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

'A narrow entrance leads from the Great Swamp west to the Desert of Mystery. Historians believe that the Desert was the home of the earliest Hylian people, who spoke a language long forgotten. Because you have the Book of Mudora, you will be able to read the script on the Hylian Monoliths that you find there.'

Points of interest
The desert is a barren region with inhabitants that were made harsh by the extreme heat. Geldmen slither out of the hot sand, and vultures feast on the remains of unfortunate travelers. One never knows what dangers the shifting sands hide, so it's wise to be on the alert at all times. Only the foolish enter the desert without proper provision.

The Hylian monolith
On a high bluff east of the desert stands a stone monolith. It is the source of much speculation because the people of the Light World can find no way to scale the bluff to inspect it more closely. Later on, when you are capable of traveling between the Light and Dark Worlds, you will be able to translate the ancient inscription with the Book of Mudora, and discover its message.

A curious cave dweller
A solitary old man lives in a cave in the northeastern section of the desert, waiting for the day when Ganon's challenger will come to collect what is rightfully his. The old man guarded one Piece of Heart, and vowed to give it up only to one brave and wise enough to seek him out. He sealed the treasure behind a stone wall for safekeeping.

Fantastic fountain
The Hylians discovered an oasis of sorts at the entrance to the desert. Inside a cave, there is a cool, soothing spring where a Faerie restores travelers' strength. After hot arduous journey, they were thankful to find the refreshing fountain and returned to it often.

A palace in the sands
Early Hylians erected a palace in the desert that was unlike any other in the land. It has several exits but only one main entrance, which they blocked with huge turtle-like boulders. The upper floors are caves carved out of the mountain, perfect for avoiding the intense midday heat. The cattle skeletons that line the path to the main doors attest to the harshness of the desert, but other, more hardy beasts still roam the sands, menacing travelers who dare to wander into their territory. Historians speculate that this unforgiving desert was once a prairie land used by ancient peoples for grazing their cattle, but the sands of time have taken their toll so that only this wasteland remains.

Desert Palace
Getting into the Eastern Palace had presented no problem for you, but when you reach the entrance of the Desert Palace, you have your work cut out for you. A giant stone head blocks the steps to the entrance. In the middle of the plaza stands a stone on which ancient Hylian script was carved. You can't understand a word, but the Book of Mudora should be able to help you translate the text. When you use the Book, the sky will suddenly darken, and the stone head will shake as if struck by an earthquake and slide away. The Desert Palace is now open.

Basement 1

 * 1A:The room at the entrance of the Desert Palace is so large and sprawling that it take several screens to advance through it all. While it was once elaborately designed and detailed, time has brought so much wind and sand to the palace that some of the walls have crumbled or even shifted, leaving the central hall a largely open labyrinth.  You will be greeted by Leevers, little sand burrowing animals.  Further inside are wonders like none seen before.  A sentry statue prevents visitors from admiring the rich furnishings within.  The statues operate by primitive – but effective – radar.  They scan the rooms constantly, and when they sense the presence of intruders, they blast them with deadly-accurate beams.  The only way to avoid them is to keep moving ahead of or behind the circular scan.  For your first destination, you will want to head north and to the west to room 1C.

 * 1B:This room only serves as a potentially quick escape route from the Palace. If you rush headlong out of the door, you will end up standing on the tongue of a statue that deposits you back into the desert if you jump off.  When you're inside the room, be cautious of the sentry statue that hunts for intruders.

 * 1C:At first glance, this room may appear sparse. A sentry statue stands guard in the room, blasting beams at anyone that it feels does not belong.  But closer inspection of the torches will reveal a key stuck on top of one torch.  If you remember how you obtained the Book of Mudora, a similar trick will work just as nicely in order to claim the [[Image:Zelda ALttP item Small Key.png]] Small Key that you need in order to continue.  You may hear words of wisdom from Sahasrahla before you leave, if you like, by using the telepathy tile in the back of the room.  When you leave and return to the north-west corner of room 1A, head right one door and enter 1D.

 * 1D:Two Eyegores occupy this wide room full of torches and jars. Defeating the Eyegores is only necessary if you'd like to make the room easier to deal with.  Your true goal is to locate a secret switch on the floor, which is hidden beneath one of the jars.  Once you find it, step on it to reveal a treasure chest which contains the [[Image:Zelda ALttP item Map.png]] Map.  When you're done here, your next destination is room 1F, which is locked, but you should have a key to open it.

 * 1E:This rooms serves little more purpose than as a trap. When you enter the room, the door will slam shut.  Your only means of escape is to destroy every enemy within.  This room consist of four red Leevers and one Devil Ant which pops its head out of the ground to shoot fireballs at you.  It burrows in and out of the ground and while it's exposed and vulnerable, the shifting sand around it can pull you in close to it where it can attack you.  Strike from a safe distance.  Destroy it and the Leevers and you are free to continue on your way.

 * 1F:You'll enter a room with three Popos and a sentry statue. Take out the Popos while doing your best to avoid the attention of the statue.  Open the treasure chest that you encounter at the top of the room to discover the [[Image:Zelda ALttP item Compass.png]] Compass.  Head north and enter the room above.

 * 1G:[[Image:Zelda_ALttP_Desert_cannons.png|thumb|right|Dodge the cannon balls]] In this long stretch of a room, you will encounter cannons mounted on tracks along the walls. They shoot cannonballs across the room, and you will have to make your way from one side of the room, between the crossfire.  You will be well-rewarded for your bravery when you open the treasure chest and discover the [[Image:Zelda ALttP item Big Key.png]] Big Key.  With the Big Key in hand, make your way back to the giant room 1A.  Now you need to cross back over to the other side, and approach room 1H.

 * 1H:After you enter the room, you will be locked in with a sentry statue and a circle of pottery. Be patient and take your time destroying the pottery so as not to step in the line of vision of the statue.  There's actually quite a lot of goodies hidden in these jars, but you are ultimately looking for the jar that conceals the trigger which opens the doors, located under the north-west pot.  Step on it so that you can advance to the room above.

 * 1J:The large treasure chest is practically begging you to open it. Thanks to the Big Key, you can.  Run up to it and examine its contents to obtain the [[Image:Zelda ALttP item Power Glove.png]] Power Glove.  With this amazing item, you gain the strength to lift boulders, large and small.  Be aware, however that there are two different types of rock commonly found through Hyrule.  The one darker in appearance are far more dense and weigh many times that of the lighter ones, and your increased strength is limited to these light rocks.

 * With your new found ability, you will wish to return to the room below, activate the trigger again, and return to room 1A. Now simply head south the last portion of the room remaining to be visited.  As with the portion of the room before it, there are a number of Devil Ants and a few different Leevers.  You aren't required to fight any of them, but it's a good idea to clear any enemies that get in your way.  You're aiming for the lowest left-hand door.

 * 1K:A lone sentry statue stands guard in this alternate entrance to the Palace. There is a locked door up above, and it can only be opened by resourceful adventurers.  The key to accessing the room above is to push a certain block that will trigger the door's release.  Push the right block up, and you can examine the contents beyond.  Otherwise, head out of the door and back into the desert.

 * 1L:This room serves as a bonus for resourceful adventurers who are in need of healing, or perhaps wish to resupply their empty bottles with these invaluable second-chance providing fairies. Don't miss out on this easy opportunity to regain your strength.

Floor 1 & 2
When you exit from room 1K, you will find yourself high up on the cliffs. A little examination of the area will reveal a set of light boulders blocking the entrance to the remainder of the Palace. If you've found the Power Glove, these boulders will no longer pose a problem for you, as you can simply lift them out of the ground, and even throw them at enemies as weapons. However, if you explore the area diligently enough before you enter the next section of the palace, you will find a Piece of Heart sitting right out in the open for you to collect.

 * 2A:Interestingly, this room looks rather similar to the room you just left, 1K. Only there is only one other exit, and it's slammed shut.  The sentry statue is unaffected by anything that you do, so you need to find another method to open the door.  Two sets of blocks occupy the top of the room, and one of them can be manipulated if you push on it.  Pushing the correct block, the lower in the right-hand set of three, will cause the door to open, allowing you to advance.

 * 2B:What initially appears to be an empty room is actually a dangerous trap. Tiles will begin to lift off the ground and careen through the air, flying right at your head.  A few well timed swipes with your sword can protect you from harm, but hold still and remain facing the onslaught until the tiles cease their attack.  A simple solution to these rooms is to remain standing in the doorway and watch as the tiles smash into the door frame one after the other allowing you to defeat the tiles untouched and without swinging your sword even once.  The remaining pattern on the floor appears, not so ironically, like a skull.  Once calm is restored, investigate the jars to discover a [[Image:Zelda ALttP item Small Key.png]] Small Key under the bottom-left urn.  Use it on the door above.

 * 2C:An eventful room; cross the bridge to enter the door on the bottom.

 * 2D:When you enter the room, the door will slam shut, locking you in there with a sentry statue and four Popos. You must defeat every one of them in order to open the doors again and advance to the next room.  You may discover, in the course of fighting, that you are protected from the statue's beams if you happened to be positioned behind the statues scattered about the room.  Use this to your advantage as you eliminate the Popos.  Once the doors are open, head right.

 * 2E:This long and slightly winding room is quite dangerous, with not two, but three sentry statues situated about, and five Popos wandering around. While you avoid the statue beams, and defeat the Popos, you must ultimately examine the pottery lined up near the top of the room.  Destroying them will reveal a [[Image:Zelda ALttP item Small Key.png]] Small Key hidden inside one of them, which is needed to open the locked door above.

 * 2F:You've opened one locked door only to discover another, this time with the boss mosaic printed on the tiles. You are getting close to the Palace Guardian.  But before you can approach the door, you will be set upon by another group of spinning tiles.  Defeat them all, and repeat the act of searching the pottery for the jar that contains a [[Image:Zelda ALttP item Small Key.png]] Small Key.  Use it on the door above.

 * 2G:A red Eyegore is waiting for anyone foolish enough to proceed so deeply into the Palace. From your experience in the Eastern Palace, you might remember that the only way to defeat him is by firing arrows into his gigantic eye.  Take him out of the picture before examining the rest of the room.  Now you will encounter something strange.  There appears to be no further exit from the room.  There aren't even any triggers found underneath the four jars, and four torches simply rest along a dead-end.

 * The Map shows that the Palace Guardian lies behind the wall, but there doesn't appear to be any way to reach him. Turn your attention to the four unlit torches in the room.  Using your lamp, light all four torches even though the room is already well illuminated.  If you can succeed in getting all four lit simultaneously, watch in amazement as the left wall slides away, revealing the door which leads to the Guardian.

Boss: Lanmolas
The Lanmolas are actually three different sand burrowing worms. When they 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 diagonally, which can hurt you (and this increases to 8 pieces in 8 directions when only one Lanmola remains). At that time, it's a good idea to have your sword charged for a spin attack. Stand alongside the shifting dirt where they are about to appear, and release your attack when you see their head. Another strategy is to quickly place bombs on top of the shifting dirt. If this is timed right the explosion will hit the head as it emerges from the ground allowing you to keep a healthy distance. After a number of attacks on the head of each Lanmola, they will disappear. When the last one is defeated, you will be rewarded with a Heart Container. Collect it and you will receive the Pendant of Power, along with a quick warp to the entrance of the Desert Palace.

One more pendant to go
According to the marks that Sahasrahla left for you on your map, the last pendant, the Pendant of Wisdom, is found high up on Death Mountain. Now that you possess the strength of the Power Glove, you can access its daunting caves and scale its heights. However, there are a few important and useful items that you can pick up before you approach the mountain. Explore Lake Hylia and some of the regions above the Eastern Palace to vastly increase your traveling abilities.


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The Legend of Zelda: A Link to the Past/Dungeon Traps

Balls
Balls are found in the Eastern Palace. They simply roll down a hallway. Unstoppable, no one knows where they come from, or where they go. Normally small balls will roll down the right or left side of a hallway, but occasionally, a gigantic ball will roll down the entire width of the hallway.

Bumper
Bumpers are strange devices that repel anyone who touches them. Making contact with a Bumper will repel you with great force. There's only one strange quirk to Bumpers: they can only repel things that are visible. Donning the Magic Cape renders its wearer invisible, and therefore, impervious to the effects of the Bumper.

Antifairy
When Agahnim came into power, he knew that the Faeries would attempt to help whoever might try to stop him, so he cast a spell that few small fairies could resist. He turned them into the evil equivalent of fairies, known as Antifairies. Antifairies bounce mindlessly around whatever room they are placed in. Every time they touch someone, they drain not only their health, but their magical power as well. The only item capable of breaking this horrible spell is the witch's Magic Powder. A sprinkle of that magical dust will undo the damage caused by Agahnim's spell and restore a fairy back to its original form. An advanced player is grateful to find an Antifairy when situations look grim.

Bunny Beam
Bunny Beams are pockets of magic gone horribly wrong. They are sensitive to the magical effects of the Moon Pearl. If it senses the Moon Pearl in the vicinity, it will hungrily chase after any being that possesses it. If it makes contact, the effects of the Moon Pearl are temporarily disabled, and the bearer must suffer the fate of taking an altered shape until the Moon Pearl restores itself. Bunny Beams are very unstable, and merely colliding with a solid object is enough to unbind its energy.

Cannons
Some dungeons are equipped with cannons that run along tracks mounted to a wall. They typically come in pairs, situated on opposite walls from each other. They appear to have an endless supply of cannonballs which they fire across the room at a constant rate.

Fire Bars
Fire Bars are globes of flame magically arranged in a chain. They swing together around a focus point, usually a block but not always. Nothing will stop them, and your only defense against them is the Magic Cape or Cane of Byrna.

Fire Traps
Fire Traps are odd devices that look like a box with openings on the sides. Fire Traps are keyed into aggression. Whenever someone swings a sword, they will fire a burst of energy in particular directions. The more you swing your sword, the more they fire.

Floor Tiles
In some rooms of a dungeon, the very floor tiles of a room may be enchanted. The spell must be cast on 22 specific tiles in the room, in a very special order or it will not succeed. Therefore, every time you encounter one of these rooms, the tiles will rise off the floor and rocket at your head in a very specific order. They move quickly, but not so fast that you can't destroy them with a well timed swing of your sword.

Snake Medusa
Snake Medusas shoot small bursts of energy from their mouth periodically in whatever direction Link happens to be at. Link can block the bursts with at least a Red Shield, or simply get out of their way. Some torches have the same properties as these enchanted stones.

Beamos
A Beamos is an ancient Hylian magical construct that was used to guard Palace entrances and treasures. It contains an eye that rotates around the base in a full circle looking for intruders. Whenever it finds one, the eye stops and fires a beam at the intruder before continuing its rotation, looking for further intruders. The only way to avoid detection is to stay on the opposite side of the eye at all times.

Blade Traps
Blade Traps remain stationary until someone enters their attack range. Then they are triggered to fly very quickly at whoever unwittingly tripped them. Small traps are in abundance throughout dungeons and caves, while only a few extremely large spike traps are known to exist. Because of their size, Blade Traps take a longer time to reset to their original position before they can strike again. Take advantage of their slow return.

Wall Eye
Wall eyes are enchanted images that are painted on some of the walls of dungeons in the Death Mountain of the Dark World. Some eyes are compelled to fire at whenever someone is looking at them while others are only compelled to fire when they see that someone is not looking at them. In order to avoid the beams they emit, you must figure out which type of eye you're looking at. If an eye fires at you when you look at it, power up your sword while facing away from them and walk towards them. If an eye fires at you when you don't look at it, power up your sword so that your shield arm is directed towards the eye.

Winder
Like fire bars, Winders are enchanted fire globes. A Winder wanders aimlessly throughout a room, turning at right angles, or doing an about-face whenever it strikes a wall. Also like fire bars, they can't be stopped, and only the Magic Cape or Cane of Byrna will afford you any protection against them.

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


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

'Armos Knights guard the stairways leading to the Eastern Palace entrance. Hand-quarried slate slabs were used to form plazas and walkways, and walls were erected to create a labyrinth within the huge palace compound. Sahasrahla the Elder is reportedly hiding out from Agahnim in this area.'

Points of Interest
Although not as heavily populated as the west, the area around the Eastern Palace compound is home to an interesting variety of people and creatures. Octoroks are plentiful on land, and the waters are filled with Zora's Spawn. North of the compound lives a strange woman who claims to stir up magic brews.

The Magic House
Before you seek Sahasrahla's Hideout, it might be worth it to pay a visit to the Magic Shop up north. Many travelers report meeting an old woman stirring a strange-smelling concoction in a huge cauldron outside the Magic Shop. Although she is spooky-looking, they say that she is friendly. Her assistant inside the shop sells the Medicine of Life, the Medicine of Magic, and a rare blue potion that restores both Life and Magic.

The old woman sometimes needs Mushrooms for her brew and offers rewards to people who bring them to her. You can be the recipient of such a reward, but in order to find a Mushroom, you need to travel deep inside the Lost Woods. The reward is worth the effort, however. She will provide you with the mysterious Magic Powder which has equally mysterious effects on various objects throughout Hyrule. Magic Powder can be used in strange ways. For example, a Buzzblob will be turned into a Potatohead by a sprinkle of Powder. Bubbles also prove to be susceptible to Powder. One sprinkle turns them into Faeries!

Unfortunately, just past the Magic Shop is a huge stone blocking the path. Only those with strength enough to move it are able to continue to the waterways beyond. You will wish to return here later when you possess such strength. (Note: For information about the points of interest beyond this boulder, please visit the Lake Hylia portion of this walkthrough.)

Sahasrahla's Hideout
Sahasrahla the Elder knew that his days were numbered when Agahnim's forces gained control, so he waited for darkness to fall and stole away in the night. Because he had developed his telepathic abilities to an amazing level, he was able to communicate with other Hylians from his hideout.

Upon meeting you, Sahasrahla sensed something special about you. He wondered if you might be the one worthy of wielding the Master Sword. A series of tests were the only way to know for sure. Sahasrahla sends you on your way to the site of the first test, the Eastern Palace. He would like you to return with the Pendant of Courage before he will impart any further information to you.

Bomb the wall behind Sahasrahla and you'll find three chests. One of these chests contains bombs that will replenish those you have used up. The other chests contain 50 rupees each.

The Eastern Palace
Although not as grand as Hyrule Castle, the Eastern Palace is an awesome sight to behold. The floors are tiled with cool blue marble and the walls are constructed with blocks of jade-like stone. It is only two stories tall, but the lower level is a sprawling maze.

Floor 1

 * 1A:As you step inside the palace, you are greeted with three options. Two doors are already open, beckoning you to explore them, but all you'll find on the other side are two ledges that lead to a vast chasm. The middle door must be unlocked somehow. The trigger that gives you access is under the middle pot. Lift it and step on the button to open the door.

 * 1B:On the other side, you'll find a bridge, occupied by three blue and orange monsters, known as Popos. It helps to defeat them, but what you must really do is find the tile on the bridge which opens the door beyond. If you look carefully, you'll notice one tile that has a darker underside then the rest. Step on it to proceed.

 * 1C:[[Image:Zelda_ALttP_East_palace_balls.png|thumb|left|Avoid getting bowled over]] This room is not a welcome sight to intruders. Large iron balls rolls down the hallway, interrupted periodically by a gigantic ball the fills the entire hallway.  This is your first test of courage. Wait until a gigantic ball rolls by, and race up one side or the other, avoiding the smaller balls as they pass you. If a large ball happens to come down, hop inside one of the alcoves on the side. When you reach the top, bear left. You can continue to proceed to the left, following the path back down to a ladder which leads you to some pottery and a treasure chest containing 100 rupees. Return to where the balls enter, and climb up either ladder to reach the next door.

 * 1D:You will be perched high up on a ledge that overlooks the Grand Hall, and the great treasure chest of the Palace. You can not reach it from here, so you must choose left or right exit. Start with the right. The access tile is behind the two pots. Step on it to open the door and pass through.

 * 1E:You will be on the upper-walkway of a room with two Popos, and three Stalfos skeletons. While the Popos are rather dumb, the Stalfos are smart enough to dodge your sword swings if you strike from too far away. They will jump backwards, so you must be up close – or have them pinned against a wall – to hit them. A throw from your Boomerang can also help. Along the right wall there are two doors. Take the top one.

 * 1F:You will encounter your first Bubble here. Although they can't do anything debilitating like prevent you from swinging your sword, they damage you in two ways; your health and your magic. You can't fight them, but if you met with the witch outside the Magic Shop, you might have something that you can use against them. The trigger that opens the door to the south is hidden underneath one of the pots. Find it and step on it to move to the next room.

 * 1G:There is a treasure chest on the right. Open it to discover the dungeon [[Image:Zelda ALttP item Map.png]] Map. You can look at it at any time to see the whole dungeon. From here, you may jump down from the upper ledge, and climb the ladder on the opposite side.  Head through the door, return to 1E, and return to 1D. Now approach the door on the left side.  Use the same trick to open it (the tile placed behind the two pots).

 * 1H:You'll encounter four more Stalfos. Make short work of them if you can, but avoid taking any unnecessary risks. Your only option from here is the lower door on the left.

 * 1J:When you pass through, the doors will slam shut, and four Stalfos will rise from the remains that lie on the floor. You must fight and defeat these Stalfos to escape. While they are cunning enough to dodge the blows from your sword, they're not quite as swift when it comes to throwing pottery at them. Lift the jars off the ground and give them a good throw to scatter their bones and open the doors.

 * 1K:When you enter, you will spot a treasure chest that contains the [[Image:Zelda ALttP item Compass.png]] Compass. Grab it and head down the ladder. Cross underneath the walkway and exit through the door on the right.

 * Now you're in the lower portion of 1H. There is a tile that you can examine to speak with Sahasrahla. Continue running right, and you will find yourself back in 1D, on the lower level this time. You may be tempted to run straight to the large treasure chest and reveal its contents, but you're missing one vital tool: The Master Key. So for now, just cross the room and enter the opposite door. You will pass by a pair of statuesque-looking monsters known as Eyegores, who awaken and follow you if you get too close. They are easy to outrun.  When you pass through the right door, you will be on the lower level of 1E. Cross beneath the upper floor to the ladder down below and climb up to the door.

 * 1L:When you pass through the door, you will enter a darkened room and the door will slam shut. There are two Popos and two Bubbles as well as two options out of this room, to the left and right, and both of them are locked. The right door can be opened if you step on the correct tile, which is not far from the door itself. Enter the right room.

 * 1M:You will find eight jars and three Stalfos. One of the jars contains the precious [[Image:Zelda ALttP item Small Key.png]]Small Key that you need in order to advance. Find it, and run back to 1L. Use your key on the left door in the previous room and pass through.  You will find yourself on the top walkway of room 1C. You can safely cross to the other side and pass through the left door.

 * 1N:In this room, you will face the sum of all the enemies you've seen in the palace thus far: two Popos, two Stalfos, an Eyegore, and four Bubbles. The Bubbles will behave a little peculiarly, choosing to hover over a tile on the floor than spreading out to attack you. You must defeat every other enemy in the room.  The Popos are easy, and the Stalfos can be taken out with the pots in the room, or with your sword. The Eyegore may present a small challenge.  You must be close enough to wake it up, and you must hit it in the eye, so only frontal attacks will work.  Fight it patiently and you will win. Once you succeed in killing the enemies, the Bubbles will scatter. While you will want to avoid them, the important thing is the tile that they are no longer defending. Run over to it and step on it, and a treasure chest will fall to the ground. Open it up and claim the [[Image:Zelda ALttP item Big Key.png]] Big Key. Use the Big Key to open the door to the north and enter room 1H.

 * [[Image:Zelda_ALttP_East_palace_stalfos.png|thumb|right|The Stalfos attack]] Climb down the ladder, and push the right block aside so that you may pass. At the telepathy tile, turn right, and re-enter 1D. Now that you have the key, the contents of that large treasure chest can be revealed. However, as you make your way toward the chest, something happens. Four Stalfos fall down from the ceiling. But these are no ordinary Stalfos. Their skulls abandon the rest of their bones and fly at you with determination. You must bat them away with your sword until they give up and float away. When it's safe, go ahead and open the chest to obtain your next weapon: the [[Image:Zelda ALttP item Bow.png]] Bow. (If you haven't struck the pots on the sides of the Grand Hall already, break some of them to reveal five arrows sets.)

 * With the Bow and Big Key in hand, you are ready to advance to the room up above. Before you do, note that just as in Hyrule Castle, you can jump off the ledge to the vases below, which will lead you to a room with fairies. If you've collected the net and a bottle already, you can use them at this time to store a fairy or two in case you are defeated in battle. If you collect a fairy in a bottle, it will free itself when you die and bring you back to life!  Quite a thank you for such an inconvenience.

 * 1O:When you enter this room, the lights will dim. There are torches for you to light, but you'll have to find them amid the six Popos and two centrally-positioned Eyegores.  The bow happens to be an excellent weapon against the Eyegores, but in the time that it takes you to face them and fire an arrow, they may get too close and harm you, or fall back asleep, rendering them impervious to your attack until they wake up again.  One of the Eyegores is holding the [[Image:Zelda ALttP item Small Key.png]] Small Key that you need to exit through the door on the left.  Once you obtain the Small Key from the Eyegore, open the locked door on the left and climb up to the second floor.

 * 1P:If you like, from 1O you may enter through the door on the right, and you will discover a treasure room filled with 18 blue rupees (for a sum increase of 90 rupees in your wallet). Be mindful, however, of the two Bubbles that call this room home, as there isn't a lot of room to maneuver.

Floor 2

 * 2A:Fortunately, Floor 2 is much smaller than the previous floor. When you arrive, you will enter a room with two Bubbles, four interesting but harmless statues, and four pots. As you might expect, the trigger which opens the door to the left is found under one of the pots.  Break them all to discover arrows as well.  Step on the trigger and enter the door.
 * 2B:In here, you will find another locked door, and three Eyegores. The Eyegores are all standing on door trigger tiles, for a total of four triggers including the one in the back.  Only one of these tiles will open the door, and you'll have to mess around with the Eyegores to discover which one.  If you test the lowest floor tile, the door will snap open, allowing you to proceed.
 * 2C:Another room, and another set of locked doors. This dangerous room is loaded with rolling balls that pass randomly from one side of the room to the other.  It requires some fancy footwork, but if you locate the correct door trigger, you may advance to the room on the left.
 * 2D:The mosaic on the floor in front of the top door in the next room means you are very close to the dungeon boss. There are two Stalfos here, and a previously unseen red version of the Eyegore.  The red Eyegore is completely impervious to both pots and your sword and can only be defeated by a couple of arrows to the eye.  Defeat them all and you will be granted access to the room above.
 * 2E:Another challenging room, will must face six Popos and two red Eyegores. The Popos are positioned in such a way that a quick well-placed spin attack will wipe out most of them.  The two red Eyegores are only challenging if you attract both of them at the same time.  Try to employ a divide-and-conquer strategy, and fire arrows into each one of their eyes, one at a time.  If you're running low on arrows, break some of the jars for more ammunition.  When the room is clear, brace yourself, and prepare for the boss fight in room 2!.

Boss: Armos Knights
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 a good idea with the arrows is to start shooting right before he lands and the hit will land. A Heart Container will lie in its place. Collect it to end the combat sequence. You will receive the only reward befitting your courage: the Pendant of Courage. Once you touch it, you will be transported to the outside of the Palace. Now you can visit with Sahasrahla and share your success with him.

One final visit
With the Pendant in hand, return to Sahasrahla to it show him. He will be so impressed with your accomplishment that he will offer you a gift that will aid you in your pursuit of the two remaining pendants: the Pegasus Boots. With these special boots, you can execute a dashing attack that strikes objects with tremendous force. Sahasrahla suggests that your next destination may lie in the Desert of Mystery, but in order to get there you must pass through the Great Swamp. Along the way, there are a few detours to make…


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The Legend of Zelda: A Link to the Past/Fairy Springs

Link's Little Helpers
Faeries are among the oldest beings known to Hylians and for as long as anyone can remember, they have always helped those in need. You will find that Faeries and Fairy Springs are abundant in the Land of Hyrule. It's very important to know all of the locations where Faeries appear.

Small Fairies
Small Fairies float around the land of Hyrule and usually occupy springs in groups. They restore up to a maximum of seven lost hearts, and can be captured by a net, and stored in a bottle for future use. If you die in the middle of battle, and you have a fairy in a bottle, the fairy will release itself and bring you back to life before flying away.

Faeries
Larger human-sized Faeries occupy fixed locations in certain springs throughout Hyrule. They will completely restore your health, but you must come to visit them at their Faerie Spring in order to receive this benefit. Faeries are devoted to local Faerie Queens who will also aid you in your quest.

Faerie Queens
Faerie Queens reside in special Fairy Springs.

Heavy Fairy
The Heavy Faerie is a Faerie Queen whose beauty was stolen by Gannon. There is only one and it resides in the Dark World.


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The Legend of Zelda: A Link to the Past/Gameplay

You turn on the game and royal fanfare teleports you to Hyrule. Welcome to the title screen!

To start a new game, move the fairy to the save slot (top, middle, or bottom) and press any button. You will be prompted to type a name for the game. This name will appear in game in various dialogues so choose wisely! You can continue a game by selecting an existing slot. You may also delete saved games here so be careful!

If you are ready to jump into your adventure, please skip to the Walkthrough.

User Interface

 * Health: Link starts with 3 hearts. Each heart represents 2 HP. When 1 HP worth of damage is received, the heart shrinks to half its size. After 2 HP worth of damage, it turns black (meaning it is empty). When all hearts are empty, Link will die if he isn't carrying a Fairy in a bottle.
 * Magic: the magic bar will come into play quickly. To fill it, defeat enemies or break open objects to find green magical pots. Some items will use up magic and if you don't have enough you won't be able to use the item. Be frugal with your magic as it is easy to expend.
 * Equipped item: this shows which item you have equipped.
 * Rupees: this shows how many Rupees you currently have. Rupees are Hyrule's currency. You will need a lot of it to afford special items, ammo refills, new equipment, and upgrades.

Movement
Link can move in 8 directions: up/down, left/right, and diagonals. He cannot face diagonally but will instead face one direction and strafe in the other. For example, while walking downwards he can slide to the left or right. This is easier to see when you hold his sword out front.

Interacting with characters and signs
Press A to speak with NPCs, read signs, speak telepathically through Triforce blocks.

Picking up and throwing
Link may also pick up some objects, as long as he is strong enough. You may upgrade his strength later on by finding powerful artifacts. Objects that can be picked up are:
 * Jars
 * Grass
 * Bombs
 * Some characters

Pushing and pulling
Link can push and pull some objects. Sometimes the object can only be pushed, or only pulled. For example, you will encounter levers early on in the game that can only be pulled. Likewise, there are secret blocks that can only be pushed in certain directions. Statues can often be pushed or pulled in order to put weight on switches to unlock doors in a dungeon.

Opening chests
Link can open chests by pressing A while facing them from below. He cannot open them from the sides or top. To open very large chests you will need the Boss Key of the dungeon you are in.

Combat
To attack, Link can swing his sword, hold it out front and touch an enemy, or power up a swing and spin around. He may also use items from his inventory to attack enemies. Each enemy has their own weaknesses, so study each enemy as you encounter them by reading about them here.

Dungeon basics
Every dungeon in the game will behave similarly. When you enter a dungeon, the screen will close to black as you go through the doorway. When you arrive, you will have reached a checkpoint. You will return here if you die and choose "Save and Continue".


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

'Initially, the great tower on the west portion of Death Mountain is closed to explorers. Only after rescuing all seven of the maidens and receiving the seven Crystals can you enter the tower. Once you have all seven Crystals, return to Ganon's Tower and the way will open up.'

Ganon's Tower
This impressive structure is said to be where Ganon spent most of his evil reign over the Dark World. Legend says that you can only break the seal of the tower after collecting the seven Crystals which Ganon has hidden in the dungeons of the Dark World. The seven maidens held captive in the Crystals can use their power to make the seal disappear. You are then free to explore the tower and search for Ganon. But you won't find this master of evil until after you survive battles with four creatures that you have already encountered in the Light World. Your long journey is close to completion.

Floor 2
Just as with the Tower of Hera, you will enter Ganon's Tower on the second floor. There are two stairways to the floor below, and one that leads up above. You will not be ready to explore the upper floors until you have collected the Big Key. The map and the Red Mail will also be particularly useful. You must begin by exploring the maze that lies below on Floor 1. Start out by heading down through the left staircase to room 1K. When you have collected the necessary items, you can return here and head to Floor 3.

Floor 1

''Note: It is not necessary to explore every room on this floor. A number of rooms are merely traps. Ideally, start with room 1K.''
 * 1A:When you warp into this room from room 1V, you'll be on the left side of the room. Two blue Baris hover above a series of conveyor belts and pits. The conveyor belts arrive at a series of Star Tiles which alter the arrangement of the pits to force you to rely on the conveyor belts. The exit to the room is locked, and a[[Image:Zelda ALttP item Small Key.png]]Small Key is hidden beneath one of the skulls at the top of the room.  You'll need to pass them by once and step on a Star Tile to rearrange the floor in order to gain access to them.  Then you can unlock the door and head to room 1B.
 * 1B:The bridge trap in this room can be very unforgiving. You have a very limited amount of time to run down from the left side of the bridge to the right side. Don't bother traveling up since you will get trapped up there. You must remove the skull in your way, run down to the next skull, and avoid two fire bars and a spike trap; not an easy feat. If you manage to reach the second skull before the bridge collapses alongside of it, you can access the remainder of the room, guarded by one blue Pon, and exit through the lower left door to room 1F.
 * 1C:This room, occupied by one blue Bari and a Tail Worm, is covered with floor tiles, but only one has any effect. Find the right tile, and the wall dividing the north and south portions of the room will be destroyed. You may then explore the north portion where you will find treasure chests that contain generous supplies of bombs and arrows. When you're done, head back through the hole you created to room 1G.
 * 1D:You will warp into this room from room 1T. There are four fire chain Winders wrapping around the wall segments.  You can use the Magic Cape to avoid contact with them as you make your way to the left.  You will come across a solitary block that can be pushed in any direction to make a treasure chest appear on the left side of the room.  With this chest in place, you can use your Hookshot to grapple over to the chest, open it, and collect another[[Image:Zelda ALttP item Small Key.png]]Small Key.  Use it to unlock the door to the south and proceed to room 1G.
 * 1E:When you enter this room, the door will shut behind you, and will not open until all three red Stalfos have been defeated. There are four fireball traps that will make life difficult for you whenever you swing your sword.  There are four treasure chests in the room, but they merely contain supplies of bombs, arrows, and Rupees.
 * 1F:At first, there is no clear way to access the warp tile in the center of the room. As it happens, there is a Star Tile underneath the movable statue on the left side of the room.  Pull it out of the way to step on the Star Tile, and fill in the gap.  Watch out for the blue Pon that guards the tile.  Step on the tile to be warped to room 1Z.
 * 1G:This room and its many warp tiles are intimately associated with the warp tiles in room 1Y. You will need to traverse a number of them to proceed.  Start out by stepping on the left tile and warping to the upper left corner of 1Y.  You will return from 1Y in the upper left corner of the room.  Before you step on the warp tile below, you may bomb the left wall and expose an opening to room 1C.  When you return, step on the lower warp tile to end up in the center along the left wall of room 1Y.  Upon your next return to this room, you should arrive just left of the center of the room.  Walk down and left to the warp tile in the bottom left corner back to room 1Y.
 * 1H:Following the walkthrough, you will first arrive in this room by warping in from the right portion of room 1Y. You will be contained in a small boarded-off portion of the top of the room.  Take the warp tile above back to 1Y to reach its exit.  If you entered this room from 1N below, it will appear as little more than a petting zoo for common dungeon enemies and you'll have to return south.
 * 1I:When you arrive from room 1J, you will be standing near a series of island platforms over a chasm. Each island will have a block or two situated on it.  The idea is to use your Hookshot to maneuver yourself across the pits and around the room.  You may optionally head through the top door to room 1E, but you must ultimate make your way to the bottom of the room.  When you reach the bottom, deal with the Stalfos.  Then unlock the door to the right and collect the map from room 1O.  When you return, you must lower the blue fence blocks.  Then place a bomb by the switch and run below the blue fence blocks before they rise again.  Enter the door below to room 1S.
 * 1J:First, collect the[[Image:Zelda ALttP item Small Key.png]]Small Key hidden beneath the skull in the lower right corner of the room. Then step on the conveyor belt and utilize your Magic Hammer to crush the bobbing pegs situated around the center block.  When enough pegs are out of the way, push the center block out of the way to reveal a Star Tile.  Stepping on the star tile will fill the gaps in the floor created by the pits, giving you access to the left door.  Head through it to enter 1I.
 * 1K:The first room that you explore on this floor contains two torches and two Stalfos. A fireball will hug the right torch, upon which a[[Image:Zelda ALttP item Small Key.png]]Small Key has been situated.  One dash bash into the torch will knock the key to the floor for you to collect, but be careful of the fireball.  There is no reason to use the key on the right door since you can freely access that room through the right staircase in Floor 2.  Instead, head left to room 1J.
 * 1L:You will arrive at this room if you took the right staircase. The path laid out in this portion of the walkthrough is entirely optional, and is only necessary if you wish to collect the Compass.  The left treasure chest contains arrows while the right one contains bombs.  A switch on the wall may appear to be the answer to opening the shutter door, but pulling it will make bombs rain from the ceiling.  Instead, a switch can be found in the lower right corner which opens the door to room 1M.
 * 1M:This room contains a number of traps, including spinning floor tiles, a Bubble, a "Bunny Beam" trap, two fireball traps, and worst of all, a Wallmaster hand. The treasure chest at the top contains a[[Image:Zelda ALttP item Small Key.png]]Small Key.  Collect it and use it to open the right door and enter room 1N.
 * 1N:Presuming that you entered this room from room 1M, there are three other exits from this room. The north exit close to you, leads to the nonfunctional portion of room 1H.  Lower down is an open door that leads to another dead-end room 1R.  The only exit that is truly of value is the shutter door to the south.  There is a Gidbos, a red Stalfos, two blue Baris, and a Wallmaster in this room, but defeating all of the enemies won't make the door budge.  There are, however, four torches that can be difficult to light all at once, but if you are able to do it, the door to room 1X will open.  Start by clearing out all of the monsters in the room.  There are two blocks in an upper right corner of part of the room.  The lower of the two blocks can be pushed left.  Once this block is moved, you must quickly light all of the torches from the top of the room to the bottom and escape through the lower door before one goes out.
 * 1O:Two fire bars spin around a treasure chest, and various pits make accessing the bottom of the chest even more difficult. The Magic Cape or Cane of Byrna can help you here.  Reach the chest and open it to discover the dungeon [[Image:Zelda ALttP item Map.png]] Map.  Then return to room 1I and proceed to room 1S.
 * 1P:You should arrive here after defeating the Armos Knights and collecting the Big Key. Fortunately, this is also where the large treasure chest resides.  Push the single block aside, and dodge the spike traps and the fire chain Winders to reach the chest.  Open it up, and claim the greatest defense item in the game, the [[Image:Zelda ALttP item Red Mail.png]] Red Mail.  Once you collect this treasure, you are free to enter room 1K above, and begin your exploration of the upper floors.
 * 1Q:Bubbles and a fireball occupy this otherwise deserted room. A number of skulls contain bombs, and there are a number of cracks on the floor.  Naturally, you may wish to investigate these cracks by placing bombs on each of them.  It turns out that the crack below the skull and next to the treasure chest can be blown open, revealing a hole to the floor below.  After you open the treasure chest alongside it (which contains arrows), fall through the hole to Basement 1.
 * 1R:This room is occupied by a fire bar and a Wallmaster. Several of the blocks around the skulls can be pushed aside, and you will find hearts underneath two of them, but in all likelihood, you may lose more health in the process than you stand to gain.  Ultimately, you must return to room 1N through the right door.
 * 1S:With the orange fence blocks lowered, you can access a good portion of the room. Everything, in fact, except the locked door to the right.  Start by collecting the[[Image:Zelda ALttP item Small Key.png]]Small Key from the skull in the bottom right corner.  Now you need to deal with the blue fence blocks.  Two Crystal Switches are situated side-by-side.  At first, this may not appear to be much of an issue.  But one bomb positioned close to both switches will in fact trigger the switches twice, resulting in no change.  You need to place a bomb at just the right distance to trigger only one switch and not both.  Make sure that as it explodes, you are safely beyond the orange fence blocks.  Unlock the door and head to 1T.
 * 1T:Hit the Crystal Switch when you enter the room in order to lower the orange fence blocks and allow passage to the right side of the room. Travel along the top or bottom and make your way to the right wall.  Run up to the warp tile when the passage is safe.  You will be transported to room 1D.
 * 1U:[[Image:Zelda ALttP Ether light.png|thumb|right|Ether magic can light the way, but only briefly]] This room contains two pathways, one visible, and the other predominantly invisible. You need to take the invisible one to proceed.  By walking up the visible path to the top wall, you will be able to see a torch on the opposite side of the room.  Shoot at it with your Fire Rod to make the invisible path visible for a short while.  Do your best to maximize the visibility of the path, which starts from the two skulls at the end of the visible path.  If time runs out while you are still on the path, you have a couple of resources.  The blue Pons will never willingly fall off the path, so you can use their position as a reference.  You can also use the Cane of Somaria to create and push blocks that will fall off the ledge when you reach a boundary.  Make your way to the right door along the top wall and proceed to room 1Q.
 * 1V:In this room with one blue Pon and one red Pon, defeat them before pushing the lone block near the Warp Tile to make four treasure chests and a series of holes appear. The upper left treasure chest contains the [[Image:Zelda ALttP item Compass.png]] Compass, while the remaining chests contain arrows and Rupees.  Step on the warp tile to be sent to room 1A.
 * 1X:Three Gibdos wander around this room, segmented by fence blocks. The only Crystal Switch in the room is beyond a wall partition over which you can not fire any weapon.  A conveyor belt, however, leads straight up to it.  So it is possible to pitch a bomb over the low portion of the wall, and let the belt bring it closer to the switch before it explodes.  Use this technique once to get beyond the blue fence blocks (if they start out raised when you enter), and use it one more time to get beyond the orange ones by quickly running behind the blue fence blocks before the bomb explodes. Another option is to use the Cane of Somaria, which can be thrown and exlodes when unsummoned. Deal with the Gibdos carefully (or just use your Fire Rod), and enter room 1V to the left.
 * 1Y:Following the walkthrough, you will first warp into the upper left corner of the room from 1G. Accordingly, you will step on the only available warp tile back to the upper left corner of room 1G.  When you return along the left wall, use the left active warp tile below the skulls back to room 1G.  Ultimately, you should arrive in the bottom left corner of the room, from which you can travel right to the remainder of the room.  Two blue Pons make combat around the pits difficult.  In order to escape, you must step on one more warp tile.  This one takes you to room 1H.  Once you return, you can proceed through the right door to room 1U.
 * 1Z:Like room 1U to the left, there are invisible pathways from the left side of the room where you arrive to the right. Lighting the torches in the room can help you see the paths.  However, a straight walk to the left will also bring you safely to the door on the left that deposits you in room 1U.

Basement 1
You will arrive on this floor from room 1Q above. You will land on an icy floor, where you will experience a return visit by the Armos Knights; the boss of the Eastern Palace. The strategy is exactly the same as before, only if you have already collected the Silver Arrow from the Faerie in the Chamber of Wishing at the Pyramid, you will be able to destroy the knights with a single arrow. They should pose little threat to you at this point in the game since their behavior is fairly predictable. Once you defeat the knights, the shutter doors will open. Proceed through the top door.

You will enter a treasure room with three chests. Opening the back two will reveal supplies of arrows and bombs, but the lower chest contains the Big Key. Collect it and return to the room below and head left. In the room with four torches, you may choose to head immediately up the staircase to room 1P. However, it's worth your while to explore the north wall, which may be bombed to expose a route to the room above. In it, you will find four fairies hovering over a pit. If you intend to catch them with your net, you'll have to wait for them to fan out a little bit, but if you simply wish to collect them right away, throw your Boomerang at them. Then head back down and climb the stairs to room 1P.

Floor 3
Upon your arrival to this floor, you are immediately presented with a Crystal Switch puzzle with fence blocks surrounded by a bed of spikes. To make matters worse, one green and one red Goriya occupy the room, as well as a Bubble. The door to the room below is shut, and the only way to open it is to safely arrive at the block on the left side of the room and push it. Use your boomerang to create safe pathways from the entrance to the block, and then to the door below, while fighting or avoiding the Goriyas.

You will now be in a room with two red Goriyas, and two red spike traps. If you wish to diminish the amount that the spike traps interfere with your progress, you can pull the nearby statue to the right, and push it down to block the higher spike trap, but it's not completely necessary. All that you must do is kill the two Goriyas with arrows in order to open the shutter doors and advance to the room on the right.

Two more Goriyas accompanied by two sentry statues must be dealt with in order to open the doors in this room. Take them out as quickly as you can before you get shot at by the statues too much, then advance through the door above. Cross the empty corridor and unlock the door above to continue.

A shutter door stands at the end of a long passageway with an exposed lower level. A switch in the back of the lower level opens the door, but to reach it, you must pass through an area with many spike traps. If the orange blocks were already up when you entered the room, it will keep many of the spike traps at bay. It is difficult to arrange it so that all of the traps are behind the orange fence blocks. Rush to the top of the room, and lower the orange blocks when you reach the end. Two Eyegores, one green and one red, will wake up and advance upon you. Shoot their eyes with your arrows, and locate the switch in the middle of the row of skulls. Step on it and return to the ladder at the bottom of the room. Climb up, and run around the top layer to the door.

One last room stands between you and the next floor. A long bridge is surrounded by cannons that move back and forth, firing across the bridge. You can dash across with very little to worry about and run right up to the stairs, but the map indicates that there's one extra room to the south. A platform on the bottom leads to a wall with a crack on it, but there does not appear to be a way to reach it. It turns out that if you dash bash the blocks at the very end of the bridge, the force of the bash will be enough to knock you back, across the gap, and on to the platform, where you can lay a bomb and pass through the hole to the southern room. In this room, you will find two fairies as well as a full magic refill under one of the skulls. When you return to the room above, use your Hookshot to return to the bridge and continue on to the next floor.

Floor 4
At the top of the stairs, you will encounter four enemies, two Stalfos and two Zahzaks, walking along conveyor belts. Attack them and defeat every one of them to open the shutter door on the left. In the next room, three red Stalfos stand guard over a sentry statue situated on the conveyor belt. You must once again defeat all of the Stalfos to open the shutter doors and advance to the room below.

The next room contains, not one, but two sentry statues on a rotating conveyor belt. This time, they are guarded by three blue Zahzaks, and a set of immobile spike traps rest in the center. Defeat the three Zahzaks to open the door and continue south. The next room builds upon the complexity of the previous by adding ice floors, and more spike traps. Now you only have two red Zahzaks to defeat in order to continue.

You will finally end up in a room with an iced-over floor. One (stationary) sentry statue and a fireball trap occupy the room along with a Stalfos and a Zahzak. A fireball revolves around a set of skulls containing health and magic, so they are worth investigating. Defeat the enemies to open up the door on the left. When you enter the next room, a "Bunny Beam" trap will instantly rush towards you from the center of the room. Unless you quickly duck behind one of the Ganon statues, it will hit you. Simply wait for its effects to wear off before entering the next room.

When you arrive, you will be treated to a repeat battle with the three Lanmolas, the boss from the Desert Palace. This one should go much more quickly since your sword is more powerful, and they have the same defense and health as when you first encountered them. The only difference with this battle is the Snake Medusa in the corner, just to make life difficult. Defeat the Lanmolas to access the room above. After a quick restock of supplies, you may climb the stairs to the floor above.

Floor 5
When you climb the stairs, you are deposited on a platform in front of a seemingly vast empty room. Skull wearing Wizzrobes will appear, attack you, and fade away. The truth is, an invisible pathway exists, but there are no torches to light the way. You can accomplish two things at once, kill the Wizzrobes and light the path, by using Ether magic when the Wizzrobes are fully visible. Cross the invisible path to the doorway below.

The next room contains a bridge guarded by two Tauros, as well as a pair of eye beams on the wall. You can dash past all of them, if you like, to reach the other side as there is little reason to stay and fight. Enter the door to the room above. More skull masked Wizzrobes will appear to fight you on a series of conveyor belts with a spike trap. You must defeat them all to open the shutter door at the top. Proceed through the door when the enemies are removed.

The next room contains another long bridge guarded by four Tauros. When you enter, the solid tiles in the center of the bridge will begin to fall away, but the conveyor belt remains. Either dash up the middle before the bridge disintegrates or stick to the conveyor belt to reach the top, dashing through the Tauros along the way. When you reach the top, head up and over to the right and enter the next room.

The next room contains a shutter door and four torches. You will once again need to light all four torches to gain access to the room below. A very narrow ledge leads to a platform on which a fire bar rotates. You need to move around with the bar, and shoot the top and right torches as soon as you can. Then rush back to the left, lighting the left torch, and fire across the chasm to the bottom torch. You should have just enough time to reach the shutter door before it closes again.

In this final room, you will find a heart and a full magic refill before you climb the ladder and arrive at floor 6. The giant room below is only accessible if you fall off the floor fighting the Moldorm in the floor above. It contains a number of spikes, four regular Wizzrobes, and a Bubble. Climb the stairs in the upper right corner to return to the fight with Moldorm.

Floor 6
When you arrive on this floor, you only have a few moments to rush around, and light every torch in the room in order to open the door at the top before the falling tiles prevent access to the various corners of the room. Start with the bottom right torch and work your way around the room in a clockwise direction. You should have enough time to light all four torches before the falling tiles catch up to you. Enter the door to the room above.

Two Helmasaurs guard this spike-filled room. Defeat them and one will drop aSmall Key that you can use on the door to the left. The two treasure chests in the corners both contain bombs (as do both skulls). The room on the left may appear to be a dead-end, but the crack on the bottom wall indicates otherwise. Unfortunately, a conveyor belt runs along the wall, as do a large and small spike trap. Deposit a bomb along the belt such that it explodes when the belt brings it close to the crack in the wall so that you can proceed south.

A Crystal Switch puzzle room hides a vast number of traps that you'll wish to avoid. The treasure chest in the center contains aSmall Key that you'll need to open the door to the south. If you get hit with the "Bunny Beam", simply wait for the effects to wear off before proceeding.

You will arrive at a recreation of the original Moldorm's nest from the Tower of Hera. The strategy is the same as before; you must constantly direct your attacks on the tail end of the Moldorm. If you get knocked off the floor in the heat of the battle, you will arrive in a singular room on floor 5, from which you can escape and return to the upper right corner of the room so you can continue your fight. If you beat the Moldorm, a treasure chest will appear on the platform to the south. You can Hookshot over to it to continue. All that it contains is a red Rupee. Push the blocks that you encounter out of the way and reach the left exit.

Battle Tip: Use the cape to turn invisible while fighting Moldorm. Once invisible, quickly focus attacks on the tail.

The last room before the climb to the final floor of Ganon's Tower contains a huge variety of elements designed to make reaching the top as difficult as possible. Everything from ice, to spikes, to conveyors and bumpers are employed, and a set of Helmasaurs guard the room. There's no rush, so approach each portion of the room slowly, and attack the Helmasaurs as they approach you. Reach the stairwell at the top and climb up to the final floor.

Floor 7
After all of your trials, you are greeted to a torch lit hallway that wraps around from the stairwell to the locked door at the very end. Ensure that you have all the health and magic that you need, and proceed through the door to fight against the master of this tower.

BOSS: Agahnim
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's Retreat
If you were expecting to meet your ultimate foe on top of the Tower, you are in for a surprise. First you run into Agahnim, miraculously returned from his earlier defeat at Hyrule Castle. Only after Agahnim falls for a second time does Ganon appear out of the ashes, but the battle is not yet to be. You must watch as Ganon transforms into a bat and flies off to the Pyramid of Power. You will then utilize your flute to summon a bird who will oblige by dropping you off at the top of the Pyramid. When you arrive, you will find that a hole has been created in the top. Inside, Ganon is waiting. The only way to get inside the Pyramid seems to be to jump into the hole.

The Final Battle
The final battle with Ganon takes place in the Dark Pyramid. Ganon, in the form of a giant black bat, smashes through the top of the pyramid. You must jump into the hole he has created. Before entering, make sure you are properly equipped. It is incredibly more difficult to defeat Ganon if you don't have the Silver Arrows.

Battle
Ganon first attacks with his Trident and then he attacks with his Blazing Bats. He will also 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.

After he invokes the technique of darkness, 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. After a while they will darken again so you will need to relight them.

When Ganon appears, strike him with the Sword. He will turn blue and freeze for a second. When you see Ganon turn blue, immediately fire a Silver Arrow at him. Repeat this process until four Silver Arrows have struck him. If you have come this far without the Silver Arrows, you will need to use a Spin Attack at the exact moment he is teleporting, and to finish him requires 12 strikes.

If the fight is proving difficult, it would be prudent to make a quick trip back to the Light World and head to the Witches' Hut in order to stock up on potions. After his defeat a path opens to the north. Go in, and you will be treated to the ending.