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Wii Sports/Baseball

Hitting
The hitting in this game is rather simple. All you have to have is the right timing to get the bat on the ball. If it is timed right, you get a better hit. The player should usually hit the inside pitches to your batter sooner than the outside pitches. Also you want to remember to aim up for home runs and down for ground balls. And the harder you swing, the harder you hit the ball. Lastly always remember splitters in this game are 99 times out of 100 going to be balls. How can you tell if the pitch is going to be a splitter? When the pitcher releases the ball, the ball looks like the seams don't move very much. If they aren't moving, then lay off.

Pitching
Pitching is the real key and hardest part of this game. You have 4 pitches to choose from. The fastball(hold nothing), the screwball(hold A button), the curveball(hold B button), and the splitter(hold both A and B buttons). Each ball has a unique purpose and each ball can be thrown fast or slow depending on how much whip action you put on the controller. The fastball has two purposes: it can be used to blow by the batter, usually about 93-94mph, or it can be used like a change-up when it is thrown softly. The screwball for a right handed pitcher moves inside to a right handed batter. The curveball for a right handed pitcher moves outside to a right handed batter. And lastly the splitter moves down to any batter. The best part about a splitter is it can almost never be hit in play for a hit, the worst part is it is almost never a strike, so people can lay off of it if they learn to read the seams of the ball. You can also move the pitch either up, down, left, or right by pressing the D-pad in that direction, it can be pressed 2 times in one direction furthering the position away from the center of the plate. Finally the 1 and 2 buttons on the Wii-mote change the pitch from being thrown over-hand (the 1 button) and side-arm (the 2 button). After you get past the initial trial of using the pitches and knowing what they do, now the strategy is just like any other pitcher's. Try to change speeds well, by using a fastball and then a slow curve. Change up speeds and when they least expect it, use a splitter to get the strike out. Also this comes from knowing your opponent. If they're a person who has only hits fastballs out of the park then throw him some change-ups (slow fastballs) or some splitters. It takes practice but it can become very easy to fool hitters.

title: Wii Sports/Baseball


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Wii Sports/Golf

Golf, at first, is difficult to grasp. Firstly, look at your map in the right hand corner. This shows the direction the ball will travel. By using the left and right directional keys, you can change this, and by using up and down you can change your club. Now, to hit the ball. Hold the remote sideways, like a golf club, but so the buttons are facing away from you. Hold A, and keep this held. Raise your control like a golf club, and then strike the ball. The power indicator shows how hard you have hit the ball. If it goes red, and bends to a direction, it will overshoot, and go that way. Careful and sensible use of force results in less power. Wind is shown the top left, showing power and direction. There is no easy way to judge how much by, but counterbalance using power and direction. With practice, it becomes second nature. Next, when you are near a hole, press 1. This should show you the slope of the land. Take this into consideration, and counterbalance accordingly. Keep trying if you fail, and don't worry about the score. Soon, with luck, you'll be potting shots with ease. Experiment, and learn from your mistakes, and you'll master golf.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Wii Sports/Golf


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Wii Sports/Boxing

Technique Overview - Punching
Aiming Punches - by placing your Wiimote at varying angles (from horizontal to vertical), your fighter will try high, mid and low punches. By flicking the wiimote from vertical, it will try a high punch, flicking from a lower angle will provide a mid-level punch, and a still lower flick delivers a low punch. Leaning from side to side allows lateral positioning of punches.

Punch Types:

 * Jab - flick the lead (off) hand away from the body; angle determines height and power determines the strength of the punch/recovery time.
 * Cross - flick the rear (dominant) hand away from the body; similarly, angle determines height and power determines strength and recovery time.
 * Hook - rotate the chosen hand's controller outwards (left hand anti-clockwise, right hand clockwise). A dominant-handed high hook can be performed by rotating in the opposite way. Long recovery time.
 * Uppercut - flick the chosen hand upwards from a horizontal position. Long recovery time.

Each punch has a recovery time - the more powerful the punch, the longer this time. Attempting to throw a series of heavy punches very quickly will therefore result in the game not registering those punches which fall inside the recovery time of a previous punch.

More powerful punches come from combination punches. Hitting with several punches in sequence does more damage to your opponent.

Smaller sharp movements are equally as effective as longer powerful movements if you use the physics of the remote correctly, since the actual maximum power that can be achieved through the controllers is fairly low.

Technique Overview - Guards and Dodging
Blocking/Guarding - A player can block the punches of an opponent by placing their gloves in the path of a punch. Simply holding the controllers at a specific angle close together will raise the player's gloves into an appropriate guard. Holding them at a higher angle produces a guard which covers the face, and a lower angle a guard that covers the body.

Leaning and Dodging - Leaning the Wiimote and nunchuk from side to side will also cause your player to dodge and step from side to side. Dodging opponents' punches successfully by tilting the controllers as a punch is thrown will result in a brief period of slow motion during which powerful punches can be thrown which almost never miss.

title: Wii Sports/Boxing


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Wii Sports/Bowling

Bowling is fairly simple to pick up. Hold B, and raise the remote as shown on screen. Keep B held, swing your arm back (as shown on screen), then swing forward, and release B when you want to let go of the ball. Spin can be put on the ball by tilting the controller on release. By using the directional buttons, you can change where the ball will go. Press A, then use the directional buttons to rotate the direction. Once again, experiment, and try the training exercises.

The sooner you let go of the B button the more spin you will put on. For example if you wait for your Mii to raise the arm upwards before releasing B then you will throw the ball and not get much spin on. However if you release B when your Mii's arm is near the ground then you will get a lot of spin on it.

A popular technique for getting a strike is to position your Mii so as to be 3/4 of the lane to the right (assuming you're right handed, reverse if you are left handed) and angle the path of your ball left so that it will strike the first pin. When you throw the ball make sure to release it a tad late so as to avoid too much spin and this should hopefully result in a strike. Vary said technique based on personal preference. It should be noted that an early drop may be equally effective. One, albeit cheap, trick to get an almost perfectly straight throw is to keep your arm held back until you have already ran up to the line. Then swing, preferably quite high. This will lob, or "pop" the ball, while still causing it to maintain a good amount of speed. If done right, a perfect game is easily attainable. However, because of the aforementioned cheapness of the move, and because it is not truly possible in real life, people should refrain from using this in a multiplayer match, in the interest of fairness.

The game can run within a playing session for a while without the DVD being inserted.

title: Wii Sports/Bowling


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Sonic R/Course Items

Coins
Every course (except Radiant Emerald) has five coins to collect. If you collect them all and finish 3rd or better, you will race against a secret character. The character will be unlocked if you win.

Emeralds
Every course (except Radiant Emerald) has one or more Emeralds. To keep an Emerald you must finish the race in first place. Collect all seven to unlock Super Sonic.

Balloons
Every course has nine balloons to collect in two player mode. The first player to collect five wins.

title: Sonic R/Course Items


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Sonic R/Resort Island

The first level of the game.

Coins
Collect all the coins on this course to unlock Metal Sonic.
 * 1) On top of the rock, just after the first corner.
 * 2) Under the waterfall.
 * 3) This coin is behind the 20 ring door near the village.
 * 4) On the hairpin turn, just after the village, keep going forward. The coin is located on one of the islands.
 * 5) On the hairpin at the very bottom of the map.

Emerald
There is only one Emerald on this course (Blue). It is located behind the 50 ring door.

Glitches
Inside the rock tunnel, there is a point where two walls meet. If you move into that point you should be able to go through it and run around the outside of the course.

title: Sonic R/Resort Island


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Sonic R/Radical City

Coins
Collect all the coins on this course to unlock Tails Doll.
 * 1) Just after the tunnel the track splits in two with a drop on the left. The coin is at the bottom of that drop.
 * 2) At the same place as above take the left path. At the next right turn go forward.
 * 3) Instead of going forward as above, follow the track.
 * 4) In the center of the pinball table.
 * 5) Behind the final 20 ring door on the course.

Emeralds

 * 1) At the river near the start of the course is a 20 ring door. This Emerald (Green) is located behind it.
 * 2) This is at the end of the path behind the 50 ring door. (Purple)

title: Sonic R/Radical City


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Sonic R/Regal Ruins

Collect all the coins on this course to unlock Egg Robo.

Coins

 * 1) Turn left just after the start line and go up the ramp. The coin is just after the bridge.
 * 2) Just after the start line there is a hill on the right hand side. The coin is on top of this hill.
 * 3) After the bridge take the left instead of going up the hill. The coin is above the spring in the corner.
 * 4) At the same place as above go right (through the tunnel), then take the left at the junction to find this coin.
 * 5) This coin is on the main track.

Emeralds

 * 1) Same place as coin 1 above. Go through the ring door to get the Emerald. (Orange)
 * 2) After you go up the ramp near the start of the course, go through the ring door to find the Emerald. (Yellow)

title: Sonic R/Regal Ruins


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Sonic R/Reactive Factory

Collect all the coins on this course to unlock Metal Knuckles.

Coins

 * 1) At the start keep going forward down the "runway". The coin is on the submarine.
 * 2) Take the first right after the start line to find the coin.
 * 3) - Go along the track until the road splits into an upper road and a lower road. The lower one has the coin.
 * 4) - After you get the third coin continue until you reach a wide open area. Turn left.
 * 5) - Near the start/finish line is a 20 ring door. The coin is behind it.

Emeralds

 * 1) Just after the loop is a door. Go through it and the Emerald will appear just behind it. (Red)
 * 2) Turn left at the speed-up panel and go through the 50 ring door. The Emerald will appear on the yellow submarine. (Gray)

title: Sonic R/Reactive Factory


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Sonic R/Radiant Emerald

The final course in the game. There are no coins or Emeralds to collect on this course. Beat this course to unlock Dr. Robotnik/Dr. Eggman.

title: Sonic R/Radiant Emerald


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Sonic R/Characters

 * Sonic
 * Tails
 * Knuckles
 * Amy
 * Dr. Robotnik/Dr. Eggman (Unlockable)
 * Metal Sonic (Unlockable)
 * Tails Doll (Unlockable)
 * Metal Knuckles (Unlockable)
 * Egg Robo (Unlockable)
 * Super Sonic (Unlockable): Collect all the Emeralds in the game to unlock Super Sonic.

title: Sonic R/Characters


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The Legend of Zelda: A Link to the Past

Editor's note: At the moment, this guide is missing several images. This wikibook was imported from StrategyWiki, and many of its images are yet to be added.

The Legend of Zelda: A Link to the Past (Zeruda no Densetsu Kamigami no Toraifōsu in Japan, lit. "The Legend of Zelda: The Divine Triforce") is an action-adventure game developed and published by Nintendo for the Super Nintendo, and the third installment in  series. It was released in Japan on November 21, 1991, in North America on April 13, 1992, and in Europe on September 24, 1992. The project was led by Shigeru Miyamoto and his team.

The game uses a top-down perspective similar to the original The Legend of Zelda, instead of the side-scrolling format of Zelda II: The Adventure of Link. A Link to the Past expanded on the original's mechanics, introducing gameplay features that have become hallmarks of the Zelda series, such as multi-level dungeons, the Master Sword, the Hookshot, and parallel worlds. It was well-received and is often considered one of the best installments of the series. It sold over four million copies and many critics and fans consider it one of the greatest video games ever made.

In 2002, Flagship ported the game to the Game Boy Advance. The re-release itself had a few differences, and the cartridge also includes a multiplayer mode titled The Legend of Zelda: Four Swords, the first multiplayer title in the series. The original Super Nintendo version was later re-released on the Wii Virtual Console in Japan on December 2, 2006, in North America on January 22, 2007, and in Australia on March 23, 2007.

Getting started

 * /Gameplay/ - Gameplay information
 * /Controls/ - Instructions on how to play the game
 * /Versions/ - Different versions of the game

Subjects

 * /Characters/ - A list of characters
 * /Bosses/ - A list of bosses
 * /Dungeon Traps/ - Traps and obstacles encountered in dungeons
 * /Light World Enemies/ - Enemies encountered in the Light World
 * /Dark World Enemies/ - Enemies encountered in the Dark World
 * /Items/ - The different usable items and equipment
 * /Heart Pieces/ - Locations of the Heart Pieces

/Light World/

 * /Hyrule Castle/
 * /The Lost Woods/
 * /Kakariko Village/
 * /Eastern Palace/
 * /The Great Swamp/
 * /Desert Palace/
 * /Lake Hylia/
 * /Death Mountain/
 * /Agahnim's Tower/

/Dark World/

 * /Dark Palace/
 * /Swamp Palace/
 * /Skull Woods/
 * /Village of Outcasts/
 * /Ice Lake/
 * /Misery Mire/
 * /Turtle Rock/
 * /Ganon's Tower/

Miscellaneous

 * /Cheats/
 * /Chris Houlihan Room/
 * /Fairy Springs/
 * /Glitches/
 * /Hyrule History/
 * /Palace of the Four Sword/ (GBA)
 * /Riddle Quest/ (GBA)

title: The Legend of Zelda: A Link to the Past


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The Legend of Zelda: A Link to the Past/Agahnim's Tower

Preparation
Even though you have all three Pendants, you can't just storm Agahnim's Tower and take him on. You need to do a little bit of prep work first.

Link and the Master Sword
You have heard the tales of the power of the legendary Master Sword, and you know that you need it to fulfill your quest. Back in the time of the Imprisoning Wars, the people of Hyrule had forged a Sword that could withstand the forces of magic. One had to be pure of heart to wield the blade. Sahasrahla, the village elder, instructed you on how to obtain the Master Sword. He said that only a hero who collects the three Pendants can take the Master Sword. You may have encountered the Master Sword in the Lost Woods before you collected every Pendant. It is planted in a stone with mysterious Hylian script on it. After defeating Moldorm in the Tower of Hera, return to the forest grove and claim the Master Sword. Now you can continue with your quest to seek out and destroy the evil power in Hyrule Castle, the wizard known as Agahnim.

Discovery of the Ether
The message on the Hylian Monolith at the top of Death Mountain, to the west of the Tower of Hera, instructed readers to return with the Master Sword. Now that you have the blade, you may wish to return to the Monolith to heed the advice. Return after your visit to the Lost Woods, and the monument will yield up the powerful magic of the Ether Medallion. After that, the monument will crumble. You will use the magic of Ether to open dungeons in later stages of your quest.

Breaking and entering at Agahnim's Tower
Early in your adventure, you stormed Hyrule Castle to save Princess Zelda. During that time, you may have discovered a door on the roof that was barred by a bolt of lightning. Any method that you may have tried to break the Lightning Lock failed. Now that you have the Master Sword, you may have better luck. If you strike the Lightning Lock with the Master Sword, the lightning will vanish and Aganhim's Tower lays open.

The Castle Tower
Sahasrahla dared you to retrieve three Pendants. Each was guarded by a fierce creature, so the challenge was not to be taken lightly. Sahasrahla rewarded you when you returned with the first Pendant by telling you about the Master Sword, which only proven adventurers could wield. Once armed with the Master Sword, you can challenge Agahnim in the Castle Tower. The entrance to the castle tower is sealed with a force field that only the Master Sword can break.

Floor 2
After destroying the Lightning Lock, you will step into the tower, with an ornately decorated entrance hall. What lies beyond the door on the opposite side of the entrance isn't as pretty a sight.

When you enter the room above, you will be greeted by two ball and chain guards. You're much more powerful since the last time you faced one of these types of soldiers, back when you rescued Princess Zelda. Equipped with the Master Sword, you can make quicker work of these two. When they are both defeated, the door on the right will open.

In the next room, you will face two guards armed with a sword. They will charge at you as soon as you enter the room. The door above is locked, so you have no choice but to defeat the guards. When you do, a treasure chest will appear that contains a Small Key. Grab the key,open the door, and climb the stairs.

Floor 3
Upon your arrival, you will see another guard, and a strange one-eyed bat known as a Chyasuba. They're not much more of a threat than ordinary Keese bats, so take them out, and advance to the room on the left.

The next room will be pitch black unless you find a torch and light it with your lamp. It would be a good idea to do this as quickly as possible. There are a number of armed guards and more Chyasubas in the room. Many of the jars of pottery that you find will contain hearts or magic. Continue to keep the room lit as you fight and advance through it. Off on the left side of the room is a treasure chest that contains the Small Key that you will need to open the lower door in order to escape. The door through which you entered locks shut behind you, and the only way to open it is to push the block that is all the way at the bottom of the room, but there's no reason to turn back now. Grab the key and open the lower door.

In the next room, there are simply two armed guards to contend with before you begin climbing the stairs at the top of the room.

Floor 4
In addition to the regular sword soldier that you encounter upon reaching Floor 4, there is another soldier armed with a bow. You'll have to fight them one at a time, since the sword guard insists on fighting at close range and the bow guard tries to fight you from far away. Remember that your shield can deflect the arrows. Head through the open door on the left.

Another long darkened room, this room is loaded with gaps throughout the floor. If you don't watch your step, you will fall off a ledge and lose precious health. Light torches in order to help you find your way through the room. There are three armed guards to deal with, each separated by enough distance that you can encounter them one at a time. The pottery also tends to be useful. If, for whatever reason, you actually need to open the locked door that you came through, the block at the very top can be moved to open it. When it's safe exit through the top right door.

You will now face one sword guard and two bow guards. The two bow guards may try to surround you on either side. You must fight and defeat each of the guard until one of them drops the Small Key that was in their possession. When you have it, you will be able to unlock the door up above, and climb the stairs behind it.

Floor 5
Once you reach the next floor, you will see two Chyasubas and two red armor spear knights. You must defeat all of them in order to open the door on the left. The bats are easy to remove, but the spear knights are a lot tougher and take more hits to defeat. Defeat them and pass through the left door.

In the next room, you will have two more spear knights to fight. They can be separated from one another thanks to the barriers present in the room. Try to corner them and hit them in rapid succession so that they don't get a chance to fight back. When they are defeated, the door below will open up. Pass through it.

You will be trapped once again in this room. There are two Chyasubas and two spear knights. The bats can fly throughout the room unhindered, so be prepared to attack them when they get close. The knights on the other hand are bound to certain areas thanks to the blocks and the pottery. Attack them one at a time. The knight in the center of the room holds a Small Key. Defeat him to claim it so that you can open the door to the right. The jars in the room also contain a good amount of arrows, bombs, Rupees and hearts. Try to save claiming them until you are done fighting.

In the last room of Floor 5, you will encounter three different varieties of knight, the blue sword knight, the red spear knight, and the gold ball and chain knight. If there was ever a good time to use your Ether spell, now would be it. One blast from Ether will freeze the knights in place, rendering them helpless against your attacks. Strike at them until they collapse. If you don't have Ether, you will have quite a fight ahead of you. Try to back into a corner and swing your sword rapidly so that they can't gang up on you from multiple directions. Or you can simply avoid the fight altogether and run upstairs.

Floor 6
When you arrive on this floor, you appear to be blocked in by a set of statues. But one statue will yield when you push it. Push the left statue over to the left and you will be able to enter the rest of the room. Waiting for you are two bow knights and a spear knight. Fight them if you wish, and move through the left door.

In the next room, you will be on a narrow plank that you must traverse from the bottom to the top. The knights in the room won't help matters much since you tend to get pushed back when you strike them with your sword. If you're going to hit them, make sure you won't be repelled off the ledge and plunge into the darkness. Try to use your boomerang to control the fight a little more. Once you safely make it to the other side of the room, climb the ladder and proceed through the stairwell to the final floor of the tower.

Floor 7
You've reached the highest floor of the tower. You arrive in an empty room with four lit torches. One door above serves as the only option for you to pass through.

When you reach the next room, you will witness Agahnim casting his evil magic on poor Princess Zelda, warping her to an unknown location in the Dark World. You are powerless to stop him. With his evil deed done, he appears to vanish through the wall behind him. You must not allow him to escape. Taking your sword to the curtains at the center of the top wall will reveal an opening. Brace yourself and pass through the opening.

Boss: Agahnim

The time for words is over. It's you and Agahnim in a fight to the finish. At first, the fight may seems a little one-sided, since Agahnim's powerful magic protect him from physical harm; even the powerful Master Sword does not harm him. As a wizard, Agahnim employs a few different elemental spells against you based on fire, ice, and lightning. His fire spell is a fireball roughly your size that he sends in your direction. The ice spell is composed of six small ice crystals that act as one ball until struck, upon which they will turn into shards, each of which can damage you for half a heart. The ice ball also has a limited homing capability, and will turn into shards upon contact with a wall. Finally, his lightning spell is a devastating attack of lightning arcs; however, in order to cast it, he must always move to the top of the room, and will always face the door below. This is your clue to get out of the way and move to the side of the screen. With all the ways that Agahnim has to hurt you, and your seeming inability to touch him, there's only one way to defeat him: turns his spells against him. You have been told all along of the Master Sword's ability to repel evil, and in this fight, you find out that its ability to do so is not a metaphor. It can literally reflect his spells back at him (save the lightning spell.) The best time to use it is against Agahnim's fireball spell. When he sends one your way, swing your sword at just the right moment, and send the blast back at him. It is unwise to attempt to reflect the ice spell, because as soon as you strike it, it will turn into 6 shards, one of which will almost certainly damage you and do nothing to him. The fight is best conducted through reflecting the fire spell, avoiding the ice spell, and making sure to watch for when he moves to the center of the top of the room, which indicates that he is about to cast the lighting spell. Hit him with 6 fireball blasts, and he will be forced to stop. Even in his weakened state, he will not allow you to defeat him. With the little energy that he has remaining, he will curse you to the dark dimension. You will find yourself banished from the world of light, and when you awaken, you will be standing on the top of a pyramid in a strange twisted land…

Portals to the dark side
In addition to the curse that Agahnim cast on you that sent you to the Dark World, Agahnim cast one more curse on the Castle of Hyrule itself. Until the day of Ganon's defeat, everyone who passed through the glorious front gates of the castle would also be transported to the dark realm. Unlike the many warp tiles that were scattered all over Hyrule, the front gate of the castle became a one way trip to the once beautiful, and now twisted Golden Land; the Dark World.


text:
The Legend of Zelda: A Link to the Past/Bosses

 * Key:
 * HP is the maximum number of hits the boss can take.
 * A hyphen (-) implies immunity.
 * For all weapon squares, the number refers to how much damage it deals.
 * For all armor squares, the number refers to how much damage you will take with that armor on.

Armos Knights

 * Japanese name: Degu Armos
 * Location: Eastern Palace
 * Description: A group of six individual blue statues which come to life and stomp the ground in an attempt to crush Link.

These six statues appear harmless until they shake and rumble to life. They begin to bound around the room in special circular patterns. If you have plenty of arrows, you have little to fear. You can fire at them from the bottom of the room, off to the side, and stay relatively safe. If you are forced to rely on your sword, you must attack a lot more carefully. The patterns that the Knights follow are fairly predictable, so fire your arrows patiently; you can't afford to waste too many of them.

As you attack the Armos Knights, you will defeat them one at a time. Ultimately, you will be left with one final Armos Knight, who will transform from the usual blue color to an angry red. The final red Armos Knight has no interest in following a pattern since there's no one else to follow it with him. Instead he takes slow, but purposeful leaps in your direction. Move out of his path, and retaliate with an arrow or a sword swipe until he finally expires.

Lanmolas

 * Japanese name: Lanmola
 * Location: Desert Palace
 * Description: Three green snaking creatures which attack in a group of three by jumping in and out of the sand.

When the Lanmolas sense a disturbance on the surface of the floor, they rise out of the sand and sail through the air in an effort to attack the intruder before landing back down into the sand and burrowing underneath for a while. Their bodies are covered by a hard exoskeleton, but their head is far more vulnerable to your attack. You will have a brief moment's notice where they are popping out of the ground before they appear to attack. When they pop out of the ground, four clods of dirt scatter that can hurt you. At that time, it's a good idea to have your sword charged for a spin attack. Stand along side the shifting dirt where they are about to appear, and release your attack when you see their head. After a number of attacks on the head of each Lanmola, they will disappear. When only one Lanmola remains, the force with which he escapes the sand causes eight clods of dirt to fly around.

Moldorm

 * Japanese name: Degu Tail
 * Location: Tower of Hera
 * Description: A gigantic Tail Worm with huge eyes, yellow skin, and a small ball on the end of its tail.

In addition to Moldorm's enormous size, he also has exceptional defense. He mindlessly wanders around his den, but he likes to keep it clean. Any invader on his floor is treated the same; brushed off the edge. As a result of Moldorm's thick impenetrable skin, there is only one weak point on his body that can take damage: his tail.

As Moldorm wiggles and writhes across the floor, you must do your best to situate yourself behind him in order to strike his tail. This is no easy task, as Moldorm never holds still, and rarely travels in a straight line. He prefers to turn frequently, and his motion is hard to predict. Initially Moldorm's pattern is somewhat random, but after a few hits he'll start to come after you directly and try to push you off the battle area. Naturally, if you want to get through this fight fairly quickly, the biggest thing you'll want to avoid is getting pushed over the edge and down to the floor below. You will be able to return if that happens, but Moldorm will return to his full strength if you leave the room.

Agahnim

 * Japanese name: Priest Agahnim
 * Location: Hyrule Castle Tower
 * Description: A large wizard with green and purple robes, with the powers of fire, ice, and lightning at his disposal.

It's you and Agahnim in a fight to the finish. Agahnim teleports around the room, casting one spell before teleporting to some other location. At first, the fight may seem a little one-sided; Agahnim's powerful magics protect him from physical harm. Even the Master Sword does not appear to touch him. Agahnim has a few different spells that he likes to employ against you, based on fire, ice, and lightning. His fire spell is a giant fireball that he sends in your direction. The ice spell is composed of six small ice crystals. And his lightning spell is a devastating attack of lightning arcs. However, in order to cast it, he must always move to the top of the room, and will always face the door below. This is your clue to get out of the way and move to the side of the screen. With all the ways that Agahnim has to hurt you, and your inability to touch him, there's only one way to defeat him: turns his spells against him. You have been told all along of the Master Sword's ability to reflect evil magic. That's not just a metaphor, it can literally do just that. The best time to use it is against Agahnim's fireball spell. When he sends one your way, swing your sword at just the right moment, and send the blast back at him. You can't return his lightning spell, and your sword causes the ice spell to scatter, so stay focused and alert when he casts a fireball spell at you. He will always turn to face you as he does. Hit him with a number of fireball blasts, and he will be forced to stop. He will not allow you to defeat him. With the little energy that he has remaining, he will curse you to the dark dimension. You can also reflect his attacks with the bug net.

Helmasaur King

 * Japanese name: Jeekrock
 * Location: Dark Palace
 * Description: A giant red beast with a blue armored mask and huge flailing tail.

This gargantuan version of the little Helmasaurs won't be taken down quite as easily. In addition to the damage that he can inflict upon you with his claws and face, he has a massive tail that he can swing and extend in front of him in order to strike his opponents. You must watch his position and his tail if you want to avoid taking damage. He can also spit deadly fireballs at you that break apart and scatter.

He enters brief periods of immobility, giving you ample opportunity to attack. But how will you manage to damage him with the thick, skull-like helmet protecting his forehead? With the Hammer! You'll need to chip away at that mask piece by piece. As you do, he will continue to attack, especially with his tail. He will swing the tail back and forth just before he is about to attack.

If you have plenty of health, then focus on hitting his head. If you are running low, play a little more cautiously with hit and run tactics. Eventually, his mask will completely break apart, revealing his weak point, the green crystal in his forehead. A few well placed slashes to the crystal with your sword will do King Helmasaur in completely. His mask can also be broken using bombs.

Arrghus

 * Japanese name: Wahto
 * Location: Swamp Palace
 * Description: A giant floating red jellyfish like creature with a large eye and numerous orange creatures covering its body.

With the Hookshot equipped, you must fire it up at the mass, plucking one ball at a time off of Arrghus' body. When each ball is pulled, begin to attack it with your sword. After a few hits, it will be destroyed. If, for some reason, you do not completely destroy it in time, the ball will float back to Arrghus, and you will have to pluck it off again in order to continue attacking it. Keep this strategy up until every single ball that floats around Arrghus is destroyed. Once the last ball is defeated, Arrghus is revealed as a red eyeball with tentacles. Arrghus likes to jump up in the air and try to slam down on you. After he lands, he bounces around the room in an effort to collide with you. Slashing his eye with you sword causes him to stop, jump up in the air, and repeat the process. Continue to hit him with your sword until his life is depleted.

Mothula

 * Japanese name: Gamos
 * Location: Skull Woods
 * Description: A giant oversized moth that fires three beams from its mouth.

Mothula is vulnerable to your sword, hammer and Fire Rod (remember that it drains your magic when used). The big problem is, it's immune to the spikes that line up its room, which has two consequences on the original SNES version (corrected in the GBA remake): In addition to its immunity, Mothula has a lot of health, so you may run out of magic using the Fire Rod and will have to revert to using your sword at close range (or hammer at even closer range). What makes matters worse is the room itself isn't static: It's difficult to attack Mothula and focus on the spikes at the same time. Stay persistent, and bring health and magic restoring potions if you are having a difficult time with this fight.
 * Because the spikes and golden sword do the same "kind" of damage to monsters, immunity to spikes means immunity to the golden sword: it does no damage to Mothula (but "pokes" with the golden sword deal tempered sword damage).
 * And because knocking an enemy into spikes replaces the sword damage with the spikes damage, any hit whose knockback sends Mothula into spikes is negated. Both sword slashes and fire rod hits have knockback, so you'll have to time your shots carefully to avoid wasting magic!
 * The floor moves constantly in random directions.
 * The spike traps all around the outside of the room randomly slide from one side of the room to the other. You are warned of their eventual move by the shaking they do just before.

Blind the Thief

 * Japanese name: Blind
 * Location: Gargoyle's Domain
 * Description: A floating monster with a red body and a white robe that hovers over the floor. Disconnected heads will fly around the room.

This is a difficult fight as it's hard to dodge most of the attacks. Bringing fairies in bottles is a wise strategy. Blind moves left and right along the top and bottom of the room. His head is his weak point. He will either fire a laser at you, or shoot off small fireballs. When you hit him in the head enough times, he falls down while his head roams free of his body. His head will fly around the room independently and shoot fireballs at you, and there's little you can do about it. Meanwhile, a new head will grow in the old one's place, and the battle will resume. Strike the new head until that one is knocked off his body. One final head will take its place while you avoid the attacks of the previous two. Strike that head enough times until Blind is finally defeated.

Kholdstare

 * Japanese name: Shyuu Eyes
 * Location: Ice Palace
 * Description: A pink puffy eye ball trapped beneath a block of ice. When it is finally freed from the ice, it turns out to be three eye balls.

At first, Kholdstare appears pretty harmless, being stuck in a giant block of ice. Naturally, you can use blasts from the Fire Rod to thaw the ice and release him so that you can ultimately kill him. However, once he breaks free of the ice, you'll soon discover that he is not one enemy, but rather three. And they will each split up and begin to bounce around the room and attack you. While they do this, blocks of ice will drop from the ceiling and shatter into four pieces. Do your best to avoid them while you focus your attack on one Kholdstare at a time. Rely most on your sword for quick successive strikes, but a few blasts from your Fire Rod (if you have magic left) can speed up the process of defeating each one.

Vitreous

 * Japanese name: Geldohga
 * Location: Misery Maze
 * Description: A large eyeball surrounded by a green ooze and several small eyeballs.

Vitreous' core is a giant eyeball, but he sends several small eyeballs to attack you. You can destroy them simply by swinging your sword at them, as they won't put up much of a fight. As you begin to destroy the smaller eyeballs, fewer eyeballs remain to weigh the core down. As a result, he will sometimes rise out of the ooze he rests in to fire a giant lightning bolt attack at you. Once all of the small eyeballs have been defeated, Vitreous will have no other choice than to attack you directly with the core eyeball. It will bounce towards you. Keep swinging your sword non-stop, as it is really the only way to defend yourself, and Vitreous will eventually die.

Trinexx

 * Japanese name: Degu Rock
 * Location: Turtle Rock
 * Description: Initially, a giant rock with one large central gray head, and two surrounding red and blue heads. Once the side heads are defeated, it slims down to one large gray snake-like creature.

This fight is going to require a substantial amount of magic. While it's possible to win the fight with one full magic meter, it's wise to bring at least one green or blue potion to the fight with you in case you run out. Trinexx, as his name suggests, possesses three necks. The two lesser necks on the sides are red and blue. The red neck attacks with searing flames, while the blue neck attacks with blasts of ice that freeze the floor. The center neck physically attacks you, so you must always keep your eye on it will you focus on the outer two. Since the outer necks deal in heat and cold, they are susceptible to attacks of the opposite variety. Therefore, train your Ice Rod on the red head, and your Fire Rod on the blue head. You can simply shoot at the heads with just the rods, or you can hit them once to freeze them and get in close with your sword. They can be taken out in any order, although you may find the blue head to be a bit more of a nuisance. Once both heads are destroyed, the outer shell of the center head explodes, leaving behind the center head at the end of a long snaking body. The body will slither throughout the room at a rapid pace, and this dungeon boss does a substantial amount of damage to you if he hits you. Do your best to stay out of its way, and observe the flashing point in the center of its body. You must strike this point with your sword. Strike it enough times to defeat it, and Trinexx.

Agahnim 2nd fight

 * Japanese name: Priest Agahnim
 * Location: Ganon's Tower
 * Description: A large wizard with green and purple robes, with the powers of fire, ice, and lightning at his disposal.

Even though you fought him far earlier in the tower of Castle Hyrule, you never truly defeated him. And he intends not to lose to you twice. This time, in exchange for his lightning magic, he will invoke a duplication spell that sends two clones of himself around the room. All three images of him will attack you at once, although the solid image is the only one that's vulnerable. Keep your eye on the solid image, and be sure to swing at every large fireball that he or the clones send your way. They must reflect and strike the solid image to do damage. Be careful not to strike the ice attack that splits into six pieces. Continue to reflect Agahnim's spells back at him until he sustains too much damage and the battle ends.

Ganon

 * Japanese name: Ganon
 * Location: Pyramid of Power
 * Description: The formidable King of Evil. He holds incredible dark powers, and can only be slain by weapons of justice.

Ganon first attacks by throwing his Trident and then he attacks with his Blazing Bats. In these parts of the fight he can be damaged normally with the sword. Next he will teleport around and release a circling fire bat. He doesn't take damage during this part but you must hit him four times in order to reach the next stage of the fight. After each hit, Ganon will jump up and come smashing down, causing the edges of the floor to break away. Stay toward the middle and be careful not to fall off the edge of the floor. In the last part of the fight, Ganon will douse the lights in the room and make himself invulnerable. You must ignite both of the lanterns at the bottom of the room with the Lamp or Fire Rod to break through Ganon's secret technique of Darkness. When he appears, strike him with the sword. He will turn blue and freeze for a second. When you see Ganon turn blue, immediately fire Silver Arrows at him. Repeat this process until four Silver Arrows have struck him, and Ganon will be destroyed. If you have not acquired the Silver Arrows, it is still possible to damage Ganon in his final form but it is much more difficult. You must first light the torches as you would normally, then hit him with the sword at the exact moment he is teleporting.


text: The Legend of Zelda: A Link to the Past/Characters


text: The Legend of Zelda: A Link to the Past/Cheats


text:
The Legend of Zelda: A Link to the Past/Chris Houlihan Room

Before the game's release, Nintendo Power ran a competition, with the grand prize winner having their name in a secret room in the game, a room so secret that few would find it. The winner's name was Chris Houlihan.

The room itself is nothing special. It contains 45 blue Rupees (that's 225 Rupees!) and a telepathic tile that says, "My name is Chris Houlihan. This is my top secret room. Keep it between us, OK?" When you exit the room, you appear in front of Link's house.

Over time a variety of methods emerged for entering the Chris Houlihan Room; most centered around quickly dashing from a saved point to the secret bush entrance outside Hyrule Castle. These methods did not always work, but it was unclear why. Finally, after carefully studying the game code and observing why the room was loaded sometimes, some players found a way to enter the room consistently. It seems that it has to do with Link's location on screen when he changes screens using the Pegasus Boots.

Most methods of reaching this room center around starting from some point (mainly the Sanctuary or Kakariko Village) and then using the Pegasus Boots to reach the secret passage outside the castle. It is commonly held that Link has to get there as quickly as possible, ideally without being delayed by enemies and walls along the way; in fact, speed has nothing to do with it. The only thing that matters is Link's position when he does the last screen transition to the south. To be able to enter the room, you have to not only be dashing when this transition occurs but also be on one of the two lowermost pixels of the screen. Dashing with the boots moves you 4 pixels each frame; if you start dashing from a random position, there's only a 1/2 chance of crossing the threshold correctly. Because of this even the most common methods are not totally reliable, but this has been thought to be because the player was not fast enough.

Accessing the Chris Houlihan Room

 * Note that this will not work on the Game Boy Advance version!

For this method, all you need are the Pegasus Boots and at least one Bomb. Because this method only requires correct positioning, rather than the speed previously believed in, it does not matter how much time you take, or where you go on these screens. The only places you can go that will cause the trick to not work are going off the route described above or, after gaining proper access to the Dark World, walking through the gate into the castle.
 * 1) Start from the Sanctuary.
 * 2) Exit the Sanctuary, and go one screen West.
 * 3) Now go to the bottom of the screen (the path that leads to the small forest west of the castle) but don't change screens.
 * 4) When you're close to the lower border of the screen, face up and drop a Bomb.
 * 5) The Bomb blast should send you South but you won't change screens (see screenshot), and if you were close enough to the lower border, you'll be standing on the lowermost possible pixel (or maybe one above this, but it's not a problem). If you aren't this close to the bottom, use further bombs to push Link closer to the edge.
 * 6) Once you are at the very edge, start charging a dash with the Boots (while still facing up), and, while charging, press the Down button to turn around and face down (this is to turn around without moving, which would result in screen changing and thus make this method fail).
 * 7) Keep charging until the dash starts and takes you to the next screen (to the south).
 * 8) From this screen, go to the east (towards Hyrule Castle) and change screen one last time.
 * 9) When you enter the Hyrule Castle screen make your way to the secret passage hole (that's on the east side of the screen).
 * 10) Cut the bush, and jump in the hole from the south side. Entering from other sides will not work.
 * 11) If done correctly, you'll appear in the room.

History and version differences
What causes the game to load the Chris Houlihan's room is not yet entirely understood. It is believed that the room was intended as a failsafe; if there is a fatal error when the player changes rooms, the game dumps Link into the secret room. Most often it occurs when Link falls down into a hole leading to another area; it is known to be possible from the secret passage hole next to Hyrule Castle, the faery hole that's east of the cemetery, and the hole on top of the Pyramid of Power (where the final battle takes place). There are possibly other ways to enter the Chris Houlihan Room, but they are rare and do not work with any degree of accuracy.

Because the contest was held by Nintendo of America, Chris Houlihan's name only appears in the US version of the game. However, the room does exist (and can be accessed in the same way) on all SNES versions of the game (including the Wii Virtual Console's emulated versions). In all non-American versions, the telepathic tile simply says that it is a secret room. In the GBA port of the game, the previously known ways of entering the room don't work and no-one has yet managed to enter it without cheating, even though the room does exist (as can be seen by either cheating or using glitches). The telepathic tile has been removed completely in the GBA port.


text: The Legend of Zelda: A Link to the Past/Controls


text:
The Legend of Zelda: A Link to the Past/Dark Palace

'The palace in this region was said to have been the residence of the King of the Golden Land. After Ganon took over, the Hylian King moved out and the Helmasaur King moved in. With no upkeep, the garden maze has become overgrown and the halls of the palace have deteriorated.'

Points of interest
The area near the Dark Palace features many points of interest. In the north is a circle of rocks home to a grumpy fish who likes his privacy. On the river shore is an opening where adventurers grapple across the water. There are also two caves, inhabited by a storyteller and a Faerie respectively.

Rock Circle
There is a curious rock circle surrounding calm waters in the river that flow north of the Dark Palace. A sign on the land near this formation reads "Curses to anyone who throws something into my circle of stones." If you are curious, throw the sign into the rock circle; a troubled fish will appear from below and give you the Quake Medallion, asking to be left in peace.

Item Shop
The shop to the north of the Dark Palace shares the same space with a Magic Shop in the Light World. While the Magic Shop offers three different kinds of Magic Potions, this shop sells only one kind of Potion plus a small Shield and clusters of Bombs. The Potion and Bombs are more expensive than those same items at specialty shops and the Shield is of inferior quality. Several shops of this kind, all offering the same inferior wares for the same inflated price, are scattered throughout the Dark World.

Storytellers
Two hermit-like storytellers inhabit the area surrounding the Dark Palace. One of them lives in a structure near the palace. He warns visitors of Ganon's power and explains the legend of the Triforce. Another hermit, hiding in a cave south of the palace, tells a story about the circle of rocks in the north.

Faerie Fountain
A friendly Faerie offers visitors a chance to rejuvenate in a cave just south of the Dark Palace garden. It is a saving grace for many warriors who are wounded on their way through the palace grounds. With their energy restored to normal, these brave adventurers can continue their journey across the land.

Dark Palace Grounds
The overgrown garden maze of the Dark Palace befuddles many explorers who attempt in vain to reach the palace entrance. Those who make their way through the foliage say that the trick is to look for openings in the thorn bushes and to try various paths. A monkey named KiKi is said to live in a particularly thick section of brush. Adventurers who make friends with KiKi and give him the Rupees that he asks for are helped when they attempt to enter the palace. KiKi is a very shy monkey who runs when he senses danger.

The struggle to reach the Dark Palace
The Dark Palace, your first goal in the Dark World, is surrounded by a baffling maze of thorny bushes. Foremost you will need 110 rupees in total to gain entrance into the Dark Palace. The first part is easy; just follow the arrows. After that, it gets tricky. Look for small holes in the canopy of thorns that indicate a path. In the large central maze, enter from the top, and go down, left, down, right, up, and right. The monkey will guide you to the final stage for a price. The only way to open the Dark Palace entrance is to flip the switch on the roof.

Inside the Dark Palace
The passages inside the Dark Palace can confuse explorers even more than the maze on the grounds. Many adventurers get confused by the switches which open doors and move blocks up and down. In a room on the first floor, there is a Crystal Switch which can only be triggered by an Arrow, the Master Sword's beam, a Boomerang, or a Bomb. In another room, there is a door which stays open only when there is constant pressure on a switch on the floor. By moving a statue, explorers are able to venture into the next room.

Floor 1
This room looks somewhat like the entrance to the Eastern Palace. It has one central entrance and two side passages. Upon your first visit to the Dark Palace, you will want to take the left passage. Stand on the tile on the left side of the room and pass through the open door. You will revisit this room a few more times. The next time you will go right, and the next time, through the center.
 * 1A

This room is a continuation of the last room. When you enter the left chamber, watch out for the helmeted enemy known as a Helmasaur (it can be defeated with your sword), and go down the stairwell behind it, to room 2A. The next time through, you will repeat the same action in the right chamber in order to reach room 2B. Finally, when you run through the center, you should be equipped with two keys, so open the locked center door.
 * 1B

In this room, you will see two blue electric Baris, and two new turtle-like enemies known as Pometts. You won't yet have any item which will cause any damage to the Pometts so avoid them for the time being. Head over to the left bridge. Notice the weak spot along the center, and drop a bomb on it to create a hole (which will magically fill up when you return to the room.) Drop down into the hole to reach the higher platform in room 2C. You will revisit this room after you have collected the Big Key. Next time, walk over to the right bridge. Of the two blocks that bar your way, you can push the lower one right into the pit. Walk past the remaining block to the door above and enter room 1D.
 * 1C

If you're following this walkthrough, you will enter this room for the first time from the lower right door. Walk up to the treasure chest there and collect the Small Key. From there, you may follow the arrow and jump off the platform to the ledge below. Climb up the stairs, and follow the platform to the left, taking care not the let the blue Pon that occupies the path push you off. Approach the locked door and open it to reach room 1E. When you return to this room through the door from 1H, you will want to jump from the down arrow tile in the center of the top ledge to the platform below. Toss a Boomerang or shoot an arrow at the Crystal Switch in the alcove below to drop the blue blocks, and proceed through the door on the right to the lower portion of room 1J.
 * 1D

To complete this room, you must think fast. Pick up the skulls that lie in front of you and throw one of them at the Helmasaur. Then, immediately begin to dash up the narrow bridge through the middle of the room. When you step foot on it, it will start to break apart behind you. As long as you are dashing, you are safe. When you make it to the other side, there is another Helmasaur and two skulls to contend with. If you dashed over, you should have plenty of time to remove the skulls and make it to the safe part of the ledge in the back before the bridge crumbles completely. Unlock the door to the left and proceed inside to room 1F.
 * 1E

This room is dark, and there are no torches that you can use to light up the room. The room is occupied by four green fire breathing Kodondos. Kill them as the opportunity presents itself, but don't go too far out of your way in this small maze. There is a chest of bombs in the upper left corner of the room, but far more valuable is the Small Key in the lower right. After you have collected it, follow the corridor back to the left, go up a little and return to the right. Follow this path until it dead-ends along the right wall. Place a bomb here and stand back. The bomb will explode and form a hole in the wall through which you can travel to reach the large treasure chest in room 1E. Open it to obtain your first Dark World treasure: The Magic Hammer. Now you must return to 1F and make your way completely back out of the room and through the door through you entered. Cross the way through room 1E and enter through the door on the right to room 1G.
 * 1F

You will now be faced with four Pometts. By now you should be equipped with the Hammer; the one weapon you need to make them vulnerable to your attack. When you pound the Pometts with your Hammer, or even the ground immediately around them, they will be knocked off their feet and flipped onto their backs, exposing the weaker portion of their bodies that can be hit with the sword. Pometts are determined to stay alive, however, and will flip back on their feet if you don't attack them quickly enough, or if you happen to hit the ground nearby with the hammer again. Your main focus is the treasure chest in the middle which contains a Compass. After you have collected it, pass through either stairwell at the top of the room which leads to room 3E. When you return to the room with a new Small Key, use it to open the door below to room 1H.
 * 1G

At first glance, it appears that you must attempt to pass between all of the spike traps to safely make it through this room. While the treasure chest on the left side of the room only contains a single blue Rupee, it serves as enough of an indication that there's another way through the room. If you remove the left skull and walk around to the treasure chest, you can push the left statue from the left side over to right, blocking the spike trap in and allowing you safe passage to the door below. You will return to room 1D.
 * 1H

When you arrive from room 2G, you will be at the bottom of the room. Three red Baris will be floating around a treasure chest. Open the chest when it's safe and obtain the Map. When you're done, you will notice that the left and right walls are weak. Bomb or dash both of them. The hole to the right leads to a fairy pond in room 1K. When you pass though the left hole, you will be on an isolated platform in the lower right corner of room 1D, where you can obtain a Small Key. At this time, you should use the Magic Mirror again to return to room 1A and take the center pathway. When you return to the lower portion of this room from 1D, you will notice four statues and six skulls, three on either side of the door at the top. Underneath the skull in the upper right corner is a pressure plate that will open the door above, but only as long as some weight is applied to it. You can't stand on the plate and run through the door at the same time, so you'll need to find a substitute. Luckily, the upper right statue is not rooted to the ground. It can be pulled and pushed into position so that it is resting on the plate, allowing you to pass through the door and on to room 1L.
 * 1J

In this room, you can take a small reprieve at a fairy pond. You will want to regain any lost health, or restock any empty bottles that you have with fairies, courtesy of your Bug-Catching Net.
 * 1K

There are three Goriyas positioned around the room, two green and one red. You've seen them earlier, and they are no different now. While the two green Goriyas can be taken out with your sword, the red one is only vulnerable to arrows. The two skulls in the middle of the room contain a resupply of arrows if you happen to be running low. Defeat the Goriyas, and the door to room 1M will open.
 * 1L

This room appears to be a dead end, but a little investigation will prove otherwise. The spike trap will bounce back and forth along the bottom. At this point, the Crystal Switch is most likely blue, so you'll need to hit it and change it to orange so that the orange blocks to the right will drop. Once it's changed, explore the right side of the room. All that will be there to greet you is a lone green cyclopean statue. It may not be obvious, but the statue is the key to advancing through the dungeon. After a little experimentation, you may discover that a single arrow through the eye is enough to trigger a reaction in the room that causes the right wall to slide over, revealing a staircase down to another portion of the basement. Follow it down to room 3A.
 * 1M

Basement 1A
When you arrive in this room, two statues will be shooting fireballs at you. Do your best to avoid them. There is a switch hidden underneath one of the skulls. Find it and step on it to make a treasure chest appear. Run over to open it and find the first Small Key out of many found in this Palace. When you are finished, you need to return to room 1A and pass through the right door, so use your Magic Mirror.
 * 2A

This room is occupied by two torches and a Bubble. There are three warp tiles on the floor, one that transports you away, and two that arrive in this room. Stand on the active warp tile to be whisked away to room 2D.
 * 2B

If you arrived from this room using the hole you created in the left bridge of room 1C, then you will be on the higher ledge. As long as you have a key, ignore the rest of the room and run up to the locked door that is only accessible from this ledge. Unlock it and climb the stairs up to the center of 1C, where you will find a treasure chest which contains the Big Key. Once you collect it, fall off the right side of the ledge and back down into room 2C. In the remaining portion of the room, you will see a warp tile surrounded by four skulls and a single skull at the end of a dividing wall. Look underneath the single skull to reveal a switch. Stand on the switch to reveal a treasure chest. The chest contains a Small Key but as you approach to open it, four floating skull Stalfos will fall from the ceiling to attack. You can fight them and make your way to the warp tile which takes you to room 2B and you can climb the stairs up to room 1B, or you can simply use the Magic Mirror to warp back to room 1A. Either way, make your way back to room 1C.
 * 2C

You may first arrive here after teleporting over from room 2B. There are two bubbles, an arrival warp tile and an active warp tile surrounded by a set of blocks. The active warp tile in the center takes you back to room 2B. You must push the block beneath the warp tile to the side to reach it. There is also a telepathy stone that allows you to contact Zelda. You will notice that the wall to the south is damaged. Bomb or Dash Bash it to open a hole in the wall and pass through it to room 2E.
 * 2D

This fairly straight forward room introduces the Bari enemies. Baris hover in the air, and are generally safe to attack except for when they emit electricity. They do this periodically, and if you swing your sword when they are electrified, you will be damaged instead of them. When you reach the left side of the room, both parts of the north wall will looked damaged. In addition, so will the floor on the left. If you place a bomb here, you can discover which part of the wall is weaker, but you may also create a hole in the ground. It's safe to dash bash this wall as well. Proceed north to room 2F.
 * 2E

Meet the Goriyas. These Goriyas play mind games. They only move when you move and like to move in the opposite direction from you. The red Goriya will move in the opposite direction from you both vertically and horizontally. The green Goriyas will move in the opposite direction from you vertically only. The two green Goriyas are pretty easy to take down, but the red one can only be defeated with arrows. If you line up facing him, he will spit a ball of fire at you. The best method of attack is to fire just to the side of the red Goriya, and move in the opposite direction, causing the red Goriya to walk into the attack.
 * 2F

Another method involves standing at opposite corners facing the Goriya. Charge a spin attack and walk in towards the Goriya with the charge held up. The Goriya will not turn towards you, so you can line it up for a volley of arrows.

The door to room 2G above will open when they are all defeated.

From the bottom of the room, you must make your way along the conveyor belt to the stairs up above. Along the way, you must avoid the spike traps that slide back and forth as well as two floating blue Baris, and one stronger red Bari. Avoid their electrical attacks as you attack them. Don't get so caught up in combat that the conveyor belt pulls you into a spike trap. Climb the staircase at the top of the room and you will arrive at room 1J.
 * 2G

Basement 1B
When you arrive, the room will be dark. Your lamp will provide enough light to see your immediate surroundings. You will be blocked in by a set of bobbing tiles. The trick to these tiles is to use the Magic Hammer on them and bash them down, creating an opening for you to pass through. As long as you've got that Hammer handy, you might as well destroy the Pometts that are lying in wait for you. You need to reach the left door, but the fence blocks present a problem. Even when the orange block are down, the blue blocks are up. In order to get through this conundrum, stand between the two columns, and fire an arrow, or the Boomerang at the Crystal Switch on the right to switch the fence while you are beyond the orange blocks. Now you can unlock the left door and proceed to room 3B.
 * 3A

This tiny room only serves as passage between 3A and 3C. It is also the home to one lone Pomett which you can choose to deal with or avoid. Make your way south.
 * 3B

Another dark room, this one is filled with six Pometts. You can light the two torches to make seeing a little easier, but your goal is to flip and defeat all six Pometts in the room. While the Hammer does this job well, you can get lucky sometimes by placing a bomb in a room packed with so many enemies and take out a good portion of them. Once the Pometts are defeated, pass through the unlocked door to the right to room 3D.
 * 3C

By lighting a torch or two in this room, it will become apparent that the warp tile in the center of the room is surrounded by blocks. That shouldn't pose any particular problem for you, as a little experimentation will show that the block up and to the right of the tile can be pushed aside, granting you access to the tile, which will warp you to the previously inaccessible center portion of room 3E.
 * 3D

You will first visit this room from room 1G. The outer portion of the room is shaped like a U with loads of blue Rupees just laying around waiting for you to collect them. The room is also dark, but a torch next to either staircase can be lit to make passage easier. Two Bubbles patrol either side of the room, so watch their pattern of motion to avoid them. Two treasure chests lie in the lower portion of the room. While the left one contains a set of arrows, the right one contains a Small Key. Be sure to collect it. You can swoop down one side of the U and back up the other to return to room 1G. When you warp to the room from room 3D, the narrow passage which leads to the dungeon's boss is blocked by two pairs of Pometts. Defeat each one and make your way to the last door at the top.
 * 3E

Boss: Helmasaur King
This gargantuan version of the little Helmasaurs that populated the rest of the Dark Palace won't be taken down quite as easily. In addition to the damage that he can inflict upon you with his claws and face, he has a massive tail that he can swing and extend in front of him in order to strike his opponents. You must watch his position and his tail. He can also spit deadly fireballs at you that break apart and scatter. He enters brief periods of immobility, giving you ample opportunity to attack. But how will you manage to damage him with the thick, skull-like helmet protecting his forehead? With the Hammer! You'll need to chip away at that mask piece by piece. As you do, he will continue to attack, especially with his tail. He will swing the tail back and forth just before he is about to attack. If you have plenty of health, then focus on hitting his head. If you are running low, play a little more cautiously with hit-and-run tactics. If you figure out the Helmasaur's movement pattern, you can also use Bombs. Eventually, his mask will completely break apart, revealing his weak point: the green crystal in his forehead. A few well placed slashes to the crystal with your sword will do King Helmasaur in completely. If your aim is true, you can also try your luck with the bow at a relatively close range—a quick volley of arrows can be devastating. He will leave behind a Heart Container. Once you collect it, the very first Crystal Maiden will appear for you to collect and learn from.

The remaining six crystals
The maiden that you free from the Dark Palace tells you about how Ganon perverted the once beautiful Golden Land into the twisted place that it has become, and of his plans to do the same to the Light World. She also tells you how the seven maidens can work together to break the barrier around Ganon's hiding place. And so she informs you of the positions of the remaining maidens, and marks them on your map for you. According to her information, the next maiden for you to rescue lies somewhere in the Swamp Palace.


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The Legend of Zelda: A Link to the Past/Dark World

Once known as the Golden Land, this mysterious region was transformed into a world of darkness by Ganon when he captured the Triforce and turned its power to evil. In the Imprisoning War, Ganon's attempt to conquer the Light World was foiled. Ganon was sealed inside the Dark World, but his shadow was never completely lifted from Hyrule. The time has come for one hero to enter the dark domain and confront the menace once and for all.

 * Pyramid of Power: This structure was built to honor the King of the Golden Land. Legends say that Ganon stole the Triforce from a chamber near the top.
 * Dark Palace: The design of this building suggests that it housed the Golden Land royalty. It became home to the Helmasaur King.
 * Swamp Palace: The unusual indoor canals in this building were constructed to wash away unfriendly visitors.
 * Skull Woods: The huge Skulls in this dark forest serve as entrances to an underground labyrinth.
 * Village of Outcasts: Ganon's power turned this once thriving village into a rundown town full of animal-like thieves.
 * Ice Lake: Ganon's power changed the warm area around the Golden Land into a lake of ice and snow.
 * Misery Mire: Hylian lore says that only those who could control the wind and the rain could enter the dungeon underneath this marsh.
 * Death Mountain: It is said that Ganon first made his way to the Golden Land through a passage on this mysterious peak.


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The Legend of Zelda: A Link to the Past/Dark World Enemies

Table key

 * HP: Hit Points
 * #: Damage (amount of hit points removed)
 * KO: Knock Out (one-hit kill)
 * STN: Stun (temporarily immobilize)
 * BRN: Burn (incremental fire damage)
 * FRZ: Freeze (permanently immobilize)
 * SLM: Slime (transform into a Slime Monster)
 * Shirts: The amount of hearts Link will lose if attacked, based upon which color Mail he is wearing.

Creepy
Despite being the weaker of the two, defensively, the green Creepy is slightly more dangerous, due to its ability to spit rocks at Link. The blue Creepy can take more damage, but it must touch you in order to attack.

Snapdragon
They do not actively chase the player, but will deal quite a lot of damage on contact.

Hue
The Hue is like the Poe, But the Hue hides in Village Of Outcasts in the Dark World.

Kuu
Similar to the Zoras in the Light World, the Kuu occupy the brackish waters of the Dark World

Kyune
The Kyune are the Crowls of the Dark World.

Like Like
Like Likes hang out in the Skull Woods of the Dark World. They have a fondness for metal, and will eat your blue or red shield if you let them get too close, and you will have to purchase another shield to replace the one that you lost. They cannot eat the Mirror Shield, it is too big for their mouth.

Lynel
Ganon bestowed these half man, half lion guardians of the Dark World's Death Mountain with inhuman strength. You can only hope to harm these creatures with the strongest weapons available in Hyrule.

Moblin
Moblins are really weak. All they have is a spear, And may hit you. Nothing much to a Moblin.

Pikku
Pikkus are transformed Thieves from the Light World. They are no longer human, but they retain they ability to avoid harm, and steal from you by colliding with you and making you drop supplies.

Stal
Attempting to pick up certain skulls from the ground can cause them to awaken and attack as Stals.

Swamola
Swamolas are like mini lonmolas. They can be only found where Misery Mire is. They have an O.K Defence, Also.

Bari
Bari hover in the air utilizing a special form of electromagnetic repulsion. Occasionally they build up an abundance of electricity and they must release it. If you strike during this time, you will get shocked and take damage instead of hurting them. Red Bari split apart into two smaller Bari which possess the same ability to shock. The Hookshot is a great weapon to use against the Bari since it doesn't conduct electricity and will one-shot the Blue Bari. The Red Bari will split and then the two smaller Bari can be dispatched.

Gibdo (mummy)
These enemies can usually be found in Skull Woods and can take a lot of hits from the Sword. They are generally weak against any fire. The Fire Rod can be obtained here for that particular reason.

Giibo
Giibos are strange floating creatures that have a central corporal body surrounded by a magical barrier. In order to move around, the body must move to a new location. Only when the body stops moving does the barrier follow. The Giibo is only vulnerable when its body exists outside of the barrier.

Goriya
The Goriya (known as Copy in Japan) are simple creatures who utilize a confusing behavior to attack their enemies. They mimic the movements of their opponent in the opposite direction. When you go left, they go right. If you move up, they move down. If you line up face to face with a Red Goriya, it will spit a fireball at you. The Green Goriyas are vulnerable to many typical attacks, but the Red Goriya can only be struck by arrows.

Helmasaur
The thick hard growth on their forehead makes them invulnerable to attacks from the front. You must hit them on the side or from behind to damage them.

Hoba
Hoba's are water striders floating around on the Surface in the many sewers of The Swamp Palace. They will always try to chase down on the player and will deal damage on contact.

Hokuboku
Hokubokus have a number of body segments stacks on top of one another, with the head on top. They like to bounce around in rooms. When you strike them, you knock a body segment off which will bounce around for a bit before disappearing. The segments can damage you if they bounce in to you. Eventually, you will be left with just the head, which you must defeat.

Nuranull
Nuranulls are a type of slug with the ability to produce explosive material. As they wander around a room, they leave bombs behind that will detonate on their own in time, or whenever you carelessly strike them with a weapon.

Pentagator
They slide across the room in great numbers.

Pomett
Pometts appear to be headless turtles; no matter which way they face, they always look the same. Their thick hard shell makes them impervious to sharp attacks. The only way to expose their soft under-belly is to pound the nearby ground with the Magic Hammer, which knocks them off their feet and on to their backs. Be careful, however. After a while, they get back up on their feet, and chase you even faster.

Pon
Pons have a thick rubbery shell on top of their heads. While they can be attacked normally, the impact with the shell will send Link flying backwards. Pons like to occupy floors with a lot of pits, where fighting them can lead to your falling off the edge. Pons are protected against many unconventional attacks, and Red Pons are especially strong.

Stalfos Knight
The magic that animates the great Stalfos Knights is a lot stronger than the usual Stalfos magic. By striking the knights, you can separate their bones, and only for a little while. Once the bones have fallen into a pile, you must find a way to prevent them from reconstructing back into a skeleton. Only a bomb has the power to destroy the bones beyond regeneration. As soon as the bones collapse, place a bomb near them so that it explodes before the bones have a chance to rise.

Tainon
Tainons are magical ice sculptures that only come to life when you get close enough to them. They leap out of the wall from which they are carved to attack you. Their one and only vulnerability is to heat.

Terubean
As an animated ball and chain, Terubeans are invulnerable to every form of attack. The only weapon that will have any effect on them is the Boomerang, which only stuns them momentarily.

Wallmaster
Wallmasters drop from the ceiling over your current location. If they manage to grab you, they will lift you back up to the ceiling, and you will be transported back to wherever you most recently entered a dungeon. They cannot damage you, and even if you kill one, they will continue to appear.

Wizzrobe
They fire magic beams at you and then they disappear after a few attacks. They soon reappear at the same location.

Zahzak
The red variety shoots fire balls.

Zol
They rise up out of the floor and attempt to attack you from behind.

Zoro
Zoros are small magical dust mites that live inside of dungeon walls. If you blast a hole in a wall, they may be startled and stream out of the hole in small groups.


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The Legend of Zelda: A Link to the Past/Death Mountain

'You first discover how to travel between the Dark and Light Worlds when you reach the summit of Death Mountain. There, you will come upon a mysterious tile that glimmers in the light. Step on it to discover its mysterious properties.'

The lonely tunnel
The sign outside the Mountain Tunnel (A) forbade travelers to pass unless they had permission from the King. Knowing that the King has been deposed by Agahnim, feel free to forge ahead, pull up the big stone that blocks the path and enter the tunnel.

The tunnel is dark, with only a small area for visibility. To go through the cave, turn east, take the south-east fork, followed by the small north path. You will then find an Old Man who needs help. After you escort him to a cave further up the mountain, he will give you the Magic Mirror. The Mirror is used for warping to the Light World from the Dark World or to the beginning of a dungeon.

Mountain caves
The caves, long thought to be refuge for early Hylians, have been taken over by mountain beasts. Many of them still hold treasures and tools left by the Hylians when they moved to lower ground. Some of the caves were single dwellings, but others are multi-leveled networks of rooms. You should also seek refuge and treasure in the caves during your long climb to the top of Death Mountain.

A tower of terror
Carefully make your way through the dark mountain tunnels towards the top of the mountain. Explore the many caves and ledges along the way, uncovering treasures and clues as you go. Boulders many times larger than you crash down from above. An odd formation of rocks at the top of the mountain, which looks like a pair of eyeglasses, is dubbed Spectacle Rock. It stands between the climber and the Tower of Hera, and it appears that there is no way to scale its sheer sides. When you finally climb to the high plateau near Spectacle Rock, you'll see the glimmering tile that transports you to a different, but strangely familiar, world. You will find yourself transformed as well.

Into the darkness
When you reach the top of Death Mountain, you will discover that there is no way to reach the Tower of Hera. You will find a circle of stones surrounding a Warp Tile to the dark dimension where you will be turned into a helpless rabbit. To the left of the place where you appear in the Dark World, you will find a patch of ground that mirrors the shape of Spectacle Rock. Use the Magic Mirror there to warp back to the Light World. When you arrive, you will be able to collect a Piece of Heart. By jumping off the north side of Spectacle Rock, you can now reach the Tower of Hera.

A Hylian Monolith
A bridge stretches from the west of the Tower of Hera to an island in the clouds. Cross the bridge after defeating a Tail Worm. You will find another Hylian Monolith that was erected by the Hylian people on a peak west of Spectacle Rock. Like the others, this Monolith is inscribed with a message in the old tongue, so only one who has the Book of Mudora can decipher it. By translating the message with the Book, it advises you to return when you have the Master Sword.

The mysterious Moon Pearl
Legends tell of a magic Moon Pearl that allows people to retain their human forms in the Dark World. There are many tales about the location of the pearl, and one of the most persistently retold is that it lies in a chest somewhere in the Tower of Hera. Sahasrahla will send you a telepathic message urging you to find the famous pearl.

Caves found in the crags
A portion of the bridge that leads to the eastern peak had long ago washed out, making it impossible for anyone to explore that area. You will eventually discover a way to cross the gaping hole in the bridge. When you reach the other side, you will discover another system of caves and tunnels.

More Dark World doors
While exploring the Death Mountain region, you will discover more tiles that you can use to travel back and forth between the Dark and Light Worlds. One is hidden under a rock, one is situated in plain sight (on the west side), and another appears only after you pound pegs into the ground.

Tower of Hera
The multi-leveled Tower of Hera is an intimidating structure that has many block barriers controlled by Crystal Switches. It also has Star Tiles that suddenly change the floor plans, sometimes creating pits that have claimed many intruders. You enter the tower in the 2nd floor. From the grand foyer, a stairway on the left leads down, another on the right leads up to the 3rd floor and beyond. The huge Moldorm, which is not fond of guests, occupies the entire 6th floor.

1st Floor
You do not start the Tower of Hera on the 1st floor. Instead, the entrance is found on the 2nd floor.

Your first visit to the 1st floor will take place in the lower-left hand room. Two Stalfos and a Tail Worm will be guarding a key. In order to get the key, you must hit the Crystal Switch and lower the orange blocks that surround it. But this will also free the Tail Worm in the process. Defeat all of the enemies, and collect the Small Key. Before you return to the second floor, remember to hit the switch back to blue, or you won't be able to move freely through the 2nd floor.

You will return here once you use the key you just collected to unlock the door near the map on the second floor. When you arrive, the tiles of the floor will begin to rise and attack you. You've dealt with this before, and this time is no different. If you stand in the doorway the tiles will not hit you. Simply wait until the tiles all finish then continue. You'll probably need to hit the crystal switch in the corner to lower the blue fence that blocks the door to the right.

Head through, and you'll encounter a room with three Tail Worms, two of which are located behind orange blocks. You can take them on at whatever rate you are comfortable, but you'll need to hit the orange Crystal Switch at some point to make the lower door accessible.

When you enter through, you will see two Stalfos, and four unlit torches. Destroying the Stalfos does nothing to change the room, but there is one other trick to try. If you recall, lighting all four torches was the key to completing the Desert Palace dungeon. That trick works here too. Quickly light all four torches to make a treasure chest appear. Open it up, and discover the Big Key inside. Now you have a choice. You may either return to the 2nd floor the way that you came, or take a little shortcut back to the entrance, courtesy of the Magic Mirror.

2nd Floor
This is the floor upon which you start. You will immediately notice an arrangement of raised blue blocks and lowered orange tiles, as well as a Crystal Ball at the entrance. Blue and orange Crystal Switches are found in several Hyrulean palaces, and the Tower of Hera is no exception. The beautiful switches are the key to raising and lowering the blue and orange Switch Fences that pop up in places. When you strike the Blue Crystal Switch, all of the blue Switch Fences fall and the orange ones rise; when you strike an orange switch, the orange Switch Fences fall and the blues ones rise.

Ultimately, you'd like to go up, but before you can do that, you must visit floor 1... twice. The door at the top, next to the Map is locked, so you must first take the stairs through the door on the left and grab a key.

When you return, You need to visit the top half of the room. There is a Tail Worm and two small fire-breathing Kodondos trapped behind barriers. You can defeat them if you'd rather not have to deal with their fire breath. When it's safe, unlock the door at the top and proceed back downstairs.

Finally, when you will return to the 2nd floor once more, you may climb the stairs through the door on the right, and complete the remainder of the Tower.

3rd Floor
You will be introduced to two new things on the third floor: Pons and Star Switches. All of the enemies on Floor 3 are the deadly Pons. They have a thick rubbery hide that causes you to bounce backwards, even when you strike them with your sword. You can hurt them and dispose of them easily enough, but you must always take care to notice what lies directly behind you, because you are sure to hit it when you strike the Pons.

When you arrive on the third floor, you will encounter three Pons, three holes, and a Crystal Switch. The Crystal Switch does not directly affect anything in this room, but it does affect the next. Make sure to leave the Switch set to the orange color before you leave. Carefully destroy the three Pons in the room. It is always safest to keep your back to the wall when trying to fight them. If you happen to fall through the floor, you will land on the floor below, and may reattempt the room as long as you have at least one heart remaining. When you defeat the three Pons, the shutter door to the left will open.

In the next room, you will see three Pons, two holes, one blue and one orange block, and a Star Switch. Depending on the state of the Crystal Switch in the previous room, one of the blocks will be raised, and the other lowered. You may find that a hole is situated in front of the block that's lowered, and you may think that your only solution is to return to the previous room to give the Switch a whack. However, if you instead step on the Star Switch, you will discover that the holes move about the floor, and that it is now the raised block which has a hole in front of it, which will allow you to pass over the lowered block to the room above.

This next room can be difficult if you are unaccustomed to dealing with Star and Crystal Switches. If you left the Crystal Switch in the orange state, this room will be substantially easier. If not, return to the third floor entrance and change the Switch. Make sure that you step on a Star Switch so that there is no hole in front of the lowered block. When you reach the opposite side of the room, hit the Switch if your access to the door is blocked by the fence.

4th Floor
When you reach this floor, you will notice that you have a number of Tail Worms and Kodondos to deal with. Nothing is a tremendous threat, and the biggest obstacle to your crossing the floor are variously laid out jars of pottery, some of which may contain hearts. Proceed carefully down the right side of the room and to the center.

Once there, you can easily grab the Compass out of the small chest. You can also receive a message from Sahasrahla telling you to collect the Moon Pearl. Alas, the treasure chest that holds the magical item is blocked off by a hole in the floor. Even by playing with the Star Switches, all you accomplish is moving the floor holes closer or farther from the chest. No matter how you approach it, there does not appear to be any way to collect the treasure from this floor.

If you continue up to the fifth floor, you will discover many holes there, as well. By stepping on the Star Switch on the left, you can make a new hole appear above the Bumper in the middle of the room. Then, from the top side of the hole, jump down to the platform with the treasure chest and retrieve the Moon Pearl. With the Moon Pearl, you can retain your shape in the Dark World.

5th Floor
There are four regular blue Pons here and one even stronger red Pon to deal with, in addition to the usual holes. There is also a Star Switch situated precariously next to a rotating bar of fire. As if the Pons weren't bad enough to deal with, a few Bumpers are also placed on the floor for good measure. Before you race off to the sixth floor where Moldorm awaits, there are some aspects of the floor you may wish to investigate.

The floors in the Tower of Hera are riddled with holes, and people who fall into them disappear from sight and land elsewhere in the tower. Some even report falling several floors and finding Faeries in a room that was completely sealed off, and others deliberately jump into the pits to land in places that they could reach no other way. Stepping on Star Tiles changes the position of some pits.

If you drop through the top left hole in the floor, you will fall a long way down. When you finally land, you will find yourself in a Faerie pond room. Use the Faeries to restore your power, or fill your bottles, and take the Warp Tile back to the 5th floor. This will be a big help during the battle with Moldorm on the 6th floor.

Also helpful are the jars of pottery, all full of hearts. There is no excuse not to travel up to the sixth floor with anything less than full health. When you are ready, head upstairs to fight for the final pendant.

Boss: Moldorm
Moldorm appears to be a gigantic Tail Worm. In addition to his enormous size, he also has exceptional defense. He mindlessly wanders around his den, but he likes to keep it clean. Any invader on his floor is treated the same; brushed off the edge. As a result of Moldorm's thick impenetrable skin, there is only one weak point on his body that can take damage: his tail.

As Moldorm wiggles and writhes across the floor, you must do your best to situate yourself behind him in order to strike his tail. This is no easy task, as Moldorm never holds still, and rarely travels in a straight line. He prefers to turn frequently, and his motion is hard to predict. Naturally, if you want to get through this fight fairly quickly, the biggest thing you'll want to avoid is getting pushed over the edge and down to the floor below. You will be able to return if that happens, but Moldorm will return to his full strength if you leave the room.

One effective way is to wait by the edge facing inward and wait for Moldorm to charge straight for you. This is the only time he straightens himself. Use the pegasus boots to dash quickly, and you will go through Moldorm without getting knocked aside and pierce through his tail. Be sure to stop before you charge off the edge of the stage and face inward again. Doing this horizontally seems to be more comfortable than vertically.

Another effective strategy is to charge your spin attack and approach while holding B. As long as you are moving towards him, and are facing him with your sword, he will be unable to harm you. You will keep your charge if you strike the head, and you won't fall from those rebounds as long as you are moving away from the edge. This allows you to safely move towards the tail. Once you do strike the tail, back off, and charge your spin attack again.

Once you manage to land six blows to his tail, he will be destroyed, leaving behind a precious Heart Container. Once you collect it, the final pendant, the Pendant of Wisdom will drop from the ceiling.

One last step
Collect the pendant as reward for the difficult fight. When you do, Sahasrahla will contact you to congratulate you on the splendid accomplishment. With all three pendants in hand, access to the Master Sword may yet be yours. But to find it, you must return to the Lost Woods, where the sword slumbers.