                                 The Legend of
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                         ____|_____|_____|____/_/    _\

                        A  L I N K  T O  T H E  P A S T
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|    Copyright 2011                                   Created by Banjo2553    |
 \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\/
// Hey! Thanks for choosing my guide for The Legend of Zelda: A Link to the  \\
/ Past! This game is for the Super Nintendo Entertainment System, but is also \
available on the Wii's Virtual Console. Many people consider this to be one of
the best 2D Zelda games out there, so I figured, might as well make a guide for
it! Like many of mine before this, this guide will feature a full walkthrough
detailing how to get 100% while finishing the game. There will also be a
Spoiler-Free Walkthrough for those who wish to traverse the temples themselves,
\  and item lists and subsections for those who don't want to sift through a  /
\\    bunch of text to find what they want. Anyway, hope you enjoy this!     //
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T A B L E  O F  C O N T E N T S |
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I. Legal Notices
II. Controls
III. Walkthrough                   (¯)
  a. A Princess's Call             |#|
  b. The First Pendant             |#|
  c. Playing With Power!           |#|                   /\
  d. Gaining Wisdom             _-¯\¯/¯-_               /  \
  e. Defeating Agahnim         / /\<I>/\ \             /    \
  f. Items & Water             ¯¯  |v|  ¯¯            /      \
  g. Forest & Town                 |||               /        \
  h. Icy Lake and Evil Swamp       |||              /          \
  i. Two Upgrades to Turtle Rock   |||             /------------\
  j. Fighting Ganon                |||            / \          / \
  k. Miscellaneous                 |||           /   \        /   \
IV. Spoiler-Free Walkthrough       |||          /     \      /     \
V. Piece of Heart Locations        |||         /       \    /       \
VI. Items                          |||        /         \  /         \
  a. Equipment                     |||       /           \/           \
  b. Inventory                     |||       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  c. Upgrades                      |||
  d. Dungeon Items                 | |
  e. Bottle Items                  \ /
  f. Pick-Ups                       V
VII. Enemies
VIII. Bosses
IX. End

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 /  \                      L E G A L  N O T I C E S                       /  \
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¯¯¯¯¯¯                                                                   ¯¯¯¯¯¯
The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as
your own, or else you'll meet severe penalties. ONLY GameFAQs, Neoseeker, and
SuperCheats are allowed to host/display this FAQ, no exceptions. Nothing
personal, it just gets confusing to keep track of which FAQ is up-to-date and
which is not, so I will decline any requests to put my FAQ on your site. Again,
nothing personal.

My e-mail address is gmaster2647@gmail.com . You can email me for questions,
comments, or even suggestions, just make sure your emails are coherent. I will
not accept spam or hate mail, as they will get deleted. I will also delete any
emails that are not coherent. In other words, do not use l33t internet speak
or chatroom shortened words.

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¯¯¯¯¯¯                                                                   ¯¯¯¯¯¯
As this is a Super Nintendo game, I'm showing controls for it. The controls are
pretty much the same as with the Virtual Console version, so this is easily
translatable. The only exceptions are Start and Select. For Classic Controller,
Start is the + button, and Select is the - button. For Gamecube, the Select
button is Z. With that said...here's the controls!

Control Pad: Movement/highlight menu item or choice
Start: Bring up Inventory
Select: Bring up option to continue or save and quit
A Button: Action button, used for many things
B Button: Use sword
Y Button: Use item/assign item
X Button: Bring up map
L & R Button: Alternate overworld map modes

The A button is the most helpful button. You can talk to people, you can pick
up things, you can swim or run with it, you can open treasure chests, you can
read signs, you can grab something and push or pull it...lots of stuff. The
sword is basic. Just press the B button to swing your sword. Hold the button
down and you'll hold your sword out and can move around without changing
direction. With this, you can attack by running into enemies or objects and
poking. This can actually be helpful for finding bombable walls, as those let
out a different sound than usual. Holding the button even longer allows you to
charge the sword for a powerful spin attack.

The Y button is used for...using items. Any item you get, you can equip in your
inventory and use with that button. It's a pre-liminary to being able to use
multiple assigned items in later Zelda games. X Button brings up the map, both
in the overworld and in dungeons.

As for the HUD, on the top right are your heart containers, which is basically
health. They deplete when you take damage, you die when they're all empty, and
you can refill them by collecting hearts dropped from enemies and broken
things. On the left side is the magic meter. There's a number of items in the
game that use up magic, and this lets you know if you can use the item. Magic
can be refilled from magic pots dropped from enemies or broken things. Beside
the magic meter is your equipped item, and next to those are your Rupees, which
is money; bomb count; and arrow count. Of course, arrows are useless until you
have the Bow.

With that said, I think it's time to end off the controls for this. Anything
else I might need to cover will be talked about in the walkthrough.

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 /  \                        W A L K T H R O U G H                        /  \
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¯¯¯¯¯¯                                                                   ¯¯¯¯¯¯
When you start the game, you'll get the iconic title screen forming onto your
television. Leave it alone for a while afterwards and it'll tell you a bit of
backstory about the game. Hitting Start, you get to a file select. This game
uses a save system just like the previous two Zelda games before it, and it
also wants you to put down your name. The name you put down is what Link (your
main character) will be referred as by the characters in the game. So type your
chosen name in, pick the file, and boom, you're started!

                    _______________________________________
-------------------(           A Princess's Call           )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Link is sleeping soundly in his bed. He suddenly gets stirred awoken by a
a strange voice telepathically communicating to him, asking him to help her
out. It is Zelda. She tells him that Agahnim, an evil wizard, placed her
captive in Hyrule Castle and has done something with the descendants of the
seven wise men. You must hurry.

Link awakens and his uncle turns on the lights. He says he's just going to be
out for a while, and will be back by morning. He also says to not leave the
house, but screw that, we've got someone to save! Open up the chest to get the
Lamp! This is powered by Magic, which you can see how much you have in the
upper left corner of the screen. You're kinda empty right now though.
                              __________  ________
                              |         |/       |
                              |       LAMP       |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head out of the house. You'll need to head to Hyrule Castle that is just up
north, and as of now, you're pretty much railroaded there. Any paths that
aren't blocked off by the landscape, there are guards that prevent access. So
head down from this hill, and up to the north after heading west or east. It
doesn't matter if you take the dirt path nearby or the small wooded area just
west, you get to the same spot. Cross the bridge and you'll be at the foot of
the castle. It's guarded, of course, so head east, following the stone path.
At the end, pick up the bush surrounded by stone pavement to reveal a hole.
Drop down.

Just to the left is your uncle, and he appears injured! Talk to him, and after
a bit of half-hearted reprimanding for leaving the house, he gives you his
sword and shield, and teaches you how to use it. Just      __________  ________
press B to slash. Hold the button to charge a spin attack  |         |/       |
and release the button to unleash it. You can also attack  |  SWORD & SHIELD  |
by poking while holding B. Thanks, Uncle...it's time to    |      FOUND       |
save Zelda. Exit south. In the next room, you can head up  '\                 |
the ladder to just continue, but over to the right are a     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
couple of guards and some pots containing small magic refills, and a chest with
a Blue Rupee.

---------------------------
Hyrule Castle
¯¯¯¯¯¯¯¯¯¯¯¯¯
Either way, taking the ladder south gets you to the courtyard of Hyrule Castle!
Get past the guards and just head up to the front doors to officially enter the
castle. Finally. At any rate, if you press the X button, you'll now get the
dungeon map screen instead of the overworld screen. You'll get to see two
floors on-screen and can scroll through more floors. There's 2 floors and 3
basement floors, so let's get started. Your destination is to get to the
basement stuff, and you can take either left or right. You'll get to the same
place. Only obstacles that are there really are just guards. Nothing big. The
basement entrance will be marked by four statues and a spiral staircase between
them.

In this next room, you'll see a chest and a blue guard. Kill the guard and grab
the Key that drops from him. Open the chest to get the Map! Now you can see the
__________  ________  entirety of this place! Looking at the map, there doesn't
|         |/       |  seem to be too much at all in 2F and the lower two
|   DUNGEON MAP    |  basements, so this'll be pretty short. Head south through
|      FOUND       |  the locked door. In this next room, there's a big
'\                 |  bottomless pit, so don't fall down or you'll take damage
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  and re-appear where you last entered the room/screen.
Funny thing though, you can knock the guards into the pits with your sword.
Thrown pots can also kill them in one hit, so imagine that. Anyway, head south,
past the guards, eventually heading west to the next screen.

There's nothing much to this, it's a straight path. There's nothing special
about the ladders to the upper passage, at least not yet. Just take the door to
the north here. You'll see a locked door past a ladder to the north, and a
sealed door to the right. Kill the green soldier to open the right door, so
head through there, open the chest for the Boomerang, and defeat the blue
soldier for another Key. Head back, open the north locked door, and head
downstairs, then downstairs again.

You're now at the jail cells, and Zelda is there! Unfortunately a soldier and a
Ball & Chain Trooper is guarding her cell. Keep away from the Ball & Chain
Trooper until he does a large swing, then go in and slash  __________  ________
your sword. Rinse and repeat and he'll go down soon, and   |         |/       |
will drop the Big Key. Alternatively, you can use the      |     BIG  KEY     |
Boomerang in turn with sword slashes to do more damage in  |      FOUND       |
a shorter time. Anyway, this Big Key can open Zelda's      '\                 |
cell for this place, so unlock her cell door. After she      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
talks with you,
you will be escorting her out. She knows a secret passage
that we can take out of here. Now don't worry, she can't
take damage, so she's in no real trouble. Open the chest for some Rupees. Now,
just backtrace your steps until you're back at the first room of the first
floor. You can take a slight shortcut in floor B1 by taking the higher path
that'll lead right to the exit door, instead of having to pass those guards
again.

Once you're there, go up the staircase that's north to get to the throne room.
Take care of the blue guards, using the Boomerang if need be (you can't take
many hits at this point in the game), then head up past the king and queen
throne. Zelda will help you push aside the wall to reveal a secret passage!
Head inside. Immediately, darkness will surround you, but thankfully you have
your Lamp. You don't need to equip it to see, but it might be useful to go
ahead and do that now, since you can light lantern pots with it.

Throughout this room are Rats, which are fast little enemies that love to steal
Rupees. Be careful of them. For this room, you'll need to go up and right to
head downstairs. There are lanterns around you can light if you wish, but they
only stay lit temporarily. Once downstairs, you'll spot a ton of Ropes, snake
enemies! Careful, they can get pretty fast if they see you. Light up the room
so you can see them and use the Boomerang to help with taking them out. Or,
you can just dodge them and enter the next room.

In here, you're looking for a Key in a chest, which is on the right side of
this plus-shaped room. Careful of the Rope bombardment at the start. There's
also some Keese, bat enemies. Aside from those, just grab the Key and head
north through the locked door. At this point, Zelda will tell you that just
past these sewers is our destination. Head left, avoiding the Rats in the way.
In the next screen, the door is to the north, between two Keese. There's also a
bunch of Rats. You can avoid them easily by staying in the water, actually.

Next room up, you actually have an excuse to kill Rats this time, as one of
them holds the Key for the locked door up ahead. Kill it, grab the Key, then
continue. You'll finally be out of those dark rooms, so you can equip the
Boomerang for now. First thing you might notice is the cracked wall to your
left. You can't do anything about that yet, so just keep going...where you'll
see another cracked wall and some blocks. Just push the middle block up and go
upstairs. You're at the Sanctuary, pretty much! Just ignore the Rats and head
south.

The last room before you're home free. Zelda tells you to pull the switch to
open the door. Problem is...there's two switches. One of them's a trap switch,
which unleashes a bunch of Ropes. Pull the one on the right. (Hold A and then
hold down.) You're finally at the Sanctuary...! It actually looks like a
church, but back then Nintendo didn't want religious references in their games.
Anyway, Zelda is now safe, and you're told that Agahnim has to be stopped
before he releases the seal on the seven wise men. The only way to stop him is
to use the legendary Master Sword, and the village elder may be able to know
more. The place where he can be found is now marked on your map, which you can
see as a flashing "x" when you bring it up once outside. Open the chest just by
you to get a Heart Container! Your health is now increased to four hearts. Not
a bad reward. Exit the chu--I mean, Sanctuary.
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
========================
ITEM SUMMARY
¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT:
- Fighter's Sword
- Fighter's Shield
- Green Jerkin

INVENTORY:
- Boomerang
- Lamp

MAGIC BOTTLES:

HEALTH:
- 4 Heart Containers

                    _______________________________________
-------------------(           The First Pendant           )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
So, back outside again. Bringing up your map, you'll find a flashing "x" mark
over at the village to the west. So that's where we need to head to. Just
follow the path west, you'll get there. You'll eventually get just north of it.
There's a Fortune Teller's House here, it basically just tells you what you
need to do in the story currently, at the cost of some Rupees. Just enter the
village.

---------------------------
Kakariko Village
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reading the sign next to the house here, we apparently find out that we're
considered a criminal who kidnapped Zelda. This is Agahnim's doing, but the
citizens don't know that, so be careful who you talk to here, they might call
out soldiers. However we need to find someone who has information about what to
do, as the mark on our map says. The old lady at this large northern house
gives you some info, but she doesn't know where the old man, Sahasrahla is. She
tells you to search the rest of the village.

Alright...head west from here to the northwest corner of the village to see a
well and a cave entrance. Head onto the piece of land above the well and drop
__________  ________  down into said well. (Just press a direction against a
|         |/       |  cliff when on it.) Inside, you'll find a chest with some
|      BOMBS       |  Bombs! Yay! The three other chests each have a Red Rupee
|      FOUND       |  inside, so that's 60 Rupees. Now before dropping, look at
'\                 |  the north wall. Part of it is discolored. Place a Bomb
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  there and stand back, as the Bomb's  __________  ________
explosion can hurt you. The wall will blow away to reveal  |         |/       |
an entrance! Head inside and open the chest for your 1st   |  HEART PIECE #1  |
Piece of Heart! This is a segmented Heart Container.       |      FOUND       |
Collect four and you'll complete a Heart Container, which  '\                 |
will give you another heart to your health meter! Now exit   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
the cave. Just south of here, there's a guy sitting next to a few pots that you
can't break. Talk to him and he'll try to sell you a Magic Bottle for 100
Rupees. If you don't have enough, read the next paragraph so you can get some
more Rupees. But if you do, go ahead and take the deal! There are four Magic
Bottles in the game, and they can store a variety of helpful things, such as
medicines.
                              __________  ________
                              |         |/       |
                              | MAGIC  BOTTLE #1 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now, adjacent to the large house with the old lady is a small hideout. Enter
inside and go to the basement. There's a bunch of treasure chests here! But
__________  ________  there's a block maze...first though, bomb the discolored
|         |/       |  north wall and enter for yet another Piece of Heart.
|  HEART PIECE #2  |  Return to the mess of blocks and chests. First, push the
|      FOUND       |  block right of the top-right chest down, then the one in
'\                 |  front of said chest left. Open the chest for a Red Rupee.
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  Now, of the top two blocks, push the right one down, then
the other left. Of the three blocks just below the top left chest, push the
right one down, then the left one down, and then the middle one right. Open the
chest for a Red Rupee. Now you can open the other two chests down below for two
more Red Rupees. Now there we go, if you didn't have enough Rupees to buy the
Magic Bottle, you do now, combined with the 60 from the northwest cave. Exit
this hideout.

Head to the south side of the village. The rest of the people seem to run away
calling for help if you talk to them, and one guy who runs off before you can
even speak to him. At the very south is the Bar, which is the (vertically)
longest building. Enter from the back and open the chest for yet another Magic
Bottle. Exit, then enter the building just north. There's a sick kid. Talk to
him and he will lend you his Bug Catching Net. With this, you can catch things
and put them in one of your Bottles. Nice!
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  | MAGIC  BOTTLE #2 |   | BUG CATCHING NET |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Just west of the Bar is what seems like a shack, but is actually a shop. You
can buy Recovery Hearts, Bombs, and Medicine of Life. You might want to stock
up on Bombs. You can only carry 10 at the moment, so don't overstock. The boy
next to the shop, surprisingly, knows the whereabouts of Sahasrahla. Reason
why? The boy is Sahasrahla's grandson. He's over at the east, and marks his
location on your map. Nice. Before leaving, there's a couple more things you
can do. Enter the home that the old lady is in front of. Once inside, you'll
notice that part of the wall to the right seems cracked. Bomb it and head
inside for a secret storeroom! There's 10 Arrows inside the chest, but
unfortunately you can't use Arrows yet. At least you can get them in your
inventory for later. Exit the house, then head south to what I call the
suburban section of the village. Yeah...

Down here is a small library, a guy who holds a minigame, and a house that
extends to the next screen to the west. The minigame mentioned is just to
simply open one treasure chest out of three to get a prize. It costs 20 Rupees
to play, but there's nothing too significant to win there. Enter the last house
mentioned. (The one that extends to the next screen.) Inside are two brothers
quarreling. They sealed off the entrance to each of their rooms, so force them
to get along by destroying personal property! Bomb the cracked left wall, walk
through, and exit the other way. Here, you'll find that a maze race is being
held. You need to get to the end in 15 seconds to win a prize. From the girl,
head up and slash bushes. Pass the first turn and take the next. Slash the
bushes in the westmost path and go through there, then get under the sign.
Press down until Link hops over the fence, and then talk to the guy at the end.
If under 15 seconds, you get the Piece of Heart!
                              __________  ________
                              |         |/       |
                              |  HEART PIECE #3  |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------
Hyrule Field
¯¯¯¯¯¯¯¯¯¯¯¯
Now look at your map. The next destination is shown in the mess of cliffs on
the east side. Now look at the center, below Hyrule Castle. That's your house.
A little south from there are some ponds, with a small building on one of them.
Head over to that small building. Once there (dodging a few soldiers), enter
said building. You'll find a chest blocked by three blocks. To get the chest,
push the left and right blocks up, then the middle one to the side. The chest
has three Bombs, so I might suggest leaving it for now, at least until it won't
be a waste to collect them. To enter the door behind the chest, push the middle
block up, then either the left or right block to the side. In this next room,
there's an Anti-Fairy and two handles to pull. Pull the right one and the water
flow will be opened! Exit, and you'll see that the water outside has drained,
revealing another Piece of Heart! That makes a complete Heart Container now!
                              __________  ________
                              |         |/       |
                              |  HEART PIECE #4  |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------
Eastern Canyon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now, there's another item we can get, but I think that's enough for now. The
item's unnecessary right now anyway. So! Head over to Sahasrahla's house. Just
head east from Link's house, north up the bridge, east, then north. (Before
heading north into the canyons, there's a Great Faerie Fountain where you can
restore your health.) If you head east and then south into the secluded area,
you can find a Faerie Fountain, which might actually be useful. Head there
(southeast corner of the secluded area) and use the Bug Catching Net to capture
one for one of your Magic Bottles. Now, what a bottled Faerie does, is if you
fall in battle, the Faerie will revive you! It's a one-time use, but it's still
helpful. Of course if you use the bottled Faerie, you'll release it and use it
to refill health. At any rate, your destination is the house marked by the "x"!
Go there! Just head north from this place's entrance from said bridge
beforehand. The house is at the bottom of a bunch of circular paths.

Inside is Sahasrahla...and a very tempting cracked wall. Talk to him and he
will say that in order to get the Master Sword, you need to win the three
Pendants. He tells you to get the Pendant of Courage in the East Palace nearby,
and says to return here once you have it for a special artifact. Now bomb the
cracked wall. Inside, you'll find three chests. Two of them contain 50 Rupees
each, and the middle one contains three Bombs. Again, might save that one for
later if you're stocked up. Exit the house.

Now when you bring up your map, you'll see that locations of all three Pendants
as well as the Master Sword have been marked on your map. Extremely convenient!
And yeah, the Master Sword is hidden in the maze that is the forest in the
upper left corner. Anyway, Eastern Palace is practically next door, so head up
the stairs and go east, down. You should be next to an Armos, southeast of the
old man's house. Continue east. Next to the bird head statue, go down, then
head up the longer set of stairs just east. Go up the next set of stairs and
you'll be at the foot of the Palace. It should be self-explanatory from there.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Eastern Palace
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Welcome to your first real dungeon, the Eastern Palace. There are three
doorways, and one of them's closed. The two doors lead nowhere right now, so
pick up the pot in front of the closed door to find a switch. Step on it and
the door will open, so head in. Get past the Popos to the next room. In this
room, you have an obstacle of getting past a bunch of lead balls that are
rolling toward you. There's an occasional huge one that you can't squeeze past,
and will instead have to duck into one of the many notches. But, once you're on
the other side, head left and follow the path to a chest and some pots. You'll
get 100 Rupees from the chest alone. Once you're done there, backtrack and head
north through the doorway.

You'll come to a large room, but you can't access the lower area from here.
There are two passages you can take. For now...take the right one. Open the
door by stepping on the slightly-disguised floor switch behind the pots. In
here, kill or pass by the Stalfos and Popos, and take the upper right door.
Next room, lift the middle pot for a hidden floor switch. Step on it to open
the door below, head through. Open the chest for the Map! Awesome. Drop down
and head through the left door, then backtrack to the large room.
                              __________  ________
                              |         |/       |
                              |   DUNGEON MAP    |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Take the left door this time. Again, pick up the pots blocking the floor switch
so you can open the door. In the next room are some Stalfos. They like to jump
away and can't be stunned by the Boomerang. For now just continue west, and
you'll get to a bone-filled room where you'll be locked into battle with a few
Stalfos. Kill those (they don't jump away to the Boomerang, so use that or
throw the pots) and continue. You'll find a chest and a way still forward. The
chest contains the Compass, which tells you where the boss can be found! It's
somewhere in the top left of the second floor...alright. Continue east, you'll
see a triangle tile. If you talk to it, Sahasrahla will telepathically speak to
you. Interesting, but head east again. South doesn't lead anywhere really, it
seems like an exit than an entrance.
                              __________  ________
                              |         |/       |
                              |     COMPASS      |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The next room has a big treasure chest. Unfortunately you can't open it without
the Big Key. The two big grey pots lead to a hidden Faerie room, just in case.
If you need one, drop down into one of them from above. Other than that,
there's nothing to do in this room, so head east again. From this next room,
head south, climb the ladder, and enter the dark room ahead. In here, find the
floor switch while dealing with Popos and the Anti-Fairies to open the door to
the east. Head in there. Careful of the Stalfos in the dark, and pick up pots
until you find a Key. Grab it, then head back. Open the locked door to the
west. Cross the bridge over the lead ball obstacle course, then in the next
room, kill all the enemies, including the Rocklops. (Throw a pot at its eye for
an easier kill.) Once they're gone, the Anti-Fairies surrounding one of the
pots will disperse. Carefully get to that pot and pick it up. Step on the
revealed floor switch and a chest will appear. Open it for the Big Key! This'll
be used to unlock ANY big lock, and isn't one-time use like regular Keys are.
Head north.
                              __________  ________
                              |         |/       |
                              |     BIG  KEY     |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From here, head down the stairs, push the right block up, and you'll be where
the triangle tile is! Head east back into the room with    __________  ________
the big chest. Open the chest and you'll get the Bow! Now  |         |/       |
you can use those Arrows! Just equip the Bow and press Y   |       BOW        |
to fire one. Use the Big Key again to open the north door  |      FOUND       |
ahead, and quickly...some Stalfos drop down and attack by  '\                 |
detaching their heads and flinging them at you. This next    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
room is dark and filled with Popos and a couple of Rocklops. Kill all of them,
including the Rocklops by firing Arrows at their open eyes, and you'll get a
Key. Before continuing to the next floor, take the right doorway. Inside are a
bunch of Blue Rupees with a couple Anti-Fairies to take out. In case you're
wondering, no you can't kill Anti-Fairies yet. Grab the Rupees, exit, then use
the Key to open the locked door to the left. Head upstairs.

In here, pick up the pots while avoiding the Anti-Fairies to find a floor
switch. Step on it and enter the next room. Kill all the Rocklops, and hit the
floor switch on the bottom to open the next door. In here, find the correct
floor switch while dodging all the lead balls, and continue left. In this last
room before the boss, kill the Stalfos, and then kill the red Rocklops with two
Arrows to the eye. Head up to the next room. Kill the Popos with a well-placed
spin attack, then shoot down the two red Rocklops. Enter the newly-opened
doorway...

---------------------
BOSS: Armos Knights
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You'll get to fight six Armos Knights, which are larger versions of the Armos
you saw surrounding the eastern palace outside. This fight is pretty basic,
they all hop around in circles and other various forms, so try to avoid getting
hit. They can be downed with five sword strikes or three Arrows each. Once the
last one is left, it'll turn red and actively go after Link in an attempt to
stomp him. The number of hits needed to kill this one remains the same.
---------------------

Once the boss is taken care of, a Heart Container will appear. Pick it up, and
then pick up the Pendant of Courage. You cleared your first real dungeon!
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
========================
ITEM SUMMARY
¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT:
- Fighter's Sword
- Fighter's Shield
- Green Jerkin

INVENTORY:
- Bow
- Boomerang
- Bomb
- Lamp
- Bug Catching Net

MAGIC BOTTLES: 2

HEALTH:
- 6 Heart Containers
- 4 Heart Pieces (0/4)
(The #/4 shows how many Heart Pieces you're away from a full Container)

                    _______________________________________
-------------------(          Playing With Power!          )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Well, now that you've cleared the Eastern Palace and have gotten the Pendant of
Courage, return to Sahasrahla. It should be easy to get to him from here. He
__________  ________  will tell you of the Knights of Hyrule and will give you
|         |/       |  the Pegasus Shoes! Now whenever you hold A, you'll start
|  PEGASUS  SHOES  |  running fast with the sword out in front. You don't need
|      FOUND       |  to equip it with Y. Exit his house, then get out of this
'\                 |  canyon area. Bringing up your map, you'll notice a big
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  lake in the southeast corner. That's Lake Hylia, head
there from the swamp area south of Link's house. You'll need to get to the
southern side. The north side just has a shop and Fortune Teller's house. Once
at the southwest shore of Lake Hylia, look for a cracked wall in the north
mountainside. Bomb it, then head inside. Kill the Mini-Moldorms with the help
of the Bow, and head in to find a thief with three treasure chests. Talk to
him and he will give you a whopping 300 Rupees to keep this place a secret. You
can also open the chests he has for Bombs, Arrows, and two Red Rupees. Dang,
that's quite a hoard. Exit the cave.

Head east from here, avoiding the Buzz Blob enemies that electrocute you when
you try to attack it with your sword. Once at the southeastern corner, start
heading north. On the north side, you'll find a cave entrance, which appears to
be quite icy and cold. Inside, bomb the north wall and you'll open a Faerie
Fountain. Ram into the statue with your Pegasus run (I'll refer to this as
"Dash attack" from now on) to release a special bee! If you catch this, it'll
go after any enemies on-screen and will then wait around to be caught again
after killing them. Kinda nice. Next door...there's a chest that you can't get
to from here. So exit. You'll probably notice by now that there's a cracked
wall next to the cave. Bomb it. Head through to the chest and open it for the
Ice Rod! This item lets you shoot blasts of ice at enemies, but at a big magic
cost, so try not to abuse it.
                              __________  ________
                              |         |/       |
                              |     ICE  ROD     |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Exit the cave and backtrack. Head toward the canyons where Sahasrahla and the
Eastern Palace are, but instead of entering them after passing the bridge over
the river, continue north past all the Octoroks, heading to the north side of
the canyons. (Fun fact: There's a Great Faerie Fountain to restore your health
on the northeast corner of the swamp area, which is called the Great Swamp.)
You'll find a Witch's Hut! The one outside is mixing mushroom brew, so she
might need some mushrooms...head west ALL the way to Kakariko Village. You can
use the wooden bridge nearby to cut across. Once there, head north into the
Lost Woods.

---------------------------
Lost Woods
¯¯¯¯¯¯¯¯¯¯
This is a pretty brief visit. Once you enter, just head in the general north-
west direction. You should come to a mushroom that's dancing a bit. Pick this
up, then exit. (For clarification, if you reach a little opening with a small
log hut and some bushes, take the lower west passage.)

---------------------------
Kakariko Village
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head south to Kakariko Village. Remember that guy who ran away from you before
you could even talk to him? Well, with the Pegasus Shoes, catch up with him!
Unfortunately all he does when you catch up with him is that you can use your
Pegasus Shoes to ram into trees and other things to knock items down. Anyway,
head south to the suburbs. Remember the library I mentioned before we tackled
the Eastern Palace? Head in there. You'll notice quite clearly a green book on
top of one of the shelves. Use a dash attack to knock it down and grab it. This
is the Book of Mudora! Using it allows you to translate the ancient written
Hylian language. Nice!
                              __________  ________
                              |         |/       |
                              |  BOOK OF MUDORA  |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In case you're wondering, the good book is needed to help open the way to the
Desert Palace, as well as get some cool items later on. At any rate, you have
the Mushroom now, so head back to the Witch's Hut. Talk to the witch outside
and give her your Mushroom. She says to head back later for "something good."
Alrighty, wonder what that could be? In the meantime while we're waiting, it's
a good idea to tackle the next dungeon. Head towards Link's house, then down to
the Great Swamp. Go west to make your way towards the Desert of Mystery. It's a
fairly straightforward path, just kinda zigzags a bit. There's a Great Faerie
Fountain along the way.

---------------------------
Desert of Mystery
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once in the desert, just head toward the north end while avoiding Vultures and
Geldman (sandmen) creatures. At the northeast corner, you'll find a cave. Enter
and follow it to an old man. He's not of importance        __________  ________
though, bomb the south wall and head in to get a Piece of  |         |/       |
Heart! Exit the cave, and head west. Eventually you'll     |  HEART PIECE #5  |
reach an altar with some Hylian text to translate. Get up  |      FOUND       |
to it and use the Book of Mudora to figure out what it     '\                 |
says...in order to enter the Desert Palace, you must make    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
your wish here. And so, that's what Link does. After the little jingle and Link
stops moving, press the A button and you'll see the statues arranging
themselves so that you can enter the dungeon! Head inside.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Desert Palace
¯¯¯¯¯¯¯¯¯¯¯¯¯
As soon as you enter, you'll be assaulted by Leevers. Just head north. There's
a TON of ways to go from this one multi-screen room alone. I mean jeez. Go to
the northwest corner here. You'll see two doorways. Enter the north one. Avoid
the Beamos and use a dash attack to knock the Key off of one of the pillars
here. Head east from here now, and enter the next doorway (or the next one to
the east, leads to the same room). In here, kill all the creatures, then check
under the pots for a floor switch. Step on it to make a chest appear, open it
for the Map! Noice. Exit the room and head east.
                              __________  ________
                              |         |/       |
                              |   DUNGEON MAP    |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The north doorway is just a trap room, all that's there are purple Leevers and
a red Debirando, so head south. Open the locked door with your Key. (The lower-
right door leads to an exit of the dungeon, you don't want that.) Kill the
__________  ________  Popos while avoiding the Beamos' laser fire to open the
|         |/       |  door ahead, and open the chest for the Compass! Enter the
|     COMPASS      |  door. Now make your way past the     __________  ________
|      FOUND       |  cannons that shoot the lead balls,   |         |/       |
'\                 |  and open the chest at the end for    |     BIG  KEY     |
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  the Big Key! Now you can open all    |      FOUND       |
big doors. Head back to the large room and go to the       '\                 |
northwest corner. Enter the west door. In here, pick up the  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
top left pot to find the floor switch. Trip it to open the doors, then head up
for the big chest! Open it for the Power Glove! Now you can pick up rocks and
giant white boulders! Now you're playing with power!
                              __________  ________
                              |         |/       |
                              |   POWER  GLOVE   |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Exit these rooms back to the main room, and head south. Take the southwestern-
most doorway. In here, before taking the exit here, push the block third from
the left to open the door to the north. It's an in-dungeon Faerie Fountain,
which might be desperately needed considering how many enemies are in this
dungeon. At any rate, once you get refreshed there if needed, take the exit
doorway. Once outside, head south down here (be careful not to drop) and you
will have a free Heart Piece! Nice. Head back north, and up around here is an
entrance back to the dungeon, but in the 1st floor...as opposed to the basement
floor. Just pick up the rocks to get in.
                              __________  ________
                              |         |/       |
                              |  HEART PIECE #6  |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Back in the dungeon, on the set of three blocks to the right, push the middle
one up to open the door. Head in. In here, you'll have to dodge a bunch of
sentient floor tiles...so do it. You can't block them with your shield. While
you're doing that, pick up the pots around the room until you find a Key. Use
it to unlock the door ahead. Go upstairs. Once at the 2nd floor, go south to
the next room. Kill the Popos while dodging the Beamos' fire, then head east.
In this room, be careful, as there's three Beamos...kinda annoying to dodge
them all, especially when there's a blockade of pots you'll have to deal with.
One of the pots hides a Key too, which you'll need to enter the door ahead. So
grab it and continue. In this final room, you'll have to dodge Floor Tiles
while finding a Key again. Just pick up the pots until you find it, then head
out of there. In this last room before the boss chamber, pick up the pots for
some pickups, and kill the red Rocklops. Now light all the lanterns here with
your Lamp and the wall will slide away, revealing the boss door. Head in...

---------------------
BOSS: Lanmola
¯¯¯¯¯¯¯¯¯¯¯¯¯
This is a trio worm boss that dwells in the sand. The three worms jump from the
sand, also spreading bits of rock in four directions. Be careful of that. Just
dodge them and use either Arrows or the Ice Rod. The Ice Rod works well, as
it's a desert type enemy and is weak to said element. Don't worry about its
magic consumption, because you get a complete magic refill after beating a
dungeon boss. You can also use the sword, but it's a bit more risky to approach
it that way. Once two of the Lanmolas are gone, the third one will become
faster and create more rock bits when surfacing, so just be a little more
cautious and you should make it.
---------------------

Grab the Heart Container, and you will also get the Pendant of Courage. One
more Pendant and you can grab that awesome Master Sword!
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
========================
ITEM SUMMARY
¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT:
- Fighter's Sword
- Fighter's Shield
- Green Jerkin
- Pegasus Shoes
- Power Glove

INVENTORY:
- Bow
- Boomerang
- Bomb
- Ice Rod
- Lamp
- Bug Catching Net
- Book of Mudora

MAGIC BOTTLES: 2

HEALTH:
- 7 Heart Containers
- 6 Heart Pieces (2/4)

                    _______________________________________
-------------------(            Gaining Wisdom             )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
One final pendant to collect, but there's a few pretty important things that we
can do as well. Start exiting the Desert of Mystery. Along the way, on the zig-
zag path, you can test the Power Glove's might by getting near one of the large
white boulders and holding A. Link will eventually lift them and be able to
throw them away. A thief's cave is inside, but all he does is tell you about a
cave at Lake Hylia. Each of the pots holds a Blue Rupee though. At any rate,
head up to the north side outside Kakariko Village. Start heading east. Past
the small body of water and once at the sign that says "<- Kakariko Village",
go north a little, onto the raised plateau, and then head east. Do a dash
attack on the five rocks stacked on top of each other, then head down the cave
to find a Piece of Heart! Exit and head towards the Witch's Hut.
                              __________  ________
                              |         |/       |
                              |  HEART PIECE #7  |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
By now, that Mushroom you dropped off should be turned into something useful.
__________  ________  Enter the hut, and if you see a satchel, awesome! Pick it
|         |/       |  up to get the Magic Powder! With this, you can sprinkle
|   MAGIC POWDER   |  it on anything to turn up weird results. It's not exactly
|      FOUND       |  a necessary item, but it's fun to have, anyway. At any
'\                 |  rate, to the right of this hut is a large white boulder.
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  Lift it, and continue along that path. A bunch of Buzz
Blobs infest this area, so just continue. You'll eventually enter Zora's Lake.

---------------------------
Zora's Lake
¯¯¯¯¯¯¯¯¯¯¯
This is a bit of a secluded area. You'll have to traverse the shallow parts of
the water. Careful of the countless River Zoras, especially the ones that pop
up and walk toward you. Although those ones, when defeated, always give you
Bombs. Since this is a tiny bit of a maze, follow these instructions: follow
the path until the fork, which is very soon. Take the north passage. You'll see
a Piece of Heart on a ledge to the right, but you can't get that from here.
Continue. You'll curve to the east, and eventually reach another fork. Go south
as far as you can and follow this path. You'll eventually reach a waterfall
where King Zora lives. He'll emerge to talk to you, and will egotistically ask
what you want from him. Ask him for "the flippers" and he will sell them to
you for a whopping 500 Rupees. Thanks to the places I pointed out that give out
tons of Rupees, you probably have well more than that, so go ahead and purchase
the Zora's Flippers.
                              __________  ________
                              |         |/       |
                              | ZORA'S  FLIPPERS |</pre><pre id="faqspan-2">
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now that you have these, you can step into deep water without drowning! Swim
south (pressing A to go faster) and down the small waterfall. Look for some
land, and head west to that Piece of Heart you found before! Go and grab it,
then make your way to this place's exit.
                              __________  ________
                              |         |/       |
                              |  HEART PIECE #8  |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------
Hyrule
¯¯¯¯¯¯
Back out in the main of Hyrule, there's something right by the entrance to
Zora's Lake, and it's hidden in the waterfall. Just swim into it. Welcome to
the Waterfall of Wishing. Here, you can throw any item you please into the
fountain, with the Great Fairy returning said item to you, but there are three
items that are changed/upgraded if you are honest to her. First, toss the
Boomerang in there. (Choose it with D-Pad then press Y.) She will give you an
upgraded version of the Boomerang if you tell her you dropped it there! This is
the Magical Boomerang! This can be thrown farther and faster than normal. Exit
and re-enter. This time, throw your shield in there. Tell her you threw that in
there and she will give you the Red Shield, an upgraded shield! Now with this,
you can block fireballs! One final thing, but it's not as necessary. Tossing an
empty Magic Bottle in there will give you a refill of Green Potion. Kinda nice.
Anyway, exit.
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  | MAGIC  BOOMERANG |   |    RED SHIELD    |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
With two items upgraded (for free!), there's a couple things we can do now that
the Zora's Flippers are ours. Remember the stone bridge that's between Link's
house and the way to the eastern canyons? Well, you can swim under there for
something neat. To do that though, you'll have to get into Lake Hylia. There's
a place you can do that just south of the bridge though. Once there, you'll
find a guy who pitched a tent down here! This definitely does seem to be a nice
place to camp out. Head over and talk to him and, out of sheer gratitude (and
he seems to know Link), he gives a Magic Bottle! Nice! With our third bottle in
hand, head back to Lake Hylia.
                              __________  ________
                              |         |/       |
                              | MAGIC  BOTTLE #3 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------
Lake Hylia
¯¯¯¯¯¯¯¯¯¯
You'll notice on the map there are two islands in the lake. The smaller one has
a Piece of Heart but that can't be gotten right now. The larger one is what
you're interested in. Get on and head inside the cave. This is the Wishing
Well! Throw some Rupees in to decide your fate, and to increase your Happiness
Points. If your fate is Great Luck, then the next 10 enemies you defeat will
always give you drops. If your fate is Big Trouble, the next 10 enemies you
defeat will never give you drops. The other two fates don't do anything.
However, if you acquire up to 100 Happiness Points (or throw in 100 Rupees, to
translate), Venus, the Queen of Faeries appears. She will then ask you which
do you want to upgrade your capacity with: Arrows or Bombs.

Letting her do so will increase the capacity to five. Every 100 Rupees you
deposit will let Venus appear so she can increase one or the other's capacity
again. The maximum count for Bombs and Arrows you can carry are 50 and 70,
respectively. And with the last capacity upgrade for each increasing the number
by 10 instead of 5, you'll have to spend 1400 Rupees to fully upgrade both your
Bombs and Arrows. Depending on the person (and your situation in-game, maybe),
this might be totally worth it, or a complete ripoff. Either way, that's what
this Wishing Well is for. If you want to use it to upgrade your capacities,
it's here. I won't tell you when to go back here (unless it's actually
important), so you can do this on your own reason. I just pointed this out
here. Oh, the wall to the east can be blown up to reveal a smaller Faerie
Fountain. Good to know that's there too.

At any rate, with that covered...I think it's high time to head towards
getting the last Pendant. You'll need to head up to the entrance to Death
Mountain, west of the Sanctuary. Seems like a long way, but...swim east from
this island to the next screen. You'll see a whirlpool there. I didn't mention
it here, but the King Zora mentioned that you'll be able to use their special
whirlpool transportation. Use that whirlpool and you'll get warped straight to
the pool of water right where you need to be. Really cool! From here, head
north, as you're going to enter Death Mountain...sounds ominous. Before that
though, further north you may notice a couple of weird people sawing down a
tree. Their significance is for later, I just wanted to point that out. The
entrance to Death Mountain is blocked by a large white boulder, so pick it up,
throw it, and enter the cave.

---------------------------
Death Mountain
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The famous Death Mountain. You're in it. Anyway, this cave is dark and a bit
maze-like, so drop down. Head east, south, north, and east to find an old man.
Talk to him and he will ask for you to take him out of here. Enter the passage
behind him. He will then ask you if you're looking for the Golden Power. Um...
not really, but now we're interested. In any case, he says to take a right, so
do so. Just keep heading east, and you'll get to another fork. He says to take
a right, but by the player's direction, there is no right. He means that from
where Link is facing, go right...so it's south. He says his granddaughter,
about Link's age, has been kidnapped by the King. Maybe it's Zelda...or it
could just be a random maiden that was kidnapped. At any rate, head south here
past the Keese and you'll be back outside! Dodge the falling boulders and the
Deadrocks, and when you get to a cave entrance, the old man thanks you for
escorting him and will give you the Magic Mirror!
                              __________  ________
                              |         |/       |
                              |   MAGIC MIRROR   |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This item won't do much right now...but it will be helpful a little later on...
Head inside the cave the old man just went in to, he can heal you if you talk
to him. There's also a passage in his sanctuary, which leads to the same place
if you continued outside, though this is FAR safer, so I recommend heading
through this cave. There are just Keese in here while outside are falling
boulders that are quite hard to dodge, I find. Anyway, once out (it's a south
entrance in the dark maze-like room), head west. As a side note, the Deadrocks
can be turned into Slimes if sprinkled with Magic Powder, which is actually the
only way to defeat them.

At any rate, heading west gets you to a ladder and a cave that'll lead back to
Kakariko Village. Head up the ladder, and you'll be done with the falling
boulders. Phew. Anyway, at the top, you'll be next to a rock formation called
Spectacle Rock. There's an entrance here...and two cave entrances you can drop
down to. Drop down to the east cave entrance and enter. Follow the path and
you will eventually reach a Piece of Heart! Grab it, talk to Sahasrahla through
the tile if you want, and drop down. You'll fall onto the pathway you had to
pass under. To the right is a Faerie Fountain, to the left is the exit...and a
bunch of Mini-Moldorms. Exit this cave, drop down, head up the ladder again.
                              __________  ________
                              |         |/       |
                              |  HEART PIECE #9  |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head past Spectacle Rock now, to the east. (The cave at the center of Spectacle
Rock just leads to the same room as the Heart Piece was, but unreachable on
this side.) You'll eventually get to an odd, blue, glowing tile. Step on it...
and you'll be transported to a weird mirror dimension...and you're a helpless
bunny somehow! You can't do anything while as a bunny, unfortunately, except
use the Magic Mirror. Head a little west and you'll see an imp-faced person
kicking around a happy pink blob. Both of those are actually residents of the
Light World, changed to represent their souls. So since Link is pure and
innocent...yeah, he's a bunny. Does that mean he also has an awesome sex life?

...Moving on, see the lighter-colored part of the ground? Spectacle Rock is
here in the Light World. Step on here and use the Magic    __________  ________
Mirror. You should be on top of Spectacle Rock, where a    |         |/       |
Piece of Heart awaits! Grab it, then jump down to the      | HEART  PIECE #10 |
north. Just up ahead is the Tower of Hera, where the       |      FOUND       |
Pendant of Courage is hidden. There's paths to the left &  '\                 |
right, but the right one is blocked off, while the left      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
just leads to a tablet that you can't do anything with. You can translate its
text with the Book of Mudora, but you need the Master Sword to do anything with
it. So, only thing left to do...enter the Tower of Hera...

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tower of Hera
¯¯¯¯¯¯¯¯¯¯¯¯¯
Welcome to the Tower of Hera. This has six floors, and also contains possibly
the most annoying boss in the entire game. At any rate, there are also color
switches. Hit them and certain colored blocks will rise or recede from the
ground, which will prevent some access. First up, before heading down, head to
the north side of this room to immediately find the Map of this dungeon. With
that in hand, take the left staircase here, going downstairs. Kill the Stalfos,
then hit the switch so you can get the Key. Head back up.
                              __________  ________
                              |         |/       |
                              |   DUNGEON MAP    |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I should note that, if you use the Magic Mirror when in a dungeon, it'll warp
you straight to the beginning of the dungeon. So yeah. With Key in hand, use it
to head through the locked door to the north to go downstairs. In here, you'll
have to dodge a floor tile trap completely, so be agile here. Once all the
sentient floor tiles have been spent, the door will open, so hit the switch if
the blue blocks are up and head through. In here, hit the switch and kill the
Mini-Moldorms...though it's actually easier if you do it the other way around.
Head south when you're done. Kill the two Stalfos (they're red, they can throw
bones at you) and light the torches to make a chest appear. Open it to get the
Big Key! Wow, already? Backtrack to the 2nd floor, then head upstairs. (Just
use the Magic Mirror.)
                              __________  ________
                              |         |/       |
                              |     BIG  KEY     |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Up in the third floor, defeat the three Hardhat Beetles to open the door ahead.
Be careful not to fall down. Once opened, head through. Kill the Hardhat
Beetles here, and depending on which block is down, head through the big door.
If the blue block is up, step on the star panel to switch the pits and allow
entry. If the red block is up instead, then you don't need to do that. Up in
here, follow the path east, past all the pits to upstairs. Again, depending on
the current block that's up, you may or may not need to step on the lit star
panels to switch the pits. Either way...you'll get upstairs. Make sure that the
blue blocks are up though, if you want a small special thing accessible.

Now the fourth floor is one big room. This is also where the dungeon's treasure
is. Head south, throwing pots at the Mini-Moldorms for easy kills. You'll see
__________  ________  a small chest. Open it for the Compass. Now, the big
|         |/       |  treasure is up ahead, but it's kinda blocked off...and
|     COMPASS      |  the star panels don't do much. Just make sure that there
|      FOUND       |  is a pit surrounding the big chest. It'll be important.
'\                 |  For now though, head upstairs. Once here, there are a
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  bunch of Hardhat Beetles and pits, so be careful. Also,
the walls look cracked, but none of them can actually be blown up. Finally,
there's a huge mess of pots on the right side. If you hit the switch down at
the third floor and made blue blocks go up, these will be accessible, so go
wild. They're all heart refills, so you may want to keep them, since the boss
is just upstairs. Anyway, hit the lit star panel here once the Hardhat Beetles
are gone to switch the pits. You're looking for a pit a bit north of a larger
center one, which THAT one is next to a bumper. Drop down this smaller northern
pit, and you should land next to star panels on the lower floor. That is, if
you drop from the north. Once you're down there, open the big chest for the
Moon Pearl!
                              __________  ________
                              |         |/       |
                              |    MOON PEARL    |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now you're protected from the Golden Power's magic...which is actually the
effects of the Dark World. So yeah, no more turning into a bunny just for
entering the Dark World. Head back upstairs, then upstairs again from there, to
meet...

---------------------
BOSS: Moldorm
¯¯¯¯¯¯¯¯¯¯¯¯¯
I really don't like this boss. This is basically a giant version of the Mini-
Moldorms you've been facing before, except this one's only vulnerable at the
tail. Not only that, but the battle arena is surrounded by a pit, with also a
small one off-center. Which means if you fall off you'll have to start the
entire battle over again. When either getting hit or hitting Moldorm, you get
pushed back as well. Another problem is that, depending on where you're knocked
down, you may be dropped more than just one floor down. To make matters worse,
Moldorm has to be hit six times to defeat it, and it gets faster every time you
damage it. Yeah. There's not much I can say about strategy, you'll just have to
be quick with those movements and reflexes so you can avoid getting knocked
down.
---------------------

After finally taking down this terrible boss, grab your well-deserved Heart
Container and the Pendant of Wisdom shall be yours! Phew...with all three
Pendants collected, it's time to get the sacred Master Sword, to defeat
Agahnim...
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
========================
ITEM SUMMARY
¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT:
- Fighter's Sword
- Red Shield
- Green Jerkin
- Pegasus Shoes
- Power Glove
- Zora's Flippers
- Moon Pearl

INVENTORY:
- Bow
- Magic Boomerang
- Bomb
- Magic Powder
- Ice Rod
- Lamp
- Bug Catching Net
- Book of Mudora
- Magic Mirror

MAGIC BOTTLES: 3

HEALTH:
- 9 Heart Containers
- 10 Heart Pieces (2/4)

                    _______________________________________
-------------------(           Defeating Agahnim           )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You now have all three Pendants in hand...it's time to grab the Master Sword.
As you remember in your map, it's in the Lost Woods at the northwest corner of
Hyrule. Start heading over there! Remember that the cave entrance by the long
ladder to/from Spectacle Rock leads close by the Lost Woods. Once away from
Death Mountain, head north, then west into the Lost Woods...

---------------------------
Lost Woods
¯¯¯¯¯¯¯¯¯¯
Once entered, you'll notice there's a hollow log to the north. That's just the
entrance to a thief's place where he holds another three treasure chest
minigame. However he charges 100 Rupees per try...not worth it. Head south from
here. Now, see the group of nine bushes right beside each  __________  ________
other? Slash the middle one to reveal a hole! Fall down    |         |/       |
to find a Piece of Heart! Grab it, then follow the path    | HEART  PIECE #11 |
out of here. Now, head west through the path that goes up  |      FOUND       |
north, and follow it to get to a junction of hollow tree   '\                 |
entrances. Take the west one and you'll reach...the grove    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
of the Master Sword. Look at all the peaceful animals around here. Get behind
the Master Sword, and press A. Link will valiantly attempt to pull the Master
Sword from its resting spot, while the three Pendants float from him to glorify
this momentous occasion. Link is successful! The Master Sword is now yours!
                              __________  ________
                              |         |/       |
                              |   MASTER SWORD   |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Sahasrahla telepathically contacts you again, and says that with the Master
Sword, you may be able to deflect Agahnim's evil magic. That's a hint to the
Agahnim boss battle coming up soon. So, you have a more powerful blade. Cool
thing though is that, if your health is full, the blade can shoot beams
whenever you swing the sword. So you can use your sword to defeat enemies...
from afar! Time to exit the Lost Woods and head to Hyrule Castle, where Agahnim
is stationed. As you do exit though, you get a telepathic message from Zelda...
oh no, the soldiers have found their hideout! Hurry Link, to the Sanctuary!

Once there, you'll find the old sage on the ground. Talk to him...he says that
Zelda has been kidnapped, and taken to the castle. We must hurry and rescue her
once again! Onward to the castle! You should know what to do, just break
through the front doors.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hyrule Castle
¯¯¯¯¯¯¯¯¯¯¯¯¯
Back in the castle, you'll notice we already have explored all we could here,
nothing new has opened up. However, there's still the rooftops of the castle...
to get there, go either east or west, and in these rooms, get up on the
catwalks and take the southern entrance. Once up here, approach the magical
barrier and strike it down. Head in.

Heading in...we find 7 floors. Holy crap. This place is much bigger than it
looks. Anyway, head forward and you'll face against two golden Ball & Chain
Troopers. If you have full health, this should be piss easy with the sword
beam. If not, use the Boomerang to stun one and focus on the other. Once
they're both gone, continue. In here, kill the two blue Knights to get a Key.
Continue upstairs.

In here's a dark room hiding a Keese and a blue Knight. Nothing too big,
continue left to a dark maze room filled with Knights and Chasupas. From the
door head south a bit, then west at the junction. Take a west again and make
your way to the chest which has a Key you need. Backtrack and head south at the
first junction you took, it should be obvious where to go from there. The next
room has a couple blue Knights, so take them out and head upstairs.

Dark rooms again, surprisingly there's only regular blue Soldiers here (one of
them an archer). Take them out and continue. This next room is dark and has a
bunch of pits with blue soldiers, so be careful. It should be fairly straight-
forward though. The next room has two archers and a blue soldier, so you might
take damage if you're not careful. One of them holds a Key, so kill them and
head upstairs.

Kill the red Knights here. Sahasrahla (through the panel) tells you that even
with the Master Sword, you can't strike Agahnim. You must repel the magic he
throws with it to hurt him. Good to know, continue. Kill two more red Knights,
go on. In here, there's a mess of pots and two more red Knights. Kill them
again, then grab the Key that's dropped. The final room of this floor has a
red Knight, blue Knight, and a gold Ball & Chain Trooper. Yikes. I recommend
using the Boomerang to stun the Ball & Chain and red Knight out, since those
have ranged attacks. Head upstairs.

Huh, trapped? Not really. Push the left statue aside after safely taking down
the red Knight, then go deal with the archers before continuing. Or just
continue. This next room has a very thin walkway, so be careful where you step
with those soldiers that are around. At the end is another staircase...head up,
and the music changes. Head forward, and you'll see Agahnim send Zelda to
oblivion! Crap, the seal has been broken. After him! Slash the middle curtains
and head up to the balcony!

---------------------
BOSS: Agahnim
¯¯¯¯¯¯¯¯¯¯¯¯¯
Agahnim has three forms of attack. One is the standard magic spell, which you
can slash with the sword to repel away. If timed right, you can repel the spell
back at him, damaging him. The next attack is a split magic spell, which you'll
need to avoid. It looks like a bunch of magic balls circling together, and it
splits apart in many directions when it hits the wall or you strike it.
Finally, Agahnim has a lightning spell, which can be dodged, but it's much more
reliable to be beside Agahnim when he does that. You'll know when he does the
lightning attack when he gets up to the top middle of the balcony and doesn't
turn to you when you get beside him. Don't try to attack him directly, you'll
just get shocked.

Funny thing too, you can use the Bug Catching Net to reflect the spells as
well.
---------------------

After Agahnim is defeated, he sends you to the Dark World as he himself flees.
Damn, the guy's smart. Well, sorta. He didn't know we had the Magic Mirror. At
any rate, you'll appear at what's called the Pyramid of Power in the Dark
World. Out in the distance in that background is the Dark World's Death
Mountain and a tower. At least that's what it appears to be.

At any rate, Sahasrahla contacts you telepathically again, telling you that
this Dark World used to be the Golden Land until evil had obtained the Golden
Power, changing it to this hideous mockery of Hyrule. To restore it back to
normal, you must regain the Golden Power. To do that, you must find the seven
maidens that have been captured as well. Finally, he says that the Palace of
Darkness would be a good place to start. Seems like a good idea.

---------------------------
Dark World
¯¯¯¯¯¯¯¯¯¯
First though, there's actually quite a few things we can collect now that we
have full access to the Dark World. So let's do a few of those. First up, from
__________  ________  the top of this Pyramid of Power, head down the east side
|         |/       |  of it. Once you hop down and are next to a statue, follow
| HEART  PIECE #12 |  this tier of the pyramid to a Piece of Heart! Grab it and
|      FOUND       |  hop off the pyramid. Now, at the moment, you're kinda
'\                 |  railroaded to head toward your first Dark World dungeon,
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  the Palace of Darkness. It's over in the same location
the Eastern Palace was, in actuality. So head over there, but...use the Magic
Mirror once you're east of the Pyramid. There's something that we missed since
we didn't have Bombs before...remember? If not, read on.

Once in Hyrule, enter the Graveyard. It's by the Sanctuary. Make your way to
the top left corner where a grave sits. Push that upward to reveal a hole that
you'll fall down! Inside, is the secret passage from Hyrule Castle to the
Sanctuary, where the bombable walls are. Bomb them or use the Pegasus Shoes,
and inside you'll find some pots hiding hearts, 10 Arrows, 3 Bombs, and 300
Rupees. Hot damn. Exit the way you did before. Return to where you used the
Magic Mirror and you should see a shimmering spot. Stepping in here leads you
back to the Dark World, so that's pretty convenient.

With a good number of Rupees collected, start heading toward what looks like a
hedge maze, or the Dark World's equivalent to the eastern canyons. As with the
Light World, the cave beside the entrance to the grounds of the Palace of
Darkness is a Great Faerie Fountain. Also, that cave in the secluded area that
was a Faerie Fountain in the Light World, it's now home to a guy who tells you
info for 20 Rupees.

---------------------------
Eastern Hedges
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Anyway, as you enter, there's an entrance to a building straight ahead. Inside
is a person who will tell you a little more about the Golden Power. He says
that it will only obey the first person who touches it. The one who last
touched it was able to transform the Golden Land into this Dark World as a
reflection of his heart. The only way to gain the Golden Power back is to
defeat this evil person...he then mentions that it's the Triforce. That sounds
very familiar...

The cracked wall ahead doesn't hold much, just some skull pots that hide
hearts, so exit if you don't need them. Now what you're looking for are some
stone tiles set up to look like an arrow pointing up toward an entrance to the
hedge maze. It's actually just a little to the east from here, so enter the
hedge maze through there. You'll notice that part of the inside of these hedges
have pixel-width holes. This subtly shows where you can go. Anyway, head around
the building here, then to the west. When you see a large section of hedge,
head west, north, then east at first opportunity. Enter it here and get through
the sorta maze to the east side, where a monkey is suddenly following you. He
loves Rupees, and asks for 10 Rupees. Go ahead and give them to him.

He will now follow you for a bit. Don't worry, you'll actually need him. Be
careful not to get hit though, he runs away if you do. The path to the Palace
from here is actually linear, so head to the foot of it, and Kiki will ask for
100 Rupees. Give those to him (this is a reason why I pointed you to those 300
Rupees in the secret passage earlier) and he will open the Palace of Darkness
for you! Enter...

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Palace of Darkness
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Welcome to the first Dark World dungeon. This is when the difficulty ramps up,
so get prepared. You'll probably notice that a good number of rooms seem to be
a little similar to the Eastern Palace, but overall it's different. At any
rate, like before, the first room has three doors. Take the right door. It's
closed, but you'll step on a floor switch that opens it on the way to it. Head
downstairs in the next room, avoiding or killing the Helmasaur. Down here, step
on the yellow portal panel to warp to another room. In here, a wall tile gets
you to speak to Zelda telepathically. Hey, she's alive! She's being kept inside
Turtle Rock on top of Death Mountain...alright, at least we know where she is.
Break open the cracked wall to the south. In here, pass by the Baris, and break
the wall on the other side. (Again, you can use Bombs or a dash attack.)

In here you'll find Goriyas. They all move whenever Link moves, except in
opposite directions. The green ones can be taken down with the sword, but the
red one needs to be taken down with Arrows. And you can't just stand in front
of them and shoot an Arrow, as it just shoots a fireball at you. So instead,
get some distance from the red one, shoot an Arrow, then make it run into the
Arrow. Repeat again to kill. Enter the next room, where there's Blade Traps,
Baris, and treadmills to hinder your movement. Be careful and move north,
upstairs. Get rid of the red Baris and open the chest for this place's Map.
Awesome. Bomb the left and right walls to find a Key and a Faerie Fountain,
respectively. Now backtrack all the way to where you teleported to. Use the
Magic Powder to get rid of the Anti-Fairies (they transform into Faeries), and
push the block below the yellow transporter tile so you can teleport back.
                              __________  ________
                              |         |/       |
                              |   DUNGEON MAP    |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head upstairs. In here, either push the statue aside or find the floor switch
under the skull pots, and go down the middle door. Back at the first room, head
through the left door, then downstairs. In this single room, pick up skull pots
until you find a floor switch. Stepping on it makes a chest appear. Open it for
a Key. Great, now we can open that locked door we've been seeing. Backtrack to
the first room (this time you'll have to find a floor switch under the skull
pots to open the way back) and enter the middle door. Open the locked door and
head inside.

Dodge the Terrorpins and head east. Drop down the pit to a room. Wait for
Stalfos to drop down and fend off their heads until they disappear, then look
for a floor switch. Press it to reveal a chest, open it for a Key. Take the
teleporter, you'll be back in the teleporter room. Make your way back to that
room you were in before you fell, get on the bridge and push the right block
off. Head through to the next room and you'll find a chest with another Key
inside. Grab it and exit, get on the left bridge this time. However, stop and
place a Bomb at the cracked part of it, then drop down. Use the Key on the
locked door and head upstairs. Open the chest for the Big Key! Drop down, use
the teleporter, head back, take the right bridge to the next room again.
                              __________  ________
                              |         |/       |
                              |     BIG  KEY     |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once there, hold up where the arrow is and Link will jump across. Head up the
steps, then head west over to the locked door. Enter. In here, quickly get the
skull pots out of the way and dash across the bridge, because it'll start to
give way in a couple seconds. If you aren't successful, just re-enter the room.
Once on the other side, enter the locked door to reach a dark maze room. There
are also Kodondos here, so be careful of passerby fireballs. From here, head to
the northwest corner of the maze (it's simple) to get a trio of Bombs. From
here, head south until the screen stops scrolling. From here head to the south-
east corner of the maze to get a Key. From here, head north from where the
chest is to find a cracked wall. Bomb it, head through. Open the big chest for
the Magic Hammer! With this, you can hammer down stakes and other odd
obstacles, as well as take down Terrorpins and other enemies that need to be
flipped over.
                              __________  ________
                              |         |/       |
                              |   MAGIC HAMMER   |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Backtrack now, until you're at the north side of the collapsing bridge again.
Enter the east doorway. Inside, avoid the Terrorpins and open the chest for the
Compass! Now, you'll have a choice of two stairways going down...well, it
doesn't really matter which one you take, actually. Down below is a dark room
with some Anti-Fairies and a CRAPLOAD of Blue Rupees. This will make up for the
Rupees you spent to enter this place, that's for sure. Oh, and there's a Key
down here as well.
                              __________  ________
                              |         |/       |
                              |     COMPASS      |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once back up out of there, use the Key on the locked door to the south. In
here, get rid of the skull pots, open the chest for a Blue Rupee, and push the
statue in so you can safely get past the Blade Traps. Continue south, back to
the room where you could jump across stuff. Drop down, and get rid of all the
Hardhat Beetles. Now, look towards the south to see a colored crystal switch.
Use the Boomerang or an Arrow to hit it, allowing passage to the east. Go
there. Once in, you'll notice you're in the room where you got the Map. Head
north, get rid of the skull pots to reveal a floor switch. This opens the door,
but it won't stay. You'll need something to weigh it down, so push one of the
statues onto it.

Next room are some Goriyas again. Take them out the same way you did before,
continue. In here, if you didn't hit the switch you saw back there, hit this
one here to allow access east. You'll see a green Rocklops statue. Shoot its
eye with an Arrow and the wall to the right will recede. Go down the
newly-revealed ladder. Now, you should have a Key at this point. If you do,
great. Use the Hammer to smash down the...things that are popping up and down,
and get rid of the Terrorpins. Get past the red tiles, then shoot an Arrow/
throw the Boomerang at the color switch. Open the locked door.

In here, a lone Terrorpin stands in your way. Hammer it down, continue. This
room has a good number of Terrorpins, so be careful with how you take them
down. If you Hammer near a downed Terrorpin, it'll pop that thing back on its
feet. Once done, continue. In here, push the upper right block to gain access
to the teleporter. Take it, and you'll appear in the room where those tons of
Blue Rupees were. Head north, hammer down the Terrorpins blocking your way, and
open the big door...

---------------------
BOSS: Helmasaur King
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is, as its name implies, a giant Helmasaur. It attacks by swinging its
deadly tail and by spitting out fireballs that split into three in a triangle
pattern, then each of those split into four, flying at diagonal directions.
When its not moving and its mouth isn't open for a fireball attack, it'll swing
its tail. Avoid that by staying in front of it. To damage the boss, first you
must get rid of the helmet. That can be done with either Bombs or the Magic
Hammer. However, the Magic Hammer is more reliable since the boss moves around
a lot.

Once the mask is gone, its weak spot will be exposed: the green jewel on its
forehead. From here, it can finally be damaged by using either the sword or the
Arrows. It's easier to use the sword, since it'll be moving faster now and the
Arrows just fly a little too slow. All aside, this boss can damage you VERY
quickly. Be very careful, because even with 10 Heart Containers for health,
three or four hits can kill you.
---------------------

If you defeated the boss, congrats! Pick up the Heart Container and touch the
crystal that appears. It's one of the seven maidens! Listen to her story, and
she will then mark the locations of the other maidens on your map. Finally, you
will get whisked away out of here...
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
========================
ITEM SUMMARY
¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT:
- Master Sword
- Red Shield
- Green Jerkin
- Pegasus Shoes
- Power Glove
- Zora's Flippers
- Moon Pearl

INVENTORY:
- Bow
- Magic Boomerang
- Bomb
- Magic Powder
- Ice Rod
- Lamp
- Magic Hammer
- Bug Catching Net
- Book of Mudora
- Magic Mirror

MAGIC BOTTLES: 3

HEALTH:
- 11 Heart Containers
- 12 Heart Pieces (0/4)

                    _______________________________________
-------------------(             Items & Water             )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Outside the Palace of Darkness, if you look at your map, the locations of all
the other dungeons in the Dark World are marked by numbered crystals. The
number obviously means the order to do the dungeons in, but you can actually
do the dungeons in a number of different orders, which makes this part of the
game pretty open-ended. The number is the recommended order to make things a
bit easier on you, so that's what I'll be doing.

The second crystal is shown to be at the Dark World's Great Swamp, where that
building is. Yep, the building that was just a method for getting a Heart Piece
in the Light World is a full-blown dungeon here. But before we tackle that, why
not get a few items? First up, see that grove of trees next to the west
village? That's the Haunted Grove, and it's where we can get a couple of items.
You can head there from here, and you needed the Magic Hammer to access the
southern part of Hyrule. On the way, you'll notice that Link's house became a
Bomb Shop. At the moment, he only sells regular Bombs. Yeah, there's more than
one type of Bomb. So, come back here later. Just keep heading west towards the
Haunted Grove.

---------------------------
Haunted Grove
¯¯¯¯¯¯¯¯¯¯¯¯¯
Once at the south end, slash the bushes in the form of an arrow and enter. In
here, you'll find someone sitting on a stump. Talk to him, and he will say that
he misses playing his flute. He remembers burying it here  __________  ________
somewhere, under some flowers. Tell him you'll look for    |         |/       |
it and he will give you his Shovel! Now you can dig up     |      SHOVEL      |
the ground! You may find some minor treasure with it. But  |      FOUND       |
for now, its real purpose. The flute isn't actually here,  '\                 |
technically. It's in the Light World version of this place.  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
So step back a little and use the Magic Mirror. You'll find a little boy
playing a flute before disappearing...that must be a vision of who that person
was...anyway, in the northwest corner of this place, you should start digging.
Like he said, it was under some flowers, so dig in those areas. Once you find
it, return to the Dark World and talk to him. He thanks you, but says he can no
longer use it. He says to return it to a tired old man in the village. (He's
from the Light World, so that means Kakariko Village.) He says that his mind is
getting hazy...play the flute for him one last time. Use the Flute and Link
will play the song he heard from the vision. With the boy satisfied, he finally
transforms into a tree...how sad.
                              __________  ________
                              |         |/       |
                              |      FLUTE       |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------
Kakariko
¯¯¯¯¯¯¯¯
Well, head out of the Haunted Grove. From the entrance, go south to a little
area where a group of bushes seem to form a Rupee shape. Get in the middle of
__________  ________  them and use the Magic Mirror to appear on an otherwise
|         |/       |  unreachable cliff in the Light World. Enter the cave, and
| HEART  PIECE #13 |  throw the pots away to get a Piece of Heart. Exit and
|      FOUND       |  return to the Dark World. Head a little bit north so you
'\                 |  are in the next screen, and use the Magic Mirror. Head to
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  Kakariko Village. You'll soon find out that it's been
overrun by the Hyrule soldiers, so be careful here. Anyway, head over to the
weathervane and play the Flute. A bird will break out of the weathervane and
fly away. What does that mean? Play the Flute again. The bird will fly by and
pick you up, and a map will come up. From here, you can choose where you want
to fly to.

1. Death Mountain Entrance
2. Witch's Hut
3. Kakariko Village
4. Link's House
5. Eastern Canyons
6. Desert of Mystery
7. Great Swamp
8. Lake Hylia

Yep. Unfortunately, you can't use this in the Dark World. But hey, it's at
least a nice warping item for the Light World. At any rate, return to the Dark
World, and get to entering the village again. (It's the Village of Outcasts in
the Dark World.) First though, in the suburbs, there's a couple points of
interest. First, the east house holds an archery minigame. And...you can't
reach the Village of Outcasts from here just yet. You can head west to the next
screen though. Do so from the bottom. In here, talk to the old guy here for a
digging minigame. He'll lend you a Shovel. Basically, for 80 Rupees, he'll let
you dig around for 30 seconds. Whatever you find, you get to keep. Now, there's
a Piece of Heart hidden here, but it's entirely random. You'll just have to get
lucky and dig it up...and there's a heck of a lot of squares for you to dig.
All I can say is...good luck, and make sure you have plenty of Rupees.
                              __________  ________
                              |         |/       |
                              | HEART  PIECE #14 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once you have the Heart Piece (or gave up in sheer frustration), head to
Kakariko Village. To the east (as you may notice in the map) is a lone house.
This is the elven blacksmiths. Unfortunately the guy's brother is missing, so
he can't forge your sword at the moment. There is one thing you can do,
however. Smash the stake beside the house with your Hammer, and drop down the
well. Inside, head north. Sprinkle Magic Powder on the structure there and a
creature will awaken, and then curse you for waking him! ...In actuality it's
an upgrade. This decreases your magic usage by half, so now your magic meter
won't run out as fast! You can exit by heading back and then west.
                              __________  ________
                              |         |/       |
                              |   HALVED MAGIC   |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------
Death Mountain
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once outside, use the Flute and warp to 1. Climb up to the Tower of Hera again.
Instead of entering, head west across the bridge to see a  __________  ________
monolith. Use the Book of Mudora and it will say to lift   |         |/       |
the Master Sword to the sky. Link will do that, and will   | ETHER  MEDALLION |
be endowed with the power of Ether! You got the Ether      |      FOUND       |
Medallion! Whenever this is used, Link will raise his      '\                 |
sword and cast down ice elemental magic down on any enemy    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
on-screen. Awesome stuff. It eats your magic though, which is why I suggest
getting that magic meter upgrade.

---------------------------
Lumberjacks' House
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now, exit Death Mountain. You should be back in the area between the Lost Woods
and Death Mountain. Head north to the Lumberjacks' house. You'll notice that
they're gone, and the tree they've been trying to cut down has changed a bit in
__________  ________  color. Dash attack the tree and its leaves will fly off,
|         |/       |  revealing that it's hollow inside! Drop down. Inside,
| HEART  PIECE #15 |  you'll find a Faerie Fountain, but what's most important,
|      FOUND       |  if you head east, you'll find a Piece of Heart! Grab it
'\                 |  and jump down to exit. Now you'll need to get back to the
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  Dark World, but the portal in Death Mountain can't get
you to the rest of the world. Fortunately, the entrance to Hyrule Castle has
turned into a Dark World portal, so head there. Once at the Dark World, head
east, then north. We're heading towards where the Witch's Hut is in the Light
World, and further beyond there.

---------------------------
Lake of Ill Omen
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once there, you'll find it has been replaced by a plain shop. Head further
northeast here by using the Power Glove. Use dash attacks to get rid of the
groups of rocks and continue to the Lake of Ill Omen. Once at the little lake,
you'll see a circle of stones, and a sign telling you not to throw anything
there.

...Hehe...

Pick up a skull and throw it into the circle of stones. A giant catfish will
arise from the water, angered. He will give you something if you promise not to
do it again. You get the Quake Medallion! This shakes the  __________  ________
earth with odd magic and turns enemies into pathetic,      |         |/       |
less threatening ones! Once again, this eats up magic, so  | QUAKE  MEDALLION |
don't be too reliant on it. At any rate, now that you      |      FOUND       |
have that, backtrack and this time go to the Icy Lake in   '\                 |
the southeast corner. It's pretty much the Dark World's      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Lake Hylia. Once there, hop into the water. Very nearby is some shallow water
surrounded by a circle of stones, and a very annoying Puff Bomber. Stand in the
middle of the shallow water and use the Magic Mirror to appear onto an island
in Lake Hylia, where a Piece of Heart can be found! Now warp back, and get
yourself back on land. (There's a ladder over by the north river.)
                              __________  ________
                              |         |/       |
                              | HEART  PIECE #16 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
With that all done, it's about time to head to our next dungeon. Head to the
Bomb Shop, then go south into the swamplands. Look towards the cliff face on
the east. You should see a slight crack on the north wall. Bomb it, then head
inside. The guy inside will give you 300 Rupees for keeping this place a
secret. Cool stuff! Now exit, and go over to the building where you drained
that water before to get a Heart Piece. Now, to make sure, warp to the Light
World from here. Is the water drained there still? If not, do it again, then
exit. Return to the Dark World, and enter the dungeon...

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Swamp Palace
¯¯¯¯¯¯¯¯¯¯¯¯
Also known as Watergate Dungeon or Flooded Palace. At any rate, this is the
Zelda series' first water themed dungeon! Not to worry though, this isn't
nearly as bad as some of the later water dungeons in the series. At any rate,
by making the water flow in the Light World, there will be water flowing
through here. The panel up here tells you that (objects exist in both
dimensions, and if one is affected, so will the same one in the opposite
dimension).

At any rate, swim a little left and up. Bypass the Blade Trap and kill the
Hovers to make a chest appear. Open it for a Key, and open the door to go
__________  ________  downstairs. In here, dodge the Kyamerons and Hovers and
|         |/       |  the fireballs (oh my!), and bomb the wall to the left
|   DUNGEON MAP    |  that you see. Enter for the Map of this place! Exit, then
|      FOUND       |  head south, picking up and throwing the skulls until you
'\                 |  find a Key. Continue through the locked door. In here,
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  dodge the obstacles and continue down the stairs. Enter
the doorway below. Pick up the skull for a Key, head back, then go open the
locked door. In here, kill the Stalfos, Hammer down the things that pop up and
down, then push the handle to the left to make the water flow! You can bomb the
wall to the left, but it just gives you a couple of skulls with some pickups.
Head back.

Once here, swim into the water and grab onto the grip on the other side. Take
the door here to arrive in the main chamber. There's a bunch of ways you could
go...and tons of hazards. But first, head down onto the shallow water and take
the doorway to the south. In here, head east and loop      __________  ________
around back. It seems pointless, but once back, push the   |         |/       |
lower block right and a chest will appear. Open it for     |     COMPASS      |
the Compass! Now head back to the main chamber. The next   |      FOUND       |
way to go is the southwest doorway, so take that. In here  '\                 |
get rid of the Stalfos and head west. Go down into the       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ditch and through the doorway. Pick up the skull for a Key, then head back to
the main chamber. Use it to unlock the door in the northwest corner. In here,
hit the color switch, then push the handle to make another waterway. Hit the
color switch again, and head back, and into the southwest doorway again.

Hey, guess where you're at? Jump into the waterway and use it to continue. The
next room, get past the obstacles, and into the wet ditch. Push the bottom
block left, then the next one up. Follow the path and head upstairs. Welcome to</pre><pre id="faqspan-3">
hazard central! There's Kyamerons, Hovers, a fireball shooter, and a rotating
fire bar. Push the block out, then head north. Push the block in front of the
northwest pit away, then drop down. Open the chest for...a Red Rupee. Drop
down, and go back upstairs. Push the block away in front of the northeast pit
and drop down. Head east, get the Blue Rupees under each skull, and open the
chest for the Big Key! Now head back to the main chamber, climb up the ladder
on the central pillar, and open the big chest for the Hookshot! Now you can
hook onto distant objects and pull yourself to there! Quite neat.
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  |     BIG  KEY     |   |     HOOKSHOT     |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Use your Hookshot right now on the skull to the east. Pick up the skull against
the wall for a Key, then head back up to the big chest and Hookshot to the
north. Open the locked door and head through. Take a left here. Kill the red
Bari and throw the skulls to find a floor switch. It won't stay down, so push
the statue onto it. Head to the east side of this room now and take the
doorway. (Not the staircase.) Follow the path to downstairs here. Once here,
push the handle to drain the water. Head down to where the water used to be and
through the doorway.

Head south, enter the doorway, open the chests for two Red Rupees, then head
back, going north to continue. In here, you can head north for some supplies,
but to go forward, you need to find the waterfall you can walk through. Big
hint here: it's the second one from the right. Take it and head upstairs. Head
south through the corridor to come to a big water room with the water rushing
westward. The skull nearby holds a Key, so swim to it and grab it. Head west a
bit to see a cracked wall. You can Bomb it and head inside for supplies, that's
about it. The final attraction is the locked door. Use the Key to open it, and
you'll be on the corridor to the boss. Prepare yourself, and enter the big
door.

---------------------
BOSS: Arrghus
¯¯¯¯¯¯¯¯¯¯¯¯¯
The Arrghus is a floating jellyfish-like monster with a single eye. Surrounding
it are orange Arrgi. You'll have to use the Hookshot to reel them in and kill
them with the sword. Arrghus attacks pretty much by occasionally moving its
Arrgi in several patterns in order to ram them into you. Just keep eliminating
the Arrgi until they're all gone.

...And then the Arrghus gets deadly. It tries to smash Link first, and then
skids along the shallow water in diagonal directions (though an easy-to-see
pattern). Just hit it with the sword or Arrows. Each time you hit it, it tries
to stomp Link again and then slides again, just a little bit faster. Shouldn't
be too difficult.
---------------------

After the battle, the Heart Container will drop, and then the next crystal.
Pick them up, listen to the maiden, and after a health/magic refill, Link gets
taken out of the dungeon...
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
========================
ITEM SUMMARY
¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT:
- Master Sword
- Red Shield
- Green Jerkin
- Pegasus Shoes
- Power Glove
- Zora's Flippers
- Moon Pearl

INVENTORY:
- Bow
- Magic Boomerang
- Hookshot
- Bomb
- Magic Powder
- Ice Rod
- Ether Medallion
- Quake Medallion
- Lamp
- Magic Hammer
- Flute
- Bug Catching Net
- Book of Mudora
- Magic Mirror

MAGIC BOTTLES: 3

HEALTH:
- 13 Heart Containers
- 16 Heart Pieces (0/4)

                    _______________________________________
-------------------(             Forest & Town             )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As the maiden said, more portals to the Dark World are opening up throughout
Hyrule. So you know what this means, more dungeons are available to us! Our
next destination is the woods in the Dark World, but first, of course, some
items. Use the Magic Mirror, then warp to 3, which is Kakariko Village. From
here, enter the Lost Woods from the northwest corner. Once in, head east, back
out of it. Head south, hammer down the stakes, and pick up the light rock to
find a Dark World portal! Step on...

---------------------------
North Hyrule
¯¯¯¯¯¯¯¯¯¯¯¯
Now in the Dark World...you can head north into the Skeleton Forest, but head
west a bit then south to enter the Village of Outcasts, the Dark World's
version of Kakariko Village. The signs here say that people without Rupees are
not welcome here. Well...we're in the right place then. The top left house here
holds a treasure chest game. Pay two chests to open 30 Rupees. Uh...I mean, pay
30 Rupees to open two chests. The reason why I'm mentioning this place is that
you can randomly find a Piece of Heart here. Since it's so cheap, might as
well. Once you got it, yay!
                              __________  ________
                              |         |/       |
                              | HEART  PIECE #17 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Exit the village by heading north. Head east from here. You're mainly heading
to the Dark World's graveyard, but if you head south from here, you can find a
special Shield Shop. You can buy your shields here in case they get stolen from
those plant-like Pikits. At any rate, once at the graveyard, make your way
around to the north platform. It looks like a maze, but it's an easily
discernable path. Once there, get up the ladder and use the Magic Mirror. Enter
the cave. Inside, toss away the pots and bomb the north wall to find another
Piece of Heart! Exit, back to the Dark World.
                              __________  ________
                              |         |/       |
                              | HEART  PIECE #18 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
See the little enclosure to the right? Get in there and use the Magic Mirror
__________  ________  again. Once inside, dash attack the grave. Head inside,
|         |/       |  and open the special-looking chest for the Magic Cape!
|    MAGIC CAPE    |  With this, you'll turn invincible and can pass through
|      FOUND       |  obstacles! Of course, this gradually uses magic, so it's
'\                 |  not too terribly broken. With that in hand, exit the Dark
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  World graveyard and head back west. In the valley between
the woods and Death Mountain, enter the cave that would be Death Mountain's
entrance in the Light World. Go through the cave and upstairs. Now here, there
is a pit in the way. Hookshot across. Next, there's a bumper blocking the path.
Put on the Magic Cape and you can walk right through it. Do so and exit, and
you'll be at a high ledge where a Piece of Heart awaits! Grab it.
                              __________  ________
                              |         |/       |
                              | HEART  PIECE #19 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As has usually been the case, four Heart Pieces would open up for us with each
dungeon we cleared. Not this time. Before heading off to the next dungeon,
there's one final item that can be gotten, with the help of the Magic Cape.
Head back to the Light World, and warp to 1. (But first, if you don't have a
Magic Medicine, warp to 2 and purchase some at the Witch's Hut.) Make your way
to Spectacle Rock, and use the Dark World portal there. Look south, there's a
place to jump down from. Do so, and enter the cave. Hammer down the...things,
and use the Magic Cape to traverse the path of spikes with the help of the
Pegasus Shoes. At the end, pick up the block and throw it, then get on land.
You probably couldn't have done this without the halved magic meter. At any
rate, open the chest to get the Cane of Byrna! With a swing of this cane, a
ring of magic will protect you from hits! It can also damage enemies that come
into contact with it, but it drains magic pretty quickly. Chug a Magic Medicine
and make your way back with the Magic Cape.
                              __________  ________
                              |         |/       |
                              |  CANE OF  BYRNA  |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Alright! That about does it for side stuff. Now to progress. Warp to 3 from the
Light World, then take the new Dark World warp that you used at the beginning
of this section. Now enter the Skeleton Woods this time. Now, underneath this
whole Skeleton Woods is the next dungeon, and there are multiple entrances. So
where to start from? Well, assuming you took the path into the Skeleton Woods
directly north from the Dark World portal, head to the east side of the forest,
then north a bit, squeezing around the pit. Enter the skull you see. (You can
also slash the bushes up ahead and fall down the hole.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skull Woods
¯¯¯¯¯¯¯¯¯¯¯
Welcome to a very unique dungeon. It has multiple entrances and exits...you'll
be coming back here and into the Skeleton Forest (the overworld part) a bit
before getting the Big Key. I'll mark the spots where you exit the dungeon by
a line of # symbols. Anyway, you'll notice that the big chest is right in front
of you. No way of getting to it right now though, so head east. In here, avoid
the Hardhat Beetle and step on the star panels up above to change around the
pits so you can get the Map from the chest there!
                              __________  ________
                              |         |/       |
                              |   DUNGEON MAP    |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The little bit of room to the north is where you would end up if you fell into
the hole concealed by bushes just north of the skull you entered to get here.
This is the other entrance you could use to get the Map pretty easily. Either
way, with that out of the way, there's locked doors either way, so head back
outside.

#############
Once outside, simply fall down the pit you squeezed past.
#############

In here, there are Gibdo (annoyingly resilient mummies) and Wallmasters (hands
that drop from the ceiling). Be careful of the Wallmasters, if they grab hold
of you, they'll take you back to the last place you entered. It's bad, but
here, not so much. At any rate, there's a chest to the south, so toss the
skulls guarding it and open it for a Key. Now, the door to the west is closed
and can't be opened, so just open the locked door to the north and exit the
dungeon again.

#############
Back outside, this time drop down the left pit that you see.
#############

Down here, head south, past the Hardhat Beetles and the fire bar, and enter the
doorway. In here, kill the Hardhat Beetles. Once taken     __________  ________
care of, open the chest. The moment you do so, a bunch of  |         |/       |
pits will appear throughout the room. But at least you     |     COMPASS      |
get the Compass! Worm around north, into the next room.    |      FOUND       |
Inside is a red Stalfos and three Gibdo! Thankfully they   '\                 |
are pinned in, but there's also a threat of Wallmasters.     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Just get the Key from the chest, open the locked door, and exit the dungeon.

#############
Once again outside. This time, head north. Go through the ribcage tunnels, and
enter the other skull.
#############

You're in a different set of rooms now. In here, there's two Gibdo and a threat
of Wallmasters again. The skull in front of the closed doorway has a switch
that needs to be kept pressed down. You can't get through if you push the
statue onto the switch though. So head west two rooms. In this slightly crowded
room, toss the upper left skull to find a Key. Exit the dungeon from here.

#############
From here, take the eastern north path. Drop down the pit at the end.
#############

Back down here, step on the star panels to switch the pits around. Go south,
then west again. Use the Key to open the locked door. You'll find out
there's...not much point to this room. It's a restock room. So exit, and head
east until you can't. Take down all the enemies in here, and unveil the floor
switch. Push down the right statue a bit, then push it left so it's even with
the switch. Now get on the north side of the statue, hold A, and push up to
pull it onto the switch. Enter the next room.

This one has a whole bunch of hazards such as Stalfos, Gibdo, and Wallmasters.
Careful not to pick up the skull on the north side of the room either, a beam
that can disable your Moon Pearl temporarily (making you a helpless bunny)
hides under there. At any rate, open the chest for the Big Key! The bombable
wall there just holds a large Magic Jar for a refill. At any rate, exit the
dungeon again on this side.
                              __________  ________
                              |         |/       |
                              |     BIG  KEY     |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#############
Return to the first section of the dungeon: get back to the first skull you
entered, but don't enter that. Instead, slash the bushes nearby to unveil a
hole. Drop down.
#############

Once down here, step on a star panel to switch pits, then bomb the west wall.
Head in. Because you stepped on the star panel, there are no pits in your way
in this room. Pull the handle and the wall just south of you will EXPLODE. Head
down to find that big chest that's been teasing you. Open it for the Fire Rod!
You finally have the counterpart to the Ice Rod...with this, you can use magic
to shoot fireballs! We can also head towards the boss now, so let's exit the
dungeon again. Just backtrack to where you fell from, and walk south as you
step on star panels to get back outside.
                              __________  ________
                              |         |/       |
                              |     FIRE ROD     |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#############
Once outside, you may want to make sure you have some healing medicine for both
health and magic. You're gonna go on the last stretch to the boss and it can
be...quite painful. Once you're prepared, head north through the ribcage
tunnels again, into the skull on the other side.
#############

Head west, then west again. Exit.

#############
Back outside, take the western north path to find a giant skull with some kind
of obstruction. Burn it down with the Fire Rod to open it up. Head in...
#############

Final stretch to the boss, yo. At any rate, straight ahead is a locked door,
and obviously the chest below holds a Key. So we'll need to get there.
Unfortunately the path below is maze-like. Head down, then east. Go up, right,
around, north, right, around, north, left, around to the next room. In here,
take the bottom or top path and head into the other door to get the Key.
Backtrack, cross the bridge, and open the locked door.

Wow, what a crowded-looking room. The path is simple though. Head north until
you're in the center, then left a bit, then down to the bottom. Left, then up
to the top left corner. Head right until at the middle top, down a bit, then
right a bit, up a bit, right to the corner, then down to the door. In the next
room, use your Fire Rod to get rid of the Gibdo, then to light all the torches
quickly. It'll open the door to the north, so take it before one of the torches
burns out.

In here, oh boy, you'll have to deal with some enemies and a Rabbit Beam. The
Rabbit Beam is almost guaranteed to hit you, so you'll have to do some enemy
dodging as a bunny until the effect wears off. Once it does, kill the enemies,
then slash the vines on the north wall until you find an entrance. Take it. In
the next room, kill all the enemies, as the Gibdo holds the Key to continue.
Do so. In the next room, just drop down. You'll meet the boss...

---------------------
BOSS: Mothula
¯¯¯¯¯¯¯¯¯¯¯¯¯
Welcome to a painful boss fight! The boss flies around in a room lined with
spikes. Not only that, but the floor moves around AND some of the spikes do as
well. That's not good. At any rate, the Mothula is pretty weak to fire, so use
the Fire Rod as much as you can. Once your magic is depleted fully, just use
your sword. However, if you happen to have a bee captured in a bottle, you can
unleash it here, as this is the only time a bee can go after a boss. Kinda
neat. As far as attacks go, the Mothula only really has its triple laser attack
that it always fires downwards.
---------------------

Once the boss is down, you'll likely be singing praises. Grab the Heart
Container and the crystal to free yet another maiden. Listen to her story, and
you'll be teleported away from the dungeon...but that's not the end of this
walkthrough section...
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------
Woods to Village
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Looking at the map again, the next dungeon is actually...just south from here,
at the Village of Outcasts. So head on down over there. The entrance to the
dungeon is actually where the weathervane's supposed to be, only in the Dark
World, there's a statue of a winged demon holding a trident. Well, with enough
oomph, you can pull off that trident! Remember how you pulled a statue back in
the last dungeon? Do that here. Enter the dungeon.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thieves' Town
¯¯¯¯¯¯¯¯¯¯¯¯¯
__________  ________  Once here, head to the northwest corner of this room to
|         |/       |  find a chest. Jump down and open it for the Map. Already!
|   DUNGEON MAP    |  Head north at the first opportunity you see to enter the
|      FOUND       |  next room. See the chest? Climb the ladder and take the
'\                 |  Red Rupee inside it. Head down below, and start heading
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  east on the north side of the room. Climb up the ladder
you see, and head south to find a bombable wall. Take it down and enter. To the
north in the next room is another bombable wall, but there's not much past it.
Just a couple skulls for pickups. Drop down. Head south to the next room. (Be
careful of the Rabbit Beams.)

Down here are two ladders. Take the west one up, then      __________  ________
head to the south side of the room over to the chest.      |         |/       |
Open it for the Compass, man! Now drop back down, and go   |     COMPASS      |
__________  ________  west from the southern part of the   |      FOUND       |
|         |/       |  room to access another chest. Open   '\                 |
|     BIG  KEY     |  it for the Big Key! Man, we already    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|      FOUND       |  got those? Sheesh. Backtrack to the upper right room,
'\                 |  go up the ladder, and open the big door in the northeast
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  corner. In the next room, follow the hall, killing
Stalfos. You'll notice a locked door and a closed door. At the end, pick up the
skulls for a Key. Enter the door to find...an empty room? Huh. Exit, then use
the Key to open the locked door.

Head west again, nothing much of importance here. In here, avoid the Gibo (red
gas enemies...you can kill them by striking the inner nucleus when they're
open), heading west once more. Head north in this next room, fighting against
the conveyors and dodging spikes/Winders and fighting off Gibos. Enter the
north door at the other end. In here, pick up the skull for a Key, hit the
color switch, and head through the locked door to head upstairs. Once there,
pick up the skulls on the bottom to find a floor switch. Trip it to open the
door, go through.

In here, just head east, dodging the Buzzes, into the next room. Kill the
Buzzes, and open the chest for some Bombs. The skulls in this room also contain
Bombs, and there's a cracked floor with light shining onto it. If that isn't
the most obvious clue...place a Bomb, pick it up with A, and throw it onto the
cracked floor, blowing it up. This'll make light shine down onto the empty room
you saw before. Backtrack and go back downstairs. Head south again, and then
take the east doorway here that's past the lowered blue block. Head east again.
This next room is covered in conveyor belts going in all directions. Just head
north, downstairs.

Down in basement 2, kill the enemies and the door to the west will be unlocked.
However, you can also use the Power Glove on the block here to head south.
Head south, there's not much point to going west yet. Head east, ignoring the
red Daira. In here, there's a bunch of cells leading north. Thankfully all of
them can be opened with the Big Key. Just head through and...there's the
maiden? Huh. Talk to her and she will follow you. I guess we didn't need to
fight a boss this time. Head back to the red Daira room. Head west. Head west
again through the locked door. Inside is the big chest! Be quick now, as part
of the floor will start collapsing and will trap you if you aren't quick
enough. Hammer down the things surrounding the chest and open it to get the
Titan's Mitt! This is an upgrade to the Power Glove, and will allow you to lift
even heavier objects! Now quickly exit, and head back upstairs.
                              __________  ________
                              |         |/       |
                              |   TITAN'S MITT   |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In here, pick up the upper right skull to find a floor switch. Trip it, and
head through the east door to appear next to that room that seemed empty. Enter
it now. Walk into the light. Hey...wait a minute, that girl isn't a maiden...
that's...!

---------------------
BOSS: Blind the Thief
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
It was actually Blind himself using magic to disguise himself! At any rate,
there isn't really any special method to defeat Blind. He can be taken down
with just the sword. That said, he's still a tiny bit tough. He floats around
the room, occasionally stopping to fire a quick laser at Link. Just keep moving
to dodge it. Eventually he will also spin around and shoot fireballs in all
directions. That's a bit easier to dodge since they're slower and the Red
Shield can block them. Just attack Blind until he collapses.

...But that isn't the end of him! His head detaches from the body and floats
around, continuing to attack with fireballs. The head can't be damaged.
Eventually the body reforms with a new head and the process repeats, only with
the extra head flying around to make even more things to dodge. Damage Blind
some more until his body collapses, leaving another head to float around.
Sheesh! Once more, Blind reforms his body with a new head. Repeat the process
one more time and he's done for good.
---------------------

Collect your well-deserved Heart Container and free the REAL maiden. Good job.
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
========================
ITEM SUMMARY
¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT:
- Master Sword
- Red Shield
- Green Jerkin
- Pegasus Shoes
- Titan's Mitt
- Zora's Flippers
- Moon Pearl

INVENTORY:
- Bow
- Magic Boomerang
- Hookshot
- Bomb
- Magic Powder
- Fire Rod
- Ice Rod
- Ether Medallion
- Quake Medallion
- Lamp
- Magic Hammer
- Flute
- Bug Catching Net
- Book of Mudora
- Cane of Byrna
- Magic Cape
- Magic Mirror

MAGIC BOTTLES: 3

HEALTH:
- 15 Heart Containers
- 19 Heart Pieces (3/4)

                    _______________________________________
-------------------(        Icy Lake and Evil Swamp        )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
With those down, there are three dungeons left. However, I think it's time to
upgrade the sword. Yep, the Master Sword can be upgraded. Head to the east side
of the Village of Outcasts, there's an entrance to the east, which is the Dark
World's counterpart to the blacksmith house. There's a couple things of
interest here. First, pick up and throw the large, dark boulders with your new
Titan's Mitt item. Now, see all those stakes? Hammer them down. Don't worry
about the chicken skeletons, they're the Dark World's version of Cuccos. Rather
creepy, but they're harmless. Anyway, once all the stakes are pounded down, the
stump below disappears, revealing a cave entrance. Head in there to find a
Piece of Heart! Yay.
                              __________  ________
                              |         |/       |
                              | HEART  PIECE #20 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------
Upgrading Sword
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Guess what? There's only four Heart Pieces left in the game. Sweet stuff. At
any rate, you might remember that the blacksmith's partner is missing, which is
why he can't work on your sword. Time to find him. He's actually just south of
the Village of Outcasts, surrounded by dark skulls you can only lift with the
Titan's Mitt. Talk to him, then use the Magic Mirror to take him with you to
the Light World where he belongs. Take him to the blacksmith's house and, as
thanks for re-uniting them, they'll offer to temper your sword for a mere 10
Rupees the next time you visit. By God, take it with that cheap of a price. You
won't be with your sword for a bit though, so wait a bit. In the meantime...

Head back to the Dark World, screen where you got the Heart Piece #20. Within
the wrecked house now, since you reunited the elven blacksmiths, there's a
blue/purple treasure chest you can't open. You can carry it though. So where to
take this? Well, return to the Light World, and take the chest over to the
zig-zag path to the Desert of Mystery. (You can't dash with the Pegasus Shoes,
you drop the chest and have to pick it up again.) Once there, look for a lone
guy. You probably noticed him early in the game. Well, this is his treasure
chest. If you promise not to tell anybody that he's a thief, he opens the chest
and gives you the Magic Bottle inside. The four Bottles are collected!
                              __________  ________
                              |         |/       |
                              | MAGIC  BOTTLE #4 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
By now, I think the blacksmiths are done with your sword. Return to them and...
yay! They are finished! Now your sword is permanently      __________  ________
more powerful. It's also red/orange-ish. At any rate, we   |         |/       |
are done with upgrades, so it's time to take down two      |  TEMPERED SWORD  |
more dungeons. One of them holds a much-needed upgrade as  |      FOUND       |
well! At any rate, the next place to go is Icy Lake, in    '\                 |
the southeast corner. Though first, there is ONE more thing  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
to get. This will be the last of the side items except for Heart Pieces. Head
to where the Swamp Palace is, and head west from there, into the area where the
Desert entrance was. This isn't an entrance, but at the west end are some
conspicuous stakes. Get in the land they surround and use the Magic Mirror.
Head west to find a monolith. Translate it with the Book of Mudora and you will
get the Bombos Medallion! Fire will rain down on any enemy on screen when you
use this! Granted you could've gotten this much sooner, but this medallion
seems appropriate for the Ice Palace.
                              __________  ________
                              |         |/       |
                              | BOMBOS MEDALLION |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now head to Icy Lake this time. Although, on the Light World side, if you lift
up the large boulder next to the Ice Cavern where you got the Ice Rod, you'll
find a thief which will give you...advice for grinding Rupees by defeating
enemies. Yeah, thanks. The Dark World side of this place holds a guy in a cave
who tells you about the former thief who we just got a Magic Bottle from, with
the bombable wall being a Great Faerie Fountain. Anyway, the Ice Palace in the
lake is completely closed off. So how to get in? Warp to the Light World and
swim to the Wishing Well. Pick up the dark rock there to unveil a Dark World
portal! Take it. The entrance is right front of you. Be aware of the Pikits
though! Those can steal your shield. At any rate, step in...

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Palace
¯¯¯¯¯¯¯¯¯¯
This consists of getting to the very bottom of the dungeon, which actually
seems to be a submerged tower. As the name implies, it's also very icy, so Link
won't have as much traction as usual in some rooms. Plus, there are some
enemies that can only be taken down with the Fire Rod or Bombos Medallion. With
that said, notice the north wall. There are what appear to be indents of
monsters in them. One of them is real. Awaken the Freezor and kill it with the
Fire Rod. Continue. In here, kill the Baris for a Key and use it to head
downstairs.

Down here, there's a semi-hidden floor switch. Step on it and head through the
opened door. Now for a bit of an odd crossroads room. Only the middle block can
be pushed, so from here, the only way to go is down. Inside is an icy floor
with a bunch of Pengators. You can just be a cheesy cheater and stay in the
doorway so they can't hit you while you slash at them when they get close. When
it's less dangerous, finish off the rest and open the chest that appears for
the Compass. (You can also just use the Bombos Medallion, but you can't use Y
items when in doorways. Not only can you use the Bombos Medallion, but they are
oddly weak to the Hookshot. Yeah. Dunno why.)
                              __________  ________
                              |         |/       |
                              |     COMPASS      |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Back in the crossroads room, you can only push the block north, which leads to
the west or east doorways. Head east after stepping on the floor switch. In
here, take care of the Pengators, and pick up the south skull to open the
doors. Head back. Step on the floor switch again and push the block. Enter the
north door. Once in, kill the Baris and hit the color switch. Now place a bomb
near the switch and get on the north side. When it blows up, Bomb the cracked
floor and drop down. In this room, head north and south for Stalfos Knights to
appear. Strike them until they crumble, and then Bomb their remains before they
reassemble. Killing them in that manner will open the door to the south, so
take it.

In here, the floor is moving left to right and you have to go west, dodging
spikes, Baris, and the shadowy Babasu enemies. One of the Baris holds a Key so
you can continue, so don't be afraid to kill them. At the other side is a color
switch. Make sure it's red and then head through the locked door. In here,
follow the path while making sure to dodge the fire bar. Under one of the
skulls is a floor switch, so step it and continue. Head downstairs. In the
next room is a Pengator ambush! Bombos Medallion, then head north. Avoid the
large Spike Trap, and take the north door by luring the trap out. In this room,
the floor will give way, but go ahead and fall since you need to do that.

Take the right door now. Kill the Baris, Hookshot onto the east block to get
across, and head south. You'll see four large Spike Trap...and the staircase
beside you. Head south until you're at the third Spike Trap, go left, then
quickly north to the staircase. If you fail this, prepare to take quite a lot
of damage. Either way, head upstairs. Once there, kill the Baris, Hookshot the
skull, pick it up for a floor switch, step on it to make a chest appear,
Hookshot the chest, and open it for the Key. Open the locked door, but don't go
through. Instead, use the Magic Cape to cross the spikes again, and head
upstairs.

In here, kill the Stalfos Knight, hammer the things, pick up and throw the
block for a Key AND a Rabbit Beam. Head to the west side, kill the next Stalfos
__________  ________  Knight, and grab the head statue there. Pull the tongue
|         |/       |  out and a chest will appear. Now throw the skulls here to
|   DUNGEON MAP    |  find a floor switch. Trip it to open the door, then open
|      FOUND       |  the chest for the Map! Finally! Head east, then up the
'\                 |  ladder. In here, open the chest for the Big Key! That was
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  quick. Now, we can head west, but it leads to a room we
have been before. We need to backtrack, so head back down the ladder. Pull the
statue's tongue to be able to get out, then head downstairs.
                              __________  ________
                              |         |/       |
                              |     BIG  KEY     |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Hookshot across the spikes, enter the left door. Head west again, past the
giant Spike Trap. In here, get past the slippery floor and fire bar, and go
down the staircase. (It's surprisingly a tad hard to get down.) In here, wait
for the Freezors to come out, and to be on the safe side, use the Bombos
Medallion. A chest will appear. Open it for some Bombs. Now Bomb the left
floors until part of it breaks. Drop down there instead of the other pit that's
already in here. Down here is the big chest. Inside is the Blue Mail. This
decreases damage done to you by about half. Hell. Yes. It's about time,
actually. To exit, push the block right, then just head up or down and around
to the exit.
                              __________  ________
                              |         |/       |
                              |    BLUE  MAIL    |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head east here. East again, assuming you have the red blocks down. You should,
you can't reach here otherwise. Head east, and in this next room, pick up the
skulls until you find a Key and a floor switch. Pick it up and trip the switch,
go south. Follow the precarious path to the next room. Pick up the skull to
find a floor switch that will make a chest appear. Open it for a Key, then go
upstairs. Just use the Key to unlock the door here, then backtrack to the room
I told you about the colored blocks. Head north. Take care of the Baris and
Stalfos Knight here, then open the locked door to continue downstairs.

Anti-Fairy here if you want to transform it into a Faerie for later use. The
large pots here also lead to a hidden Faerie alcove if you jumped down the side
pits above. Anyway, the room south of here has a few enemies to take care of,
and a floor switch that doesn't stay down...but there's nothing to put on it.
Huh. Head east through the locked door. Hit the color switch, head back west,
then north. Go back upstairs. Now from here you can drop down to that Faerie
spot like I mentioned before. Head south again. Now...you're going to want to
push the lower left block that's next to the pit. How do you get there? Well...

Take the path going east to the floor above, head north to the icy floor room,
pick up skulls to find a floor switch, trip it, enter the door that opens, and
then drop down the pit there. Now just head east and voila! On the other side!
Push the lower left block and fall down with it. Kill the enemies again, pick
up the skull, then push the nearest block onto the switch. Now head south,
finally. In here, kill the Baris. (The right head statue can be pulled to open
the door, if you want to do that.) Get rid of the skulls on the left, then pull
out one of the statues, Hammer the things, then lift up the large block and
toss it. Drop down...

---------------------
BOSS: Kholdstare
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
And it's the boss of this dungeon: Kholdstare! It seems like a cloud with an
eye...reminds me of Kracko. Anyway, at the moment, it's just staring at you,
doing nothing while it's encased in ice. The only threat right now is ice
shards that will randomly fall from the ceiling. Both the main shard and the
smaller "shrapnel" from their impact can hurt, so you'll have to be clear from
them. At the moment, just melt the ice with the Fire Rod or Bombos Medallion.
Once the ice is melted, Kholdstare will split into three and each will just
float around. Just keep dodging the ice shards and throw Fire Rod spells at it
or use the Bombos Medallion. When out of magic, just go for the sword kills.
Kholdstare does nothing else...after the last couple boss fights, Kholdstare is
disappointingly easy...
---------------------

Grab your Heart Container and free the next maiden. Of course, like last
section, we're not done yet here. Just listen to her tale and get warped out.
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------
A Desert...Swamp?
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
With the Ice Palace out of the way and finally some better defense against
those painful enemies, there's actually not that much to do except to head to
the next dungeon, so let's do that. Use the Magic Mirror to exit the Dark
World, warp to 6, the Desert of Mystery. Here, pick up the dark rocks to find a
Dark World portal! Take it and prepare for a shift in scenery...instead of a
desert, we have a Swamp! The Swamp of Evil, ladies and gentlemen.

You're gonna need to head to the north side of this swamp. Northeast, to be
precise. Reason why is that there's a seemingly pointless piece of land there.
(It's north of a cave which just has someone who will tell you pointless info.)
Stand here and use the Magic Mirror. On the Light World, lift up the large
boulder and head inside to see a Piece of Heart, but you have to deal with a
block-pushing puzzle. It's simpler than it looks. Just push the leftmost block
upwards, then the one next to it upwards, then push the right block right, and
then the one next to it (above) right. Grab the Piece and exit the cave.
                              __________  ________
                              |         |/       |
                              | HEART  PIECE #21 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The next dungeon is a bit west from here. But before that, there's actually a
cave entrance in the swamp water that looks a bit like a head with its mouth
open. It's just to the west of the dungeon. Enter it, then get past the Sparks
to find two chests with another block puzzle. Again, this one's a bit simple.
Of the bottom two blocks, shove the right one east. Shove the other bottom one
to the west, then the one above to the north. Open the right chest for a Red
Rupee, then push the block to your left to the west or east and open the other
chest for a Piece of Heart. Now exit.
                              __________  ________
                              |         |/       |
                              | HEART  PIECE #22 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now to enter the dungeon. Get on the lilypad south of the entrance and head
north. When you get to what seems like a symbol on the ground, you'll probably
notice it's familiar. Look in your inventory to spot that the Ether Medallion
has this same symbol. Use it while standing on there and the rain will stop
while the dungeon opens itself to you...enter...

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Misery Mire
¯¯¯¯¯¯¯¯¯¯¯
Not much I can say about this dungeon, though it does have a few main
distinguishing rooms. Which is good, because there's a ton of rooms in Basement
1. At any rate, follow this hall, Hookshot across the pit, and head downstairs.
Here, you'll finally find Wizzrobes. These mage-like enemies appear in random
spots and then throw shockwave-like magic at Link. Kill all these Wizzrobes and
the Popos to open the door ahead. Enter the next room. Next thing to do, go
downstairs, and head north. You'll spot three ladders, two of which you can
reach. Take the right one and enter the door.

Head east from here. In this room, take down the Stalfos, then pick up the
skull in the upper left corner for a Key. Now use the Magic Cape so you can
safely pick up the skull within the spikes to see a floor switch. Press it and
open the chest that appears for another Key. Head north next, then north again.
Follow the pathway until you're past the giant room. Pick up the skulls and
head around to the north side. This place, if you look closely, kinda looks
like a fish skeleton. At any rate, get to the northwest corner of this room and
pick up the skull for a Key, and hit the color switch. Return to the room where
you got two Keys. (Heading south from the color switch, you'll find a locked
door. You can open it, but don't go through it.) Head south, and open the chest
for the Map! Awesome. Use one of your Keys on the locked door for later, but
don't go through it.
                              __________  ________
                              |         |/       |
                              |   DUNGEON MAP    |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head back north, then west. Push the block aside and head north. Follow the
path to a chest that contains a Key. Backtrack to the large room on the south
side. Take the left ladder and go all the way to the south perimeter. Walk
north along the grated floor, past the lowered blue blocks. Pick up the skull
to reveal a floor switch. Step on it and open the chest that appears for a Key.
Now take the locked west doorway. Inside, defeat the Stalfos skulls and the
Bari to get a Key. Head west. (If you head south, it leads to nowhere.) In
here, dodge Floor Tiles until they're no more, then use the Fire Rod to light
all four torches. This will open the door to the north, so take it. Inside,
open the chest to get the Compass! Getting there...
                              __________  ________
                              |         |/       |
                              |     COMPASS      |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now return south, then go south again. In here, kill or avoid the enemies and
head upstairs. Up here are constantly respawning Wizzrobes. This room and the
room to the south encompass a torch puzzle. It's kinda simple to solve, really.
First, in both rooms, give yourself easy access to the torches by pushing the
north and south blocks toward the torches, then the middle blocks north or
south. With all four torches in access, use the Lamp to light them all.
Suddenly a very long quake will happen, indicating something is moving around.
Once it's done, from the south room head east. In here, drop down. Open the
chest to get the Big Key! Yeah! Head west, then take the teleporter.
                              __________  ________
                              |         |/       |
                              |     BIG  KEY     |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From here, if you look at your map, you're just a few rooms north of where you
were. You can explore rooms you haven't been to yet if you want to, but now
that the Big Key is acquired, it's time to get the dungeon item and head toward
the boss. At any rate, from where you teleported, open the big door to the
north and take the next teleporter. From here, head east to the next room.
You'll see something familiar...take the south door. Now it's definitely
familiar. Head south, then west to return to the big south room. Take the
southeast door this time. Head east again. In here, equip your Hookshot, use it
on the block there, and head north quickly, dodging past the Laser Eye beams.
At the end is the big chest! Open it for the Cane of Somaria! That's the last
inventory item! It produces a block whenever you use it!
                              __________  ________
                              |         |/       |
                              | CANE OF  SOMARIA |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now return to the room where you last teleported to. Open the big door and
follow the path until you're downstairs. Now assuming you have at least one
Key, open the southeast door down here for some bonus Rupees. In the room
though, there's a floor switch under a skull. It won't stay down, so now use
the Cane of Somaria to make a block and push it onto the switch. Take the
southwest door. Go west. In here, make your way to the north side, onto the
conveyors. Now this is a bit tricky to pull off, but you need to Bomb the left
wall. The problem is the conveyor belt. So...what you need to do is place a
Bomb and then pick it up. When it's almost ready to explode, throw it at the
cracked wall. It's kinda tough since there's something spitting fireballs at
you in the same time. At any rate, if you blew it up, you can head inside for
another Rupee bonus. Otherwise, just hit the color switch up here, then take
the west door in the south side of the room.

In here, kill the enemies (remember the Anti-Fairies can be turned with Magic
Powder), and bomb the north wall. Past there is another color switch. Hit it,
head back, and continue west. Phew, finally, those dark rooms were getting
annoying. Head north here, watching for the constant Yellow Zol drops. Before
heading upstairs, get behind the staircase and hit the color switch so it's
red. Now head upstairs. Dodge the Winder and Anti-Fairy, go over west, and you
will see the big boss door. Open it, and head in...

---------------------
BOSS: Vitreous
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This boss is literally just a bunch of eyeballs submerged in a gooey substance.
The main eyeball (the larger one, obviously) shoots out lightning, while the
smaller ones go after Link. The best normal method is to stand in a corner and
spam the spin attack whenever the smaller eyeballs get near. When they're all
gone, the main eyeball will then be vulnerable and will attempt to ram into
Link. Sword strikes work, but Arrows are particularly effective. Especially
since you can stand in one spot and use them safely.

If you have enough magic, you can do it the cheesy way: use the Magic Cape,
head right up to the main eyeball, and begin slashing away. Note that the main
eyeball can only be damaged when it's not covered in the gooey substance. On
that note, the Magic Cape can be used to dodge the lightning bolts whenever
the main eyeball comes out to attack with that.
---------------------

With two dungeons down again, collect your Heart Container and free the sixth
maiden. One more to go, Link...one more to go...
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
========================
ITEM SUMMARY
¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT:
- Tempered Sword
- Red Shield
- Blue Mail
- Pegasus Shoes
- Titan's Mitt
- Zora's Flippers
- Moon Pearl

INVENTORY:
- Bow
- Magic Boomerang
- Hookshot
- Bomb
- Magic Powder
- Fire Rod
- Ice Rod
- Bombos Medallion
- Ether Medallion
- Quake Medallion
- Lamp
- Magic Hammer
- Flute
- Bug Catching Net
- Book of Mudora
- Cane of Somaria
- Cane of Byrna
- Magic Cape
- Magic Mirror

MAGIC BOTTLES: 4 *ALL OF THEM*

HEALTH:
- 18 Heart Containers
- 22 Heart Pieces (2/4)
</pre><pre id="faqspan-4">
                    _______________________________________
-------------------(      Two Upgrades to Turtle Rock      )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Alright. One more left to save, and it's Zelda herself. She's imprisoned at
Turtle Rock, up at Dark World's Death Mountain. Let's start heading over there.
Just use the Magic Mirror, warp to Link's house, go south, then west. Pound the
stakes down and pick up the rock there in the corner for another Dark portal.
Once at the Dark World again, stop by at the Bomb Shop. You'll notice that
there's a new item up for sale there. It's the Super Bomb, and only becomes
available after beating the Ice Palace and Misery Mire, and have saved the
blacksmith partner. Go ahead and purchase it for 100 Rupees.

Now, there's one specific place you have to use this, so go over to the Pyramid
of Power. Make sure not to get hit or press A prematurely. Once there, climb
the stairs and look left to see a cracked wall. Set the Super Bomb next to the
wall with A, and when it blows up, head inside. This is home to the cursed Fat
Faerie. First, throw your Bow in. Say that you threw it in and she will grant
you the power to use Silver Arrows! This is necessary to defeat Ganon (as you
have gathered you'll need to defeat from the maidens). Exit and re-enter. This
time, throw your Tempered Sword in. Say that you threw it in and she will
upgrade the sword the highest it can go: the Golden Sword! It's really cool,
about four times as powerful as the basic sword! Awesome upgrades!
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  |  SILVER  ARROWS  |   |   GOLDEN SWORD   |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------
Death Mountain Spelunking
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now use the Magic Mirror and warp to 1, Death Mountain. If you're wondering
about that hole next to the Fat Faerie, don't. I'll mention it later since you
can't reach it from here. At any rate, once at Death Mountain, start heading
east. East as far as you can go. You'll need to Hookshot across as well. Once
here, prepare for a mess of caves. We're gonna be spelunking before heading off
into the next dungeon. Anyway, at this area past the Hookshot point, you'll
find five accessible cave entrances. That's a lot. Ignore the leftmost cave
entrance, and enter the second left one. In here, just follow the path to
upstairs. There, fall down the east-most hole. You'll find some Faeries. Head
upstairs. The passageway leads outside where there's nothing of importance, so
just fall down one of the holes right next to the exit. Get the Blue Rupees
from the pots and just leave from where you entered.

Not much point to that, yeah, but I just want to cover as much of the game as
possible. The next cave entrance to the right just leads to a Faerie Fountain
you'll have to Hookshot over to. Enter the next one to the right. In here, you
will see something a bit north, but you can't reach it from here. To the left
and through a cracked wall (bomb it), you'll find an item shop. Cool. Exit. The
last cave entrance is just a bit south. Take that one. In here, you can jump
down the pit here to get to that other side. Bomb the north wall here and get
some Bombs and Arrows inside. Now head upstairs. You'll appear on the other
side of the pit. Enter the next room. Kill off the Mini-Moldorms, then use a
projectile to hit the color switch. Take all the goodies. After that, head back
downstairs one way or another, push the block south, and exit.

Re-enter the southern cave entrance again, this time ignoring the pit and going
upstairs. In the next room, just dash through the Mini-Moldorms and go outside
to appear on top of Death Mountain! That was a quick trip. At any rate, you'll
see two cave entrances below you, one which is unreachable. That will be
entered in due time. For now, drop down to the leftmost one that you see. Enter
it. Follow the spiral path up to the end, which is a pit. Drop down and you'll
find a chest. Open it for 50 Rupees. Drop down, kill or avoid the enemies, then
exit. Hey, you're at the leftmost cave I told you to ignore! Yeah, that's why I
told you to ignore it, can't reach the chest if you were to enter from down
here. At any rate, now it's time to go spelunking on the Dark World version of
this place. Go a bit south and you'll see a piece of the mountain jutting out,
with a lone rock. Pick up the rock to see a dark portal! Enter it.

This time in the Dark World, there's only two cave entrances. The right one
contains an item shop, so it's the left one we go. Once inside, heading east
and north, we find the path blocked by two blocks. So just take the upstairs
road. From there, follow the path and fall down the pit. Now you're on the
other side of those blocks. Up north, push the left block up, and go upstairs
again. Fall down the east pit. Go upstairs to the east. In here, fall down any
one of the pits. The southern one is preferred. Down here, push the second left
block north. Then the one between the two chests north. Now open both chests
for a Red Rupee and Bombs. Push the leftmost left, then head upstairs. Follow
the path outside.

You're on top of Death Mountain! To the east a screen is Turtle Rock, but we're
not quite done with spelunking yet. Lift the large boulder here and toss it to
find a cave entrance. Head inside. In here, you could just head straight north,
but there's a bunch of platforms to the left with a ton of Rupees, so why not
go after those first? You'll need the Hookshot. It's fairly straightforward,
just Hookshot across skulls to get 50 Rupees in each of the chests. Four of
them to be exact. Otherwise, on the main path, you'll see it seems to be broken
off. Well, time to reveal another use of the Ether Medallion. Use it here, and
you'll notice that the magic will briefly make an invisible path visible! Walk
across it and enter the next cave. (Although, when I tried it on the Virtual
Console version, it didn't work. Emulation glitch, maybe?)

Anyway, here, there are three cracked walls in this plus-shaped room. Only one
is fake, and it's the one with the skulls in front of it. Bomb the north one
for a Great Faerie Fountain, and the west one to continue. Here, if you bomb
the north wall, you'll see a regular Faerie Fountain in case you need to bottle
some. Take the exit here and you'll appear on a seemingly pointless spire of
the mountain. Use the Magic Mirror here and...what do you know? A Piece of
Heart! After grabbing it, you can just hop off onto where you need to be back
at the Dark World.
                              __________  ________
                              |         |/       |
                              | HEART  PIECE #23 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now it's finally time to enter the next dungeon. Head east and you will find a
rock in the shape of a turtle...Turtle Rock. Yeah. On its "back," you'll find
a symbol resembling the Quake Medallion. So how to get up there? Use the Magic
Mirror to get to the Light World, and pick up/throw the large boulder where
Turtle Rock's head should be. Climb up to see three stakes. Pound them down in
the order of right, up, left. This will make a dark portal appear. Step in, and
then back in the Dark World, use the Quake Medallion on the symbol to make
Turtle Rock's head disappear. Now you can enter...but a neat little trick is
that you can pull on the "hand" to the right to force some Rupees out. Before
entering, make sure you have at least one or two bottles filled with Magic
Medicine, as this dungeon requires a lot of usage of that magic...

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Turtle Rock
¯¯¯¯¯¯¯¯¯¯¯
The plaque on the wall has Sahasrahla advising you not to go further if you
don't have Magic Medicine. So yeah, second warning there. Up ahead is a pit,
but what looks like a rail. Now for a bonus usage of the Cane of Somaria. If
you try to form a block on a rail, it turns into a platform that follows the
railing! Nice stuff! Ride across into the main junction room. Create a platform
on the rail, get on, and face left. Notice the platform will move wherever you
do, so with that in mind, you need to go through the southwest passage. In
there, head down and open the chest surrounded by spikes to get the Compass!
                              __________  ________
                              |         |/       |
                              |     COMPASS      |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Try to head back and...the entryway is closed off and a Laser Eye is there
instead. But if you look away, the passage opens again. So how to get through
here? Face south, charge your sword, and walk backwards through the door. Back
in the main room, take the northeast passage. In this room, in order to unlock
the north doorway, you have to ride a platform and light a bunch of torches. To
do this, create the platform and start it going south. When on the part where
it starts looping around the torches, then start lighting them with the Fire
Rod. If fast enough, the door will open, so hurry through. The trick here is
that, once you're between the four of them, first light the top left one, then
light the bottom two as you're lined up to the left, and then light the last
one. Once in the next room, dodge the spiked rolling logs. Careful of them,
they hurt. At any rate, at the end of the room are two chests containing the
Map, as well as a Key! Head back to the main junction room.
                              __________  ________
                              |         |/       |
                              |   DUNGEON MAP    |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The next door up north leads to a Faerie, with the room beforehand being a
Floor Tile trap you must get through in order to open the door. (You can slash
Floor Tiles with your sword to destroy them, make it easier.) The next door to
the left continues further into the dungeon, so take that. In here, kill the
Geldarm to get a Key. (You can use the sword, but it's safer to use the Fire
Rod.) Keep going to find...Chain Chomps!? Well, that's what they look like, but
they're called Bow-Wows in this game. Right...at any rate, they're every bit as
dangerous as they are in the Mario series. STAY AWAY FROM THEM. They're
invulnerable, so there's no use fighting them either.

At any rate, the objective of this room is to get past the Bow-Wows over to the
color switches. Do this once they seize up the chain, because they'll stop
moving for a second after they do that. Once there, stay on the south side of
the red blocks and hit the color switch with a projectile, then quickly dive
into the lower left corner. Once it's safe, push the top block on the left side
of the room over to the right to make a chest appear. Switch the colored blocks
again and pick up the Key inside the chest. Use it to go downstairs.

Down here, welcome to a warp pipe room. Yeah, as if the Mario references didn't
stop with the Chain Chomps...I mean, Bow-Wows. At any rate, you need to reach
the nortwest doorway. To do that, head over to the southeast side of the room.
There's a Geldarm there, so take it out while dodging the Anti-Fairy, then go
up and enter the pipe there. Voila! Enter into the central lava chamber that
has nothing but these warp pipes. Take the right pipe of the two. Enter the
next room.

In here, there's four Anti-Fairies. You can dodge them or get rid of them with
the Magic Powder. Anything will do. South a bit, you'll see a color switch.
Kill the Geldarm here to get a Key, then take down the Stalfos skulls. You'll
notice a Laser Eye as well. Again, this one only opens and shoots when you look
at it, but this one doesn't close up the doorway. First, get beside the door,
quickly unlock it and duck to the side, then walk backwards through it. Take
the pipe you see to end up on a central platform. Open the chest for the Big
Key! Sweet! Take the next pipe, then take the entrance.
                              __________  ________
                              |         |/       |
                              |     BIG  KEY     |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Take the pipe and pick up the skull for...a large Magic Jar refill. Cool. Now,
hop down and enter the pipe at the southeast corner again, re-entering the
central lava chamber. This time, take the left pipe and enter the next room. In
here are two Geldarms...take them down, and two doorways will open. Go south,
then west. In here, you'll have to deal with a bunch of Laser Eyes. Two are
always open, so will fire lasers whenever you get in front of them. Three only
fire lasers when you face them. So! To remedy this, just never face north.
Place a Bomb at the cracked wall, move left or right, wait for it to blow up,
then head through.

You will appear outside! Cross the path over to the other side, but before
entering, stand in front of the right cave entrance and use the Magic Mirror.
Enter the cave on the Light World side. Inside are some Goriyas. The ones to
the right you'll have to play a bit of archery game. One of them you'll have to
lead your shot and move him into it. The others are behind some things you have
to Hammer. Once all are killed, head north. Inside is a chest containing the
game's very last Piece of Heart! So awesome. Exit this cave, return to the Dark
World, and continue the Turtle Rock dungeon.
                              __________  ________
                              |         |/       |
                              | HEART  PIECE #24 |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________  ________  Right as you enter, you'll see a big chest. Place a
|         |/       |  platform with the Cane of Somaria so you can cross, and
|  MIRROR  SHIELD  |  open it for the Mirror Shield! Now you have the best
|      FOUND       |  shield in the game, even able to deflect Laser Eye beams!
'\                 |  Head north. In here, open the big door up ahead to get
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  back to the central lava chamber. Take the pipe and
continue. Inside, kill the Geldarm and bomb both of the cracked walls. Enter
the east one. In here, kill the Zols that appear and push the top of the two
blocks to the side. Pull the left statue's tongue out to open the doorway.
Pulling the right one's tongue makes bombs drop, so you don't want that. Just
north here are...a crapton of Rupees guarded by three spiked rolling logs. Be
careful to collect them, then head back. Take the north path this time in the
room where you bombed the two walls, being careful of the Bugs.

In here, use a projectile on the color switch as you move into the center once
it's safe (the spiky rolling log). Open the chest for a Key. Hit the color
switch again and use it to go downstairs. Now down here is a mess of rails
where not all junctions you can stop and take. To get to the center platform,
create a platform and go right, down when you first can, then it'll go right by
itself. Go down on the second junction. You'll stop at a platform with a skull.
Pick it up to find a floor switch. Step on it, then get back on your platform.
Follow it until the junction and go right. Right again when it curves up. When
you can go down, do so. When you can go left, do it, then go down at first
opportunity. Go left again at first opportunity, and keep going down when it
curves down. Take door.

Here, dash south with the Pegasus Shoes. At the other end, you'll see a locked
door to the left and a doorway to the south. Take the south doorway. In here,
another Laser Eye guarded hall, but this time with chests. Remember, you can
block these beams now. To get back, note Link's sprite when charging the sword.
You'll notice he will hold the shield to his side. This actually has a purpose.
You can charge the sword in such positions to block the beams on the way back.
The very last chest on the south end has the Key you're looking for, by the
way. As for the exit there, don't take it. It just leads outside, and you can
easily fall off and have to re-do the whole dungeon over again. So just grab
the Key and backtrack to the locked door and open it.

In here is a mess of blue/red blocks and color switches. The correct path to
take to the north side is...hit the color switch so that blue blocks are down,
and head through. Stay to the north as much as possible, and you'll find you
can't get further. Hit the color switch to your right with a projectile, head
left. Hit the color switch again and head north. There you go! Go downstairs.
In the next room, pick up the skulls for refills, make sure you have at least
one Magic Medicine, then create a platform with the Cane of Somaria and head
north to the big boss door...

---------------------
BOSS: Trinexx
¯¯¯¯¯¯¯¯¯¯¯¯¯
Welcome to Trinexx, a boss that actually requires the Ice Rod! It has three
heads: a red head, a blue head, and a rock head. The blue head uses ice attacks
and must be taken out first as it can make the floor slippery. Use the Fire Rod
to stun the blue head then go in and slash it. Keep doing that until it's gone.
The red head uses fire attacks, and so you must use the Ice Rod to stun it
before going in for the kill. In the meantime of going after the elemental
heads, the rock head can attack you by lashing out at you. You'll know when
it's about to lunge forward when the tail starts wagging faster.

Once both elemental heads are gone, the most of the body explodes. What's left
is a rocky snake-like monster that moves around in an attempt to ram at Link.
It has a new weak-spot: the glowing orb at the center of its body. Yeah, as if
that wasn't obvious. It needs to be struck three times before it will go down
finally. Just be careful.
---------------------

With the last boss before the final one taken down, grab your final Heart
Container and rescue the final maiden, Princess Zelda herself...
                              __________  ________
                              |         |/       |
                              | HEART  CONTAINER |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
========================
ITEM SUMMARY
¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT:
- Golden Sword
- Mirror Shield
- Blue Mail
- Pegasus Shoes
- Titan's Mitt
- Zora's Flippers
- Moon Pearl

INVENTORY: *ALL OF THEM*
- Bow w/ Silver Arrows
- Magic Boomerang
- Hookshot
- Bomb
- Magic Powder
- Fire Rod
- Ice Rod
- Bombos Medallion
- Ether Medallion
- Quake Medallion
- Lamp
- Magic Hammer
- Flute
- Bug Catching Net
- Book of Mudora
- Cane of Somaria
- Cane of Byrna
- Magic Cape
- Magic Mirror

MAGIC BOTTLES: 4 *ALL OF THEM*

HEALTH:
- 20 Heart Containers *ALL OF THEM*
- 24 Heart Pieces (0/4) *ALL OF THEM*

                    _______________________________________
-------------------(            Fighting  Ganon            )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here it is, the final bout. With all seven Maidens rescued, the magic force
surrounding the Tower of Ganon just to the west of Turtle Rock can be
dispelled. Head over there and step in front to watch the magic unfold. The
front wall will slide apart and a staircase leading inside will appear. Head
up...

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ganon's Tower
¯¯¯¯¯¯¯¯¯¯¯¯¯
Ganon awaits here in his abode, so that means this won't be an easy
run-through. Right here in the 2nd floor, there's only one room. There are two
staircases leading downstairs, and one staircase leading up. Head down the left
staircase. In here, a Key is sitting on top of a pillar torch. Dash attack into
it to knock the Key down so you can grab it. Head west. Pick up skulls to find
another Key, then hammer down the things in the middle. Push the middle block
to the side to open the west door. Continue.

In here, you'll require the Hookshot. Hookshot left, pick up the skull so you
can get around the block and Hookshot north. Enter the door and plunder the
chests for a couple Red Rupees and some Bombs/Arrows. Once that's taken care
of, exit. Dash attack northward against the block next to you and you will
bounce backward across to where you need to be. Hookshot south, east, around
the block, south, and south using the skulls. Head east through the locked
door. In here, dodge around the fire bars and open the chest for the Map! Head
back. Hit a color switch, then place a Bomb by one. Pass by the blue blocks,
wait for the Bomb to explode so the blocks switch back, and head south.
                              __________  ________
                              |         |/       |
                              |   DUNGEON MAP    |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In here, a skull holds another Key. Now, you'll notice there are two color
switches right beside each other. You need to place a Bomb in such a way so
that the blast only reaches one of them. If it covers both, it won't do any
good. By doing that and getting past the blocks, you'll be able to head east
through the locked door. Inside, hit the color switch and find refuge on the
north or south walls. Make your way to the teleporter and enter it. (You can
use the Magic Cape to get past if you have terrible timing.)

You'll appear in a room at the northeast side of the same floor. You'll have to
head west while avoiding Winders. Again the Magic Cape makes this easier.
Notice the blocks though. Out of all of them, you'll notice there's one block
that isn't connected to any other ones. Push this block left and a chest will
appear. Hookshot across using it, open it for a Key, and take the locked door.

Now for a fun little teleporter puzzle. First, step onto the left teleporter.
Then the next one to appear back in the room you were in. Before heading
forward, bomb the cracked wall here. Inside, you'll find a bunch of popped-up
floor tiles. One of them's actually a floor switch. So find it and the north
wall will blow up. Head north for Bombs and Arrows. Head back to the teleporter
room. Take the one that's active. Next, take the left active one. Finally,
take the next one to your left. Head east through this room, go through a
couple more teleporters (linear path) and enter the doorway.

In here is a massive room with a bunch of invisible pathways. Again, you'll
need the Ether Medallion to see where you're going, but if it doesn't seem to
work on the Virtual Console version, then there's still another way. Take the
left bridge over to the doorway, but don't enter it. Look off to the right to
see a torch. Use the Fire Rod on it and the invisible path will light up for as
long as it's lit. So hurry up and cross it. Once on the right side, enter the
doorway. Take care of the Anti-Fairies, open the chest for some Arrows, and
Bomb the cracked floor right there next to the chest to reveal a hole. Fall
down.

...And you'll fight a familiar foe: the Armos Knights! Yep, the first dungeon
boss of the game. And you'll have to deal with a slippery floor this time. It
is, however, incredibly easy. Since you have the Blue Mail, you take less
damage (and they're just as powerful as before), and the Silver Arrows kill
each in one shot. Yeah, they're pathetic. Once the boss is taken down, both
doorways will open. Head north first. Open the three chests for a Big Key,
Arrows, and Bombs. Awesome! Head back, then west. In here, you can head
upstairs, but if you bomb/dash attack the cracked wall, you can find some
Faeries. Grab some if you need them, then go back and head upstairs.
                              __________  ________
                              |         |/       |
                              |     BIG  KEY     |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You'll appear in a room right where a big chest is! Cool stuff. Push the right
block aside and open it for the Red Mail! Now you take     __________  ________
LESS damage from attacks! So cool. Of course, this is      |         |/       |
completely optional, but why miss the opportunity?         |     RED MAIL     |
(Unless you're going for a "hard-mode" run or something.)  |      FOUND       |
At any rate, head north to appear at a familiar room.      '\                 |
Yep, your first room in this floor! Open the locked door.    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Open the chests for Arrows and Bombs, and pick up skulls to find a floor
switch. It won't stay down, so push it down with a block from the Cane of
Somaria. Inside the next room to the east, you'll have to dodge fireball
spitters, an Anti-Fairy, a Floor Tile trap, AND constant Wallmasters. Ouch.
Dodge EVERYTHING until the Floor Tiles are done, and a chest will appear. Open
it for a Key. Transform the Anti-Fairy if you need health after that ordeal.
(Even with the Red Mail, you can still take a lot of damage in this room, which
is why I'm waiting until now to cover these rooms.)

Head east through the locked door. In here, just heading north gets you trapped
in a room filled with enemies you'll have to kill to escape. Equip your Fire
Rod, take down all the enemies in here (except the Wallmasters that are still
on your butt), and light ALL the torches before they go out. If successful, the
doorway to the south will open, head in. Next room, kill the Gibdo with the
Fire Rod, then place a Bomb, pick it up, and throw it at the conveyor belt to
the right. Hopefully it will hit the color switch, allowing you to get past the
blue blocks. Throw another Bomb so you can get past the red blocks. Head in.
Inside, open all the chests except the upper left one, saving that one for
last. Reason being, it contains the Compass, and opening it spawns a bunch of
pits. So yeah. Grab it and take the teleporter.
                              __________  ________
                              |         |/       |
                              |     COMPASS      |
                              |      FOUND       |
                              '\                 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head east until you step onto the star panel, then head east some more to the
next star panel. Pick up the skulls on the north to find a Key, continue east.
Open the locked door. Head south in this next room, and be quick, as the floor
will start to give way from the south...the direction you're going. Once past
there, enter the doorway. In here, get rid of the Hardhat Beetle in some way,
then dash attack against one of the walls to bounce to the center. Take the
teleporter. In this new room, light the torch to see another invisible path.
Just cross it to the west, to appear in the large room with the invisible path.

Alright! We explored every room in Floor 1 and took down the boss in the
basement, so it's time to climb up this tower. Take the left bridge to the
room with the big chest, continue north, then head upstairs. Head upstairs once
more to the third floor. In here is a colored block puzzle amidst a spike pit,
with Goriyas. Yeah. First, hit the color switch, go across the blue, pick up
the skull. Hit the color switch again, go left. Hit it again, go left. Push the
block south to open the door. Now just use the switches to your advantage to
take down the Goriyas and continue.

Next one, take down the red Goriyas with Silver Arrows while dodging the Blade
Traps. Next, take down more red Goriyas while dealing with Beamos.
Surprisingly, even the Mirror Shield can't block the beams from the Beamos. So
still be careful around them. Head north, open the big door. Go down the ladder
and head north until you can't. Hit the color switch and shoot down the
Rocklops that are sorta hidden. Pick up the skulls for a floor switch. Step on
it to open the door above. Head back south, (might just use the Magic Cape) and
continue.

In here, pass by a bunch of cannons firing cannonballs. At the other side, dash
attack northward against the blocks to bounce to the south, bomb the wall, and
enter. You'll find some Faeries if you need them. Hookshot back across and head
upstairs. In here, kill the Dairas and Stalfos to move on. Next room, dodge the
Beamos while killing the Stalfos. Basically, the linear path here is to just
kill the killable enemies while going through progressively harder obstacles.
Not much I can really say. Eventually you will reach a boss where you have to
re-fight the Lanmolas, the boss from the second dungeon. Since you're powered
up, you don't even need the Ice Rod for that extra damage. Just take them down
like before, you'll just have to deal with a fireball spitter as well. Once
done, head north, then go upstairs once more.

Up here, you'll have to traverse another (small) room with an invisible path.
This time there are skeletal Wizzrobes. They always appear in the same spots,
and they can actually be used as a guide if the Ether Medallion doesn't work.
Head south and stop so you're in line with the left and right Wizzrobes. Head
west until you're next to the left Wizzrobe and kill it. Go south a little bit
until you are even with the south Wizzrobe. Head east, kill the south Wizzrobe,
then head east again so you're below the east Wizzrobe. Go up and kill it, then
go back and go south from where the south Wizzrobe was to continue.

In here, just dash across with the Pegasus Shoes to blaze past whatever
challenge there may have been and continue. In here, kill more skeletal
Wizzrobes to continue. Again, in this next room, dash across to destroy any
challenge there was there, continuing on. In this room, prepare yourself by
first removing all the skulls from the room. Now, head to the place where the
fire bar is, and use the Fire Rod to start lighting torches. Once you lit all
of them, the door to continue will open, so head through. In the next room,
just face north and charge your sword so that the shield can protect you as you
go upstairs.

As you enter, start immediately lighting the torches with the Fire Rod,
starting with the lower ones. Reason being is the floor will start collapsing.
Once all four are lit, hurry outta there. In here, kill the Helmasaurs for a
Key, open the chests for Bombs, and continue through the locked door. In here,
throw a Bomb onto the conveyor belt near the south wall and hope for it to
blow up the cracked wall. Once done, use the Magic Cape to dodge the large
Blade Trap and into the next room. In this room, use the color switches to be
able to get to the chest and open it for a Key. Use it to open the locked door
to continue.

And again, you face the Moldorm, the annoying boss from the third dungeon.
Yeah. If you happen to fall off, you'll just have a rather large room with
spike pits sporadically placed, a few Anti-Fairies, and constantly respawning
skeletal Wizzrobes. Just head upstairs and you'll be back in action. Though,
this re-fight isn't NEARLY as annoying as it was. It goes down in two hits.
After it goes down, Hookshot onto the chest that appears to the south, open it
for a Red Rupee, then follow the path, pushing blocks, over to the doorway.
The next room is just an obstacle course with some fairly annoying Helmasaurs.
Just dodge them and you should be fine. Head upstairs. Follow the
ominous-looking carpeted hallway and open the big door...

---------------------
BOSS: Agahnim
¯¯¯¯¯¯¯¯¯¯¯¯¯
Yep, you get to fight Agahnim once more. I'm guessing he's the last guardian to
Ganon. This time, Agahnim splits himself into three, with one being the real
Agahnim! Thus, you have more magic spells to avoid. The real one's really easy
to spot, since he isn't the one that's transparent, so yeah. Just dodge the
same spells you've done before. Once again you have to deflect the spells back
at him by slashing your sword. If he does the lightning spell again, just in
triplicate, I don't know. He's never tried it on me so far.
---------------------

Once Agahnim's down, his clones will revert back to him, and will lay helpless
on the floor. Suddenly, the transparent figure of Ganon emerges from Agahnim's
body! So Agahnim was just Ganon's alter ego! Ganon then transforms into a bat
and flies off, with Link right on his tail. Ganon flies to the Pyramid of Power
and crashes through the top of it. Link later gets dropped off at the same
place by that transport bird. (How did it get here when it's only in the Light
World?) At any rate, at this point, you can just hop down the hole to begin the
final battle with Ganon. You might want to make final preparations just to make
sure you have enough healing potions. And save/quit here if you don't want to
have to re-do all of what you did just to get back to this point.

---------------------
FINAL BOSS: Ganon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There he is, the blue boar himself. He has the full power of the Triforce at
his disposal, along with the Trident of Power. Ganon will attack by throwing
his Trident around like a Boomerang and will teleport around, at first. Just
dodge the Trident and attack him. (If you have the Tempered Sword only, you'll
have to use spin attacks to damage him. As far as I know, the regular
non-upgraded Master Sword just won't cut it at all...literally.)

Eventually after he takes some damage, he will use a new attack by summoning
fireballs to surround him. They will expand, then he will then teleport as the
fireballs turn into invincible flaming bats, then rapidly fly towards your
general direction. Just dodge them and continue damaging him. Next, he will
summon single flaming bats to surround him in flames as they rapidly spread
outward. At this point, the more damage you do to him, the more he collapses
the floor around you. If you happen to fall off, you'll appear beside the
Fat Faerie's fountain on the Pyramid of Power and will have to start the fight
all over again.

Eventually, as more of the floor crumbles away, he will start teleporting
constantly and summon flaming bats when you least expect them. Finally when a
pit surrounds the arena, he darkens the room, making himself invisible. All
the while, he teleports around and summons flaming bats like fireball
projectiles. Seems similar to the fight against Ganon in the first game now...
in order to get through this though, instead of randomly slashing, you have to
light the torches to make him visible. Once he's visible, strike him when you
can and he will get stunned, turning blue. NOW, AT THIS POINT, equip your Bow
and fire a Silver Arrow at him to damage him! Repeat this process three more
times and he will be finished for good!
---------------------

After Ganon's defeat, Link will approach the Triforce's location...enjoy the
ending! At the end of the staff roll, the game will show a list of "games" you
had in each of the dungeons, and finally a total of "games" played. These are
actually your death counts. Why they wouldn't just say deaths is beyond me. At
any rate, the last time I played, I got eight total deaths. How many do you
have?

========================
ITEM SUMMARY
¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT: *ALL OF THEM*
- Golden Sword
- Mirror Shield
- Red Mail
- Pegasus Shoes
- Titan's Mitt
- Zora's Flippers
- Moon Pearl

INVENTORY: *ALL OF THEM*
- Bow w/ Silver Arrows
- Magic Boomerang
- Hookshot
- Bomb
- Magic Powder
- Fire Rod
- Ice Rod
- Bombos Medallion
- Ether Medallion
- Quake Medallion
- Lamp
- Magic Hammer
- Flute
- Bug Catching Net
- Book of Mudora
- Cane of Somaria
- Cane of Byrna
- Magic Cape
- Magic Mirror

MAGIC BOTTLES: 4 *ALL OF THEM*

HEALTH:
- 20 Heart Containers *ALL OF THEM*
- 24 Heart Pieces (0/4) *ALL OF THEM*

                    _______________________________________
-------------------(             Miscellaneous             )-------------------
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
With the walkthrough finished, there are a couple odds and ends about the game
that I'd like to cover. That's what this section is for. Mostly it's about the
GBA version of the game, but I digress. Hope you enjoy.

---------------------------
Chris Houlihan Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Probably the most popular phenomenon of the game, the Chris Houlihan room is a
special room that contains a bunch of Blue Rupees and a plaque that says it's
the Chris Houlihan room. How to reach it actually varies, but I'm getting ahead
of myself. For the backstory...

Chris was a reader of Nintendo Power back in the '90s. There was a contest
involving this game (I forget what, exactly) where the winner would have a room
dedicated to him. Long story short, he got it. Unfortunately the room is so
hidden that not every "A Link to the Past" player will ever see it. Unless
you look it up on Youtube, but ANYWAY! The reason why this room is so secret is
because it's a debug room of sorts. Whenever the game finds a problem with the
programming when entering a new area, you get defaulted to this room. As said
before, it's a room with a bunch of Blue Rupees, a plaque that says it's the
Chris Houlihan room, and a door that, when taken, leads out of Link's house.
Due to the nature of this room, it's actually a quite a bit rare to find it.

The most common method seems to be starting a file from the Sanctuary and
running with the Pegasus Shoes all the way to the hole to the basement beside
Hyrule Castle. (Either by cutting through the wooded area west of it, or going
through the eastern mound fields.) Another method seems to start from Kakariko
Village and running north out of it, then through the wooded area to that hole
in Hyrule Castle. Regardless of that, there are many ways you can reach this
room, and keep in mind that these methods don't work all the time. It's still
pretty rare to happen upon it, but the methods I mentioned seem to work most
often for people.

---------------------------
Ghost of Misery Mire
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A glitch that is a bit well-known among Zelda fans. This is, simply, a glitchy,
invisible enemy found at the Swamp of Evil in the Dark World. It can't harm
Link, but it can be harmed and killed to drop Bombs. The most common method of
finding them is using a screen-wide attack...like the Bombos Medallion. It
seems to apparently be the Ku, the Zora-like creature from the Dark World, on
shallow water where it wasn't fully programmed to be on. This was found out
through a ROM editor after messing around with the "ghost's" properties. Oddly
enough, this "ghost" appears in all versions of A Link to the Past. Maybe
Nintendo saw how popular it got and decided to leave it in.

---------------------------
GBA Version
¯¯¯¯¯¯¯¯¯¯¯
Later on in 2002/2003, the game got released on the Game Boy Advance. It is
basically the same game with a few changes and additions, some of them pretty
major. Some of the minor ones include the fact that Like Likes were added as an
enemy and could eat ANY type of shield (even the Mirror Shield). As such, the
Dark World Shield Shop also sells Mirror Shields, but only after you first get
the shield. Another is that the Pegasus Shoes were re-named to Pegasus Boots.
Yeah, odd little change there. The seven wise men were re-named as the seven
sages, I guess to correspond with other Zelda games' usage of sages. Even the
Chris Houlihan room is still in the game and acts the same way, but is no
longer labeled as such. Each of the bottles have become their own inventory
item, and the Shovel is now seperate from the Flute, so you can have both at
the same time. One of the Ice Palace's rooms was changed to make traversing it
a bit easier. There are other various additions and changes made, but those
will mostly be talked about below.

As for major changes and additions...for one, an entirely new Zelda game has
been packaged with it, called Four Swords. It is an entirely multiplayer Zelda
experience, so you need link cables to link together multiple GBAs to play it.
I won't cover Four Swords here, so look out for a Four Swords guide I might
make one day. However, I will cover two other things...the Palace of the Four
Sword and the Riddle Quest.

---------------------------
Riddle Quest
¯¯¯¯¯¯¯¯¯¯¯¯
Aside from the Palace of the Four Sword dungeon added, a new sidequest has also
been added, making a little more usage out of the Bug Catching Net. You'll have
to play Four Swords enough so that you win 10 Triforce Medals before this will
open up. Once you have 10 Triforce Medals on Four Swords, and the Bug Catching
Net in Link to the Past, you can start this. Head over to the Lumberjacks'
House between the Lost Woods and Death Mountain, and enter it. You'll see a guy
named Q. Bumpkin there. He will say that he has something special to give you
now that he's taken up woodcarving. It is a basket, and will be stored in your
Equipment. Basically what this deals with is that he tells you a riddle about
an object or creature, you have to figure out what it is, and catch it with the
Bug Catching Net.

Return the object/creature to Q. Bumpkin and he will give you another hint. You
repeat this 10 times until he gives you his family's secret sword technique:
the Hurricane Spin! Charge up your sword until it goes up another level, then
release. Immediately start pressing the B button to keep your spin going as you
can move around! Pretty nifty, but it consumes magic. Here are the riddles and
what you need to catch for each.

--------------
Riddle 01: Cock-a-doodle-doo!
¯¯¯¯¯¯¯¯¯¯
Answer: A Cucco

Cucco can be found all over Kakariko Village, so this is easy enough. After
doing this, Q. Bumpkin sends a wooden carving of a Cucco to your house.

--------------
Riddle 02: The scissors by the water...
¯¯¯¯¯¯¯¯¯¯
Answer: A Crab

Crabs can be found alongside Lake Hylia, so go and grab one.

--------------
Riddle 03: It's shiny and red.
¯¯¯¯¯¯¯¯¯¯
Answer: A Red Rupee

Dark World enemies usually drop these, so go around smacking some monsters.
Remember that you have to collect it by swinging the Net at it. Another method
of getting a Red Rupee is to pick up a fish (see below) and throw it into deep
water.

--------------
Riddle 04: It's moist and fresh...
¯¯¯¯¯¯¯¯¯¯
Answer: A fish

Drain the pond water surrounding the building in the Great Swamp to see some
fish flopping around. After delivering this, Bumpkin sends a wood carving of
Link to your house. (Sprinkle it many times with Magic Powder to see what
happens!)

--------------
Riddle 05: BOOOM! Skitter-scatter...
¯¯¯¯¯¯¯¯¯¯
Answer: An Octoballoon

When the Octoballoon in the lower right corner of Lake Hylia's shore explodes,
quickly grab one of the smaller ones that bounce around.

--------------
Riddle 06: Sprinkle and watch it wobble...
¯¯¯¯¯¯¯¯¯¯
Answer: A Slime

Find an enemy that will turn into a Slime when sprinkled with Magic Powder, do
so, and capture it. (See the enemies section for Slime to see a list of enemies
that turn into it.)

--------------
Riddle 07: It munches on nuts...
¯¯¯¯¯¯¯¯¯¯
Answer: A squirrel

Squirrels can be found in the Master Sword's grove. When you enter it, quickly
capture one of them. Bumpkin sends a wood carving of Zelda to your house for
delivering this one.

--------------
Riddle 08: Pull it out but... too bad!
¯¯¯¯¯¯¯¯¯¯
Answer: Fake Master Sword

A number of these can be found in the Lost Woods. They are the smaller swords
implanted into stones. Just use the Net to get one.

--------------
Riddle 09: It's red and sweet...
¯¯¯¯¯¯¯¯¯¯
Answer: An apple

These can be found from trees. Just dash attack into some trees and they will
fall out. The easiest one to find is in a screen just south of the Lumberjacks'
House.

--------------
Riddle 10: A spectacled wanderer...
¯¯¯¯¯¯¯¯¯¯
Answer: A Cukeman

Find a Buzz Blob, sprinkle it with Magic Powder to turn it into a Cukeman. Just
to be safe so you don't get shocked, stun it with the Boomerang first before
capturing it.

---------------------------
Palace of the Four Sword
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is a bonus dungeon added to the GBA version of the game, and it's
incredibly hard compared to the rest of the game. This is found as an extra
entrance at the Pyramid of Power. When you enter it, a fox-like Thief blocks
the way into the actual dungeon, claiming you can't enter. In order to enter,
you have to have defeated Ganon at least one time, and complete the Four Swords
side game. So yeah, those who can't play Four Swords here are kinda missing out
on this and the Riddle Quest. Regardless, there's nothing really special for
beating it. No extra item, no special fanfare, no nothing. The only difference
is that when you beat Ganon again, the ending is extended just a tad to show
various statistics about your adventure. That's it. Even then, it's a fun
little romp for those who desire challenge, so I'm going to provide a little
walkthrough...starting now!

Past the first room that has a bunch of Bow-Wows, you'll get to a large room
with four doorways as well as a barrier in front of a fifth. The object of this
dungeon is to get through each part of it and collect the four sword that
represent the Four Sword. Yeah. First enter the southeast door. In here, kill
the enemies and the door to the north will open. At this point though, part of
the floor might have collapsed, making a pit sort of in front of the door. Just
get north of the block, face south, and dash attack into it so you'll bounce
toward the door.

In this room, slash the skull to your left (GBA version's Golden Sword can
destroy pots and skulls) and move north from it to see a color switch. Hit it
with a projectile. Now, stand on the blue block tile, push the south block
south, then the one beside you to the east. Push the north block north. Kill
the Terrorpin, and place a block with the Cane of Somaria, and throw it on the
sand flow. Wait until the block is even with the color switch, and swing the
Cane again. It will disperse, and one of the energy beams will hit the switch.
Continue.

--------------
BOSS: Helmasaur King II
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is a tougher re-skin of the first Dark World dungeon boss you fought. This
one acts in much the same manner, so go ahead and Hammer down its mask until it
completely breaks apart. At this point, the Helmasaur King will spawn smaller
Helmasaurs from its mouth. Slash the spot on its head (since Arrows won't work)
while dodging the Helmasaurs (you can slash them back in such a way so they get
killed when they touch the spikes). Eventually after some damage is taken, the
helmet reforms. Repeat the process until the helmet is destroyed once again for
a surprise: the glowing orb is now an eye! At this point, a single well-placed
Silver Arrow right at the eye will kill the boss.
--------------

After the boss is down, head north to find the Red Sword. Pick it up and take
the teleporter. You'll appear back in the central room, upper left corner. Take
the southwest doorway next. In here, you'll see a waterway flowing rapidly
southward, making it impossible to go forward. If you light the torch, the
water flows much more slowly, so hop in and swim north while dodging the
cannonballs. An added feature of the Zora's Flippers in this version is the
ability to dive. Use this to get past the spiked log in the way. Surface and
enter the door.

--------------
BOSS: Arrghus II
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Another boss already! This is a tougher version of the original Arrghus, but
the method to defeat it is entirely the same. Only this time, instead of Arrgi
surrounding it, there are Baris. Be careful when Hookshotting them away from
Arrghus, because they like to try to electrocute you before you can strike them
down. After all the Bari are gone, Arrghus II skims along the water like
before. This time it's faster, its rebounds are no longer predictable, and it
spawns constant Kyamerons. Be careful. I recommend staying in one of the
corners, waiting for Arrghus II to drop down (dodge it, of course) and just
slash constantly as you sort of corner it. It makes things easier on you, I
assure you.
--------------

Once the boss is down, head north and grab the Green Sword. Take the
teleporter. Back in the central room, go downstairs from the upper left corner
of the room. In this dark room is an icy floor and some Octoroks (in the Dark
World?) as well as an Octoballoon. You'll need to kill all of these to
progress, although the Octoballoon will help you with that.

This next room has a star panel puzzle as well as some annoying Baris. What you
need to do is use the Hookshot to help you through to the skull in the lower
left corner. Lift it to find a floor switch. It won't stay down, so place a
block on it with the Cane of Somaria. Now it's simply finding a way to progress
so that the pits aren't in front of the door. In this next room, look north to
see a color switch. Hit it with a projectile. Now place a block south of the
switch, head over to the other side, and swing the Cane to "detonate" it and
hit the color switch again. Continue.

--------------
BOSS: Mothula II
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
It's the Mothula again! This time it's in a much more forgiving arena. It has
some new tactics though! Basically, it starts cloning itself into triplicate.
If you hit one of the clones, it disperses as a bunch of Bees. If both clones</pre><pre id="faqspan-5">
are destroyed, it spawns two more. Personally, to make things slightly easier
on you, I just keep an eye on the real one and only eliminate one clone. That
way you only have the beams from two Mothulas to worry about. Careful that it
doesn't fly into you though...even with the Red Mail it still hurts
tremendously.
--------------

Once the boss is down, head north and grab the Blue Sword. Take the teleporter.
Take the upper right staircase down, next. In this dark room, light some
torches so you can see, because there are Like Likes here. Don't want them to
steal your shield! Get past them (it's a linear, but sorta winding path) to the
next room. In here, kill the Hardhat Beetle. Now to demonstrate another new
feature: the Silver Arrows can destroy pots and skulls! Use them to destroy all
the skulls in this room, you'll reveal a floor switch. Create a block with the
Cane of Somaria, pick it up, and throw it at the switch. Now Hookshot across
using the block near the door and continue.

Kill the Keese in here (might be good to use one of the Medallions), Hookshot
across, then get north of the block and dash attack southward into it. Enter
the doorway. Inside you'll find...Link's uncle? Talk to him, and after saying a
few familiar words...

--------------
BOSS: Blind the Thief II
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This guy again! He works similarly as before, though the way to defeat him is
slightly different. What you need to do is, after slashing him enough times so
that his body collapses, leaving only the head, you need to wait for the body
to come back. You'll notice he won't sprout another head. You have to hit the
floating head in such a way so that it'll fly back to the body and actually
damage him. Repeat this three more times with more heads to fling back each
time and you'll defeat him.
--------------

Head north after the battle to pick up the final piece of the Four Sword: the
Purple Sword. Take the teleporter back to the central room. Approach the
middle door now. You'll face a couple of Stalfos Knights, but they're no big
deal. Once they're gone, approach the magic barrier and swing to get rid of it,
now that you have all the pieces of the Four Sword. Enter...follow the path
(part of it's invisible but there's no tricks...it's just straight up) and
enter the doorway...

--------------
BOSS: Four Shadow Links
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to face Shadow Link...four times! Each one represents a color of the Four
Sword, and they get progressively harder over time. First up is Green Shadow
Link. He basically just attacks by following you and then slashing when he's
up close. He also jumps away when you slash. To do this, I recommend keeping
distance and unleashing spin attacks when he gets close. He will also
occasionally dash at you. Dodge and he will ram into the wall, leaving him open
briefly.

Once the green one is down, the Red Shadow Link comes up next. (Although he
looks more orange-ish than red...) He attacks similarly to Green, although this
time he can use the Hurricane Spin. You'll see him start to use it when he just
holds his sword out a bit. To counter it, just swing at him. The spin attack
works well to counter it.

Once Red is gone, the Blue Shadow Link comes up. As seems to be customary, he's
the same with an extra attack: he can jump up above Link and use the Skull
Crusher maneuver, where he falls down with the sword pointed at the ground. Be
prepared to move when you see him jump, and counterattack once he lands. A new
thing Blue does sometimes is that if you use the Spin Attack, he can use the
Magic Cape to briefly disappear and avoid the hit. Cheeky.

Finally, the most dangerous of the four, Purple Shadow Link appears, sporting
all the moves of the previous Shadow Links, while also being able to fire Sword
Beams at times. He also has very little downtime for his moves, so you'll have
to be generally much faster at taking your opportunities. You'll probably be
using a lot of your Life Medicines here...assuming you came stocked with them.
--------------

For beating what's possibly the most difficult dungeon in the game, you get a
special ending sequence showcasing the different dungeons and detailed
statistics! It's not much, but it feels great beating a tough dungeon! Now for
real, the walkthrough is finished! See ya guys on the next one!

\|                                    /\                                     |/
-'-----------------------------------/  \------------------------------------'-
/|                                  /    \                                   |\
 |/\                                ¯¯¯¯¯¯                                 /\|
 /  \           S P O I L E R - F R E E   W A L K T H R O U G H           /  \
/    \-------------------------------------------------------------------/    \
¯¯¯¯¯¯                                                                   ¯¯¯¯¯¯
This is a detail-free version of my walkthrough. It still covers getting 100%,
though it omits the detailed instructions for getting items and for traversing
dungeons. It's for those who want a little help in getting everything, but want
to figure out how to go through the dungeons and solve puzzles by themselves.
Each task will have a checkmark so that you can keep track of your progress.

 _____________________________
/      A Princess's Call      \________ _ _ _  _
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] - Get the Lamp and break into Hyrule Castle.

[ ] - Rescue Zelda and escape to Sanctuary.
_______________________________
\                             /¯¯¯¯¯¯¯¯ ¯ ¯ ¯  ¯
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 _____________________________
/      The First Pendant      \________ _ _ _  _
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] - Travel to Kakariko Village and find out where Sahasrahla is.

[ ] - Collect Heart Pieces #1 and #2, Magic Bottles #1 and #2, and the Bug
 Catching Net in the Village.

[ ] - Collect Mushroom in Lost Woods north of Village.

[ ] - Go south of Kakariko Village and play the racing game for Heart Piece #3.

[ ] - Drain the water surrounding the building south of Link's house for Heart
 Piece #4.

[ ] - Head to Witch's Hut north of Eastern Canyons to deposit Mushroom.

[ ] - Visit Sahasrahla and clear Eastern Palace.
_______________________________
\                             /¯¯¯¯¯¯¯¯ ¯ ¯ ¯  ¯
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 _____________________________
/     Playing With Power!     \________ _ _ _  _
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] - Get Pegasus Shoes from Sahasrahla.

[ ] - Pick up Magic Powder from Witch's Hut.

[ ] - Get Ice Rod from northeastern caves by Lake Hylia.

[ ] - Get Book of Mudora from Kakariko Village.

[ ] - Get Heart Piece #5 from Desert of Mystery.

[ ] - Clear Desert Palace. Get Heart Piece #6 during it as well.
_______________________________
\                             /¯¯¯¯¯¯¯¯ ¯ ¯ ¯  ¯
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 _____________________________
/       Gaining  Wisdom       \________ _ _ _  _
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] - Get Heart Piece #7 under rock pile near Sanctuary.

[ ] - Enter Zora's Lake on northeast corner of map. Get Zora's Flippers and
 Heart Piece #8.

[ ] - Upgrade Shield and Boomerang at Waterfall of Wishing.

[ ] - Get Magic Bottle #3 from man under stone bridge east of Hyrule Castle

[ ] - You can get capacity upgrades from Wishing Well.

[ ] - Escort old man on the way to Death Mountain for Magic Mirror.

[ ] - Get Heart Piece #9 from under Spectacle Rock in Death Mountain.

[ ] - Get Heart Piece #10 from on top of Spectacle Rock.

[ ] - Clear Tower of Hera.
_______________________________
\                             /¯¯¯¯¯¯¯¯ ¯ ¯ ¯  ¯
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 _____________________________
/      Defeating Agahnim      \________ _ _ _  _
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] - Get Heart Piece #11 and Master Sword at Lost Woods.

[ ] - Clear Hyrule Castle and defeat Agahnim.

[ ] - Get Heart Piece #12 on Pyramid of Power.

[ ] - Get to and clear Palace of Darkness.
_______________________________
\                             /¯¯¯¯¯¯¯¯ ¯ ¯ ¯  ¯
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 _____________________________
/        Items & Water        \________ _ _ _  _
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] - Get Shovel from Haunted Grove, both Light and Dark Worlds.

[ ] - Get Heart Piece #13 just south of Haunted Grove in cave on cliff.

[ ] - Get Heart Piece #14 from digging minigame south of Dark World Village.

[ ] - Play Flute by Kakariko weathervane.

[ ] - Get Magic Meter upgrade from Kakariko blacksmith's well.

[ ] - Get Ether Medallion west of Tower of Hera.

[ ] - Get Heart Piece #15 in tree by Lumberjacks' House between Lost Woods and
 Death Mountain.

[ ] - Get Quake Medallion at Lake of Ill Omen, northeast corner of Dark World.

[ ] - Get Heart Piece #16 on small island in Lake Hylia.

[ ] - Get Bombos Medallion from Desert of Mystery. Take Desert path from Dark
 World.

[ ] - Clear Swamp Palace.
_______________________________
\                             /¯¯¯¯¯¯¯¯ ¯ ¯ ¯  ¯
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 _____________________________
/        Forest & Town        \________ _ _ _  _
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] - Get Heart Piece #17 from treasure chest game in Village of Outcasts.

[ ] - Get Heart Piece #18 and Magic Cape from Graveyard. Heart Piece is on the
 north ledge, Magic Cape is under a grave you need to dash attack.

[ ] - Get Heart Piece #19 from Death Mountain entrance, on Dark World.

[ ] - Get Cane of Byrna from cave to jump down to in Dark World Death Mountain
 by Spectacle Rock.

[ ] - Clear Skull Woods.

[ ] - Clear Thieves' Town.
_______________________________
\                             /¯¯¯¯¯¯¯¯ ¯ ¯ ¯  ¯
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 _____________________________
/   Icy Lake and Evil Swamp   \________ _ _ _  _
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] - Get Heart Piece #20 from pounding stakes at Dark World's blacksmith
 house.

[ ] - Reunite the blacksmiths. The missing one is nearby Village of Outcasts.

[ ] - Temper your Sword.

[ ] - Return the purple chest in Dark World blacksmith house to silent man for
 Magic Bottle #4.

[ ] - Get to and clear Ice Palace.

[ ] - Get to Swamp of Evil and get Heart Pieces #21 and #22 from caves.

[ ] - Clear Misery Mire.
_______________________________
\                             /¯¯¯¯¯¯¯¯ ¯ ¯ ¯  ¯
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 _____________________________
/ Two Upgrades to Turtle Rock \________ _ _ _  _
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] - Open cracked wall in Pyramid of Power with Super Bomb. Upgrade Bow and
 Tempered Sword.

[ ] - Get Heart Piece #23 from eastern Death Mountain. Traverse Dark World
 caves to reach it.

[ ] - Clear Turtle Rock. Get Heart Piece #24 from Light World once outside it
 briefly.
_______________________________
\                             /¯¯¯¯¯¯¯¯ ¯ ¯ ¯  ¯
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 _____________________________
/       Fighting  Ganon       \________ _ _ _  _
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] - Clear Ganon's Tower.

[ ] - Defeat Ganon.
_______________________________
\                             /¯¯¯¯¯¯¯¯ ¯ ¯ ¯  ¯
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

\|                                    /\                                     |/
-'-----------------------------------/  \------------------------------------'-
/|                                  /    \                                   |\
 |/\                                ¯¯¯¯¯¯                                 /\|
 /  \            P I E C E  O F  H E A R T   L O C A T I O N S            /  \
/    \-------------------------------------------------------------------/    \
¯¯¯¯¯¯                                                                   ¯¯¯¯¯¯
Pieces of Heart, or more simply put, Heart Pieces, are segmented Heart
Containers found throughout the world. This game is their first appearance and
they've been a staple of Zelda collectibles ever since then, with the exception
of the DS games. Every four Heart Pieces you collect, you build a Heart
Container, which means more health! Of course, there's still Heart Containers
by themselves in the game, but they're dropped by the bosses of dungeons after
you defeat them. (There's also one in the Sanctuary.) Those won't be listed.

-------------------------
Piece of Heart #1: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Kakariko Village
Items Needed: Bombs

Details: For this first Piece of Heart, go to the northwest corner of Kakariko
 Village. There, you'll find a well and a cave entrance. Drop into the well
 from above. Inside, Bomb the discolored wall to the north (there's some Bombs
 in one of the chests) and you'll find this in a chest past the blown up wall.

-------------------------
Piece of Heart #2: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Kakariko Village
Items Needed: Bombs

Details: On the north side of Kakariko Village, there's a house with two
 entrances, along with a green-roofed house right beside it. Enter that. It's
 Blind's Hideout. Go downstairs, then blow open the cracked wall. Inside,
 blocked by some pots, is a chest containing this.

-------------------------
Piece of Heart #3: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Kakariko Village
Items Needed: Bombs

Details: South of the main part of Kakariko, there is a vertically long house
 that extends to the screen to the west. This is just south of the House of
 Books. Enter the house, and Bomb the left wall to open the other side of the
 house. Exit from there to play a maze game. Get to the end in under 15 seconds
 to get this Piece. For the optimal path, go north from the girl, pass the
 first junction and take the other. Take the western path that has the bushes
 from here, make your way just below the sign. Push downward until Link hops
 over the fence, and you're home free!

-------------------------
Piece of Heart #4: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Great Swamp
Items Needed: None

Details: South of Link's house is a swamp-like area. In one of the screens is a
 building within a body of water. Enter the building. Inside, push the middle
 block up, then the left or right block to the side, and enter the next room.
 There's an Anti-Fairy and two handles to pull. Pull the right one and the
 floodgates will open. Exit the building and you'll find this in the
 now-drained water outside!

-------------------------
Piece of Heart #5: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Desert of Mystery
Items Needed: Bombs

Details: In the northeastern part of the Desert of Mystery, there's a cave
 entrance surrounded by bones and cacti. Enter. At the end is an old man. Bomb
 the south wall as it's a bit discolored, and head inside to get this Heart
 Piece from the chest.

-------------------------
Piece of Heart #6: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Desert of Mystery
Items Needed: None

Details: Up on the western cliff of the Desert of Mystery, next to a Vulture.
 How to get that? Well, enter the Desert Palace, and make your way to the south
 west exit. Just head south from there and it'll be yours!

-------------------------
Piece of Heart #7: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Graveyard
Items Needed: Pegasus Shoes

Details: The Graveyard is located on the north side of Hyrule at the foot of
 Death Mountain. This is also where the Sanctuary is. To get this, head west
 until the Graveyard ends and you see a sign that tells you Kakariko Village is
 up ahead. Go north a bit, onto the raised land, then head east. Use a dash
 attack with the Pegasus Shoes on the five rocks group to reveal a cave. Inside
 is this Piece inside a chest.

-------------------------
Piece of Heart #8: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Zora's Lake
Items Needed: Zora's Flippers (Power Glove to reach Zora's Lake)

Details: Zora's Lake can be accessed by using the Power Glove to lift the large
 white-ish boulder next to the Witch's Hut, which is just north of the Eastern
 Palace. Once at Zora's Lake, follow the path to the King Zora's Waterfall.
 Once you have the Zora's Flippers, swim south from the waterfall, down a
 smaller one, and swim west when you can to some land. This Heart Piece is
 there.

-------------------------
Piece of Heart #9: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Death Mountain
Items Needed: None

Details: Climb up Death Mountain until you reach Spectacle Rock. The cave
 entrance right at the Spectacle teases this Piece, and to get it, look down
 the cliff just south of it. There are two cave entrances, the right one being
 lower. Drop down there, and enter. Follow the path and you'll get this Piece!
 The drop point links to the left cave entrance which also leads to a Faerie
 Fountain, so double yay.

-------------------------
Piece of Heart #10: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Death Mountain
Items Needed: Magic Mirror

Details: Just east of Spectacle Rock is a warp to the Dark World. Once there,
 step onto the lighter ground to the west, which forms the outline of Spectacle
 Rock. Use the Magic Mirror, and you should be on top of Spectacle Rock, where
 this Piece is waiting.

-------------------------
Piece of Heart #11: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Lost Woods
Items Needed: None

Details: Around the center right of the Lost Woods (head north from Kakariko's
 Fortune Teller, south from the carpenters' hut), there's a tiny hut with an
 entrance and nine bushes in a group. Slash the bushes to reveal a hole. Drop
 down to get this!

-------------------------
Piece of Heart #12: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Pyramid of Power
Items Needed: None

Details: In the Dark World, climb to the top of the Pyramid of Power. From
 there, descend the levels while going east. Once you're next to a statue,
 follow the path to this Piece.

-------------------------
Piece of Heart #13: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Desert Cliff Outskirts
Items Needed: Magic Mirror

Details: Just south of the Haunted Grove in the Dark World (the grove
 surrounded by trees near the village), there's an area where some bushes are
 aligned in a circle. Get in the middle of them and use the Magic Mirror to
 appear on a cliff in the Light World. Enter the cave to get this.

-------------------------
Piece of Heart #14: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Village of Outcasts Outskirts
Items Needed: Ton of Rupees and patience

Details: South of the Village of Outcasts, in the same screen where the race
 was in the Light World, is a digging minigame. For 80 Rupees per try, you can
 dig for 30 seconds and keep whatever you find. One of those is a Piece of
 Heart. You're gonna need a good load of patience for this. He lends you a
 shovel to use each time you play, so you don't have to worry about having the
 Shovel item in your inventory.

-------------------------
Piece of Heart #15: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Lumberjacks' House
Items Needed: Pegasus Shoes

Details: Once you have gotten the Master Sword and defeated Agahnim, the
 Lumberjacks found at the area between the Lost Woods and Death Mountain will
 be gone. The tree they were cutting is a different color now as well. Ram into
 it with the Pegasus Shoes to reveal a cave entrance. Head inside and take the
 east doorway from the Faerie Fountain to reach this.

-------------------------
Piece of Heart #16: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Icy Lake
Items Needed: Magic Mirror

Details: In the Dark World, head to the Icy Lake in the southeast. You'll need
 the Magic Hammer to reach the southern side of the Dark World in general. Once
 there, hop into the lake, and find the shallow water surrounded by a circle of
 stones just west of the Ice Palace. There's also a Puff Bomber there. Stand
 in the shallow water and use the Magic Mirror. You'll appear on an island in
 Lake Hylia where this Piece simply waits.

-------------------------
Piece of Heart #17: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Village of Outcasts
Items Needed: A decent number of Rupees and patience

Details: In the northwest corner of town, there is a house which holds a
 treasure chest game. Pay 30 Rupees to open two chests, you get to keep
 whatever's in them. In a random chest, this Piece of Heart can be found.
 You'll just need patience for this like with the digging minigame Piece.

-------------------------
Piece of Heart #18: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Dark World Graveyard
Items Needed: Magic Mirror

Details: At the Dark World's counterpart to the Graveyard, there is a ladder
 that leads up to a seemingly pointless ledge. After making your way on there,
 use the Magic Mirror. Enter the cave, toss the pots, and bomb the wall. You'll
 see this Piece!

-------------------------
Piece of Heart #19: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Between Skeleton Woods & Death Mountain
Items Needed: Power Glove, Hookshot, Magic Cape

Details: In the Dark World, go to the area between the Skeleton Woods and Death
 Mountain. Take the cave entrance that would be the entrance to Death Mountain
 in the Light World. (Needs the Power Glove.) Once inside, go upstairs.
 Hookshot across the pit, then use the Magic Cape to go through the bumper. On
 the other side is the exit to this Piece.

-------------------------
Piece of Heart #20: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: East of Village of Outcasts
Items Needed: Magic Hammer, Titan's Mitt

Details: East of the Village of Outcasts, is the Dark World's version of the
 elven blacksmith's house. You'll need the Titan's Mitt to actually access it.
 Once you do, hammer down all the stakes, which will make the stump that's here
 disappear. Head down the newly-revealed cave opening to find this!

-------------------------
Piece of Heart #21: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Desert of Mystery
Items Needed: Magic Mirror, Titan's Mitt

Details: First, you'll need the Titan's Mitt to enter the Swamp of Evil, the
 Dark World's counterpart to the Desert of Mystery. Next, head to the northeast
 corner, where you'll find a small piece of land surrounded by the cliffs.
 Stand there (not in the center) and use the Magic Mirror to appear on a cliff
 in the Light World's Desert. Pick up and throw the large boulder and head
 inside the cave. To get the Piece, just push the left-most block north, then
 the one next to it on the right to the north, then the one to Link's right to
 the east, and then the next one up to the east.

-------------------------
Piece of Heart #22: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Swamp of Evil
Items Needed: None

Details: As said before, you need the Titan's Mitt to enter the Swamp of Evil.
 But to actually get this Heart Piece, you don't need anything special. Just
 west of the Misery Mire dungeon entrance is another entrance in the shape of a
 head with eyes. Enter the "mouth." Inside, after some Sparks in a hall, you'll
 come to two chests surrounded by blocks. To get both in one, push the right
 block of the bottom row to the east, then the left block of the same row to
 the west. Push the block just above where you are to the north, and the block
 in front of the left chest to the west. Open both chests to get this Piece and
 a Red Rupee.

-------------------------
Piece of Heart #23: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Death Mountain
Items Needed: Magic Mirror

Details: You'll need to get to the eastern mountaintops of Dark World's Death
 Mountain. To do that, you need to get to the lower eastern part of Light
 World's Death Mountain, find a dark portal, and take a cave path to the top.
 Once there, pick up the large boulder in the same screen where the spire to
 the north is, and head down the cave. In here, cross the bridge and invisible
 path (can unveil it with Ether Medallion), and you'll eventually exit it. Use
 the Magic Mirror to find this!

-------------------------
Piece of Heart #24: [ ]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Death Mountain
Items Needed: Magic Mirror, Magic Hammer, Bow

Details: This is located in the unreachable cave just below the eastern
 mountaintops of Light World's Death Mountain. To get there, traverse Dark
 World's Turtle Rock until you have to go outside in order to grab the dungeon
 item. Once there, stand in front of the right cave and use the Magic Mirror to
 appear at that unreachable Light World cave. Enter. In here, kill the Goriyas
 with the two weapons listed above, then enter north and open the chest.

\|                                    /\                                     |/
-'-----------------------------------/  \------------------------------------'-
/|                                  /    \                                   |\
 |/\                                ¯¯¯¯¯¯                                 /\|
 /  \                              I T E M S                              /  \
/    \-------------------------------------------------------------------/    \
¯¯¯¯¯¯                                                                   ¯¯¯¯¯¯
This details all the items in the game, from items needed in the quest, to
usable inventory, to capacity upgrades...it's all here. Even the most
unnecessary things.

\ _______________________________________
-(    E Q U I P M E N T                  )
/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 This sub-section details all the things Link can become equipped with, like
 the different swords, shields, and clothes, along with other items that aren't
 equippable with Y.

-------------------------
Fighter's Sword
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: This is the basic sword you get from Link's Uncle pretty much at
 the beginning of the game. Not too powerful, but it gets its job done for at
 least three dungeons.

-------------------------
Master Sword
¯¯¯¯¯¯¯¯¯¯¯¯
Description: The blade of evil's bane, crafted by the ancient sages during the
 war. This special blade has the power to cleave through the veil of evil. A
 plus is that this sword (even when it's upgraded) has the special ability to
 shoot beams when striking, but only if you have full health. The Master Sword
 is found in the Lost Woods, and can only be obtained once you have all three
 Pendants.

-------------------------
Tempered Sword
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: An upgrade to the Master Sword. You'll notice quite early on in
 the game that, just east of Kakariko Village is a blacksmith house, but only
 one elven blacksmith. His partner is missing. Well, once you have the Titan's
 Mitt, you can finally do something about that! Just south of the Village of
 Outcasts (Dark World's Kakariko) is a hopping frog surrounded by dark skulls.
 Pick them up and talk to him. He's the other blacksmith! Warp to the Light
 World with the Magic Mirror, then return him to where he belongs. The next
 time you enter, as thanks, they will temper your sword for 10 Rupees. You'll
 be swordless for a bit, but you don't have to wait very long at all.

-------------------------
Golden Sword
¯¯¯¯¯¯¯¯¯¯¯¯
Description: The strongest sword upgrade in the game. It is four times as
 powerful as the Fighter's Sword. This upgrade is gotten by throwing the
 Tempered Sword at the Fat Faerie's Pond. To know how to get there, see the
 Upgrades section.

-------------------------
Fighter's Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: This is the basic sword you get from Link's Uncle pretty much at
 the beginning of the game. It blocks small projectiles.

-------------------------
Red Shield
¯¯¯¯¯¯¯¯¯¯
Description: An upgraded version of the normal shield, this lets you block
 more powerful projectiles like fireballs. Nifty. You can get this either
 through the Waterfall of Wishing in the northeast corner of Hyrule, or through
 the Dark World shield shop. I prefer the Waterfall of Wishing since it's free.
 Info on how to reach the Waterfall of Wishing is at the upgrades section.

-------------------------
Mirror Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: The golden Mirror Shield, able to block even the most high-level
 projectiles. This can be found as the dungeon item of Turtle Rock, regardless
 of your current shield level.

-------------------------
Green Jerkin
¯¯¯¯¯¯¯¯¯¯¯¯
Description: The clothes Link wears at the very start of the game. Nothing
 special about these. Weird name for his tunic, but it's official.

-------------------------
Blue Mail
¯¯¯¯¯¯¯¯¯
Description: These more durable clothes are found in the Ice Palace dungeon in
 the Dark World. These reduce damage dealt to you by half.

-------------------------
Red Mail
¯¯¯¯¯¯¯¯
Description: The most durable clothes Link can wear in this game. Found in
 Ganon's Tower as an optional but incredibly helpful item. This reduces damage
 by half from the Blue Mail's defenses. (So it's even more!)

-------------------------
Pegasus Shoes
¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: The Pegasus Shoes allow Link to run at high speeds, sword in
 front. You can only run north, west, east, and south, and if you attempt to
 turn you stop running. These are gotten from Sahasrahla after getting the
 Pendant of Courage. Once collected, they become a new ability for Link instead
 of being an equippable Y item. Hold A to use it. Aside from getting places
 faster, it's also used to run into some things, and possibly break other
 things.

-------------------------
Power Glove
¯¯¯¯¯¯¯¯¯¯¯
Description: Wear these awesome gloves to be imbued with the power of...power.
 Link will be able to lift all kinds of white boulders with these. They are
 gotten in the Desert Palace, and don't have to be equipped with Y to use. Just
 use A to interact with them. You can even hold A to grab an item and pull it!

-------------------------
Titan's Mitt
¯¯¯¯¯¯¯¯¯¯¯¯
Description: These even stronger gloves can make even the heaviest darker rocks
 not a problem at all! This is found as the dungeon item in the Thieves' Town,
 under Dark World's Village of Outcasts.

-------------------------
Zora's Flippers
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: These neat items allow Link to swim and dive in deep waters! It's
 used automatically as a permanent ability. To get these, you must go to Zora's
 Lake and pay 500 Rupees to the Zora King. The Zora's Lake can be found beyond
 the large white boulder beside the Witch's Hut in the east side of Hyrule.

-------------------------
Moon Pearl
¯¯¯¯¯¯¯¯¯¯
Description: Found as the dungeon item in the Tower of Hera, carrying this
 protects Link from the effects of the Golden Power, a.k.a., the Dark World. So
 you won't turn into a helpless bunny when there!

-------------------------
Pendant of Courage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A green pendant, displaying a great sense of courage. One of three
 pendants needed to get the Master Sword, this is won by defeating the boss of
 Eastern Palace, the Armos Knights.

-------------------------
Pendant of Power
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A blue pendant, showing off great power. One of three pendants
 needed to get the Master Sword, this is won by defeating the boss of Desert
 Palace, the trio Lanmolas.

-------------------------
Pendant of Wisdom
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A red pendant, emanating incredible wisdom. One of three pendants
 needed to get the Master Sword, this is won by defeating the boss of the Tower
 of Hera, the annoying-as-heck Moldorm.

-------------------------
Crystal
¯¯¯¯¯¯¯
Description: There are eight of these, and each one contains a maiden of the
 seven sages, the last being Zelda. You must rescue them from the clutches of
 evil...defeat the bosses of each of the Dark World dungeons to rescue them.

\ _______________________________________
-(    I N V E N T O R Y                  )
/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 This is as you'd expect, these are the items you can use with the Y button
 once equipped. Pretty simple. These are listed in the order they appear in the
 inventory screen, left to right, starting at the top.

-------------------------
Bow
¯¯¯
Description: An item used to shoot Arrows at enemies. Very helpful item.

Acquired: Is acquired as a dungeon item in the first real dungeon, the Eastern
 Palace. This can later be upgraded to shoot more powerful Silver Arrows
 instead of plain wooden ones. See the upgrades section for more details.

-------------------------
Boomerang
¯¯¯¯¯¯¯¯¯
Description: The Boomerang is a special item that returns to you from wherever
 you throw it. It can hit distant objects and stun enemies briefly.

Acquired: In a chest in floor B1 of Hyrule Castle at the beginning of the game.

-------------------------
Magic Boomerang
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: An upgraded version of the Boomerang! This red beauty flies
 farther AND faster when thrown. It might also do a bit more damage, I'm not
 really sure.

Acquired: Throw the Boomerang into the Waterfall of Wishing. You'll need the
 Power Glove and Zora's Flippers to reach the Waterfall of Wishing, but more
 info can be found in the upgrades section.

-------------------------
Hookshot
¯¯¯¯¯¯¯¯
Description: A chain mechanism that shoots out. When it sticks to something, it
 retracts, pulling Link to new areas!

Acquired: Found in the Swamp Palace/Watergate Dungeon/Flooded Palace, whatever
 you call that place. It's the second dungeon in the Dark World.

-------------------------
Bombs
¯¯¯¯¯
Description: Bombs are an explosive item that can be pretty damaging toward
 enemies and Link himself. They can also blow apart weak or discolored sections
 of wall. Link can place Bombs by pressing Y, but you can also pick them up
 with A and carry them around before they explode! Press A again when carrying
 one to throw it.

Acquired: You can use them as soon as you acquire them, either through certain
 enemies that drop them, you purchase them, or find them in a chest. The
 earliest you can get them is from the chest in the cave at the northwestern
 corner of Kakariko Village. Just drop into the well from the cliff just north
 of it.

-------------------------
Mushroom
¯¯¯¯¯¯¯¯
Description: A mushroom that smells like sweet, rotten fruit. Give this to
 someone who wants it!

Acquired: Found in the Lost Woods. Pretty simple, really.

-------------------------
Magic Powder
¯¯¯¯¯¯¯¯¯¯¯¯
Description: A weird type of powder that has varying effects on whatever you
 sprinkle it on. The most notable is sprinkling it on Buzz Blobs to turn them
 into weird Cukeman enemies. Using this requires a bit of magic power.

Acquired: Give the Mushroom to the witch just outside the Witch's Hut. After a
 while (I don't know the specific time...I usually just get a dungeon done to
 wait), this will be ready to just be picked up inside the Witch's Hut.

-------------------------
Fire Rod
¯¯¯¯¯¯¯¯
Description: A special rod that uses magic to shoot fireballs at enemies!
 Awesome stuff.

Acquired: This is found as the dungeon item in Skull Woods of the Dark World.
 Basically the counterpart to the Ice Rod, is very effective against plant,
 bug, or ice enemies.

-------------------------
Ice Rod
¯¯¯¯¯¯¯
Description: A special rod that uses magic to shoot blasts of ice at enemies!
 Pretty cool.

Acquired: From Link's house, head south to the swamp area, then east to the
 southern shore of Lake Hylia. Follow this shoreline around to the northeast
 side, where a cave is. Blast open the cracked wall to the left of the cave
 with a Bomb, and head inside to get this. Yes, this can be gotten before even
 entering the Eastern Palace.

-------------------------
Bombos Medallion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: Only those who wield the Master Sword shall use the power of
 Bombos...when used, fire rains down and blows up all on-screen enemies.

Acquired: The Book of Mudora and the Master Sword are needed for this. To get
 it, go to the Dark World's swamplands where the second dungeon is, and head
 west through the canyons. At the end, there is a piece of land surrounded by
 a "fence" of stakes. Stand in that field and use the Magic Mirror to appear on
 a cliff in the Light World. Head a bit west to find a monolith. Read it with
 the Book of Mudora to get granted the power of Bombos!

-------------------------
Ether Medallion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: Only those who wield the Master Sword shall use the power of
 Ether...when used, freezing magic engulfs all enemies on-screen.

Acquired: You must have the Book of Mudora and the Master Sword first. Once you
 have those, head to the Tower of Hera on Death Mountain, close by Spectacle
 Rock. Once there, cross the bridge to the west of it to find a monolith. Use
 the Book of Mudora to translate the text, and Link will gain the power of
 Ether!

-------------------------
Quake Medallion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: Only those who wield the Master Sword shall use the power of
 earth...when used, odd magic disrupts the earth and transforms all on-screen
 enemies into non-threatening versions of themselves.

Acquired: From the Pyramid of Power in the Dark World, head east, then north,
 working toward the shop (and further) in the northeast corner of the map. Use
 the Power Glove to get past the large white boulders, and eventually you will
 reach what seems to be a dead-end at the Lake of Ill Omen. Throw something
 into the circle of rocks and the giant catfish will give you this.

-------------------------
Lamp
¯¯¯¯
Description: A Lamp used to light your way. When you have it, regardless of if
 it's equipped or not, you can see a bit in otherwise dark rooms. You can spend
 magic to light torches as well.

Acquired: In the chest in Link's house. You can get it within your first 20
 seconds of playing, it's that quick!

-------------------------
Magic Hammer
¯¯¯¯¯¯¯¯¯¯¯¯
Description: A hammer that...isn't exactly magical, but whatever. When Link
 smashes down with this hammer, he can flatten stakes and other odd obstacles,
 as well as flip over or kill certain enemies that require it.

Acquired: This is found at the Palace of Darkness, the first dungeon in the
 Dark World. Self explanatory.

-------------------------
Shovel
¯¯¯¯¯¯
Description: A basic shovel. It does what you'd expect: dig up the ground in
 front of you and possibly uncover minor treasure like Rupees, Hearts, or other
 pickups.

Acquired: In the Dark World's Haunted Grove. The place is located just east of
 the Village of Outcasts. Inside is a lone, transformed person sitting on a
 stump. Agree to help him find his flute and he will loan this to you.

-------------------------
Flute
¯¯¯¯¯
Description: An ocarina a boy in Kakariko Village loved to play. Unfortunately,
 he got caught in the Dark World, never to return again...though if you play it
 by the weathervane in the Village, you can unlock its use as a warp mechanism.

Acquired: Once you have the Shovel, head to the Light World Haunted Grove. Dig
 around in the northwest corner where the flowers are to find this. It replaces
 the shovel in your inventory. Afterwards, you can talk to the boy in the Dark
 World and play the flute for him one last time before he dies...

-------------------------
Bug Catching Net
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: Link needs this if he hopes to catch things such as bees or
 fairies in one of his Magic Bottles. Just press Y when equipped and he will
 swing it around.

Acquired: Make sure you have a Magic Bottle first, then enter Kakariko Village.
 Around the center of the village is a sick boy inside a house. Talk to him
 and he will lend you this item. Like the Shovel, you get to keep this
 throughout the game despite you "borrowing" it.

-------------------------
Book of Mudora
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A bible of Hyrule's history. Includes translations of the ancient
 Hylian language!

Acquired: Found in Kakariko's House of Books on top of a bookshelf. Use a dash
 attack with the Pegasus Boots to knock it down.

-------------------------
Magic Bottles
¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: These are special items that can store a number of things for
 later usage, some of which you'll need the Bug Catching Net in order to bottle
 them. There's only four in the entire game, so they're pretty rare. I'll list
 how to get each one, but if you want to know what you can store, check the
 Bottle Items list below.

Bottle #1 Details: Is sold by the guy around the north side of Kakariko
 Village, next to the compass...bird...wind-catcher...thing. Gah, forgot the
 name of those. Anyway, he sells it for 100 Rupees. If you don't have enough,
 the cave in the northwestern corner has 60 Rupees if you drop down the well,
 and the small hideout adjacent to the large house by the northern entrance to
 the village has some tricky Rupees in the basement.

Bottle #2 Details: This is found behind the counter in Kakariko's Bar on the
 south side. To get it, just take the back entrance of the bar! It's the long,
 vertically shaped house. Once in there, throw the pots away and open the chest
 for this.

Bottle #3 Details: Once you have the Zora's Flippers (see the equipment section
 to know how to get that), swim up the river that leads from Lake Hylia up to
 the southern moat of Hyrule Castle. You can't swim all the way through, but
 there's a guy underneath the stone bridge that will give this to you when you
 speak to him.

Bottle #4 Details: Once you reunited the two elven blacksmiths in Kakariko
 (more info on that in the Tempered Sword details above), the wrecked house in
 the Dark World's counterpart of the blacksmith house has a purple chest that
 can't be opened. You can carry it though, so take it to the zig-zag entrance
 path to the Light World's Desert of Mystery. There's a man there. Approach
 him to find out he's a former thief. If you promise to keep it a secret to
 everybody, he gives you this (which was inside the chest).

-------------------------
Cane of Somaria
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A magical cane that materializes a block for you to use whenever
 you swing it. Helpful for pressing down switches that just won't stay down.

Acquired: This is acquired as the dungeon item of Misery Mire. That's all I can
 really say.

-------------------------
Cane of Byrna
¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: This magical cane uses magic constantly to protect Link with a
 ring of magic whenever he swings it. It can damage enemies as well.

Acquired: You must have the Magic Cape, Power Glove, and Magic Hammer. It might
 be helpful to have the Magic Meter upgrade and a Magic Medicine with you as
 well. Once you're prepared, head up to Spectacle Rock in Light World's Death
 Mountain. Take the portal to the Dark World, and jump off straight south from
 here. Enter the cave. Inside, Hammer down the...things, and use the Magic Cape
 to cross the path of spikes. Don't be afraid to dash with the Pegasus Shoes.
 At the end, pick up the block with the Power Glove and open the chest.

-------------------------
Magic Cape
¯¯¯¯¯¯¯¯¯¯
Description: A magical cape that, when put on, grants the wearer invisibility!
 Gradually using magic, Link can pass through obstacles and cannot be harmed!
 Just press Y to put it on, press it again to take it off.

Acquired: At the Graveyard, you'll notice there's a grave in the top right
 corner blocked off by dark-colored rocks. You can use the Titan's Mitt to
 reach this grave, but an earlier way to do this is to head to the Dark World's
 version of this graveyard. Where the grave was, there's just an empty spot. So
 stand there and warp with the Magic Mirror to be at the same spot. Now use the
 Pegasus Shoes to dash into the grave from the south to open it. Inside is this
 item.

-------------------------
Magic Mirror
¯¯¯¯¯¯¯¯¯¯¯¯
Description: An odd mirror that seems to link between two dimensions...using it
 when in the Dark World will warp you to the Light World in the same place.
 Using it in a dungeon will warp you to the beginning of the dungeon.

Acquired: Enter Death Mountain. It's north of the small pond north of Kakariko
 Village, and you'll need the Power Glove. Once inside, find the old man and
 escort him out of the caves to his little home. He'll give you this as thanks.

\ _______________________________________
-(    U P G R A D E S                    )
/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 This isn't so much a list of things you can get, as moreso a mini-guide for
 how to upgrade certain items, including bomb and arrow capacity. So yeah.

-------------------------
Bombs & Arrows
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There's a way to increase your capacity for Bombs and Arrows beyond the simple
10 and 30. To do this, you must have the Zora's Flippers, and a TON of money to
spend. Once you have both (it will take more than one trip, for sure), head to
Lake Hylia, and swim to the island in the center. Inside is the Wishing Well.
Throw some Rupees in and your fate will be guessed. This has some slight
significance, but what you're aiming for is to get the Fairy Queen Venus to
appear. Every 100 Rupees that's thrown in will cause Venus to appear, and she
will ask whether you want your Bomb capacity or Arrow capacity to be increased.

Every time she does this, she increases your capacity by 5. Not kidding, that
low. The last capacity upgrade for each item increases the capacity by 10, and
if you throw any more Rupees when your capacity is filled in both, then Venus
will just give you back the Rupees. The maximum capacity for your Bombs is 50,
and the max for your Arrows is 70. To put this into perspective, that's about
1,400 Rupees. Yeah.

As for your "fate" that's decided, it's one of four outcomes, only two of which
actually matter. They are Big Trouble, A Little Luck, Good Luck, and Great
Luck. Big Trouble means that the next 10 enemies you defeat will NOT drop
anything, even the ones that have guaranteed 100% drops. Great Luck means that
the next 10 enemies will always drop something when defeated. The other two
don't do anything.

-------------------------
Boomerang & Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Waterfall of Wishing is a similar place to the Wishing Well, but certain
items thrown in there can wield upgrades! To find this, you must first have the
Power Glove and the Zora's Flippers. But you can't get the Zora's Flippers
without the Power Glove, so...once you have the Power Glove, head to the
Witch's Hut, which is just north of the Eastern Palace. The large boulder
nearby can be picked up and thrown. Follow the path there and you'll reach the
Waterfall of Wishing and the entrance to Zora's Lake, which you need to get to
in order to get the Zora's Flippers. Make sure you have 500 Rupees for the
occasion!

Once you have the Zora's Flippers, you can just swim right in to the Waterfall
of Wishing. Anything you throw into the water will be returned to you, though
as said before, three items yield upgrades. Throwing an empty Magic Bottle gets
you a free Medicine of Magic, throwing the Boomerang upgrades it to the Magic
Boomerang (flies farther and faster), and throwing the shield upgrades it to
the Red Shield. The Red Shield upgrade can actually be bought in shield shops,
but this way you get it for free.

-------------------------
Halved Magic Usage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There's a way to upgrade your Magic Meter so that you can decrease the amount
of magic used by items by half. To do this, you must first have the Magic
Hammer. Next, head to Kakariko Village and head east to the elven blacksmiths.
Pound the stake beside the house and drop down into the well. Once inside, head
north, and sprinkle Magic Powder on the statue. It will wake some sort of bat.
He will put a curse on you for waking him from his sleep...that's the upgrade.
So now, your magic won't be running out as quickly anymore!

-------------------------
Arrows and Sword
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Sword can be upgraded further from the Tempered, and the Bow can be
upgraded to fire Silver Arrows, necessary to defeat the final boss. In order to
get these two upgraded, you must first: clear Ice Palace, clear Misery Mire,
and reunite the elven blacksmiths by Kakariko Village. Once you've done all
that, the Dark World Bomb Shop (which is where Link's house is) will have a
new item in stock: the Super Bomb. It's only 100 Rupees and one use only, and
you set it down by pressing the A button. This has to be used at the Pyramid of
Power (its only use), so head there. Left of the stairs after you climb them is
a cracked wall. This is where the Super Bomb has to be used, so do it. Once
it's opened, just walk in, drop your Bow and your Tempered Sword, and you'll
get both upgraded just like the Waterfall of Wishing! Also like the Waterfall
of Wishing, if you throw an empty Magic Bottle in, you'll get a free Magic
Medicine refill.

\ _______________________________________
-(    D U N G E O N  I T E M S           )
/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Simply put, these are items found exclusively in dungeons. Yeah.

-------------------------
Key
¯¯¯
Description: A basic key. It unlocks any locked door in the dungeon. That's
 all I pretty much have to say about that.

-------------------------
Map
¯¯¯
Description: The map for the dungeon. It shows the entire basic layout of the
 dungeon, even if you haven't explored all of it.

-------------------------
Compass
¯¯¯¯¯¯¯
Description: This item tells you where the boss of the dungeon can be found. It
 is marked with a grey flashing skull.

-------------------------
Big Key
¯¯¯¯¯¯¯
Description: This special Key unlocks a large door in the dungeon, usually
 leading to the boss.

\ _______________________________________
-(    B O T T L E  I T E M S             )
/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Once you have a Magic Bottle, you can put various items inside. This lists the
 items in alphabetical order.

-------------------------
Bee
¯¯¯
Description: A stinging bug that flies around. Duh. Well, if you bottle this
 with the Bug Catching Net, you'll be able to unleash it unto enemies and sting
 them to death! Beware that the Bee will come back to start stinging you...

-------------------------
Cure-All Medicine
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A blue-colored potion. This restores both health AND magic when
 drunk. The most expensive medicine, is usually seen in specialized potion
 shops.

-------------------------
Faerie
¯¯¯¯¯¯</pre><pre id="faqspan-6">
Description: A magical faerie that grants health! Bottling one gives you a free
 health restore to use whenever, much like the Medicine of Life. However, if
 you lose all your health, the faerie will revive you before the Game Over
 screen kicks in.

-------------------------
Good Bee
¯¯¯¯¯¯¯¯
Description: This is a special, rare bee that can be found in the icy cave
 where you find the Ice Rod, main entrance. Just ram into the faerie statue
 with the Pegasus Shoes and it will appear. Bottle this and unleash it, and it
 will kill all enemies onscreen and will then wait to be bottled up again!

-------------------------
Medicine of Life
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A red-colored potion, drinking this will refill a good number of
 hearts for your health. This is bought at shops.

-------------------------
Medicine of Magic
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A green-colored potion. Drink this to refill a good amount of
 magic. This is bought at specialty medicine and potion shops.

\ _______________________________________
-(    P I C K - U P S                    )
/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Pick-ups are just general items that appear from defeated enemies and broken
 pots, cut shrubbery, and the like. I detail them here.

-------------------------
Rupees
¯¯¯¯¯¯
Description: Rupees are your currency. You use them to buy stuff. Obviously.
 They come in three colors, each color having a different value. Green is
 valued at 1 Rupee, Blue is 5, and Red is 20. You can carry up to 999 Rupees.

-------------------------
Recovery Heart
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: These are small red hearts. Each one refills one heart on your
 heart meter, which is your health. Yeah...that simple.

-------------------------
Magic Jars
¯¯¯¯¯¯¯¯¯¯
Description: These are small and green, and refill your magic a little. Rarer
 magic pots, which are a little larger and seem to have a long neck restore
 more magic than the smaller ones.

-------------------------
Faerie
¯¯¯¯¯¯
Description: These pop up in rare times, though are mostly found in Faerie
 Fountains (certain caves that store only Faeries). If touched, they can
 restore your health by a fair amount! They have a special use if bottled
 though...

\|                                    /\                                     |/
-'-----------------------------------/  \------------------------------------'-
/|                                  /    \                                   |\
 |/\                                ¯¯¯¯¯¯                                 /\|
 /  \                            E N E M I E S                            /  \
/    \-------------------------------------------------------------------/    \
¯¯¯¯¯¯                                                                   ¯¯¯¯¯¯
Thus is the list of enemies you can face in the game. These are the official
names given, unless otherwise noted. For some enemies that require more thought
than just slashing them, I'll give a few tips on how to kill them. These are
listed alphabetically.

Credit to Zelda Wiki (as has been with all my guides) for enemy names.

-------------------------
Anti-Fairy
¯¯¯¯¯¯¯¯¯¯
Description: A skull with fire surrounding it, it bounces around in diagonal
 directions only. Avoid it or it will harm you in both health and magic, but if
 you sprinkle it with Magic Powder, it'll turn into a helpful Faerie!

-------------------------
Armos
¯¯¯¯¯
Description: A live statue. Appears to be just a regular statue at first, but
 when you approach, it changes color and starts hopping after you. It's quite
 durable, but it's slow, so it's best to avoid them.

-------------------------
Arrgi
¯¯¯¯¯
Description: These are simply orange puffy balls that are Arrghus's minions.
 They protect Arrghus, provide a distraction, and can damage Link. In order to
 do damage to Arrghus, all the Arrgi must be destroyed first.

-------------------------
Babasu
¯¯¯¯¯¯
Description: A shadowy creature that resides in moist or cool climates in the
 Dark World. It is much like the Pirogusu in that it appears from holes in the
 walls and scurries across in an attempt to hurt Link. They're pretty weak
 otherwise, but they seem to appear in rooms where other hazards are present.

-------------------------
Ball & Chain Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A knight with hefty armor, he wields a Ball and Chain weapon and
 swings it around in a circle. Wait until his wide swing happens, and then you
 will be able to attack him. At first, he's the "boss" guarding Zelda's cell,
 but he later becomes an annoying enemy type. He can come in black armor or
 gold armor. Either way, he takes a lot of hits.

-------------------------
Bari
¯¯¯¯
Description: What's supposed to be a sort of tentacled jellyfish, looks more
 like just a floating orb with eyes and stubs at the bottom. Yeah. They
 occasionally generate electricity, so don't attack them when they do.
 Otherwise, they're simple to beat. Blue ones are the most common, while red
 ones split into smaller Biri when struck. Green ones are only found in the GBA
 version, and are Arrghus II's minions in the Palace of the Four Sword. They
 behave like blue ones, but are stronger and durable than both the blue and red
 ones.

-------------------------
Beamos
¯¯¯¯¯¯
Description: Beamos is a statue with a single eye spinning around. If it
 happens catch sight of Link, it fires a nasty red laser right at him. Most
 shields can't block the beam, so it's best to just avoid getting spotted if
 you can.

-------------------------
Biri
¯¯¯¯
Description: The small, almost dot-like "offspring" of the red Bari. They too
 can produce electricity and shock Link if he's not too careful, but they can
 quickly overwhelm you.

-------------------------
Blade Trap
¯¯¯¯¯¯¯¯¯¯
Description: Moreso an obstacle than an enemy, this bladed contraption moves
 back and forth constantly in certain areas, making certain points absolutely
 necessary to rush through so you don't get cut.

-------------------------
Bow-Wow
¯¯¯¯¯¯¯
Description: A creature that looks like a lead ball with eyes and a gigantic
 mouth with large teeth, chained to a post. Yeah, they're the Mario Chain
 Chomps. Oddly enough, only two are in the game, and they're only in one room
 of one dungeon: Turtle Rock. Regardless, they are invulnerable and they hurt
 Link incredibly. Stay away from them. (Spoilers: They're also found in the GBA
 version's Palace of the Four Sword.)

-------------------------
Bugs
¯¯¯¯
Description: They seem to appear from blown-open holes in the walls of caves or
 dungeons. Kind of an unknown enemy it seems, it's not even in the Zelda Wiki.
 At any rate, they just crawl from blown-open walls in the dark, and can harm
 Link if they run into him. They appear in groups and have scurrying-like
 movements. They don't purposely go after Link though.

-------------------------
Buzz
¯¯¯¯
Description: A green, lizard-like enemy that scurries around in the upper parts
 of the Thieves' Town dungeon. Its behavior is similar to a Rat, but is much
 more dangerous. Try not to get hit by it.

-------------------------
Buzz Blob
¯¯¯¯¯¯¯¯¯
Description: A Buzz Blob is a green blob-like enemy that electrifies you when
 you touch it. Not a good enemy to fight. It kinda does its own thing though
 and isn't really a threat otherwise. However, you can harm it with projectiles
 or stun it with the Boomerang so you can safely slash it.

-------------------------
Chasupa
¯¯¯¯¯¯¯
Description: An eyeball bat, pretty much. It acts just like a Keese, except
 it's an eye with bat wings. Creepy.

-------------------------
Crab
¯¯¯¯
Description: It's just what the name says, a crab. It seems to appear near
 large bodies of water, so Lake Hylia is one spot. The Crab is fast, but can be
 killed pretty easily.

-------------------------
Crow
¯¯¯¯
Description: An aggressive bird that likes to perch on high places, such as the
 tops of trees. Whenever Link gets close, the Crow will attempt to fly at a
 speedy pace toward him. They can be dodged, but they can also be killed with a
 couple slashes.

-------------------------
Cukeman
¯¯¯¯¯¯¯
Description: A weird form that the Buzz Blob takes when sprinkled with Magic
 Powder. It still hurts to the touch and still electrocutes you if you strike
 it, but you can manage to talk to it. It gives random, weird statements, but
 nothing else. It's no different from a Buzz Blob other than look and the fact
 you can talk to them.

-------------------------
Daira
¯¯¯¯¯
Description: A buff, biped alligator monster. It mostly acts like any biped
 enemy, walking around in four directions, slowly going after Link. The blue
 ones aren't anything special, but the red ones spit fireballs at Link if they
 see him.

-------------------------
Deadrock
¯¯¯¯¯¯¯¯
Description: This invulnerable enemy can be found skittering around Death
 Mountain. They are brown and appear to have wings which they never use.
 Attacking them turns them into stone briefly, and they are invulnerable in
 this state. They can't be killed traditionally...you'll have to find a way to
 transform it somehow.

-------------------------
Debirando
¯¯¯¯¯¯¯¯¯
Description: A desert enemy that sort of resembles an ant-lion. It creates a
 vortex of sand around it in an attempt to suck Link in and start attacking
 with its pincers. Red Debirandos also spit fireballs as another chance to hit
 Link, so be careful.

-------------------------
Floor Tile
¯¯¯¯¯¯¯¯¯¯
Description: Moreso a dungeon trap than an enemy, this is a sentient floor tile
 that rises up from the floor, spins, and then rams into you. It can be stopped
 with well-timed sword slashes, or blocked with some of your better shields.
 Overall it's not entirely bad.

-------------------------
Freezor
¯¯¯¯¯¯¯
Description: An ice monster that disguises itself as wall sculptures. If you
 get too close, it awakens and attacks. It's fast vertically, but really slow
 horizontally. Their movement is weird. Regardless, BE CAREFUL OF THEM. They
 hurt. The only way to kill them is with fire...so use the Fire Rod or Bombos
 Medallion.

-------------------------
Geldarm
¯¯¯¯¯¯¯
Description: A weird creature that looks and acts a bit like a Pokey from Mario
 fare. It bounces around the room and, when struck, parts of it detach,
 bouncing wildly around. Only striking the head will kill it. The best way to
 kill it is with the Fire Rod, as it burns them in one shot.

-------------------------
Geldman
¯¯¯¯¯¯¯
Description: The Geldman is a desert creature that hides in the sands, waiting
 for Link to get near. It then emerges and starts chasing after Link. They're
 no problem to kill, in all actuality.

-------------------------
Gibdo
¯¯¯¯¯
Description: Gibdo is an enemy wrapped in bandage, resembling a mummy. It moves
 similar to the Stalfos, but are annoyingly resistant, requiring 10 or more
 strikes with the Master Sword to kill. However, they have a weakness to fire.
 Using the Fire Rod or the Bombos Medallion can make quicker work of them, but
 is it worth the cost of magic?

-------------------------
Gibo
¯¯¯¯
Description: A strange creature that resembles a red gas cloud. It is only
 found in the dungeon below the Village of Outcasts, the Thieves' Town. It
 consists of two sections: the inner nucleus (which is vulnerable) and the
 larger body. Both sections can harm Link on contact. They move by first moving
 the inner nucleus, then the gas body follows. At this point it can be defeated
 by striking the nucleus before it merges with the body.

-------------------------
Goriya
¯¯¯¯¯¯
Description: The Goriya is an odd creature. It only moves when Link moves, and
 it moves in the directions Link moves. As such, the Goriya can be a bit
 confusing sometimes. It comes in two colors: green and red. The green ones
 are simple and can just be cornered into a wall and slashed until killed. The
 red ones, however, move in the mirrored directions Link moves, cannot be
 killed with the sword, and shoot fireballs at you when they face you. To kill
 them, get some distance, fire an arrow towards their direction, then move in
 such a way so that they walk into the arrow's line of fire.

-------------------------
Hardhat Beetle
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A weird beetle enemy with a hard shell on top. It appears to have
 multiple legs and crawls around, usually towards Link. Three sword strikes can
 defeat the blue one, but the red one is faster and much more durable. It's
 best just to knock those into pits if you can.

-------------------------
Helmasaur
¯¯¯¯¯¯¯¯¯
Description: A miniature saurian-shaped enemy, this crawls around with a mask
 on its head. As such, it is invulnerable from the front. It can easily be
 struck down on its sides, however.

-------------------------
Hinox
¯¯¯¯¯
Description: A powerful cyclops enemy found in some areas of the Dark World.
 They attack mostly by using bombs, and are incredibly durable against sword
 strikes. However, they seem to have an odd weakness to Arrows...

-------------------------
Hover
¯¯¯¯¯
Description: A water-skimming insect found in the Swamp Palace. It always moves
 in diagonal directions, moving toward Link. They're usually accompanied with
 more Hovers or other types of enemies, but alone, they're a cinch.

-------------------------
Hyrule Knights
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: Hyrule soldiers possessed by Agahnim's magic. They are of a higher
 rank than normal soldiers, sporting stronger weaponry and armor. They are a
 bit faster than normal soldiers as well, but for the most part they aren't any
 different besides being a little more threatening. The red-armored ones
 sometimes throw bombs down at you though...

-------------------------
Hyrule Soldiers
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: The basic variety of soldiers in Hyrule, under Agahnim's control.
 The green ones are the weakest and carry either a dagger, sword, or bow as
 their weapon of choice. Blue ones are a bit more durable and wield swords or
 bows. The red ones are the strongest and carry a forked spear. Be careful of
 those. There are the golden variety, but they only appear at the beginning,
 are friendly (before under Agahnim's control, apparently), and only serve to
 block your path so you'll be led straight to where you need to go, Hyrule
 Castle.

-------------------------
Hyu
¯¯¯
Description: A ghost found in the Dark World, usually around the Village of
 Outcasts. It behaves the same as a Poe, and generally does not actively go
 after Link.

-------------------------
Keese
¯¯¯¯¯
Description: Keese are bat enemies. They're usually in dark places and caves,
 and stay in one spot. When Link gets near, they get agitated and start flying
 around everywhere until eventually setting back down somewhere else. They're
 fairly harmless otherwise though.

-------------------------
Kodondo
¯¯¯¯¯¯¯
Description: An enemy that appears as a mini-triceratops. It's usually sealed
 in by low walls, and spits out streams of three fireballs that, upon impact,
 leave flames for a bit, which may be bad in close-quarters. Kodondos come in
 red and green variety, but there is no difference between the two.

-------------------------
Ku
¯¯
Description: The Ku is pretty much a Cyclops Fish. It is found in the waters of
 the Dark World, and act just like River Zoras do: pop their heads out and fire
 a single fireball at Link. However, these do not fully pop out of the water
 and come to attack close-up.

-------------------------
Kyameron
¯¯¯¯¯¯¯¯
Description: A water bubble monster that appears from shallow water when Link
 approaches, then ricochets around until it hits Link or dissipates. You'll
 know when a Kyameron is around when you suddenly see a shadow in the water.
 The only way to stop a Kyameron from reforming is to freeze it, then hit it
 with the Hammer. Kinda time and magic-consuming, so I just avoid them.

-------------------------
Kyune
¯¯¯¯¯
Description: An odd Dark World bird, it looks pretty much like a single-horned
 mini pterodactyl. Its behavior is quite similar to the Crow, but is more
 persistent and dangerous. Don't get too careless with them, as they can take
 away two hearts a hit and keep going after you until you kill them.

-------------------------
Laser Eye
¯¯¯¯¯¯¯¯¯
Description: A trap found on the walls in the last three Dark World dungeons:
 Misery Mire, Turtle Rock, and Ganon's Tower. The normal version just sits on
 a wall and fires rapid lasers whenever Link gets in its eye sight, but the
 lasers can be blocked with the Mirror Shield. Some Laser Eyes appear
 half-open, only widening when Link faces them. Some of these Laser Eye types
 are connected to doors, closing them whenever Link faces them. Link must
 somehow walk backwards to get past this trap...

-------------------------
Leever
¯¯¯¯¯¯
Description: A plant-like enemy that hides in the desert sands and attacks in
 numbers. Yeah, that's pretty much how to describe them. They come in two
 colors, green and purple. The purple ones are slightly stronger.

-------------------------
Like Like
¯¯¯¯¯¯¯¯¯
Description: Only appearing in the GBA version of A Link to the Past, these
 classic creatures do one thing and one thing only: steal shields. They're
 pretty annoying, especially since a good number of them situate themselves in
 front of the Shield Shop. It's advised to use projectiles to fight off these
 things.

-------------------------
Lynel
¯¯¯¯¯
Description: A centaur-ish creature, living on the tops of Dark World's Death
 Mountain. It is invulnerable to all except the Sword, Silver Arrow, or Magic
 Hammer. It attacks by keeping some distance and spitting fireballs, but they
 are a non-threat if you have the Mirror Shield, as it can deflect the
 fireballs.

-------------------------
Mini-Moldorm
¯¯¯¯¯¯¯¯¯¯¯¯
Description: A segmented snake-like enemy with googly eyes that likes to move
 around in circling motions. Yeah, that's pretty much how to describe it.
 They're fast, and their movements can kinda be disorienting and make it hard
 to kill them, but they generally don't take that many hits to defeat anyway.

-------------------------
Moblin
¯¯¯¯¯¯
Description: The signature grunt of Ganon's army, this humanoid pig-like
 creature is seen patrolling the grounds of the Dark World. They're similar in
 behavior to the dagger-carrying soldiers seen in normal Hyrule, though they
 seem to like to carry forked spears instead of daggers.

-------------------------
Nuranuru
¯¯¯¯¯¯¯¯
Description: A slug-like enemy that seems to make its home in the Misery Mire.
 Unexpectedly, they can drop explosives in their wake, so be careful when
 approaching to fight them. However, they can be killed by their own bombs, so
 yeah...

-------------------------
Octorok
¯¯¯¯¯¯¯
Description: A squid-like enemy that crawls around on the ground rapidly in
 any of the four cardinal directions. They are pretty weak and can be killed in
 one hit, but they occasionally spit out rocks, hence their name.

-------------------------
Octoballoon
¯¯¯¯¯¯¯¯¯¯¯
Description: What seems to be a relative of the Octoroks, this floats in the
 air somehow, waiting for prey. If it gets struck, it explodes, releasing a
 bunch of larvae that bounce around and shortly disappear. Quite curiously,
 there's only one of these in the entire game, and it's in the southeastern
 shore of Lake Hylia. It does respawn though.

-------------------------
Pengator
¯¯¯¯¯¯¯¯
Description: Found in the Ice Palace, and in large groups, this creature looks
 like a hybrid of penguin and alligator, hence its name. It waddles forward
 fast on the ice, then slides on its belly, opening its jaw so it can pierce
 Link with its teeth.

-------------------------
Pikit
¯¯¯¯¯
Description: An orange, plant-like enemy that hops around, found in the Dark
 World. It is a dangerous enemy, not because of the damage it does or how much
 health it has, but for the fact that it can steal and eat Link's items if he
 is not careful. The Pikit steals by using a short-range tongue, so you just
 need to keep your distance. It can steal Rupees, Bombs, Arrows, and even
 worse, Shields. However, it drops whatever it ate last, so if your shield is
 taken, and you're careful in making sure it doesn't eat any more of your
 items, you can get your shield back.

-------------------------
Pirogusu
¯¯¯¯¯¯¯¯
Description: An eel-like enemy that crawls from holes before dropping down to
 the water and swimming along it at high speeds. Its behavior is similar to a
 Rat, but does not stop. It also does two hearts of damage, so be careful when
 around it. It is only found in the Swamp Palace.

-------------------------
Poe
¯¯¯
Description: A ghost that floats about, its only attack being just running into
 you in its path. They can be seen mostly floating around Hyrule's graveyard,
 to be expected. They take a few hits to be killed.

-------------------------
Popo
¯¯¯¯
Description: The Popo is a mass of blue and brown sentient tentacles. Yeah,
 pretty much. They move extremely slow and don't actively seek Link out, and
 they can be killed in one hit, so they're moreso a nuisance than a threat.
 They're usually found in dungeons.

-------------------------
Puff Bomber
¯¯¯¯¯¯¯¯¯¯¯
Description: A sentient mushroom enemy that flies around with wings, found in
 the Dark World. Once it spots Link, it frantically flies toward him and starts
 dropping seeds that explode upon impact. They HURT, so be careful and don't
 dawdle when around them. They dodge sword strikes (which is their only
 vulnerability), but if you're quick enough, they can be defeated to usually
 yield a Faerie.

-------------------------
Rabbit Beam
¯¯¯¯¯¯¯¯¯¯¯
Description: An odd Dark World dungeon trap that likes to hide in places least
 expected. It looks like a bunch of yellow stars. If it touches you, it
 temporarily disables the Moon Pearl, turning Link into a helpless bunny due to
 the Dark World's influence. Pretty dangerous when there's other enemies
 around!

-------------------------
Rat
¯¯¯
Description: Rats are thieving critters that love to steal Rupees and hide in
 the darkest, gloomiest places...whether they be sewers or just deep caves.
 They're fast, and can steal Rupees if they bump into you, so be careful with
 them.

-------------------------
River Zora
¯¯¯¯¯¯¯¯¯¯
Description: An aquatic enemy that likes to pop its head out of the water and
 spit fireballs at you. Don't attempt to block the fireballs with the regular
 shield...it won't work. If the water is shallow enough, the River Zoras will
 completely emerge and attempt to walk toward you to damage you. Be careful of
 that!

-------------------------
Rocklops
¯¯¯¯¯¯¯¯
Description: Also known as Eyegore in the Japanese version, this guardian enemy
 appears as a hulking monster with a single eye, and are surprisingly very
 fast. Green Rocklops can be defeated with a sword, but are incredibly durable.
 An arrow or thrown pot to the eye can kill them in one hit. The Red Rocklops
 are only vulnerable in the eye, so two Arrows should do them in.

-------------------------
Ropa
¯¯¯¯
Description: An odd plant-like enemy found in the Dark World. It has a green
 body with orange weeds sticking out of its top, and it hops around, usually
 toward Link. Despite it's appearance, it's actually pretty damaging, so be
 careful when you see one.

-------------------------
Rope
¯¯¯¯
Description: A snake enemy. Pretty basic. They only move in left, right, up,
 down directions much like the Rats, so defeating them can be a bit simple.
 They speed up if you're in their path for a little more than a second, so be
 vigilant so they don't hit you at high speed.

-------------------------
Slarok
¯¯¯¯¯¯
Description: The Dark World version of an Octorok. Pretty much. They move
 around in four cardinal directions and spin around while shooting rocks. These
 ones look a little bit more like gastropods though, with stalked eyes on top
 of their bodies.

-------------------------
Slime
¯¯¯¯¯
Description: A weak enemy, yellow-colored and see-through. They can be defeated
 with one sword strike. This Slime is what some enemies turn into when
 sprinkled with Magic Powder or when the Quake Medallion is used. The enemies
 that can turn into Slimes are Normal Soldiers, Green Sword Soldiers, Rat,
 Rope, Sand Crab, Octorok, Deadrock, Hoarder, Slarok, Stal, Popo, Stalfos,
 Mini-Moldorm, Helmasaur, Ropa, Snapdragon, Moblin, Buzz, Stalrope, and
 Nuranuru. Though there are stronger monsters that turn into Slimes when the
 Quake Medallion is used...such as the Hinox...

-------------------------
Snapdragon
¯¯¯¯¯¯¯¯¯¯
Description: A vicious man-eating plant that hops around on legs, this is said
 to be the work of a mad alchemist's experiments. It can be found in some
 places of the Dark World.

-------------------------
Spark
¯¯¯¯¯
Description: A fireball that flashes red/blue, and always follows groups of
 pots or walls, never straying away from those. As such, they're kinda
 predictable and easy to avoid. As they cannot be killed, they're more so
 obstacles.

-------------------------
Spiny Beetle
¯¯¯¯¯¯¯¯¯¯¯¯
Description: An odd enemy that hides in bushes or under rocks, so they appear
 to be any normal bush or rock. They then reveal part of themselves and scurry
 away whenever Link gets close. If you pick up their home, they'll scurry
 around, dropping Rupees, until they disappear.

-------------------------
Stal
¯¯¯¯
Description: A greenish skull enemy, basically. It is found in the Dark World
 and hides itself in tall grass or between other inanimate skulls. If awakened,
 it flashes and starts hopping toward you. Otherwise they're easily dispatched
 with the sword. Their behavior seems similar to the Armos.

-------------------------
Stalfos
¯¯¯¯¯¯¯
Description: Stalfos are skeletal humanoids that walk around and generally just
 like to run into you. The red ones actually attack by throwing bones at you.
 Both are annoying in that when you attempt to slash them, they jump away. The
 only reliable way to kill them is to use projectiles such as Arrows or the
 Boomerang. (Or corner them somehow and slash maniacally with your sword.)
 Yellow ones sometimes appear. If they crumble, they leave their heads, which
 are indestructible. You'll just have to fend them off until they fly away.
 Finally, green ones are just the skulls by themselves, and these ones CAN be
 killed.

-------------------------
Stalfos Knight
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Description: A giant skeleton that appears sometimes in dungeons. When it does,
 it wields a long sword and attacks by jumping towards you. When they're struck
 enough times, they crumble...give them enough time and they'll reassemble,
 ready to fight again. To prevent this, Bomb their remains.

-------------------------
Stalrope
¯¯¯¯¯¯¯¯
Description: Basically a sprite change of a regular Rope, this is a bright
 green snake enemy with a skull for a head. It's no different from a regular
 Rope at all aside from the look, but they do seem to appear through some of
 the Dark World traps.

-------------------------
Swamola
¯¯¯¯¯¯¯
Description: A worm-like enemy that lives in the Swamp of Evil in the Dark
 World. It leaps from the swamp water at Link, attempting to bite with its two
 pincers.

-------------------------
Taurus
¯¯¯¯¯¯
Description: Bull-like soldiers in Ganon's army. They are horned with white
 eyes, and are clothed in blue or red armor. The blue ones are more common, so
 as you'd expect, the red ones are stronger. The blue ones wield blunted
 spears, while red ones wield tridents. They behave similarly to the sword (or
 spear) wielding soldiers of Hyrule, in that they charge forward when they spot
 you.

-------------------------
Tektite
¯¯¯¯¯¯¯
Description: A spider-like enemy that jumps around. Its body has a giant eye.
 Its habitat seems to be in mountainous areas, so you'll find them a lot in
 Death Mountain in the Light World. Whenever you slash, they jump away, so it
 might be good to stun them with the Boomerang.

-------------------------
Thief
¯¯¯¯¯
Description: Found in caves/houses and in the Lost Woods, these pesky people
 rush toward Link when they spot him, and if made contact, he bumps a bunch of
 Link's items out and attempts to steal them. You can get them back, but be
 known that you can't kill them. The ones found in caves are harmless though
 and usually hand out Rupees once you find them. They appear again in the
 Village of Outcasts, but appear as a fox-like being due to the Dark World's
 influence.

-------------------------
Terrorpin
¯¯¯¯¯¯¯¯¯
Description: A turtle-like enemy, with what seems to be no visible head. It
 moves forward and does damage purely by touch. However, if Link swings the
 Magic Hammer at them or very near them, they flip over, making them
 vulnerable.

-------------------------
Toppo
¯¯¯¯¯
Description: A blue rabbit-like enemy found in the Great Swamp south of Link's
 house. It hops up and down from the grass in random areas. It's weak, and
 defeating it normally will only give out Recovery Hearts or Green Rupees. If
 you cut the grass from beneath it though, the Toppo will be flailing around on
 the ground. Approach it and it will say, "All right! Take it, thief!" It will
 then give you a Recovery Heart, Arrows, Bombs, large Magic Jars, a Fairy, or a
 Red Rupee before disappearing. The Toppo no longer appears in the game after
 the gate to the Dark World opens at Hyrule Castle.

-------------------------
Vulture
¯¯¯¯¯¯¯
Description: A large bird that lives in the Desert of Mystery. When it spots
 Link, it circles around him, watching intently for whenever he might collapse
 from the heat. It also occasionally attacks. Other than that it's an annoying
 enemy and an Arrow or two might do them in.

-------------------------
Wallmaster
¯¯¯¯¯¯¯¯¯¯
Description: A giant, severed hand that drops from the ceilings of some
 dungeons. If it grabs Link, it sends him back to the entrance. Quite annoying.
 However, you're given a little sound warning before they show up, so you can
 get out of the way. They can be killed, but they just keep coming back.

-------------------------
Winder
¯¯¯¯¯¯
Description: A trap consisting of a mobile line of fireballs. It moves around
 in the four directions until it hits something, then turns in a random
 direction and starts moving again. This makes them a bit unpredictable. They
 hurt, so avoid them as best as you can. They are found in Dark World dungeons
 after the Palace of Darkness.

-------------------------
Wizzrobe
¯¯¯¯¯¯¯¯
Description: A mage-like enemy that first appears in Misery Mire. It appears in
 random spots, usually close to Link, and then throws a shockwave-like spell at
 him before disappearing again. They can be a little annoying to keep up with.
 They also come in a skeletal form with a purple cloak...

-------------------------
Zol
¯¯¯
Description: A gelatinous creature with eyes, it comes in three colors: red,
 green, and yellow. The red ones are the weakest, while the yellow ones are the
 strongest. However, only the green one doesn't appear from the ground. Unlike
 the Zol from other Zelda games, these ones don't split into Gels when struck.

\|                                    /\                                     |/
-'-----------------------------------/  \------------------------------------'-
/|                                  /    \                                   |\
 |/\                                ¯¯¯¯¯¯                                 /\|
 /  \                             B O S S E S                             /  \
/    \-------------------------------------------------------------------/    \
¯¯¯¯¯¯                                                                   ¯¯¯¯¯¯
Here are the bosses that you face in the game! They're usually found at the end
of dungeons. These will detail how they attack and how you damage them. So...
yeah.

-------------------------
Armos Knights
¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS OF: Eastern Palace

You'll get to fight six Armos Knights, which are larger versions of the Armos
you saw surrounding the eastern palace outside. This fight is pretty basic,
they all hop around in circles and other various forms, so try to avoid getting
hit. They can be downed with five sword strikes or three Arrows each. Once the
last one is left, it'll turn red and actively go after Link in an attempt to
stomp him. The number of hits needed to kill this one remains the same.

-------------------------
Lanmola
¯¯¯¯¯¯¯
BOSS OF: Desert Palace

This is a trio worm boss that dwells in the sand. The three worms jump from the
sand, also spreading bits of rock in four directions. Be careful of that. Just
dodge them and use either Arrows or the Ice Rod. The Ice Rod works well, as
it's a desert type enemy and is weak to said element. Don't worry about its
magic consumption, because you get a complete magic refill after beating a
dungeon boss. You can also use the sword, but it's a bit more risky to approach
it that way. Once two of the Lanmolas are gone, the third one will become
faster and create more rock bits when surfacing, so just be a little more
cautious and you should make it.

-------------------------
Moldorm
¯¯¯¯¯¯¯
BOSS OF: Tower of Hera

I really don't like this boss. This is basically a giant version of the Mini-
Moldorms you've been facing before, except this one's only vulnerable at the
tail. Not only that, but the battle arena is surrounded by a pit, with also a
small one off-center. Which means if you fall off you'll have to start the
entire battle over again. When either getting hit or hitting Moldorm, you get
pushed back as well. Another problem is that, depending on where you're knocked
down, you may be dropped more than just one floor down. To make matters worse,
Moldorm has to be hit six times to defeat it, and it gets faster every time you
damage it. Yeah. There's not much I can say about strategy, you'll just have to
be quick with those movements and reflexes so you can avoid getting knocked
down.

-------------------------
Agahnim: Phase 1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS OF: Hyrule Castle Upper Floors

Agahnim has three forms of attack. One is the standard magic spell, which you
can slash with the sword to repel away. If timed right, you can repel the spell
back at him, damaging him. The next attack is a split magic spell, which you'll
need to avoid. It looks like a bunch of magic balls circling together, and it
splits apart in many directions when it hits the wall or you strike it.
Finally, Agahnim has a lightning spell, which can be dodged, but it's much more
reliable to be beside Agahnim when he does that. You'll know when he does the
lightning attack when he gets up to the top middle of the balcony and doesn't
turn to you when you get beside him. Don't try to attack him directly, you'll
just get shocked.

Funny thing too, you can use the Bug Catching Net to reflect the spells as
well.

-------------------------
Helmasaur King
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS OF: Palace of Darkness

This is, as its name implies, a giant Helmasaur. It attacks by swinging its
deadly tail and by spitting out fireballs that split into three in a triangle
pattern, then each of those split into four, flying at diagonal directions.
When its not moving and its mouth isn't open for a fireball attack, it'll swing
its tail. Avoid that by staying in front of it. To damage the boss, first you
must get rid of the helmet. That can be done with either Bombs or the Magic
Hammer. However, the Magic Hammer is more reliable since the boss moves around
a lot.

Once the mask is gone, its weak spot will be exposed: the green jewel on its
forehead. From here, it can finally be damaged by using either the sword or the
Arrows. It's easier to use the sword, since it'll be moving faster now and the
Arrows just fly a little too slow. All aside, this boss can damage you VERY
quickly. Be very careful, because even with 10 Heart Containers for health,
three or four hits can kill you.

-------------------------
Arrghus
¯¯¯¯¯¯¯
BOSS OF: Flooded Palace

The Arrghus is a floating jellyfish-like monster with a single eye. Surrounding
it are orange Arrgi. You'll have to use the Hookshot to reel them in and kill
them with the sword. Arrghus attacks pretty much by occasionally moving its
Arrgi in several patterns in order to ram them into you. Just keep eliminating
the Arrgi until they're all gone.

...And then the Arrghus gets deadly. It tries to smash Link first, and then
skids along the shallow water in diagonal directions (though an easy-to-see
pattern). Just hit it with the sword or Arrows. Each time you hit it, it tries
to stomp Link again and then slides again, just a little bit faster. Shouldn't
be too difficult.

-------------------------
Mothula
¯¯¯¯¯¯¯
BOSS OF: Skull Woods

Welcome to a painful boss fight! The boss flies around in a room lined with
spikes. Not only that, but the floor moves around AND some of the spikes do as
well. That's not good. At any rate, the Mothula is pretty weak to fire, so use
the Fire Rod as much as you can. Once your magic is depleted fully, just use
your sword. However, if you happen to have a bee captured in a bottle, you can
unleash it here, as this is the only time a bee can go after a boss. Kinda
neat. As far as attacks go, the Mothula only really has its triple laser attack
that it always fires downwards.

-------------------------
Blind the Thief
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS OF: Thieves' Town

There isn't really any special method to defeat Blind. He can be taken down
with just the sword. That said, he's still a tiny bit tough. He floats around
the room, occasionally stopping to fire a quick laser at Link. Just keep moving
to dodge it. Eventually he will also spin around and shoot fireballs in all
directions. That's a bit easier to dodge since they're slower and the Red
Shield can block them. Just attack Blind until he collapses.

...But that isn't the end of him! His head detaches from the body and floats
around, continuing to attack with fireballs. The head can't be damaged.
Eventually the body reforms with a new head and the process repeats, only with
the extra head flying around to make even more things to dodge. Damage Blind
some more until his body collapses, leaving another head to float around.
Sheesh! Once more, Blind reforms his body with a new head. Repeat the process
one more time and he's done for good.

-------------------------
Kholdstare
¯¯¯¯¯¯¯¯¯¯
BOSS OF: Ice Palace

And it's the boss of this dungeon: Kholdstare! It seems like a cloud with an
eye...reminds me of Kracko. Anyway, at the moment, it's just staring at you,
doing nothing while it's encased in ice. The only threat right now is ice
shards that will randomly fall from the ceiling. Both the main shard and the
smaller "shrapnel" from their impact can hurt, so you'll have to be clear from
them. At the moment, just melt the ice with the Fire Rod or Bombos Medallion.
Once the ice is melted, Kholdstare will split into three and each will just
float around. Just keep dodging the ice shards and throw Fire Rod spells at it
or use the Bombos Medallion. When out of magic, just go for the sword kills.
Kholdstare does nothing else...after the last couple boss fights, Kholdstare is
disappointingly easy...

-------------------------
Vitreous
¯¯¯¯¯¯¯¯
BOSS OF: Misery Mire

This boss is literally just a bunch of eyeballs submerged in a gooey substance.
The main eyeball (the larger one, obviously) shoots out lightning, while the
smaller ones go after Link. The best normal method is to stand in a corner and
spam the spin attack whenever the smaller eyeballs get near. When they're all
gone, the main eyeball will then be vulnerable and will attempt to ram into
Link. Sword strikes work, but Arrows are particularly effective. Especially
since you can stand in one spot and use them safely.

If you have enough magic, you can do it the cheesy way: use the Magic Cape,
head right up to the main eyeball, and begin slashing away. Note that the main
eyeball can only be damaged when it's not covered in the gooey substance. On
that note, the Magic Cape can be used to dodge the lightning bolts whenever
the main eyeball comes out to attack with that.

-------------------------
Trinexx
¯¯¯¯¯¯¯
BOSS OF: Turtle Rock

Welcome to Trinexx, a boss that actually requires the Ice Rod! It has three
heads: a red head, a blue head, and a rock head. The blue head uses ice attacks
and must be taken out first as it can make the floor slippery. Use the Fire Rod
to stun the blue head then go in and slash it. Keep doing that until it's gone.
The red head uses fire attacks, and so you must use the Ice Rod to stun it
before going in for the kill. In the meantime of going after the elemental
heads, the rock head can attack you by lashing out at you. You'll know when
it's about to lunge forward when the tail starts wagging faster.

Once both elemental heads are gone, the most of the body explodes. What's left
is a rocky snake-like monster that moves around in an attempt to ram at Link.
It has a new weak-spot: the glowing orb at the center of its body. Yeah, as if
that wasn't obvious. It needs to be struck three times before it will go down
finally. Just be careful.

-------------------------
Agahnim: Phase 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS OF: Ganon's Tower

Yep, you get to fight Agahnim once more. I'm guessing he's the last guardian to
Ganon. This time, Agahnim splits himself into three, with one being the real
Agahnim! Thus, you have more magic spells to avoid. The real one's really easy
to spot, since he isn't the one that's transparent, so yeah. Just dodge the
same spells you've done before. Once again you have to deflect the spells back
at him by slashing your sword. If he does the lightning spell again, just in
triplicate, I don't know. He's never tried it on me so far.

-------------------------
Ganon
¯¯¯¯¯
_-¯FINAL BOSS¯-_

There he is, the blue boar himself. He has the full power of the Triforce at
his disposal, along with the Trident of Power. Ganon will attack by throwing
his Trident around like a Boomerang and will teleport around, at first. Just
dodge the Trident and attack him. (If you have the Tempered Sword only, you'll
have to use spin attacks to damage him. As far as I know, the regular
non-upgraded Master Sword just won't cut it at all...literally.)

Eventually after he takes some damage, he will use a new attack by summoning
fireballs to surround him. They will expand, then he will then teleport as the
fireballs turn into invincible flaming bats, then rapidly fly towards your
general direction. Just dodge them and continue damaging him. Next, he will
summon single flaming bats to surround him in flames as they rapidly spread
outward. At this point, the more damage you do to him, the more he collapses
the floor around you. If you happen to fall off, you'll appear beside the
Fat Faerie's fountain on the Pyramid of Power and will have to start the fight
all over again.

Eventually, as more of the floor crumbles away, he will start teleporting
constantly and summon flaming bats when you least expect them. Finally when a
pit surrounds the arena, he darkens the room, making himself invisible. All
the while, he teleports around and summons flaming bats like fireball
projectiles. Seems similar to the fight against Ganon in the first game now...
in order to get through this though, instead of randomly slashing, you have to
light the torches to make him visible. Once he's visible, strike him when you
can and he will get stunned, turning blue. NOW, AT THIS POINT, equip your Bow
and fire a Silver Arrow at him to damage him! Repeat this process three more
times and he will be finished for good!

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Helmasaur King II
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FOUGHT IN: Palace of the Four Sword

Guardian of the Red Sword, this is a tougher re-skin of the first Dark World
dungeon boss you fought. This one acts in much the same manner, so go ahead and
Hammer down its mask until it completely breaks apart. At this point, the
Helmasaur King will spawn smaller Helmasaurs from its mouth. Slash the spot on
its head (since Arrows won't work) while dodging the Helmasaurs (you can slash
them back in such a way so they get killed when they touch the spikes).
Eventually after some damage is taken, the helmet reforms. Repeat the process
until the helmet is destroyed once again for a surprise: the glowing orb is now
an eye! At this point, a single well-placed Silver Arrow right at the eye will
kill the boss.

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Arrghus II
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FOUGHT IN: Palace of the Four Sword

Guardian of the Green Sword, this is a tougher version of the original Arrghus,
but the method to defeat it is entirely the same. Only this time, instead of
Arrgi surrounding it, there are Baris. Be careful when Hookshotting them away
from Arrghus, because they like to try to electrocute you before you can strike
them down. After all the Bari are gone, Arrghus II skims along the water like
before. This time it's faster, its rebounds are no longer predictable, and it
spawns constant Kyamerons. Be careful. I recommend staying in one of the
corners, waiting for Arrghus II to drop down (dodge it, of course) and just
slash constantly as you sort of corner it. It makes things easier on you, I
assure you.

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Mothula II
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FOUGHT IN: Palace of the Four Sword

Guardian of the Blue Sword, it's the Mothula again! This time it's in a much
more forgiving arena. It has some new tactics though! Basically, it starts
cloning itself into triplicate. If you hit one of the clones, it disperses as a
bunch of Bees. If both clones are destroyed, it spawns two more. Personally, to
make things slightly easier on you, I just keep an eye on the real one and only
eliminate one clone. That way you only have the beams from two Mothulas to
worry about. Careful that it doesn't fly into you though...even with the Red
Mail it still hurts tremendously.

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Blind the Thief II
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FOUGHT IN: Palace of the Four Sword

Guardian of the Purple Sword, it's this guy again! He works similarly as
before, though the way to defeat him is slightly different. What you need to do
is, after slashing him enough times so that his body collapses, leaving only
the head, you need to wait for the body to come back. You'll notice he won't
sprout another head. You have to hit the floating head in such a way so that
it'll fly back to the body and actually damage him. Repeat this three more
times with more heads to fling back each time and you'll defeat him.

-------------------------
Four Shadow Links
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BOSS OF: Palace of the Four Sword

Time to face Shadow Link...four times! Each one represents a color of the Four
Sword, and they get progressively harder over time. First up is Green Shadow
Link. He basically just attacks by following you and then slashing when he's
up close. He also jumps away when you slash. To damage him, I recommend keeping
distance and unleashing spin attacks when he gets close. He will also
occasionally dash at you. Dodge and he will ram into the wall, leaving him open
briefly.

Once the green one is down, the Red Shadow Link comes up next. (Although he
looks more orange-ish than red...) He attacks similarly to Green, although this
time he can use the Hurricane Spin. You'll see him start to use it when he just
holds his sword out a bit. To counter it, just swing at him. The spin attack
works well to counter it.

Once Red is gone, the Blue Shadow Link comes up. As seems to be customary, he's
the same with an extra attack: he can jump up above Link and use the Skull
Crusher maneuver, where he falls down with the sword pointed at the ground. Be
prepared to move when you see him jump, and counterattack once he lands. A new
thing Blue does sometimes is that if you use the Spin Attack, he can use the
Magic Cape to briefly disappear and avoid the hit. Cheeky. He even does this
with your Hurricane Spin until you stop. As such, a good strategy is to
position yourself in such a manner so that you're diagonally down-right from
Blue, slashing as soon as he starts slashing. You'll most likely hit him before
he's able to hit you.

Finally, the most dangerous of the four, Purple Shadow Link appears, sporting
all the moves of the previous Shadow Links, while also being able to fire Sword
Beams at times. He also has very little downtime for his moves, so you'll have
to be generally much faster at taking your opportunities. You'll probably be
using a lot of your Life Medicines here...assuming you came stocked with them.

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And that's the end of this guide. I hope you enjoy reading it! Just a few
credits and that's that! See ya on the next guide I make!

Nintendo - For spawning the excellent Zelda franchise and keeping on making
 great games.

Zelda Wiki - For providing names of enemies in the game and just being a
 general encyclopedia.

CPredator - Thanks to him and his guide for helping me remember all the Heart
 Piece locations.

You - For being loyal readers.