FANDOM


Disclaimer: Sorry if my English is bad sometimes. I'm German, so that explains it. :D

A Disastrous Night

A Long, Long Time Ago... [Prologue]

A long time ago, there existed a Divine Power that fulfilled everyone's wishes. The ancient scriptures say it rested in a mysterious country, and its entrance lies in Hyrule. Many people went to search for this country... but none of them ever came back.

One day, the evil power streamed out of this country and stretched its hands to Hyrule. Many knights died in a huge battle to gain time for the seven wise men of Hyrule: They banned the evil back into its world to exile it there forever. The resulting seal closed the gates between the two worlds and Hyrule could exist longer. As time progressed, the people forgot about these terrible events, and the war turned into a fairytale.

Recently, a magician named Agahnim gets famous on the royal court. In a supposed good intention, the King made him his personal adviser. However, the fatefully good turn was short-lived: In reality, Agahnim is a servant of evil.

Now he tries to break the old seal. For that, he kidnaps the heirs of the seven wise men, only to send them to the Dark World at midnight. Only when all heirs are in the Dark World, the seal is breakable and evil would be free again.

Princess Zelda is one of those heirs...

Wondrous Dreams

Link is plagued by mysterious nightmares. A princess speaks to you. She asks you for help... Suddenly, Link wakes up. Your uncle looks at you and speaks with an unusual calm: he has to leave for a short time. You must stay in the house. He leaves the house armed - in the middle of this stormy night.

As you get the control over Link, get out of bed and open the chest in this room. You get a Lamp - a useful item. You can light dark places with it. Right now, it doesn't work, because you don't have any magical energy (bar in the top-left corner). Now go outside. Outside of your house, jump down the hill on the right and walk the path to the north to the next screen.

A Stormy Night

Here you follow the path to the left, past the trees and then go over the bridge. A guard blocks the guard entrance of the Hylian castle. He says you must go home - but something isn't right.

Turn to the right, step onto the little paved path and follow it continuously. The path ends at a bush that you pick up. Now fall into the hole - the secret passageway to the castle.

One Last Request

You land in an underground basement. Walk to the left to find your uncle... but he's dying. He asks you to free Princess Zelda. After you received your weapon and shield, walk past your uncle and through the door in the bottom-left. Kill the two guards on the right and take the 5 rupees from the chest. In the pots, you can freshen up your magical power a bit.

Now go through the door in the bottom-left corner. Now you are actually inside the palace garden. Now it's not far: Go to the left, past the guards and enter the Hyrule Castle.

Hyrule Castle

An Unwanted Guest

In the entrance hall, the guards don't welcome you that sincerely: Fight them and go through the door to the left. Follow the narrow corridor to the top and then into the next room. Here, immobilize the guards too and walk forward, until you can go through another door to the right. In the next room, go downstairs.

Now you've reached the basement of the castle. Kill the guard in front of you to get a key. In the chest you can find the castle map. After that, open the locked door.

Searching for Zelda

In this room, go down the stairs, take care of the guard and go south to the next screen. Follow the path here and just let the guards fall into the pit, until you reach the next screen. Here you follow the path, past both of the stairs to go through the door in the top-left.

Slay a guard and go through the door on the right side. Kill another guard here for a key. In the chest of this room, you get the Boomerang: It will be useful, because you can stun enemies with it and you can also collect items you couldn't reach normally.

Hyrule's Dungeons

Go back through the door and unlock the door at the top. In the next room, go downstairs. In B2, also go downstairs to B3. When you're there, kill the guard, then go to the right through the ward.

Here you have to fight the boss: Attack him, when he doesn't swing his ball. If he does, take a bit (!) of distance. After a few hits (6-8) you get the Big Key. Go up to the lock and free Princess Zelda. After you've heard her story and agreed with her, open the small chest (5 rupees). Because there's nothing else to see here, you can go the same way up to the ground floor now.

[Directions: Upstairs to B2, upstairs to B1, down, down, past the guards, take the stairs to the right, right, up, jump down the ledge, up, upstairs to ground floor]

The Secret of the Throne Room

Back on the ground floor, go to the left to the next screen. Then go down the corridor and go through the door at the end. In the main hall, go up and go upstairs to the 1st floor. Zelda will tell you that a secret passageway to the Sanctuary exists. First kill the guards, before you hurry to the throne.

Again, Zelda speaks and explains the operation of the secret mechanism to you: Push the stone with the coat of arms behind the thrones from the left side to the right (just walk against it) and enter.

Let There Be Light

On the other side, it's pretty dark. But you still have your uncle's lamp, so at least you can see your feet with it. The lamp doesn't use up any magical energy, as long as you don't light torches.

Defeat the rats when they cross your way and walk to the wall on the right; then go north, until you can see a path heading east. Go there and then go north, until you see a door. Go downstairs. When you're there, light the torch in front of you and smash the snakes to your left to go even further downstairs.

Snakes, Bats & Rats

When you're there, go upwards (Caution: Snakes) and then go to the right to open the small chest (small key). Go back to the crossing (the one you just passed) and walk upwards (to the left is only a pot with magical energy). Open the door with your key.

Then go to the left and through the door. Then walk to the north wall and from there, go to the left until you find the door. In the following room, defeat the three rats. One of them has a small key. Open the door in the top-right corner with it. In the following room, just go upwards.

Refuge at the Sanctuary

Push the stone in the middle upwards and go upstairs. Then go through the following door. Pull the right lever to activate the door mechanism (the left one only drops snakes into the room). Go through the door and you've arrived at the Sanctuary.

Now, the priest and Zelda are keeping a longer lecture and make a plan. When you have agreed to execute this plan, open the chest next to the priest: A heart container is yours - this item expands your life bar to a full heart!

Now, go through the door at the bottom.

Kakariko

On the Way to Kakariko

It's finally daytime, it's time for the heroic act. Your next goal is Kakariko, a small Hylian village. Kakariko lies in the western part of the country. Leave the sanctuary gardens and when you step onto the path, go to the left. In the next screen, follow the path and go to the next screen to the left. On the left side of the screen, there's the house of a fortune teller (who tells you for 10 rupees that you will meet Sahasrahla) and on the bottom side of the screen, you can see the village gate.

If you want to, you can first go to the north and enter the Lost Woods for a piece of heart. If you go straight there, you will see nine bushes in a square shape. Cut them down and fall down the hole. Take the piece of heart and leave the woods again. Now go south through the gate.

Once you've arrived in the village, you should explore a few houses and the town, before you're going to search for the elder. Because if you ask the woman in his house, Sahasrahla isn't in Kakariko...

The Bottle Dealer

Collect 100 rupees and go to the bottle dealer. He's next to the bird statue in the middle of the village. Buy the bottle, you are going to use it soon.

The Frightened Woman

In front of the houses next to the bird statue there is one woman on each side. Don't come close to them. They only call the guards and lock themselves in their houses. However, the guard is no problem for you... but useless.

Mysterious Fountain

Above the house left next to the bottle dealer, you will probably be paying attention to a cave. Go onto the hill over the cave and jump down there, so that you fall into the fountain below. Here you can find 70 rupees, a piece of heart and bombs. With this, you don't have to buy bombs.

Blind's House

Head east from the cave, until you see a gray narrow house. Go inside and then downstairs. Downstairs you can find 80 rupees in four chests. (First, push the right stone of the bottom-left chest downwards, then push the left stone of the top-right chest away.) Then, put a bomb to the crack at the upper wall and blow it up. Behind it you can find 30 rupees and a piece of heart

A Few Arrows

Go south from the bottle dealer until you find a blue house. Go inside (Don't mind about the man on the street. You can catch him later on with the Pegasus boots). When you're inside, put a bomb to the cracks on the right wall. Behind it, you can find a chest with 10 arrows inside. However, since you don't have a bow yet, they're useless at the moment.

The Bug-Catching Net

From the blue house where you've found the arrows, head east to the next blue house. Go inside to talk with the boy. He gives you his bug-catching net. With it, you can catch small fairies and store them in bottles. If you don't have any energy left, they revive you.

The Second Bottle

From the house where you've got the bug-catching net, walk directly to the south against the house. You automatically get in. Inside you find another empty bottle in a chest.

The Village Shed

In the bottom-left corner of the village, there's a brown shed without an entrance. Put a bomb to the front wall to blow up an entrance. Beside two rats, you can find some useful items inside.

The 15 Second Minigame

In the south of Kakariko, outside of the actual village, there's a big house at the left end of the screen. Inside, blow up the wall to get to the garden.

A boy offers you to get through his labyrinth in 15 seconds. If you win, you get a piece of heart. Tip: Use the shortcut underneath the sign, if you jump over the fence.

Kakariko's Shop

A little shop lies in the south area of the village next to the shed in another little shed, next to a boy who feeds the chicken. You can buy a red elixir for 150 rupees, a heart for 10 rupees and ten bombs for 50 rupees there.

Hint on Sahasrahla

Next to the shop there's a little boy who feeds the chicken. He tells you that the village elder went to the east. He marked on your map, where exactly he is. Now, you've done everything in the village.

On the Way to Sahasrahla

The Way to the East - Part 1

Now you should have two bottles, the bug-catching net, bombs and the information that Sahasrahla went to the east, so you're ready to go to his hideout. Use the following path starting from the bird statue in the village to find him:

From the statue, go east to the last street of the screen and then just walk through the south gate of the village. Walk downwards (you can jump down the small ledge) to the red house, head east to the trees to get past the house and continue your journey to the south until you find the path heading east, which you will follow.

Here just follow this path and go to the right. Again: Follow the path and go upwards.

The Way to the East - Part 2

This place should be known to you. Correct, here's your house. Now walk to the right, the way to the east of the country is now obvious:

Follow the well known path to the right and go over the bridge that's right above you. After that, turn to the right and enter the next screen. Now go upwards to another screen. Here you march through the two arches and go upstairs after.

You reach the Old Ruins.

Meet Sahasrahla

Go all the way upwards until you see a small ruin house in a mini hole. Jump down the ledge and enter the building.

Now you find Sahasrahla. Speak with him. He holds a small dialogue and doesn't give you many options to say "no". The exploring of three dungeons is your main task now. The first dark place is not far from here. But before you go, look at the cracked wall behind Sahasrahla. Put a bomb there. Behind it you can find 100 rupees and 5 bombs.

Heading for the Eastern Palace

Leave Sahasrahla's hideout and take the first stairs behind it. Don't be afraid of the awaking armos statues, just avoid them. Hurry to the right, then down, until one of those statues locks the way to the right. Just defeat them.

Go to the right, then down, and here defeat the armos statue as well. Take the stairs, go right and then go up. Go upstairs 4 times, take a deep breath and enter the Eastern Palace.

The Eastern Palace

Through the Shower of Balls

Welcome to the Eastern Palace: here, go straight and pick up the pot to activate the switch below it. Go through the door in the center. Walk over the emphasized floor plate and pass another passage. Go downstairs, hurry straight forward and avoid the ball shower.

If you want, you can go left first to open a chest with 100 rupees at the end of the hallway. Afterwards go through the door at the top. You'll reach a new room. Hurry east and pick up the pots. Walk over the floor plate behind them, then go through the opened door.

The Labyrinth Map

On the other side go northeast to pass through the open door. In the next chamber, pick up the pot in the middle, walk over the switch and go through the door at the bottom. In this room, pick up the map in the small chest. It will help you to find the right way. Use it to see how many rooms you still have to go through - and where you might have missed something. Jump down the little gap to go through the door to the left.

The Compass

In this room, go back to the left and then through the door. Keep on walking to the left and at the end, destroy both of the pots. Walk over the floor plate behind them and go through the unlocked door. Hurry southwest and visit the following room: Here you have to defeat all the enemies (throw the pots on their heads), then run upwards through the door.

In the following chest you find the compass: This item will also help you with your orientation, because it shows you the position of the boss. Now go left, go down the few stairs and pass the door on the other side.

Hide in the Dark

Go through the right door again. Just let the big chest sit there and keep on heading east. In the next room, hurry downwards. Now it's getting dark: Go right, then down, quickly defeat the enemy to walk over the floor plate and then go right through the door. In the next room you can find the small key below one of the pots (the pot at the eastern wall at the top, to be exact). Go back, go down and to the left and open the door with the key.

The Big Key

Keep on walking to the left and pass the bridge. In the following room, you have to defeat all the enemies again: For the green one-eyed colossus, take a pot to throw it against his eye if he opens it.

When all the enemies are defeated, the anti-fairies (undefeatable right now) make way for a pot. Below it is a switch. If you walk over it, a chest appears on the podium. It contains the big key:

With it, you're able to open doors you couldn't unlock with a small key before. The big chests can also be unlocked with this key. Now, hurry upwards through the door which has a big keyhole.

Want a New Bow?

Push the right stone upwards to get rid of this obstacle. Decide for the right door here. Back in the big chest hall, open the big chest with the Hylia Bow - finally you can use the arrows you found in Kakariko. With this bow, some enemies will be much easier to defeat. But pay attention to your arrow stock.

Go upwards to the door now - but stop right there: fall into the big pots by jumping from the ledge. You land in a hidden room. Here, you can catch fairies with your bug-catching net and put them in your bottle. They will fill up your hearts if they should run out. To get back to the chest hall, use one of the local teleporters.

Hidden Rupees

Behind the door, you have the choice to take the stairs to the left or stock up your wallet on the right: Whatever your choice will be - it's dark and a few unpleasant enemies await you. Use your lamp to light the torches. Defeat your enemies for a small key.

To the right, there's a room with some blue rupees - but be careful: the anti-fairies aren't very harmless. You will find rooms like this in later dungeons again. When you got everything, go to the 2nd floor. Destroy the pot on the bottom-left to open the door to the left.

The Final Obstacles

Lure the southernmost guardian away to open the next door with the floor plate. In the next room, avoid the shower of balls, walk over the floor plate on the top-left and go through the door. In the final two rooms, defeat your one-eyed foes and go through the big door. Prepare yourself - what follows next is the temple's boss.

BOSS: The Six Armos Knights

Strategy: You can hit them with arrows, sword or bombs. With the arrows, you only have to hit each statue three times, until one of them is defeated. However, the boomerang is useless.

When you defeated five of them, the last one gets angry and changes his color (red). You can hit him either twelve times with the sword or you can kill him with three arrows. This enemy shouldn't be very difficult. You can defeat them best when the knights stand there in a row.

Hits:

  • Blue: 6x sword or 3x arrow per statue
  • Red: 12x sword or 3x arrow

Prize: One heart container and the Pendant of Courage.

Pegasus Boots, The Book of Mudora

The Boots and the Book

When you're out of the temple, return to Sahasrahla. Talk to him, he'll automatically give you the Pegasus Boots. Also, he gives you a map, where you can now find the rest of the two pendant positions.

Now, go back to Kakariko. To the south gate, to be exact. To the south of this gate, you find three red houses. One of them is the library. Go inside. On one of the shelves is a green book. Bump into the shelf with your shoes and the book falls down. It's the Book of Mudora.

Ice Rod, Golden Bee

Searching for...

Now, there's short time for little things, that you don't have to do right now. You'll need the Ice Rod later on in the game. To find the Ice Rod, go to your house. From here, visit Lake Hylia: You'll need a few bombs and the Pegasus Boots for this little search. Follow the path:

From your house, walk east to the next screen. Go south here. Don't change the direction and just follow the south.

In the next screen, go south a bit more, jump onto the yellow meadow area and walk to the right. Keep on hurrying to the right to the next screen. Again, follow the path to the right and then to the north.

...the Legendary Ice Rod

In the next screen move upwards until you see a juicy green area. Here you can find a cave in the stone wall (we're not going in there yet). To the left of it is an interesting crack in the wall. Place a bomb there and enter the opened cave. There, you will find the Ice Rod in a small chest.

The Golden Bee

To find the Golden Bee, you don't have to walk far. It will make your life a lot easier - because it can defeat lots of enemies. When you got the Ice Rod, go out of the cave. Now go inside the cave that we didn't find interesting before. Place a bomb at the ice wall and go through the new path.

The next room is a small fairy source, but we're here because of the bee: Bump into the statue in the center with your Pegasus Boots and see what happens. Take your bug-catching net and catch the bee. If you release it, it will defeat your foes most of the time. You can always catch it in this cave.

Desert Adventure

Departure into the Unknown

Sand, as far as the eye can see... with a lot of fantasy it might work out. Let's start at Link's house and follow this path: From your house, walk down into the next screen. Don't change directions into the next screen. In this screen, turn left and don't change directions afterwards.

Here, follow the south and then to the left in the next screen. Pass the stones and stay south to get to the next screen to the left. Ignore the weird oddball here - but remember his strange behavior.

Visiting Aginah

Once you arrived in the desert, visit Aginah's cave. From your current position, walk all the way upwards until you find a cave. Enter it. After you talked a bit with the old man, we're going to get ourselves a piece of heart.

Place a bomb at the crack in the southern wall. Behind it, you can loot the treasure - because four pieces of heart equal one full heart container. So keep your eyes open for them in the future!

Link, Make a Wish!

Exit the cave and search for the green, big temple platform in the western part of the desert (just run to the left and around the ledge). There's a stone board which has an old inscription written on it.

Take out the Book of Mudora and use it in front of the stone board: Link prays and his wish comes true: the path to the Desert Palace is unlocked. Now enter it to search for the second pendant: The Desert Palace.

The Desert Palace

Sand, Sand, Sand...

When you enter the palace, go straight and turn left at the following intersection. Walk through the corridor (pay attention to the worm) and enter the door. If you want, destroy your foes with pots and pick up the single pot near the extinguished torch racks. You'll find a switch for a chest that appears below you. Inside is the map.

Bump into the Torch

Now, go back through that door and follow the corridor to the left. In the next screen, go through the door on the top. Bump into the torch rack at the top-left with the Pegasus Boots and collect the small key, that now lies on the ground. Leave the room afterwards.

The Compass

Now, hurry east the way back, and keep on walking to the right. Then, in the next screen, walk down and open the locked door to the right, that crosses your way. In the chest, you find the compass. Now, defeat your foes to open the door at the top. Pass through it.

A Big Key

Here, avoid the shower of balls by running through with the Pegasus Boots. Collect the big key. There's nothing else here, so go back to where you found a big key (down, left, up, left, left) and this time, go through the door on the left.

The Power Glove

Here, find the switch below the pots (left side, 2nd pot from above) and open the door to pass it. Behind it, you'll find the desired Power Glove: With it, you can finally pick up the annoying stones that have blocked your way sometimes. Leave this room and the one before it and go south, to pass through the door on the southwest in the next screen.

A Bit of Fresh Air is Good

If you need a bit of strengthening, you can look at the stone blocks in this room; push the 3rd one on the right side downwards to open the door to the fairy source. Now go through the south door and out of the temple: Outside, collect the piece of heart, which is being guarded by a lonely vulture at the bottom of the platform.

Then go back - but not back into the palace, because behind the monument there's a secret cave. Use your new Power Glove to stem the stones henceforth. Enter it to explore the second part of the palace.

A Living Target

When you've entered the palace's 1st floor, so push the second stone in the northeast downwards to activate the door mechanism. Pass the opened passageway.

Just stand still inside the door, because the floor plates are getting pretty lively here. Instead, swing your sword until no more lively plates are there. Below the southwest pot you find the required key, to unlock the staircase to the 2nd floor.

The Secret of the Torches

When you've walked upstairs, just walk downwards. In the next room, defeat your foes and go through the east door. Here, avoid the statues and collect the key below one of the northern pots.

In the upcoming room, you'll meet the flying plates once again. Below the northeastern pot, there's the required key for the door. In the following room, light all four torches, so that the path to the boss gets opened.

BOSS: Lanmola

Strategy: Your foes appear from the sand and shoot four, later eight balls in all four directions. Their weak spot is their head. You have to defeat every worm to conquer this guardian.

There are two possibilities: You already see beforehand, where the worms are going to appear. So stand near a worm and swing your sword or use a whirling blade technique to hit their head. Of course, you're in danger of being hit. Other method: Wait until they're in the air, and then try to hit their head when they come down.

Hits: 7x per worm with sword

Prize: Heart container and the Pendant of Power.

Witches and Zora's Flippers

The Magic Shop

In the rest of the game, it's no doubt that you have to know how to swim. For that, you'll need Zora's Flippers. They're not cheap, you got to have at least 500 rupees with you. Start at Link's house:

Walk right to the next screen. Go over the bridge and go north again. In the upcoming screen, go more north. Don't change directions and walk all the way to the bridge. Here, hurry upwards to the tree and get rid of the stones. Afterwards, head east.

Here, we find the Magic Shop of the witch and her student. They sell you medicine to fill up your energy and you can get it cheaper here. The witch in front of the entrance is meanwhile searching for a mushroom. You can find it in the Lost Woods in the west of the country (just look on the map and you'll see it. As a reward, she'll give you the Magic Powder. But we'll put that aside for a bit.

The shop's position is important. If you're feeling weak, talk with her student inside the shop, she'll refresh your life display.

All the Way to Zora's Realm

On the eastern stone wall, stem the big stone aside. Hurry upwards, then to the right. Follow your path to the right and then south, round the hill and go onto the yellow area.

From here, we keep on walking north. In the following screen, just go north again. Now you should reach the waterfalls. Now, follow the southern waterways, so that you reach the big waterfall.

Meet King Zora

At the big waterfall, King Zora shows himself generous... of course against a small prize. For 500 rupees, you can get Zora's flippers. Once bought, you can carelessly swim around in the water - the times, when you helplessly sank in the water, are over.

Before you go - collect the piece of heart, that you probably saw on your way here. From here, swim downwards and follow the path. There, you'll find a shore to the forests. Now it's not far from the Piece of Heart.

Useful Information: When you've left Zora's realm, you should look to the left in the flat water. There's a waterfall, behind it is the entrance to a Big Fairy. If you throw your shield and boomerang in the well, you get a Magic Shield and the Magic Boomerang. Also, you should throw in an empty bottle - you'll get a green medicine for free!

The Death Mountain

A Blocked Entrance

We'll start at the sanctuary.

Go outside, through the frontyard and then go left into the next screen. From here, go upwards until you reach the next screen. If you go upwards a bit more and avoid the ravens, you'll see a big stone that lies above you on a ledge. Go to it by walking around the wall and onto the ledge. Pick the stone up and enter the cave behind it.

Dark Paths

Inside the cave, it's pitch-black. First, jump off the little ledge, then turn right at the first fork and follow the path south. When you get to another fork, decide for the upper path until you can turn right again. If you go right, you'll meet an old man who lost his lantern.

Hurry through the door. Here, turn right, avoid the holes and don't change directions. At the next fork, the old man will tell you to go south. Do that and follow the path out of the cave.

An Old Man

Welcome to Death Mountain. Almost instantly, the first stones are trying to fall on you. When you're outside, go right and enter the first mine. The old man will give you the Magic Mirror here as a thank-you. You'll see what you can do with this item soon. Follow him into the mountain and talk to him, so that he refreshes your hearts. Afterwards, go up the few stairs and right through the door.

Every Climb is Hard

Here, go south and follow the path to the next door. Keep on walking southeast and at the next fork, go down to leave the cave. Outside, go left until you find a long ladder. Climb it up.

Rabbit Manner

Keep on walking right until you see a blue plate. Walk over it. Suddenly, you reach another world - and you transform into a rabbit.

Unfortunately, you'll find that you've lost some of your abilities as a rabbit - fighting for example. Walk left and you'll find two other companions that are caught in this world too.

Mirror, Mirror..

Walk to the brown diamond shape in the ground and use the mirror. Now, the old man's words are making sense - with the mirror you can return from the mirror world. Congratulations - this was your first visit to the Dark World, this sinister world of the evil.

Collect the piece of heart right next to you, then go upwards and jump down the little ledge. Now go right, where you'll find a building in front of you. Walk up the stairs. We're going to enter Hera's Tower.

Hera's Tower

The Crystal Switches

Hera's Tower is distinguished through many floors and the switch teamwork. One of those switches is right in front of you. Use your sword to change the switch's color. Then go left and downstairs. Here, kill the skeletons. Pay attention to a red skeleton, it throws bones back at you. Here, change the switch's color, kill the worm and take the key.

Switch-Mania

Before you go back into the entrance hall, change the switch's color back to blue. Back upstairs, change the switch's color to red to get into the back of the room.

Collect the map out of the chest, go left and unlock the door to go downstairs. In the following room, the plates get active again. Go down between the pots and swing your sword without pause. Then, change the switch's color to blue and go right through the door. In the upcoming room, defeat the moldorms and change the color to red to pass through the door on the bottom.

The Big Key

In this room, use the pots to destroy the skeletons and light the torches with your lamp. In the chest that appears, you'll get the big key. Now, leave this room and this floor, go back to the entrance hall (pay attention that the switch is red). Go back to the front of the entrance hall and on the right, go upstairs.

Don't Fall Down

Discard your foes and change the color to blue, before you go through the door on the left. In the following room, kill your foes and open the door on the top. Here you have to walk over the star platform on the left, so that you can reach the other side of the room. Change the color to red, then go upstairs.

The Moon Pearl

Collect the compass in the middle of the next room. Then, go northwest and upstairs. Be careful of your foes. Walk over the star platform on the bottom next to the rotating fire beam and go to the north wall of this room. In the wall is nothing except for a set-in wall statue (looks like a locked door).

Now, look at a hole a few steps below it. Fall inside. Now you can reach the big chest above you and collect the Moon Pearl.

In Front of the Goal

Walk over the star platform on the bottom and search for the staircase to get to the room where you just were. If you want, you can get some useful stuff below the pots on the 5th floor. If not, go upstairs on the northeast to go to the boss.

BOSS: Moldorm

Strategy: Essentially, Moldorm is a pretty easy enemy... if he wouldn't have the habit of pushing you away - and that on a platform where you can fall down pretty much anywhere. Also, the worm gets faster and wilder with every hit you get. What to do? The only thing I can tell you is: Think twice about when you hit him. Don't just go nuts on him. His weak spot is his rotating tail, that you can keep well in mind.

Hits: 6x with your sword.

Prize: Heart container and the Pendant of Wisdom.

The Master Sword

To the Lost Woods

Let's start at the Sanctuary. Leave it and pass through the front yard. Follow the path heading west to the next screen. Here, again head west. In the following screen, go north, pass the house of the fortune teller, defeat the castle guards and enter the forest in the north.

It's misty inside the forest and many little paths want to make your trip through the forest more difficult. Go north here until you find a small tree stump with an entrance. Cut the 9 bushes behind it that are formed in a square. Tada - a hidden hole. Fall down.

Many Paths, One Goal

You end up in a hidden hole. Get the piece of heart here. Then you can leave this room on the west side. From this tree stump, you'll find two pipe-formed logs north-west.

Take the left one and go through. Then head left to take the next pipe passage on the north. But before, get the Mushroom - the old witch at the Magic Shop might probably need this mushroom.

The Holy Master Sword

Now, the path is not far anymore: Go west, cut the bushes and take the other pipe passage heading south. Here, head west and hurry north-west through the final pipe passage.

Now you're done - you've found the real Master Sword. Use the Book of Mudora to decipher the inscriptions of the Master Sword. The three Pendants enable you to take the holy sword. Now you've finally got the weapon to defeat the evil in this world.

A Meeting with Agahnim

The Princess was Kidnapped

After you've got the Master Sword, the next event is coming up: You hear Zelda's last words - hurry and run to the Sanctuary.

When you get there, you don't see Zelda, but a seriously injured priest, who couldn't protect Zelda and dies. Agahnim kidnapped Princess Zelda. Now it's up to you to rescue her as fast as possible. So go back to Hyrule Castle and enter it.

To the Tower of the Castle

Now, the tower of the Castle is our goal, where we couldn't go before. Go left and head up the stairs before going through the door on the west. Now, hurry through the corridor and leave it through the door on the south. Outside, go east and break the Magic Seal with your Master Sword. Behind it, pass the small entrance hall.

Through the Guards

In the next roo, two old friends await you. Defeat them to head east through the door. In the upcoming room, two more knights wait for you. Defeat them too and a chest with a small key appears.

With it, open the door on the top. Go upstairs and a knight storms you in this darkness. You don't have to defeat him, you can't just go through the west door.

Deep Darkness

In the following room, a small mini labyrinth awaits you. Light one of the torches and it shouldn't be hard to find the chest of this room (key) and open the south-east door. Afterwards, two knights storm you again in the next room, but it's better to find the stairs - save your hearts for later.

Hiding in the Dark

Upstairs, go left through the door. What follows is a small "Hide in the Dark labyrinth": Go upstairs, light a torch and save yourself from the castle guards before you go through the north-east door. Now, you have to kill the knights, because one of them has a small key. Take it, unlock the north door and go upstairs.

The Final Obstacles

Upstairs, you have to destroy all foes, then go through the east door. In the next room, it's the same: Kill the guards, go through the south door. When you're here, defeat the guards to get another small key. Unlock the east door with it. In the next room, quickly flee to the rescuing staircase, unless you're being brave.

Meet Agahnim

Push the statue on the west to the side and quickly hurry through the door. Master your balancing one final time, pass the corridor and go upstairs to get to Agahnim. But it looks like it's too late already... After Agahnim has left, tear up the curtains. It all comes down to this.

BOSS: AGAHNIM

Strategy: Agahnim is a master at fooling. He vanishes and appears at other places of the platform. He normally fires energy balls and a sort of ball attack which instantly turns into multiple balls as soon as Link wants to fire them back onto Agahnim. In the end, he can do a lightning attack which electrocutes about one third of the room.

The player must try to fire Agahnims normal energy balls back at him with the sword. If Agahnim shoots a ball attack, just avoid it and let it blow out at the next wall. You recognize Agahnim's lightning attack if he's standing at the very top and doesn't even turn in your direction when you're moving. If that happens, just go to an edge of the battle area so that Agahnim doesn't get you.

Hits: 6x with your sword

When Agahnim's defeated, he does his last trump. He exiles you into the Dark World so that you're unable to defeat Zelda. But you've got the Moon Pearl.. and Sahasrahla, who supports you. Welcome to the Dark World!

Ether and Quake Medallion

The Ether Medallion

Welcome to the Dark World. Before you will take Sahasrahla's dialogue seriously, you can go hunting for 2 items. They're mighty - and you'll need them. You can get the third medallion (Bombos Medallion) later, but it's not relevant for the game progress.

For this, you don't have to explore the Dark World yet. Travel to the Light World and search for Death Mountain. You probably saw the long bridge left (not right!) next to Hera's Tower. There's a stone at the end of that bridge. Use the Book of Mudora and you'll get the Ether Medallion through the Master Sword.

The Quake Medallion - Part 1

You'll have to explore the Dark World for this. The Dark World is another world, but it still has similarities to the Light World. Because the Dark World is a mirror world of Hyrule, it's almost the same landscape. From the pyramid, go to the place where the Magic Shop stood in the Light World.

Go down the pyramid and then consequently east into the next screen. Go north here. Head east in the next screen. You'll see that there's no bridge on the left anymore. In the Light World, it lead to the sanctuary and the graveyard. Pick up the stone on the top and go north.

In the next screen, head east. Go further east, pass the house (which is the Magic Shop in the Light World), pass the garden and pick up the large stone. Then go east into the next screen. When you're here, first go east and then south.

The Quake Medallion - Part 2

Bump into the stone heaps so that you can go on and then go east to get onto the ledge. Go north into the next screen. Go a bit north and then west.

A lonely bush sits here. Pick it up and jump down the ledge. Walk into the low water (bright area) and throw the bush into the stone circle. A fish appears which gives you the Quake Medallion.

Kiki and the Garden

To the Palace of Darkness

Make sure that you have at least 110 rupees with you. Start at the pyramid, go downstairs and leave the screen heading east. Walk south into the next screen. Here, walk east into the next screen. Shortly head right, before going north into another screen.

Do you remember the Eastern Palace? The Palace of Darkness stands on the exact same spot in the Dark World. But before, a small labyrinth and a nice (annoying) mate awaits you. When you entered this place, go right until you reach the trees with a golden tree crown.

Through the Labyrinth

Here, go north - and you already find an arrow on floor plates. Follow the arrow and go through the Green Plant Tangle. You find another arrow.

Go around the building by going north and west. Keep on heading left up to the stone wall. Go north and as soon as the first eastern path starts, head east. Enter the bigger green plant tangle, where you have to go south and then east. When you're out of that maze - you find a new companion. A monkey named Kiki - give him 10 rupees.

Please Check Out!

Now go east together with Kiki until you can head north. From here, go further east until you can reach the palace. Be careful that you don't get hit - if you do, Kiki flees and you can pay 10 rupees again. If you make it to the entrance of the palace, Kiki offers you to open the palace for 100 rupees. You don't have any choice - so pay him. Now you can enter the Palace of Darkness.

The Palace of Darkness

A Small Key

As soon as you enter, go west, walk over the floor plate and go through the door. Don't let you get annoyed by the Mini Helmasaur, instead go downstairs. In the following room, pick up the south-west skull to walk across the switch so that a chest with a small key appears. Head back to the entrance hall.

Blow Up the Bridge

Now, go through the centered door. Unlock the north door and go through to get to a first big hall. I'm going to call it Point A.

Be aware of the turtles, you can't defeat them yet. Go west and then north onto the bridge. You'll find a cracked spot. Put a bomb here to produce a hole. Jump down.

Another Key

You land on a wall ledge. Jump off of it. Not only turtles will await you here, rotating skeleton heads appear here too. Strike against them so that they disappear after a short while. Pick up the lonely skull, then walk across the switch for an appearing chest. You find a key.

Now, head east and take the teleporter. Go upstairs to be near the main entrance again. Look to the side and drag the west statue in your direction, so that you can quickly return to Point A.

The Big Key

Again, blow up the bridge and jump down. Now, stay on the wall ledge and unlock the north door to go upstairs. You'll find a chest - in it is the Big Key. Now, jump into the pit to your right.

Obstacle Course to the Map

Take the teleporter here. Then, use the other teleporter and in the following room, blow up the cracked south wall (or bump into it with the Pegasus Boots). Behind it, go through the following corridor and again blow up the right side of the upper wall at the end. Afterwards, prove yourself in the obstacle course and take the stairs. In this chest, you find the Map.

And Another Key

Blow up the cracked spots on the west and east walls. Behind the west wall, you find a small key, behind the east wall, you find a fairy source. Get some if you don't have any in stock. Now head back to Point A.

The Compass

Now, take the east bridge. Push the stone to your right, then go through the north door. Get the small key out of the chest, then jump down from the arrow mark. Go up the stairs onto the ledge, then go west to open the door at the end.

Here, pick up a skull and throw it against the first Mini Helmasaur. Run back before the bridge collapses and go out of the room. When you go in for the second time, you can pick up another skull to throw it at the other Mini Helmasaur. Delete the skulls at the end of the bridge and go onto the floor behind them to be safe from the collapsing plates behind you. Now, head east and get the Compass.

Rupees and a Key

Take one of the two stairs. Downstairs, paradise awaits you - lots of blue rupees. The only problems are those darn Anti Fairies. At the end of the rupee passageway, you find a chest.

When you've chosen the left staircase, you'll find arrows. When you've chosen the right staircase, you'll find a small key. Head back to where you've found the compass and head west back into the room with the collapsing bridge. Now unlock the east door.

The Hammer

Just like in the tower of the Castle, a dark labyrinth awaits you, but this time without torches you could light. Be aware of the rhinos that spit fire here. In the north-west corner of this room, you'll find a few bombs in a chest, in the south-east corner, you'll find a small key in another chest.

In the passage above the south-east chest, there's a cracked spot on the east wall. Place a bomb to blow up the wall and create a passage. Go through and you'll find the Magic Hammer.

The Blue Path

Now, head back to the room where you've found the Compass, defeat the turtles and unlock the door. Pick up the skull on the left to get to the chest with a few rupees. Then push the statue to your right away from you to get the moving spiked stone stuck and to go through the south door.

Now, head left again, but this time jump down the marking. Defeat your enemies, then set the switch to Blue with a skull or your boomerang. Then, go through the east door.

Secret Passageway

Now, turn the switch back to Red before picking up the skulls in the north-east corner. You'll find a switch where you have to get a statue to stand on it. Just take the north-east one. Then go through the upper door. In the following room, defeat the enemies and go through the door. In the next room, shoot an arrow into the eye of the green statue at the eastern end of the room, to unlock a path. Go downstairs.

Through the Darkness

Beat down the pegs with your hammer. You'll see that you can defeat the turtles too with this item. Stand behind the red block line to set the switch in the north of the room to Blue with an arrow. Then go through the west door.

Have your hammer ready and destroy the turtles, then go through the next door. Again, you have to defeat all the turtles before you can go on through the next door. Push the east stone above the torch to the left to take the teleporter. Take the hammer again and kill the turtles in the corridor, until you can meet your boss.

BOSS: Helmasaur

Strategy: Characteristic for Helmasaur is his armored mask. He usually attacks with his spiked tail. If it gets wild, you have to think that he'll try to beat you. The only option would be to the south-east or south-west.

Sometimes, this boss also spits a fireball which divides itself into three parts and those parts break into three directions. What to do? Helmasaur's weak spot is his head, but it's hidden by an armored mask. You have to destroy this mask with your hammer first before you can punch his green horn. After some time, Helmasaur will try to put on a new mask which you have to destroy again.

Hits: 6-8x with your sword

Prize: Heart Container and the first Crystal.

The Flute and the Bombos Medallion

New Paths

Fresh out of the Palace of Darkness - it's time for new items. Start at the pyramid, leave it and go east to the next screen. When you're there, don't head east, instead continue heading south, so that you find poles. Beat them with the hammer and go west into the next screen.

To the Clearing

In this screen, continue to the west. Just go further left until you find the trees. Leave this screen on the south. In the next screen, head left. In this screen you find - after walking a bit more to the left - violet bushes that are shaped like an arrow. The arrow doesn't interest us right now, instead, we cut the bushes and head north.

The Flute

In the following screen, you'll find a guy sitting on a tree trunk. He tells you that he played flute when he was younger. He wants you to search for his flute. He gives you the Shovel. Take the mirror and warp to the Light World. Dig in the north-east by the flowers and you'll find the Flute.

Go back to the Dark World, so that you can release the former flute boy.

Feathered Help

Go to the Light World and back to Kakariko. Search for the bar (inside the village, south gate and the first house west of it) to play the flute in front of an old man inside it. Now, you have fulfilled the plea of the boy. Then, go to the village's bird statue and play the flute, so that you can rescue the bird. Now you can call him with the flute. He can fly you to 8 different places in the Light World.

To the Dark Swamp

Again, start at the pyramid of the Dark World, go downstairs and leave the screen to the right. From the next screen, consequently head south to strike down the pegs again. After you've done this, follow the path west into the next screen.

When you look around this screen, this place may seem familiar to you: Correct, your house lies here in the Light World. But in the Dark World, here's only a Bomb Shop which is not very interesting at the moment. Below the Bomb Shop is the entrance to the Dark Swamp. Enter it.

The Bombos Medallion

In the following screen, run south into the next one. Here, head left and follow that direction to find the entrance to the desert in the next screen. In the following screen, you'll find that on the west side, there's no entrance to the desert in the Dark World, while it was still there in the Light World.

But instead, you find a place surrounded by pegs. Go inside and use the Magic Mirror. You land on a stone - and then head west. On the stone, you find a big stone. Use the Book of Mudora and you get the Bombos Medallion.

Magic Powder and Magic Display

The Magic Powder

If you've ran through the Lost Woods in the Light World, you might have collected a strange mushroom. It's not far north from the thief hideout and almost can't be missed.

Go to the witch of the Magic Shop in the Light World, [Flute Point 2] select it and give the item to the witch. Then, go into another screen, then come back and go into the shop so that her assistent gives you the Magic Powder.

Improved Magic Display

For this, go into the Light World and to Kakariko. Start from the bird statue [Flute Point 3]. You'll have to use the Magic Powder for this. Go down to the last road, turn right to go to the south gate. Above it you'll see a path heading east. So walk east into the next screen. Follow the small path that leads you to the house of the Village Blacksmiths.

Right next to the door you can ram a peg into the ground. Do this and fall down into the well. When you've landed in the cave, go north. Spread the Magic Powder onto the bowl, so that a demon appears. He strengthens your magical powers, so that you only have to pay half the price.

Leave the cave with another passageway. By the way: If you should search for this place in the Dark World, then ram all the pegs in the ground to find a secret cave with a Piece of Heart.

The Swamp Palace

A Ruin

To reach this palace, you have to know how the Swamp Palace is constructed. Start in the Dark World at the Bomb Shop (in Light World, it's your house). From there, go south and enter the swamp. First, run through the screen to the bottom end. Then move west to go into a new screen again.

Now you'll see a ruin south of you. Go there and use your mirror nearby. Once in the Light World, go inside.

The Palace Opens Up

Right in front of you, there's a chest with bombs inside it. If you want them, just push the outer stones up and the middle one to the side. Then leave the building and re-enter it, so that the stones are in their original positions.

Push the middle stone up, then one of the outer ones to the side to enter the door behind them. In the following room, there are two levers. To the right of you, there's a dam. You'll have to open that dam, because it will have changes in the Dark World. Pull the right lever (if you pull the left, bombs fall down).

Afterwards, leave the ruin - get the Piece of Heart in the dried out pond, catch the fidgeting fish to get rid of him later on for 100 rupees at the bottle dealer's place and teleport back in the Dark World. Now enter that same ruin - the Swamp Palace.

Key & Map

As soon as you've entered and opened the dam in the Light World, jump into the water and swim west to the ladder. Pass the spiked foe and defeat all enemies to get a small key.

Go through the door on the top. As soon as you arrive downstairs, head left and place a bomb at the cracks in the wall. Go through the door to find the Map.

Another Key

Go back and pick up the skulls. In the southernmost one you find a key. With it, you can go through the south-west door. Now go left, avoid the foes, go to the small staircase to go down and go through the door. You'll find a skull, which hides a small key. Go back again and climb up the stairs on the left to go through the door.

Water On!

Here, kill your foes, then use the hammer to knock down the pegs and push the switch behind it. After you see the water flooding the corridor next to you, go back to the last room and jump into the water, so that you can reach the door further left.

Go through the left door. In this huge room, you'll already find a Big Chest - but without the Big Key, it's useless at the moment. From now on, we're going to call this room Point A. Remember this room, we will come back later.

The Compass

Go straight and down to take the south door. Here, you have to go right (and defeat foes) so that you can later push the stones away on the left side of the room and a chest with the Compass can appear. Go back to Point A. Now go left, take the first set of stairs you see to go through the door on the left. I'll call this room Point B.

Hidden Key

Avoid your foes, go left, go down the little set of stairs and go down through the door. Behind it, you'll find a key underneath a skull. Go back to the big room, Point A. This time, you have to go north to take the upper-left door.

Swimmin'

Defeat your foes here, then go to the right side of the wall and from there, swing your sword to push the switch. The blue blocks go down. Now, move the water switch and afterwards change the switch to red.

Now, return to Point B. Jump into the water on the left and swim to the other shore. Go through the left door. Here, go left and jump down into the corridor, go further left and solve the stone puzzle: South stone to the left, middle stone upwards. Go upstairs.

The Big Key

When upstairs, push the stone aside and go up. In this room, push the stone in the upper-left corner of this room aside and fall into the pit. In the following chest you'll find 20 rupees.

Jump down on the right side and go south to take the stairs to the previous room on the left again. This time, push the stone in the upper-right corner aside and fall into the pit. Go through the east door to finally find the Big Key in a chest.

The Hookshot

Now, return to Point A and open the Big Chest in the middle of the room: the Hookshot. Stand right next to the chest, turn right and use it to go to the skull to the right of you. Further east, you'll find a small key. Go back to the Big Chest and from there, swing yourself north from there. Go through the door behind.

Drain the Water

When you're there, go left. Destroy the skull on the north and push the statue onto the switch. But don't go through the door yet. Go back to the door and go right from there to take the left door. Behind it, go downstairs. Here, push the switch aside to drain the water. Then, go down and through the left door.

One Final Bath

In the following room, go to the top of the room and through the upper door. Defeat the foes, then wander right until the end of this room. Look at the waterfalls. You can walk through the second one from the right.

Go upstairs. Then, go to the door. Here, jump into the water and swim northeast to find the small key underneath a skull. Jump into the water to swim to the ladder on the left. You'll see a cracked wall. Blow it up, behind it, you'll find a few strengthening utensils. Go back and swim left to the final ladder.

Go through the door and continue, until you have to face the dungeon's boss.

BOSS: Arrghus

Strategy: Arrghus is surrounded by lots of small enemies that secure him. As long at least one ball is surrounding him, Arrghus can't be hit. You have to use the hookshot to drag those small enemies to you and destroy them with two sword hits.

When every one of them is defeated, Arrghus gets angry and whirls around in the water. His weak point is his eye which is now attackable with the sword. When he's hit, he shortly flies into the air and tries to land on you. You see his shadow - so avoid him.

Hits: 8x with your sword.

Prize: Heart Container and the 2nd Crystal.

The Village of Thieves

To Kakariko

You now have two possibilities to go on. You can either search for the Village of Thieves or visit the Skeleton Woods. Both places contain a temple with a crystal. In this walkthrough, we're going to go to the Village of Thieves first, because it's directly on our path. Start at the pyramid in the Dark World:

Go downwards and walk to the eastern exit. Here, on the brown area, go further up. In the next screen, you reach the shore, from here, go further north-east.

Here, defeat the two moblins. You will find that the bridge to your left is destroyed. But what do you have the Hookshot for? First, take the Hammer and destroy the purple log to your north. Behind it in the grass, you'll see an arrow which leads to the shore. Go to the shore and use your hookshot so that you can get to the two skulls on the other side. Done! Let's continue: First of all, go north.

The Statue

Coming soon!

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.