fire Rod are great
weapons.  The room, however, is a death trap.  Spikes lining the walls and
moving floors.  You have to use the Control Pad really well to survive.

*****

*******
B O S S
*******
Blind the Thief
----- --- -----

If you have full hearts, the sword beams are just as effective.  Hit Blind's
head until it falls off.  It'll fly around.  Ignore it and cut off Blind's
second head that he grows.  Two heads fly around!  Slash Blind's final head to
finish him off!

*****

*******
B O S S
*******
Kholdstare
----------

Kholdstare is an eyeball/snowball type of boss.  He's frozen in some ice, while
ice chunks try to clunk you.  Use the Fire Rod to melt th larger ice chunk and
free Kholdstare, who is actually three of himself.  Use the Fire Rod or the
Tempered Sword to kill all three Kholdstares.

*****

*******
B O S S
*******
Viterous
--------

Viterous is a big eyeball that sits in some ooze (harmful) with smaller
eyeballs.  He'll send his smaller eyeballs at you.  Use the sword (arrows work,
too) and kill the small eyeballs.  Watch out, cause Viterous can shoot
lightning bolts just like Agahnim did (you forgot all about him, didn't ya?).
After you slice all but four eyeballs, Viterous will attack you head-on.  Use
your sword to finish him off.

*****

*******
B O S S
*******
Trinexx
-------

The "tri" in "Trinexx" means three, and "nexx" refers to heads.  Trinexx has
three heads:  a stone head (that snaps at you), a fire head (that shoots fire),
and an ice head (that shoots ice and covers any ground in its path with ice).
First, defeat the fire and ice heads by using the opposite rods.  Use the Fire
Rod on the ice head first.  That way, you can avoid ice being made.  Use the
Fire/Ice Rod on the opposite head, then hit 'em with your Golden Sword three
times to blow them up.  All that leaves is the stone head.  It'll turn into a
stone snake.  Hit its golden part with your Golden Sword three times to finish
it off.

*****

*******
B O S S
*******
Agahnim
-------

Hey, here he is again!  He'll make two clones of himself and attack the same as
last time, only without the lighting bolt spell.  The clones are shaded, so you
should determine the real Agahnim.  Smack back some fireballs at him.  You can
use fireballs from the fake Agahnims and damage the real Agahnim with 'em.
After he's eaten his own firepower, he falls.

*****

*******
B O S S
*******
Ganon
-----

Ganon is pissed at you.  He was gonna rule both worlds in a few more seconds
and you barged in.  Now he'll finish you off and get his way.

************************
Phase 1:  Trident Attack
************************

Ganon will throw his trident like a boomerang while warping around the room.
When he is not warping he is vunerable.  Hit him six times with your Golden
Sword.

*************************
Phase 2:  Fireball Attack
*************************

Ganon will now use his trident to create a ring of fireballs.  Keep hitting him
with the Golden Sword.  The fireballs will spread (dodge this), and then return
to Ganon (hit him).  Then his fireballs will turn into fire bats and dive at
you.  Hit Ganon with the Golden Sword ten times to move to the next phase.

**********************
Phase 3:  Ring of Fire
**********************

Ganon will warp some more.  If you approach him, he'll warp instead of attack.
He will make a fire bat spiral out and make a ring of fire.  If you hit him</pre><pre id="faqspan-4">
with the Golden Sword, he'll jump and stun you with an earthquake (making you
vunerable to the fire bat), and the floor will drop out.  CAUTION!  IF YOU DROP
THROUGH THE FLOOR, YOU'LL HAVE TO START THE FIGHT ALL OVER.  Hit him four more
times to move on.

****************************
Phase 4:  Darkness Technique
****************************

Ganon sees you're a good opponet.  He says he'll use his Darkness Technique to
attack.  When the room is dark, you can't see Ganon, nor can you damage him.
To attack him, you need to use the Fire Rod and light the torches in the south.
When you hit Ganon, he'll turn blue (meaning he's stunned).  Fire a Sliver
Arrow into him.  Do this four times and you've killed the guy.

*****

And those are the bosses.  Next up is the moment you've all been waiting for.

*******************************************************************************
PART NINE							[s09.0]
Four Swords Overview
*******************************************************************************

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
I) The Story of the Four Sword		[s09.1]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

(I put the story in my own words, which are much the same of anyone else
telling it)

"Long ago, an evil wind mage named Vaati raged across the land of Hyrule.  It
terroized people and caused destruction.  Just when all hope was lost, a boy
stepped foward, carrying a sword.

"'I shall defeat this sorcer.' said the boy.  The power of the sword he carried
had split him into four copies.  Together, the four boys went into Vaati's
Palace and overthrew the evil wind mage, trapping him in the blade of the
magical sword.  The people of Hyrule were amazed of the power of the sword.
They called it the Four Sword, and built a shrine to protect it.

"Princess Zelda was a beautiful young girl born with the mysterious power to
sense approaching danger.  One day, she sensed trouble with the Four Sword.
She asked Link, the hero of Hyrule, to accompany her to the Four Sword.

"When the two approached the shrine of the Four Sword, Zelda explain that the
seal that held Vaati was weakening.  Just then, Vaati broke free and swooped
Zelda into the air.

"As Link saw Princess Zelda being carried away, he pulled out the Four Sword.
Thus, splitting him into four copies.  The four Links went off towards Vaati's
palace.  All that can be said now is 'Deja Vu.'"

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
II) Basics of Four Swords			[s09.2]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Four Swords is a Multi-Pak multiplayer adventure that requires two to four
players to play.  You can't play yourself because the obstacles are too tough
for one player alone.  Plus, it won't let you by rule.  It's not Single Pak
'cause all players need something to save data to.  Not only does it piss you
off to have people who have the game, but it holds you in suspense if you have
no one to link up with.

Four Swords is a game like no other.  You are to use teamwork to overcome
obstacles and collect rupees to nab the keys into Vaati's Palace.  You may need
to replay stages to nab those keys.

Four Swords is an awesome game.  Not only will you have fun enjoying new
features like the cool items, but you'll unlock stuff in LttP, too!

Four Swords is... Four Swords!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
III) Rules of the game				[s09.3]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

To get the keys that opens Vaati's Palace, you need to collect enough rupees
for the great faires.  The number of rupees needed depends on the epic played.

First Epic (Silver Keys) - 1000 rupees
  You play this epic the first time you play Four Swords.

Second Epic (Gold Keys) - 3000 rupees
  You need to beat the first epic to play this.

Third Epic (Hero Keys) - 5000 rupees
  You need to beat the second epic to beat this.  Be warned:  this is a tough
  one.  A REALLY tough one.

Rupees don't just earn you the keys, but they are used to pay for revivals.  If
a player's heart meter is drained, it costs 50 rupees to revive the player.
After each revival, 50 rupees is added to the cost.  If you push the cost too
high and can't pay it, the game's over.

The levels in each stage are random.  You have two random dungeon settings, and
you're very likely to get a random dungeon part.  You can enter a dungeon
setting twice and expect to get different parts.  The combination of dungeon
settings and random parts can throw you and your team off.  I've given
walkthroughs on some of these.

While each player needs to grab rupees to receive the keys, you might wanna
grab some for yourself.  This is because the player with the most rupees at the
end of a stage earns a Medal of Courage.  Earning Medals of Courage show how
good a player you are.  I have 23, so I must be a damn good player!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
IV) Items						[s09.4]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

The items in here are similar to LttP, but not that similar.

****** *****
Common Items
****** *****

Heart - refills one Heart Container.

Fairy - refills several Heart Containers (usually all).

Heart Container - You start with six (five filled), and can earn another at the
  warp zone.

Keys - Not real common, but are used to unlock locked doors and blocks.

Seeds - These can help your attributes.  Razor Seeds are red and increase sword
  damage.  Armor Seeds are blue and reduce damage from enemy attacks.  Pegasus
  Seeds are green and speed up your walking.  You can hold two of each, and all
  of them last until the end of the stage or until you're downed.

Rupees - Oh how important they are in the game.  They're found everywhere.
  There are three different colors, and two different sizes, making six
  different rupee types, each with different value.  Plus there are two special
  types, which will be explained in a sec.

Small Green Rupee - 1 rupee
Small Blue Rupee - 5 rupees
Small Red Rupee - 20 rupees
Big Green Rupee - 50 rupees
Big Blue Rupee - 100 rupees
Big Red Rupee - 200 rupees

Black Rupee - Some guys at GameFAQs say 100 rupees fly out when you grab this,
  but actually only 80 rupees fly out.

Rupee Shard - Getting one of these adds no rupees to the wallet.  However, when
  one player gets four of them, he or she gets 500 rupees.

*******  When all players have full heart containers, rupee fever is in effect.
N O T E  During Rupee Fever, all rupees you earn are worth double!
*******

* ****** *****
A Button Items
* ****** *****

Most of these items are LttP items, but two of them are exclusives.

Shield - You start each stage with a shield.  You can block enemy attacks, and
  some enemies can't be defeated without it.

Bow & Arrows - There are two differences between this and the one in LttP.
  One:  you have unlimited arrows.  Two:  you can power up shots, which makes
  more damage for enemies.

Bombs - Unlimited supply and manual detonation are the two differences between
  both games.  It still has the basic function of blowing walls and blocks.

Pegasus Shoes - In here, you can move to your sides while dashing instead of a
  straight dash.

Gnat Hat - Wear this hat, and you've shrunken in size!  Only insect-sized
  players can enter small areas.

Roc's Cape - Remember this item from Oracle of Seasons?  You can jump and glide
  with this.  Jump and instantly hit the B Button to do a downward thrust
  (first seen in Zelda II).

Magnetic Glove - Another OoS item, you can attract/repel players, items, and
  yourself.  Every time you use this, the polarity changes.

BowWow - Your Chain Chomp pet.  He attacks enemies.  He also knock rupees out
  of other players, so you can scoop them up for your advantage.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
V) Tips for the Road				[s09.5]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

-Grab every rupee you can reach.  I can't stress enough how important they are.

-When it comes to defense, the Shield and the Roc's Cape are the two best
 choice items.

-You can use your sword to counterattack against enemy attacks.  You may not be
 damaging the enemy, but you're defending yourself.

-If you have the Hurricane Blade (explained later), and rupees are rapidly
 popping out of the ground, use the Hurricane Blade move to scoop up them
 rupees.  I call this a "rupee scoop."  Don't steal it!

-Finish each level as fast as you can to earn time bonuses.  Each player
 receives bonus rupees based on the finishing time.  600 rupees to each player
 if you all finish in under one minute.  You lose 100 rupees per minute.
       Ex: Finish in 2 min 20 sec = 400 rupees x 3 players = 1200 rupees!

*******************************************************************************
PART TEN							[s10.0]
Four Swords Walkthrough
*******************************************************************************

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
I) Chamber of Insights				[s10.1]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

This'll be brief.  In here, you're learning the basic of the game.  There are
no random levels, so you need not to fret.  Each set of warp pads leads to a
different tutorial.  There's two tutorials that show basic moves, one tutorial
for each item, and a skills test, which consists of two levels.  Ask the faries
for help on what you gotta do.  You don't fight a boss here, you don't get a
key, and no one earns a medal of courage, because this is all practice.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
II) Sea of Trees					[s10.2]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

I was gonna use EarthAdept1's parts of his guide, but he never replied to my
request.  Thanks a lot, man.  Oh well.  I'll just improvise out of NP's guide.

******* ******* *
Setting Example 1
******* ******* *
The River & the Handcart (random part)
--- ----- - --- --------

First, cross the bridge and get Roc's Capes.  Then, either ride the strong
river current to the handcart or glide over it 'til you hit a door.  If you hit
the door, cut grass until you find a switch to open it.  If you use the
handcart, you need two people to work it.  Either way, reach the random dungeon
part and find the key inside.  Near the upper-left corner of outside the part
is the warp zone.

******* ******* *
Setting Example 2
******* ******* *
Overgrown Hills (random part)
--------- -----

From the start, you see the warp zone is locked with as many locks as their is
players playing.  You'll have to search this level, cutting down grass to find
the keys.  Grab the Pegasus Shoes to speed up the job.  You may need to enter
the random dungeon part to find a key.

******* ******* *
Setting Example 3
******* ******* *
Woodland Maze
-------- ----

16 little areas, each all easily accesable, with chests in each area.  You're
lucky if you hit this area.  Grab all the rupees you can.  Watch it!  You may
hit a few rupee wraiths in here.  Rupee wraiths will knock rupees out of a
player.  Tag another player to pawn off the rupee wraith.  The warp zone is
open in the upper-left corner.

**** ******* *
Part Example 1
**** ******* *
Sylvan Demolition Derby
------ ---------- -----

Grab the Pegasus Shoes to dash up your color slope.  In the center of the area,
all playes need to stand on the switches around a crystal holder to make one
appear and release spike shelled enemies.  Carry the crystal to another holder
to grab shields.  Use the shields and knock over the spike shelled enemies onto
their backs, then hit 'em.  Once killed, bring the crystal outside to an area
to get some chests.

**** ******* *
Part Example 2
**** ******* *
Monstrous Forest Zoo
--------- ------ ---

All players need to push a block to enter the area.  In each chamber, everyone
needs to push down a big switch to make enemies appear.  Defeat the enemies to
move into other chambers.  Clear this area for chests in a nook.

**** ******* *
Part Example 3
**** ******* *
Extreme Rebound Sports
------- ------- ------

Also known as Four Swords mini-golf, you have to whack all the balls into the
hole at the end.  Sink a ball into a hole and it'll spit out rupees.  With all
the balls sunken, a treasure trove will open up.

** ****
My Tips
** ****

-Watch out for cobras!  They'll attack on sight.

-Some rupees are a disguise for rupee snakes that trap you and squeeze rupees
 out of the team's wallet.  Have another player save you, or use the control
 pad to wiggle out.

-Hack away at the grass and bushes.  You can find a bunch of rupees.

-Sometimes you'll find rupees underwater.  Dive in and collect when you get the
 chance.

*******
B O S S
*******
Plant Heads
----- -----

Please note that I am making up boss names for these bosses.  The plant heads
come out of a big plant they circle.  They'll open up and reveal colored
flowers.  Hit the colored flowers that match your tunic.  As you kill each
head, rupees will fly.  After awhile, you'll need to pull switches on the side
to expose the flowers.  If you get a multicolored flower, players of matching-
color tunics must hit the corresponding flower pedals in order to do damage.

*****

After each boss, it'll explode and shoot alotta rupees.  Faries and the warp
pads will appear, too.  Grab the faries for Rupee Fever, then scoop the load of
rupees.  Stand on the warp pads to meet the great fairy about your key, then
claim the Medal of Courage.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
III) Talus Cave					[s10.3]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

******* ******* *
Setting Example 1
******* ******* *
Mammoth Ice Cave (random part)
------- --- ----

From the start, dive into the river.  Then grab bombs on the south side, the
lower outside corners of the random dungeon, and north of the outside.  Outside
the upper-right corner is a chest that might hold the key to the warp zone.  If
not, search the dungeon part.  The lower-right corner is a treasure trove
sealed off by a weak wall.  There's no signs that it's weak, but there doesn't
have to be.

******* ******* *
Setting Example 2
******* ******* *
Rock Compound (random part)
---- --------

From the start, head into the random dungeon part and grab a key.  Use it to
access bombs, then hit a switch to make a directional platform appear.  Step on
the directional buttons to move the platform.  Ride over to chests blocked by
cracked blocks and bomb them, then claim the chests.  Ride s'more to face off
some Stalfoes, then a Mace Knight.  Use the bombs to take 'em out.  The bunch
of cracked blocks cover a treasure trove, but it looks hard to reach.  After
the Mace Knight, you need two players to push a block north.  Push it as far as
possible 'til some enemies appears.  Do this four times 'til you reach the warp
zone.

******* ******* *
Setting Example 3
******* ******* *
Glacial Abysses
------- -------

Here's a "pain-in-the-ass" level for ya'.  Grab the shields at the start, then
use 'em to block the fireballs from the torches while crossing the bridge.
Then ride a directional platform through a stone obstacle.  After that, board
another directional platform with the Bows & Arrows in your hands.  Hit the eye
switches with 'em to open another area.  Grab Gnat Hats and ride the tiny
platforms.  From here, it should be smooth sailing.

**** ******* *
Part Example 1
**** ******* *
Rich Rock Gardens
---- ---- -------

Carry the crystal to different holders to receive riches of rupees.  You know,
me and my cousin once got stuck in here.  The blocks sealed us in and trapped
in the crystal.  We couldn't go anywhere from here!

**** ******* *
Part Example 2
**** ******* *
Magnet Chasms
------ ------

Grab Magnetic Gloves and pull each other across the gaps with them.  You'll
have to throw players onto moving platforms and have them pull you over.
You'll receive chests filled with rupees if you clear this area.

**** ******* *
Part Example 3
**** ******* *
Team Demolition
---- ----------

Split your team down to two teams:  the Bombs team and the Gnat Hat team.  The
Bombs team must throw bombs over to an area the Gnat Hat team can only reach.
Have the Gnat Hat team place those bombs next to bombable blocks.  Bomb your
way to the chest.

** ****
My Tips
** ****

-Careful on the ice.  One wrong move and you're down the pits.  Grab the Roc's
 Capes to jump over the ice and gaps.

-Beware of the Ice Wizrobes.  They can freeze you.  If frozen, have a partner
 shatter the ice and free you.

*******
B O S S
*******
Pea Pod
--- ---

Pead Pod is frozen on the icy wall to the right (avoid it or you're frozen).
Grab the Pegasus Shoes and dash into him or hack him with your swords.  When
freed, he'll bounce around trying to squish you.  Dash into the green side and
knock him back to the ice wall.  Rinse, lather, repeat.  His last attack is to
turn into a four-leaf clover that is multicolored.  You can't see your own
color on your screen, so tell your partners.  When everyone knows where their
colors are, attack and kill the boss.  Don't attack too close!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
IV) Death Mountain				[s10.4]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

******* ******* *
Setting Example 1
******* ******* *
Lava Spill Chamber (random part)
---- ----- -------

You'll start near a boulder.  Skip it and head down 'til you see some lava
and a platform to cross it towards the Roc's Capes.  From here, explore every
piece of the dungeon (splitting into two teams will help), to grab rupees and
the keys that unlock the warp zone.  Watch it!  I've found a few rupee wraiths
lurking around here.

******* ******* *
Setting Example 2
******* ******* *
Red-Hot Railway (random part)
--- --- -------

There's an annoying handcart part that you can skip.  From the start, head east
toward some lava and some islands with chests.  Bounce off the springs to these
islands and check each chest for keys.  You could find one here and one in the
random dungeon part.  Both keys will unlock the warp zone.

******* ******* *
Setting Example 3
******* ******* *
Tag-Team Survival
--- ---- --------

First, grab Roc's Capes and jump over the metal-masked enemies.  At the end of
each corridor are Magnetic Gloves that pull the metal masks off.  Use the
Magnetic Gloves to pull one another across the lava stream.  Then grab Gnat
Hats to shrink and run through the maze.  After clearing it, find some Pegasus
Shoes and dash past some spike traps.  The warp zone is close by from here.

**** ******* *
Part Example 1
**** ******* *
Riding the Lava Rapids
------ --- ---- ------

Have all players ride a directional platform to a big switch, then to the Bows
& Arrows.  Poke out the eyes to keep riding.  Have one player get off and go
get the crystal, then have him hop back on and place the crystal on the holder
to open a way to some chests.

**** ******* *
Part Example 2
**** ******* *
Magnetic Maneuvers
-------- ---------

Half the team can only use the Magnetic Gloves.  The other half will have to be
pulled across lava to a switch.  Then pull yourself (and other players) to a
room with another Magnetic Glove, so that everyone can face off with the metal-
masked enemies.

**** ******* *
Part Example 3
**** ******* *

Grab the Gnat Hats, lift the large boulder, then shrink and get through the
area.  The second-to-last room holds a few chests.  The last room has a big
switch that activates a "rupee scoop" in the other room.

** ****
My Tips
** ****

-You can't swim in lava.  Avoid it at all costs.

-Some enemies can catch you on fire, which causes you to run around
 uncontrollably.  You'll be damaged by a bunch while you burn.  Careful not to
 catch others on fire.

-Fireballs that jump out of lava can be split into two and bounce wildly.

-The Roc's Cape helps here.

*******
B O S S
*******
Flamehead
---------

Grab the shields; you'll need 'em.  Flamehead will shoot colored fireballs at
you.  Hit the ones that match your tunic.  You may need to hit one back and
forth between players.  When it goes gray, hope it'll hit Flamehead.  If it
does, Flamehead will split into small fireballs.  One of them is real.  Attack
and he'll reform.  If low on health, slash the firepillars that Flameheads
leaves after bouncing there and you'll get hearts.  The fire rings can become
rupees when slashed.  Hit Flamehead with a few colored fireballs to do him in.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
V) Vaati's Palace					[s10.5]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

******* ******* *
Setting Example 1
******* ******* *
Divide and Conquer (random part)
------ --- -------

There are four chambers that split its halfs and its switches.  All players
must step on them to drop a key in one half, and summon floor tiles in the
other.  Use the Roc's Capes to reach each chamber.  All four keys will open way
to the random dungeon part that holds the last key to the warp zone.

******* ******* *
Setting Example 2
******* ******* *
The Favored Hero (random part)
--- ------- ----

There are tiles that only one player of the matching color tunic can see.  Grab
the Roc's Capes;  you'll need 'em.  After the almost invincible platforms, step
on a big switch to turn on a fan.  Jump while being blown so you can hit the
other side.

**** ******* *
Part Example 1
**** ******* *
Tiny Tots & Big Bombs
---- ---- - --- -----

See "Team Demolition"

**** ******* *
Part Example 2
**** ******* *
Multicolored Mayhem
------------ ------

The colored tiles will suck players of non-matching tunics.  You'll need to
throw players across to their color tiles and push blocks to reach switches
that'll let other players past.

** ****
My Tips
** ****

-Enter Vaati's Palace on Gold Keys and get a mix of previous levels.

-Enter Vaati's Palace on Hero Keys and face 2 levels, then a boss for 4 times.

-Even here you'll get a Medal of Courage.

*******
B O S S
*******
Vaati
-----

Vaati rides on a cyclone around the arena, trying to swoop you up and hurl you
off.  Grab the bombs and throw 'em in the cyclone.  Detonate them when they get
under Vaati.  When he falls off his cyclone, hit him with your swords.  After
defeat, he reappears and mixes the previous boss attacks.

*****

Vaati wont admit defeat, so the four Links merge their swords into the Four
Sword, which then sucks Vaati back in.  Princess Zelda is saved, and the Links
become the truly single Link.

While the credits roll, you can move your Link in the background and whack the
faries for rupees.  This doesn't do anything to the game, but it beats watching
the credits go.  After that is the word "Fin" indicating the end of the game.
Then, another Medal of Courage is awarded.  Finally, you're back on the Stage
Select screen.  Now lets kick it up a notch!  Whaddya say?  Go for the Gold
Keys!

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
VI) Palace of the Four Sword			[s10.6]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Now that you've conquered Four Swords, more action has been cooked up for you
in a Link to the Past.  It's a bonus dungeon not found in the SNES version.

To reach it, start at the top of the Pyramid of Power and work your way down,
staying to the right.  See the cave you passed towards a Piece of Heart?  Now
you can enter it.  A guy charges 20 rupees admission.  You're rich by now, so
pay!

Dash throught the Chain-Chomps in the first room and enter the second room.
This room, the dungeon hub, is important.  It offers a choice of four paths.  A
magic barrier bars you from a fifth path, and unlike the other one, your sword
level isn't higher than the barrier strength.  To slash this barrier, you need
to go down each of the available paths and claim the sword shards that make up
the Four Sword.  Each path is a couple rooms and a boss away from its shard.

***** *****
Green Shard
***** *****

Start with the lower-left route.  There's a current too strong to swim against.
Lighting the torch temporarily weakens it.  Swim and dodge the rollers and
cannonballs.  Hurry to the next room.

*******
B O S S
*******
Arrghus
-------

Arrghus has returned, but instead of puffballs, he is surrounded by jellyfish.
These jellyfish are as strong as the original puffballs vs. the Master Sword.
After killing them, Arrghus will bounce around the room, faster and leaving
water globs for the ambushing.  Slice the jelly outta Arrghus once again.

*****

After killing Arrghus, walk north to the next room and get the green Four Sword
shard.  Then step on the gold tile to return to the dungeon hub.

*** *****
Red Shard
*** *****

Go through the lower-right door.  Quickly reach the closed door before the
floor begins to drop out.  Use the Bombos Medallion on all enemies to open the
door.  In the next room, lower the blue blocks to get to the red blocks.  To
pass them, use the Cane of Somaria and its detonation feature.  Pass through to
the next room.

*******
B O S S
*******
Helmasaur King
--------- ----

As if he wasn't a pain in the ass enough the first time.  Break his mask with
the hammer, then attack the gold jewel on his forehead by using the Golden
Sword.  His mask will reappear.  Break it off again and reveal an eyeball.
Poke it with a Silver Arrow to do him in.

*****

Go into the next room and get the red shard.  Then warp to the dungeon hub.

**** *****
Blue Shard
**** *****

Use the upper-left door.  Slide across the icy floor and kill all enemies.  A
staircase leading up will reveal.  Enter the next room for a star tile puzzle
from the Skull Dungeon.  Just make your way to the lower-left corner and reveal
a switch that needs a Somarian block.  Go through and work the red/blue block
puzzle with the Cane of Somaria.  Then go into the next room.

*******
B O S S
*******
Mothula
-------

Well, no spike traps or moving floors to deal with, but Mothula does make two
clone of himself.  You have to hit the real Mothula.  There are no signs to
tell them apart.  Hittting a fake will turn it into bees.  Killing the clones
will force Mothula to make two more.  If you hit the real Mothula, he'll just
flash.  When you have the real Mothula, slash his ass down!

*****

Go into the next room and get the blue shard.  Then warp back to the dungeon
hub.

****** *****
Purple Shard
****** *****

Use the upper-right door.  Watch out for the Like-likes in here.  Carefully
make your way through to the next room.  Then, use arrows to break pots, use a
Somarian block to hold a door open, and use the Hookshot to pull over to the
door.  In the next room, Hookshot and bounce to reach the door.

*******
B O S S
*******
Blind the Thief
----- --- -----

Blind appears as your uncle.  He told you not to leave the house in the first
place, but sees that you gotta save Princess Zelda because "you are... the
princess's..."  He doesn't finish.  He turns into Blind.  Three sword slashes
will cut his head off.  Ahh!  The body rises headless!  You played mini-golf in
Four Swords, right?  Do that with the head, with the body playing the role of
the hole.  Slice it off again.  Two heads flying!  Smack 'em both onto the
head!  Slice it off again to get three heads flying!  Smack 'em all back on to
finish Blind off for good!

*****

Get the purple shard and go back to the dungeon hub.

*** ***** *********
The Final Challenge
*** ***** *********

After getting all the shards, slash the magic barrier and go into the next
room.  The invisible platform is plainly straight, so dash right through.
Don't stop, don't use the Ether Medallion, don't use a Somarian block, just
dash straight across.

*******
B O S S
*******
Dark Links
---- -----

When you walk into the boss room, the Four Sword shards split and make four
Dark Links.  Fight 'em one by one, eight hits each.  Each Dark Link has their
way of attacking.

***** ****
Green Link
***** ****

Green Link has the same equipment you have, the stalfos jump-back to dodge your
blows, and the Pegasus Shoes dash.  When he does that, hit him.

*** ****
Red Link
*** ****

Red Link can do everything Green Link can, and has the Hurricane Blade.  Dodge
this.  Use your dash move to plow right through him.

**** ****
Blue Link
**** ****

This guy has everything the other Links have, and the downward thrust move.
When he does this, hit him.

****** ****
Purple Link
****** ****

He's got the stuff that makes all other Links, and he can shoot beams from his
sword.  Dodge all this and dash through him.  You need 16 hits to kill him.

*****

After the Purple Link is down, the Four Sword shards combine to make the Four
Sword.  Now you may have heard that there's a new sword move for doing this,
but that's a lie.  All you get is a look at all the Dark World dungeons and
bosses, then the entire list of items and the number of times you used them.
Finally is your total playing time.  Prima's offered the challenge of playing
longer than 78 hours, 10 minutes, and 31 seconds (that would be their time).
I've played over 100 hours on this game.  I'll take my applause now.

**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**
VII) Riddle Quest					[s10.7]
**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**

Play Four Swords for awhile 'til you get 10 Medals of Courage.  Then you can go
on the Riddle Quest in A Link to the Past.  Go to the lumberjacks' house and
talk to Q. Bumpkin.  He'll give you ten riddles to solve, and a basket to put
the answers in.  Solve them all for a new sword move, the Hurricane Blade.

1)  Cock-a-doodle-doo!
A.  A cucco (chicken)
Location:  Look around Kakariko Village for some.
Prize:  Cucco woodcarving

2)  The scissors by the water...
A.  A crab
Location:  Lake Hylia/Ice Rod cave, around Zora Lake.

3)  It's shiny and red.
A.  A red rupee
Location:  You pick the method.  Prima suggests killing Octorks.

4)  It's moist and fresh...
A.  A fish
Location:  Stone building south of Link's House.  Drain the water from inside.
Prize:  Zelda woodcarving

5)  BOOOM!  Skitter-scatter...
A.  Small Octoballoons
Location:  Corner of Lake Hylia.  Wait 'til the big Octoballoon explodes.

6)  Sprinkle and watch it wobble...
A.  A slime
Location:  The Quake Medallion has two purposes now!  Use it to make slimes
outta enemies.

7)  It munches on nuts...
A.  A squirrel
Location:  Master Sword shrine
Prize:  Link woodcarving

8)  Pull it out, but... too bad!
A.  Fake Master Sword.
Location:  Anywhere in the Lost Woods

9)  It's red and sweet...
A.  An apple
Location:  Dash into trees in Hyrule.

10)  The spectacled wanderer...
A.  A cukeman
Location:  Sprinkle Magic Powder on a shocker.
Prize:  Hurricane Blade

To work the Hurricane Blade, charge up your sword until you hear a second
charge up sound.  Then press the B button repeatedly to spin continuously.
This drains magic while you do it, so watch it!  Not only do you have it here,
but in Four Swords, too!

After that, head back to Link's House (you haven't been here in a while, have
you?) and check inside to see the woodcarvings you received as you solved
riddles.  You can pick them up and throw them around, and you can sprinkle
Magic Powder on them to change their appearance.  Sprinkle once and they
sparkle.  Sprinkle again and they get color!  Sprinkle once more to turn them
into their Dark World forms! (Link's a bunny, Zelda's an old lady, and the
chicken is down to bones)

*******************************************************************************
PART ELEVEN							[s11.0]
Small Secrets
*******************************************************************************

Some of these secrets are just cool tricks, but a few have their purpose here.

***** ******** *****
Early Tempered Sword
***** ******** *****

As I was saying from way up there, after finishing the first Dark World
dungeon, head to Kakariko Village in the Light World.  Go into the Lost Woods
up the west side, and then use the first exit to the right.  Pound stakes to
reach a Dark World warp.  Once warped, reach the south side of the screen and
cross into the Village of Outcasts.  Go to a gargoyle statue and pull on the
bottom of the trident.  Now follow the guide on Level 4 - Blind's Hideout.

****** ***
Golden Bee
****** ***

To get the Golden Bee on sale in the Bee Shop, you first have to get another
one.  Head to the Ice Rod cave and dash into the statue to release it.  Catch
it in an empty bottle and bring it to the shop to price it at 88 rupees.  Then
find the bottle salesman and release the Golden Bee on him to receive 100
rupees.

*** ***** ** ****** ****
The Ghost of Misery Mire
*** ***** ** ****** ****

After using the Bombos Medallion you'd expect something to happen.  Well, you
burned an invisible enemy, the Ghost of Misery Mire.  There's some FAQ on it.

***** ******* ****
Chris Houlian Room  <---- Unsure of spelling.
***** ******* ****

When making the SNES version, Nintendo held a contest to show someone's room in
the game.  Chris what's-his-name, a Nintendo Power subscriber, was the winner,
and his room could be found through some glitch.  The room was cut from the GBA
remake because Nintendo would need another contract with Chris.  There's
something about it being found on an emulator.

**** **** ******
Tree Bomb Glitch
**** **** ******

From Link's house, head west, then south, then west.  Dash into the upper tree
to release a lit bomb.  Use the Ether Medallion first and the bomb is an
exploding head!

******* ******
Running Glitch
******* ******

Stand on some steps and call the white bird.  Right before he picks you up,
start dashing.  When he picks you up, cancel out with B.  Now you can run
really
fast.  To stop, start dashing again, change screens, or take damage.

***** ****
Cucoo Lady
***** ****

In the northwestmost corner house in Kakariko Village is a cucoo under a pot.
Sprinkle some Magic Powder on it and it'll turn into a woman!

**** ******* *** ********
More Secrets and Glitches
**** ******* *** ********

For more of this, check the Game Winners site.  There's a link to it on the
codes page for this game at GameFAQs.

*******************************************************************************
PART TWELVE							[s12.0]
Closing the Guide
*******************************************************************************

Well, my friends, it's the end of another great guide.  Surely I've been
descriptive on everything you need to know.  After all, I've gotten in
everything I wanted on version 1.0.

(note of update: I THOUGHT I got everything in on version 1.0)

I said it before and I'll say it again:

This guide is © 2003-2004 by Sam Marcinko.  You may not post this on
your website without my permission.  GameFAQs is the only site allowed to show
this.  You may download it for personal use, but you can't change it and/or
pass it off as your own.  Other restrictions apply.

All (or any) trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

Questions?  Comments?  Suggestions on an update?  You can e-mail them to me at
elsamo285@netzero.com.

I do notice that my guide is a little vague in describing what needs to be done
and where, but that doesn't mean you need to e-mail me every goddamn time you
can't figure out what to do next.  This thing is supposed to guide you through
the whole game, but I want you to use it as a push in the right direction.
Please try to figure some of this out for yourself.

If you HAVE to e-mail me, please: no more bad spelling and/or grammar.  Spell
it right and make it proper.  All these e-mails are really getting to me, so
cut me a little slack!

****** **
Thanks to
****** **

Nintendo and Capcom - For making this game.
-------- --- ------

CJayC - For controlling GameFAQs.  Without him, you wouldn't be reading this.
-----   He is da man, you hear?

EarthAdept1 - Although he shouldn't get any thanks.  You see, I e-mailed and
-----------   asked him if I could use part of his guide for my guide, but it
              took him too long to reply.  By the time he answered I had
already done what I needed, using NP's guide for improvisation.  Tough luck,
man.

Nintendo Power - I used facutal (that's factual, NP) info from their own guide
-------- -----   on this game to make my Four Swords guide.

Prima's Guide Book - I needed a little push on what to put next, so I referred
------- ----- ----   to their book for a little help.  It came before NP's
                     book.

Two guys from the game's board at GameFAQs - They gave me the tip from that you
--- ---- ---- --- ------ ----- -- --------   need to keep hammering away on the
                                             Helmasaur King's mask until you
break it.  Whoever you guys are, could you leave your usernames so I can put
them here?

You guys - Yeah, you helped with this guide, too.  You made me do this guide so
--- ----   you can get help with it.  Give yourselves a hand.  You deserve it.

Well, that's it.  My work's done here.  Me and my fingers are bushed, so I'll
be seein' you around.

"May the way of the Hero lead to the Triforce."

© 2003-2004 Sam Marcinko
---