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

Selectable items
These items can be used one at a time. Some of them consume magic points (MP) when used.

By using Magic Powder on a shrine next to the blacksmith's house, a strange bat-like creature appears and "curses" Link, resulting in a doubled Magic Meter. The one-half means that magic is drained at one-half the normal rate.

Continuous items
These items are active at the same time. By pressing A (SNES) or R (GBA), the appropriate item will activate, depending on the context.


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

'You begin your hunt for the great Sahasrahla by traveling westward and to the south, from the Sanctuary to the largest village in the land: Kakariko. Agahnim's soldiers stake out the streets night and day hoping to catch the boy who broke into the castle. The villagers have been warned to be on guard against him, but most are more fearful of the wrath of Agahnim than of the lad himself.'

The Village
Kakariko is a bustling village. Even though you're on the lam, be sure to stop by the various houses and shops several times to talk to people and pick up useful items. Most of the villagers will be kind to you. You will be able to find Bottles for carrying potions here, and one young boy will even give you his prized Bug-Catching Net. During your time in Kakariko watch out for women who patrol outside the north-west and north-eastern houses; they'll cry out if they see you and a soldier will attack.

(A) Thieves' Hideout
Blind the Thief leads his ruthless robbers on a crime spree, hitting houses clear across the country. His hideout is here in the village, but there are rumors that he has fled to parts unknown, leaving much of his treasure behind. According to legend, Blind hates bright light and left to seek refuge in the darkness.

The upper floor of Blind the Thief's hideout is simply furnished and brightly lit. Villagers claim that Blind and his men worked by night, hauling in treasure and hiding it in the basement. Only a small part of his booty has been found since he left, so some think that he must have had another secret hiding place somewhere in the house.

The crack in the basement wall looks mysterious. But in order to discover the secrets it holds, you need to locate some bombs. If you head to the north-west corner of the village, you'll notice a well placed precariously below a ledge. If you jump off the ledge, you'll fall down the well and into a cave. Inside the cave, you'll find a treasure chest that contains what will probably be your first set of bombs.

Before you dash out of this cave to go and bomb the wall in the Thieves' Hideout basement, explore this cave a little bit. You'll notice a section of the north wall, near the other treasure chests, that looks a bit darker. Plant a bomb in front of it, and it will break a hole in the wall that you can pass through. Do so, and you'll be handsomely rewarded with a Piece of Heart.

Now make your way out of the cave and back to the Hideout. Head downstairs and you'll see the crack in the north wall, along with an interesting puzzle. First, place a bomb in front of the crack and stand back. Walk through the hole that it creates and help yourself to yet another Piece of Heart.

Back in the basement, every chest contains 20 rupees, but you'll have to figure out how to push the blocks so that you can access them from the front. If you make a mistake and need to start over, leave the room and return and the blocks will return to their original position.

(B) Sahasrahla's Cottage
Sahasrahla, the village elder, is a descendant of the Hylian people who forged the Master Sword. When Agahnim began collecting victims, he disappeared from the village, and an old woman in his cottage worried about his fate. When you reach the X on your map, the woman will tell you that Sahasrahla has fled to some location. In order to find his whereabouts, you'll need to ask various people around the village.

(C) Sick Kid's House

If you happen by this home, enter it, and you will discover a child who is sick in bed. He seems to have caught an illness from the air coming down Death Mountain. Chat with him for a bit, and if you are in possession of a bottle, he will decide to loan you his Bug-catching Net. This is a very useful tool for catching things that have wings, be they simple insects such as bees, or more exotic creatures like fairies. However, you need something to keep your catches in before he will give the net to you.

Fortunately, there is a bottle seller in town. He sits to the left of the weathercock, which is just below the Thieves' Hideout. His bottles won't be free like the net is, but for a mere 100 rupees, you can be the proud owner of a Bottle. Now when you catch bees or fairies, you can store them inside the Bottle. You can also store various kinds of potions in them. Now be sure to visit the sick kid and borrow his net.

While you're in the neighborhood, visit the house to the left of the sick kid's. At first glance, it appears to be occupied by nothing but chickens, known as Cuccos. However, a crack in the right wall indicated that you may be able to bomb it. If you do, you'll reveal a hole to a shed along side the house that contains arrows.

(D) Blacksmith's Shop
The Blacksmith, who has a shop just east of Kakariko Village, is a very busy man. When his partner mysteriously disappeared, he was left the only Blacksmith in Hyrule. Now all of the sword tempering falls on him alone. Until his partner returns, he is sadly forced to turn business away.

The well near the Blacksmith's house was a source of stories, not water. He fenced it off so curious children wouldn't fall in. A stake in the ground prevents you from accessing the ledge above the well. You won't be able to pass through until you have collected the Magic Hammer. Once you have it, you can pound the stake and jump into the well. There you will find a strange creature who claims to curse you for waking him up by taking away half of your magic power when, in fact, he accidentally doubles it.

(E) Mysterious Hut
One odd building in the corner of the village has no door and no windows. No one knows for certain who built it or what – if anything – is stored inside. The mystery cottage is the source of many stories and great speculation. If your curiosity gets the best of you, you can always try placing a bomb where you might expect to find a door. The bomb will make a hole in the wall, and you can step inside where you will find two rats, a few rupees under the pots, and four sets of bombs with which you replenish your bomb supply.

In the Dark World, if you manage to explode the cracked wall you will find a chest containing 300 Rupees.

(F) Shop
Villagers stock up on Hearts, Bombs, and Red Potion at the small shop in the southwest corner of town. It is always open, and its prices are fair. It is the only store in the area, so it also does good business with the travelers who happen by.

More important than the shop itself, is a young boy in the shop's yard who looks after the Cuccos. If you speak with this boy, he will share the whereabouts of old Sahasrahla with you, and mark his current location on your map for you.

(G) The Inn
Kakariko's Inn is known for its fine food and cozy atmosphere. It is open all hours, and there are usually a couple of regular customers hanging around in the lobby, ready to bend the ear of visitors from other parts of the land. It is a good place to meet people and hear the latest town gossip. One old man who often visits the Inn mourns his missing son. His absent-minded rambling however, seldom makes sense.

While visiting the Inn, you'll probably notice a treasure chest behind the bar, with no obvious way to reach it. You may be surprised to find out that this Inn has a back-entrance as well as a front. The Inn's back door leads to a room behind the bar that few visitors enter. It is used primarily as a pantry where supplies are stored. A quick glance in the chest will reveal yet another Bottle.

(H) House of Books
South of Kakariko Village, you will find a storehouse of knowledge, the House of Books. It houses titles dating back to the beginning of Hylian civilization, and anyone wanting information about almost any subject can come here to learn.

However, you will notice one particular book that you just can't reach. There may be a way to knock it down, but it looks like it's going to take a lot of force, like a running start. Remember to return here when you master the art of dashing.

(I) & (J) The Quarreling Brothers and the 15-Second Game
Southwest of Kakariko is the home of two brothers who argued so much that they finally sealed the door between their rooms. No one in all of Hyrulean history argued as much as the Quarreling Brothers do, and as is often the case with family feuds, no one really knows what started their argument. Unfortunately, because of the feud, none of the Villagers have been able to enjoy the 15-Second Game since it was the brother in the left room that ran it.

By this time, you should have the tool you need to break the seal between the doors: a bomb. Blast a hole in the wall and wander over to the brother in the left room. Head outside, and you will be able to partake in the 15-Second Game yourself. The goal is to run from the starting location to the finish line in under 15 seconds. Should you succeed, you will receive one of the greatest treasures: A Piece of Heart. Along with the other two found in the village, and the one found in the The Lost Woods, that should make your next complete Heart Container.

(K) A Game of Chance
Gamblers try their luck in a small hut south of Kakariko Village. For 20 rupees, you can open one of three chests and take it contents. Luck runs strong in this gambling house.

Finding Sahasrahla
With your map updated by the boy next to the village shop, you must prepare to journey once more, this time to the very east of Hyrule. There are many paths to take, but the quickest one sends you right past your house along the way. Just exit south-east from the Game of Chance hut, and below the woods until you reach a cliff wall. Follow the wall north until it ends. Continue heading east, just below your home, until you reach the massive bridge that crosses a river. Head to the other side of the bridge, and follow the path that you will find traveling east. When you reach the end up the path by some trees, venture north to enter the region of the Eastern Palace.

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


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

'The southeast area of Hyrule was dominated by a vast lake called Hylia. Several hidden caves sat on its shores — even one lined with ice. The lake itself was dotted with whirlpools, telltale signs of the rough currents just below the water's surface. But before Link could swim in its crisp, refreshing waters, he had to take a trip further north.'

First things first
You could head straight to Lake Hylia first if you like, but the truth is, you won't be able to take full advantage of the wonders that is has to offer unless you venture further north first. Travel back to the Magic Shop with the witch outside. (And if you haven't retrieved a Mushroom from the Lost Woods, and traded it to the witch for some  Magic Powder, now would be a good time to take care of that). If you recall, there was a boulder in the path preventing you from traveling any further. Well, thanks to the Power Glove, now you can lift and remove the obstacle. You'll find some interesting places beyond the shop.

Mysterious Haunted Fall Found
In northeastern Hyrule, a network of rivers tumble over several falls before flowing on to irrigate other areas. Hylians reported that a beast who ruled the waterways lives at the foot of one waterfall. Some of them actually saw it, but others fled in terror after feeling the earth rumble when they neared. They called the beast Zora and the site became known as Zora's Falls.

At the pool of Zora
If you brave the currents of the river and the attacks of Zora's Spawn, you will reach a pond beneath a waterfall in the far northeastern corner of Hyrule. A monster named Zora will appear and offer to sell you a pair of his Flippers for swimming in deep water. The price of 500 Rupees may seem kind of steep, but pay it regardless. You won't be able to reach the islands in Lake Hylia without them. On your way back out of the falls, if you take the southern route leading away from Zora, you will be able to explore the island region in the center of the falls where you will discover a Piece of Heart

The Waterfall of Wishing
Above the Magic Shop and the first bend of the river is a waterfall that some people claim is mystical. They say that it is possible to actually walk through the wall of water to a room beyond where a beautiful Faerie Queen sometimes grants wishes. The beautiful Faerie who lives behind the waterfall is said to value and reward honesty by travelers' wishes.

Faith and courtesy
If you push through this mysterious waterfall northeast of the Magic Shop, you will discover a pond in a cave. When you are prompted, you can select an item from your inventory to throw into the pond. No matter what you throw in, a Faerie will appear and return them to you.

However, if you toss in the Boomerang, the Faerie will give you a better Magic Boomerang in return, but only if you answer her questions honestly. Likewise, if you toss in your normal Shield, she will reward your honesty with the Red Shield. Also, when you throw in a Magic Bottle she will fill it with Green Magic Potion.

All other items will be returned unchanged.

On to the Lake
In the region around the lake live Land Crabs, Octorocks, and other denizens of dry land, but in the water are Zora's Spawn, treacherous currents, and an island that is home to the Fountain of Happiness. On the lake's west bank lives a Fortune Teller who will sometimes give advice, always for a price. People who have Zora's Flippers can swim in Lake Hylia and the rivers that feed it.

Linking the waterways
Zora created a water transportation system by which swimmers can enter a Whirlpool in one area and emerge in a distant place. The Whirlpools make for quick journeys, and swimmers who discover how to use them can, for instance, dive into a Whirlpool in the eastern part of Lake Hylia and end up far away, near the entrance to the Lost Woods. Another in the south of Lake Hylia takes travelers to a pool near the Waterfall of Wishing. A third whirlpool in the swamp area ends up near the Magic Shop. (Dark World travelers reported that a fourth warp connected the site near the Magic House to southeastern Lake Hylia.) Not all Whirlpools are safe, though. Many of them are simply signs that Zora's Spawn are about to appear. Look for the Whirlpool icons on the maps.

Fortunes found, Fortunes lost
Another Fortune Teller lives on the bank west of Lake Hylia. He conjures mystical stories of the future for inquisitive or lost travelers. Hyruleans quickly learned, though, that it is useless to return to the teller before their previous fortunes have been realized.

Shop established
The Shop by the lake is one of the oldest in Hyrule. People traveling by water find it a very handy place to stock up on Red Potions, Hearts and Bombs.

The search for the Fountain of Happiness
As children, Hyruleans heard stories about a Fountain of Happiness, and many of them searched for it as they grew older. They believed that if they found the fountain, and threw Rupees into it, a Faerie will appear and grant them the happiness they sought.

At the fountain
The large island in Lake Hylia is rumored to be a place of magic. Once you have the Flippers, you can plunge into the water and swim to the island. There you will find a cave, and in it a pond. When you approach the pond and peer in, you will receive a message. This is the Fountain of Happiness where travelers throw Rupees into the water in hopes of receiving a prize. When you finally throw 100 Rupees into the pond, a Faerie will appear and offer to give you the capacity to carry more Bombs or Arrows. Return often, and boost both your Bomb and Arrow holding capacities to the maximum. The maximum you will be able to hold is 50 bombs and 70 arrows. It will cost 1400 Rupees total. It should make you very happy.

The prize beneath the bridge
While searching Lake Hylia for useful items, you may find yourself swimming out of the lake and up the river. If you swim around a bend and under a bridge, you will find a man in the shadow of the bridge, blowing smoke rings beside his campfire. The camper wants to be left alone, and he will give you an empty Bottle to be used for storing Potions or other things, so that you will leave. It's important to look everywhere.

A frosty find
Travelers who venture all the way around Lake Hylia might discover a remarkable cave. The entrance looks like any other, but inside it is completely covered in ice, and tiny Faeries hover around a Faerie ice sculpture. A side exit leads to another room, which is also iced over. In the center sits a Treasure Chest, but ice blocks prevent awe-stricken travelers from reaching it. There must be some other way to enter the room.

Secret entrances
After Sahasrahla gives you the Pegasus Shoes, he tells you to get a strange mystical weapon called the Ice Rod, which is located to the east of Lake Hylia. When you travel south of the lake and then up and around to the lake's northeast corner, you will be able to see a cave entrance, but just to the left of that entrance is a pile of loose rocks. Bomb through the rocks to reveal another entrance. Step inside to claim the Ice Rod.

Link the bee-keeper
There is a tale in Hyrule of a Good Bee that will fight beside its master. After the battle, unlike other bees, the Good Bee waited until it was netted and returned to its Bottle. You will discover the Good Bee in the Ice Cave on the eastern shore of Lake Hylia by using the Dash Attack against the statue of the Faerie. You can carry the bee in a Bottle, and release it during battle. If the Bee gets lost, it will return to the Ice Cave. There's also a little trick you can do using the Good Bee. If you release the bee when searching for the flute at the Haunted Grove, it will fly direct to the spot you have to dig, and it will be there as long as it takes to you get the flute.


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

During Link's time, the vast Light World included a variety of terrain and climates, ranging from a desert in the southwest to a swamp in the south to foreboding mountains in the north. Society centered around Hyrule Castle, near the center of the land. Bridges and well-traveled paths connected the different areas, and innkeepers, shopkeepers, blacksmiths, and lumberjacks plied their trades in Hyrule, much as they did in neighboring lands at the time.

 * Hyrule Castle: Hyrule's royal family occupied Hyrule Castle, which was built of huge stones quarried by Hylian subjects.
 * The Lost Woods: The Lost Woods are inhabited by pesky thieves who prey upon any travelers who happen into the area.
 * Kakariko Village: Cottages line the quaint cobbled streets in this village, and a large weathercock stands in its park.
 * Eastern Palace: The architecture of the Eastern Palace is modest in comparison to Hyrule Castle. It is guarded night and day by Armos Knights.
 * The Great Swamp: Crumbing ruins in the Great Swamp attest to the existence of an earlier civilization there.
 * The Desert of Mystery: A stone monument that leads to the entrance of the Desert Palace is inscribed with ancient pictographs.
 * Lake Hylia: In some places, Lake Hylia is very shallow, but in others it is too deep to measure. Unpredictable currents and Zora's Spawn make it unsafe for most swimmers.
 * Death Mountain: The highest point in Hyrule is Death Mountain in the north. Mountain climbers come from all over to test their skills here, but few have reached the summit.


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

Hyrule Soldiers
These are the first enemies that you see in the game, and some of the easiest to kill. Just swipe at them with your sword, and they'll usually be hit. However, sometimes you'll find your blow blocked by the daggers that all of soldiers have. To avoid this, just stun them by hitting them with a boomerang. This will neutralize any threat they might present, as well as stopping them from defending themselves. However, if you've just started out, you might not have your boomerang yet. To get around this, you can imitate their defensive stance by holding down your sword button. This will not only protect you, but will also charge your sword for a spin attack, which you can unleash as soon as it's charged. In the GBA version, you will also have the opportunity to attack them with magic by using your lamp. This is because in the GBA version of this game, your magic meter automatically fills when you get the lamp. In the SNES version, you may run out of magic and find yourself suddenly being hurt.

Grass-hiding Spear Soldiers
They pop up in patches of grass. They will always pop up from the same place.

Ball & Chain Soldiers
They use their ball and chain against you. They are vulnerable when they recharge.

Armos
The Armos first appear to be harmless statues, but if you come to close, they will suddenly come to life and begin to chase you. However, because of their slow speed and nonexistent defense, they can be easily killed with almost any weapon.

Buzzblob
The buzzblob produces an electric field that will sting Link if he strikes it with anything less than the level 4 sword. Once the buzzblob is stunned, its electric field is neutralized and a single hit from any sword will kill it. Throwing a stone will kill the buzzblob, whether or not it is stunned. The Buzzblob has a very unique reaction to Magic Powder. It becomes a Cukeman, which will give hints if talked to.

Crow
The Crowl is an enemy that comes in two forms. One form will stay in a tree until it spots you, when it will pop out and come toward you. However, there is a more dangerous form, which will keep attacking you until you kill it.

Deadrock
A Deadrock is quite literally a living rock, and therefore impervious to every attack at Link's disposal except the most powerful magic. Attacking it turns it back into an ordinary and immobile rock. The only way to make this invulnerable enemy vulnerable is to turn it into a slime first.

Derudoman
The Derudomen are often annoying to players, due to their tendency to pop out of the ground right next to Link without warning. They generally live in desert areas, where the sand is soft enough to burrow in. One way to avoid them is to walk cautiously, then immediately begin attacking it when it pops out of the ground, removing its chance to get a free hit on you.

Hachi (bee)
Hachi bees are, for the most part, a minor nuisance. They can appear when you cut down a bush or grass. They will fly around and sting you until you leave a portion of the world, or kill them. However, you can catch them with your net and hold them in a bottle. Then you can release them to attack nearby enemies.

Hedge
This harmless insect is easy to kill, and can't even hurt you, but it can help you. If you lift the hedge (or rock) from off its back, it will start dropping Rupees in an attempt to shake you off its trail. If you collect five green Rupees before he disappears, it will drop a red Rupee.

Octoballoon
The Octoballoon is a special floating variety of Octorok. It is sensitive to all but the hottest of attacks. Any attempt to kill it will result in 6 smaller Octo creatures bursting out of its top to attack before disappearing.

Octorok
These creatures are back from the first Zelda game. Although they can be dispatched with almost any attack, they can still be dangerous because of their ability to fire rocks from their snouts. Luckily, these missiles can be blocked by any shield, as long as you are facing the rock without attacking. This is why Octoroks have taken to traveling in numbers. When there are several rocks whizzing around at once, they can be a bit more formidable. However, defeating will often earn blue or occasionally even red rupees.

Peese (crab)
These little crabs are found near The Waterfall Of Wishing, And where you found the Ice Rod.

Poe (soul)
Poes are like Hues in the Light World. Basically all they have is a lantern, and they fly around.

Slime
Slimes are defenseless creatures that typically appear as the result of sprinkling Magic Powder on a more dangerous enemy, or using the magic of the Quake medallion. In this form, any enemy can be quickly defeated.

Tektite
They are back from the original game. They hop from one location to another.

Tendol (vulture)
These birds fly around you in circles when you walk through the desert.

Thief
Using special defensive techniques, the Thieves of the Lost Woods are impervious to all forms of attack, physical or magical. They cannot be harmed, nor can they harm you. But if they collide with you in the woods, expect to drop some supplies and Rupees that Thieves will be quick to collect from you.

Toppi (rabbit)
This rabbit hops out from thick grass. He is easy to kill, but you can play a trick on it to earn Rupees. Instead of attacking the Toppi, destroy the grass that he jumped from. He will land helplessly on his back. Approach him and he will call you a thief, and give you Rupees, Bombs, Arrows or whatnot to leave him alone.

Zora
They live in water bodies and pop out of their whirlpools. They fire magic attacks at you. To block a magic attack you need to have a Magic Shield or Mirror Shield.

Devilant
Devilants are only found in the Desert Palace. Red Devilants shoot 3 fireballs, Blue Devilants Just pop up, And do no damage to Link.

Eyegore
Eyegores are magical statues that normally sleep. They only wake up when you get close enough to them. Then their single eye opens up and they begin to chase you. You can only hurt them when they are awake. Furthermore, Red Eyegores can only be damaged by bow and arrow attacks.

Keese (bat)
They can be killed with a strike from the Boomerang.

Rope (snake)
They charge at you when you're in front of them.

Stalfos (skeleton)
The blue skeletons are mostly harmless and easily killed. The red skeletons will back away when attacked (so you do no damage) and then throw a bone at you. To kill these skeletons, you must back them into a corner where they cannot back out any further.

Stalfos Skull
Skull Stalfos drop down from the ceiling, only stopping long enough to deliver their floating skulls. The body floats back up to the ceiling, leaving the head behind to attack you.

Mini Moldorm
They can be killed by attacking them with the Hookshot.


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

'Like the area surrounding the Ice Palace, this area was also changed drastically by Ganon's magic. While adventurers once had to cross what was known as the Desert of the Golden Land, they later found themselves in a stormy swamp, filled with creatures that would rise from the muck.'

The Flight to Misery Mire
On the map of the Dark World, you can see a large swamp in the southwest corner of the land, but there doesn't seem to be any way to reach it. The canyon just to the east of Misery Mire ends in cliffs that block off the swamp. The answer has to be in the Light World. If you search the desert for a Warp Tile that might lead to the swamp, you will only find what you are looking for on the Duck's landing spot number six. Lift the right stone to reveal the warp to Misery Mire.

Points of interest
In order to keep the waters of the swamp from spilling out into the Plains of Ruin, Ganon blocked the passages between the two areas with high bluffs. The only way to enter this area is through a Warp Tile in the Light World. In the northwest, near the palace, adventurers can find two important caves.

Treasure cave
There are two caves in the vicinity of Misery Maze. The cave to the west contains two Treasure Chests and several blocks. An intelligent explorer should figure out just exactly how to push the blocks in order to get to the Treasure Chests. While one of the chests holds Rupees, the other one holds a Piece of Heart.

Faerie Fountain
The cave which is located east of the Misery Mire entrance is a good place for explorers to rest and tend to their wounds. By drinking from the Faerie Fountain inside, they will be rejuvenated and able to continue their journey. It is a convenient location for such a place.

Storyteller
An odd creature in the cave on the northeast edge of the swamp tells passersby about the entrance to Misery Maze. He says that only someone with control over the elements can enter the dungeon. Such controls is said to be possible through the use of the Ether Medallion.

Warp for health
An alcove has formed in the upper right corner of Misery Mire. This alcove corresponds to an unreachable cliff in the Light World. By standing deep inside the alcove and using the Magic Mirror to warp back to the light world, you will reach a stairwell that leads inside the cliff, where you will find another Piece of Heart.

Misery Maze
The labyrinth under Misery Mire is sealed by the same magic that created the wind and the rain in the swamp. As long as the rain clouds hover over Misery Mire, the entrance to Misery Maze will remain sealed. The tile near the dungeon's entrance bears the same lightning bolt symbol as the Ether Medallion. While standing on that symbol, call upon the magic of the Ether Medallion, causing the clouds to vanish and the dungeon entrance to rise from the swamp.

Floor 1

 * 1A:In addition to being guarded by five yellow Zols, the entrance to Misery Maze is designed to prevent those without a Hookshot from gaining access to the rest of the dungeon. Fire your Hookshot at the block across from the gap to access the stairwell to the first basement level 2A below; or, jump across by standing between the gap and the block, and dashing toward the block.
 * 1B:You will find two torches here, positioned behind a set of stones. Four Wizzrobes will warp into the room to attack.  Push past them to visit room 1C below.
 * 1C:This room appears as the vertical mirror image of room 1B above. Now two torches are positioned at the top of the room.  Your ultimate destination lies to the right, in room 1D.
 * 1D:[[Image:Zelda_ALttP_Lighting_torches.png|thumb|left|Lighting the last torch to move the wall]] When you first arrive in this room, it will be very narrow and lack anything interesting to examine except for a single telepathy stone. By investigating the stone, you will be told that you need to light four torches to proceed.  Interestingly enough, you just passed four torches.   Return to rooms 1B and 1C.  Make sure all of the Wizzrobes have been cleared out before you proceed.  Among the set of three blocks that prevent you from accessing each of the torches, push the top and bottom blocks forward, and push the remaining center block up or down.  When you have access to all four torches, proceed to light each one with the Fire Rod as quickly as you can.  It does not matter that you have to cross a doorway to light them, they will remain lit for the normal duration.  If you manage to get all four lit, you will hear a substantial rumbling sound.  Return to room 1D to investigate, and you will notice that the right wall has regressed and a hole in the floor has been exposed.  Hop into the hole to access room 2H one floor below.

Basement 1

 * 2A:When you arrive on the floor, you will be greeted by two Popos. Further investigation will reveal more Popos in the room, along with a sentry statue and a brand new enemy: the Wizzrobes.  Wizzrobes warp into a room, just long enough to attack you with their magic, and warp back out.  You must destroy every enemy to open the door above and proceed to room 2B.
 * 2B:You will visit and revisit this large room and its many pathways throughout your visit in the Misery Maze. Nearly every door is accessible from another entrance one way or another, with one exception; the pathway in the upper left corner, along with the nearby switch hidden under a skull, may be blocked off by blue fence blocks.  You'll need to find the remotely-positioned Crystal Switch to make this section accessible.  For your first visit through this room, it is wise to head to the upper right open door which leads to room 2P.  When you return here the second time from room 2C to the left, walk down along the side of the room, and back up along the grating that straddles the lower level of the floor.  With the blue fence blocks lowered, you have access to the switch hidden beneath the skull.  Step on the switch and open the treasure chest that appears in order to find a [[Image:Zelda ALttP item Small Key.png]] Small Key.  Then proceed up through the door immediately to your left to room 2Q.  After collecting the Small Key from room 2X, climb down the ladder, and simply run all the way left and climb up the next ladder that you come to.  Run down the left side of the wall, and unlock the door on the bottom left to room 2K.  When you return to this room after having collected the Big Key, it's time to unlock the door along the top portion of the right wall, and enter room 2L.
 * 2C:If you are following along with the walkthrough, you will enter this room for the very first time from room 2R above. For now, simply return to room 2B on the right.
 * 2D:The treasure chest in this room is only accessible, like many parts of this dungeon, if the blue fence blocks are lowered. Provided that they are, you can open the chest and claim the [[Image:Zelda ALttP item Compass.png]] Compass.  Return to room 2E below and enter bottom door to room 2F.
 * 2E:When you enter this room, the tiles will begin to lift off the floor and attack you. To make matters worse, there's a fireball trap as well.  There are four torches in the room, and even if you wait until every last tile attacks, the shutter door at the top of the room will not open unless you light all four torches.  If you get them all lit, the door to room 2D will open, where you can grab the compass.  Ultimately, you must pass through the door below to room 2F.
 * 2F:A number of enemies and a trap occupy the room that contains conveyor belts along the very bottom. Do your best to dodge and attack them safely and cross around to the stairwell on the other side of the top wall to reach room 1B.  Make sure you remove the skull before the door and collect the full magic refill.
 * 2G:Standing on the warp tile in this room sends you to the arrival warp tile in room 2S.
 * 2H:If you arrived at this room from the room to the north, you will be placed on a balcony from which you can only view the treasure chest, but not access it. The only way to access it is by falling from room 1D up above.  If you land in front of the chest, open it up and collect the [[Image:Zelda ALttP item Big Key.png]] Big Key.  Once you have it, the only way out is through the left to room 2G, so head through and take the warp you find there.
 * 2J:There is little to no reason to enter this room. It contains two sentry statues and a Taratal slug.  The door below leads to a useless dead end.
 * 2K:There are a number of pesky enemies in this room, including two floating Stalfos skulls, a blue Bari, a fireball trap, a Bubble, and a Crystal Switch. Defeat the two skulls, and destroy the Bari to collect a [[Image:Zelda ALttP item Small Key.png]] Small Key.  Proceed through the locked door on the left and enter room 2E.
 * 2L:If you arrive at this room by unlocking the top door along the right wall of room 2B, you'll end up next to the treasure chest that contains the dungeon [[Image:Zelda ALttP item Map.png]] Map. The blue fence blocks should be lowered, so you can reach the other side of the partition and drop down to the lower portion of the room, and pass underneath the bridge and climb the ladder on the opposite side.  Head through the door on the right, and enter room 2M.
 * 2M:[[Image:Zelda_ALttP_hookshot_to_cane.png|thumb|right|Use the Hookshot to cross the bridge]] As soon as you arrive in this room from the lower door, have your Hookshot ready and quickly fire over to the block on your right. You must do this because the bridge will begin to collapse shortly after you arrive, and if you try to run over without using the Hookshot, it will be difficult to make it in time.  As soon as you arrive, begin dashing along the bridge before the bottom collapses.  You should make it just in time, and arrive at the large treasure chest of the dungeon.  Open it up and claim the magical [[Image:Zelda ALttP item Cane of Somaria.png]] Cane of Somaria.  Once you have the Cane, you must return to room 2S by way of 2L, 2B, 2C, and 2R.
 * 2N:It's rare to find a single room in a dungeon that can provide you with two keys. This is one such room.  There is a [[Image:Zelda ALttP item Small Key.png]] Small Key under the skull in the upper left corner.  Grabbing it is easier than avoiding the attacks of the three red Stalfos and sentry statue that also occupy the room.  Take your time and make the effort to destroy all of the Stalfos.  When you are done, you will notice a skull in the lower right corner of the room, surrounded by spikes.  You can don the Magic Cape if you have it to avoid taking damage, but reach the switch regardless to make a treasure chest appear.  Unfortunately, the chest will also be positioned on the spikes.  Open it to receive yet another [[Image:Zelda ALttP item Small Key.png]] Small Key.  With your newfound surplus of keys, unlock the door to the north and enter room 2V.
 * 2P:Two Popos stand guard in a room with a movable block, and four doorways. If you've just arrived here for the first time from room 2B, then ignore all other aspects of the room, and enter room 2N to the right.  During your second visit to this room from 2Q, push the block that prevents access to the top door to one side, causing the door to open.  Walk up through the door 2U.
 * 2Q:This room has a large cross partition throughout the room, and is occupied by a bunch of slug-looking enemies named Taratals. They lay bombs behind them, so be aware of when their bombs are about to explode.  Defeat all of the Taratals and proceed through the door on the right back to room 2P.
 * 2R:If you are following along with the walkthrough, you will enter this room for the very first time from room 2Y above, after just having hit the Crystal Switch, changing it from orange to blue. This means the orange blocks will be raised, affording you a small amount of defense from the various traps in the room.  You need to make it to the bottom of the room, which means crossing a long, dangerous set of spikes on the floor.  Possession of the Magic Cape is invaluable in this case.  Otherwise, you are bound to take a good deal of damage.  There is a large spike trap waiting for you in the bottom half, but it is considerably easier to avoid.  Head down through the bottom door, to room 2C.
 * 2S:If you first arrived in this room by taking the warp tile immediately after collecting the Big Key, you'll notice the door that can only be unlocked with the Big Key. Remember this room because you will need to return here before long.  For now, return to room 2B by passing through 2R and 2C to get there.  You will return here once you possess the Cane.  Open the door to the north, and enter room 2T.
 * 2T:Standing on the warp tile in this room sends you to the arrival warp tile in room 2U.
 * 2U:During your first visit to this room, you will be arriving along the top level bridge from room 2P below. Cross the bridge to reach the right portion of room 2X.  After you've obtained the Cane and warped into this room from room 2T, be prepared to deal with the two Bubbles and the Wizzrobe present in the room.  The Bubbles present a good opportunity for health if you are quick with the Magic Powder.  There are also two "Bunny Beam" traps under the lowest skulls.  Climb up the ladder and open the Big Key door, and return to room 2X.
 * 2V:When you first arrive in this room, it will only benefit you to walk across the grated bridge and enter the door above to room 2W. It will do you no good to visit through the lower door on the left until you have collected the Big Key.
 * 2W:This room merely serves as a connection between room 2V and the upper level of room 2X.
 * 2X:When entering this room from room 2W, you will find that all you can do is run across the bridge over to room 2Y. The next time you arrive will be from the upper level of room 2U which deposits you on the right side of the room.  Climb down the ladder there and run along the bridge to the very end where you will find a chest that contains a [[Image:Zelda ALttP item Small Key.png]] Small Key.  Then run all the way back down to room 2B.  Once you enter the room through the Big Key locked door in room 2U, head all the way to the left and find the full magic refill before running along the center bridge to the stairwell at the opposite end.  You will arrive at room 3A.
 * 2Y:This complicated room is in the shape of the number seven. There are large collections of wall partitions with fireballs that cling to the walls and follow the outer perimeter.  From the right door, follow the room up and to the left.  Avoid making contact with the fireball, and run all the way to the left.  You will find two pleasant surprises; the Crystal Switch, and a [[Image:Zelda ALttP item Small Key.png]] Small Key hidden under the nearby skull.  Hit the crystal switch so that the blue fence blocks are lowered throughout the dungeon.  Now you can proceed around through the lower portion of the dungeon.  Make your way to the locked door below.  You will have to contend with a Wizzrobe and two red Stalfos.  In addition to the fireball traps, there is a "Bunny Beam" trap hidden underneath one of the skulls.  Unlock the door below to room 2R.

Basement 2

 * 3A:You will arrive in this room in total darkness with only your lamp to help guide you. Don't bother looking for any torches to light as there aren't any.  Proceed to the lower right corner and unlock the door to room 3B to collect some Rupees if you are in need of any.  Then search the right side of the room for a skull that hides a pressure plate beneath it.  Obviously with pressure plates, standing on them is not enough to keep a shutter door open.  But a thorough examination of the room will reveal no statues that you can use to keep the plate pressed.  As it happens, you now possess the tool which will serve the same function as a statue.  The Cane of Somaria can create blocks.  Use the Cane to create a block and position it on top of the plate, and behold, the shutter door will remain open.  Pass through it to enter room 3C.
 * 3B:Enter this room to collect 9 blue Rupees.
 * 3C:Two blue Stalfos and a Bubble occupy this dark room. An exit to the left leads to room 3D.
 * 3D:This room is divided into two parts. You will enter through the lower part.  At this point in the game, the Crystal Switch is set to blue, so orange blocks are raised.  That will be a problem in room 3F, so we need to hit the switch at the top part of the room.  Avoid the spike trap in the bottom portion of the room, and navigate the maze to reach the left side.  Then you can walk to the top portion where you can fling a boomerang at the Crystal Switch to change its state.  There is no need to deal with any more of the top half of the room unless you are desperate for Rupees, and you can run back down to head through the lower door to room 3F.  If you are, you must navigate the conveyor belts along the outer edge of the top portion of the room while fireball traps fire at you.  Once you traverse the belts in a counter-clockwise direction and reach the left wall, drop a bomb to create an access to the upper portion of 3E.  Once you're done, return to this room and continue on to 3F.
 * 3E:The top portion of this room simply houses another Crystal Switch which you will need to hit in order to proceed through the left door in room 3F. The lower portion of the room can only be accessed by bombing the wall in the top half of room 3D.  A fireball trap and a Bubble guard 18 blue Rupees.
 * 3F:If the Crystal Switches of the dungeon are not set to orange, you will not be able to progress through this room. Once the orange fence blocks are lowered, you can get as far as the blue fence blocks on the opposite side, but no further.  You need to find a way to lower the blue blocks without passing back through the right door.  If you examine the top wall, you will notice that the wall is cracked and can be bombed.  Blow a hole through the wall to discover the Crystal Switch in room 3E.  Hit it and return to this room to proceed through the left door, but be prepared to deal with the two Bubbles that are free to roam the rest of the room.  Enter room 3G to continue.
 * 3G:This room is primarily filled with traps, including "Bunny Beams", fireball traps, spike traps, and Bubbles. Zols fall from the ceiling to attack.  You may be tempted to rush straight up the stairs, but you'll find it difficult to proceed if the orange fence blocks are still raised.  Much to your benefit, there is one last Crystal Switch above the stairwell.  Make sure you hit it and change the switch to orange before proceeding up the stairs to room 3H above.
 * 3H:You will see a fire chain Winder wrapping around the room when you arrive. As long as the orange blocks are lowered, you will be able to pass through the passage on the left to room 3J.
 * 3J:A Bubble may creep over from this room over to room 3H as you approach. You will find the door to boss along the top wall.

Boss: Vitreous
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, leaving behind a precious Heart Container. Collect it, and the sixth Maiden crystal will descend for you to collect.

Ganon's plans laid out
The sixth maiden lets you know precisely why Ganon used the wizard Agahnim to capture the seven maidens and send them into the Dark World, where they were imprisoned in magic crystals and distributed among Ganon's generals. Only one crystal remains in Ganon's possession and it's the crystal occupied by Zelda herself. You must hurry to Turtle Rock and find the way to rescue her.


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

The Palace of the Four Sword is a dungeon exclusive to the Game Boy Advance version. The entrance can be found in a new hole on the east side of the pyramid, to the right of a statue which blocks your path. You must access the hole by falling from the ledge above. In order to gain entry to the Palace, you must first complete the The Legend of Zelda: Four Swords multiplayer adventure, in order to be considered a "true hero". Alternative methods of accessing the palace are described elsewhere on this page.

While you can enter the Palace as soon as you have beaten the Four Swords and have access to the Dark World, it is highly recommended that you play through as much of the game as possible before doing so, in order to obtain the maximum amount of health. It's also advisable to bring four Red Potions (or fairies at the very least). The minimum items needed are the Hookshot, the Flippers, the Cane of Somaria, the Magic Hammer and the Fire Rod.

The Entrance
When you enter the Palace, you will be greeted by a typical Dark World thief, known as a Pikku. He will charge you an entrance fee of 20 Rupees, and he will charge you this fee every time that you come here, even if you've paid it before. Provided you meet the criteria for entry, he will allow you to pass. You must proceed from this entrance, through the hallway, and into the Grand Hall above. However, in the hallway waits six chained up Terubeans who can whittle your health down quite rapidly – even with Red Mail on – if you're not careful. It is possible, with a good running start, to safely dash up the left or right side of the hallway without receiving any damage, but this takes a little luck. Once you reach the grand hall, you are presented with four choices of doors, along with one magically sealed entrance at the top.

The Green Sword
The entrance to the green sword can be found in the lower left corner of the Grand Hall. A few red Stalfos occupy that region of the room.

Part 1
The first, and only, test of the Green Sword is this Swamp Palace-inspired trap. Water flows from the top of the room in a rapid downward stream. Jumping in the water will prove futile as the current is simply too fast to overcome. A lone torch lies at the bottom of the room, seemingly without purpose. However, when it's lit, the force of the water dies down to the point where Link can actually make some progress against the current. Dive in quickly, as the current will resume its normal pace if the torch is allowed to go out. Along the trip through the water, you will encounter cannonballs, and a large spiked bar that floats up and down along the surface of the water. Link is permitted to dive underwater briefly in this version of the game, and that is precisely what you'll need to do in order to avoid being pushed around and back towards the bottom by these traps. Once you make it safely to the top, you'll need to swim towards the ladder on the left, in order to climb out of the water and proceed to the boss.

Boss: Arrghus II
Arrghus returns with an upgrade to his defense. Instead of being surrounded by harmless puffballs, Arrghus has convinced a pack of blue Baris to swarm around him. The big difference between the ordinary puffballs and these Baris is their ability to release electricity and hurt you as you try to attack them. These Baris are also different in that they are not harmed by the Hookshot; merely pulled along. There is good news, however. If a Bari is going to release electricity, it will do so immediately after being pulled over by your Hookshot. Therefore, you need only wait a moment to see if the Bari lights up before slashing it with your sword. If the Bari does not release electricity after it begins to float back to Arrghus, you are safe to slash and destroy it before it can complete the trip. Once all of the Baris are removed, Arrghus goes back to his old tricks, jumping up to the ceiling and trying to slam down on top of you. Along with Arrghus's tendency to slide around the room, he stirs up a lot more Kyameron bubbles to bounce around the room and attack you. In fact, if you fail to strike Arrghus within a certain time limit, he will stop, shake for a moment, and then whip up a near-constant stream of Kyamerons to attack you, so hit him as quickly as you can once he lands. Remember that he will try to land on top of you, so if you merely step out of the way just before he lands, you will be in a position to strike him as soon as he begins to move.

Once Arghuss II is defeated, the door to the room above will open. Pass through it to find and claim the Green Sword.

The Red Sword
The entrance to the red sword can be found opposite the Green Sword entrance, in the lower right corner of the Grand Hall. More red Stalfos occupy that area.

Part 1
When you enter this room, you will see four blue Baris and one red Pon in the center. Shortly after you spend a little time in the room, the outer section of the floor will begin to drop away, not unlike other dungeon rooms that you've experienced. This room however, leaves one tile in place, allowing you to escape and re-enter the room at will. The shutter door at the top will remain locked until every enemy in the room is defeated. The strongest monster in the room, the red Pon, is probably the most easily defeated since you can push it into the gap in the floor. The remaining Blue Baris are easily defeated with the Hookshot. Don't worry about being unable to access the door above until the enemies are defeated. You can simply leave the room and return and have plenty of time to reach the door before your route is cut off by the falling floor tiles again.

Part 2
When you enter the room, the blocks are arranged such that you can't proceed due to the blue fence blocks. Obviously, you must trigger the Crystal Switch in the upper left corner to lower them. A Boomerang throw will suffice. Once the blue fence blocks are lowered, the blocks can be pushed and manipulated to provide you with access to the upper right corner of the room. Take care to remove the Pometto turtle before proceeding. Once you defeat it, you'll notice that you can't proceed thanks to the one orange fence block blocking your way. You must find a way to trigger the Crystal Switch so that you are north of the blue block when the switch is triggered. To do this, stand where Link is in the diagram to the right and use the Cane of Somaria to create a block, when you get past the blue fence block, then use the Cane again, the block will explode, the gate blocks will change and you can easily get through.

Boss: King Helmasaur II
The beginning strategy for defeating the second King Helmasaur is almost entirely the same as the first. He is a bit stronger now, and takes a lot more hits, both before and after his helmet comes off. However, he has a new trick up his sleeve: He will regenerate his helmet just once. After you hit him enough times in the crystal lodged in the center of his head, the protective helmet will return, and you will have to resume hitting it with your hammer to break it off again. Once you destroy it a second time, instead of a crystal, you will see a large eye that is very similar to one of the small Vitreous eyes. To defeat King Helmasaur, you must aim your arrows directly into the center eye. One Silver Arrow is enough to destroy the beast for good.

After you shoot the central eye with an arrow, King Helmasaur II will be defeated. The door to the room above will open. Pass through it to find and claim the Red Sword.

The Blue Sword
The entrance to the blue sword is in the upper left corner of the Grand Hall. A gang of Zahzaks, two red and one blue, hang out in that section.

Part 1
The first and longest section of the test for the Blue Sword is also probably the easiest. When you enter the dark room, you won't even have much of a chance to witness the unique Octoballoon, as it bursts before you get close. This leaves only two golden Octoroks on the lower icy level. Two torches to the left and right of the entrance can be lit to help you see the action. Once you climb down to the ice, dispatch the golden Octoroks as quickly as you can to make a ladder appear in the bottom of the room. Climb up to proceed through the door on the left.

Part 2
This room is inspired by the Star Tile puzzle that you encountered in the final part of the Skull Woods dungeon. The Baris that occupy the room are little more than a nuisance which can be dealt with by using your Hookshot. The Star Tiles present a bit of a challenge, and many players' first reaction is destroy all of the skulls. However, doing so will make progressing through this room very difficult. Your ultimate goal is to reach the skull in the lower left corner of the room. Under that skull is a pressure plate. If you possess the Cane of Somaria, you should be very familiar with pressure plates. Simply create a block on top of the plate, and step on the Star Tiles directly to the right of the plate. Then make your way to the now-open door at the top of the room without falling through any of the pits, or accidentally rearranging the room by stepping on the wrong Star Tiles.

Part 3
Most of the puzzle in this room is obscured by the upper level of this room. There is a blue fence block that starts out raised when you enter, and it keeps the blue fireball in place on the right side of the lower level. Hitting the Crystal Switch with a Boomerang lowers that block so that the fireball can proceed, but it raises the orange fence block which prevents you from exiting. Just as before, you'll need use the Cane of Somaria and all you will have to do is dodge the fireball. As before, just use the cane again to explode the block once you get past the blue fence block.

Boss: Mothula II
Mothula has learned a few new tricks since you last fought with it. It has traded the moving floor and outlying spike traps for the ability to clone itself twice and attack you simultaneously with the clones. As a result, you must determine which moth is the true Mothula. When you strike the fake ones, they will instantly break apart into a collection of bees, which will proceed to attack you as long as they're around. Once both clones have been turned into bees, Mothula wastes no time generating new clones to keep you confused. Only the true Mothula will flash gray when struck by your weapons and remain whole. Once you determine who the real Mothula is, stick with it and attack as frequently as you can, ignoring the clones entirely. Eventually, the real Mothula will succumb to your attacks.

As soon as the true Mothula is defeated, the door to the room above will open. Pass through it to find and claim the Blue Sword.

The Purple Sword
The entrance to the purple sword is found in the upper right corner of the Grand Hall. Another gang of Zahzaks can be found guarding the entrance.

Part 1
The first part of the purple sword test is comparatively simple to all of the other rooms you have faced. When you enter the dark room, light the torches to the left and right of the entrance so you can see where you're going. Be on the lookout for the original Like Likes from the first Legend of Zelda, as they can, and will eat your shield. You certainly can't afford to be without one at this point in time. Stay to the right side of the hallway (unless you feel like using magic power to don the Magic Cape and pass through the bumpers on the left), and enter the door in the lower right section of the room to continue.

Part 2
At first, this room may seem a little puzzling. With no reliable way to access any of the skulls in the outlying regions of the room, their purpose may not be clear. Like many of the rooms in this palace, this room exploits a change that has been made to the system of the game from the SNES version to the GBA version. In this version of the game, arrows can be used to destroy skulls. If you test this out, you will find that a pressure plate has been hidden under the right-most skull of the room. With one mystery solved, the next becomes how to activate it. By using the Cane of Somaria, you can create blocks, but you may also pick up and throw the blocks that you create. Once the pressure plate is revealed, simply create a block and throw it to the right so that it remains situated over the plate and the shutter door above stays open. Now all you need to do is reach the door. If you destroy the skull below the north block, you can Hookshot over to it and make your escape.

Part 3
When you arrive here, six bats wait in formation around a single block in the center of the room. The bats are easy to overcome, so take your time dealing with them until you have a clear path to the center. Reaching the lone block is a simple matter of using your Hookshot. Once you're on the island, however, there does not appear to be anything in the room that can help you escape. In truth, there is nothing. That ability lies in you. You may recall a room at the end of a bridge in Ganon's Tower that could only be accessed by dashing against a set of blocks so that you bounced off the wall and over a gap in the floor. That same technique must be used in order to reach the door up above. Stand above the block and begin dashing to the left or to the right. Just before you take off running, be sure to face down so that you ram into the block, and the force of the collision knocks you backwards to the platform above. Walk through the door and face the next boss.

Boss: Blind II
When you arrive in this room, you may be startled to see your Uncle sitting in the middle of the room, just as he was in the very beginning of the game when he was wounded. But alas, it is really the master of disguises, Blind the Thief, playing a cruel trick on you to lure you in. Once you are close enough, he reveals his true form once more. You will start out using the same strategy as before: striking his head with your sword. However, the first time you disconnect his head, his body rises without forming a new head. This time, his heads have a strange property: you can actually hit them with your sword. In fact, you can bat them around so that they eventually reconnect with his shoulders. After the first head is reunited, strike his head until two come off the body. Bat them both back into his shoulders. The first one will damage him, and the second will stick. Strike the head again, and now three will disconnect. As before, bat them back into his body. The first two will damage Blind, and the connection of the third and final head will destroy him.

After taking down the master thief for the second time, the door above you will open. Pass through it to find and claim the Purple Sword.

The Final Entrance
With all four swords in your possession, you may finally cut down the magical barrier that stands between you and the final entrance in the Palace of the Four Sword. As you approach the barrier, two Stalfos Knights will drop from the ceiling to attack, but you may safely ignore them. Strike the barrier with your sword and proceed through the door. On the other side, you will make your way to what appears to be a dead-end. However, a straight uninterrupted bridge lies directly in front of you, and you may walk forward without fear. Cross to the other side of the room, and pass through the door to face your destiny.

The Dopplegangers
During the quest of the Four Sword, Link's body was fractured and separated into four distinct beings. In the process of succeeding in his mission to rescue Zelda from Vaati, Link is regarded as a Hero. In order to be considered a Master, he must now face and defeat each of the four portions of his own self, as they were created by the Four Sword. They will attack one at a time; first Green, then Red, then Blue, and finally Purple. With each passing color, they gain one additional move that the previous ones did not possess. The Green Link only knows how to dash. The Red Link can perform the whirling blade attack as well. The Blue Link can perform both of those moves as well as a downward stab attack. The Purple Link knows all these moves, and one more: the fire blade attack. As you fight and beat each one, the next one follows until all four Dopplegangers have been defeated.

Four one-on-one fights may seem long and tedious, but there are situations that you can take advantage of to make the fights a little easier. The first is after a Doppleganger tries to Dash attack you. It will collide with the wall and become stunned momentarily. This is an excellent opportunity for you to strike at it undefended. It is possible to lure the Dopplegangers into near-continuous Dash attacks and strike at them in retaliation. However, there's a more sure-fire technique that's a little more proactive. As a left-hander, when you face up, your sword swings wide to the left. When you stand face-to-face with a Doppleganger, your sword will likely slam harmlessly against its shield. However, if you stand more to the right of the Doppleganger while you face upward, instead of face to face, you sword will swing wide enough to strike the Doppleganger behind the shield, earning you a safe hit. What's more, the Doppleganger is likely to rush right back into the position it was in when you hit it so that you can continue to strike it from this location. Even though the Purple Link takes the most number of hits, with this technique, it's sure to go down with little struggle on your part. Just to be on the safe side, you can activate the Cane of Byrna for added protection during the final fight with the Purple Link. Once the final Doppleganger is defeated, the secret ending is yours to behold.

After you have defeated the Link clones you will be rewarded with the secret ending.


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

'Adventurous souls who climbed to the top of the Pyramid of Power during Ganon's reign could observe a once-perfect world that had been devastated by a powerful villain. The Triforce, hidden inside, was captured by Ganon and used to bring darkness to the world.'

Points of interest
It is said that the evil soldiers who guard Ganon's Pyramid of Power are well-armed. That could account for the presence of a Bomb Shop and a Weapon Shop found in the vicinity. Also in the area is a ghostly garden, several large trees, and a cave where a former citizen of the Golden Land hides from the soldiers. Some trees in the area are armed with Bombs and clues for those who dare to walk near.

The Pyramid
If someone could warp from the Dark World to the Light World while standing on top of this Pyramid, that person would then appear on the roof of Hyrule Castle, near the door to the tower where Agahnim performed his many experiments. Important battles between good and evil forces take place in both of these locations. There is a crack in one portion of a Pyramid wall, but that portion of the wall has been heavily reinforced, as if someone tried to seal someone inside on the other side. Regular bombs do nothing to expand the crack, but perhaps something stronger can.

The Bomb Shop
The going rate for Bombs at the Bomb Shop is up to 30 Bombs for 100 Rupees. The storekeeper will sell them only to buyers who can hold more Bombs than they are already carrying. If adventurers are already holding as many Bombs as they can carry, they are advised to come back later. He also provides heroes with a Super Bomb which can break away the thick walls of the Pyramid. This powerful device will be made available after the fifth and sixth Dark World dungeon (Ice Temple and Misery Mire) has been completed.

Item Shop
Even though they were reportedly available elsewhere for a drastically reduced price, strong Red Shields are sold at this shop for 500 Rupees apiece. Other wares available in the shop include Fairies for 10 Rupees and 10 Arrows for 30 Rupees. Customers are required to jump over a fence in order to enter the shop.

Ghostly Garden
The former Golden Land Cemetery is haunted by Bomb-throwing birds and armored ghosts. Adventurous souls would often battle the ghosts, turn over rocks, and pull up the brush, yet no items of real importance were ever found. After hearing the stories of warriors coming back from the garden with nothing but wounds, smart explorers would pass by the garden and let the ghosts rest in peace. You won't be able to visit it until you collect the Magic Hammer.

Storyteller
The hermit in the cave just north of the Pyramid is said to be hiding from Pyramid guards. For a price of 20 Rupees, this man-animal will let adventurers know that no number of normal Bombs could blow open the cracked wall of the Pyramid.

Health in the Dark World
Pieces of Heart Containers can be found in the Dark World just as they are in the Light World. Some can only be found by warping from the Dark World to the Light World. In this region, you can find one of both. Those adventurers who investigate the Pyramid diligently will find a Piece of Heart tucked away on the right side of the Pyramid. You'll have to jump down from a higher ledge in order to reach it. An even more difficult heart to locate can be retrieved from the northern ledge that overlooks the Ghostly Garden. At first, it appears to be an empty ledge. By making use of the magic mirror, however, you will be transported to an unreachable ledge over the Hyrule Cemetery that contains a cave opening. Explore the inside of the cave. Beyond the hallway full of pottery, you will find another Piece of Heart.

The Bomb of Bombs
After receiving a message in Misery Mire that you can now buy a new sort of Bomb, head for the Bomb Shop in the Dark World. When you arrive, you will notice that they are having a sale. 30 Bombs for only 100 Rupees! Better yet, the odd-looking shopkeeper will have a Super Bomb in stock. You may not know what to use it for, but it sounds useful, so buy it for 100 Rupees. You must haul the Super Bomb along behind you. You can still fight, but the Super Bomb will prevent you from Dashing because pressing the A button detonates it. You must look for a suitable site to blow it up. If you accidentally detonate it, you can return to the Bomb shop and buy another.

The crack in the Pyramid
From your earliest explorations of the Dark World, you might have wondered what was hidden behind the cracked, dark block on the Pyramid of Power. You may have tried bombing it, Dash Bashing it, and hitting it with your Sword. Nothing works. Nothing, that is, until you try using dragging the Super Bomb to the Pyramid. Set it on the ground in front of the crack and detonate the device. A tunnel will be revealed. Inside, you will find the Fairy whose beauty was stolen by Ganon's power. Like the fairy in the Waterfall of Wishes, she will return the items that you throw into her pond if you are honest. This fairy, however, can upgrade two extremely useful weapons in your possession. If you succeeded in upgrading your Master Sword to the tempered Level 3 sword, you can throw that into the pond and receive the ultimately powerful Level 4 sword. In addition, if you throw your bow and arrow set into the pond, they will be returned as a bow and silver arrows (any arrow you collect from that moment on will also be silver). These silver arrows are the only weapons capable of defeating Ganon.


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

The Riddle Quest is an optional sidequest that will give you a new sword technique as well as some memorabilia.
 * Availability: Game Boy Advance only.

Prerequisites
You need to have won 10 medals in Four Swords for collecting the most Rupees, otherwise you can't play. You also need the Bug-Catching Net (see the Walkthrough for how to get it).

Once you meet the requirements, head to the lumberjacks' house just west of Death Mountain. Go inside and talk to Q. Bumpkin, and agree to answer his riddles. He gives you a Basket, which replaces the "?" in the item screen. Once he's told you what to look for you can go hunting for it.

For each riddle, simply use the Bug-Catching Net to bag the creature or item the clue refers to and confirm you want to capture it. You can replace it by simply catching something else, but unlike Bottles you can't let the creature out again yourself. The Basket becomes a permanent part of your inventory, but once all of the riddles are solved you can't use it again.

The Clues
Once you have brought him the Cukeman, Q. Bumpkin will teach you his family's secret sword technique. Simply charge your sword until you hear the sound, then wait to hear it again. When you hear it a second time press the B button rapidly and push the D-Pad in the direction you want to go. This special move depletes your Magic Meter.

The Carvings
If you sprinkle Magic Powder on a carving it will begin to sparkle. Sprinkle again and the carving becomes colored. Sprinkle a final time to switch the carving to an alternate form. The Cucco swaps with one of the sickly Dark World birds, Princess Zelda swaps with an old lady, and Link swaps with his bunny form. The Link carving wears whatever tunic you currently have. You can also throw the carvings around if you wish. Whatever changes you make to the carvings or their location will be reset when you leave your house.


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

'The gloomy Skull Woods is described by many as a maze of bones, trees, and gaping holes. Thick foliage and huge skulls on the forest floor cause many adventurers to retreat quickly. Those who stay discover that the skulls and holes lead to Mothula's underground dwelling.'

Points of interest
The Skull Woods are situated north of the Village of Outcasts and west of Death Mountain. Just south of the woods, at the edge of the village, a Fortune Teller tells explorers of special points of interest in the Light and Dark Worlds. East of the woods, a Death Mountain cave leads to a valuable and hard to reach item. The rest of the region is dominated by the dark forest and Mothula's underground lair.

Item Shop
A shop can be found between the mountain and the woods. It offers the same items for the same prices as many other shops in the Dark World. If you need Bombs, Life Potions, or a first-level Shield, you can get those items here.

Cave
A sign outside of the cave in this region reads "I'll give a Piece of Heart to the person who wears the Cape." The sign's author refers to the Magic Cape, which makes those who wear it invisible, and the Piece of Heart found above the cave entrance. Inside the cave, the way to the Piece of Heart is blocked by a huge Bumper. Grapple over the large gap, then put on the Magic Cape to slip past the Bumper and earn the prize.

Fortune Teller
A mystic man set up shop on the northern boundary of the Village of Outcasts. For a few Rupees, this wise wizard will spin tales of special places and hidden treasures. His Crystal Ball knows of many secrets in the Light and Dark Worlds.

Mysterious Tree
Back in the Light World, the tree that the Lumberjack Brothers were originally working on before you dealt with Agahnim has been abandoned. The brothers commented on how unusual the tree seemed as they were cutting it. Indeed, when you find it, it is a different color. Since a lot of it has already been cut, it wouldn't take much to push the rest of it over. One solid Dash Bash will do the trick. In the stump, you will find a stairwell that leads into the ground below. Underground, you will find another Piece of Heart.

An indirect approach
Although this walkthrough guides you through each of the dungeons in their numeric order, there are occasions when visiting the dungeons out of order can make the game a little easier. This is one such occasion. After completing the second dungeon, you may opt to visit the fourth dungeon before taking on the third. If you obtain the dungeon's treasure, the Titan's Mitt, you can embark on the quest to obtain the level 3 tempered sword. With the improved sword, you will find completing the third dungeon a little easier. For information on how to obtain the tempered sword, see the Reunion of the Blacksmiths section of the walkthrough.

Skull Dungeon
The passages of Skull Dungeon are connected by a network of dungeon entrances on the forest floor. These underground tunnels are loaded with dangerous traps and villainous creatures. When explorers made it to the end of each passage, they would have to temporarily leave the dungeon and look for another entrance. The entrance to the final chamber is located in the northwestern corner of the woods. Each entrance to the dungeon is marked by a letter on the Skull Woods map, and the location of the entrance within the dungeon is indicated on the Skull Dungeon map.

Part 1
There are many entrances to the first part of Skull Dungeon, but only one entrance to the second part. Until you claim the Fire Rod, you will not be able to reach the second part, so you must accomplish this task first. Among all of the entrances to choose from, you may wish to start by falling down entrance C.
 * Entrance C:When you fall into the dungeon, you will have to wander down to the bottom of the current room, past the rotating fire bar, and out through the right door. In the next room, run up past the rotating fire bar and the Pons, and open up the treasure chest to collect the [[Image:Zelda ALttP item Compass.png]] Compass.  Opening the chest will cause a collection of pits to permanently appear throughout the floor.  Run through the north door to the room above. In addition to one red Stalfos, you will be introduced to two new enemies, the Gibdos mummies and the Wallmaster hand. Gibdos are extremely susceptible to fire, so you can use your magic lamp on them until you get the Fire Rod.  Otherwise, bash them with your sword. The Wallmaster hand is an entirely different threat.  If it grabs you, you will be placed back at the location at which you entered the dungeon. Before you can see it, you will see its shadow on the floor and hear it falling. Step out of the way and slash it with your sword to destroy it.  The treasure chest in the upper left corner contains a[[Image:Zelda ALttP item Small Key.png]]Small Key. Claim it and return to the room below.  Maneuver around the pits and be careful of the blue and red Pons that occupy the room.  Return to the bottom of the room and head through the door to the right.  It leads to the room that you end up in if you fall through the B entrance above ground.  You will want to continue through the right door to this room.
 * Entrance B:This rather wide, open room features two Gibdos and a Wallmaster. You may have entered this room either from the B entrance, or through the door on the lower-left.  Either way, avoid the Wallmaster, and make your way towards the three skulls that line up to a treasure chest.  Destroy the skulls and open the chest to obtain another[[Image:Zelda ALttP item Small Key.png]]Small Key.  You'll want to use this key on the door in the upper right corner of the room.  The room above is divided into two sections, but you won't be able to reach the top section from this direction.  You can, however, manipulate the pits on the floor by stepping on the Star Tiles, so you can access the treasure chest and obtain the dungeon [[Image:Zelda ALttP item Map.png]] Map.  There is little else you can do for now, so enter the room to the left through the left door.  This is the location of the A entrance.  You will see the large treasure chest with no apparent way to reach it.  For now, exit through entrance A, and climb up and around, through the rib cage tunnels, to entrance D.
 * Entrance D:Throughout this section of the dungeon, you must always be on the lookout for Wallmasters. Also in the room are two blue Baris and two Gibdos.  There is a pressure plate between the two barriers in front of the top door.  The right statue can be moved and positioned on top of the pressure plate, but clear the room of monsters before you attempt to do this.  You'll need to push the statue into the center of the room, and then pull the statue up from the top so that you are next to the door once the status is situated in place.  With the door open, you can proceed to the room above.  In addition to the variety of monsters in the room, there is a set of five rotating stars.  This is a "Bunny Beam" and if you are hit by it, the Moon Pearl will cease to function momentarily, rendering you a helpless bunny until its effects wear off.  It's difficult to avoid, but it won't last long.  The treasure chest in the center of the room holds the much-needed [[Image:Zelda ALttP item Big Key.png]] Big Key.  Grab it and, if you like, bomb the right wall.  Through the hole you will find a small room with a single skull that contains a large magic refill.  You must still watch out for the Wallmaster.  With the Big Key in hand, you must now exit through the D entrance and walk back towards the A entrance.  However, chop through the 3-by-3 grid of bushes and drop through the hole that you uncover, which serves as entrance E.
 * Entrance E:[[Image:Zelda_ALttP_reaching_firerod.png|thumb|right|Breaking down the wall to the Fire Rod]] You will fall into the top portion of the map room that you could not reach previously. Escape from the skull circle, and investigate the crack in the left wall.  Bomb it to open a hole and pass through it.  You may find, in the next room, that pits are situated in such a way that you can't reach the switch in the wall.  If that's the case, return to the previous room, step on one of the Star Tiles to alter the arrangement of the pits, and return to the switch.  Walk over to the switch and pull on it.  Once the switch is extended, the wall behind you will explode, revealing a pathway to the large treasure chest.  There are two Tail Worms that you must contend with, but you can finally open the chest and obtain the [[Image:Zelda ALttP item Fire Rod.png]] Fire Rod, a great weapon against the Gibdos, but it will deplete your magic supply.  Once you have the rod, you can escape through the doorway below, by aiming the Hookshot at one of the statues in the lower corners.  Once you exit through entrance A, you'll need to make your way back to entrance D again.
 * Entrance D revisited:Your task here is simple. Even though there is a fair bit to explore to the left of the room connected to entrance D, all that you are really required to do is walk two rooms to the left and exit through entrance F.  Once you're back outside, you will walk up through the left ribcage tunnel, to entrance H, where you will see a large skeleton-like structure. Use the Fire Rod on it to clear the path, and walk up to the room which leads to part 2.  If you were curious about the rest of the dungeon, there is a[[Image:Zelda ALttP item Small Key.png]]Small Key in the upper-left corner of the room.  Unfortunately, you can't get around the pits to unlock the door above.  In order to reach this, you will have to exit through entrance F, and climb up through the right ribcage above the entrance and follow it all the way around to the pit which serves as entrance G.  From here, you can make your way back down to the bottom of the room, stepping on various Star Tiles along the way in order to rearrange the pits.  If you do it correctly, you will reach the room of entrance F, but there won't be any pits in front of the locked door.  Unlock the door, and enter the room above.  A series of tiles around the middle of the room will begin to fall away.  You can attempt to reach the inside where many of the skulls contain small magic refills, or the outside skulls which contain small hearts.  However, you will probably need to use your Magic Mirror to escape the room.

Part 2
To reach this entrance, you must fire the Fire Rod at the tip of the nose of the large skull embedded in the ground. Lighting the tip on fire will cause the column leading up to the skull to burn, revealing entrance H that leads to the boss of the dungeon.
 * Entrance H:It is not uncommon to enter this room with a few spare keys. If that's the case, you do not need to follow the next portion, and you can run right across to the locked door at the top of the room.  If you need a key at this point, climb down the ladder by the entrance, and maneuver yourself around the barriers which are mostly obscured by the bridge above.  You'll have to reach the door at the top-right corner of the room.  The easiest way to proceed through the next room is to climb up the ladder, run down the bridge, and jump down to the floor in order to enter the door to the left.  Back in the first room, you can open the treasure chest to find a[[Image:Zelda ALttP item Small Key.png]]Small Key.  Now you can return to the first room and cross the bridge to open the door.  The next room contains a series of pits and Star Tiles.  Every time you step on a Star Tile, existing floor will disappear, and pits will turn into floor.  Ultimately, you must make your way to the platform in front of the door on the right, avoiding the Baris and the Wallmaster.  Avoiding the Wallmaster can be particularly difficult since you don't have a lot of room to maneuver.  Once you reach the right door, you will enter a long narrow room occupied by four Gibdos and a Wallmaster.  Remove the enemy threat before you attempt the next part.  There are four torches to light, which will trigger the upper door to open.  The highest torch is blocked by a set of pits, so you must use the Fire Rod to light it.  The two skulls in the room provide magic refills, so you should have enough magic to perform this task.  Light all four torches before the first one goes out, and the door above will open.  Run through, and you will enter a seemingly dead-end room.  There are three Tail Worms, a Gibdos, a Wallmaster, and an unfortunate "Bunny Beam" trap.  Deal with them as best you can.  Then inspect the room.  One of the vines that have overgrown along the north wall hides an entrance. Slash the vines down and pass through the opening to the room above. In a room with another variety of monsters, the Gidbos in this room holds a[[Image:Zelda ALttP item Small Key.png]]Small Key.  Defeat him to claim it and open the door the to the room on the right.  In there, you will simply find a room with two spike traps, a Wallmaster, two skulls, and a hole in the ground. It is safe to drop through this hole (you can tell because you can see the floor below).  Make sure you have plenty of magic before you drop down this hole, since you about to encounter the boss of the dungeon…

Boss: Mothula
Mothula himself doesn't require a lot of intricate strategy to defeat. He is vulnerable to your sword as well as the Fire Rod (remember that it drains your magic when used). It 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. What makes this fight truly difficult is the fact that the floor moves constantly in random directions. In addition to this, 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. 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. However, by catching a bee in a bottle before the dungeon, and releasing it during this battle, victory will be much easier, as the bee will viciously attack Mothula. Defeat him for a Heart Container, and collect it in order to reveal the next crystal.

The Hero of Hyrule
The maiden of the third crystal won't have very valuable information for you. She will simply relate the prophecy that when the Triforce falls into the hands of evil, a hero is destined to appear, one who belongs to the bloodline of the Knights of Hyrule. When you are done, your next destination is the Village of Outcasts to the south of the woods.