The Legend of Zelda III: A Link to the Past Strategy Guide by Maelstrom mael1@primenet.com OR The Death Star BBS (310) 276-4807/2400-14.4 This is a list of which buttons do what. X - Activates map. Y - Uses secondary item. A - Makes Link run; picks up rocks, pots, and other items for throwing. Also allows Link to pull on things. B - Swings sword; hold down for super charge. Start - Gives item screen. Select - Gives game options. L - Changes map scale. R - Changes map scale. > ITEMS "Chest item" refers to the major item obtained by opening the big chest with the Big Key in each dungeon. "Level n" refers to one of the Dark World Palaces, where n is the number of the palace. The "Eastern Palace," "Desert Palace," and "Tower of Hera" are the three Light World dungeons where you obtain the medallions. - PRIMARY (NON-SELECTABLE) ITEMS Primary items are items used either automatically, or items that are used by buttons other than the Y button. SWORD There are four levels of sword power in the game. The first power level is the sword you begin with, your uncle's short sword. The first power level sword is white. The second level is obtain after you get all three medallions. The sword is found in the northwest corner of the Lost Woods. It is also known as the Master Sword. The second power level sword is bluish. The third level is obtained by having the dwarfsmiths temper your sword to make it stronger. Before they can do that, you have to find the lost brother and bring him home. He is located south of the ruined town in the Dark World. You cannot get to him without the Titan's Mitt, obtained in level 4. Once you talk to him, take him back to his house in the Light World. The third power level sword is deep orange. The fourth level cannot be obtained until you have completed level 6 in the Dark World. Go to the Bomb Shop (located in the Dark World where your house would be), and buy the orange Super Bomb for 100 rupees. Then walk it to the Pyramid. In the front of the Pyramid is a large crack in a smooth stone face. Leave the bomb in front of the crack, then move away. When it blows the crack open, go inside. Throw your sword into the pond, and a fat fairy will give you the fourth level sword. Also, throw your Bow and arrows into the pond. The fairy will give you the Silver Arrows. The fourth power level sword is gold. With the Master Sword, if your heart containers are all at full strength, swinging the sword will release a spinning blast of energy that does a small amount of damage to enemies it hits. The first level sword cannot do this, and if you are at all damaged, you cannot do this. Also, holding down the B button charges up your sword. If you release the B button after this, you spin around and do a doubly-powerful attack. SHIELD You start with your uncle's blue shield. It can only deflect arrows, rocks, and other solid projectiles. The red shield is obtained at the wishing well. The wishing well is near the entrance of Zora's Waterfall, in the northeast corner of the map. It is hidden behind a small waterfall. Swim inside, and throw your shield and boomerang into the pool. The fairy will award you the red shield and the Magic Boomerang. The red shield can deflect fireballs as well as regular solid objects. The third shield level is the Mirror Shield, the chest item in level 7. It can reflect energy beams as well as all other projectiles, EXCLUDING the red lasers emitted by Eye-Laser Statues (the green statues that have a revolving eye). NOTHING can stop those lasers, so simply avoid them. ARMOR You start with regular green cloth. The Blue Mail is the chest item in level 5. It reduces damage taken by 25%. The Red Mail is the chest item in Gannon's Fortress. It reduces damage taken by a total of 50%. When you have the Red Mail, you cannot be hurt by bombs of any kind (except maybe the Super Bomb; I haven't tried it). THE PEGASUS SHOES You start out with normal boots. The Pegasus Shoes allow you to run at three times normal speed, as well as bashing in certain cracked walls. The Pegasus Shoes are obtained from Sahasrala after you complete the Eastern Palace. Sahasrala is in a building in the pit to the west of the palace. THE POWER GLOVE AND TITAN'S MITT The Power Glove allows you to pick up light-colored rocks of any size. It is the chest item in the Desert Palace. Titan's Mitt is the chest item in level 4. It allows you to pick up light and dark rocks of all sizes. ZORA'S FLIPPERS These are obtained at a cost of 500 rupees from Zora, the fish-person who lives northeast of Hyrule. You need to have the Power Glove to get to Zora. Once you get to her domain, go north, then east, and take the southernmost of the four paths. That will lead you to Zora. Buy the flippers, and then leave. You can use Y, A, or B to swim. THE MOON PEARL The Moon Pearl allows you to retain your Light World form when you enter the Dark World. Otherwise, you turn into a rabbit and cannot use your sword. The Moon Pearl is the chest item in the Tower of Hera. RUPEES Rupees are precious gems that are used as currency in Hyrule. Green rupees are the basic unit, worth an arbitrary value of "one". Blue rupees are worth five, and red rupees are worth twenty. Rupees of excessive number are indicated by a green rupee with a number attached (in denominations of 50, 100, and 300); these are generally found inside treasure chests. KEYS Dungeon keys are dungeon-specific; that is, if you acquire a key in a certain dungeon, you cannot use that key in any other dungeon. Aside from that, keys can only open one door; then they disappear. There are always enough keys to open all locked doors in a dungeon. COMPASS The compass pinpoints on your map precisely where the dungeon's boss is. Only useful if you want to know exactly how far away you are. MAP The map shows every location in the dungeon that you haven't traveled to. Those rooms are indicated in dark blue. Rooms you have been to are indicated in light blue. Doors, stairs, and ladders are indicated in white. BIG KEY The Big Key of each dungeon allows you to open certain locked doors, as well as the large treasure chest on each level. Each Big Key only works on the level it is found on, but you can reuse it an infinite number of times (i.e. it doesn't disappear when you use it, like regular keys do). - SECONDARY (SELECTABLE) ITEMS Secondary items are items that are used or activated by hitting the Y button. Items are listed from left to right, row by row, as they appear on the item screen. When the word MAGIC appears after an item's name, that means that the item consumes some magic power every time it is used. When the letters NN appear after an item's name, that means that the item is not necessary to win the game and can be ignored. BOW The Bow is used for firing arrows across the screen. Arrows do about as much damage as a level 3 sword, but can only be fired in the four cardinal directions (N, S, E, W). Also, they are slow. The Bow is the chest item in the Eastern Palace. The Silver Arrows, necessary for defeating Gannon, are obtained in the Pyramid (see the SWORD entry for details). The Silver Arrows are faster than regular arrows. Arrows can be found all over the place. BOOMERANG The Boomerang generally will stun any enemy it hits. Extremely weak enemies will often be destroyed; extremely strong enemies will often not be affected. The stun lasts about 5 seconds. The boomerang can also retrieve fallen items (arrows, hearts, rupees, etc.). The boomerang will fly about a third of the screen's length. The Magic Boomerang is identical to the regular boomerang, except that it is about 50% faster and will fly the entire length of the screen. The Magic Boomerang is obtained at the wishing well (see the SHIELD entry for details.) HOOK SHOT The Hook Shot fires a hook attached to a chain. It will attach to a tree, pot, or treasure chest (and a few other items), and then pull you over to it. It can also be used to stun and kill some enemies, as well as retrieve items. It is the chest item in level 2. BOMB Bombs explode. You can pick them up and throw them using the A button after you plant them. Bombs can be found all over the place. MUSHROOM/POWDER (MAGIC - NN) The Magic Powder has two uses: First, it can turn some enemies into harmless vegetables (literally!). Second, in a hidden room, it can double the amount of magic power you have. This hidden room is near the dwarfsmiths' house in the Light World. You need the Magic Hammer to get to it. There is a hole near their house; drop into it from above. In one of the rooms is a throne. Sprinkle the powder on the throne, and a demon will appear and make it so that you only use half the amount of magic each time you use an item, effectively doubling your supply. To get the powder, find the mushroom in the Lost Woods (Light World). Then take it to the witch at the Magic Shop on the east side of Hyrule. Come back in a little while and get the powder inside the shop. FIRE ROD (MAGIC) The Fire Rod emits a burst of flame each time you use it. It is the chest item in level 3. It can be used to light braziers from afar. ICE ROD (MAGIC) The Ice Rod emits a blast of cold ice each time you use it. It is found in a cave on the northeast side of Lake Hylia. To get to it, go around the south side of Lake Hylia, and up the east side. There is a cave there; next to it is a damaged rock. Bomb the rock; the Ice Rod is inside. BOMBOS MEDALLION (MAGIC - NN) The Bombos Medallion destroys everything on the screen (just think fire and brimstone). It is found in the Light World, near the Desert of Mystery. To get it, enter the Dark World, preferably through the portal at the north end of the swamp. Then, go to where the entrance to the desert would be in the Dark World. There should be a dozen or so pegs arranged in a curving line. Go inside the line, and use the Mirror. One screen to the left is a green monolith. Use the Book of Mudora on it, and you will receive the Bombos Medallion. You need the Master Sword to do this. ETHER MEDALLION (MAGIC) The Ether Medallion freezes all enemies on the screen. It is found to the west of the Tower of Hera. There is another green monolith. Use the book again, and you will get the Ether Medallion. QUAKE MEDALLION (MAGIC) The Quake Medallion turns enemies into quivering cabbage (yes, it's weird). It is found in the Dark World, near where the entrance to Zora's Waterfall would be. There is a circle of stones. Throw a rock into the circle, and a big fish will come out and throw the medallion at you. LANTERN (MAGIC) The Lantern emits a small burst of flame when used. It cannot be used as a weapon. It is used to light braziers so that you can see in a room. The more braziers you light, the brighter the room gets. Braziers burn for about 10 seconds. The Lantern is in a chest in your house, and you should get it before you leave your house for the first time. MAGIC HAMMER The Magic Hammer is used to pound pegs into the ground, but is also a very powerful weapon. Unfortunately, it is VERY close-range, and is only useful against slow-moving targets. The Magic Hammer is the chest item in level 1. There are a few areas you can't get to without the Magic Hammer. SHOVEL/FLUTE The shovel is used to dig up the Flute, which is used as a sort of teleportation mechanism. The shovel is held by a mutant in the Dark World Haunted Grove, southeast of Kakariko Village. In the Light World grove, there is a small bed of flowers in the northwest corner. The Flute is under one of the flowers. Once you have dug it up, take the Flute to the center of Kakariko Village, where there is a weathervane. Play the Flute, and a little white bird will explode from the weathervane. Then, you can use the Flute to have the bird carry you to any one of eight points in Hyrule (but only in the Light World, and only outside): 1. The entrance to the old man's cave on Death Mountain. 2. The Magic Shop in the northeast. 3. The weathervane in Kakariko Village. 4. Your house. 5. A cave near the Eastern Palace. 6. A cliff on the south end of the Desert of Mystery. 7. The swamp ruins. 8. The southeast corner of Lake Hylia. BUG COLLECTING NET (NN) The bug net is used to capture bugs and fairies so that you can carry them in your bottles. Obviously, you cannot capture anything if your bottles are all full. You can't get the net until you have at least one bottle. The net is acquired from a sick boy in the house directly north of the Kakariko Inn, in the village. THE BOOK OF MUDORA The Book of Mudora is used to translate (and sometimes activate) the ancient monoliths. The Book resides in the library south of Kakariko Town. To get it, run into the shelf it stands on. BOTTLES (NN) Bottles are used to hold magic potions, fairies, and bugs. There are three kinds of magic potions: red (restores life to full), green (restores magic to full), and blue (restores both magic and life to full). Captured fairies can be used in one of two ways: If you release a fairy from a bottle, you can then use it to increase your heart level. If you die while you have a fairy in a bottle, you will be revived to 6 hearts, and the fairy will be expended. Captured bugs, when released, will follow you around and attack any enemy that wanders into view. After several hits on the enemy, the bug will die. There are four bottles in the game. One is sold by the man in Kakariko Village who sits near the weathervane, for 100 rupees. One is found in the north end of the Kakariko Inn, in the south of town (you have to enter the building from the north to get to it). One is under the bridge east of your house. To get to it, enter the Dark World, and jump off the bridge. Once on the shallow water, use the Mirror and then swim under the bridge. The man camping there will give you the bottle. The fourth bottle is located in a treasure chest in the Dark World dwarfsmiths' house. Take it to the "middle-aged man" at the entrance to the desert in the Light World. If you promise to keep his secret, he will open the chest and give you the bottle within. CANE OF SOMARIA (MAGIC) The Cane of Somaria, when used, creates a block of magical energy directly in front of you. You can either push the block around (using it to activate buttons, etc.) or strike again, in which case the block explodes into magical energy bursts that are harmless to you, but damaging to enemies. It is the chest item in level 6. CANE OF BYRNA (MAGIC - NN) The Cane of Byrna creates a revolving energy barrier that damages enemies and protects you. It is completely useless. The Cane of Byrna is found in the Dark World, in a cave on a cliff just below the teleporter on top of Death Mountain. Don't bother. MAGIC CAPE (MAGIC - NN) The Magic Cape makes you invincible and also prevent floor items (spikes, etc.) from damaging you. Enemies, however, can still damage you. The Magic Cape is in the graveyard near Sanctuary. One of the graves is separated by a barrier; you need Titan's Mitt to open the barrier. Then, ram the grave, and you will find the cape underneath. MAGIC MIRROR The Old Man who lives on Death Mountain gives you the Mirror after you guide him through the mountain. The Mirror, when used, teleports you to the Light World, leaving a sparkle where you did it. Walking back into the sparkle teleports you back to the Dark World. If you re-enter the light world on solid matter, you are simply teleported back to the Dark World. > BOSSES - THE LIGHT WORLD BOSSES THE ARMOS KNIGHTS (Eastern Palace Boss) The Armos Knights are relatively easy to defeat. They perform three attacks as long as there are more than one of them: First, they jump into a circle, and move clockwise. Then they jump into a tight circle, then a wide circle. Then they jump into a line at the top of the room and charge you. Then they repeat those actions, except with a counter-clockwise circle, alternating each time. Simply shoot them with lots of arrows. Three each will destroy a knight. There are six knights. When you've destroyed five, the last one turns red and jumps right at you. Slash at him with your sword or shoot him with arrows. Three more arrows should kill him. Then get the heart container and pendant. You will be teleported to the entrance to the Eastern Palace. THE SAND WORMS (Desert Palace Boss) These are significantly harder to defeat than the Armos Knights. The Sand Worms attack by springing out of the sand, flinging deadly rock toward the corners of the room (northeast, southeast, northwest, southwest). In order to damage them, you have to hit them in the head as they fly linearly across the room. Each of the three worms takes around ten strikes to die. Once two of the worms are gone, when the third springs from the sand, it heaves rock in EIGHT directions, the first four, plus north, south, east, and west. Once you defeat them, get the heart container and pendant, and you will again be teleported to the entrance to the Eastern Palace. THE GIANT WURM (Tower of Hera Boss) Walk south from the door, and then west, to the platform. Jump off so you are on level ground with the wurm. You have to hit the little ball on his tail six times to kill him. If he knocks you off the edge, you will have to start over. His movements are random. After the fifth hit, he moves at double speed. Use the space on the other side of the small hole to your best advantage. The Giant Wurm is very difficult to defeat without practice; even experienced players can have a very difficult time of it. Once you defeat him, get the heart and pendant and you will be teleported to the Tower's entrance, as usual. AGAHNIM (first battle) Defeating Agahnim is a matter of patience. He has two attacks: A ball of energy and a spinning hexagon. In order to defeat him, you must hit the energy balls with your sword. They will bounce back and hit Agahnim if you aim carefully. The best strategy is to stand directly north or south of him, and hit the balls. Avoid the hexagons; they cannot damage him. Every several shots, he will move to the top center of the room and emit lightning bolts. When he does this, move to his left or right. You will know that he is going to use lightning because he will not turn to face you. You must hit him with six energy bolts. He will then be defeated, but he will teleport you to the Dark World. - THE DARK WORLD BOSSES THE MASKED HELLCAT (Level 1 Boss) Defeating the Hellcat requires good timing. Hit him in the head with the Magic Hammer repeatedly. After 17 hits his mask will break off his face. Then you can use your sword to finish him off (it takes another eight hits). He has three attacks: First, he can whip you with his tail. This is forewarned when his tail starts moving quickly. When this occurs, stand close to his face to avoid being hit. OR, you can stand off to one side, and just before the tail whips, move to the other side. He second attack is three fireballs. He emits one, which breaks into three, which each break into four. Stand directly between the two lower fireballs to avoid being hit. His third attack is a rushing attack, where he runs directly at you. Standing against the south wall will keep you from being hit. Once you beat him, get the heart container and the crystal. You will then be teleported to the level entrance, as usual. THE OPTICAL JELLYFISH (Level 2 Boss) The Optical Jellyfish has three methods of attack. First, he is constantly moving toward you. Second, on every third move, he radiates two concentric but opposite-travelling circles of floating eyeballs. Third, after you destroy the eyeballs, he jumps straight up into the air and lands wherever you're standing. First, you need to use the Hook Shot to grab the eyeballs from him. Do this from the side or from above, never from below; from below, the eyeballs will injure you as they gravitate back toward the Jellyfish. Once you destroy all 12 eyeballs, he will execute his jumping attack. Hit him eight times, and he will be destroyed. Get the heart and crystal, and you will be teleported to the level entrance. THE GIANT MOTH (Level 3 Boss) The Giant Moth only has one attack; the room you attack him in is far more lethal than the Moth himself. The floor scrolls randomly in one direction, causing you to slide into the spikes that line the walls. Also, spike traps randomly spring across the room. As if that weren't enough, the Moth fires a trio of fire rings at you in a spread pattern. Use the Fire Rod repeatedly to weaken him, and when that runs out, use your sword. Attack him from the front or back, not from the sides. You will receive a heart and crystal, and teleport as usual. THE DEMON THIEF (Level 4 Boss) The Demon Thief requires dexterity to beat. The Thief attacks as follows: First, it slides back and forth across the room, from left to right, every several seconds spitting a laser beam in a random direction, whichever way its head is turned at the moment. Then, after 3 cycles back and forth across the room, the Thief will come to the bottom half of the room, and repeat its attack, firing upward. Attack the Thief by striking its head. After the third strike, the head will detach, and start flying around the room in an elliptical pattern, firing fireballs in random directions. Then the Thief regenerates a new head. After you kill the third head, the Thief dies, and you proceed as usual. THE ICE BRAIN (Level 5 Boss) The Ice Brain has two parts to it: First, you have to hit it with your Fire Rod until it shatters. While you are doing this, it will attack you by dropping blocks of ice on you from the ceiling. The blocks split into four parts and bounce a short ways when they impact. It takes 8 Fire Rod shots to destroy the ice casing that holds the brain. Then, it will split into three brains, as blocks continue to drop. The brains will bounce around the room diagonally, stopping occasionally. Each brain takes 8 hits with the level 3 sword to destroy. You can also use your Fire Rod, which will destroy a brain in 4 hits. Once all three brains die, you proceed as usual. Incidentally, if you start the room with full magic power, and have the 1/2 powerup granted by the purple demon near the dwarfsmiths' house (see the section Mushroom/Magic Powder under Items), you can destroy the ice shell and two of the brains just with your Fire Rod power, assuming you don't miss at all. THE LIGHTNING EYE (Level 6 Boss) The Lightning Eye is not difficult to defeat. It has three attacks. First, it flings its slow-moving miniature eyeballs at you. Each one takes about 6 hits from the level 3 sword to defeat. Also, as the eyes are moving, the big eye turns white. When it does, it will release a random lightning bolt toward you. When this happens, move off to the side. After you defeat all the miniature eyeballs, the big one starts bouncing toward you. It takes 16 hits to defeat (with the level 3 sword). Then you proceed as usual. Do not touch the goo at the north end of the room; it will damage you. THE ELEMENT TURTLE (Level 7 Boss) The Element Turtle is not difficult to beat, but you have to know how to do it. It has several attacks: First, it has two sub-heads, one red and one blue, that attack with fire and ice, respectively. The ice head, when it fires, leaves an ice trail on the ground. Third, the Turtle's tail wags. When it wags faster, the big head is going to shoot out at you. First, you have to destroy the sub-heads. To do so, use the opposite element on the head, then hit it three times with your level 4 sword. Once you have destroyed both sub-heads, the shell self-destructs, and the turtle turns into a snake. It bounces around the room, trying to hit you. The center segment flashes. Hit it three times to destroy it. Get the heart, and then the crystal, which holds Princess Zelda. AGAHNIM (second battle) This time, your fight is the same, except that there are now THREE Agahnims moving around, and only the solid one is the real one that you have to hit. Again, he takes six hits. However, this time he does not throw lightning, and only the real Agahnim will throw the blue hexagons. The two fakes will only throw the energy balls that you deflect to defeat him. Once you defeat him, he dies, but Gannon rises from his body, turns into a bat, and flies off. You automatically blow the whistle, and the bird takes you to the top of the Pyramid, where Gannon has smashed through the roof. Use this opportunity to get yourself to full strength, and to buy yourself at least one blue potion and one green potion (even better, two blue potions, if you can afford it). Also, be sure your other two bottles have fairies in them. A convenient fairy location is the west tree south of the foot of the Pyramid. Ram it, and a fairy will appear. GANNON (final boss) Once you jump into the Pyramid, Gannon will taunt you some more. Gannon has several stages before you can defeat him: First, he will teleport around randomly while throwing his trident at you. Simply keep hitting him with your sword until he spins his trident on his hand and fireballs appear around it. When this happens, move away from him, because the fireballs will expand outward. Then, they will turn into fire-bats, and fly at you. Dodge them. Keep hitting Gannon until he jumps in the air and lands hard. The north edge of the room will collapse. He will do this three more times, each time collapsing another section of the room _ north, east, south, and then west. Be careful of him at this point, because sometimes when he lands, a firebat will spiral outward, leaving fires in its wake. After he finishes collapsing the edges of the room, he will dampen the braziers and make himself invisible. Quickly, you must light the braziers so you can see him. In this section of the battle, he will shoot slow-moving firebats directly at you. Be careful. You have to light BOTH braziers in order to be able to hit him. If only one is lit, you can see him, but not hit him. Strike him with your sword as quickly as you can. He will turn blue and freeze. When this happens, hit him with your Silver Arrows. It takes three or four Silver Arrows to kill him. Once he dies, go through the door that opens to the north. You have beaten the game! If you happen to fall off the edge, make your way out of the Pyramid. Then go back up to the top and jump in again. You will have to start combat from the beginning. > THE GAME This section describes what path to take to beat the game. All dungeons will skip finding the map and compass, because they are not necessary to defeating the dungeons. If the map or compass are in a room that you have to go through anyway, I will tell you to get them, but otherwise, don't go out of your way. Also, the dungeon sections will not take you into any rooms that you do not have to go into. When describing how to get to areas in the Light World and Dark World, I will only explain once. From then on, I will assume you know how to get to an area previously visited. If you forget, look at your map. "Ramming" something means to use the Pegasus Shoes to execute a running attack toward it. Starting With A Dream You begin the game in bed, and you hear Zelda calling to you telepathically. Then, your uncle goes out and warns you to stay inside. Jump out of bed, and open the chest near the door to acquire the Lantern. Go outside. It is raining. Go north, across the bridge leading to Hyrule Castle. Go east, and then north again once you get to the southeast corner of the castle. There will be a plant sitting by itself on some stone. Move the plant and jump into the hole. You will land in the dungeon underneath Hyrule Castle. Your uncle will be sitting, wounded, just to the west. Talk to him, and get his sword and shield. Then go west and south, and into the next room. Go east and defeat the soldiers, then get the items there. Go back west, and south again, and you will emerge into the castle courtyard. Go west, and enter the castle through the front door. This is the entry hall. Go through the west door, then through the north door in the next room. Go north to the end of this narrow hall, and then east into the next hall. Go through the door in the north wall at the center of this horizontal hallway. Once downstairs, kill the blue knight and get the key and the map. Then go south again. Drop off the ledge and follow the path across the chasm south, south again, and then west. Go to the west edge of this room (the one with the overhanging bridge), and defeat the enemies. Go north into the next room, and defeat the green knight to open the door. Go east, and defeat the blue knight. Get the key and the boomerang (in the chest). Go west and north, and then down the stairs. At the bottom, go east and defeat the gray knight by stunning him with the boomerang, running in and taking two or three shots with your sword, and then backing off to let him swing his mace. Repeat until he dies. Then get the Big Key and rescue Zelda. Now, go back up the stairs, but once in the room with the overhanging bridge, climb the ladder in the south wall and go across the bridge. Follow the ledge through the next two rooms, and then drop off. Go through the north door, and through the next north door, and up the stairs. Once you are back in the horizontal yellow hallway, go east or west (it doesn't matter) and go back to the entry hall. This time, go through the north door into the throne room. Go to the top of the room, and push the shelf/fireplace from the left. After it clears the door, go through. Sewer Rats The first room you emerge into is a dark, yellow-walled room full of rats (level 2F). Go north and east, then north again, down the stairs. The next room is a dark, purple-walled room full of snakes (level 1F). Go west and down the stairs again. You will be in a dark, cross-shaped, purple- walled room with snakes and bats (level B1). Get the key from the chest in the right arm of the cross. Go through the north door and into the next room, the water tunnels. Go through the west door, and then through the north door to the west. The next room is a dark, U-shaped, purple-walled room with rats and bats. One of the rats has the key to open the door in the northeast corner. The next room is a brightly-lit purple room. There are four blocks in the way at the north end. Push the center block straight up to clear the way. Go up the stairs. You will emerge in a wooden-floored room (level 1F). Go through the south door. There will be two levers in the next room. Go to the lever on the right, press and hold A, and then press down to activate it. The door will open. Go through. Sanctuary An altar moves aside, and you and Zelda find yourselves in Sanctuary, the holy place north of Hyrule Castle. The old man there thanks you for rescuing Zelda. In the chest next to him is a full heart container. Get it. Zelda will stay behind. Leave through the southern door. The Eastern Palace The old man tells you to find the village elder, Sahasrala, in Kakariko Village. Going there will only let you discover that Sahasrala is not there; talking to a child will tell you that he is hiding near the Eastern Palace. There is no reason to go to the village now, so we will go to the Eastern Palace instead. Go south, through Sanctuary's gates, then east along the path. Follow the path past the graveyard, then south between the twin trees, and east across the bridge. Go south, and south again, through the Boulder Land. Go east before crossing the next bridge. Go north at the break in the cliffs. Walk north past the pillars, and up the stairs. Go northeast, through the next break in the cliffs. Go east, past the living statue. Jump off the ridge, to the east, and then go north up the staircase. Go east past the next statue, and up the next staircase. Then go up the next staircase, and between the two living statues, and then into the Eastern Palace. You enter a room with two crab statues (level 1F). This is the entry hall. Go through the center door by picking up the pot and stepping on the button. Open the doors in the next room (the chasm room) by stepping on the secret button in the middle. Go north. Go down a ladder and then north through the center aisle. Be careful not to get hit by the cannonballs. Use the side niches to hide until the coast is clear. Go up the ladder and through the door in the north wall. Go west at the T-intersection. Open the west door by stepping on the secret button in the corner. Go through the door in the southwest corner of this room. In the next room, open the doors by killing all four skeletal warriors. Go north. Get the compass, and go down the ladder and through the door in the east wall. Go east again, past the telepathic tile. The next room is the treasure room. You cannot get the Bow yet because you do not have the Big Key. Go east through this room, through the door in the east wall. Go south through the next room, under the platform. Go up the ladder and through the door in the south wall. Immediately go to the right, and then down. Hit the secret button just beyond the anemone-like enemy, and go through the door that opens nearby. In the next room, find the key in the pot on the east wall. Go back into the other room. Go down, left, and up, and then west through the locked door. Cross the bridge, and enter the next room. Kill the anemones, the green Cyclops, and the skeletons. When you do, the four spinners will detach from a pot. Press the button under the pot to make the chest with the Big Key appear. Go through the locked north door. Go down the ladder, north, and then east again. You'll be in the treasure room. Get the Bow, and quickly move to go up the north ladder. Go through the door. There are six anemones and two green Cyclops in the next room. Use your Bow on the Cyclops to kill them quickly. One of them has the key. Go through the northwest door, up the stairs to level 2F. The southwest pot in this room covers the button that opens the door. Go west. In the next room, the southern button opens the door. Kill the Cyclops with your Bow as usual. Go west. In the next room, the northwest button opens the doors. Avoid the cannonballs! In the next room, kill the skeletons and the red Cyclops (use 2 arrows). In the next room north, there are 2 red Cyclops and 6 anemones. Kill the anemones quickly, then the Cyclops. Go north, where you will fight the ARMOS KNIGHTS. Sahasrala's Boots Once you are back in the open, go west from the twin living statues and jump off the cliff. Jump down again, and again, then go west. Jump into the pit, and go into the building. Inside you will find Sahasrala, the village elder. Talk to him. He will tell you all about the pendants, and then he will give you the Pegasus Shoes. Hold down A to do a running attack that will damage most enemies. Do this attack on the cracks in the north wall. Behind them are stashed three bombs and a hundred rupees. The Desert Palace Leave Sahasrala's building and leave the pit. Go back to the entrance to this entire area, and leave. Go west, and then south across the bridge. Go west again, and you will pass your house. Keep going west. Go south, following the path. Go west, through the pair of trees and past the entrance to the Haunted Grove. Go north, and west again. You will be in the southern section of Kakariko Town. The northwest building of this town is the library. Inside is the Book of Mudora. Get it. Then go back to the path in front of your house. Go south through the opening in the cliffs. Go south one screen, then west one screen. In the west edge of this screen are two openings in the cliff. Go through the north opening. The area you emerge into is known as the entrance to the desert. Wind your way west through this area, and you will get to the desert proper. Once in the desert, go to the west edge, and then north onto the stone platform where the monolith and the three giant green statues sit. Read the Book of Mudora once you get to the monolith. The statues will move, allowing you entrance to the Desert Palace. Go up the stairs, and into the structure. Go north from the entrance (B1), to the eye-laser statue (henceforth known as an ELS, all of which rotate counter-clockwise). Go west, past the pots, then north, then turn west at the door. Go into the next room, and then through the north door. Get the key on top of the lamp by ramming it. Go back south, then all the way east until you get to the room with the three pots. Go south, then through the locked door. Kill all three anemones, and get the compass. Go through the north door. Go to the top of this long room and get the Big Key. Go back to the room just south of where you got the first key. Go west from there. In this room, the pot on the northwest edge of the circle hides the button that opens the door. Go through, and get the Power Glove in the next room. Go back south, and then east. Go south from there. Go through the door in the southwest corner of this long room. Go south, and you will be outside again. Once outside, go northeast, and move the rocks that block your progress. Go through the door. You will be on level 1F. There are two triangular formations of blocks in this room. In the right formation, push the center block upward. The door will open. Go through. In the next room, the north door is locked. The key is in the southwest pot. However, the floor panels will rise from the floor and fly at you! This is known as a "flying floor." Get the key and get out as quickly as you can, up the stairs to level 2F. From here, go south one room, and kill all four anemones to get into the next room. This room has three ELS's. To get through this room, get the key, located in the third pot from the left in the row in the center of the room. The next room north has a locked door; the key is in the northeast pot. It also has a flying floor. Get through ASAP. In the next room, kill the red Cyclops and then light the four braziers with your Lantern. The wall will move, revealing the door. In the next room, you battle the SAND WORMS. The Tower of Hera Once you are back in the desert, travel to Kakariko village. Go to the Kakariko Inn, but enter from the north door. Open the treasure chest on the west wall to acquire the first bottle. Leave, and go into the house directly north of the inn. The boy inside will give you the bug-catching net. Then walk to the man who is sitting near the weathervane. Buy another bottle from him for 100 rupees. Leave the village through the northeast gate. Go east one screen, and then north one screen. There should be a large stone blocking the entry to a cave. Move the stone and enter the cave. Once inside, drop off the ledge. Turn east at the first intersection. Turn southeast at the next one. Turn north at the next one. Turn east and you will meet the old man. Go through the door to the east. In the next room, go around the big hole in front of you. Follow the path east at the next intersection. Then go south at the next one. Follow the corridor to the outside. Walk along the path southeast, until you get to the next cave opening. The old man will give you the Mirror and then go inside. Follow him. Talk to him, and then go up the ladder and through the northeast door. Follow the corridor south to the next door. In the next room, go southeast, then south at the next intersection. Go out the door. Follow the cliff to the west. Go up the long ladder. Go southeast, past the cave entrance, to the circle of stones. Walk onto the teleporter. Once in the Dark World, go a little ways to the west. There should be a patch of ground that is differently colored than the rest. Go stand on top of the right "eye" on this patch of ground, and use the Mirror. Get the piece of heart, then jump off Spectacle Rock to the north. The Tower of Hera is just to the east. Go inside (level 2F). Hit the switch crystal to blue. Go through the door to your west, down to level 1F. Hit the switch crystal to orange, and get the key from the chest. Switch the crystal back to blue, and go upstairs (2F). Switch a crystal to orange, then go to the northwest corner of the room, open the door, and go downstairs (1F). This room has a flying floor. Dodge the flying tiles until the floor clears. Hit the crystal to blue and go through the door to the east. Hit the crystal to orange, and be careful of the wurms. Go south. Light all four braziers with your Lantern, and get the Big Key from the chest that appears. Now go back up to floor 2F. Go up the staircase in the southeast corner of the room, to level 3F. Kill all three enemies to open the door. Make sure the crystal is blue, and go west. Avoid the star button. Go north. Make your way to the east end of this room, and change the crystal to orange. Go up the stairs to level 4F. Go south, and west, all the way to the northwest corner of the room. Go up the stairs to level 5F. Go south a little ways, and hit the star button. One of the segments in the north wall is shaped like a cobra. There should be a hole about six steps south of that cobra. Drop into the hole from the NORTH side (this is very important). You will fall to level 4F. Get the Moon Pearl from the chest. Go back up to level 5F. This time, go to the east end of the room, and fill yourself up with hearts from the pots. Then go through the door in the northeast corner. You will then fight the GIANT WURM. The Master Sword Your next task is to retrieve the Master Sword from the Lost Woods. From the tower's entrance, go west, past Spectacle Rock. Jump off onto the next level, and go back to the long ladder. Instead of taking the ladder, move off to the side, and jump down. It's a long fall, but you'll land uninjured. Enter the cave next to the ladder. Go north a bit, then west at the first intersection. Be careful of the holes. Go through the door. In the next room, stay close to the north wall and walk all the way southwest. Go out the door. Jump off the cliff, then go northwest through the trees. Go past the lumberjacks, and northwest into the Lost Woods. Once in the woods, go west, then south, through the right- handed of the two parallel logs. Go back up through the other log, then west and get the mushroom. Go north through the adjacent log. Go west and south through the next log. Go west, and then north through the covered log. You will emerge into a foggy clearing. The Master Sword is at the north end. Walk to the sword from behind, and press A. You will acquire the Master Sword, and the fog will clear. Sahasrala will communicate with you telepathically. After you finish talking to him, go south and re-enter the Lost Woods. Agahnim, Take One As you make your way out of the woods, Zelda contacts you telepathically. Agahnim's soldiers are taking her captive! You must now get to Agahnim's tower and defeat him. Go back to Hyrule Castle, and enter through the front gate. Go into the main building, then go west. Go up the ladder, then out onto the terrace. Go east, and destroy the electric demon that guards the door. Go through the door (level 2F). Go north through this room. Destroy the yellow knights to open the east door in the next room. In the next room, destroy the two blue knights to make a chest appear. Inside is the key that unlocks the north door. Go through, and up the stairs. The next level, 3F, is dark. Go west through the door. Wind your way through this room, to the west. Get the key from the chest. Then go to the southeast end of the room. Unlock the door. Go east. Go north, and up the stairs to level 4F. Go west through this room. The next room is full of pits, so be careful. Light a brazier to see your way. Go north, and then east through the door. One of the archers in the next room has the key to the north door. Get it, and go through, upstairs (level 5F). Kill the red knights to open the next door. Go west. Kill the two red knights to open the south door. Go south. Kill everything in this room, and find the key. Go through the east door. Go north, up to level 6F. The statue on your left is mobile. Move it, and go west. Follow the narrow bridge north, then go up the ladder and up the north stairs to level 7F. Go through the north door. Agahnim and Zelda will be there. Agahnim will make Zelda disappear, then he will disappear. Slash the center curtain in the north wall and go through the opening. Now you must fight AGAHNIM (FIRST BATTLE). Into the Dark After Agahnim teleports you to the Dark World, Sahasrala will communicate with you. He will mark the location on your map where the first of the seven crystals is located. It is in the same location as the Eastern Palace was in the Light World. Level 1 To get to level one, go to the break in the cliffs that led you to the Eastern Palace in the Light World. Go through the break, and east from there. There will be an arrow on the ground, pointing into the trees. Follow the arrow north, through the trees. You will emerge on the north side of the grove. Go north, past the building, and west around the north end of the building. Go past the anemone, through the break in the trees to the west, NOT the one to your north. Go up, kill the next anemone, then go through the break in the trees to the east. Go south a little ways, then east. Wind your way through the trees: Go east a little, south, then east again until you emerge with a monkey following you. He will ask for ten rupees. Give them to him. Then go north, east through the next break, then immediately north, then southeast. At the entrance to the dungeon, Kiki will ask for 100 rupees to open the gate. Pay him, and then go inside. This is the entry hall (1F). Go through the east door after you open it by hitting the button south of the door. This room is the split hall. Go down the stairs to your north, to level B1. Step on the teleporter. You will be taken to another teleporter room. Go south by ramming the south wall. Go west through this room, then ram the north wall. In this room, use your Bow and arrows to kill the guards. Go north. In this room, be careful of the spike traps and the floaters. Go to the north end and go up the stairs to 1F. Get the map from the chest. Bomb the crack in the east wall, and go through. Capture some fairies with the net and replenish your strength. Then go back west, and bomb the west wall. Go through, and get the key. Now go back to the teleporter room. Push the second block from the bottom to the east, and teleport back to the other room. Go back up to 1F. Push the statue out of the way, and go through the south door. You should be in the entry hall. Go through the west door, and then down the stairs. In this room, there is a button under the southwest pot. Press it, and get the key from the chest that appears. Go back to the split hall, and go through the middle north door. Go west at the intersection, then north onto the bridge. Bomb the weak spot on the bridge, and drop through (B1). Drop off again, and press the button under the pot; then get the key out of the chest. Step on the teleporter. Go back to the split hall, and go north again. Again, go west at the intersection, and bomb the bridge. Drop through, but this time stay on the ledge. Go north, east, and then up the stairs (1F). Get the Big Key from the chest. Drop off to the east, and go through the teleporter, to the split hall, and north again. This time, go east at the intersection, and all the way across the bridge. To get past the blocks, push the southeastern block off the edge. Don't fall! Once you are in the next room, get the key from the chest. Then jump in the direction of the arrow. Go up the ladder, and then west across the bridge. Go north through the door. Quickly move the skulls out of the way, and run across the bridge before it disintegrates. Go through the west door. Follow the pattern of intersections as follows in the next room (directions are not given when it is obvious which way you must go): West at the four-way intersection; south at the three-way near the wall; south again at the next one, but only to get the key, then go back around north of the chest and bomb the wall. Get the Magic Hammer from the chest on the ledge in the next room. Then make your way back to the north end of the room with the big chest in it. Go through the east door this time. Use the Magic Hammer to kill the headless turtles, then go through either of the north doors. Go south through this room, then around the bottom, then back north. Be sure to get the key. Go back up to 1F, then go south from the compass room. In this room, go west through where the skull was, then open the chest. Push the statue to the east to block the spike trap, then go south again. Go west across the bridge, but this time jump down to the big platform. Kill the enemies there. Then use your boomerang to activate the switch to the south of the platform. Go east, over the blue blocks, and through the door. Under the skulls on the east side is a button. Uncover it, then move the northeast statue on top of it until the door opens. Switch the crystal to orange, then go up the stairs and through the door. Kill the guards with your arrows again, then go north again. Time your movements with the spike trap to go east, and then north. Shoot the statue in the eye with an arrow. After the wall finishes moving, go down the stairs. Pound the heads with your Magic Hammer to get through them, then pound the turtles. To get through the blocks, use an arrow or your boomerang on the switch from between the two sets of blocks. Make sure your Magic Hammer is active when you go through the west door. Kill the turtles here, then go south. There are six turtles in this dark room, so be careful. Go east once you kill them. The northeast block of this formation is the loose one; push it to the west and step on the teleporter. Then go north, and through the north door. Here you fight the MASKED HELLCAT. Level 2 In order to get to level 2, you need to have Zora's Flippers. If you do not have them, get them. They cost 500 rupees, so you may have to kill many enemies to get the money necessary. Once you have the funds, get the Flippers, followed by the Magic Boomerang and the red shield. Now would also be a good time to get the Magic Flute, as well as the three medallions and the Magic Powder. Then go to the swamp south of Link's House in the Dark World. One screen to the west of the entrance to the swamp is a teleporter. Knock down the pegs to get to it, then go into the Dark World. Go south two screens to the swamp ruins. A few feet from the stairs, use the Mirror to jump into the light world. Enter the ruins. Push the center block up and the right block to the right to get past the blocks. The chest has 3 bombs inside; to get them, re-enter the ruins and move the two side blocks upward, then move the center block to the side. Once you are past the blocks, go through the north door. Pull the lever on the right to open the floodgates. Leave the ruins. Get the heart piece from the drained pond. Then step on the sparkle and go back into the ruins in the Dark World (1F). Jump into the water, and go west to the ladder. Jump onto dry land. You will have to time the movements of the spike trap and swimmers right, in order to get past them. Once you kill the swimmers, a chest will appear. Get the key from the chest. Beware of the water bubble that flies from the spot just northwest of the chest. Open the locked door and go downstairs to B1. Just southwest of the staircase on B1 is a crack in the wall. The map is on the other side; bomb the crack and go through if you want to get the map. Either way, go to the narrow island to the south. There is a key in the southernmost skull. Get it. Then go through the locked door in the southwest. In this room, be careful of the fire spitter, which launches a fireball in your general direction whenever you swing your sword. Also beware of the fire snake. Go to the west, and down the ladder. Go through the north door. Get the key, then go back south. Go up the center ladder, and go through the locked north door. Pound one of the bobbing heads to get through, and then walk to the other side of the lever. Push on it, and it will turn, flooding the next room. Go back south, then jump into the water and go to the west ladder. Jump out, and then go through the west door into the central chamber. Jump off the platform and go west. Go up the ladder of the southwest platform. Go into the next room. Go west, and down the ladder. Go north into the next room. Get the key. Then go back into the central chamber. This time, go through the northwest door, which is locked. Switch the crystal to blue and push the lever. Then switch the crystal back to orange, and go through the east door again. Go south, and through the southwest door. Go west, and jump in the water, then swim west and jump out at the west ladder. Go through the door. Jump off the platform into the shallow water. Push the bottom block to the west, and then the center block to the north. Go up the next ladder, around, and up the stairs to 1F. Push the blocks out of the way, and jump off the northeast ledge. Go east through the door, and get the Big Key. Then go back to the central chamber. Climb up onto the central platform and get the Hook Shot from the big chest. Then use the Hook Shot to jump over to the east platform. The eastern skull has a key. Jump off, go back to the central platform, then Hook Shot to the north platform. Go through the north door. In the northwest corner of this room, a skull hides a button. The statue to the south of the button is mobile; move it on top of the button. Then go to the east, and go through the left of the two doors. Go to the north end of this hall and down the stairs, to B2. Push the lever to drain the room. Go down the ladder and to the west. The room east of the south end of this shallow- water hallway has some treasure, but it is not necessary. Go north from the hallway, and you should be in a large room with multiple waterfalls. The waterfall second from the right is a secret passage. Go through, and then go up the ladder and then up the stairs to B1. Go through the south door of this hallway. The next room is a large pool of water. The west landing and door are your target, but the center landing has treasure behind its bombable wall. First, however, get the key from the skull to your right. Once you get to the west landing, go through the door. In the next room, you fight the OPTICAL JELLYFISH. Level 3 Level 3 is hidden in the Lost Woods. The best way to get there is to use the whistle in the Light World, and go to point 3. Then travel to the northwest edge of town, north of the cave, and then go north through the trees. Go all the way north into the Lost Woods proper, then east and south through the exit. Go south, pound the peg, and lift the rock covering the teleporter. Go into the Dark World. (If you are already in the Dark World, simply walk to the northwest corner of town and enter the Lost Woods, but not through the western entrance; enter through the second entrance from the west.) The remarkable thing about level 3 is that you don't even need to explore about a third of it. There are three large and three small rooms that you don't even need to go into. You should be in the Lost Woods, south of a giant rib cage that you cannot directly reach. Go east, and then north at the three skulls. Avoid the pit by staying to the right edge of the path. Go northeast of the pit, and then northwest, through the two rib cages. Enter the skull (B1). Defeat the enemies here, then uncover the top center skull. Use the statue on the right by pushing it a bit south, then west, and then pulling it north so that it covers the button behind you. It will open the next room. Go in. Get the key from the treasure chest in the center. Then go back to the surface. Go east through the two rib cages, to the square bed of nine flowers. The center flower reveals a pit. Drop in. You will be in level 3, floor B1. Step on the stars to switch the pits, then bomb the crack in the west wall. Go through. In the U-shaped room, pull the lever to blow up the wall. Go south, and get the Fire Rod from the chest. Use the Hook Shot to pull yourself across the pit, to one of the statues. Then go back to the surface. Go back to the first door-skull, and go in. Go west, west again, and then south, out the door. Go north through the west of the two rib cages. Then use the Fire Rod on the end of the tongue; it will disintegrate and open the big skull to the rest of level 3. Go inside (B1). Go down the ladder. This is a maze; you cannot go directly to the chest, which has a necessary key. In terms of which direction to go under each part of the bridge you cannot see: Right, right, left, and around the top. Go through the door. Be careful, because a spinning star will come and turn you into a rabbit momentarily. Climb the ladder, and go to the southern end. Jump off, being careful of the mummies. Go through the west door, and get the key. Now make your way back to where you first descended into the maze. This time, go north across the bridge, and through the locked door. In the next room (the "star room") step on the center stars. Then step on the southwest star. Then step on the northeast stars (the ones above and to the right of the center stars). Then step on the far northeast star. Then go through the east door. Light each of the four braziers in this room, then go through the northwest door after it opens. Hack the north center vines off the wall, and go through the secret door. The mummy in this room has the key. Kill him and go through the east door. Drop through the hole in the floor to fight the GIANT MOTH. Level 4 Level 4 is located in the statue at the center of the ruined village, inside the weathervane. To open the entrance, pull on the pitchfork covering the hole. Then enter. You will be on floor B1. The large room you are in has two levels: the floor and the catwalks. Take the catwalk to your right, and go north to the upper edge of the room. Go right a little ways and jump off the catwalk. Then go north through the door (which is hidden under the catwalk). Turn right and go east, through another hidden door. Turn south at the statue with the electric sparks circling it, and go through yet another hidden door. Go up the ladder to the south, and then jump off the ledge, to the south. Go through the hidden door in the west wall, and get the Master Key. Then go back east, and north through the break in the wall. Go through either north door, and then up the ladder northeast of the statue. At the north end of this room is a Master Lock door. Go through. At the north end of this long passageway are two skulls. The one on the right has a key. The door north leads to the Boss's room, but the Boss is not there yet. Go back to the southwest door, unlock it, and go through. Go west through this separated room. Go west through this trap/moving floor room, and through the west door. Go through the north door of this long room, being careful of the spike traps and enemies. The skull next to the crystal will have a key. Switch the crystal, preferably with your boomerang, and then go through the north door, upstairs to 1F. Once upstairs, uncover the button under the southeast skull, and open the door. Go through. Go east two screens. In this room, throw a bomb so that it lands on the cracks in the floor that the light shines on. It should uncover a hole. Go back to the crystal switch room, and make your way to the south end. Go through. Go through the door east of the blue block, which should be receded into the floor. Go through the east door, on the other side of the blue blocks. Go down the stairs in the north wall, to level B2. Kill all three enemies in this room to open the west door. Go through. Go to the south end of this chasm room, then go east. Go through the east door in this room. Go to the north end of this room, and rescue the maiden. Then, get the key from the chest in the corner. Go back to the chasm room. Open the southwest door, which is locked. Have your Magic Hammer ready, because you will need to act fast to get out of this room without losing any health. Immediately pound one of the bobbing heads, and get the Titan's Mitt from the chest. Then get to the outer perimeter of the room, because after four seconds the second tier of panels will collapse into a chasm. If you cannot escape in time, you can probably use the Hook Shot to grab on to one of the statues. If not, jump in the chasm and you will reappear at the door, with the Titan's Mitt, but you will lose one heart. Go back to level B1. Go through the east door by pressing the button hidden under the northeast skull. Then go north, into the Boss's lair. Walk until the maiden is in the sunlight. She will transform into the DEMON THIEF. Level 5 Level 5 is reached by travelling to the Pond of Happiness in Lake Hylia (near Flute spot 8), and lifting the dark rock in the middle of the island. Underneath is a teleporter that leads to the Dark World. It is the only way into level 5. Once you are in the Dark World, go down the staircase to the north. You will be on floor 1F. As you walk to the west door, a monster will detach itself from the north wall and attack you. Only the Fire Rod can hurt it. Once it is destroyed, the west door will open. Go through. In this room, kill all three floaters and get the key. Killing the enemies opens the east door; go through the north door and down the stairs to floor B1. In this room, step on the plate in the southwest corner to open the door. Go east. In this room, push the center block to the east and go to the south, through the door. Killing all the penguins in this room reveals a chest that has the compass in it. Go north, push the block north, and go to the east. You will walk over a plate that opens the north, west, and east doors. Go through to the east. In this room, the southern of the two skulls hides the button that opens the doors. Step on it, and then go west. Push the block to the west, and go north. In this room, there are two ways to get to the weak panel in the center of the room. First, you can leave a bomb near the crystal when it is blue, then walk around the barrier to the north side. Or, you can throw your boomerang and then move so that as it returns to you, it hits the crystal. Either way, once the orange blocks are down and you are on the north side, bomb the center platform and drop down to floor B2. In this room, Stalfos Knights will drop from above once you leave the center ring. Defeat them by striking them once with your sword, then setting a bomb on top of their bones. Once they are both destroyed, go through the south door. Be careful in this long room, because the floor moves back and forth and there are spike traps everywhere. Also be careful of the black ghosts that rush from one side of the room to the other. One of the blue floaters has a key. Leave the crystal orange, and go through the southwest door. In this room, make your way to the southwest corner. The skull hides the button that opens the east door. Go through. In this room, beware of the blobs that form out of the floor. The button in the southeast area opens the west door. Go down the stairs to floor B3. Kill all the penguins to open the north door. In the next room, a giant spike trap will attack from the north. As long as you stay in the door, it can't hit you. As it returns to its neutral position, go north and then get out of the way. This part is tricky: You have to go through the north door. Move so that the trap flies past you, then rush north. In this room, after a few seconds, the floor will collapse. Fall down to the next level (B4). Go east, and cross the chasm with your Hook Shot. Go south, and avoid the giant traps. Then go up the stairs to B3. Use your Hook Shot to fly across the spikes. Do NOT pick up the skull yet! Go up the stairs to B2. Pound the bobbing heads, then pick up the block and throw it. Move so that the twirly gold thing hits a wall instead of you. Go through, and pound the other heads. Two Stalfos Knights will attack while you are in this room. Step on the button under the southwest skull to reveal a chest that has the map, and pull on the statue's tongue to open the east door. Go through. Go up the stairs. In the treasure chest is the Big Key. Go back down to where I told you not to pick up the skull. Pick it up, and step on the button. Hook Shot across to the chest, and open it. It has a key. Go through the locked door to the west. Go west past the giant spike trap, and through the west door. Go across this room and down the ladder to B4. Bomb the square directly northwest of the ladder. Drop through to B5. Open up the Big Chest to get the Blue Mail. Then push the center block to the east, and push either of the other blocks out of your way. Go through the east door.Go through the east door, being careful of the ice monster in the north wall. One of the skulls has a key; another skull has the button that opens the west door. Get the key, open the door, and go back west. Go through the north door, which has a Big Key Lock. Go north through this room, open the locked door, and go down the stairs to B6. Go south through this room, and then east, through another locked door. Hit the crystal switch to blue, being careful of the gold spinner that appears. Leave the switch blue, and collect the items. Then go west, north, up the stairs, and south, to the room that has the hole in the center. You should be blocked from going west. Go east. Then go south, around the room to the west door, and through. Under the skull is a button, which reveals a chest with a key in it. Get the key, and go up the north stairs to B4. Go around the room to the door, which is locked. Be careful of the floor blobs, a gold spinner, and an ice wall monster. Go through the north door. Go through the west door, which has a switch that activates it under one of the skulls. Drop into the hole, to B5. Then go east. You should be able to push one of the blocks off the edge. Push the southern block to the east, then drop off after it (to B6). Move the block on top of the switch, then go through the southern door. Under the east block are four blue floaters. Under the skulls south of them are arrows and a bomb. Go to the skulls on the left, move them, then pull on the east statue. Pound the bobbing heads, and pick up the block. Under it is a hole that leads to B7, where you will fight the ICE BRAIN. Level 6 Before you go to level 6, get the Ether Medallion. To get to level 6, use the Flute to go to spot 6. Under the rock to your right is a teleporter. Step on it. Once you are in the Dark World, you will be in a swamp, and it will be raining like crazy. Go north until you find a tiled area that has a replica of the Ether icon on it. Step on the icon and use the medallion. The rain will stop, and a giant head will rise out of the swamp. This is the entrance to level 6. Go inside, to floor 1F. Go north and east, and use your Hook Shot to get across the pit. Go east and north, down the stairs to B1. You have to kill everything in this room to proceed; this includes four Wizzrobes and four anemones. Beware of the ELS in the center of the room. Once you kill all the enemies, the north door will open. Go through. Go down the ladder, and to the north, then west, then north, east, and up the ladder. You should be in front of an open door on the right side of the room. Go through. In this room, there are fireball spitters hidden behind the lamps. Push the block to the left or right, and go through the north door. Go across the bridge, and north through the door again. Go down the ladder and across the wooden bridge to the chest. Get the key. Go back to the chamber with the hidden fireball spitters. Push the block south and go through the east door. The northwest skull has a key. Kill everything in the room, and get the key. Also, the skull on the spikes hides a button which, when pressed, reveals another chest (also on the spikes) that also has a key. Get both keys, and then go through the north door, which is locked. Go across this room to the north, and through the door. Go along this bridge and through the west door. Go all the way to the west end of this room. In this room, go to the northwest corner, being careful of the sparks, and change the crystal switch to blue. Also, be sure to get the key in the nearby skull. Go to the east, and past the spikes, and the fireball launchers. At the south end of this room is a locked door. Go through. You should have two keys left after you go through the door. In this room, you can get past the spikes by hugging the east wall as you go south. Gou through the south door, and then through the east door of this room. Go to the south end of this room, then north along the net. Under the skull on the net is a button which reveals a chest. Open the chest and get the key. Then go back to the south end of the net. Unlock the southwest door and go through. Switch the crystal to orange and go through the west door. Go south in the room with the fire spitter. In this room, go around the barrier, and up the stairs to 1F. Now, this part requires speed. You have to light the two braziers in this room and the two in the room to the south to proceed. Your best bet is as follows: Push the top and bottom blocks of each trio to the right, then move each of the center blocks downward. Then go to the other room and do the same. Then, light each of the four braziers. The room will shake and rumble for about 20 seconds. Go through the east door in the south room. Then, drop into the pit on the right. The chest next to you has the Big Key. Go west. Step on the teleporter in the water. The Big Lock door to your north would be your next goal, except you first have to get the Cane of Somaria from the Big Chest. Go east, south, east, and then to the southeast corner of this room, where you first entered it from upstairs. Go through the southern door in the east wall. Cross this room and go through the east door. Then use your Hook Shot to zoom over to the block on the right side; immediately go west, and then north along the bridge before it collapses. The Cane of Somaria is in the big chest. Go west through the door, and then off the edge. Go south, up the ladder, and then west. Go back to where the Big Locked door was, after you appeared from the teleporter. Go through the door. Step on the teleporter. You will appear in a long horizontal room Go east, and up the ladder, and through the Big Locked door. Go across the bridge, and down the stairs to B2. On the west side of this dark room is a skull that covers a button. Use the Cane of Somaria to place a block directly on the button. Then go through the door south of the button. Go through the west door in the room with the giant block in the middle. In this next room, you have to time your movements well to avoid the spike trap. Make your way west, and then through the southwest door. In this room, bomb the northern door and go through. Hit the crystal switch to blue. Go back south, and go through the western door. Go to the north, and hit the crystal switch behind the structure to orange. Go up the stairs in the building (to B1). Go counterclockwise around the structure to avoid the fire snake. Go west, and then north through the door. You will then fight the LIGHTNING EYE. Level 7 Before you go to level 7, get the level 4 sword, the silver arrows, and the fourth bottle (the one in the locked chest). Level 7 is located in a large rock east of where Hera's Tower would be in the Dark World. To get there, go to Hera's Tower, then go east until you come to a screen that has a large rock with three pegs on it. Pound the pegs starting with the one on the right, then the top, then the left. A teleporter will appear. Step on it. Now stand on the Quake Medallion icon, and use the Quake Medallion. The turtle head will disappear, granting you entrance into level 7. Jump off the rock and go inside, to 1F. Pick up the right skull, not the left one. Use the Cane of Somaria to create a block on top of the question mark. Then get the left skull. This way, you finish the room with full magic power. Step onto the platform and press up to get to the north end of the room. Go through the door. Create another block on the question mark, then go to the right. Go past the first landing, up to the second one. Go through the door to the east. Again, don't pick up the skulls until you get back from your task: Create a platform, then go south. The platform will wind around a bit. Your goal is to light all four braziers using the Fire Rod. The best bet is to wait until you are in line with two of them, so that you don't waste magic power lighting each brazier individually. Once all four are lit, quickly go back to the landing and go through the north door, which should have opened. Make your way north through this room, hiding in the side pockets to avoid the spike bars. In the chests are the map and a key. Go back to the brazier room, and collect the items under the skulls. Then go west, and create another platform. Go to the northwest door, which is locked, and open it. Go through. The orange bouncer in this room has the key. Kill it, and go through the locked north door. In this room, you have to switch the crystals to blue. There are two sets of five blocks each adjacent to the entrance. Push the top block of either group to the side, and a chest will appear, holding a key. Get the key, and go through the north door after switching the crystal back to orange. You will be on floor B1. In this room, go down the ladder, and make your way to the southeast corner of the room. There is another ladder; go up. Then step into the tube. It will take you to near the entrance. Go through the door. There are two tubes here. Go through the one closer to the door. When you emerge, go into the next room. Go south, switch the crystal to blue, then cross the blocks and switch it back to orange with your boomerang. Kill everything in this room to get a key. Go through the east door, but beware of the laser eye above it! Go into the tube in the lava room, and get the Big Key from the chest you emerge near. Go into the next tube, and through the door. You will be back in the first tube room. Go into the tube. Jump off the platform, and go south, back into the original tube. Go back into the lava room, but this time, go through the farther of the two tubes. Go south through the door. Kill both orange bouncers, and the doors will open. Go south. Go through the west door of this T-shaped room. In the next room, be careful of the laser eyes. Bomb the crack in the south wall and go through, timing your movements with the laser eyes' shots. You will be outside. Go east along the ledge, and back into the dungeon. Use your Hook Shot to get across to the chest. You will get the Mirror Shield. It can deflect laser beams. Go north, past the spike bar and fireball spitters, and through the Big Locked door. Go into the tube. Go north through the door. Kill the orange bouncer, and ram the north wall, where the crack is. It will shatter. Go through. In this room, you have to go into the center partition, and use your boomerang to switch the crystal. Then you have to get the key, and avoiding the spike bar, switch the crystal again and go to the north before it runs you over. Unlock the door, and go down the stairs to B2. This room is a labyrinth of platform cord. You have to get to a platform in the center, and step on the button in the middle of it. Then you have to get to the southwest platform, and go through the door that the button opened. Go to the south end of this chasm room, being careful of the laser eyes. Go around and south through the door. Go to the south end of this room. The chest near the southernmost eye on the left side has a key. Get the key. To avoid getting shot on your way out, hold your Mirror shield toward the eye and walk sideways toward the center. Then go north, back to the first room, and west through the locked door. In this room, you have to manipulate the crystal switches to get to the north end of the room, where the door is. Once you do, go through, and down the stairs to B3. Create a platform, then get the magic bottle and heart under the skulls to be at full magic strength. Go to the north end of the room, and go through the door, where you fight the ELEMENT TURTLE. Gannon's Tower Gannon's Tower is located where Hera's Tower would be in the Dark World. Walk to the front of it, and the seven crystals will use their magic to open the gate. Go inside. You will be on floor 2F. Go to the northwest corner of the room, and down the stairs to 1F. Get the key off the lamp by ramming it. Then go through the west door. Pound the heads and push the block in any direction, then step on the star to remove the pits. The west door will open. Get the key from the skull in the southeast corner. Go through the west door. In this room, you have to use your Hook Shot to get to each platform. First, shoot west to get to the center platform. Remove the skull. Then shoot south to the edge of the southwest platform. Then shoot east. Then shoot south again to the platform that crosses the whole room from west to east. Be careful of the spike trap. Shoot south again to the skulls. Kill the skeleton. Then hit the crystal to blue. Go to the south side of the blue blocks, then throw your boomerang so it hits one of the switches, changing it back to orange. Go through the south door. In this room, it is possible to switch the crystal to blue while ending up on the other side of the orange blocks. Throw your boomerang so that it hits the crystals on the way back, but be standing to right of the orange blocks. It may take some practice. Once you do, get the key in the south skull and go through the east door. Switch the crystal to orange to free the traps, then go around and step on the teleporter. Go south, and west along the parallel corridors. One of the blocks is freestanding, by itself. Push it north to reveal a chest, then use your Hook Shot to jump over to the other side. Open the chest to get another key. You should have 3 keys at this point. Go through the south door, which is locked. Step on the right teleporter. Then step on the teleporter southwest of where you appear (NOT the one directly south). Then step on the teleporter in the southwest corner of the room. Make your way past the pits to the next two teleporters. Step on one, then step on the other one you appear next to so that you can proceed. Go through the east door. You should be in a room with a great chasm. Go north along the platform immediately to your right. Kill the enemies in your way. Turn west at the first major intersection, then go north. You should end up on a landing at the north end of the room. Use the Fire Rod to light the brazier on the east platform. It will light the way over the chasm. Once you get to the east platform, go through the north door. Bomb the crack in the southeast corner of the room, and fall through to B1. Here you will have to defeat the ARMOS KNIGHTS again. This time, it should be no trouble, since you have the silver arrows. Be careful, however, because the floor is slippery. Each knight will be destroyed by a single silver arrow! Go through the north door. The center chest holds the Big Key. Go back to the slippery room, and go through the west door. Ram the crack in the north wall, and go through. Collect the fairies, putting as many as you can into the bottles. Go back south, and up the stairs to 1F. Push the right block to the east, and get the Red Mail from the Big Chest. Go north, and then north again, up the stairs to 2F. Go up the center partition, and up the stairs to 3F. Make your way to the west side of this room. Push the north block to open the door. Go through. Pull the statue so that you can block the trap between the statue and the door. Kill the two enemies, and the door will open. Pull the statue out of the way to release the trap, then go through the east door. Kill the two enemies in this room to open the next door, but be careful of the ELSes. Go north. Go north through the Big Locked door, and through. Go down the stairs and hit the crystal switch to orange. Go to the north end of the room and step on the button. Beware of the living statues. Go back south and up the ladder, then east and north to the door. Go through. Avoid the cannonballs, and go to the east end of this room. Go up the stairs to 4F. Kill all four enemies here to open the west door. Go through. Kill the skeletons to open the south door. Go through. Kill the enemies here to get through the south door. Go through. Beware of the ice in this room. Kill the enemies as usual, and go through the door when it opens. Do the same in the next room to open the door. In this passageway, run at top speed across the room to get past the golden spinner before it activates. Go through the west door. In this next room, you fight the SAND WORMS again. This time, each worm only takes 2 hits from your sword to defeat. In addition, there is a fireball spitter in the southwest corner of the room. Go through the north door once it opens. Get the items, and then go north, up the stairs to 5F. In this room, you have to act fast. Have the Cane of Somaria ready before you enter it. Immediately move to the spot central to the three wizards. Lay down a block, then strike again with the cane; the block will explode, killing all three wizards. To get to the south door, use the Ether Medallion to see your path. Then go through the south door. Go around, then east along the bridge, past the laser eyes. Go north through the door. Kill the four skeletal wizards to open the north door. Go through. Use the left of the two moving floors to get to the north end; the center platform will collapse. Be careful of the enemies near the upper end. Go east through the door. In this room, you have to light all 5 of the braziers to open the door. Your best bet is to remove all the skulls before starting, then light them in a clockwise fashion, following the fire arm. Then go through the southeast door. In the next room, laser eyes will immediately fire at you, so move to the north. Get the magic jug from under the skulls, then go up the ladder to 6F. In this room, you have to act fast. Your goal is to light the four braziers before the floor collapses. Light them clockwise, starting with the northeast one. Go through the north door when it opens. Be careful of the two fire spitters in this room. Kill the mini-dragons, and get the key. Then go through the west door. In this room, in order to blow the crack in the south wall, you have to throw a bomb so that it lands in the right spot on the moving platform, then explodes in front of the crack. Be careful of the giant spike trap. In the next room, don't do anything until the golden spinner impacts against a wall. Then play with changing the crystal until you can get all the items in the room. Get the key from the chest, and go south through the door. In this room you have to fight the GIANT WURM again. It also will only require two hits from your sword. Use your Hook Shot to fly to the other side. Go up the ladder, then push the blocks out of your way to get to the door in the southwest corner. Go north through this room to get to the door, and up the stairs to 7F. Go to the west end of this room, and through the north door, to fight AGAHNIM (SECOND BATTLE). After Agahnim, see the section on GANNON. > MISCELLANEOUS INFORMATION HEALERS There are several locations in Hyrule where you can, for free, get yourself back up to full strength. Both of these healers are in the Light World. 1. The old man who lives in Death Mountain will heal you when you speak to him. 2. The witch's assistant, inside the Magic Shop, will give you a "free sample" of the red potion. It heals you completely. FAIRIES In addition, there are several large fairies who will also heal you for free. They are found: Light World 1. In the cave in the entrance path to the desert. 2. Under cross-shaped plants east of the cemetary. 3. In the cave to the east of the entrance to the area of the Eastern Palace. (There is an identical one in the Dark World; see #8.) Dark World 4. In the small head east of the level 6 entrance. 5. In the cave with the invisible path, on the top of Death Mountain. The fairy is north of the cross-shaped room. 6. In the cave in the southwest corner of Death Mountain, where you emerged from the cave the first time you went to Death Mountain (except that was in the Light World). 7. In the secret entrance where you got the Ice Rod (except that was in the Light World). 8. In the cave east of the entrance to level 1 area. (There is an identical one in the Light World; see #3.) TRANSPORTERS There are eight teleporters scattered around the Light World. Most of them are near a Flute dropoff point. Transporters take you into the Dark World. This is a list of their locations, and which Flute dropoff is closest. 1. At the northwest end of the swamp (near #4). 2. At the southern end of woods (near #3). 3. Near Pinnacle Rock on Death Mountain. (near #1). 4. In the southwest corner of the desert, on the ledge (near #6). 5. On the island in the center of Lake Hylia (near #8). 6. On top of Turtle Rock (near #1). 7. In the southeast corner of Death Mountain (near #1). 8. South of the Eastern Palace (near #5). HEART PIECES You start out the game with three heart containers. You receive one once you rescue Zelda and take her to Sanctuary. You receive three in the various Light World palaces. You receive seven in the various Dark World palaces. That totals fourteen. There are twenty-four heart pieces, each piece being one-quarter of a full heart container. Every fourth piece you get gives you a full new container. 18 of the pieces are found in the Light World; the other six are in the Dark World. Altogether, it is possible to get 20 heart containers. Pro players will probably not need any of the extra heart containers to beat the game, but having them makes it that much easier. Light World 1. On top of Pinnacle Rock, on Death Mountain. 2. There is a cave in the northwest corner of Kakariko Town. You have to jump off a ledge into a hole. On the north wall is a weak spot. Bomb it, and go through. The heart piece is in a chest. 3. The low, grey/green house next to Sahasrala's in Kakariko town has a heart piece in it. Go inside, and then downstairs. The back wall is weak. Bomb it. The heart piece is at the north end of the secret room 4. North of the cemetary, there is an unreachable ledge. From the Dark World, go there, and you can climb a ladder. Then use the Mirror. There will be a heart piece inside the cave. 5. On the hill just west of Sanctuary is a rockpile. Ram it. Underneath is a cave with a heart piece. 6. The twin loggers who live northeast of Kakariko Town are sawing at a tree for the first part of the game. Later, they leave it. It has different-colored leaves than the rest of the trees. Ram it, then go down the hole that appears. There is a heart piece in this cave. 7. After you drain the lake next to the swamp ruins (i.e. Dark World level 2), in the Light World you can find a heart piece in the drained lake. 8. The thieves' hideout in the Lost Woods (i.e. Dark World level 3) has a heart piece in it. Cut away the square of bushes adjacent to the hideout, and fall into the secret hole. 9. South of the Haunted Grove in the Dark World is a ring of flowers. Go into the ring and use the Mirror. The heart piece is in the cave next to you. 10. Just as you enter the main part of the desert, go north along the east wall until you reach a cave. Inside is an old man. South of him is a weak wall. Bomb it, and in the next room is a chest with a heart piece. 11. Go into the Desert Palace, then exit through the secondary door. Go south instead of north, and you will find a heart piece sitting on the ledge. 12. Go to Flute spot 6, and step on the teleporter under the rock to your right. Once in the Dark World, go to the northeast corner of the swamp, to the little alcove. Go to the east edge of the alcove, and use the Mirror. Once in the Light World, you will be next to a rock. Under it is a cave with movable blocks. Push them out of the way to reach the heart piece. 13. In the Dark World, there is a pile of rocks one screen west of Turtle Rock. Under it is a cave. Go in. North of the entry is what appears to be a chasm. Use the Ether Medallion to reveal the path. Go through the north door, and then bomb the west wall. Go outside. Use the Mirror to go back into the light world, and then get the heart piece. 14. There is a heart piece in center of Zora's domain. 15. West of the level 5 entrance is a shallow spot surrounded by a circle of rocks. Use the Mirror. There is a piece in the Light World. 16. Directly south of Pinnacle Rock is a dropoff to a cave on a ledge. Go inside the cave. There is a heart piece inside. 17. South of the library near Kakariko Town is a long house where two brothers live. To get to the other room, ram the west wall where it looks weak. Then go outside. A woman will be standing there. She will tell you about the maze. If you can make it through to the southwest end in 15 seconds or less, you will be rewarded with a heart piece. 18. The last heart piece in the Light World is only accessible through level 7. Go to the outside ledge just south of the Big Chest. Use the Mirror, and go inside. Kill the enemies to open the door, then go north, and get the heart piece Dark World 1. On the east side of the Pyramid, there is a heart piece. You have to drop off the second level to get to it. 2. Near ruined house (which would be the dwarfsmiths' house if you were in the Light World), there are about twenty pegs. Hit all the pegs to reveal cave; inside is a heart piece. 3. The northwest edge of the ruined town has an intact house. Inside is a game where, for 30 rupees, you get to open two chests. One of them has a heart piece; you will have to play approximately 8 times to have a near- 100% chance of finding the heart. 4. Southwest of the ruins, there is a treasure field (where the maze was in the Light World). You have to dig up the piece, but it's randomly placed each time you play. Each game costs 80 rupees. You have to play at least 5 times to have a near-100% chance of finding the heart piece. 5. West of the level 6 entrance is a smaller head. Inside is a small, purple dungeon with two chests. The left chest has a heart piece. 6. There is a cave in the Dark World that would, if it were in the Light World, be the original entrance to Death Mountain. Go inside, and up the stairs. To get past the blue springer, use the cape to make yourself invisible. Go outside, and the heart piece will be on the ledge. Thank you for reading the Zelda III Strategy Guide! If you find any errors, or have anything to add, please don't hesitate to let me know. My address is mael1@primenet.com or, if you are in West Los Angeles, call The Death Star BBS at (310) 276-4807 and tell me (the Sysop) that you got the number from the guide. You downloaded (load, huh huh huh) from `~\ The Empire /~` http://www.crosswinds.net/new-york/~acefox