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

'Many areas near the Swamp Palace are closely tied to areas in the Light World. By warping from the Dark World while standing within the stake boundaries in the southwest or in the circle of bushes south of the Haunted Grove, adventurers can explore high elevations in the Light World.'

Points of interest
The Plains of Ruin and the marshes surrounding the Swamp Palace are populated with several kinds of evil creatures. Adventurers report sightings of bomb-flinging Zirros, Rupee-snatching Pikits and other swamp-dwellers. They are mean-spirited but weak. Most explorers can defend themselves with a standard sword and shield.

Haunted Grove
The legendary Flute Boy of the Haunted Grove often played music near his Light World home. The Flute Boy is said to have been able to communicate with animals by using his Flute. He could even call a feathered friend and hitch a ride to anywhere in the land. When the Golden Power of the Triforce attracted the Flute Boy to the Dark World, though, Ganon transformed him into an animal so that he could never play the Flute again. Upon telling his story to you, the Flute Boy gives you a Shovel so that you can find and use the Flute Boy's buried Flute.

The Flute and the Duck
In the Haunted Grove of the Dark World, you meet a creature who gives you a shovel and tells you how the boy had been placed under a spell. The Flute, says the monster, must be found if the spell is to be broken. You must dig around the Light World's Haunted Grove in order to find the Flute. (It can be found in the upper-left corner of the Grove). Once you collect it, head to Kakariko Village and visit the weathercock near the center of town. Use the Flute, and the once-lost Duck will return to life. The Duck, when summoned by the Flute can carry Link to one of eight sites around the Light World. Each site is numbered on your Overworld Map. The area near the desert can only be reach by Duck-transport, and the other areas become more easily accessible.

The truth about Bombos
The spell of Bombos Medallion has no special purpose in Link's quest such as opening a dungeon, but it is useful in battle. Obtaining the spell, however, isn't easy. You must warp from a patch of ground at the east end of the Dark World canyon using the Magic Mirror. In the Light World, that patch of ground is on top of a cliff. Once on top of the cliff, you can reach the Mudoran monolith that holds the spell.

The warp for life
South of the Haunted Grove in the Dark World, you will find a circle of bushes. If you stand in the center of them and use the Magic Mirror to warp back to the Light World, you will find yourself high on a ledge that was previously unreachable. There is a cave perched on the ledge that you can now enter. Inside, you will find a Piece of Heart.

The Swamp Palace
When explorers enter the Swamp Palace, they are unable to cross the empty indoor canal because of its steep, sheer sides. The key to getting to the other side is understanding the connection between the Light and Dark Worlds. Standing just outside of the place, you can warp to the Light World Watergate and pull the switch inside, allowing the water to flow. Then return to the Swamp Palace in the Dark World and swim across the water-filled canal.

Part 1

 * 1A:Provided that you've pulled the switch inside the Watergate, you should be able to swim across the canal to the cropped ladder on the left that would be otherwise unreachable since it doesn't drop all the way down to the floor. The buoyancy of the water will help you climb up and out of the water.  On the other side, you'll enter a shallow pond with water-skating bugs known as Hobas.  They are easy to defeat, but they dart quickly across the surface of the water.  A chest in the water contains a [[Image:Zelda ALttP item Small Key.png]] Small Key with which you can open the door at the far end and descend down the steps to room 1B.
 * 1B:Most of this room is waterlogged except for an island and two alcoves. Exploring the island is especially important since a [[Image:Zelda ALttP item Small Key.png]] Small Key is hidden underneath the very bottom skull.  Be sure to collect it.  More Hobas float around the water, as well as a type of bubble enemy known as Kyamerons.  They bounce around the water at a fast pace, but can be stopped with one swing of the sword.  Notice that the wall at the end of the top alcove looks damaged.  If you drop a bomb there, you can break a hole in the wall and proceed to the right side of room 1C in order to collect the map.  Then return to room 1B and unlock the door in the bottom alcove and enter room 1D
 * 1C:If you entered this room from room 1B, you can collect the map. You must pass two red gelatinous Zols.  Open the chest to received the [[Image:Zelda ALttP item Map.png]] Map.  If you entered the room through the bottom level of room 1D, all you need to do is run up to the skull and collect a [[Image:Zelda ALttP item Small Key.png]] Small Key and return to 1D.  Then you will come back through the unlocked door at the top.  You must deal with two Stalfos before utilizing your hammer to knock down the bobbing pegs into the floor.  Once you create a pathway to the lever, stand to the right of it, and push it left.  The lever should move and water will flow into the canal in the center of the room, and flow into 1D as well.  You can bomb the left side of the wall of this room to enter the upper-right corner of room 1E, but all you will find are Rupees and Bombs.
 * 1D:When you enter the room, there will be a few enemies assembled, including a red Stalfos, a red Bari, a blue Bari, and fire chain known as a Winder. You can't defeat the Winder, nor can you defeat the fallball shooting trap in the center of the floor.  Climb down the into the canal and enter room 1C through the open door to collect a key.  Return back here, and climb up the ladder on the opposite side to unlock the door and enter the high part of room 1C where you will be able to throw the level which allows water to flow through the canal.  Once you have the water flowing, return here and jump in the water.  You will now be able to reach the cropped ladder on the left side leading to the exit on the left.  Pass through to reach room 1E.
 * 1E:[[Image:Zelda_ALttP_using_Hookshot.png|thumb|right|Use the Hookshot to advance]] This pivotal room not only leads to every other section of the Swamp Palace, it also contains the large treasure chest. Since you are not equipped with the large key when you first arrive, you'll have to hunt it down before you can reveal its contents.  To get around, you'll have to explore the lower canal.  In addition to groups of Hobas and Kyamerons, there is a diving water monster called Pelogoose that drops out pipes in the walls and swims in a straight direction through the water.  You'll want to pass through the bottom door first to room 1F in order to collect the compass.  When you return, pass through the door on the lower left to room 1H.  When you collect a key, you'll need to return here and enter through the locked door in the upper left to room 1L.  When you finally collect the Big Key, you will return to this room to open the large treasure chest in the center, where you will find the [[Image:Zelda ALttP item Hookshot.png]] Hookshot.  Learning how to use the Hookshot to maneuver through the dungeons is essential.  And in order to escape from this room through the north door, you will have to aim the hookshot at the skull that is visible to the right.  If you hit, you will be pulled over to the left island, where a key can be found under the far skull.  Return to the chest island, and fire your hookshot at one of the skulls on the top island to pull yourself over there.  Unlock the door and proceed to room 1M.
 * 1F & 1G:There is a Kyameron and a stream of Pelogoose. Going left won't get you very far, so head right, and pass through the door to room 1G.  It is a vertical mirror image of the previous room except you can continue all the way around to the left door, through which you can re-enter 1F.  Now that you're on the left side, you can finally reach that treasure chest.  Open it to obtain the [[Image:Zelda ALttP item Compass.png]] Compass.  Now you can push the lower block to the right and exit through the top door back to room 1E.
 * 1H:When you first enter the room, you will face another crowd of various monsters. Two Stalfos, a red one and a blue one, are accompanied by a blue Bari, and a fire chain Winder, not to mention the fireball trap.  Do  your best to breeze past them all to the ladder.  Climb down the ladder and run through the top door to 1L in order to grab a small key. Once you've used the key to return to room 1L from room 1E, and pushed the water lever, you will return here.  Run back to the ladder and jump in the water in order to swim over the unmovable blocks on the floor.  On the other side, a Zol will be guarding a skull that contains a small heart.  Pass through the door on the left to room 1J.
 * 1J:This room also contains a variety of elements, none of which will be new to you. The alcoves at the top of the room may seem inaccessible to you at first, but you'll soon discover how to reach them.  For now, climb down the ladder into the shallow water.  Unlike the previous room, all of the blocks down here can be moved.  Try pushing the bottom block left, and the middle block up in order to pass.  Climb up the ladder and make your way past the Zol to the stairwell that leads to room 1K.  When you fall from the left hole in the floor of 1K, you will find a treasure chest that contains nothing more than a red Rupee.  However, if you fell through the right hole, you will land on the right alcove which has a door at the end which you can only reach if the Crystal Switch is set with the blue blocks up and the orange blocks down.  You'll have to fix the switch if you failed to reset it.  Pass through the door to reach the west wing of 1L.
 * 1K:This room is big, but there's actually not much to explore. There are Hobas and Kyamerons, a large fire bar in the middle, and a different kind of fireball trap.  All of the blocks in the room can be moved, including the two that block holes.  While falling through the left hole is entirely optional, falling through the right hole is necessary to complete the dungeon.  Falling through either hole will drop you down on to either alcove in room 1J.
 * 1L:If you entered this room from room 1H below, you can lift the skull and obtain a [[Image:Zelda ALttP item Small Key.png]] Small Key. You're going to use that key to return to room 1E through room 1H, and open the locked door in the upper right corner, which will actually bring you back to the east wing of this room.  Here, you will find a blue Stalfos, a red Bari, a spike trap, a Crystal Switch, and another water lever.  That's quite a lot to deal with, so remove the red Bari and the blue Stalfos as soon as you can.  The lever will be behind a fence of blue blocks.  Obviously you need to hit the switch to lower them, but it too is behind the blocks.  Fortunately, it's not so far away that you can't still strike it with your sword.  The blocks will lower and you can push the lever to the right, causing water to flow into the room below.  With the blue fence down, you could return to 1H through the south door, but this will cause problems for you later on.  You should reset the Crystal Switch so that the blue blocks are up before you leave.  You will end up back here when you come through the left door from room 1J.  Your final objective in this room, is to open the treasure chest and finally obtain the [[Image:Zelda ALttP item Big Key.png]] Big Key.  As a bonus, the skulls here all contain blue Rupees.  Now you can return all the way to room 1E and open the large treasure chest.
 * 1M:In additional to the variety of monsters present in the room, there are a couple of choices for exits. If you head down the stairwell on the right too early, you will find that room 2A is flooded and you won't be able to do much there.  The remaining two doors are shut tight, and defeating the monsters won't release them.  Underneath the upper left skull is a pressure plate, and the statue closest to it can be moved.  If you place the statue on top of the pressure plate, the shutter doors will open.  While you can proceed through the left door to room 1O, the more productive route is through the right door to room 1P.
 * 1O:Two Stalfos and a Bari can be found among the fireball traps and skulls in the room. This room merely serves as an entrance way to the left portion of room 1P.
 * 1P:Both portions of this room lead you to stairwells that arrive in room 2C. If you arrived here from room 1M, you will be in the right portion, which contains a Red Bari.  Note that if you attack the Baris with the Hookshot, you cannot be electrocuted.  Taking the right stairwell from this room puts you on the right side of room 2C.  Taking the left stairwell, by entering the room through room 1O, puts you on the left side of room 2C.  If you haven't pushed the water lever in 2C yet, it will do you no good to end up on the left side, so make sure you enter from the right.

Part 2

 * 2A:[[Image:Zelda_ALttP_pushing lever.png|thumb|left|You must first drain the water in 2C]] If you enter this room from room 1M before you've had a chance to push the water lever in room 2C and drain the water, you won't be able to do much here. Once the water is drained, you can occupy the lower level and open the two treasure chests to find red Rupees in each of them.  Ultimately, you will wish to enter room 2B.
 * 2B:Once the water is drained from from room 2C, this room merely serves as a passageway between rooms 2A, 2C, and 2D. Beware of the Hobas and Kyamerons and the Pelogoose that drops out of the pipes.
 * 2C:If you first arrive in this room from the left stairwell, you will have to retrace your steps. You cannot squeeze by the lever when it's in its lowered position.  Enter the room from the right stairwell, accessible only from the right portion of room 1P, and you can push the lever to the right which drains the water out of the second floor basement, making the remainder of the dungeon accessible.  Now you can reach room 2D by way of room 2B.
 * 2D:[[Image:Zelda_ALttP_waterfall_secret.png|thumb|right|The secret passage behind the water in 2D]] There are more Hobas, Kyamerons, and Pelogoose to deal with now. The block that lies below the red grate can be pushed to expose a treasure chest which contains a red Rupee.  The exposed doorway along the top wall leads to room 2E, but there is another, more-hidden doorway along this wall.  The waterfall which is second from the right hides another entrance which you can walk through in order to reach room 2F.
 * 2E:This room is a dead end, but it contains a number of skulls that supply you with bombs, arrows, and Rupees, so it's worth investigating.
 * 2F:Once you pass through the door obscured by the waterfall, you will find a room with a ladder that leads to a staircase. There are two blue Baris to watch out for, but nothing else.  The skulls on the left contain small hearts with which you can refill your life.  Climb the staircase to reach room 2G.
 * 2G:This short corridor contains two Zols and a Bari. You can dash through each of them and exit the bottom door to reach room 2H.
 * 2H:When you arrive in this room, it should be flooded with water. There are four cropped ladders extending into the pool.  When you arrive from 2G, you will be dropping down the second ladder from the right.  Swim against the left-flowing current to the right-most ladder and lift the skull in order to find a [[Image:Zelda ALttP item Small Key.png]] Small Key.  The second ladder from the left leads to a damaged wall which you can bomb in order to expose the opening to room 2I.  The left-most ladder leads to a locked door which you need the key you just collected to open.  Unlock the door and proceed to room 2J.
 * 2I:This room is purely a bonus room that provides you with skulls that contain health, magic, bombs, and arrows.
 * 2J:This is final room before the boss fight. Prepare yourself and enter the top door.

Boss: Arrghus
To defeat this blob of orbiting balls, you'll need your newly-acquired Hookshot. With the Hookshot equipped, you must fire it up at the mass, plucking one ball at a time off of Arrghus' body. When each ball is pulled, begin to attack it with your sword. After a few hits, it will be destroyed. If, for some reason, you do not completely destroy it in time, the ball will float back to Arrghus, and you will have to pluck it off again in order to continue attacking it. Keep this strategy up until every single ball that floats around Arrghus is destroyed. Once the last ball is defeated (there are thirteen), Arrghus is revealed as a red eyeball with tentacles. Arrghus likes to jump up in the air and try to slam down on you. After he lands, he bounces around the room in an effort to collide with you. Slashing his eye with you sword causes him to stop, jump up in the air, and repeat the process. Continue to hit him with your sword until his life is depleted. He will explode, revealing a Heart Container for you to collect as your own. After you collect the heart, the second maiden crystal will be revealed.

On warp locations
The second maiden will reveal a bit more of the misery that befell the Golden Land when Ganon stumbled upon its location, but could not figure out how to return to the Light World. She also informs you about the warps that allow you to pass from various parts of the Light World into the Dark World, which you will need to utilize in order to uncover all of the Dark World's secrets. The third crystal appears to lie in the region that equates to the Lost Woods in the Light World, a region known in the Dark World as the Skull Woods.


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

'Stone faces rise from the tall, reed-like grass in Hyrule's south central Swamp. No one knows who carved the statues, but they resembled etchings left by the early Hylians. The tall grass hides other things, too, making it dangerous to walk through the area.'

Points of Interest
Few people dare to wade through the dank grasses in the Swamp region. They are known to hide armed soldiers and land mines. No one built homes in the area, and the Swamp Palace, which was once grand, frequently flooded and was left more or less in deserted ruin. Despite its inhospitable environs, you should explore it thoroughly.

Traces of earlier civilization
The Swamp Ruins reveal little about the people who must have lived in the area at one time, but there are two switches on the wall of the room inside. One switch controls the water flow, and the other releases a rain of Bombs. Historians surmise that the civilization must have cultivated the crops and practiced an early form of irrigation.

Grove reportedly haunted
The Haunted Grove north of the Swamp spawns many strange stories. One claims that animals gather around a ghostly form who plays haunting music on a flute. The form fades, the music drifts off, and the animals scattered when humans entered the grove. If you can solve the mystery of the grove, the ghost will no longer appear.

Taking care of business
Before you move on to the Desert Palace, there are a few things that you must do, and a few things that you may wish to do.

The long way around is healthier
Now that you have the Pegasus Boots, You may opt to travel all the way around Hyrule Castle before arriving at the Great Swamp. With these boots, you will have access to another Piece of Heart that you could not collect before. There are a pile of rocks on a cliff just to the left of the Sanctuary (you must approach them from the west). Get a good dash going, and knock the rocks away to reveal a stairwell that leads to a Piece of Heart. (And if you haven't done so already, you may also choose to head into the Lost Woods to collect another easy Piece of Heart and a Mushroom.)

The running man
On your first trip to Kakariko Village, you probably noticed a man standing in the path outside a house filled with chicken. If you approach the fellow, the man will run away. After winning the Pegasus Boots, you can catch the running man and make him talk. He will teach you how to knock items out of trees using the Dash Attack.

The book on the shelf
If you visited the House of Books in ../Kakariko Village/, you may recall a single book with a green cover that lay out of your reach on top of a bookshelf. Now that you've finished the ../Eastern Palace/ and received the Pegasus Boots from Sahasrahla, you should return. Using the power of the Pegasus Boots, execute a dash attack against the bookshelf, and the impact will knock the book to the floor. Pick it up to receive the Book of Mudora, which can be used to translate ancient Hylian texts.

The beasts of the Haunted Grove
If you explore the Haunted Grove, you will find one of the strangest sights in all of Hyrule. A ghost-like boy sits on a stump playing a flute. Surrounding the boy are a host of animals. If you approach, the animals will run away and the boy vanishes. Try as you might, you can not talk to the boy or catch the animals, even with your items. Some time in the future, you will have the opportunity to discover the mystery behind the Haunted Grove.

Treasure from an enemy
In the Great Swamp region of the Light World, you will find many foes hiding in the tall grasses. One of the inhabitants of this region is a jumping hare that hoards items. If you cut the grass beneath a hare when it jumps up, depriving the creature of a place to hide, you can capture it. Once caught, the hare will give you all its worldly belongings, including Rupees and other cheap items. Later on the game, these hares will disappear, so take advantage of them while they are still around.

The gratitude of a fish
If you enter the Swamp Ruins and pull the switch that allows the water to flow, when you exit you will find that the ponds outside have been drained. When you do this for the first time, you will happily discover a Piece of Heart in the shallow puddle. One of the fish from the pond will flop wildly about in the mud. Take pity on the creature, pick it up, and carry it north to the small lake. Throw the fish into the water, and the grateful fish will give you a gift of Rupees.

Journey to the Desert of Mystery
Once you finally claim ownership of the Book of Mudora, you are prepared to journey into the Desert of Mystery. Of course if you choose, you may also investigate the sights that are to be had over by Lake Hylia before you visit the desert. The choice, as always, is yours.

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


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

'Northwestern Hyrule is heavily wooded. It is dark and dreary, so few people venture in, but those who do often fall victim to thieves. An old legend retold by the village elders claims that the Master Sword lies waiting in the woods for one who is worthy of it.'

Point of interests
For as long as most Hyruleans can recall, a dark mist has cloaked the Lost Woods. Thieves found it a fitting place to hide out, but aside from them, the woods are home to animals only. People seeking Mushrooms for medicinal potions sometimes dare to enter, but they don't stay long. Some even report finding swords in the woods.

Fortunes told
A Fortune Teller lives in a quaint cottage near one entrance to the Lost Woods. For a price, he will stare deep into his crystal ball to predict the futures of travelers who stop in. Some people took his predictions seriously and visited him regularly, but others felt that they had wasted their time and money and vowed never to return.

The Lumberjacks' house
Two lone Lumberjacks live in the north. They logged close to their home until the mist rose from the forest, then the two apparently went to fell trees in other forested regions. One day as they were beginning to saw down a tree near their home, the Lumberjacks remarked that something seemed odd about it. They left it standing, and some time later, you can discover the mystery behind the tree.

An ancient game of chance
The forest thieves operate a game of chance that was nothing short of highway robbery. For 100 Rupees, travelers could open a trunk and take the contents, but usually they were taken for a ride because the trunk often held a single Rupee. Smart gamblers pass on this game. There are more profitable bets to be made elsewhere. However, if you are struck with the slightest amount of luck, you could end up with a 300 Rupee jackpot!

Den of Thieves
Hyrulean thieves base their headquarters deep within the Lost Woods. The Lost Woods thieves were craftsmen of sorts. They use trees and bushes to camouflage its entrance, and they prey on any luckless souls who happen to wander into the woods, taking their Rupees, their Arrows, and even their Bombs. When the thieves are on a rampage, the forest is a dangerous place. Intrepid adventurers who fully explore the thieves' domain may even discover a precious Piece of Heart among the hidden treasures of their den.

The path to Death Mountain
Death Mountain towers over north Hyrule, a challenging climb for even the most experienced mountaineers. A huge stone blocks the entrance to Death Mountain's tunnels. Only a very powerful person can move it. To reach the summit, climbers traversed a series of tunnels that form a dark, Keese-infested maze. Many travelers told stories about an old man who lived comfortably in a snug cave on Death Mountain. He always offered them refreshments and sometimes even handed his possessions over to people in need. Few attempt the trek.

A mythical Master Sword
According to Hylian legend, when the people began to suspect that the Triforce's power had fallen into the wrong hands, they forged a massive sword that was resistant to evil magic. The Hylians used fine steel to forge the massive blade of the Master Sword, and they adorned the hilt with gold and rare jewels. It was a mighty weapon that only someone brave, honest and strong could wield. They embedded the blade in a stone monument deep within the Lost Woods, then awaited the day that a worthy warrior would come to claim it. According to the legend, only the true hero, the chosen one, could earn the three Pendants and remove the sword from the stone. An ancient Hylian message was inscribed on the stone monument that holds the Master Sword. Only one well-versed in Mudoran will be able to translate the script. Decoy swords are also hidden in the woods. They fooled some, but paled in comparison to the real thing.

The Witch and the Mushroom
In the Lost Woods, you will find a giant Mushroom that smells like sweet, rotten fruit. There's something magical about it, something valuable. Keep it until you find the Witch who lives north of the Eastern Palace. With the Mushroom, she will make you something special. In the mean time, travel south to your destination in Kakariko Village, in search of the elder Sahasrahla.


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

'According to legend, Ganon sealed his tower on the peak of Death Mountain with the Golden Magic of the Triforce. The only way to break through the seal is to use the magic of the seven Crystals which were scattered throughout the land. The final crystal is hidden in Turtle Rock.'

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 below the Pyramid of Power. When you arrive, you will see that they are having a sale. Thirty Bombs for only 100 Rupees! Better yet, the odd-looking shopkeeper has a Super Bomb in stock. This single bomb also costs 100 Rupees — practically a steal. Haul the Super Bomb along with you, looking for a good place to use it. You can still fight, but the Super Bomb will prevent you from dashing since the button detonates the bomb. Also, make sure not to jump off any ledges, since the bomb will not jump with you.

The crack in the Pyramid
From your earliest explorations of the Dark World, you may have suspected that there was something hidden behind the cracked, dark block on the Pyramid of Power. Neither bombing it, nor dash bashing it will weaken the crack. Nothing will work until you obtain the Super Bomb. Set it on the ground in front of the crack and detonate the device. A tunnel is revealed which will lead you into the Chamber of Wishing.

The Chamber of Wishing
Inside this chamber, you will find a pond. If you toss an item in, you will discover an unfortunate Faerie whose beauty was stolen from her by Ganon. She will reward your honesty just as the Faerie at the Waterfall of Wishing does. If you toss in your Tempered Sword, she will bestow upon you the Golden Sword, which contains the fourth power level — the highest level attainable. Additionally, you must toss in your Bow and arrows if you wish to obtain the only weapon which is capable of defeating Ganon: the Silver Arrow. It is also helpful to note that much like the previous Wishing Fairy, this fairy will fill any empty bottles with Magic Medicine.

The Western Mountain
The caves of Death Mountain lead to many mysterious passages. Some adventurers left with valuable treasures and magical items while others were lost forever in the winding passages and bottomless pits. The only way for explorers to enter some caves, which are carved in the side of the mountain, is to position themselves above the cave entrance and take a leap of faith.

Faerie Fountain
The Faerie at the foot of Death Mountain provides explorers with a last chance to re-energize before they face the dangers of the climb ahead. The services of the Faerie are often used, as the area is prone to damaging rock avalanches.

Treasure Cave
The cave built into the cliff of western Death Mountain is only accessible to those who leap off of the ledge above it. Inside, the floor of the cave is covered with spikes. If adventurers dare to brave this dangerous trap, they will be rewarded with the Cane of Byrna, an artifact which protects magic users from the spikes. The Cane of Byrna is said to contain powers of protection, but it drains Magic Power according to the length of its use, like the Magic Cape.

Item Shop
Once again, Red Potions, small Shields, and Bombs are available at this typical Dark World item shop. The prices are said to be the same as in the other shops in Ganon's kingdom.

Mountain Caves
Between the entrance to the Turtle Rock dungeon and Ganon's Tower is a large airy cave with both visible and invisible paths. Explorers can cross the gaps by using two different methods. If there is an object, such as a Pot, on the other side, they could use the Hookshot to grapple across. If invisible paths are a possibility, explorers can set down blocks with the Cane of Somaria or use Ether Magic in order to detect safe places to walk. If you manage to cross the gaps, you are rewarded by finding Hearts and Faeries. While the A caves allow you to traverse up the mountain, the B cave mysteriously leads to an isolated peak. A trip back to the Light World through the use of the Magic Mirror will lead you to a Piece of Heart. The D caves are not ordinary cave entrances, but rather routes between the Turtle Rock dungeon itself.

Reaching Turtle Rock
Turtle Rock can not be reached directly from the Dark World. The only way to enter the isolated area of Turtle Rock is through a Warp Tile in the Light World. The mound with three wooden spikes atop Death Mountain in the Light World might be a promising place to explore. Pound the spikes with the hammer, beginning with the bottom right spike and moving in a counter-clockwise direction. A Warp Tile will appear suddenly in the middle of the mound. It will warp you directly to the top of Turtle Rock.

The shell opened
Once you manage to reach Turtle Rock, only half the battle has been won. Now you have to find a way into the dungeon. The front end of the rock has a stone head and two feet while the back end has a stone tail. Like the Misery Maze, Turtle Rock is closed by a magical seal. Only someone with a particular medallion can conjure up the magic needed to break the seal. It is said that when this magic is used, the head of the turtle will disappear to reveal the entrance to the dungeon. On top is a medallion symbol that looks like the Quake magic symbol. Use the Quake magic on top of the stone symbol and the ensuing earthquake will open the dungeon.

Turtle Rock
The huge Turtle Rock dungeon was carved deep into the core of the eastern Death Mountain. Its four floors are riddled with puzzling traps and bottomless pits. It is said that only those who possess the Cane of Somaria can float over the wide pits in many of the dungeon's chambers. The Fire Rod and the Ice Rod are also essential equipment for fighting the Trinexx which lurks in the dungeon's lowest level. This dungeon is where Princess Zelda is being held prisoner.

Floor 1
You begin your tour of the Turtle Rock dungeon at the bottom of the map. After removing two skulls in your way, you will come to a chasm with a question mark and a dashed white line extending from it. This may puzzle you at first, but you possess the item that you need to use to master it: the Cane of Somaria. If you try creating a block on the question mark, you will instead create a platform that you may board and ride across. You will be using this technique to travel throughout the dungeon so don't hesitate to try it out. Board the platform and travel across to the opposite side and enter the room above.

The next room will be a huge wide open space with question mark tracks reaching out to every platform destination. When you create a platform to ride on with your Cane of Somaria, you can direct the block in whatever direction you wish to travel from a question mark. The compass of the dungeon is immediately to your left. It is optional, as always, but let's examine how to collect it to learn an important lesson about this dungeon. Create a platform and travel to the left one stop and exit the door to the south.

From the entrance of this room, simply run south to reach the treasure chest that contains the Compass. Aside from the fireball traps and the bed of spikes surrounding you, collecting the Compass was relatively painless. Getting out, on the other hand may be more difficult. As you run back to the north to approach the door you came through, the door mysteriously disappears and becomes an eye on the wall that shoots lasers at you. When you turn around to dodge the laser, the door suddenly reappears. You could use your Magic Mirror to get out if you like, but it's not necessary. Instead, face south and charge up your sword. Without letting the power go, walk back to the door, facing south the entire time, and you will be able to safely pass through the door and back to the room above.

Now you must travel to the top platform along the right side of the wall. Create a platform on the question mark and ride it over to the second question mark on the right. Watch out for any blue Baris floating nearby. Stalfos heads may also be present to attack you. Get off and run through the door. In the next room, you'll find a room much like the previous one. The difference is, there is only one question mark, and four torches in the room. You know what four torches means by now, so create a platform and start riding along the track. Light the torches with your Fire Rod when you have a good shot at them. If you light all four of them up, the shutter door above the question mark will open. If you time the lighting of the torches so that they remain lit when you return to the question mark, you can run through the door up above. If you light them too early, they may go out before you return.

When you pass through the shutter door, you will enter a long narrow room with two rolling spike traps. The traps only extend so far, and blocks prevent them from moving everywhere, so there are plenty of safe spots in the alcoves along the wall. Run into them when the bars get too close. Navigate your way to the top of the room, avoiding contact with the bars as much as possible, and you will reach two treasure chests. The left one contains the dungeon's Map while the right one contains a  Small Key. Now that you have a key, you can return to the first large open room and unlock the door in the upper left corner. Head south and to the left to return there.

On your way to the locked door, you could stop off on the right-hand platform along the north wall if you need health and magic. Defeat the Stalfos and run through that door. You will be trapped in a room where the floor tiles will spin around and attack you. When the last tile is destroyed, the doors will open. In the room above, you will find a fairy along with a skull that contains a full magic refill beneath it. Catch the fairy with your net if you don't need the health immediately. Return two rooms below and proceed to unlock the locked door.

When you unlock the door on the left side of the northern wall, you will enter a narrow room with two green Zols, and a strange new enemy: a Hokuboku. It bounces around, and every time you swing at it, pieces of it break off and bounce around before disappearing. These pieces can damage you if you get in their way, so attack it slowly. When you defeat it, it will drop a Small Key. Use it to unlock the door above.

In the final room of this floor, you will find two chained-up enemies, known as Kelbens, trying to reach out and attack you. There are two Crystal Switches here and at first glance, they seem to be in the right position because you can reach the door. Unfortunately, it's locked, and you don't have a key. That's OK, because there's one in this room, you just need to make it appear. Start by hitting one of the Crystal Switches from a safe distance and lower the blue blocks. The top left block that was just to the right of the blue fence blocks can be pushed to the right, causing a treasure chest to appear. Now hit the crystal switch again, and run over to the chest, avoiding the Kelbens as much as possible. Inside, you will find a Small Key which you should use to unlock the door and access the floor below.

Basement 1
On this floor, the question mark tracks are replaced with a series of pipe tunnels. When you arrive, you will have to climb down the ladder and explore the lower portion of the room to find the way out. A Zol, a Hokuboku, and three Bubbles patrol this portion. A quick run to the right will reveal another ladder that leads to several skulls that contain some supplies. Your true aim is to reach the ladder in the bottom right corner of the room. When you climb up that ladder, you'll be standing in front of the entrance to a pipe tunnel. Walk through it, and you will be automatically shuttled around the pipe to its opposite end in the upper left corner of the room. Enter the left door.

An intricate winding maze of five pipe tunnels floats over a bed of lava in this room. By the end, you will have explored all of them. Start out by taking the pipe closest to the right wall. This will bounce you over to the upper left wall where you can pass through the door to the next room. Four Bubbles will start out rather close to you. This is a good opportunity to use your Magic Powder and transform them into fairies if you need health. A Crystal Switch will allow you to lower the blue fence blocks, and continue to the lower portion of the room. Two Stalfos skulls will attack you, and a "Bunny Beam" trap will advance to render you powerless for a time. Avoid the beam at all costs. When the skulls are gone, defeat the Hokuboku that bounces around the room to receive a Small Key. Use it on the door to the right.

Back in the pipe room, take the one pipe tunnel in front of you to be deposited on the center island bearing a treasure chest. Inside the chest, you will locate the dungeon's Big Key. Enter the tunnel below and you will be dropped off in front of a one-way door that will place you back in the first tunnel room of this floor. Take the tunnel to the center platform where you will find a magic refill under the skull. Drop back down to the lower level and return to the second pipe room. Once there, take the pipe farther away from the wall. This will drop you off on the left side of the bottom wall. Pass through the door.

In the next room, two Hokubokus bounce around. You must defeat both of them in order to open the shutter door. Head through the bottom door to the room below. In the simple "T" intersection, run to the left. The next room poses a tricky, but unnecessary problem to solve. There are five eyes on the wall, two which are always open and fire, and three which will only open and fire if something looks at them. Regardless, your only concern is to get past the row of skulls and through the doorway below that leads outside.

You may be surprised to find yourself along the cliff face of Death Mountain at this time. Don't question it too much and head to the right. You will find another dungeon entrance. Don't rush inside right away. In this particular portion of Death Mountain in the Light World, there happens to be a cave that had no apparent means of entrance. If you stand as far to the right as possible and use the Magic Mirror, you can reach this cave, and enter it for a chance to collect another Piece of Heart.

Re-enter the dungeon through the right door, and you will be greeted by the large treasure chest on the other side of a pit with a question mark in the middle. Use the Cane of Somaria to create a platform that you can use to reach the chest (alternatively, you can use your Hookshot instead). Open it up and obtain the Mirror Shield: a shield so powerful, it can reflect the laser beams emitted from the wall eyes. Enter through the door up above. The next room has a couple of traps waiting for you, but all you need to do at this time is run directly up through the room and unlock the door at the top. You will find yourself back in the lava pipe room. Take the pipe you see to the left of you, and run through the door along the top.

This next room may appear to be a dead end, but the map clearly indicates rooms to the north and east of you. After defeating the Hokuboku, you can bomb both walls to make the entrances appear. The path to the east is purely optional, and will only net you a large number of Rupees. If you choose to go that way, you will enter a room with three green Zols, and two tongue statues. Pulling one of the tongues causes bombs to rain from the ceiling while pulling the other opens the door to the room above. Inside you will find a treasure room of 54 blue Rupees, but it will be difficult to collect them all as three spiked bar traps roll all along the floor. When you are done, return to the room where you bombed the walls.

Proceed through the hole you created along the north wall (be careful to avoid the small black creatures known as Zoros that scurry out from time to time), and you'll encounter another Crystal Switch puzzle. In order to get to the center alley where the spike bar trap rolls back and forth, the orange fence blocks must be lowered. But in order to collect the contents of the treasure chest on the left, the blue fence blocks must be down. Hit the switch to gain access to the chest and collect the Small Key while avoiding contact with the spike bar. When you are ready, you must switch the Crystal back to orange so you can escape. If you're low on health, rely on the Magic Cape to avoid harm. Use the key on the door above to enter the floor below.

Basement 2
Unfortunately, when you arrive on this floor, the room will be very dark, and you will have a very limited field of vision. This large room is filled with questions mark tracks that travel in every direction. There are three fireball traps from which fire chains extend and swing around. There are a number of platforms on the right side, but the only two points of interest to you are the platform in the very center, and the platform along the bottom. You need to navigate your way to the platform in the center so you can reveal the switch underneath a skull. Step on the switch to open the shutter door on the very bottom wall. Now you must ride the tracks and navigate to that lowest platform from which you can reach the door. (Use the map provided here if you get truly lost.)

Once you enter the room below, you will be presented with a long narrow bridge. There are wall eyes positioned along either side of the bridge and they will fire at you as soon as you pass in front of them. Your best bet is to dash across the bridge as quickly as possible. Once you reach the other end, you will run into a Helmasaur. When you hit it, come to a stop or you will run right off the edge into the pit below. Instead, head right and around the ledge to the door below.

In the next room, you may be surprised to find four treasure chests. Unfortunately, three of them simple contain Rupees. Only one, the lowest, contains a Small Key. With such narrow ledges, you must fight it carefully so you don't get bounced back into the pit. Once you open a chest, escaping harm is difficult without the proper use of the Mirror Shield. The eye lasers will fire at you as you walk away. Hold your sword out so that your shield moves to your side and blocks the lasers. Link is left-handed, so if the lasers are coming from the left, face down so your shield will block your left side. After you collect the key, you may notice another dungeon entrance on the bottom. If you go through it and head outside, you will end up on a dead-end balcony, seemingly without purpose. Unlike your previous venture outside of the dungeon, transporting yourself to the Light World will yield no precious treasures, but does contain two fairies and some rupees. Collect those, then head back inside and return to the room above.

Back in the room of the eye wall laser bridge, use your new key to open the door to the left. You will enter a veritable Crystal Switch maze. As long as you have your Boomerang handy, it won't be too bad. There are three Bubbles, two Helmasaurs and one Hokuboku to contend with in the room. Skulls scattered throughout the room hold small amounts of supplies, but your ultimate goal is to reach the stairwell at the very top of the room. Use your boomerang to change the state of the block fences in order to progress closer to the top of the room until you reach the stairs. Climb down to the bottom level.

Basement 3
A simple platform leads to a single question mark track. Use your Cane of Somaria to create a platform and ride it across to the door which leads to the dungeon's boss.

BOSS: Trinexx
This fight is going to require a substantial amount of magic. While it's possible to win the fight with one full magic meter, it's wise to bring at least one green or blue potion to the fight with you in case you run out. Trinexx, as his name suggests, possesses three necks. The two lesser necks on the sides are red and blue. The red neck attacks with searing flames, while the blue neck attacks with blasts of ice that freeze the floor. The center neck physically attacks you, so you must always keep your eye on it while you focus on the outer two. Since the outer necks deal in heat and cold, they are susceptible to attacks of the opposite variety. Therefore, train your Ice Rod on the red head, and your Fire Rod on the blue head. You can simply shoot at the heads with just the rods, or you can hit them once to freeze them and get in close with your sword. They can be taken out in any order, although you may find the blue head to be a bit more of a nuisance as the ice it leaves will be detrimental to your mobility. Once both heads are destroyed, the outer shell of the center head explodes, leaving behind the center head at the end of a long snaking body. The body will slither throughout the room at a rapid pace, and this dungeon boss does a substantial amount of damage to you if he hits you. Do your best to stay out of its way, and observe the flashing point in the center of its body. You must strike this point with your sword. Strike it enough times to defeat it (three spin attacks with the level 4 sword should do it), and Trinexx will leave behind the final Heart Container of the game. Gather it, and the crystal which contains Princess Zelda will appear for you to collect.

Use the crystals against Ganon
Princess Zelda does not waste precious time with thank yous. She informs you that if Ganon does in fact breach the barrier between the Dark and Light Worlds, he will become so powerful that not even you will be able to stop him. He is only vulnerable to the hero's attacks while he remains in the Dark World, so you must assail his tower quickly. Only the seven maiden crystals have the power to unlock the entrance. Only then can you proceed inside.


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


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

'Before Ganon's reign, this village was populated by a law-abiding citizenry. There was little crime and the villagers looked out for one another. When the Golden Land became the Dark World, though, they were transformed into despicable shadows of their former selves.'

Points of interest
Visitors to the Village of Outcasts are given many opportunities to part with their Rupees. Not only are robbers picking the pockets of travelers on the village paths, but more legitimate means of thievery are being practiced as well. Three nearby establishments are dedicated to assorted forms of gambling.

Game of Chance
For a price of 30 Rupees, people who play the Game of Chance in the northwestern part of town are allowed to open two of the 16 treasure chests inside and take the contents. Prizes ranged from a single Arrow to a Piece of Heart or 300 Rupees. Visitors can clean up on a good day or lose their shirts if their luck is running low.

Item Shop
Shields, Red Potions, and Bombs are again available for the same prices as in other shops in the Dark World. While Bombs can be found under rocks and bushes, the other items can only be purchased.

Stake Garden
The Stake Garden is located just south of the Blacksmith's burned-out shop. Explorers who possess the Titan's Mitt can lift a huge rock that blocked the garden and gain access to the grounds. Then, by pounding the stakes into the ground, they can cause an underground passage to appear. The first adventurer who finds this passage will collect a Piece of Heart. You'll need the Titan's Mitt before you can access this area.

Shooting Gallery
The ghostly proprietor of the Shooting Gallery offers visitors five shots at moving targets for 20 Rupees. If these visitors are sharpshooters, they could earn their Rupees and double with each consecutive hit. If all five shots are good, the shooter will take in total winnings of 124 Rupees.

Treasure Field
Explorers in the Dark World note that it is full of treasure and hidden items. An ambitious landowner in the southwest section of the Village of Outcasts took advantage of that fact by fencing off his land and charging treasure hunters 80 Rupees to dig up the dirt for 30 seconds. If they found anything, they could keep it! A Piece of Heart, the real prize, is hidden well, and moves often. While it's quite possible for adventurers to find enough Rupees to earn their money back, it usually takes several attempts to find the buried Piece of Heart that is hidden somewhere in that large yard.

Gargoyle's Domain
The dark dungeon home of Blind the Thief is under the Village of Outcasts. Blind is afraid of bright light and he never leaves the confines of the dungeon, letting his band of thieves do his dirty work. This three-floor hideout is known as the Gargoyle's Domain because at the entrance to the underground is a Gargoyle monument which looms over the citizens of the village. It takes a strong person to open up the dungeon's entrance by pulling on the gargoyle's trident, and those who do enter can become even stronger by discovering the Titan's Mitt.

Basement 1

 * 1A:There are two parts to this floor, the wider front half, and the busier back half. You start off in the wider section, in the room in the lower left corner.  This dungeon introduces you to a new monster, the horse-headed Zahzaks.  There are blue ones and stronger red ones.  They fight much like the guards did in Hyrule Castle only more aggressively. You will very quickly gain all of the essentials for this dungeon, and you can start off by jumping down to the lower level (or climb down the ladder to the left) and head north.  You'll have to duel two blue Zahzaks.  Turn left at the stone face and you'll find a chest containing the [[Image:Zelda ALttP item Map.png]] Map.  Do an about face and run as far to the right as possible.  Then head north to room 1B.
 * 1B:There isn't a lot to focus on in this room. If you follow the walkthrough, then all you need to do is turn right and run into room 1C as soon as possible.  However, if you feel like exploring the room a little bit, you will find a treasure chest which contains a red Rupee, guarded by two Zols.  There are also two skulls in the room (along with one in 1A) that contain "Bunny Beams" underneath them, which only appear if you move the skulls, so be careful.  The right wall of the upper level between this room and 1C can be bombed open.
 * 1C:This room serves as a portal between the lower and upper portions of the dungeon. Like the first two rooms, this room contains "Bunny Beam" traps.  Unlike the first two rooms, they are not hidden under skulls.  Rather, they are hidden under certain bridges and come to life when you pass through a bridge that hides them.  They will chase after you, so try to steer them into a physical object like a stone face.  When you first arrive, you'll want to travel south as early as possible to reach room 1D.  Once you have collected the Big Key, you will to return here and use it on the door in the upper right corner to enter room 1E.  You can also bomb the crack on the left side of the north wall to gain entrance to an otherwise blocked-off portion of room 1F that contains nothing more than blue Rupees.
 * 1D:Being careful of the blue Zahzak that you will probably run into when you arrive, climb up the nearest ladder (which should be straight ahead of where you arrived) and walk around the upper level counter-clockwise until you reach the treasure chest that contains the [[Image:Zelda ALttP item Map.png]] Compass. Then jump off the bridge that connects you to the chest and head left through the lower level back to an isolated portion of room 1A where you can collect the [[Image:Zelda ALttP item Big Key.png]] Big Key.  With the Big Key in hand, you can return to room 1C above.
 * 1E:This long, narrow corridor contains three Stalfos: two blue and one red. At the very top before an open door is a skull that hides a [[Image:Zelda ALttP item Small Key.png]] Small Key.  Collect it, and explore the room above if you wish, but you will find it to be oddly empty.  You will return to this room when the time is right.  For now, run back down to the locked door on the lower right, and unlock it to enter room 1F.  When you have the Titan's Mitt, and you have blown a hole through the floor in the room above, you can enter the top door to fight the boss of the dungeon.
 * 1F:In this small cramped room, you will have to face one red and one blue Zahzak, all the while avoiding the fire chain Winder that roams the room. Some of the skulls in the corners have bombs.  Head through this room to the door on the left.
 * 1G:In addition to the spike traps and the conveyor belt, you must concern yourself with a Bubble and a new enemy known as a Gibo. Gibos have a solid red center that floats inside of a translucent outer shell.  The center is vulnerable to your attacks when it flies around the room outside of its shell.  There are two in this room.  Deal with them or avoid them (and sprinkle some Magic Powder on the Bubble if you're in need of a fairy) and head through the left door to room 1H.
 * 1H:This room is a larger version of the room you were just in. An elongated conveyor belt with spike traps, Gibos, a Bubble, and a fire chain Winder all make for a difficult experience reaching the door at the top.  You may also notice the a door to the right that is blocked by a blue fence block.  For now, pass through the top door to room 1J.  When you return to this room, the blue blocks should be down, so the door to room 1K should be accessible to you.
 * 1J:When you enter this room, you will notice six spike traps trapped behind six blue fence blocks. One flick of the crystal switch will change that.  The door above is locked, but the skull in the room, guarded by a single Zol contains a [[Image:Zelda ALttP item Small Key.png]] Small Key.  Collect it, and then flick the switch.  Prepare to dodge the spike traps as you run to the door above.  Unlock the door and climb up to the first floor.  When you return, make sure that the blue blocks are down before you leave and return to room 1H.
 * 1K:With the blue fence blocks down, passage through this room should be available to you. There are two red Zahzaks and a Gido waiting for you.  Deal with them and enter the door on the right to room 1L.
 * 1L:The conveyor belts, spike traps, and Zahzaks are all there to distract you from your ultimate goal. First you must head down the stairwell to the second level basement.  When you have completed your objective down there (rescuing a little girl and collecting the Titan's Mitt), you will return here and lift the upper right skull to reveal a switch which will open the right door.  Step on the switch, return to room 1E.  Prepare yourself for a boss fight and bring the girl along with you to the room above.  Walk her into the shaft of light that you created by bombing the floor above, and the boss fight will begin.

Floor 1
Hopefully when you arrive here, you have set the blue blocks down, and the orange blocks up. Unfortunately, that means you can't use the telepathy block or collect bombs from underneath the skulls nearby, but you will have access to the switch that's hidden under the lower right skull. Step on the switch to open the right door. If you happen to pull the switch on the wall, you will be bombarded by six Skull Ropers. Run through the open door, and cross the corridor, which contains green cricket-like enemies known as Bazz. After the screen scrolls, continue right and enter the next door. In here, you will find some more Bazz, and more interestingly, a shaft of light that's entering through the window over a blocked-off portion of the floor. The treasure chest in the room contains bombs, and oddly enough, that's just what you need here. When you drop a bomb, you have a chance to pick it up and toss it in some direction. The barrier between you and light is low enough for you to throw a bomb over it, and over to where the light reaches the floor. When the bomb explodes, a hole in the floor will be created, allowing the light to flow into the floor below. Once you've accomplished this, you're ready to return to room 1J of the dungeon below.

Basement 2

 * 2A:When you enter this room, there are two Zahzaks to deal with and a Stalfos. Take care of them, and when you're done, the door to room 2D will open.  You won't be able to lift the large block in the room right away, but you should be able to when you return here.
 * 2B:There's simply one Red Zahzak to deal with. On your first time through, enter the right door to room 2C.  After you've collected a Small Key, enter the left door to room 2D.
 * 2C:[[Image:Zelda_ALttP_rescue_girl.png|thumb|left|Rescue the girl that you find in the dungeon]] This is an odd room. It appears to be a sequence of jail cells, one after the other.  In each one, you will find one or two Zahzaks to defeat, as well as a "Bunny Beam" trap under one of the skulls.  If you make it all the way to the back, you will find a little girl who's been locked away and needs rescuing.  After you talk to her, she will follow you throughout the dungeon.  In the treasure chest beside her, you will find a [[Image:Zelda ALttP item Small Key.png]] Small Key that you will need in a moment.  If you attempt to do the heroic thing and lead her out of the dungeon before you are through, she will complain about the light outside and offer to remain within.  So let her tag along, and don't worry about bringing her to the Village.  Return to room 2B and cross over to room 2D
 * 2D:In this room, perilously positioned conveyor belts rotate over a bottomless chasm. You need to maintain your position on the ground.  You can cross over to the bottom and head through the right door to room 2B.  When you return, use your key to unlock the door that leads to room 2F.  Once you're back, You may be tempted to use your newfound power to lift the block and enter room 2E, but there is very little reason to do so.  Instead, just head back to room 2A and bring the girl along with you to the floor above.
 * 2E:This room is more of a dangerous trap than anything else. Three blue Baris are floating around while two Bumpers rotate around the conveyor belt.  Once you enter the room, you must defeat the Baris (most easily done with the Hookshot), in order to open the door and return to room 2D.
 * 2F:Once you enter this room, a circle of tiles will begin to fall away from the floor, so you must react quickly. You must pound down the bobbing pegs with your Magic Hammer, in order to gain access to the large treasure chest in the center.  You must do this quickly or you will drop down through the gap in the floor.  If this happens, leave the room and return to reset the trap.  Once you gain access to the chest, open it up to reveal the [[Image:Zelda ALttP item Titan's Mitt.png]] Titan's Mitt.  Now that you have it, and the little girl is in tow, you can return to room 2A, climb upstairs to room 1L, and bring the girl to the room above 1E.

Boss: Blind the Thief
When you lure the little girl that you rescued (who refuses to leave the dungeon) to the shaft of light in the center of the room above 1E, she will shriek in anguish and transform into her true form as the boss of the dungeon, Blind the Thief. This is a difficult fight as it's hard to dodge most of the attacks. Bringing fairies in bottles is a wise strategy. Blind moves left and right along the top and bottom of the room. His head is his weak point. He will either fire a laser at you, or shoot off small fireballs. When you hit him in the head enough times, he falls down while his head roams free of his body. His head will fly around the room independently and shoot fireballs at you, and there's little you can do about it. Meanwhile, a new head will grow in the old one's place, and the battle will resume. Strike the new head until that one is knocked off his body. One final head will take its place while you avoid the attacks of the previous two. Strike that head enough times until Blind is finally defeated, leaving a Heart Container behind. A good strategy is to stand behind Blind and use the Magic Hammer for three hits per head. Collect the Heart Container and the fourth crystal will drop from the ceiling.

Last of a bloodline
The maiden of the fourth crystal has a little to tell you about your heritage. The Knights of Hyrule battled beasts of evil while the seven wise men worked to protect the Light World from the Dark World. It appears that you may be the very last person alive with the blood of the Hyrule Knights in your veins, thus signifying your destiny as the great hero who must defeat Ganon and save the world. With that said, you must carry on to the next maiden crystal, which can be found in Ice Lake. But before you go there, there are a couple of errands to take care of…


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

Welcome to Hyrule, adventurer. You are about to embark on a quest that will determine the fate of the worlds, both light and dark. This walkthrough is presented in the most logical order in which to visit the various locations, but it is not the only order that you can use. You are free to make detours and explore nearly every part of the world when you play. As you collect more items and abilities, more of the world will become available to you. Whether you choose to follow this walkthrough step by step or wish to travel along your own path, the walkthrough has been broken up into sections that you can immediately jump to and find the information that you are looking for.

Your journey begins on a stormy night when Zelda, the Princess of Hyrule, sends out a desperate telepathic plea for rescue. Your journey will start in your home, in the middle of the Light World...


text: File:ALttP box art.jpg

title: File:ALttP box art.jpg


text: Category:Book:The Legend of Zelda: A Link to the Past


text: File:Zelda ALttP Master Sword art.jpg

title: File:Zelda ALttP Master Sword art.jpg


text:
Template:Zelda3Enemy

/Templates

title: Template:Zelda3Enemy


text:
Template:Zelda3Enemy/doc

Template to display information about an enemy in The Legend of Zelda: A Link to the Past.

Terms

 * FileName.extension: an image of the monster; example: "LttP_bosses_Armos_Knight.gif".
 * Boomerang: amount of damage caused by a single strike with the boomerang.
 * Sword1: amount of damage caused by a single strike with the basic sword (level 1).
 * Sword2: amount of damage caused by a single strike with the level 2 sword.
 * Sword3: amount of damage caused by a single strike with the level 3 sword.
 * Sword4: amount of damage caused by a single strike with the level 4 sword.
 * Arrows: amount of damage caused by a single strike with normal arrows.
 * Hookshot: amount of damage caused by a single strike with the hookshot.
 * Hammer/Throw/Bomb: amount of damage caused by either a strike from the hammer, a thrown object, or a bomb explosion.
 * Silver Arrows: amount of damage caused by a single strike with silver arrows.
 * Magic Dust: amount of damage caused by a single strike with magic dust.
 * Fire Wand: amount of damage caused by a single strike with the fire wand.
 * Ice Wand: amount of damage caused by a single strike with the ice wand.
 * Fire Spell: amount of damage caused by a single strike with the fire spell.
 * Lightning Spell: amount of damage caused by a single strike with the lightning spell.
 * Earthquake Spell: amount of damage caused by a single strike with the earthquake spell.
 * HP: the maximum number of hits the monster can take.
 * Green Armor: the amount of damage received when wearing the green armor.
 * Blue Armor: the amount of damage received when wearing the blue armor.
 * Red Armor: the amount of damage received when wearing the red armor.

title: Template:Zelda3Enemy/doc


text: Category:Book:The Legend of Zelda: A Link to the Past/Templates


text: File:Zelda ALttP item L-1 Sword.png

title: File:Zelda ALttP item L-1 Sword.png


text: File:BS Zelda AST item L-2 Sword.png

title: File:BS Zelda AST item L-2 Sword.png


text: File:BS Zelda AST item L-3 Sword.png

title: File:BS Zelda AST item L-3 Sword.png


text: File:BS Zelda AST item L-4 Sword.png

title: File:BS Zelda AST item L-4 Sword.png


text: File:Zelda ALttP item Magic Hammer.png

title: File:Zelda ALttP item Magic Hammer.png


text: File:Zelda ALttP item Blue Mail.png

title: File:Zelda ALttP item Blue Mail.png


text: File:Zelda ALttP item Bombos.png

title: File:Zelda ALttP item Bombos.png


text: File:Zelda ALttP item Green Mail.png

title: File:Zelda ALttP item Green Mail.png


text: File:Zelda ALttP item Red Mail.png

title: File:Zelda ALttP item Red Mail.png


text: File:Zelda ALttP item Bombs.png

title: File:Zelda ALttP item Bombs.png


text: File:Zelda ALttP item Boomerang.png

title: File:Zelda ALttP item Boomerang.png


text: File:Zelda ALttP item Ether.png

title: File:Zelda ALttP item Ether.png


text: File:Zelda ALttP item Fire Rod.png

title: File:Zelda ALttP item Fire Rod.png


text: File:Zelda ALttP item Hookshot.png

title: File:Zelda ALttP item Hookshot.png


text: File:Zelda ALttP item Ice Rod.png

title: File:Zelda ALttP item Ice Rod.png


text: File:Zelda ALttP item Magic Powder.png

title: File:Zelda ALttP item Magic Powder.png


text: File:Zelda ALttP item Quake.png

title: File:Zelda ALttP item Quake.png


text: File:Zelda ALttP item Silver Arrows.png

title: File:Zelda ALttP item Silver Arrows.png


text: File:Zelda ALttP item Wooden Arrow.png

title: File:Zelda ALttP item Wooden Arrow.png


text: File:Zelda ALttP item Stone.png

title: File:Zelda ALttP item Stone.png


text: File:ALttP Armos Knight sprite.png

title: File:ALttP Armos Knight sprite.png


text: File:ALttP Lanmola sprite.png

title: File:ALttP Lanmola sprite.png


text: File:ALttP Moldorm boss sprite.png

title: File:ALttP Moldorm boss sprite.png


text: File:ALttP Agahnim sprite.png

title: File:ALttP Agahnim sprite.png


text: File:ALttP Helmasaur King sprite.png

title: File:ALttP Helmasaur King sprite.png


text: File:ALttP Arrghus sprite.png

title: File:ALttP Arrghus sprite.png


text: File:ALttP Mothula sprite.png

title: File:ALttP Mothula sprite.png


text: File:ALttP Ganon sprite.png

title: File:ALttP Ganon sprite.png


text: File:ALttP Trinexx sprite.png

title: File:ALttP Trinexx sprite.png


text: File:ALttP Vitreous sprite.png

title: File:ALttP Vitreous sprite.png


text: File:ALttP Blind the Thief sprite.png

title: File:ALttP Blind the Thief sprite.png


text: File:ALttP Kholdstare sprite.png

title: File:ALttP Kholdstare sprite.png


text: File:ALttP Link sprite.png

title: File:ALttP Link sprite.png


text: File:ALttP Link's uncle sprite.png

title: File:ALttP Link's uncle sprite.png


text: File:ALttP Princess Zelda sprite.png

title: File:ALttP Princess Zelda sprite.png


text: File:ALttP Loyal Sage sprite.png

title: File:ALttP Loyal Sage sprite.png


text: File:ALttP Sahasrahla sprite.png

title: File:ALttP Sahasrahla sprite.png


text: File:ALttP King Zora sprite.png

title: File:ALttP King Zora sprite.png


text: File:ALttP Faerie Queen sprite.png

title: File:ALttP Faerie Queen sprite.png


text: File:ALttP Lost Old Man sprite.png

title: File:ALttP Lost Old Man sprite.png


text: File:ALttP Kiki the Monkey sprite.png

title: File:ALttP Kiki the Monkey sprite.png


text: File:ALttP Catfish sprite.png

title: File:ALttP Catfish sprite.png


text: File:ALttP Flute Boy sprite.png

title: File:ALttP Flute Boy sprite.png


text: File:ALttP Bomb Boy sprite.png

title: File:ALttP Bomb Boy sprite.png


text: File:ALttP Fat Faerie sprite.png

title: File:ALttP Fat Faerie sprite.png


text: File:Zelda ALttP Chris Houlihan Room.png


text: File:Zelda ALttP Accessing the Chris Houlihan Room.png


text: File:Zelda ALttP item Piece of Heart.png


text: File:Zelda ALttP item Small Key.png

title: File:Zelda ALttP item Small Key.png


text: File:Zelda ALttP item Big Key.png

title: File:Zelda ALttP item Big Key.png


text: File:Zelda ALttP item Map.png

title: File:Zelda ALttP item Map.png


text: File:Zelda ALttP item Compass.png

title: File:Zelda ALttP item Compass.png


text: File:Zelda ALttP item Heart Container.png


text:
Israel and the Palestinian Territories/Maps of Israel and the Palestinian Territories

Due to the contentious nature of the region, maps depict the area differently. Some show the Green Line, some show the entire area as an integral unit, some show the line of annexation and some show the Oslo jurisdiction lines. Here some maps would be shown.


text:
Skaneateles Conservation Area/Invasive species/Phragmites australis

Phragmites australis (common reed)
Non-native common reed (Phragmites australis ssp. australis), is very highly invasive in wetland areas such as the marshes and margins of the beaver ponds along Gully Road. It can rapidly form dense stands of stems which crowd out or shade native vegetation. It’s a perennial grass that can reach up to 20 feet high, with extensive underground rhizomes that extend even longer distances.

Invasiveness ranking for Phragmites australis (common reed)
Phragmites australis ssp. australis is ranked as very highly invasive with a relative maximum score of 92% and is prohibited by New York State law.

1. Ecological impact (37/40)
1.1. Significant alteration of natural ecosystem processes (7/10)

 * Phragmites stands increase the fire frequency in marshes due to the dry material that persists above ground.

 * The extensive biomass produced by large stands increases the accretion of sediment and can lead to drying out of wetlands.

 * Dense stands also limit light availability. Uncertain whether changes are reversible.

1.2. Major alteration of natural community structure (10/10)

 * Stands can be incredibly dense eliminating all layers below.

1.3. Causes major alteration in natural community composition (10/10)

 * Stands can be so dense that they eradicate most or all native plant species formerly occurring in the area.

1.4. Severe impact on other species or species groups (10/10)

 * Can breed with the native Phragmites australis ssp. americanus, which is rare in much of its range, including New York. More data are needed on degree of breeding between the native and non-native subspecies. Phragmites in general is viewed as providing less valuable wildlife habitat than the native plant species it displaces. It provided low quality habitats for larval and juvenile fish.

2. Biological characteristics and dispersal ability (22/25)
2.1. Abundant reproduction (4/4)

 * Both abundant seed production (100s of seeds per plant) and extensive vegetative spread.

2.2. Numerous opportunities for long-distance dispersal (4/4)

 * Species readily dispersed long distances along water corridors.
 * Transport of seeds on animals is also possible.
 * Seeds are eaten by some birds.
 * Rhizome pieces can be dispersed.

2.3. High potential to be spread by human activities (3/3)

 * Small seeds can readily be transported by boats, railroads and other forms of travel through stands.

2.4. Two or more characteristics that increase competitive advantage (6/6)

 * Perennial
 * Can grow in poor soils
 * Fast growing
 * Secretes gallic acid, a potent phytotoxin, which may not support success.

2.5. Smothering growth habit, forms dense thickets (2/2)

 * Forms dense thickets.

2.6. Can germinate/regenerate in existing vegetation in a wide range of conditions (3/3)

 * Plant will germinate in a wide range of conditions of existing conditions.
 * Regeneration occurs in a wide range of conditions.
 * Can persist as small inconspicuous seedlings for 1-2 years until conditions become favorable.

Ecological amplitude and distribution
Forms large stands in marshes with few or no other invasives.

Wetland: Occurs in salt/brackish marshes, freshwater marshes, shrub swamps, ditches, beaches, and coastal dunes. Upland: Occurs in cultivated land and roadsides.

Can establish in freshwater marshes that lack any appreciable disturbance. Readily establishes in disturbed marshes.

Native range in temperate Asia is similar to that of New York State.

Present in all states and provinces in the Northeast and in all PRISMs in New York State.

Difficulty of control
Non-native Phragmites is a serious threat to rare and endangered species throughout North America (including the rare native subspecies P. australis ssp. americanus), and treatments using herbicides and mechanical means have been unsuccessful and often threaten the same species that they are trying to protect.

A few partially-successful attempts were made to control phragmites at the conservation area in past years. In the summer of 2016 when the beaver pond had mostly dried up, two 20x30-ft. tarps were laid over mowed Phragmites to attempt to kill it. The following year, when the beaver dam had been rebuilt and the tarps began to float and were removed, it was clear that that although no stems were growing initially where the tarps had been, large rhizomes, essentially 2-3-inch pipes were growing across them under the soil. Soon after that stems resprouted from these area.

A biological control program for Phragmites australis has been developed by Bernd Blossey’s team at Cornell University and their proposal to release two host specific stem miners was approved by The Technical Advisory Group for the Release of Biological Control Agents.


text:
Mega Man X

The Mega Man X series was created in part by Japanese video game designer Keiji Inafune of Capcom in 1993 for the Super Nintendo (named Super Famicom in Japan). The series chronologically begins in the century following the events of the  series (roughly 90 years later) in the 22nd century (21XX time period), but spans into the 23rd century (22XX time period). The games released in the series range from traditional 2D side-scrollers reminiscent of the original games, 3D action-adventures, and even role playing games.

Contents

 * /Storyline/
 * /Timeline/
 * /Humans/
 * /Reploids/

title: Mega Man X


text: File:MM10 Specs.png

title: File:MM10 Specs.png


text: File:Mega Man X SNES.jpg

title: File:Mega Man X SNES.jpg


text: Category:Book:Mega Man X

title: Category:Book:Mega Man X


text: File:X and Zero vs Mavericks.jpg

title: File:X and Zero vs Mavericks.jpg


text: File:Mega Man X CM.jpg

title: File:Mega Man X CM.jpg


title: File:Smwmario3.gif


title: File:Smwmario2.gif


text: File:Smwporcu-puffer.gif

title: File:Smwporcu-puffer.gif


text: File:Reznor.png

title: File:Reznor.png


text: File:Forest fortress1.png

title: File:Forest fortress1.png


text: File:Forest fortress2.png

title: File:Forest fortress2.png


title: File:FI4-1.png


text:
Israel and the Palestinian Territories/History: Babylonians and Persians

Much of the Jewish population had been in exile in Babylon until 539 BCE, when Cyrus II, King of Persia and Media, conquered Babylon, and allowed peoples formerly conquered by Neo-Babylonian Empire to rebuild their temples. A small group of Jews, under the leadership of Zerubbabel(Zerubbavel), returned to Judaea to rebuild the Temple, which was ultimately finished under King Darius. Following the initial return, two waves of return happened, one under Ezra the Scribe, another under Nehemiah(Nechemiah), and Jerusalem was rebuilt.

Jewish traditions held that during the Persian period, the 24 Books of Hebrew Bible(Jews counted the 12 Prophets as one book, Ezra and Nehemiah as one and the two Chronicles as one) were finalized, although modern scholars believed that it happened much later. It was during this period when the Yehudim vs Goyim dichotomy was fully established. Overall, Judaea functioned as a self-governing province of Persian Empire during the period.

It was during this period when Aramaic began to be spoken among Jews, although Hebrew would remain the Jewish language for centuries.

It was during this time when the use of the term "Palestine" for the entire area now part of either Israel or Palestinian Territories began to appear. Herodotus mentioned in his The Histories that "'These Phoenicians dwelt in ancient time, as they themselves report, upon the Erythraian Sea, and thence they passed over and dwell in the country along the sea coast of Syria; and this part of Syria and all as far as Egypt is called Palestine. '"The term, of course, wasn't used by the inhabitants themselves, but the term Syria Palaistini, alongside other terms, continued to be used by Greco-Roman writers, until it finally became official in 135 CE.

Esther: Real or not?
Jewish scriptures recorded that Esther, a Jew from the Tribe of Benjamin, became the wife of King Xerxes I of Persia ''and saved the Jewish people. No gentile sources mentioned that, although sources about Persians were scarce anyway. The classical sources only recorded only one wife of Xerxes, Amestris, daughter of Octans. Nevertheless, most of the details about the Persian court in the Book of Esther were consistent with the contemporary records.''


text:
Israel and the Palestinian Territories/History: Philistines

As mentioned above, Philistines, or Pelishtim, who lived in Philistia(Peleshet) an area that included the modern-day Gaza Strip and Ashqelon subdistrict of Israel, had been one of the major rivals of the Israelites. Being one of the Sea Peoples, most likely from Crete, Philistines founded several cities in the area. Philistines originally spoke a non-Semitic(probably Indo-European) language, but gradually adopted a Canaanite language.

Throughout the Biblical period, Philistines were in frequent conflict with the Israelites. Having brought the metal-smitting skills from the Aegean, they had highly developed weaponry. Their culture, included their diet and the city plans, reflected connections to the Aegean peoples. In the beginning, they were ruled by lords, or sarne. Later, after their defeat by David, the Philistines disintegrated into individual cities, and the cities began to be ruled by kings. The Philistine cities continued to be in conflict with Israelites, until all of them were conquered by Assyrians and Babylonians, and the Philistines gradually ceased to exist as a distinct nation. The term Peleshet, however, gave birth to the Greek term Palaistíni and Latin term Palaestina, and ultimately the term Palestine.


text:
Israel and the Palestinian Territories/History: Rise of Christianity

According to Christian traditions and the New Testament, somewhere around 1-4 BCE, Jesus, whose name in Hebrew would be Yeshua ben Yosef, was born in Bethlehem of Miryam bat Yehoyakim, better known as Virgin Mary. According to Gospels, before Mary was formally married to Joseph(Yosef ben Ya’akov), she received a call from angel Gabriel that she would conceive a child. As Joseph found her pregnant, he wanted to annul the marriage, but God called him not to do so. Later, as they went to Bethlehem for the census of Quirinius, the inn was full, and Mary gave birth to Jesus in a stable, where they were greeted by three magi. Later, the family fled to Egypt as Herod ordered all children below 2 years old in Bethlehem to be massacred, until Herod the Great died, and then they moved to Nazareth in Galilee. While some parts of the story did not seem to be plausible(while Luke and Matthew seemed to contradict each other on the year of birth of Jesus), it’s believable that Jesus came from a humble family that could nevertheless trace their ancestry to King David.

According to the Gospels, Jesus was baptised by John the Baptist(Yuẖanan maˈmdana in Aramaic, Yoẖanan hammatbil in Hebrew). He preached a message that included peace and love and the idea of a heavenly kingdom, instead of an earthly one as many of his Jewish contemporaries might have hoped. He was disliked by the Jewish establishment but nevertheless enjoyed a large number of followers, mostly poorer people from Galilee, as well as some sympathizers from the Hillelite Pharisaic rank.

For some reasons, Jesus was convicted with insurrection and crucified. His followers believed that he had risen from dead, and the movement continued to grow under Jesus’ disciples. Later, Paul the Apostle(born Sha’ul), a Romano-Jew from Tarsus, developed the sect and transformed it into a universal religion. As a result, Christianity gradually became a separate religion, a process completed shortly following the destruction of the Temple.

CONTEMPORARY CONNECTION: WHOSE JESUS?
In recent years, the issue of whether Jesus was Israeli or Palestinian had become a common issue among modern readers. It would sound ridiculous at first, as Jesus was certainly a Jew from the Zugot and Tannaim Era and one of the claimants for the position of Moshiach among the heavily Messianic-oriented Jewish population. However, amidst the return of Jews to the Southern Levant and the rise of Palestinian Nationalism, both sides began to claim that Jesus was theirs. For example, Linda Sarsour, one of the prominent Palestinian-American activists today, once claimed that Jesus was Palestinian, earning rebuke from the Jewish readers. The dispute, combined with the classical antisemitic theme of Jewish deicide, has continued to haunt the Israeli-Palestinian conflict.


text:
Salute, Jonathan!/Grammar (conjunctions)

pro que vs pro
The que in pro que is to join two sentences that can stand alone. Without que it's just words or reasons. Yo esset fatigat. Yo volet dormir. Yo volet dormit pro que yo esset fatigat.

Yo volet dormir. Fatiga. Yo volet dormir pro fatiga.

Yo frappat le. Yo odiat le. Yo frappat le pro que yo odiat le.

Yo frappat le. Odie. Yo frappat le pro odie. (I struck him out of hate) Durant and durant que etc. are the same. Yo scrit. Yo pensat. Yo scrit durant que yo pensat.

Yo scrit. Li guerre. Yo scrit libres durant li guerre. So you look at the two parts and ask yourself if they can stand alone as sentences. If they do, add a que.

If the second part is just a word or a reason that isn't its own sentence, do not add que. Yo labora. Mey li infantes esser felici! Yo labora por que li infantes mey esser felici.

Yo labora. Lor felicita. Yo labora por lor felicitá.


text:
User:112358macOS1321

Draft articles
Cookbook:Trans pride swiss roll

title: User:112358macOS1321


text:
Talk:Mario franchise strategy guide

In 2019, Wikipedia deleted some Mario-related redirect pages that once served as articles (for example: Bob-omb). I plan to ask if those pages can have their history restored (while still serving as a redirect there as this is just the page history) for inclusion into this wikibook. How does this sound, and ? I already asked about the Bob-omb article on a Wikipedia admin's talk page (he's willing to provide copies of deleted articles, according to userpage, and has done so before). 2005-Fan (discuss • contribs) 20:41, 30 June 2021 (UTC)
 * That's fine with me. --Mbrickn (discuss • contribs) 20:42, 30 June 2021 (UTC)
 * In case you were wondering, I pinged you because you help out on the Wikibook strategy guides, so I figured you'd be interested to know this plan. 2005-Fan (discuss • contribs) 20:43, 30 June 2021 (UTC)
 * I am! I'm actually kind of curious what the old wiki articles were like. --Mbrickn (discuss • contribs) 20:45, 30 June 2021 (UTC)
 * Looks fine to me - once you import it back to Wikibooks, you can ask for the Wikipedia article to be deleted. Leaderboard (discuss • contribs) 20:48, 30 June 2021 (UTC)
 * Might not be necessary in certain cases if the latest revision is already valid redirect to an existing Wikipedia article. 2005-Fan (discuss • contribs) 20:50, 30 June 2021 (UTC)
 * They are in the Wayback Machine (and in old XML dumps), but this would make them easier to access. 2005-Fan (discuss • contribs) 20:50, 30 June 2021 (UTC)
 * Update: A Wikipedia administrator has agreed to undelete the older revisions of the Bob-omb article for inclusion into Wikibooks! 2005-Fan (discuss • contribs) 22:05, 30 June 2021 (UTC)

title: Talk:Mario franchise strategy guide


text:
Mario franchise strategy guide/Enemies/Koopa Troopa

The Koopa Troopa (ノコノコ) is a member of the fictional turtle species in the Mario franchise, and the most common classification of Koopa. Koopa Troopas are the standard troopers of the Koopa Army who work for Bowser, King of the Koopas. Alongside Goombas, Bullet Bills, and Piranha Plants, they are the most common enemies featured in the series.

Koopa Troopas are all common Koopas, meaning they have no special abilities or characteristics. As the lowest ranking members of the Koopa Army, they just patrol their assigned areas on foot. Koopa Troopas are also sometimes just called "Troopas".

Mario Bros.
Koopa Troopas first appeared in the arcade game Mario Bros. under the name "Shellcreepers". To defeat the Shellcreeper, Mario had to jump and hit the platform which the Shellcreeper was walking on to flip it over. After it was flipped over, he had to quickly go over to it and kick it to eliminate it from the screen. Unlike Koopa Troopas from other games, the Shellcreeper couldn't be jumped on before it has been flipped over. In later versions of the game, the Shellcreepers were replaced with Spinys to discourage players from jumping on them.

Super Mario Bros.
In Super Mario Bros., they were renamed "Koopa Troopa", and Paratroopas made their debut. The Koopa Troopas' shells came in shades of green and red, and they are the second enemy to be encountered. Green Koopa Troopas would always march in a straight line (even if this means falling into a pit), while Red Koopa Troopas marched back and forth in a fixed area. Jumping on a Koopa Troopa makes it hide in its shell (from which it will re-emerge if left alone), and a second touch kicks the shell away, battering anything it touches (including Mario if it bounces back towards him due to an obstruction) out of the way. Koopa Troopas can also be defeated instantly by a Mario's Fireballs, or by Mario having a Starman power-up.

Koopa Paratroopas are basically just Koopa Troopas with wings. Red Paratroopas will fly up and down, while the Green Paratroopas will fly or jump. Jumping on a Paratroopa will cause it to lose its wings and revert it back into a Troopa.

Super Mario Bros. 3
Not much changed for the Koopa Troopa in Super Mario Bros. 3. However, in this game, Mario started to carry their shells around after he hit them and throw them to different areas. It also introduced Giant Koopa Troopas and Colossal Koopa Paratroopas in Giant Land (World 4).

Super Mario World
Super Mario World brought drastic changes to the Koopa Troopa. In this game, Koopa Troopas finally started walking on two legs and wearing shoes. Also, stomping on Troopas ejects them from their shells, rather than causing them to hide. An ejected Troopa will slide out of its shell, wearing only a t-shirt, and will crawl back to its shell after being temporarily stunned. It can be stomped on while outside its shell, for extra points. A spin jump will also completely eradicate a Koopa Troopa.

In Super Mario World, yellow, and blue Troopas were introduced, like the red and green one but they march a little faster. In that game, if Yoshi ate certain colored Koopa shells, he would acquire unique powers. Yoshi would merely spit out green shells, but red shells allowed him to spit fire, yellow shells caused him to create an earthquake when he jumped onto the ground (while held in his mouth), and blue shells gave him wings and allowed him to fly (while held in his mouth). Eating a flashing shell was like a "wild card" shell, allowing Yoshi to fly and create earthquakes while holding the shell, and then spit fire with it.

There is another subtle difference between green, red, blue, and yellow Troopas in Super Mario World. When Mario jumps on a Troopa, the Troopa will come out of its shell. Red & green Troopas will climb back into their shells. If a blue Troopa is knocked out of its shell and finds it again, it will attempt to kick it at Mario. Blue Koopas are also known to kick or block almost anything that s thrown at them. If a yellow Troopa climbs into a shell, it will flash, become invincible to most attacks, and roll on the ground toward Mario. If Yoshi then eats one of these extremely rare flashing shells, he will be granted the ability to fly, spit fire, and cause earthquakes when he hits the ground. Mask Koopas replaced the original Koopa Troopas once the game is completed and some shell colors are changed to make rare Koopas much more common.

Super Mario World 2: Yoshi's Island
Koopa Troopas in Super Mario World 2: Yoshi's Island are not much different than their counterparts in the first Super Mario World. One difference between the two is that in Yoshi's Island, when kicked out of their shell, the Koopa walks upright on two legs, wearing only boxer shorts.

Super Mario 64
Koopa Troopas appeared infrequently in Super Mario 64 and Super Mario 64 DS. A Koopa clad in only a tank top and shoes will be bounced out of its shell by the force of Mario's stomp. Then Mario can ride on its shell, allowing them to plow over enemies and glide around easily unless they hit a solid object. Hitting the Koopa Troopa again after removing it from its shell destroys it, which yielded a blue coin. The Koopa Troopa enemies were relatively rare compared to how common they were in past games; they only appear in a couple of areas, and there are few of them in those two areas. Furthermore, they are also extremely timid creatures that actually run from Mario, rather than attacking him.

Super Mario RPG
Green and Red Koopa Troopas appeared in Super Mario RPG as Terrapin and Terra Cotta, respectively. Jagger, a martial arts student with whom players can battle in that game's Monstro Town, is one such Koopa.

New Super Mario Bros.
In New Super Mario Bros., Koopa Troopas behaved much like they did in Super Mario Bros. 3, as they will hide in their shells if jumped on, even though they are bipedal. Although the main colors were red and green, empty blue shells could be found periodically, and served as a powerup for the player to use. Even though they are absent throughout the main game, actual blue Koopa Troopas appear in the multiplayer mode.

Paper Mario series
In the Paper Mario Series, many Koopas are generic, and are not enemies. Koopa Troopas and Koopa Paratroopas get a new tougher look. They wear sunglasses and spiked collars to distinguish themselves from friendly common Koopas. Also they get a new color shell that gives them a tougher look.

In Super Paper Mario, Koopa Troopas immediately gain these new features once Nastasia hyptnotizes them, which puts them under Count Bleck's control.

Mario Party series
Generic Koopa Troopas have also appeared throughout the Mario Party series as NPCs. Like Toad, they are generally helpful towards the players, usually providing them with rewards or running mini-games. As such, they work independently from Bowser and the Koopa Kids, and tend to be fearful of them. In Mario Party 2, 3, and 5, they run the Koopa Bank. In Mario Party 4, a green Koopa Troopa hosted the Koopa's Seaside Soiree board. Though typically unplayable in the series, a mini-game in Mario Party 4, Beach Volley Folly, featured a playable green Koopa Troopa.

Super Smash Bros. Series
The shell of the Koopa Troopa (both red and green) are found in the Super Smash Bros. series. The red shell stays on a single flat plain and acts as a homing device to hit the closest player. The green shell can be thrown directly at a player, and continues on a straight path. In Super Smash Bros. Melee, the Koopa Troopa and Paratroopa can be found as NPC enemies in the Mushroom Kingdom stage.

Other games
Troopeas and Paratroopeas, and their stronger versions, Elite Troopeas and Scaratroopeas, respectively, relatives of Troopas that are part plant and part turtle appear in Mario & Luigi: Superstar Saga, and an electrifying species of Koopa appears in Super Mario Sunshine. Additionally, the boss character of Rice Beach in Wario Land: Super Mario Land 3 is said to be a type of Koopa Troopa.

A generic Koopa Troopa is a playable character in Super Mario Kart, a racing game. It has excellent traction, average acceleration, but a low top speed. As a computer opponent, it has the ability to throw unlimited turtle shells at other players' karts. It is not featured in Mario Kart 64, Mario Kart Super Circuit or Mario Kart DS (However, in Mario Kart DS, Dry Bones is a playable character). In Mario Kart: Double Dash!!, a green-shelled Koopa Troopa and its partner, a red-shelled Paratroopa are both light racers, and the only characters able to regularly get sets of triple green or red shells. The green Koopa Troopa has also been a playable character in Mario Golf: Toadstool Tour, Mario Power Tennis, Mario Superstar Baseball, Super Mario Strikers, and Mario's Tennis for Virtual Boy. The red Koopa Troopa makes a cameo apparence in Zoda's Revenge: StarTropics II.

Koopa Troopas in other media
Koopa Troopas were the most regularly-seen minions of Bowser in The Super Mario Bros. Super Show!. They were voiced by John Stocker. However, on the show they were given a different design, which depicted them as bipedal characters (ironic, since bipedal Troopas didn't appear in a game until Super Mario World). They also had green skin, most likely to match the skin color of Bowser's King Koopa design. Additionally, as a joke, Koopa Troopas sported turtlenecks. They often wound up wearing themed costumes to go with whatever alter-ego Bowser had taken on in the episode. Occasionally, a single, unnamed Koopa Troopa would be shown working with Mouser and Tryclyde from Super Mario Bros. 2 as a member of the Koopa Pack. When the show spun off into The Adventures of Super Mario Bros. 3 the next year, the Koopa Troopas weren't seen as frequently, but were drawn to better resemble their video game counterparts; in Super Mario World, a Koopa Troopa only made one appearance, in the show's series premier. However, they managed to remain regular minions in the Super Mario comic book stories in the Nintendo Comics System.

Word origin
Koopa is derived from Kappa, a devious creature in Japanese folklore. They are Bowser's army, or Koopa Troopers.


text:
Mario franchise strategy guide/Enemies/Koopa Paratroopa

Koopa Paratroopas are a winged variant of Koopa with a red shell. They first appear in Super Mario Bros., and have also appeared in subsequent installments of the Super Mario series.


text: Category:Book:Mario franchise strategy guide/Enemies


text: Category:Book:Mario franchise strategy guide/Games