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THE LEGEND OF
ZELDA
II LINK TO THE PAST
— CONTENTS —
THE LEGEND
THE CAPTIVE-THE LEGEND OF ZELDA 4
SPELLBOUND-ZELDA I: THE ADVENTURE OF LINK 8
WORLDS APART-THE LEGEND OF ZELDA: A LINK TO THE PAST— 12
LINK IN ACTION 24
LIGHT WORLD
25
HYRULE CASTLE 28
THE LOST WOODS 36
KAKARIKO VILLAGE 40
THE EASTERN PALACE 44
THE GREAT SWAMP 48
THE DESERT OF MYSTERY 50
LAKE HYLIA 54
DEATH MOUNTAIN 58
1 DARK WORLD
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100
LINK’S JO
THE ROAD TO AGAHNIM 110
A JOURNEY IN DARKNESS 120
I HYRULIAN FINDINGS
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FAERIES
162
165
STAFF
Publisher M. Arakawa
Producer in Chief Hiroyuki Koto
Cdilor in Chief Gail TUden
Senior Editor Pam Sothor
Editors — Scoff Pellond
George Sinfietd
Leslie Swan
Jeff Bafus
Don Owsen
Editorial Consultants Howard Lincoln
Potor Main
Phil Rogers
Juana Tingdale
Tony Harman
Cover Design Griffes Advertising
Copy Coordinator Machiko Oehler
Director of Production Tsutomu Otsuka
Tetsuhiko Yoshida
Producer Yoshio Tsuboike
Project Coordinators - Hiroyuki Kurano
W. David Mellon
Keijt Hamada
Emi Toyama
Art Director Yoshi Orimo
Concept & Design — WORK HOUSE USA
Yukio Yamashita
Ichiro Koiko
Leo Tsukamoto
Wendy Sa/vatori
Ritsuko Yamaji
WORK HOUSE CO..
LTD.
Seiji Sato
Jumpin' Jack Yushi
Masao Iwamoto
Nobu Watanabe
Yuji Honma
Kochan Yoshizu
Yuki Iwamoto
Layout — Hiroshi Ohashi
Shuji Kurokawa
Tomohide Kinoshita
IOK 2)
Illustrators Mokikazu Ohmori
Katsuya Teredo
Hiroshi Ai/awa
Syujl Imai
Molsunori Iwamoto
Toshisada Nobuhara
Setoshi Yuzuriha
Kenji Murata
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PLAYER'S GUIDE ARE REGISTERED TRADEMARKS 0= NA
TENOO OF AMERICA INC
(Nintendo')
Nintendo ol America Inc.
P.0 Box 957
Redmond. WA 98052
THE GREATEST
ADVSfJTURE
The Legend Of Zelda— A Link To The Past car-
ries on the grand tradition of adventure
games started by The Legend Of Zelda and
The Adventure Of Link— a tradition of cour-
age, power, and wisdom as exemplified by
the mythic Triforce. Another tradition— that of
unique, in-depth game coverage in Nintendo
Power Player's Guides- is also being carried
on.
This Player's Guide explores the lands,
heroes and mysteries of Hy rule in an encyclo-
pedic format that adds to the richness of the
game experience. Don't expect a step-by-
step replay that takes away the fun and
mystery. Instead, you'll look back in time to
an age of adventure and learn about the
people and places of Hyrulian culture. You'll
journey with the hero of the age, the fearless
Link, and you'll access the largest body of
knowledge ever collected on the magical
implements and enemies of that time. Full
maps of both worlds have been included to
help the modern-day adventurer along with
the reconstructions of the many dungeons
and palaces of ancient Hyrule. For those inter-
ested in the epic struggle between Link,
Zelda and Ganon, illustrated histories reveal
all that is known.
With this book, you can approach the
legend from any angle. If you need only gen-
eral help on a specific area, look to the maps
in the chapters covering the regions of the
Light and Dark Worlds. You'll also find a trea-
sure trove of trivia on the lives and times of
the Hyrulians. If you need more specific help
with a puzzle, the Link's Journey chapter
reveals the answers to the most cunningly
concealed dungeon entrances, traps and
mysteries. In this chapter, you'll also find
dozens of classified programmer's secrets.
The reference section at the back of the
Player's Guide provides detailed information
on items, weapons, and enemies, including
locations and battle strategies. It's perfect for
quick help, especially when facing one of the
dungeon guardians.
You'll find just the right amount of help for
your needs, plus fascinating information that
is available nowhere else. So let the tradition
continue and the adventure begin!
LOOK FOR MORE NINTENDO PLAYER’S GUIDES
FOR THE MOST COMPLETE GAME COVERAGE FROM THE PROS
THE LEGEND OF
ZELDA
A LINK TO THE PAST
(NinTendo’)
PLAYER’S GUIDE
2 NINTENDO PLAYER'S GUIDE
f Ik legtnir
In The Legend of Zelda-A Link to the
Past, the epic history of Link is revealed.
Link's first call to adventure came in
The Legend of Zelda when he had to
rescue the Princess.
ZELDA-A Z.//VA TO THE PAST 3
Cl je Captive
THE LEGEND OF ZELDA
Although The Legend of Zelda appeared first in the series of Zelda
adventures, it actually takes place many years after the third game. In
this time, Hyrule had declined, becoming a rustic land with few
remaining signs of its earlier glory. The land was overrun, and Ganon
was to blame. At the heart of the conflict lay a missing piece of the
Triforce and Princess Zelda.
covered
I f how Ganon came
by the Triforce of
Power no tale is
told. When she dis-
that Ganon had
acquired a piece of the Tri-
force, though, Princess Zelda
broke the Triforce of Wisdom
into eight pieces and hid them.
She knew a hero was needed
to challenge Ganon, so she
sent her nurse, Impa, to search
throughout the land, even as
Zelda herself was captured.
During her quest, Impa long
evaded Ganon’s reach, but in a
forest glade she too fell into his
clutches and would have been
carried off if not for the heroic
actions of a passing youth
named Link. Once the villains
had been driven away, Impa
told the young man about
Zelda’s secret. Then, unable to
hold back her tears, she told
him how the Princess had been
taken captive.
4 NINTENDO PLAYER’S GUIDE
o sooner had the youth
heard the tale of Zelda’s
sorrow than he pledged to
defeat Ganon and rescue
the Princess. He set off at once,
knowing only that he had to collect
the eight pieces of the Triforce of Wis-
dom. At every turn in the path he met
monsters and other evil soldiers of
Ganon who challenged him in battle.
ink’s first task was to find the hidden
dungeons where Zelda had secretly
hidden the divided Triforce. Many of
the entrances were disguised, and
only by using all of his wits and the scraps of
hints that he picked up along the way was he
able to succeed. Inside the dungeons, he met
countless enemies, for Ganon’s minions had
taken hold of even the most remote chambers.
ZELDA- A LINK TO THE PAST 5
fter countless adventures,
Link gathered all eight pieces
of the Triforce of Wisdom,
then he scaled Death Moun-
tain and gained entrance to Spectacle
Rock. Ganon’s great maze dwarfed any
that Link had yet encountered. In a hid-
den chamber, he discovered a magical
Silver Arrow and, taking the prize, he
traced his way through the maze until he
came face-to-face with Ganon himself.
The battle between youthful hero and vil-
lainous foe raged across the chamber,
but Ganon remained invisible, seemingly
unaffected by the cuts of Link's sword.
As Link began to tire, he tried a last,
desperate strategy, putting the Silver
Arrow to the test. The bowstring sang and
the arrow flew straight. Ganon was
destroyed!
ith the defeat of Ganon,
Link's mind turned to the
purpose that had driven
him here-the rescue of
Zelda. One chamber re-
mained to be explored and Link
pushed ahead. Here Zelda greeted
him and the pieces of the Triforces of
Power and Wisdom were reunited.
Princess
6 NINTENDO PLAYER'S GUIDE
ith the destruction
of Ganon and the
power of the Tri-
force restored,
peace reigned once more in
Hyrule. Princess Zelda now
ruled the land, and the country
prospered. It seemed as if the
shadow of Ganon had been
destroyed forever. But the youth-
ful hero of the age remained
ever vigilant. Wherever Link
roamed, he looked for signs of
Ganon’s return, for he could
not believe that he had truly
banished evil from the land.
A LEGEND IS BORN
In 1987, video game players
were introduced to a world of
magic, mystery and danger
unlike any seen before-it was
called The Legend of Zelda.
Today it remains a classic. The
overhead view of the world in
which the central character
fights his own battles makes a
radical departure from tradi-
tional RPGs. The variety of set-
tings, from underground dun-
geons to overworld deserts,
and the huge cast of enemies
add depth to the experience.
Most players are equally
absorbed by the many puzzles
within the game. You need
brains as well as brawn— wit-
ness the grumbling Moblin in
Level 7 who requires a snack of
Bait. Some of the secrets go
even deeper, such as the code
name ZELDA which allows
access to a second quest.
Perhaps the biggest strength
of The Legend of Zelda is that it
creates an entire world in
which players become legends
in their own times.
Puzzles keep players guessing,
The grumbling Moblin won't let
Link pass unless he's fed Bait.
The code name ZELDA opens
a new world for exploration.
ZELDA— A LINK TO THE PAST 7
g>peinxmn&
ZELDA H: THE ADVENTURE OF LINK
The Adventure of Link takes place several years after The Legend of
Zelda. An older, taller and perhaps wiser Link has seen the country
prosper and villages spring up. But peace is a fragile commodity in
Hyrule and history has a way of repeating itself. On his second
adventure, Link becomes a master of magic as well as a fighter. He
visits many towns, fights new enemies and travels across the sea.
arked by the sign on his hand, Link was des-
| tined to become a hero, but in the peaceful
days following his first quest, he became rest-
less. He wandered the forests, crossed the
deserts and delved into the caverns of Hyrule, looking for
clues to explain his feeling of unease. In time he became
aware of a whisper that passed between the birds,
beasts, and even through the blades of grass: there was
a new magic in the land, nameless and terrifying.
8 NINTENDO PLAYER'S GUIDE
ying as still as marble, Princess Zelda
slept the dreamless sleep of enchant-
ment. When Link found her thus
arrayed in the North Palace, he saw at
once that she was spellbound. His greatest fear
had come to pass. By refusing to reveal the secret
power of the Triforce to a wizard, Zelda had
brought on her own downfall. But all was not lost. If
Link somehow unlocked the mystery of the Great
Palace, he could save Zelda and the Triforce of
Courage.
gain Link took to the fields
and forests, but these
places had become wild and
dangerous, inhabited by
enemies of old. Link found himself rely-
ing on his wits and swordplay at every
step. Creatures he had never before
seen also waylaid him: spiders called
Deelers that dropped from the trees, tall
Geldarms that rose from the sands of
the Tantari Desert, and of course the
Moblins, armed with spears and hatred.
ZELDA- A LINK TO THE PAST 9
I ink’s mission was to enter
each of six palaces and
| restore a missing crystal
to a statue. Together the
statues created a magical lock on the
Great Palace. Only by replacing the
six crystals could Link open the final
door. In each palace, however, he had
to battle a Statue Guardian of great
strength: Barba the Dragon, Iron-
knuckle the Knight, Carock the
Wizard and others.
s he closed the palaces, Link
crossed the whole of Hyrule, from
Ruto in the northwest to Death
Mountain in the south, from the
Island Palace in the Stormy Straights to Maze
Island in the Far Eastern Sea. He helped
villagers when he could, but he never lost
sight of his ultimate goal. Finally, after
uncovering the secrets of Old Kasuto, Link
pushed on to the Great Palace where he met
the Thunderbird.
10 NINTENDO PLAYER'S GUIDE
nee the Thunderbird was vanquished, Link
thought that Zelda and Hyrule would be saved,
but it was not to be . . . not yet. Exhausted from
his journeying, Link had one more enemy to
defeat-an enemy so unexpected that he did not know
what to do, for the enemy was his own shadow.
THE ADVENTURE CONTINUES. WITH A TWIST
The Adventure of Link com-
bines the overhead exploration
aspect of The Legend of Zelda
with the side-scrolling combat
of traditional action games.
Since its release in 1 988, it has
remained one of the most
popular NES games.
In The Adventure of Link,
people were living in towns,
and these people talked to Link
and asked for his help. Many of
the puzzles in the game are
solved through clues given by
townfolk. For instance, the key
to reaching Death Mountain
and the Hammer is to find a fel-
low named Bagu. The clue
comes from a Bot in the town
who tells you to look for his
master in the forest northeast
of Saria. With magic at his
disposal and more fighting
moves, Link also shows growth
as a character. The game also
gives the player a wider variety
of activities.
The Bot in Saria tells Link where to find
Bagu. whose letter gets Link across the river.
ZELDA- A LINK TO THE PAST 1 1
thorite Spart
THE LEGEND OF ZELDA: A LINK TO THE PAST
Back in the mists of time, before the era of The Legend of Zelda and
The Adventure of Link, Hyrule was a land of fabulous palaces and
magic. It was also a troubled land, and the divisions of Light and Dark
were tearing it apart. The origins of this conflict lay even deeper in the
shadows of time, with the coming of the Triforce and the greed of
Ganondorf, King of Thieves.
o comprehend Hyrule and Link’s desperate
quest, one must first know the ancient
legend of the Triforce. In the Golden Land,
where it was placed by the creators of the
world, the Triforce beckoned to people. Ganon and his
band of thieves long searched for the secret entrance to
the Golden Land, eventually stumbling upon it. Then
Ganon defeated his fellows for possession of the Triforce.
1 2 NINTENDO PL A YER 'S GUIDE
n a period known as the Imprisoning War,
the King of Hyrule brought seven wise
men together to seal the door to the Gold-
en Land, forGanon’s evil power had been
spilling forth, causing corruption and darkness. The
once peaceful land became a place of dreadful
rumors of the coming of a magical enemy. At this
time the Master Sword was forged, but there was no
hero valiant enough to wield it.
B efore the wise men
could seal off the
Golden Land and
the Triforce,
Ganon’s army surged into
Hyrule and besieged the
castle. The Knights of Hyrule
fought heroically, but the power
of the Triforce controlled their
enemies, giving them inhuman
strength. The battle raged back
and forth through the gate.
Many foes fell in the tide of
battle, but too many Knights
also were lost. It seemed that
they were beyond hope.
ZELDA-A LINK TO THE PAST 13
hen, at the end of
the day, the wise
men finally suc-
ceeded in blocking
the door to Ganon’s Realm.
With the power of their master
removed, the enemies fled or
threw themselves into the moat.
Hyrule was saved and over the
years the Golden Land, which
then became known as the
Dark World, faded from the
memory of the people.
he people of Hyrule may
have forgotten about the
Dark World, but the master
of that evil land had not for-
gotten about Hyrule. Ganon brooded in
his prison, surrounded by reminders of
his fall. He grew ever more bitter as the
dark years passed like the wailing of
cold winds on a winter's night. Ambition
burned in his eyes. He would find a way
to wreak vengeance and claim total
power.
any centuries passed with
Ganon and the Triforce
safely locked away. Then the
disasters began: plague,
drought, quakes and fire. The King
sought sage advice and a wizard named
Agahnim stepped forth and ended the
strange disasters. He became a power-
ful advisor to the King, but he kept his
true plans to himself. It seemed like a
Golden Age, but it wouldn’t last.
1 4 NINTENDO PL A YER ’S G UIDE
nee Agahnim had consoli-
dated his power, he began to
i abuse it. First to fall victim
were the ancestors of the
seven wise men. The wizard imprisoned
six maidens in crystal cocoons and
they were never seen again. Then Prin-
cess Zelda herself was taken as she
sent a telepathic plea into the night. The
Hylian gift that enabled Zelda to send her
message also allowed Link to hear her.
I aving received
Zelda's message,
1 Link felt compelled
to save her, but his
uncle forbade him to leave the
house. Link's uncle thought that
the lad’s courage outweighed
his common sense, yet he knew
that something had to be done
to save Zelda. Turning away
from Link, he gripped his sword.
He knew a secret entrance into
the castle, although he didn’t
know the way out.
ZELDA- A LINK TO THE PAST 15
ink couldn’t tell how much
time had passed since his
Uncle had left— a minute?
an hour? The only thing he
knew was that Zelda had spoken to
him. He had to help her! Taking a lamp
to light his way, Link stepped into the
lashing rain and headed toward the
castle.
s Link floundered about in the storm, he heard a second tele-
pathic message from Zelda telling of a secret route into the
castle. When he found the entrance, he also found his uncle
inside, wounded and unable to carry on. Link took his Uncle's
sword and promised to return.
THEN THE GREAT QUEST BEGAN
1 6 NINTENDO PLA YER S GUIDE
THE LEGEND OF
A LINK TO THE PAST™
XELDA—A UNK TO THE PAST 17
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ZELDA-A LINK TO THE PAST 20
lark World
21 NINTENDO PLAYER'S GLIDE
ZELDA-A LINK TO TIIE PAST 22
link in Action
The great Hylian hero was famous for his many fighting tech-
niques. Some of the techniques he learned on his own, while
others resulted from the use of magical items.
\
'■1
SLASH ATTACK
Link used his sword in most of
his battles. He swung the blade
with his left hand in a powerful
arc from his right (or shield side}
to his left
MASTER SWORD
This legendary weapon,
strengthened by fire and
magic, played a vital role in
Link's conflict with Agahnim
the wizard.
DASH ATTACK
Wearing the Pegasus Shoes. Link
charged through enemies, holding
his sword before him.
DASH BASH
Link learned to bash into
trees and other things to
shake items out of them.
JUMP DOWN
Link jumped from ledges
to lower areas when
there was no obstruction.
WHIRLING BLADE ATTACK
Link could focus his energy and
then attack in a 360 degree
radius.
BEAM ATTACK
With full Hearts and the Master
Sword. Link could fire energy
from the blade's tip.
LIFT & THROW
Link lifted bushes, rocks
and pots overhead, some-
times revealing treasure or
enemies. He could also
throw what he picked up at
enemies.
SWIM
With fins on his feet and
a deep breath. Link plunged
into the waters of Hyrule to
reach isolated regions and
islands.
24 NINTENDO PLAYER S GUIDE
shrouded in mist
day and night, and
many of those who
ventured into their
darkness failed to
Witnesses saw animals gather
around a fading flute player in
a grove in central Hyrule.
ZELDA-A LINK TO THE PAST 25
‘ At
1
I M
hi
THE GREAT SWAMP
In some places. Lake Hylia
was very shallow, but in others
it was too deep to measure.
Unpredictable currents and
Zora's Spawn made it unsafe
for most swimmers.
During Link's time, the vast Light World included a
variety of terrain and climates, ranging from a desert in
the southwest to a swamp in the south to forbidding
mountains in the north. Society centered around Hyrule
Castle, near the center of the land. Bridges and well-
traveled paths connected the different areas, and
innkeepers, shopkeepers, blacksmiths and lumberjacks
plied their trades in Hyrule, much as they did in neigh-
boring lands at the time.
DEATH MOUNTAIN
Crumbling ruins in the Great
Swamp attested to the existence of
an earlier civilization there.
The highest point in Hyrule was
Death Mountain in the norlh.
Mountain climbers came from all
over to test their skills there, but
few reached the summit
HYRULE CASTLE
THE DESERT OF MYSTERY
Hyrule's royal family
occupied Hyrule Castle,
which was built of
huge stones quarried by
Hylian subjects.
HYRULE CASTLE
There were rumors about underground passages
that were said to lead to and from Hyrule Castle.
When the castle was overrun by hostile forces, the
| royal family ref prtedly used them to escape.
This stone monument that led to the
entrance of tfc. Desert Palace was
inscribed with ancient pictographs.
The Lost Woods were
inhabited by pesky
thieves who preyed
upon any travelers who
happened into the area.
KAKARIKO VILLAGE
Cottages lined these quaint
cobblestone streets in
Kakariko Village, and
a large weathercock stood
in its park.
THE EASTERN PALACE
The architecture of the
Eastern Palace was modest in
comparison to Hyrule Castle.
It was guarded night and day
by Armos Knights.
26 NINTENDO PLAYER’S GUIDE
/.ELD A- A LINK TO THE PAST 27
LIGHT WORLD
fyrule Castle
In The Heart Of Hyrule
A broad bridge spanned the river in front of Hyrule Castle and
led to the main entrance. The bridge connected the royal
fortress to the forest area. Link's house and regions farther
south.
THE CASTLE
Hyrule Castle once welcomed all
Hyrulians. It was the home to sev-
eral generations of royalty who
were worshipped by their people.
Inside the castle, royal red
carpets were rolled out over the
castle’s stone floors, and rich
tapestries from far off lands
adorned its walls. Many fierce
battles were waged just outside
the castle walls against outside
attackers, but the Hyrulians pre-
vailed— until Agahnim appeared
with his sinister strategy.
ARTIFACTS FOUND IN AND AROUND HYRULE CASTLE
• A LAMP
• A SWORD
• A SHIELD
• A BOOMERANG
• TWO PIECES OF HEART
SANCTUARY
CEMETERY
HYRULE CASTLE
FAERIE'S SPRING
LINK'S COTTAGE
28 NINTENDO PLAYER'S GUIDE
LINKS COTTAGE
Like the other homes in Hyrule, the cottage
where Link and his uncle lived was simple. It was
furnished with a bed and table, both hand-craft-
ed from logs bought from the lumberjacks in the
north. The only unusual furnishing was a finely
carved chest that sat in one corner of the room.
The home was south of Hyrule Castle, just at the
edge of a thick forest where Link and his uncle
hunted for their food.
According to legend. Unk's uncle
left his house on a stormy, bitter-
cold night He was last seen
exploring the grounds outside the
castle walls.
The path east of Link's house
led due north to the castle's
entrance. The road in front of
the house was heavily
patrolled by Agahnim's men.
▼
THE CASTLE GATES
The castle itself dated back to early Hylian times, but its
surrounding wall and gate were constructed in later
years. The high arched entry and hand carved doors,
designed by the royal architect, were much admired,
and people came from all over the kingdom to pass
through them when they were completed.
When the castle compound doors swung open in the
morning, people could come and go by way of the
stone path that led to the main doors, as long as
they posed no threat. After Agahnim was driven from
power, people who tried to pass under the main arch
simply disappeared, and soon no one tried to enter
the grounds at alL
ZELDA-A LINK TO THE PAST 29
LIGHT WORLD
RUMORS OF A HIDDEN PASSAGE
The castle’s front gate was always heavily
guarded against intruders, but people said
that there were other ways to enter. Link’s
uncle apparently found a secret path that
led from outside the walls to the inner gar-
den. From there, Link must have sneaked
by the sentries and walked right through
the front doors.
Hyrulians often hid treasures and
secret doorways by planting
bushes to conceal them. Investi-
gators were often surprised by
the things they found.
EXPLORING THE CASTLE
GARDEN
TREASURE CHESTS FOUND
Many Hyrulian people saved family heirlooms
and other treasures in chests handcrafted by
skilled artisans. Historians found them in
Hyrulian homes and mountain caves. Inside
they discovered jewels, armor and arrows.
Plants from the far reaches of the kingdom were trans-
planted in the garden courtyard that fronted Hyrule
Castle. Fine marble tiles from the mountains lined the
walk, and colorful Rosehedge and Orangecap bushes
dotted the carpet of grass. Guards observed the gar-
den from catwalks on the castle walls.
Day or night, and badly outnumbered. Link had to
battle his way past the palace guards that patrolled
the castle grounds.
SOLDIERS OF
THE DAY
Hyrulian soldiers were
heavily armed. Their
shields bore warriors'
crests, like this one,
and their swords were
specially forged to
withstand fierce
blows.
30 NINTENDO PLAYER'S GUIDE
INSIDE THE CASTLE WALLS
Inside Hyrule Castle,
fires burned brightly in
many Torches. A cen-
tral staircase led up to
the throne room, and
labyrinth-like hallways
led to other areas of the
castle. All rooms-
except the dungeon
below-were elegantly
furnished.
The hallways leading to the
dungeon were cold, stark and
closely guarded.
To Terrace Entrance To Terrace
T
ZELDA-A LINK TO THE PAST 31
LIGHT WORLD
A SECRET ESCAPE ROUTE
The castle basement was a
maze of dark tunnels that
eventually led to a secret
exit. Snakes slithered in the
darkness, and huge rats
scurried about, making the
halls a treacherous trip.
Only people who were very
desperate dared to use this
route.
SOURCE OF LIGHT
There were several Torches in
the dark halls and rooms below.
Adventurers who had a Lantern
could light fires to brighten the
and light the way ahead,
course, they had to have
Magic Power in order to use the
Lanterns.
FIRST BASEMENT
TO THE SANCTUARY
ANCIENT SWITCHES
The last room before the
Sanctuary was puzzling.
There were two switches
an the wall. One opened
the door to allow access to
the Sanctuary, the other
brought disaster. Anyone
wanting to continue through
the door had to decide
which was the safe switch.
SECOND FLOOR
32 NINTENDO PLAYER'S GUIDE
THE CASTLE TOWER
FIFTH
FLOOR
Sahasrahla dared Link to retrieve three Pendants.
Each was guarded by a fierce creature, so the
challenge was not to be taken lightly. Sahasrahla
rewarded him when he returned with the first
Pendants by telling him about the Master Sword,
which only proven adventurers could wield. Once
armed with the Master Sword, Link could chal-
lenge Agahnim in the Castle Tower.
The entrance to the castle
tower was sealed with a
force field that only the
Master Sword could break.
A SHROUDED MAZE
According to the legend. Princess Zelda was
taken by Agahnim to the top of the Hyrule
Castle Tower. In the darkened halls there,
enemies attacked without warning. Many a
would-be rescuer fell victim to their
ambushes, but those who used their
Lantern could light the room to face their
foes. Agahnim was said to practice his evil
magic at the top of the tower.
SEVENTH FLOOR
T
ZELDA- A LINK TO THE PAST 33
LIGHT WORLD
~~~
THE SANCTUARY
It was supposed to be a place of peace, but his-
tory shows that the Hyrulian Sanctuary was once
the site of a brutal battle. One of the oldest struc-
tures in the land, it was where Zelda went for help
when she first escaped from Agahnim, and the
Sage there offered her shelter. He was a kind man
who was said to have guided Link on the first
steps of his legendary journey.
The Sage told Link to begin
his search for a wise old
man who knew the legend
of the Master Sword in the
nearby village of Kakariko.
The Sage hoped that someone who
was wise and courageous would be
able to challenge Agahnim and learn
the fate of the other missing girls.
The Sage kept a Heart Container in
the ornate chest near the altar in the
Sanctuary. He offered it to Link and
urged him to challenge Agahnim.
HYRULIAN LORE
Hyrulians preserved stories of their history, passing them
down by word of mouth, so that future generations would
know what had come before. Some were also recorded on
sacred scrolls and stored in safe places.
SACRED GROUND
The great Hyrulian Cemetery lay just east of the
Sanctuary. Buried there, were some of the most
famous people in Hyrulian history. It was an eerie
and mysterious place, and ghosts seemed always
to hover nearby. It was said that some of the
tombstones there hid not bodies, but buried
treasure.
It was learned that the plot in
the upper left wasn't a grave at
all- beneath the stone was a
mysterious pit
In the upper right corner of the Cemetery was a large plot surrounded by
huge stones that separated it from the rest of the markers. Odd stories
circulated during Link's time about the Magic Cape buried there.
Pushing on the tombstones
and breaking down walls
sometimes had unexpected
results. Only the very brave-
or very foolhardy- tried it.
NINTENDO PLAYER'S GUIDE
ZELDA- A LINK TO Till ■ PAST 35
LIGHT WORLD
Cfje lost Utoote
A Legendary Sleeping Sword
Northwestern Hyrule was heavily wooded. It was dark and
dreary, so few people ventured in, but those who did often fell
victim to thieves. An old legend retold by the village elders
claimed that the Master Sword lay waiting in the woods for one
who was worthy of it.
ROBBING MOODS IN THE WOODS
For as long as most Hyrulians
could recall, a dark mist had
cloaked the Lost Woods. Thieves
found it a fitting place to hide out,
but aside from them, the woods
were home to animals only.
People seeking Mushrooms for
medicinal potions sometimes
dared to enter, but they didn’t
stay long. Some reported finding
swords in the woods.
When the Master
Sword was retrieved,
the dark mist
suddenly cleared and
warm sunshine
bathed the woods for
the first time in many
years.
■ ARTIFACTS IpND IN THE LOST WOODS 1
THE MASTER SWORD
■ MUSHROOMS
©TWO PIECES OF HEART
THE LUMBERJACKS'
TO THE MASTER SWORD A GAME OF CHANCE HOUSE I
THE DEN OF THIEVES
ACCESS TO DEATH MOUNTAIN
A FORTUNE TELLER
36 NINTENDO PLAYER'S GUIDE
FORTUNES TOLD
A Fortune Teller lived in a quaint cottage near one
entrance to the Lost Woods. For a price, he would stare
deep into a crystal ball to predict the futures of travel-
ers who stopped 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.
Some travelers waited
impatiently for the Fortune
Teller to look into the future
and listened intently as he
told their fortunes.
THE LUMBERJACKS HOUSE
Two lone Lumberjacks once
lived in the north. They logged
close to their home until the
mist rose from the forest, then
the two apparently went to fall
trees in other forested
regions.
AN ADVENTURER'S FATE
The Fortune Tellers of Hyrule inherited
the ability to foretell the future from
their ancestors. Some said that the
tellers ihemselves were specially
gifted.- others thought that the real
magic was in the crystal balls. It was
true that the rare and beautiful crystal
balls were handed down from
generation to generation, but others
who tried to see images in them saw
nothing but their own reflections.
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 later Link
found that the tree had been
hollowed out.
Searchers uncovered a glimmering tile nonh of
Kakariko. Its origin was a mystery, and parents
warned their children not to play near the tile after
one child stepped onto it and instantly disappeared,
never to be seen again.
▼
ZELDA-A LINK TO THE PAST 37
LIGHT WORLD
AN ANCIENT GAME OF CHANCE
The forest thieves operated 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 trunks often held a single
Rupee. Smart gamblers passed on this game.
There were more profitable bets to be made
elsewhere.
DEN OF THIEVES
Hyrulian thieves based their head-
quarters deep within the Lost
Woods. They used trees and bushes
to camouflage its entrance, and they
preyed on any luckless souls who
happened to wander into the woods,
taking their Rupees, their Arrows,
even their Bombs. When the thieves
were on a rampage, the forest was a
dangerous place.
One entrance to the
thieves' den was in an
old tree stump, but
another more useful
entrance was well hid-
den by the underbrush.
THE PATH TO DEATH MOUNTAIN
HISTORICAL HIDEOUT
The Lost Woods thieves were
craftsmen of sorts. They carved an
entrance in a huge, old redwood
stump, then tunneled into the earth
to create a cave. When they were
run out of the woods years later,
authorities preserved the hideout
just as it was.
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 gave his
possessions to people in need.
Death Mountain towered over north
Hyrule, a challenging climb for
even the most experienced moun-
taineers. To reach the summit,
climbers traversed a series of tun-
nels that formed a dark, bat-infest-
ed maze. Few attempted the trek.
A huge stone blocked
the entrance to Death
Mountain's tunnels. Only
a very powerful person
could have moved it.
A MYTHICAL MASTER SWORD
According to Hylian legend, when the
people began to suspect that the Tri-
force’s power had fallen into the wrong
hands, they forged a massive sword that
was resistant to evil magic. It was a mighty
weapon that only someone brave, honest
and strong could wield. They imbedded
the blade in a stone monument deep
within the Lost Woods, then awaited the
day that a worthy warrior would come to
claim it.
An ancient Hylian
message was inscribed on
the stone monument that
held the Master Sword.
Only one well-versed in
Mudoran would be able to
translate the script
Decoy swords were
also hidden in the
woods. They iooled
some but paled in
comparison to the
real thing.
THE LEGEND LIVES
The Hylians used fine steel to
forge the massive blade of the
Master Sword, and they adorned
its hilt with gold and rare jewels.
According to the legend, only the
true hero, the chosen one. could
earn the three Pendants and
remove the sword from the stone.
ZELDA-A LINK TO THE PAST 39
LIGHT WORLD
kakariko tillage
When Soldiers Sought A Famous Fugitive
When Link began his historic quest, Kakariko was the largest
village in the land. Agahnim's soldiers staked out the streets
night and day, hoping to catch Link. The villagers were warned
to be on guard against him, but most were more fearful of the
wrath of Agahnim than of the lad himself.
KAKARIKO VILLAGE
Kakariko was a bustling village. While on
the lam, Link stopped by the various
houses and shops several times to talk to
people and pick up useful items. Most of
the villagers were kind to him. He was
able to find Bottles for carrying potions
there, and one young boy even gave Link
his prized Bug-Catching Net.
40 NINTHS DO PLAYER'S GUIDE
SAHASRAHLAS COTTAGE
Sahasrahla, the village elder, was
a descendant of the Hylian people
who forged the Master Sword.
When Agahnim began collecting
victims, he disappeared from the
village, and an old woman in his
cottage worried about his fate.
THE THIEVES HIDEOUT
Blind the Thief led his ruthless robbers on a crime spree,
hitting houses clear across the country. At one time, he
had a hideout in Kakariko Village, and there were rumors
that when he fled to parts unknown, he left much of his
treasure behind. According to legend, Blind hated bright
light and left to seek refuge in the darkness.
SECRET ROOM DISCOVERED
The upper floor of Blind the Thief s hideout
was simply furnished and brightly lit
Villagers claimed that Blind and his men
worked by night, hauling in treasure and
hiding it in the basement. Only a small part
of his booty was found when he left, so
some thought that he must have had
another secret hiding place somewhere in
the house.
▼
the inn
Kakariko’s Inn was known for its fine food and cozy
atmosphere. It was open all hours, and there were
usually a couple of regular customers hanging
around in the lobby, ready to bend the ears of visitors
from other parts of the land. It was a good place to
meet people and hear the latest town gossip.
GLASS BOTTLES
Glassblowing dated back to
Kakariko's early days, when
artisans made Bottles to hold
their healing potions.
One old man who
often visited the Inn
mourned his missing
son. His absent-
minded rambling
seldom made sense.
The Inn's back door led to a separate room that few visitors
entered. It was used primarily as a pantry where supplies were
stored.
ZELDA-A LINK TO THE PAST 41
LIGHT WORLD
THE RED SHIELD
Adventurers in Links time could either find or
buy a great piece of protection: the Red Shield.
It was stronger than the Blue Shield but
expensive and available at only one shop.
MYSTERIOUS HUT
One odd building on the edge of
the village had no door and no
windows. No one knew for cer-
tain who built it or what-if any-
thing-was stored inside. The
mystery cottage was the source
of many stories and great
speculation.
THE VILLAGE SHOE
Villagers stocked up on Hearts,
Bombs and Red Potion at the
small shop in the southwest cor-
ner of town. It was always open,
and its prices were fair. It was
the only store in the area, so it
also did a good business with
travelers who happened by.
THE BLACKSMITH
The Blacksmith, who had a shop just
east of Kakariko Village, was a very
busy man. When his partner mysteri-
ously disappeared for a time, he was
left the only Blacksmith in Hyrule, and
all of the sword tempering fell to him
alone.
The well near the
Blacksmith's house was
the source of stories, not
water. He fenced it off so
curious children wouldn't
fall in.
When his partner disappeared, the
Blacksmith was so busy that he
turned business away. Luckily, his
partner finally came back.
THE SMITHY'S ART
To make them harder, the Blacksmith slowly heated steel swords over his forge until
they were red hot. around 1 600°F. then cooled them quickly by plunging them into
cold water. The process, called tempering, made the metal much stronger.
42 NINTENDO PLAYER'S GUIDE
A GAME OF CHANCE
Gamblers tried their luck
in a small hut south of
Kakariko Village. For 20
Rupees, they could open
one of three chests and
take its contents. Luck
ran strong in this gam-
bling house.
THE HOUSE OF BOOKS
Also south of Kakariko was a storehouse of knowledge,
the House of Books. It housed titles dating back to the
beginning of Hylian civilization, and anyone wanting
information about almost any subject came here to
learn.
Hyiulians were always welcome at
the House of Books, but there was
one book that they couldn't reach.
THE BOOK OF MUDORA
As generation followed generation, the Hylian language
changed along with society, and the stone tablets inscribed
by earlier generations of Hylians in their ancient tongue
became unreadable for modern Hyrulians. Some Hylian
descendants consulted the Book of Mudora in the House of
Books to translate the messages they found.
THE QUARRELING BROTHERS AND
THE 15-SECOND GAME
Southwest of Kakariko was the home of
two brothers who argued so much that
they finally sealed the door between their
rooms. As is often the case with family
feuds, no one really knew what started
their argument. Outside their house, happier
Hyrulians played the 1 5-Second Game.
No one in all of Hyrulian history argued as much as the
Quarreling Brothers did. and no one knew why.
The Hyrulian people liked to play games.
One of their favorites was the 1 5-Second
Game, which challenged them to race
through a maze in 15 seconds.
ZELDA-A UNK TO THE PAST 43
LIGHT WORLD
Cfje (Eastern palace
Armos Knights Ruled The East
Armos Knights guarded the stairways leading to the Eastern
Palace entrance. Hand-quarried slate slabs were used to form
plazas and walkways, and walls were erected to create a laby-
rinth within the huge palace compound. Sahasrahla the Elder
reportedly hid out from Agahnim in the area.
INSIDE THE PALACE COMPOUND
Although not as heavily populat-
ed as the west, the area around
the Eastern Palace compound
was home to an interesting
variety of people and creatures.
Octoroks were plentiful on land,
and the waters were filled with
Zora's Spawn. North of the com-
pound lived a strange woman who
claimed to stir up magic brews.
Octoroks once lived
both inside the
palace compound
and outside. They
darted back and
forth spitting stones.
Just past the Magic Shop in the north a huge
stone blocked the path. Only those with strength
enough to move it were able to continue to the
waterways beyond.
44 NINTENDO PLAYER'S GUIDE
THE MAGIC HOUSE
Many travelers reported meeting an old woman
stirring a strange-smelling concoction in a huge
caldron outside the Magic Shop. Although she was
spooky looking, they said that she was friendly. Her
assistant inside the shop sold the Medicine of Life,
the Medicine of Magic, and a rare blue potion that
restored both Life and Magic. The old woman some-
times needed mushrooms for her brew and offered
rewards to people who brought them to her.
A WITCH’S CALDRON
The Witch by the Magic Shop brewed her potions
in an ancient caldron. It was cast from special
metals to withstand the caustic ingredients she
used in her concoctions. She hinted that much of
the magic was in the pot itself.
T
THE WATERFALL OF WISHING
Above the Magic Shop and
around the first bend of the river
was a waterfall that some people
claimed was mystical. They said
that it was possible to actually
walk through the wall of water to a
room beyond, where a beautiful
Faerie queen sometimes granted
their wishes.
The beautiful Faerie
who lived behind the
waterfall was said to
value and reward
honesty by granting
travelers’ wishes.
SAHASRAHLAS HIDEOUT
Sahasrahla the Elder knew that his days were numbered when
Agahnim's forces gained control, so he waited for darkness to fall
and stole away in the night. Because he had developed his tele-
pathic abilities to an amazing level, he was able to communicate
with other Hylians from his hideout.
A SECOND TILE
DISCOVERED IN THE EAST
In the east a second mysterious tile was
uncovered, one like the tile found by
Kakariko Village. The villagers pounded a
ring of pegs around it to keep people from
wandering onto it and disappearing.
ZELDA-A LINK TO Till: PAST 45
LIGHT WORLD
MYSTERIOUS HAUNTED FALLS FOUND
In northeastern Hyrule a network of rivers
tumbled over several falls before flowing on to
irrigate other areas. Hylians reported that a beast
who ruled the waterways lived at the foot of one
waterfall. Some of them actually saw it, but others
fled in terror after feeling the earth rumble when
they neared. They called the beast Zora and the
site became known as Zora's Falls.
Zora ruled the waterways,
deciding who would use
them and who would not
Wearing the Flippers he sold,
a traveler could use a system
of connecting whirlpools.
THE EASTERN PALACE
Twin gargoyle’s heads, carved in stone, adorned
the courtyard at the Eastern Palace entrance.
Cool and stark inside, the palace at first appeared
to be deserted, but then skeletons materialized
and sleeping giants awoke to charge intruders.
The Bow was discovered in a chest there. Link
used the Bow and Arrows to defeat the giant
Armos Knights and get the Pendant they held.
46
NINTENDO PL A)
EASTERN ELEGANCE
Although not as grand as Hyrule Palace, the
Eastern Palace was once an awesome sight
to behold. The floors were tiled with cool
blue marble and the walls were constructed
with blocks of jade-like stone. It was only
two stories tall, and the lower level was a
huge, sprawling maze.
MYSTERIOUS MESSAGES
Sahasrahla again
communicated with Link in
the Eastern Palace. Because
he had special Hylian powers.
Link had only to touch a
Telepathy Tile to hear the
elder* s message.
T
ZELDA-A LINK TO THE PAST 47
LIGHT WORLD
Clje ©real gtoamp
Mystery And Misery
Stone faces rose from the tall, reed-like grass in Hyrule's south
central Swamp. No one knew who carved the statues, but they
resembled etchings left by the early Hylians. The tall grass hid
other things, too, making it dangerous to walk through the area.
SHAKES IN THE GRASS
Few people dared to wade through the dank
grasses in the Swamp region. They were
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, Link explored it thoroughly.
Only the entrance to what was once the Tall swamp grass covered the soldiers
Swamp Palace remained above ground. who lay in wait for intruders.
0 FLUTE
•TWO PIECES OF HEART
THE HAUNTED GROVE
SWAMP RUINS
48 NINTENDO PLAYER S GUIDE
TRACES OF EARLIER CIVILIZATION
The Swamp Ruins revealed little
about the people who must have
lived in the area at one time, but
there were two switches on the
wall of the room inside. One
switch controlled the water flow
and the other released a rain of
Bombs. Historians surmised that
the civilization must have cultivat-
ed crops and practiced an early
form of irrigation.
GROVE REPORTEDLY HAUNTED
The Haunted Grove north of the Swamp
spawned many strange stories. Folklore
claimed that animals gathered around a
ghostly form who played haunting music on a
flute. The form faded, the music drifted off, and
the animals scattered when humans entered
the grove. Later, just as mysteriously, the
ghost suddenly quit appearing.
TELLTALE RUINS
Ruins often tell a great deal about the people who
made them. Based on a study of Machu Picchu in
South America, scientists could tell that the Incas
practiced early conservation, using elaborate
irrigation systems and cultivating hillside terraces.
Another strange tile was discovered behind
the columns in the north, Having heard of
disappearances in other areas, the people
covered it with a large stone to keep
someone from accidentally stepping on it,
ZELDA-A LINK TO THE PAST 49
LIGHT WORLD
®fje ©e$ert of Mystery
Mudoran Monuments
A narrow entrance led from the Great Swamp west to the
Desert of Mystery. Historians believe that the Desert was home
of the earliest Hylian people, who spoke a language long forgot-
ten. Because he had the Book of Mudora, Link was able to read
the script on the Hylian Monoliths that he found there.
MYSTERIES OF THE DESERT
The desert was a barren region
with inhabitants that were made
harsh by the extreme heat. Geld-
men slithered out of the hot sand,
and vultures feasted on the
remains of unfortunate travelers.
One never knew what dangers the
shifting sands hid, so it was wise to
be on the alert at all times. Only the
foolish entered the desert without
proper provisions.
Geldman struck
suddenly, rising from
the sand and chasing
after intruders.
B
Vuhures sat atop
prickly cacti, waiting
for their next meals
to straggle in.
A sign near the entrance to the desert warned
people not to talk to the man next to it People
said that he had a shady past.
50 NINTENDO PLAYER'S GUIDE
THE HYLIA1 Y MONOLITH
On a high bluff east of the desert stood a stone monolith. It
was the source of much speculation because the people of
the Light World could find no way to scale the bluff to
inspect it more closely. Later, those who traveled between
the Light and Dark Worlds used the Book of Mudora to trans-
late the ancient inscription and discover its message.
Try as they might, the people of the Light
World could not climb the cliff to reach
the Hylian Monolith on the bluff.
One who traveled between the two worlds
found a way to reach the top of the bluff
and unlock the Hylian mystery.
©
r C?D© :
+ &K. DU
A MESSAGE IN THE
ANCIENT TONGUE
Early Hylians recorded history not
in words but in pictographs, carved
in stone, that depicted important
events in their lives.
FANTASTIC FOUNTAIN
The Hylians discovered an oasis of sorts at the
entrance to the desert. Inside a cave there was a
cool, soothing spring where a Faerie restored
travelers’ strength. After hot, arduous journeys,
they were thankful to find the refreshing fountain
and returned to it often.
The magical Faerie in
the desert cave was a
welcome sight to weary
travelers. They always
left the cave refreshed.
A FAERIE TALE RECALLED
Faeries once lived in special places throughout
Hyrule. According to one story, when Ganon
stole the beauty from one of the Faeries, the
others united and agreed to aid anyone who
tried to counter his evil powers. They knew that
even the strongest and bravest of heroes would
face incredible odds because Ganon had the
power of the Triforce on his side.
DOOR
DARK WDRIX
Observers said that Link
stepped on a strange tile and
vanished. His disappearance
remained a mystery until he
returned and told them that he
had been transported to what
was once the Golden Land.
T
ZELDA-A LINK TO THE PAST 51
LIGHT WORLD
A CURIOUS CAVE DWELLER
A solitary old man lived in a cave in the
northeastern section of the desert, wait-
ing for the day when Ganon's challenger
would come to collect what was rightfully
his. The old man guarded his treasure
and vowed to give it up only to one brave
and wise enough to seek him out. He
sealed the treasure behind a stone wall
for safekeeping.
A PALACE IFi THE SAnDS
Early Hylians erected a palace in the desert that was
unlike any other in the land. It had several exits but
only one main entrance, which they blocked with
huge turtle-like boulders. The upper floors were
caves carved out of the mountain, perfect for avoid-
ing the intense midday heat. The cattle skeletons
that lined the path to the main doors attested to the
harshness of the desert, but other, more hardy
beasts still roamed the sands, menacing travelers
who dared to wander into their territory.
A mysterious Hylian message
carved in the stone near the
palace entrance was the key to
opening its main doors.
Witnesses said that they actually
saw young Link lift stones several
times his own site to clear
pathways and open doors.
SECRET OF THE STONES
The secret to moving the three stones that
blocked the entrance to the palace was only
learned with knowledge from the Book of
Mudora.
52 NINTENDO EL AYER'S GUIDE
FIRST BASEMENT THE
SECOND FLOOR
FIRST FLOOR
©—
DESERT DWELLERS
Inside the castle were wonders like none seen before.
Several rooms had statue sentries that prevented visitors
from admiring the rich furnishings within. The statues
operated by primitive- but effective- radar. They scanned the
rooms constantly, and when they sensed the presence of
intruders, they blasted them with deadly accurate rays. The
only way to avoid them was to keep moving ahead of or
behind the circular scan.
T
Z ELD A- A LINK TO THE PAST 53
LIGHT WORLD
Me fylia
An Aquatic Adventure
The southeast area of Hyrule was dominated by a vast lake
called Hylia. Several hidden caves sat on its shores, even one
lined with ice. The lake itself was dotted with whirlpools, telltale
signs of the rough currents just below the water's surface.
TREADING MYLIA1 Y WATER
In the region around the lake lived Land
Crabs, Octorocks, and other denizens
of dry land, but in the water were Zora’s
Spawn, treacherous currents, and an
island that was home to the Fountain of
Happiness. On the lake's west bank
lived a Fortune Teller who would some-
times give advice, always for a price.
A FORTUNE TELLER
SHOP
FAERIE FOUNTAIN
ICE CAVE
FAERIE FOUNTAIN
FOUNTAIN OF HAPPINESS 'WARP TILE
• THE ICE ROD
•A BOTTLE
• ONE PIECE OF HEART
54 NINTENDO PLAYER'S GUIDE
FORTUNES FOUND, FORTUNES LOST
Another of the mysterious tiles that
supposedly transported people to the Dark
World was discovered on the island just
outside the entrance to the Fountain of
Happiness- Hyrulians covered it with a
heavy stone for good measure, but they
were little worried by it because of its
location on the remote island.
THE SEARCH FOR THE
FOUNTAIN OF HAFFINESS
As children, Hyrulians heard
stories about a Fountain of
Happiness, and many of them
searched for it as they grew
older, much as early explorers
once searched for the Fountain
of Youth in North America. They
believed that if they found the
fountain and threw Rupees into
it, a Faerie would appear and
grant them the happiness they
sought.
Another Fortune Teller lived on
the bank west of Lake Hylia.
He, too, conjured mystical
stories of the future for inquisi-
tive or lost travelers. Hyrulians
quickly learned, though, that it
was useless to return to the
teller before their previous for-
tunes had been realized.
Even when the doors were open, the Faeries
stayed close to their pools, ready to replenish
the energy of weary adventurers.
SHOF ESTABLISHED
The Shop by the lake was one of
the oldest in Hyrule. People trav-
eling by water found it a very
handy place to stock up on Red
Potion, Hearts and Bombs.
Small crystals were routinely found in
the mountains of the north, but crystals
the sitt of the balls used by Fortune
Tellers were unheard of.
STARING INTO
A CRYSTAL BALL
ZELDA—A LINK TO THE PAST 55
LIGHT WORLD
A FROSTY FIND
LimiriG THE WATERWAYS
Travelers who ventured all the way around Lake
Hylia discovered a remarkable cave. The
entrance looked like any other, but inside it was
completely covered with ice, and tiny Faeries
hovered around a Faerie ice sculpture. A side
exit led to another room, which was also iced
over. In the center sat a Treasure Chest, but ice
blocks prevented the awestricken travelers from
reaching it. They surmised that there must have
been some other way to enter the room.
WATER WARPS
There were several Whirlpool Warps in Lake Hylia and its
surrounding region. One in the southeast corner led to a
pool just east of the entrance to the Lost Woods. Another
in the south look travelers to a pool near the Waterfall of
Wishing, and a third in the swamp area ended up near the
Magic Shop. Oark World travelers reported that a fourth
warp connected the site near the Magic House to
southeastern Lake Hylia.
ENTRANCE TO THE
LOST WOODS
SOUTH OF THE
WATERFALL OF WISHING -
WEST OF THE MAGIC SHOP -
RULER OF THE DEEP
Like Poseidon in his day. Zora ruled
the waterways of Hyrule. controlling
storm and calm, current and waterfalL
Zora's Spawn answered only to him.
and he determined who would use the
Whirlpools that carried swimmers from
place to place. Zora's special Flippers
let swimmers tread in even the
deepest waters, but they cost dearly.
Zora created a water transportation system by
which swimmers could enter a Whirlpool in one
area and emerge in a distant place. The Whirl-
pools made for quick journeys, and swimmers
who discovered how to use them could, for in-
stance, dive into a Whirlpool in the eastern part
of Lake Hylia and end up far away, near the
entrance to the Lost Woods. Not all Whirlpools
were safe, though. Many of them were simply
signs that Zora's Spawn were about to appear.
With Zora's Flippers, swimmers Swimmers had to watch out for
could explore the deep waters. Zora's Spawn.
A/
56 NINTENDO PLAYER’S GUIDE
ZELDA-A LINK TO THE PAST 57
LIGHT WORLD
Heat!) Mountain
Link Between Dark And Light
Link first discovered that he could travel between the Dark and
Light Worlds when he reached the summit of Death Mountain.
There he came upon a mysterious tile that glimmered in the
light, and curiosity got the best of him: he stepped onto the tile.
A TOWER OF TERROR
Link carefully felt his way through the dark mountain
tunnels towards the top of the mountain. He
explored the many caves and ledges along the way,
uncovering treasures and clues as he went. When
he finally climbed to the high plateau near Spectacle
Rock, he saw the glimmering tile that transported
him to a different, but strangely familiar, world. He
found himself transformed as well.
Boulders many times larger than A precarious looking rope
link crashed down from above. suspension bridge led to the west.
58 NINTENDO PLAYER'S GUIDE
MOUNTAIN CAVES
The Caves, long thought to be refuge for early
Hyrulians, were taken over by mountain beasts.
Many of them still held treasures and tools left by
the Hyrulians when they moved to lower ground.
Some of the Caves were single dwellings, but
others were multi-leveled networks of rooms.
Link himself sought refuge and treasure in the
Caves during his long climb to the top of Death
Mountain.
▼
SPECTACLE ROCK
Wh8n Link finally discovered
how to use the mysterious
Warp Tiles, it opened a whole
new world to him. the Oark
World. He found, though, that
in the Oark World, all the
beings, including he himself,
were transformed into
creatures that reflected what
was in their hearts. He
became a rabbit and was unable
he would not be able to battle the evil forces there-unless he found a way
to retain his human form. The solution to his problem, it was said, came by
way of a telepathic message from Sahasrahla. the Elder.
An odd formation of rocks at the top of the
mountain, which looked like a pair of eye-
glasses, was dubbed Spectacle Rock. It
stood between the climber and the Moun-
tain Tower, and it appeared that there was
no way to scale its sheer sides. Link found
that the shape of Spectacle Rock was mir-
rored in the Dark World, and he wondered
why that would be.
AERIAL VIEW
From high overhead, the ridge near the top of Death Mountain
looked like a pair of eyeglasses. Early Hyrulians dubbed the peak
Spectacle Rock.
ZELDA-A LINK TO THE PAST 59
LIGHT WORLD
A HYLIAN MONOLITH
Another Hylian Monolith was erected by the Hylian people on
a peak west of Spectacle Rock. Like the others, this Monolith
was inscribed with a message in the old tongue, so only one
who had the Book of Mudora could decipher it. Still, people
went to see the ancient stone and gazed upon it in wonder.
Later, around the same time that the Master Sword disap-
peared from the Lost Woods, visitors reported that the Monolith
had been reduced to a pile of rubble.
THE MASSIVE TOWER OF HERA
Standing six stories tall, the Tower of Hera
dominated the mountain region. It was built in
traditional Hyrulian style, with a brick facade,
carved stone pillars and elaborate marble tile.
Because the stone and marble were hand-
quarried by Hyrulian miners, it took many years
to finish the building.
The giant, worm-like Moldorm was king of the Tower
of Hera. The beast was ever eager to prove its mastery
by hurling any who challenged it down from the
precarious platform on the sixth floor.
The entrance to the Tower of Hera
lead to the second floor, an inter-
esting architectural feature which
perhaps aided its ancient inhab-
itants in defending the structure
from attack.
The Hylian Monolith once stood
like a lone stone sentinel on
Oeath Mountain.
caves Foum in the crags
I0OH TO THE DAHK
While exploring the Death
Mountain region. Link discovered
more tiles that he was able to use
to travel back and forth between
the Dark and Light Worlds. One
was hidden under a rock, one
was situated in plain sight, and
another appeared only after Link
pounded pegs.
A portion of the bridge that led to an eastern
peak had long ago washed out, making it
impossible for anyone to explore that area.
Years later, Link discovered a way to cross
the gaping hole in the bridge, and when he
reached the other side he discovered an-
other system of caves and tunnels.
When Link explored the caves in the east, he found
several that housed valuable items.
▼
60 NINTENDO PLAYER'S GUIDE
I
ZELDA-A LINK TO THE PAST 61
LIGHT WORLD
TO THE TOP OF THE TOWER
The multi-leveled Tower of Hera was an intimidating
structure that had many block barriers controlled by
Crystal Switches. It also had Star Tiles that suddenly
changed the floor plans, sometimes creating pits that
claimed many intruders. From the grand foyer, a stair-
way on the left led down, another on the right led up to
the Third Floor and beyond. The huge Moldorm, which
was not fond of guests, occupied the entire Sixth Floor.
SIXTH FLOOR
FOUNTAIN
SECOND FLOOR
THE MAP
TELEPATHY TILE
62 NINTENDO PI. A YER S GUIDE
UNEXPECTED PITFALLS
The floors in the Tower of Hera were
riddled with holes, and people who fell
into them disappeared from sight and
landed elsewhere in the tower. Some
even reported falling several floors and
finding Faeries in a room that was
completely sealed off. and others
deliberately jumped into the pits to
land in places that they could reach no
other way. Stepping on Star Tiles was
known to change the positions of
some pits.
▼
THE MYSTERIOUS MOON PEARL
Legends told of a magic Moon Pearl that
let people retain their human forms in
the Dark World. There were many tales
about the location of the pearl, and one
of the most persistently retold was that
it lay in a chest somewhere in the
Tower of Hera. Sahasrahla sent Link a
telepathic message urging him to find
the famous peart.
MYSTIC CRYSTAL SWITCHES
Blue and gold Crystal Switches were found in
several Hyrulian palaces, and the Tower of Hera
was no exception. The beautiful switches were the
key to raising and
Switch Fences tha
blue and orange
n places. No one
but when people
struck a Blue
Crystal Switch, all
of the blue Switch
Fences fell and the
gold ones rose;
when they struck a
gold switch, the
gold Switch Fences
fell and the blue
ZELDA-A LINK TO THE PAST 63
LIGHT WORLD
HYLIANS NOTED
FOR LONG EARS
The Hylians' long, sculpted ears enabled
them to hear special messages and as
the chosen people, they were also given
special psychic and magical abilities that
they in turn passed on to their
descendants. Their extraordinary ears
allowed them not only to hear the
faintest sounds around them, but also
words telepathically transmitted over
time and space by other gifted Hylians.
FOLK DRESS NATIVE TO HYRULE
Traditional Hyrulian dress was simple and func-
tional. Men belted leather jerkins at the waist
and women slipped into straight,
ankle-length gowns.
When working
outside. Hyrulian
men often word
broad-brimmed
hats
ed them
sun and rain.
Although simple of
design. Hyrulian
dresses and tunics
were often embel-
lished with brightly
colored, hand-stitched
borders that made
them look almost
festive.
The men always wore
sturdy, cuffed leather
boots that reached to
their knees.
Artisans crafted
delicate golden
earrings, bracelets
and necklaces and
etched into them
images from Hyrulian
legends.
64 NINTENDO PLAYER'S GUIDE
lark Worlii
By controlling the elements of
the Dark World. Ganon
turned the desert into a
menacing marsh known as
Misery Mire.
The evil wishes of Ganon changed this once
Golden Land into a dark and wicked world of
monsters and traps. It offered many
challenges to adventurers who dared to enter.
SWAMP PALACE
The unusual indoor canals in
this building were constructed
to wash away unfriendly
visitors.
Once known as the Golden Land, this mysterious region
was transformed into a world of darkness by Ganondorf
Dragmire (a.k.a. Ganon) when he captured the Triforce
and tuned its power to evil. In the Imprisoning War,
Ganon’s attempt to conquer the Light World was foiled.
Ganon was sealed inside the Dark World, but his shadow
was never completely lifted from Hyrule. The time had
come for one hero to enter the dark domain and confront
the menace once and for all.
VILLAGE OF OUTCASTS
DARK PALACE
The design of this building
suggests that it housed
Golden Land royalty. It
became home to the
Helmasaur King.
This structure was built to honor
the King of the Golden Land.
Legends say that Ganon stole the
Triforce from a chamber near the
top.
MISERY MIRE
MYSTERIOUS MONUMENTS
Pyramids are huge stone structures
with square or rectangular bases and
triangular sides. They were built as
tombs for royalty and often contained
precious treasures.
Hylian lore says that only those
who could control the wind and
the rain could enter the dungeon
underneath this marsh.
Ganon's power changed the
warm area around the
Golden Land lake to a land
of ice and snow.
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66 NINTENDO PLAYER'S GUIDE
SKULL V
VOODS
The huge Skulls in this
dark forest served as
entrances to an
underground labyrinth.
DEATH MOUNTAIN
It is said that Ganon first
made his way to the
Golden Land through a
passage on this mysterious
peak.
▼
DARK WORLD
ftyramti of Jotoer
Home To Hidden Treasures
Adventurous souls who climbed to the top of the Pyramid of
Power during Ganon's reign could observe a once perfect world
that had been devastated bya powerful villain. TheTriforce, hid-
den inside, was captured by Ganon and used to bring darkness
to the world.
A DARK WORLD WONDER
It has been said that the evil sol-
diers who guarded Ganon's Pyra-
mid of Power were always well
armed. That could account for
evidence of a Bomb Shop and a
Weapon Shop found in the vicinity.
Also in the area was a ghostly gar-
den, several large trees and a cave
where a former citizen of the
Golden Land hid from the soldiers.
Some trees in the area were armed with Bombs
and clues for those who dared to walk near.
ARTIFACTS FOUND NEAR THE PYRAMID
• SUPER BOMB
• MASTER SWORD
(LEVEL 4)
• ONE PIECE
OF HEART
STORYTELLER GHOSTLY GARDEN
PYRAMID-
68 NINTENDO PLAYER'S GUIDE
THE PYRAMID
If someone could warp from the Dark World to the Light
World while standing on top of this Pyramid, that per-
son would then appear on the roof of Hyrule Castle,
near the door to the tower where Agahnim performed
his many experiments. Important battles between good
and evil forces took place in both of these locations.
▼
ZELDA-A LINK TO THE PAST 69
DARK WORLD
BOMB SHOP
ITEM SHOP
The going rate for Bombs at the Bomb Shop was
up to 30 Bombs for 1 00 Rupees. The storekeeper
would sell them only to buyers who could hold
more Bombs than they were already carrying. He
also provided heroes with a Super Bomb which
could break away the thick walls of the Pyramid.
This powerful device was available after the seven
dungeons of the Dark World had been explored
and the seal to Ganon’s Tower had been broken.
When adventurers were
already holding as many
Bombs as they could carry,
they were advised to coma
back later.
Even though they were reportedly available elsewhere
for a drastically reduced price, strong Red Shields
were sold at this shop for 500 Rupees apiece. Other
wares available in the shop included Bees for 10
Rupees and 1 0 Arrows for 30 Rupees. Historians are
not clear as to what the Bees were used for.
Customers were required to The shop carried three different items, all of
jump over a fence in order to which were available elsewhere for fewer
enter the shop. Rupees.
COMMON HYRULIAN WEAPONS
• SHIELDS
It was a good idea for
warriors to carry light but
sturdy shields, allowing
them to move quickly in
combat.
• MACES
Many of Ganon's soldiers used these
spiked balls on chains for a sharp
and powerful attack. A square hit
could greatly damage a warrior.
• SWORDS
For heroes of Hyrule, the Sword
was the weapon of choice. The
legendary Master Sword was one
of the most powerful blades ever
forged.
• SPEARS
Legends say that the fighters on the
Plains of Ruin had a seemingly
endless supply of these far-reaching
weapons. A warrior had to be quick
to avoid them.
70
NINTENDO PLAYER'S GUIDE
STORYTELLER
The hermit in the cave just north
of the Pyramid was said to be hid-
ing from Pyramid guards. For a
price of 20 Rupees, this man-ani-
mal would let adventurers know
that no number of normal Bombs
could blow open the cracked wall
of the Pyramid.
• BOWS AND ARROWS
Arrows were popular weapons.
Sharpshooters could clean up
at an Arrow shooting gallery in
the western Dark World.
TALKING TIMBER
Dark World explorers said that they could sometimes hear
the trees talking. They believed these trees to be Golden
Land sentries who were petrified by Canon's magic.
GHOSTLY GARDEN
The former Golden Land Cemetery was haunted by Bomb-
throwing birds and armored ghosts. Adventurous souls
would often battle the ghosts, turn over rocks and pull up
the brush, but no items of real importance were ever found.
After hearing stories of warriors coming back from the gar-
den with nothing but wounds, smart explorers would pass
by the garden and let the ghosts rest in peace.
ZELDA—A LINK TO THE PAST 71
©ark palace
A Dark And Mysterious Maze
The palace in this region was said to have been the residence of
the King of the Golden Land. After Ganon took over, the Hylian
King moved out and the Helmasaur King moved in. With no
upkeep, the garden maze became overgrown and the halls of
the palace deteriorated.
A FULL AGENDA AWAITED EXPLORERS
The area near the Dark Palace featured
many points of interest. In the north
was a circle of rocks serving as homo
to a grumpy fish who liked his privacy.
On Ihe river shore was an opening
where adventurers grappled across
the water. There were also two caves
which were inhabited by a storyteller
and a Faerie.
ROCK CIRCLE
ARTIFACTS FOUND IN
THE VICINfTY
• MAGIC HAMMER
• QUAKE MEDALLION
DARK PALACE
STORY
TELLER
i FAERIE
I FOUNTAIN
STORYTELLER-
UARK WORLD ENTRANCE-
72 KINTEXDO PLAYER'S GUIDE
ROCK CIRCLE
There was a curious rock circle surrounding calm
waters in the river that flowed north of the Dark
Palace. A sign on the land near this formation read
“Curses to anyone who throws something into my
circle of stones." When a curious adventurer once
decided to see what would happen if he were to
throw the sign into the rock circle, a troubled fish
appeared from below and gave the adventurer a
magic medallion, asking to be left in peace.
When the fish who
resided in this circle
of stones was
disturbed, he traded
a magic medallion
for peace and quiet.
ITEM SHOP
The shop to the north of the Dark Palace shared
the same space with a Magic Shop in the Light
World. While the Magic Shop offered three differ-
ent kinds of Magic Potions, this shop sold only
one kind of Potion plus a small Shield and clusters
of Bombs. The Potion and Bombs were more
expensive than those same items at specialty
shops and the Shield was of inferior quality. Sev-
eral shops of this kind, all offering the same infe-
rior wares for the same inflated price, were
scattered throughout the Dark World.
MAGIC MEDALLIONS
For adventurers who possessed magic abilities, there were
medallions hidden throughout the land which could cause
mystical events in the hands of a Hylian magic user. Historians
know of three such medallions in the land of Hyrule.
ZELDA-A LINK TO THE PAST 73
DARK WORLD
STORYTELLERS
FAERIE FOUNTAIN
Two hermit-like storytellers inhabited
the area surrounding the Dark Palace.
One of them lived in a structure near
the palace. He warned visitors of
Ganon's power and explained the
legend of the Triforce. Another hermit,
hiding in a cave south of the palace,
told a story about the circle of rocks in
the north.
A friendly Faerie offered visitors a
chance to rejuvenate in a cave just
south of the Dark Palace garden. It was
a saving grace for many warriors who
were wounded on their way through
the palace grounds. With their energy
restored to normal, these brave adven-
turers could continue their journey
across the land.
T
The switch above the Dark Palace
entrance was too high for most
adventurers to reach. Many found
assistance from a monkey on the
grounds.
Monkeys played a big part in the
design of the Dark Palace exterior. In
addition to monkey statues, live
monkeys were also sighted on the
grounds.
ZELDA-A LINK TO THE PAST 75
DARK PALACE
Explorers who ventured onto the grounds of the Dark Palace
were struck by its intricate stonework and impressive garden,
much of which featured an unusual monkey motif. During
Ganon's reign, the detailed work deteriorated and lost much of
its original charm.
The path leading to the palace
was designed as a mate to
delight visitors of the King. When
the path became overgrown, it
was more difficult to navigate.
DARK WORLD
DARK PALACE GROUnDS
The overgrown garden maze of the Dark Palace
befuddled many explorers who attempted in vain to
reach the palace entrance. Those who made their way
through the foliage said that the trick was to look for
openings in the thorn bushes and to try various paths. A
monkey named KiKi is said to have lived in a particularly
thick section of brush. Adventurers who made friends
with KiKi and gave him the Rupees that he asked for
were helped when they attempted to enter the palace.
KiKi was a very shy monkey who ran when he sensed
danger.
_
Adventurers often got lost in the tall
bushes surrounding the Dark Palace.
A helpful monkey named KiKi lived in
a dense section of the maze.
MONKEY BUSINESS
Monkeys are agile primate mammals who are often found in the
forests and jungles of warm regions in Hyrule. They have a
mischievous nature, and make companionable pets.
INSIDE THE DARK PALACE
The passages inside the Dark Palace confused explor-
ers even more than the maze on the grounds. Many
adventurers were confused by the switches which
opened doors and moved blocks up and down. In a room
on the first floor, there was a Crystal Switch which could
only be triggered by an Arrow, the Master Sword's beam,
a Boomerang or a Bomb. In another room, there was a
door which stayed open only when there was constant
pressure on a switch on the floor. By moving a statue
explorers were able to venture into the next room.
Explorers found a Warp Tile in
the Light World, just south of
the Eastern Palace. When they
pounded the surrounding
wooden pegs into the ground
and removed the tile covering,
they could warp to an area in
the Dark World which was just
south of the Dark Palace.
DARK WORLD ENT
The only way to open
the Dark Palace
Entrance was to flip the
switch on the roof.
There were many switches in the Dark Palace that had to be triggered
in order for some important passages to open. Lighting torches made
the dark dungeon depths easier to explore.
76 NINTENDO PLAYER'S GUIDE
*
MIMICKING MONSTERS
The large rats, called Goriyas, that could
be found in two Dark Palace rooms moved like
a mirror image of the explorers who entered
those rooms. While the two green Goriyas were
easily dismissed, the red one fought back with
fireballs. The trick in defeating this creature
ms to aim an Arrow to one side of the Goriya.
then to move while the Arrow was in the air so
that the Goriya followed your movement right
into the Arrow's path.
FIRST FLOOR
MAGIC
HAMMER
BIG KEY
HELMASAUR
KING
WARP TILE
A POWERFUL TOOL
Visitors to the Dark Palace found the Magic Hammer to be a
very important tool. Not only could it be used to pound
obstacles into the floor, but it could also be used as a
weapon against the hard-shelled creatures which inhabited
many palace rooms. One square hit flipped the creatures over
and a second hit made them disappear. Also, the mole-like
burrowers in the palace could be knocked down into their
holes with a single blow.
•Q TELEPATHY TILE
WARP TILE
WARP TILE
T
ZELDA-A LINK TO THE PAST 77
DARK WORLD
gtoamp palace
Close Links To The Light World
Many areas near the Swamp Palace were 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 could explore high elevations in the Light
World.
MONSTERS IN THE MARSH
The Plains of Ruin and the marshes surrounding
the Swamp Palace were populated with several
kinds of evil creatures. Adventurers reported
sightings of bomb-flinging Zirros, Rupee-snatch-
ing Pikits and other swamp-dwellers. They were
mean spirited but weak. Most explorers could
defend themselves with a standard sword and
shield.
ARTIFACTS FOUND IN THIS REGION
• H00KSH0T
• SHOVEL
DARK WORLD ENTRANCE
SWAMP PALACE
78 NINTENDO PLAYER’S GUIDE
HAUNTED GROVE
The legendary Flute Boy of the Haunted Grove often
played music near his Light World home. When the
Golden Power of the Triforce attracted the Flute Boy to the
Dark World, though, Ganon transformed him into an ani-
mal so that he could never play the Flute again. Upon tell-
ing his story to a visitor from the Light World, the Flute Boy
gave the visitor a Shovel so that he could find and use the
Flute Boy's buried Flute.
A MUSICAL TRADITION
The citizens of Hyrule often played music and sang
songs through the night Their instruments included
Flutes, Lutes. Whistles and small Drums. The Flute
Boy of legend 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.
DARK WORLD
SWAMP PALACE
When explorers entered the Swamp Palace, they were unable
to cross the empty indoor canal because of its steep, shear
sides. The key to getting to the other side was understanding
the connection between the Light and Dark Worlds. Standing
just outside of the palace, adventurers would warp to the Light
World Watergate and pull the switch inside, allowing the water
to flow. Then they would return to the Swamp Palace in the
Dark World and swim across the water-filled canal.
A switch in the Watergate
allowed the water to flow
in both the Light World and
the Dark World.
It is believed that the canals in the Swamp Palace were built as a safety
measure. If enemy warriors attempted to cross the canals and steal the
palace treasures, the palace residents could pull a switch, fill or drain the
canals and keep away the intruders.
80 NINTENDO PLAYER'S GUIDE
Metallic Traps slid back and forth in
front of many Watergate switches in
order to keep trespassers away.
Z EL DA— A LINK TO TIIE PAST 8)
DARK WORLD
$kull Woote
The Darkest Place In The Dark World
The gloomy Skull Woods were described by many as a maze of
bones, trees and gaping holes. Thick foliage and huge skulls on
the forest floor caused many adventurers to retreat quickly.
Those who stayed discovered that the skulls and holes led to
Mothula's underground dwelling.
TREES , CAVES AND MAGIC
The Skull Woods were situated north of the Village of
Outcasts and west of Death Mountain. Just south of the
woods, at the edge of the village, a Fortune Teller told
explorers of special points of interest in the Light and
Dark Worlds. East of the woods, a Death Mountain cave
led to a valuable and hard-to-reach item. The rest of the
region was dominated by the dark forest and Mothula’s
underground lair.
Adventurers could be lost for days A sign told explorers of a special
in the dark Skull Woods. item in the cave nearby.
ARTIFACTS FOUND IN THE WOODS
• FIRE ROD
• ONE PIECE OF HEART
ENTRANCE H
ENTRANCE F
ENTRANCE E
ENTRANCE A
ENTRANCE B
CAVE
ENTRANCE D
ENTRANCE C
FORTUNE TELLER
DARK WORLD ENTRANCE
82 NINTENDO PLAYER'S (ill IDE
FORTUNE TELLER
A mystic man set up shop on
the northern boundary of the
Village of Outcasts. For a few
handfuls of Rupees, this wise
wizard would spin tales of
special places and hidden
treasures. His Crystal Ball
knew of many secrets in the
Light and Dark Worlds.
ITEMSHOF
The shop which could be
found between the mountain
and the woods offered the
same items for the same
prices as many other shops in
the Dark World. If adventurers
needed Bombs, Life Potion or
a first level Shield, they could
get those items here.
CAVE
A sign outside of the cave in this region read ‘Til give a Piece
of Heart to the person who wears the Cape." The sign’s author
referred to the Magic Cape, which made those who wore it
invisible, and the Piece of
Heart found above the
cave entrance. Inside the
cave, the way to the Piece
of Heart was blocked by a
huge Bumper. Only an
adventurer wearing the
Magic Cape could slip by
this Bumper unnoticed
and capture the prize.
After grappling over a
large gap. someone
wearing the Magic
Cape could pass
through the Bumper and
take the Piece of Heart.
THE BURNING OF THE BIG SKULL
The largest Skull in the Skull Woods served as
the entrance to Mothula's chamber. Legend
says that Link, who slew this giant beast,
opened the entrance to its chamber by burning
the blocking bones. The item which he used
was hidden within the confines of the Skull
Woods dungeon.
Adventurers from the Light World often made
their way to this region through a Warp Tile
located north of Kakariko Village. By lifting a
heavy boulder using the Titan's Mitt they could
get to a small clearing south of the woods and
lift another rock to reveal the Tile.
ZELDA-A LINK TO THE PAST 83
DARK WORLD
SKULL DUMGEON
The passages of Skull Dungeon were connected by a network ol
dungeon entrances on the forest floor. These underground tunnels
were loaded with dangerous traps and villainous creatures. Wtien
explorers made It to the end ol each passage, they would have to
temporarily leave the dungeon and look lor another entrance. The
entrance to the final chamber was located In the northwestern cor-
ner ot the woods
Ewaaces lo SM Cuvjeci' tort Hu ton ad
kO*. «*(« Ski** or fspirg h»n
WUb itftnn uni this* oadrMen. Ittry
nmU tad in worn parts tl (ha duogn*
■ By xttppia g an tht don«on' i
Star Tiki wpfctara apmd
and daud be la* n tio llaar
THE WALL CAME DOWN
A logend of Skull Dungeon tells of a hero who fell into the north-
east corner of the underground passage through a brush-
covered hole. He then blasted his way into a room lo the west.
There, he found a large switch. When the hero pulled the switch
with all Ns might, the wall to the south exploded, revealing an
important passage
FIRST FLOOR
FIRST BASEMENT
04 NINTENDO Pl-AY HU'S GUIDE
UNDER THE FOREST FLOOR
The passages of Skull Dungeon ultimately led
adventurers to the chamber of the dungeon's
most feared enemy. Mothula. In preparing to
enter Mothula's hideout, warriors equipped
themselves with the Fire Rod and made sure
that all of their Magic Bottles were filled with
Potions or Faeries.
T
ZELDA-A LINK TO THE PAST 85
DARK WORLD
Uillage of Outcast*
A Collection Of Thieves And Hooligans
Before Ganon’s reign, this village was populated by a law-abid-
ing 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.
PERSONS WITHOUT RUPEES ARE NOT WELCOME HERE
Visitors to the Village of Outcasts were
given many opportunities to part with
their Rupees. Not only were robbers
picking the pockets of travelers on the
village paths, but more legitimate means
of thievery were being practiced as well.
Three nearby establishments were dedi-
cated to assorted forms of gambling.
odCZZlg
nrrrm
Village robbers would bump
into unsuspecting visitors
and gather up any
valuables that had fallen to
the ground.
ARTIFACTS FOUND
IN THE VILLAGE
•TITAN'S MITT
• TWO PIECES OF HEART
• LOCKED CHEST
GAME OF CHANCE
DUNGEON ENTRANCE
STAKE GARDEN
TREASURE FIELD
SHOOTING GALLERY
*sEi
m
l«Si
awl!
r - -
t Ns/
86 NINTENDO PLAYER S GUIDE
GAME OFCHAMCE
For a price of 30 Rupees, people who
played the Game of Chance in the
northwestern part of town were 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 could
clean up on a good day or lose their
shirts if their luck was running low.
RUPEE RICHES
Citizens of Hyrule and the Dark
World could tell how much Rupee
stones were worth by looking at
their markings. Denominations
ranged from a plain single Rupee
stone to an ornate 30Q Rupee piece.
T
The Village of Outcast inhabitants took anything they
could from passersby. There's no telling why the village
was transformed from a peaceful hamlet to a thieves'
town, but it serves as an example of what can happen
when evil has control over a powerful force.
ITEM SHOP
Shields, Red Potions and Bombs were
again available for the same prices as
in other shops in the Dark World. While
Bombs could have been found under
rocks and bushes, the other items
could only be purchased.
ZELDA-A LINK TO THE PAST 87
DARK WORLD
STAKE GARDEN
The Stake Garden was located just
south of the Blacksmith’s burned-out
shop. Explorers who possessed the
Titan’s Mitt could lift a huge rock that
blocked the garden and gain access to
the grounds. Then, by pounding the
stakes into the ground, they could cause
an underground passage to appear. The
first adventurer who found this passage
collected a Piece of Heart.
BONEY BIRDS
While the birds of the Village of
Outcasts had fewer feathers than the
chickens of Kakariko Village in the
Ught World, they had the same
temperament. If someone were to
swipe at these skinless chickens about
1 00 times, the flock would attack.
SHOOTING GALLERY
The ghostly proprietor of the Shooting Gallery offered
visitors five shots at moving targets for 20 Rupees. If
these visitors were sharpshooters, they could earn
their Rupees back, and more. The prize started at four
Rupees and doubled with each consecutive hit. If all
five shots were good, the shooter would take in total
winnings of 124 Rupees.
An initial investment of 20 Rupees could earn a Bow and Arrow master a
very large sum.
SHARPSHOOTERS ONLY
While the row of Shooting Gallery targets moved in
one direction, hand-shaped obstacles in front of
them moved in the other direction. Sharpshooters
would wait until there was a long gap between the
hands, then take aim and fire.
88 NINTENDO PLAYER’S GUIDE
TREASURE FIELD
Explorers in the Dark World noted
that it was full of treasure and hid-
den items. An ambitious land-
owner 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, was
hidden well and moved often.
For 80 Rupees, explorers could borrow a shovel
and dig for buried treasure for 30 seconds.
T
ZELDA-A LINK TO THE PAST 89
DARK WORLD
THE GARGOYLES DOMAIN
The dark dungeon home of Blind the Thief was under the Vil-
lage of Outcasts. Blind was afraid of bright light and he never
left the confines of the dungeon, letting his band of thieves do
his dirty work. This three-floor hideout was known as the Gar-
goyle’s Domain because at the entrance to the underground
was a Gargoyle monument which loomed over the citizens of
the village. It took a strong person to open up the dungeon's
entrance and those who did enter could become even
stronger by discovering the Titan’s Mitt.
By tossing Bombs onto weak spots in the
floor, explorers could light the lower
passages.
THE VILLAGE
The village dungeon contained four large
chambers, with several connecting passages,
along with a few smaller rooms and an upper
and lower floor. The lower floor is where Blind
kept his prisoners.
A CURIOUS CREATION
The huge statue guarding the entrance to
the village dungeon scared away many
villagers and village visitors. Those who
were not frightened by the Gargoyle could
open the dungeon's entrance with an act of
incredible strength.
The huge Gargoyle in the village
guarded the entrance to the dungeon.
According to the legend, Zelda warned Link
about Blind the Thief through telepathy.
90
NINTENDO PLAYER'S GUIDE
FIRST FLOOR
FIRST BASEMENT
- BLIND THE THIEF
HIDDEN HALLWAYS
The four large chambers near the entrance to the
dungeon were connected by many passages. Some
were hidden by the walkways which lined the
upper half of the chambers.
& r.
THE MIGHTY MITT
The Titan's Mitt from the thieves' dungeon allowed
Link to lift large stones and huge steel blocks. With
it, he was able to move heavy stones that had
blocked access to some areas. In effect, the mitt
opened whole new regions for exploration.
X COMPASS
/.ELD A- A LINK TO THE PAST 91
DARK WORLD
Jce lake
Adventures In The Ice And Snow
Ganon exercised his chilling powers by causing the lake in the
southeast to freeze and by creating a storm cloud to cover the
area with snow. It served adventurers of this region well to wear
gear that would protect them from the elements.
COLD BLOODED CREATURES
The creatures who survived the sudden
change of weather were said to be very
tough. Zirros and Pikits ruled on the land
and a band of Zora’s Spawn took over the
cold waters of the lake. The subjects of the
Golden Land who survived stayed in caves
and buildings.
The creatures in this chilly region Link found a Faerie and a message from
were hard to beat. Sahasrahla in caves to the north.
AN ARTIFACT FOUND IN THE ICE PALACE
STORYTELLER
DARK WORLD
ENTRANCE
ICE PALACE
92 NINTENDO PLAYER'S GUIDE
ITEM SHOP
The Item Shop in this region was
stocked with the standard goods.
Adventurers in need of Potion, Bombs
or a Shield could stock up here. The
Potion was especially useful as ene-
mies in this area were dangerous.
WHEN WINTER CAME
TO HYRULE
The Hyrulians survived many
cold winters by dressing
warmly and staying inside.
When Hyrulians had to venture
out into the ice and snow, they
would wear large caps to cover
their heads and long ears.
STORYTELLER
The odd creature in the cave on the northeast
shore of the lake confessed to having been a for-
mer thief. For a price of 20 Rupees, he would tell
visitors the story of another former thief.
The inhabitant of this cave told
people who were free with
their Rupees about an old
friend of his who could open
locked Treasure Chests with
ease.
PROTECTIVE GEAR
The Blue Mail, which could be found in the
Ice Palace, is not only said to have kept
adventurers warm, but it also protected
them from the villains in the palace. It
effectively doubled their resistance.
ZELDA-A LINK TO THE PAST 93
ICE PALACE
Since the Ice Palace was a very cold place and populated by crea-
tures who were created by the magic of ice and snow, it only
makes sense that a warm weapon would be quite useful. Those
explorers who had command of the Fire Rod found this device to
be very useful in the chambers of the Ice Palace. A supply of Potion
was also good to have as the enemies were very strong and in
large abundance. The villain, Kholdstare lurked deep in the palace
dungeons.
The Ice Palace was built where a Faerie once Some Ice Palace creatures could only be
granted wishes, in the Pond of Happiness. defeated by the powerful Fire Rod.
A BREAK IN THE ICE
The Ice Palace was carved out of a huge Iceberg.
So, it was not uncommon for some of its
passages to melt away. A Hookshot was a very
important item to have in cases where the
flooring had dissolved and nothing was left but a
bottomless pit.
COLD CORRIDORS
The chambers of the Ice Palace proved to be quite a
maze. Adventurers were particularly perplexed by a
94 NINTENDO PLAYER’S (SLIDE
SEVENTH
BASEMENT
FIRST FLOOR
TELEPATHY
FOURTH BASEMENT
TLE
FIRST
BASEMENT
FIFTH BASEMENT
COMPASS
THIRD
BASEMENT
TO KHOLDSTARE'S
ROOM
SIXTH
BASEMENT
SECOND
BASEMENT
▼
ZELDA-A LINK TO Till! PAST 95
DARK WORLD
Mirny Wire
Battle In The Bog
Like the area surrounding the Ice Palace, this area was also
changed drastically by Ganon's magic. While adventurers once
had to cross what was known as the Desert of the Golden Land,
they later found themselves in a stormy swamp, filled with
creatures that would rise from the muck.
Al Y ISOLATED MARSH
In order to keep the waters of the swamp
from spilling out into the Plains of Ruin,
Ganon blocked the passages between
the two areas with high bluffs. The only
way to enter this area was through a
Warp Tile in the Light World. In the
northwest, near the palace, adventurers
found two important caves.
The marsh was overrun by
swamp-dwelling creatures.
Those who explored the area
near the Misery Maze
entrance found places where
they could add to or restore
their energy.
ARTIFACTS FOUND IN THE MIRE
• CANE OF SOMARIA
• A PIECE OF HEART
FAERIE FOUNTAIN
TREASURE CAVE
STORYTELLER
MISERY MAZE
DARK WORLD ENTRANCE
96 NINTENDO PLAYER'S GUIDE
TREASURE CAVE
There were two caves in the
vicinity of Misery Maze. The
cave to the west held two Trea-
sure Chests and several blocks.
An intelligent explorer could
figure out just exactly how to
push the blocks in order to get to
the Treasure Chests. It is
believed that one of the chests
held Rupees and the other one
held a Piece of Heart.
The only way for visitors to enter
Misery Mire was through a Light World
Warp Tile. It was located on a high bluff
in the southwestern part of the desert
The chests inside the Treasure Cave were
surrounded by blocks.
FAERIE FOUNTAIN
The cave which was located
east of the Misery Mire entrance
was a good place for explorers
to rest and tend to their wounds.
By drinking from the Faerie
Fountain inside, they were reju-
venated and able to continue
their journey. It was a conven-
ient location for such a place.
LIFE IN THE MIRE
The Swamolas of Misery Mire are believed
to be cousins of the Lanmolas found in the
Light World desert. Instead of the heat and
sand of the desert though, these creatures
were accustomed to mud and slime. They
swam to the surface in order to collect food.
STORYTELLER
An odd creature in the cave on the north-
east edge of the swamp told passersby
about the entrance to Misery Maze. He
would say that only someone with control
over the elements could enter the dun-
geon. Such control is said to have been
possible through use of the Ether Medal-
lion.
The cave dweller of Misery Mire told adventurers what they
must do in order to enter the dungeon.
ZELDA-A LINK TO THE EAST 97
DARK WORLD
MISERYMAZE
The labyrinth under Misery Mire was sealed by the same
magic that created the wind and the rain in the swamp.
The first hero ever to explore this maze is said to have
been the legendary Link. While standing on the lightning
bolt symbol near the cave entrance, Link called upon
the magic of the Ether Medallion, causing the clouds to
vanish and the dungeon entrance to rise from the
swamp.
Inside Misery Maze. Link
received a clue about the
connection between
several torches in the
maze and a door that
would not open.
By lighting all of the
lamps in two connecting
rooms. Link was able to
open the door to the
room holding the maze's
Big Key.
A CHANGE IN
THE WEATHER
It was the magic of the Ether
Medallion that caused the clouds
to disappear and the Misery
Maze entrance to rise from the
swamp. Link and other
adventurers to follow were then
able to explore the passages of
the maze.
The tile near the dungeon's entrance
bore the same symbol as the Ether
Medallion. When the magic of Ether
was used there, the results were
astounding.
CANE MAGIC
According to Hylian lore,
those who practiced the
powers of magic used their
Canes for more than just
support. Some Canes were
created to protect their
owners from harmful
objects or to aid them in
exploring challenging
passages. It is believed that
two such Canes were
hidden in the Dark World.
They were the Canes of
Somalia and Byrna.
98 NINTENDO PLAYER'S GUIDE
ZELDA-A LINK TO THU. PAST 99
DARK WORLD
2)eat(j Mountain
Seven Crystals Break The Seal
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 was to use the magic of the seven
Crystals which were scattered throughout the land. One of the
Crystals was hidden in Turtle Rock.
A MULTITUDE OF MAZES
The caves of Death Mountain led to many mysteri-
ous passages. Some adventurers left with valu-
able 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 were carved in the side
of the mountain, was to position themselves above
the cave entrances and to take a leap of faith.
GANON'S TOWER
DUNGEON ENTRANCES
TURTLE ROCK
MOUNTAIN CAVES
TREASURE CAVE / f ARTIFACTS FOUND ON DEATH MOUNTAIN
DARK WORLD ENTRANCE
FAERIE FOUNTAIN
• CANE OF BYRNA
• MIRROR SHIELD
• RED MAIL
100 NINTENDO PLAYER’S GUIDE
FAERIE FOUNTAIN
The Faerie at the foot of Death Mountain
provided explorers with a last chance to
re-energize before they faced the dangers
of the climb ahead. The services of the
Faerie were often used, as the area was
prone to damaging rock avalanches.
TREASURE CAVE
SUSPENSION BRIDGE
Since the bridge on Death Mountain was sturdily
built and equipped with railings, there was very little
chance of adventurers falling from it.
The cave built into the cliff of western Death Moun-
tain was only accessible to those who leapt off of the
ledge above it. Inside, the floor of the cave was
covered with spikes. If adventurers dared to brave
this dangerous trap, they would be rewarded with
the Cane of Byrna, an artifact which protected magic
users from the spikes.
ITEM SHOP
Once again, Red Potion, small Shields and Bombs
were available at this typical Dark World item shop.
The prices were said to be the same as in the other
shops in Ganon’s kingdom.
▼
ZELDA—A LINK TO THE PAST 1 0 1
DARK WORLD
TURTLE ROCK
The huge Turtle Rock dungeon was carved deep into the
core of eastern Death Mountain. Its four floors were
riddled with puzzling traps and bottomless pits. It is said
that only those who possessed the Cane of Somaria
could float over the wide pits in many of the dungeon's
chambers. The Fire Rod and the Ice Rod were also essen-
tial equipment for fighting the Trinexx which lurked in the
dungeon’s lowest level. This dungeon is said to be where
Zelda was held prisoner.
Link received a message after The Cane of Somaria was
entering the dungeon. essential for dungeon explorers.
Turtle Rock was carved
into the shape of a huge
turtle by inhabitants of
the Golden Land, before
Canon look over.
THE SHELL OPENED
Like the Misery Maze. Turtle Rock was closed by a magical
seal. Only someone with a particular medallion could conjure
up the magic needed to break the seal. It is said that when
this magic was used, the head of the turtle disappeared to
reveal the entrance to the dungeon.
102
NINTENDO PLAYER'S GUIDE
FOUNTAIN
BASEMENT |
EYE BEAM ALERT
Those who explored Turtle Rock
Dungeon told stories of eye-shaped
holes in the walls that emitted
deadly beams Usually, the only way to
counteract the power of the beams
was to use the reflective Mirror
Shield. One such hole was situated
over a door which only opened when
adventurers looked away. In order to
go through the opening, they had to
walk backwards
COMPASS
ENTRANCE
FIRST FLOOR
THIRD
BASEMENT
XELDA-A LINK TO THE PAST 103
DARK WORLD
MOUNTAIN CAVE
Between the entrance to Turtle Rock Dungeon and
Ganon’s Tower was a large, airy cave with both vis-
ible and invisible paths. Explorers crossed the gaps
by using two different methods. If there was an
object, such as a Pot, on the other side, they could
use the Hook Shot to grapple across. If invisible
paths were a possibility, explorers would set down
Blocks with the Cane of Somaria or use Ether Magic
in order to detect safe places to walk. Those who did
manage to cross the gaps were rewarded by finding
Hearts and Faeries.
The Hook Shot and Cane of Somaria were useful equipment for explorers in
the Mountain Cave.
104 NINTENDO PLAYER'S GUIDE
GAFiOnS TOWER
This impressive structure is said to
be where Ganon spent most of his
evil reign over the Dark World.
Legend says that Link broke the
seal of the tower after collecting the
seven Crystals which Ganon had
hidden in the dungeons of the Dark
World. The seven maidens held cap-
tive in the Crystals magically made
the seal disappear. Link was then
free to explore the tower and search
for Ganon. But he wouldn’t find this
master of evil until after he survived
battles with four creatures that he
had already encountered in the
Light World. Link’s long journey was
close to completion.
The Armos
among the
enemies th;
encountered in the
Link found that there was
way to go-straight up.
only
one
Invisible floors could be
detected by using the flame
of Dungeon Torches. Ether
Magic or Somarian Blocks.
A LONG CLIMB TO THE TOP
Ganon used all of his evil powers to make the tower a nightmare
for heroic explorers. The traps. enemies and purges in this
structure were among the most challenging in the land. Only a
determined adventurer would make his way to the top.
▼
ZELDA-A LINK TO THE PAST 105
DARK WORLD
FIRST BASEMENT
- BIG KEY
1 06 NINTENDO PL A YER 'S GUIDE
FOURTH FLOOR
MOLDORM
SIXTH FLOOR
FIFTH FLOOR
SEVENTH FLOOR
AGAHNIM
ZEl.D A- A LINK TO THE PAST 107
BATTLE FOR THE TRIFORCE
In contrast to the massed armies that clashed in the bloody Imprisoning War
of years past, the Legendary Hero. Link, was alone in battling the forces of
evil atop the Dark World Tower. Failure would have allowed Ganon's armies
to sweep into the Light World unopposed, for Agahnim's Magic, bolstered by
the power of the Triforce, still controlled the Hyrulian army.
NINTENDO PLAYER'S GUIDE
link's Journey
There's a Sword
stuck in a stone,
but you can’t get it
out. What do you
do? The following
chapter chronicles
how Link overcame
such obstacles.
ZELDA-A LINK TO THE PAST 1 09
The Road to Agahnim
A Cry In The Dark
The first portion of Link's Journey covers the difficulties our
hero experienced between the time he left his home and the
fateful encounter with Agahnim. No part of the journey proved
to be easy, but the selected accounts printed here cover the
most mystifying stages and puzzles.
LEAVING HOME
Link heard words in the darkness; a plea from Zelda
who was being held captive. He woke suddenly and
noticed his uncle sheathing his Sword. The old war-
rior looked grim. When his uncle was gone, Link
opened the Chest in the corner and took out the
Lamp. Outside in a driving storm, Link heard another
telepathic message alerting him to a secret entrance
outside the castle walls. He crossed the moat, then
followed a path of stones until it led to a bush. With a
mighty heave, Link pulled up the bush, revealing the
secret entrance.
Link yanked the bush front the
ground, revealing a dark hole.
Before leaving home. Link took a
Lamp from a Chest in the corner.
THE WITCH AND THE MUSHROOM
In the Lost Woods, Link found a giant Mushroom that
smelled like sweet, rotten fruit. There was something
magical about it, something valuable. Finally, he gave
it to the Witch who lived near the Waterfall of Wish-
ing. With the Mushroom, she made Magic Powder
and later gave some of it to Link.
He entered the Lost Woods and
headed toward the dark center.
Once she had the Mushroom, the Witch
made Link wait for the Powder.
MUSHROOM POWER
Link learned that Magic Powder could be used in
strange ways. The Buzzblob would be turned
into a Potatohead by a sprinkle of Powder. Fire
Faeries also proved to be susceptible to Powder.
One sprinkle would turn them into real Faeries.
Potatoheads could be defeated by
using a Sword.
Fire Faeries became useful Faeries
when dusted with Magic Powder.
1 1 0 NINTENDO PL A YER S GUIDE
OPENING DOORS
Link quickly learned that there were two
main types of doors: those that were
locked and required a key, and those that
opened with a trigger. In some cases, he
had to defeat all the foes in a chamber
before the door opened or a key
appeared. Sometimes Link had to search
for a switch then step on it to activate the
door. Whenever he didn’t know what sort
of door it was, he defeated all the
enemies in the room first, then waited to
see what would happen.
Finishing off Ihe
enemies in the room
sometimes opened a
Shutter Ooor.
Link cleared the room
of enemies to make
the Key Chest appear.
THE BOOK ON THE SHELF
When Link first entered the House of
Books, he had not yet cleared the Eastern
Palace. Upon a high bookshelf he saw a
single book with a green cover, but there
was no way to reach it. After finishing the
Eastern Palace and receiving the Pega-
sus Shoes from Sahasrahla, Link re-
turned. Again he tried everything he
could think of to reach the book. Finally,
in desperation, he made a last mad Dash.
The Pegasus Shoes propelled him so fast
that he Dashed into the bookshelf, and
the impact jarred the book loose from the
shelf. He picked it up. It was the Book of
Mudora, which could be used to trans-
late ancient Hylian texts.
The secret of the
House of Books long
eluded Link.
Once Link had the Pegasus Shoes, he
Dashed at the bookshelf and the book
fell to the floor. Link used the book to
translate ancient writing.
▼
LINK THE BEE-KEEPER
There was a tale in Hyrule of a Good
Bee that fought beside its master.
After a battle, unlike other bees, the
Good Bee waited until it was netted
and returned to its Bottle. Link dis-
covered the Good Bee in the Ice
Cave on the eastern shore of Lake
Hylia by using his Dash Bash
against the statue of the Faerie. If the
Bee was lost, it would return to the
Ice Cave.
In Ihe Ice Cave, Link Dashed into Ihe statue of the
Faerie to release the Good Bee. Link carried the bee in
a Bottle, releasing it during battle.
ZELDA-A LINK TO THE PAST 1 1 1
LINK'S JOURNEY
THE MYSTERY OF THE DESERT PALACE
Getting into the Eastern Palace had presented no
problem for Link, but when he reached the entrance
of the Desert Palace, he saw that he had his work cut
out for him. A giant stone head blocked the steps to
the entrance. In the middle of the plaza stood a stone
on which ancient Hylian script was carved. Link
Seeing the Hylian script on the stone. Link brought out the Book of Mudora
and made the Wish of Opening. Suddenly, everything went dark.
couldn’t understand a word, but he remembered that
with the Book of Mudora he should be able to trans-
late the text. As he took out the Book, suddenly the
sky went dark, then the stone head shook as if
struck by an earthquake and it slid away. The Desert
Palace lay open.
When the stone head moved. Link climbed the steps and found the door to the
palace open. Behind him. though, the stone head blocked the exit once again.
THE LIGHT OF REASOl Y
Link explored every room in the Desert Palace, then
came to a dead end. The Map showed the Palace
Guardians behind a wall, but no way to reach them.
Besides a Rocklops, he noticed four unlit torches in
the room. Using his lamp. Link lit the torches, even
though the room was already well illuminated. Sud-
denly, a door opened in the wall and Link could
reach the Lanmolas.
THE WALLS TELL TALES
Link found two types of walls that could be torn
down. The most solid walls showed a few cracks
and could be broken only by using a Bomb. Other
walls showed the outline of a hole and could be
opened by a Dash Bash or by using a Bomb.
1 1 2 NINTENDO PL A YER 'S GUIDE
AT THE FOOL OF ZOK A
After braving the currents of the river and the attacks of Zora’s
Spawn, Link reached a pond beneath a waterfall in the far north-
eastern corner of Hyrule. A monster named Zora appeared and
offered to sell Link a pair of Fins
for swimming in deep water. The
price of 500 Rupees seemed
steep, but Link paid, knowing
that he would need the Fins to
reach the islands in Lake Hylia.
LINK THE INVINCIBLE
Before he had the Fins, Link was automati-
cally thrown out of deep water areas of lakes
and rivers whenever he jumped into them.
He always found himself cast back onto the
land where he would become invincible to
attack for a short time. Link used this trick to
avoid injury when fighting on the shore.
Once Link bought the Fins for 500 Rupees
from Zora. he was able to swim in the deep
areas of lakes and rivers.
THE FOUNTAIN OF HAFFINESS
Link often wondered what was
on the large island in Lake Hylia,
for it was rumored to be a place
of magic. Once he had the Fins,
he plunged into the water and
swam to the island. There he
found a cave, and in it a pond.
When he approached the pond
and peered in, he received a
message. This was the Pond
of Happiness where travelers
Link found that the more Rupees he threw in.
the better his chances of seeing the Faerie.
threw Rupees into the water in
hope of receiving a prize. Link
threw 50 Rupees into the pond
and received another strange
message. Again he threw in 50
Rupees. This time a Faerie
appeared and offered to give
him the capacity to carry more
Bombs or Arrows. Link returned
often, boosting both his Bomb
and Arrow holding capacities.
FREE FILL UP
Link found a second help-
ful Faerie behind the Wa-
terfall of Wishing. He swam
through the falls where he
discovered a cave and a
pond. When Link threw an
empty Bottle into the pond,
a Faerie appeared and
returned the Bottle, but
now it was filled with Green
Magic Potion.
The empty Bottle was returned full of
Magic Potion.
ZELDA-A LINK TO THE PAST 1 1 3
FAITH AnD COURTESY AT THE WATERFALL
OF WISHING
Northeast of the Witch’s House,
Link found the Waterfall of Wish-
ing. He pushed through the water-
fall and discovered a pond in a
cave. Link threw many items into
the pond, not knowing what to
expect, but a Faerie appeared and
returned them. Finally, he tossed in
the Boomerang and the Faerie
gave him a better, magic Boom-
erang. The same thing happened
when he tossed in the Shield.
Link gol back the
items he threw into
the Mysterious
Pond.
When the Faerie appeared. Link answered her
question truthfully and earned a reward.
Some items, like
the Boomerang,
were improved.
THE LOHELY TUHHEL
The sign outside the Mountain
Tunnel forbade travelers to pass
unless they had permission from
the King. Knowing that the King
had been deposed by Agahnim,
Link forged ahead, pulled up the
big stone that blocked the path
and entered the tunnel. Inside, he
found an Old Man who needed
help. He showed him to a cave fur-
ther up the mountain where the Old
Man gave Link the Magic Mirror. The
Mirror was used for warping to the
Light World from the Dark World or to
the beginning of a dungeon.
THE BEASTS OF THE HAUHTED GROVE
One day, Link ran into the Haunted Grove to escape
some of Agahnim’s soldiers. There he found one of
the strangest sights he had ever seen in Hyrule. A
ghost-like boy sat on a stump playing a flute. Sur-
rounding the boy was a host of animals. When Link
approached, the animals ran away and the boy
vanished. Try as he would, Link could not talk to the
boy or catch the animals. He tried using the Bug-
catching Net and other items, all to no avail. Even-
tually, he left, but later in his journey he learned that
the boy and creatures were ghosts and couldn’t be
caught.
1 1 4 NINTENDO PL A YER \ S GUIDE
SPECTACLE ROCK AMD THE MOUHTAIH TOWER
When Link reached the top of Death Mountain, he
discovered that there was no way to reach the
Mountain Tower. He found a circle of stones sur-
rounding a Warp Tile to the dark dimension where
he turned into a helpless rabbit. To the left of the
place where he appeared in the Dark World, Link
found a patch of ground that looked like a pair of
spectacles. Here he used the Magic Mirror to
warp back to the Light World. Jumping off the
upper side of Spectacle Rock, he could now
reach the Mountain Tower.
Link used the Magic Mirror when he
was on the Spectacle Rock formation
in the Dark World.
By jumping off the upper side of
Spectacle Rock in the Light World.
Link reached the Tower.
Link had to enter the
Mountain Tower in order to
get the final Pendant and
the Moon Pearl.
FAST MONEY
Other than the wise man, Aginah, Link had found
little of interest in the canyon area until he lifted up
a big stone and discovered a tunnel underneath.
Inside was a man and ten jars filled with Blue
Crystals worth five Rupees each. Link learned that
he could collect all the Rupees, leave, then return
and collect them over and over again. He often
went to that place when he needed money to buy
Potions, Bombs or an expensive item like Zora’s
Flippers.
Link returned again and again to
collect Rupees from the Jars.
THE RUNNING MAN
On Link’s first trip to Kakariko Village, he saw
a man standing in the path outside a house
filled with chickens. He approached the fellow,
but the man ran away. Only after winning the
Pegasus Shoes could he catch the Running
Man and make him talk.
In this way, Link
learned to collect
things by Dash Bashing
trees.
Link learned how to
knock items out of
trees using the Dash
Bash.
Link picked up the large stone and
discovered the entrance to the
Rupee Room of Riches.
ZELDA-A LINK TO THE PAST 1 1 5
LINK’S JOURNEY
THE FALL OF THE MOOH PEARL
On the fourth floor of the Mountain
Tower, Link pulled a lever and
received a message from Sahas-
rahla telling him to collect the
Moon Pearl. Alas, the Treasure
Chest that held the magical item
was blocked off by a hole in the
floor. He continued up to the fifth
floor and discovered many holes
there, as well. By stepping on the
Star Switch on the left, he made a
new hole appear above the Bum-
per in the middle of the room. Then,
from the top side of the hole, he
jumped down to the platform with
the Treasure Chest and retrieved
the Moon Pearl. With the Moon
Pearl, Link retained his shape in
the Dark World.
To reach the Chest Link
had to jump from the top
side of the new hole.
FAERIES IH THE DEPTHS
The fifth floor of the Mountain
Tower contained a surprise for
Link. While battling one of the
creatures in the room, he was
pushed into the top, left hole in the
floor. He fell a long way, and when
he finally landed, Link found him-
self in a Faerie pond room. The
Faeries restored his power and he
took a Warp Tile back to the fifth
floor. Learning about the Faerie
room was a big help during the
battle with Moldorm on the sixth
floor.
Only the top hole shown above led to the Faerie
pond where Link could restore power. Falling
was the only way to reach it
THE SOUNDS OF STONE
Link inspected walls by tapping them
with the tip of his Sword. (Hold the B
Button and push against an object to
hear its sound.) Most walls, and most
other objects in Hyrule, made a dis-
tinctive metallic sound when tapped,
but walls that hid doorways made a
more hollow sound. Since not all
cracked walls contained hidden
doors, this was a good method for
testing which walls might be
breached with Bombs.
Link learned to hold his Sword straight out
and tap a wall to hear if it was solid or
hollow.
1 1 6 NINTENDO PL A YER 'S GUIDE
■
LINK AND THE MASTER SWORD
Link heard tales of the power of the legendary
Master Sword and knew that he needed it to fulfill
his quest. Back in the time of the Imprisoning
Wars, the people of Hyrule had forged a Sword
that could withstand the forces of magic. One had
to be pure of heart to wield the blade. Sahasrahla,
the village elder, instructed Link on how to obtain
the Master Sword. He said that only a hero who
had collected the three Pendants would take the
Master Sword. Later during his journey, but
before he had gathered the three pendants, Link
found the Master Sword in the Lost Woods. It was
planted in a stone with mysterious Hylian script
on it. After defeating Moldorm in the Mountain
Tower, he returned to the forest grove and claimed
the Master Sword. Now he continued with his
quest to seek out and destroy the evil power in
Hyrule Castle, the wizard known as Agahnim.
TREASURE FROM THE ENEMY
In the Great Swamp region of the
Light World, Link found many
foes hiding in the tall grasses.
One of the inhabitants of this
region is a jumping hare that
hoards items. Link learned to
cut the grass beneath a hare
when it jumped up, then capture
it. A hare, once caught, gave
Link all its worldly belongings,
including Rupees and other
cheap items. Later in his jour-
ney, however, Link found that all
the hares were gone. No one
knew where they went.
Link collected items from the hares in the Great
Swamp grasses. By cutting the grass under a
hare when it jumped up. he deprived the
creature of a place to hide. Once he grabbed
the animal, he received a gift.
ZELDA-A LINK TO THE PAST 1 1 7
LINK’S JOURNEY
DISCOVERY OF THE ETHER
A bridge stretched from the west of
the Mountain Tower to an island in
the clouds. Crossing the bridge
after defeating Moldorm, Link
found a green monument with
Hylian script. The message said
that he should return when he had
the Master Sword. Link followed
this advice, returning after his visit
to the Lost Woods. This time the
monument yielded up the powerful
magic spell of Ether, and then the
monument crumbled. Link used
the Ether magic to open dungeons
in later stages of his epic quest.
BREAKING AND ENTERING ATAGAHNIMS
TOWER
Early in his adventure, Link had
stormed Hyrule Castle to save
Princess Zelda. During that time he
discovered a door on the roof that
was barred by a bolt of lightning.
He tried different ways to break the
Lightning Lock, but failed. After
fulfilling the first part of his quest,
Link returned to the roof and
struck the Lightning Lock with the
Master Sword. The lightning
vanished. Aganhim’s Tower lay
open.
Link broke the Lightning Lock
on Agahnim's Tower with one
stroke of the Master Sword.
FAST FINISH
Although one could spend years searching out the secrets of Hyrule
and the Dark World, it is said that Link could have finished his journey
in as few as three hours. Link could always rest during his adventure
and continue later by saving the game. Because he could then
continue in one of three locations; his house, Sanctuary and the
mountain cave, this could also be used as a short-cut when traveling
across Hyrule. Some of the magic items were not needed to finish the
quest: the Cane of Byrna, the Cape, Bombos and the Magic Powder.
Also, the Legendary Hero did not need to find every Piece of Heart.
The time spent searching out these useful but unnecessary items
could have been used to quickly reach the final battle with Ganon.
1 1 8 NINTENDO PL A YER 'S GUIDE
AGAHTilM EXPOSED!
After struggling up the many
floors of Agahnim's Tower, Link
stumbled upon Agahnim, who
was holding Princess Zelda
captive. With a magic spell, the
evil wizard transported the Prin-
cess to an unknown dimension,
then he also vanished from the
room. Alone in the throne room,
Link pondered his next step.
The walls were cloaked with
heavy drapes. He swiped at one
with his Sword and revealed a
door. In the next room, he faced
Agahnim once more. A door hid-
den behind curtains didn't seem
quite as magical to Link as had
the disappearing act. Perhaps
the wizard’s power wasn’t so
great after all.
PORTALS TO THE DARK SIDE
As Link pursued the forces of
evil in both the Light and Dark
Worlds, he found several ways
of passing back and forth be-
tween the two dimensions. From
the Dark World, all he had to do
was use the Magic Mirror to
return to the Light World. Trans-
porting in the other direction
was more difficult. After beating
Agahnim, whenever Link passed
beneath the Castle Gate he
would be transported. The Warp
Tiles, like the one on top of
Death Mountain, provided the
other link to the dark side.
When Link was in Ihe vicinity of the Castle, he
used the gate to warp to the Dark World.
Y
o
m
O
- - x -
■ - - -a -
Many Warp Tiles to the Dark World were
cunningly hidden under stones.
The hidden door led to Agahnim's room where
Link and the wizard fought.
REFLECTIONS ON
A BUG-CATCHING NET
During the battle with
Agahnim, Link mistakenly
drew the Bug-catching Net
from his bag of goods. He
found himself batting at the
wizard’s spells with the Net,
and more amazingly, the
spells were reflected back!
The Bug-catching Net could reflect the
spells cast by Agahnim.
ZELDA- A LINK TO THE PAST 1 1 9
A Journey in Darkness
Link Explores The Second World
After the overthrow of Agahnim, Link's journey turned to the
mysterious Dark World. Here his quest was to rescue the seven
descendants of the wise men from seven dungeons. In the end,
he would have to face the evil might of Ganon, but before then,
he would face many challenges.
I
THE TWO LAUDS OF HYRULE
The Light World and Dark World each had its own
mysteries and dangers, but the two dimensions
shared many secrets. Link passed between the two
worlds many times, sometimes unearthing an item in
one that was used in the other, sometimes traveling
back and forth to reach hidden areas of one world.
On the surface, the two lands looked similar, but
small deviations, like a cliff in the Dark World where
none had been in the Light World, caused untold
hardship. Comparing the two maps and looking for
differences proved to be essential to Link's victory.
The Light World held many secrets
that helped Link in the Dark
World.
Certain areas of the Dark World
could be reached only via the Light
World.
THE TALE OF THE LUMBERJACKS
A. Bumpkin and B. Bumpkin lived
on the edge of the Lost Woods,
making their livings as lumber-
jacks. When Link met them, one
brother remarked that there
seemed to be something unusual
about the tree they were cutting
down. Remembering what the
Running Man in Kakariko Village
had said about trees, Link used
his Dash Bash against the trunk.
When he did so, the leaves fell off
the tree, revealing a hole. Link
jumped down the hole and dis-
covered a Faerie pond and more.
Rumors in one part of Hynile often helped Link in
other parts. The secret of the Strange Tree turned
out to be a concealed Faerie pond.
PICTURE THIS
In Kakariko Village, Link dis-
covered a house in which a
portrait hung on the wall. Think-
ing there might be something
concealed behind the picture,
he pulled on it. Suddenly, four
Rupee Crystals popped out
and Link collected them.
1 20 NINTENDO PL A YER 'S GUIDE
THE PRIZE BEHEATH THE BRIDGE
While searching Lake Hylia for
useful items, Link found himself
swimming out of the lake and up
the river. He swam around a
bend and under a bridge to
escape the attacks of Zora’s
Spawn. There in the shadow of
the bridge he found a man blow-
ing smoke rings beside his
campfire. The man gave Link an
empty Bottle to be used for stor-
ing Potions or other things. Link
learned that it was important to
look everywhere.
Link's adventurous spirit led him into the
shadow of the bridge where he found a camper.
The camper wanted to be left alone and he
gave Link a Bottle so that he would leave. Link
truly appreciated the gift
THE MAGIC OF THE CIRCLE OF STOHES
While wandering along the
riverbank in the Dark World, Link
came to a sign that said he
shouldn’t throw anything into
the ring of stones. The ring of
stones looked empty, and think-
ing it odd, Link disobeyed the
sign. In fact, he pulled the sign
out of the ground and tossed it
into the center of the ring. At that
moment, the earth shook and a
strange-looking fish appeared.
The fish gave Link the magic
spell of Quake.
A fish popped out of the water and complained
about being disturbed, then it gave Link the
Quake magic so he would stay away.
One way to make money, Link
discovered, was to sell ani-
mals to the Bottle Merchant in
Kakariko Village. The Bottle
Merchant paid hard cash for
the fish from the Great Swamp
and the Good Bee if Link
brought them to him. Getting
the fish wasn't easy. Link had
to drain the pond with the
Watergate, then carry the fish
all the way to town.
Link drained the pond, caught the fish and
carried it across Hyrule. Luckily, he could
drop the fish when he was attacked.
Link found the Good Bee in the Ice Cave. It
was easy to carry, since he could store it in
one of his Bottles.
ZELDA-A LINK TO THE PAST 121
LINK’S JOURNEY
THE STRUGGLE TO REACH THE DARK PALACE
The Dark Palace, Link’s first goal
in the Dark World, was surround-
ed by a baffling maze of thorny
bushes. The first part was easy;
Link just followed the arrows.
After that, it got tricky. He looked
for small holes in the canopy of
thorns that indicated a path. In the
large central maze, Link entered
from the top, went down, left,
down, right, up and right. A mon-
key guided him to the final stage
for a price.
From the top entrance to the maze. Link went
down. left. down, right, up and right He had to
pay the monkey ten Rupees to reach the Palace.
THE HAMMER Ol Y THE LEDGE
The Hammer’s Treasure Chest sat
on a ledge separated from Link
by an uncrossable pit. From the
Palace he took the central door,
then, from the next room, the right
door. He pushed a block off a
bridge, jumped a pit, climbed
t At first. Link didn't
see how he would
reach the Treasure
Chest on the ledge.
some steps and then went into
the left door. He ran across a
crumbling bridge, defeating a
Helmasaur on the way, then
wound through a dark maze until
he came to a crack, which he
bombed open to get the Hammer.
E ln the maze. Link went
to the left wall then
down before going back
to the right.
Link found the Hammer to be very useful to
create exits in fenced in areas.
THE REVOLT OF THE CHICKENS
There seemed to be chickens
everywhere in Hyrule, for in
those days it was a fowl place.
Link tried to make use of the
chickens, but they wouldn't talk
or give him money. In anger, Link
began to attack one of the birds,
hitting it over and over with his
Sword. The chicken squawked
so loudly that eventually a flock
of irate fellow fowl swooped
down on Link.
Link attacked the chicken until a flock of
enraged fowl attacked him. He learned that
some creatures were better left alone.
1 22 NINTENDO PLA YER 'S GUIDE
THE LIMITATIONS OF STATUES
Link picked up all the skulls in the
room and discovered a switch
under the top right skulL
The statues in the Dark Palace
loomed menacingly in the
shadowy halls, but Link soon
found out how useful they were.
In particular, there was a room
with a door switch that had to
have weight on it to keep the
door open. Link couldn't stand
on the switch and exit the door
at the same time, so he needed
to put something heavy on the
switch. The top right statue
turned out to be the answer. Link
pushed the statue to the wall,
then up onto the
switch to hold the door
open. Another statue
in the first chamber
also could be moved,
allowing Link to pass
through a low wall.
Putting his shoulder to the top right statue. Link
maneuvered it over the switch.
THE EYE OF THE WATCHER
In a room of the Dark Palace sat
a statue of a Rocklops. Other-
wise, the room looked like a
dead end. Link had been
searching everywhere for a way
to reach the basement level and
this was the only room left. He
tried everything he could think
of, and then he remembered that
he had defeated a real Rocklops
by shooting an arrow into its
eye. When he shot the statue in
the eye, a stairway was revealed
leading to the basement.
Link shot an arrow into the Rocklops statue
and suddenly the room expanded, revealing a
stairway that led down to the basement.
HIDDEN RICHES
In both the Light World and
Dark World, Link found that he
could make an extra Rupee or
two by searching for hidden
treasures in Overworld stat-
ues. When Link pulled on
certain statues (by pushing
the A Button and Down on the
Controller) Rupees would fly
out. He used this technique
successfully in such places
as the Eastern palace, the
Pyramid of Power and the
Great Swamp.
ZELDA-A LINK TO THE PAST 1 23
LINK'S JOURNEY
THE FLUTE AND THE DUCK
Long ago there was a boy who
loved to play the Flute, and when
he did, his pet Duck would
appear. As Link learned, there
was more to the tale. In the Haunt-
ed Grove of the Dark World, Link
met a creature who gave him a
shovel and told him how the boy
had been placed under a spell.
The Flute, said the monster, must
be found if the spell is to be
broken. Link dug everywhere in
the Light World’s Haunted Grove
until he found the Flute.
The Duck, when summoned by
the Flute, would carry Link to one
of eight sites around the Light
World. Each site was numbered
on Link’s Overworld Map, just as
the landing sites are numbered
here. The area near the desert
could only be reached by Duck-
transport, and the other areas
became more easily accessible.
1 24 NINTENDO PLA YER 'S GUIDE
THE TRUTH ABOUT BOMBOS
The spell of Bombos had no special purpose in
Link’s quest such as opening a dungeon, but it
was useful in battle. Obtaining the spell, however,
wasn’t easy. Link had to 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 was on top of a cliff. Once on top
of the cliff, Link reached the Mudoran monolith
that held the spell.
From the patch of ground marked out by stakes. Link
warped to the cliff top where he found Bombos.
THE WELL BY THE SMITHY
Outside the Smith’s house near the village was a
stake blocking a place where Link could jump into
a well. Using the Magic Hammer, Link pounded
the stake and jumped into the well. There he found
a strange creature who claimed to have taken
away half of Link’s magic power when, in fact, he
had doubled the magic power.
Link used the Magic Hammer to
pound the slake into the ground
to reach the well by the Smith's
house.
In the welL Link
sprinkled magic
powder on a statue
and a strange
creature claimed to
have reduced Link's
magic power when he
really had doubled it.
OF FOES AND FROST
During the course of his journey, Link experi-
mented with his weapons and discovered
some useful secrets, one of which involved
freezing foes. Using the Ice Rod, Link discov-
ered that some foes could be frozen solid.
Then, if he hit them with the Hammer, the ice
foe crumbled and left a vial of magic.
Link used the Ice Rod to
freeze particular foes like the
rock-spitting Octoroks.
After crushing the
frozen foe with the
Hammer. Link picked
up a vial of magic.
ZELDA-A LINK TO THE PAST 1 25
LINK’S JOURNEY
THE WATERGATE REVISITED
From the very start of the Watergate
Dungeon, Link ran into trouble. In
fact, he hit a dead end. A message
from Sahasrahla got him thinking
about the similarity of the Swamp
Ruins to this Dungeon. Perhaps by
changing something in the Light
World, he could affect the Dark
World. Quickly, he went outside
and warped to the Light World. He
pulled the right switch in the
Swamp Ruins and warped back to
the Dungeon. There he found the
dead end flooded so he was able to
swim to a previously inaccessible
ledge.
The switch in the
Swamp Ruins drained
pond water into the
Dark World dungeon.
The flooded passage allowed Link to swim
to a ledge that wasn't accessible before.
Link had splashed almost to the
end of the Watergate Dungeon
when he came to an impasse. He
found himself in a chamber where
he saw a door underwater and a
drain, but the drain was activated
by a switch that could only be
reached through another door.
Link hurried back upstairs to a
chamber with two shutter door
exits. By pushing a statue over
the floor switch on the left side,
both doors opened. He took the
right door down, threw the drain
switch and continued on to face
Arrghus.
THE GRATITUDE OF A FISH
When Link first left the Swamp
Ruins after throwing the switch,
he found that the ponds outside
were drained. One of the fish in
the pond flopped wildly about in
the mud. Taking pity on the crea-
ture, Link picked it up and car-
ried it north to the small lake. He
threw the fish into the water and
the fish gave him a gift of
Rupees.
1 26 NINTENDO PL A YER 'S GUIDE
■
THE PRICE OF THIEVES
Link met many thieves during his journey. There
were thieves in the Lost Woods, thieves in
Kakariko Village, and a thief in the desert
canyon. Some were reformed thieves and others
did their best to take items from Link. Most
thieves managed at most to take Bombs or
Arrows or Rupees, which were easily replaced.
But the Pikit, a strange creature inhabiting Skull
Woods in the Dark World, also stole Shields. The
first time a Pikit stole his shield, Link had to go to
the shop east of the Village of Outcasts and jump
downward to clear two sections of fence. The
specialty shop had a Red Shield, Bees and
Arrows for sale. Later, he learned that he could
defeat the Pikit and win back his stolen Shield.
FIRE AT SKULL PALACE
By taking the exit from the second stage of the
Skull Palace, Link discovered the main entrance-
a giant skull with columns made of bones. After
trial and error, he finally used the Fire Rod to
burn the bones and open the final stage.
THE FIRE AND THE HOOK
Two of the most persistent enemies were the
Gibdos and Onoffs. Gibdos, Link discovered,
could be defeated with the Fire Rod. He used
the Hookshot against the Onoffs.
The last entrance to the Skull
Palace seemed impenetrable to
Link.
Only by using the Fire Rod to burn
the rib bones was Link able to
clear the passage to the Palace.
At last Link entered
the final stage where
he would meet
Mothula.
ZELDA-A LINK TO THE PAST 1 27
ENTERING THE DOMAIN OF THE GARGOYLE
The Village of Outcasts was a twisted mockery of
Kakariko Village in the Light World. All the people
had been transformed into animals and even the
chickens became living skeletons. Link came to
the village knowing that the secret entrance to the
Gargoyle’s Domain was somewhere nearby. He con-
centrated his search at the central square where the
statue of the Gargoyle stood. None of his magic
spells worked and his weapons and items had no
effect. In frustration, Link grabbed the Gargoyle’s
spear and pulled with all of his might. To his surprise,
Link felt the trident move and soon the entrance
appeared in the base of the statue.
THE GRIP OF THE TITAN
Link looked everywhere possible
for items and clues, including
under rocks, but he was not
strong enough to move all of
them. He needed to find the
legendary Titan’s Mitt in order to
gain the extra strength needed to
lift those dark stones. Inside the
Gargoyle’s Domain, Link found
his way to the lowest level of the
dungeon and headed to the bot-
tom lefthand corner where he
found the Titan’s Mitt.
Link found the Big
Key then went after
the Titan's Mitt.
Link used the
Hookshot to clear
the conveyor rooms
on floor B2 before
reaching the room
with the Titan’s Mitt.
Once Link collected the Titan's Mitt, he was able
to lift the huge metal stones inside the dungeons
and the dark heavy stones in the Overworld.
LINK THE INVINCIBLE, PART H
Link used tools as weapons, but he also discovered
that some tools have defensive properties. Link
used the Hookshot as a weapon and to pull himself
across pits or chasms. While using the Hookshot in
battle, he noticed that whenever the Hookshot was
extended, he was invincible. Sometimes he used
the Hookshot in this defensive role when trying to
escape from a dungeon with only a few Life Hearts.
If an enemy closed in, he used the Hookshot and
became invincible.
1 28 NINTENDO PL A YER 1 S GUIDE
THE BLIND LEADING THE BLIND
After winning the Titan’s Mitt
inside the Gargoyle’s Domain,
Link discovered a girl being held
captive on the lowest level. He
fought his way to her and freed
her, then led her back upstairs.
To let the sunshine into the
murky palace, Link Bombed a
hole in the upstairs room with
the green bugs. When the girl
entered into the sunshine in the
chamber below the hole, she
transformed into Blind the Thief.
In the upstairs chamber where the sunlight
shines and green bugs scurry in the shadows.
Link threw a Bomb into the center square
where the floor was weak.
The freed girl followed Link back into the
central area of the dungeon and into the upper
righthand room where the sun now shone.
THE GAMES OF HYRULE
Games of chance and tests of
skill played important roles in
Link’s journey. During the
race near the House of Quar-
reling Brothers, Link won a
Piece of Heart. The trick to
winning was to take the jump
in the middle of the course,
although a perfect run also
resulted in a win. A game of
chance was in the north-
western-most house in the
Village of Outcasts. In another
game, Link had to dig holes in
a field to find a Piece of Heart.
Link had to dig holes all over the field to
find the prize in this contest, a piece of
Heart that added to his overall strength.
For 30 Rupees. Link bought the chance to
make a fortune or win a cheap item like a
single Bomb in the game house in the
Village of Outcasts.
ZELDA-A LINK TO THE PAST 1 29
LINK'S JOURNEY
REUNION OF THE BLACKSMITHS
From the earliest days of Link’s quest, he knew
about the sad blacksmith near Kakariko Village.
The poor fellow had lost his partner and could no
longer excel at his craft. Not until Link reached the
Dark World, however, could he help the black-
smith. During one of his explorations south of the
village, Link found a frog trapped by skulls. He
freed the frog and took it back to the blacksmith.
There was great rejoicing. Even more important to
Link was that his Sword would soon be hardened
to the third level of strength.
Link befriended a frog who
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The two partners were
overjoyed to be reunited after
Link asked the blacksmiths to
reforge his Sword. They did.
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UNLOCKING A SECRET
The blacksmith’s house in the
Dark World was a shattered
shell in which a locked trunk sat.
When Link discovered the trunk,
he looked for a key and, failing in
that, tried to whack it open with
his Sword. The trunk held. Then
he recalled hearing about the
thief who was said to be near the
desert. He dragged the trunk to
the sleeping man in the canyon.
The man woke up and opened
the trunk. Inside, Link found his
fourth Bottle.
THE RUPEE THROWERS
From time to time, Link
encountered strange little
creatures called Hoarders.
Other than their habit of hid-
ing under rocks and bushes,
Hoarders were known for
keeping little stashes of
Rupees. Link learned to steal
a Hoarder’s meager treasure
simply by picking it up. The
Hoarder shook so much that
its Rupees fell out.
1 30 NINTENDO PL A YER 'S GUIDE
Link dragged the trunk from the burned-out
blacksmith's house to the man in the canyon. The man
woke up and opened the trunk, which held a Bottle.
MOW YOU SEE LINK, MOW YOU DOMT
The Graveyard in Hyrule holds
deep and hidden secrets, just
like graveyards everywhere in
the world. Most mysterious of all
the tombstones, at least to Link,
was the large tombstone
blocked off in its own private
plot. Once Link obtained the
Titan's Mitt, he returned to the
graveyard and gained access to
the large tombstone by lifting
the dark rocks. Still, he hardly
seemed any closer to figuring
out the mystery of this grave. In
the end, a Dash Bash forced the
tombstone to slide back, reveal-
ing a hidden chamber below. In
that chamber Link found the
Magic Cape, which could render
him invisible.
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After removing the
blocking stones. Link
pushed back the
tombstone using the
Dash Bash technique.
At the end of a long
passage. Link found
the Magic Cape.
Wearing the Cape
made him invisible.
AM IMPASSABLE SITUATIOM
Near Death Mountain in the Dark
World, Link came upon a sign
promising to reward the person
who wears the Cape with a Piece
of Heart. In the mountain cave
nearby, he followed the passage
until it was blocked by a bum-
per. Remembering the sign, he
donned the Cape and slipped
past the bumper to reach the
piece of Heart beyond.
The sign gave Link the clue he needed to reach
the Piece of Heart.
Link fooled the bumper by disappearing
with the Cape. When he was invisible,
he slipped past untouched.
THE FAERIE
IN DISGUISE
The sweeping lady in Kaka-
riko Village was not the per-
son she seemed. When Link
tossed some Magic Powder
on her, she turned into a
Faerie! In fact each time Link
came out of the house, the
sweeping woman returned
and could be turned into a
Faerie once again.
The sweeping lady in the village turned
into a Faerie when Link sprinkled Magic
Powder on her.
ZELDA-A LINK TO THE PAST 1 31
LINK'S JOURNEY
THE WAY TO ICE ISLAND
Link didn’t know how long he battled the dive-bomb-
ing Zirros and other creatures of Ice Lake, but he did
know that there was no way to enter the Ice Island
dungeon from the outside. He returned to the Light
World to recover energy, and when he looked at the
map, he noticed that the central island in Lake Hylia
was in the same location as Ice Island. He went to the
island, hoping to find a
Warp Tile, and he did,
concealed under the
dark stone. The Warp
Tile transported Link to
the inner courtyard of Ice
Island.
Beneath the dark stone on the
big island in Lake Hylia lay a
Warp Tile.
Link warped to the courtyard
of the Ice Island dungeon
where the entrance stood open.
LINK AND THE COAT OF BLUE MAIL
In the frigid depths of the Ice Island
dungeon, Link found himself on
the Fourth Level, in the far left
chamber. Here he was attacked by
three Freezors, which he melted
with the Fire Rod. Looking around,
he noticed a hole near the right
door, a ladder in the lower left, and
a number of cracked floor
squares. A Bomb opened a hole in
the cracked floor and Link jumped
in. He landed near a Treasure
Chest in which he found the Blue
Mail-a strong suit of mail armor for
protection.
After defeating the Freezors. Link
Bombed a hole in the cracked area
of the floor.
Jumping through the hole.
Link found himself near the
Treasure Chest holding the
Blue Mail.
THE DEFEAT OF THE PENGATORS
The Pengators of Ice Island looked like a mix be-
tween a penguin and alligator. Sometimes they
attacked in a concentrated front, all of the
Pengators marching toward Link like well-drilled
military troops. Link could fight them individually,
but Pengators on the ends of the line would move in
and attack while he was doing so. At other times
they came at Link from every angle. He soon
learned that the Hookshot made an effective
weapon against the Pengators. One shot defeated
each foe. Still, he had to act swiftly.
The Hookshot
worked well against
Pengators. Only one
shot was required
to defeat each
creature. Link made
every shot count
1 32 NINTENDO PLAYER’S GUIDE
STONES FROM ABOVE
In the Sixth Level room with a floor switch in the
center, Link polished off the enemies, then pon-
dered how to proceed. The problem was that he
needed to put some weight on the switch to keep
the door open and there were no stones or statues
in the room to hold the switch. In the Fifth Level, just
overhead, Link had seen
a room with a hole in the
floor and stones poised
on the edge of the hole.
Unfortunately, a set of
blue Crystal Switch
Fences kept Link away
from the stones. Back on
the Sixth Level, however,
he found a room with a Crystal Switch. After hitting
the switch, he raced back upstairs, pushed the
lower left stone through the hole and then used
that stone on the floor switch in the Sixth Level
room. Finally, the door stayed open and Link
reached the end of the dungeon.
Link hit the switch on the sixth
floor to activate the Fence on
the fifth floor.
Link pushed the stone block
into the hole, then fell through
behind it
T
THE FLIGHT TO MISERY MIRE
On the map of the Dark World,
Link saw a large swamp in the
southwest corner of the land,
but there didn’t seem to be any
way to reach it. The canyon just
to the east of Misery Mire ended
in cliffs that blocked off the
swamp. The answer had to be in
the Light World. Link searched
everywhere in the desert for
Warp Tiles that might lead to the
swamp. He found what he was
looking for on the Duck’s land-
ing spot number six. Link lifted
the right stone to reveal the warp
to Misery Mire.
STAFF SECRETS
Had Link travelled to Mis-
ery Mire before Ice Island,
he could have used the
Staff of Somaria on the
Sixth Level. With the Staff,
he could make a block to
put on the floor switch
instead of having to push
one from the room above.
ZELDA-A LINK TO THE PAST 1 33
LINK'S JOURNEY
THE KEY TO MISERY
The complex passages of Misery
Maze made Link’s head spin. He
was searching for the Big Key that
would let him take the prize in the
Treasure Chest— the Staff of Soma-
ria— and reach the end of the maze.
After many false starts, Link found
himself in a series of three rooms
on the first floor. The two rooms on
the left were filled with Wizzrobes
and unlit torches. The third room
was long and narrow. There, Link
found a message from Sahasrahla.
To light the torches, he had to push
sliding stones, then run through
the two rooms using his Fire Rod.
Once that was done, the long nar-
row room expanded, revealing a
hole in the floor. The hole dropped
Link onto a ledge with a Chest and
the Big Key.
Link pushed all the
stones out of the way.
then lit the four torches
in the outer room.
Once the torches were lit. the
walls of the long, narrow room
grew further apart until a hole in
the netting floor appeared allowing
Link to jump down to the Chest.
THE BOMB OF BOMBS
After receiving a message in Misery Mire that he
could now buy a new sort of Bomb, Link headed for
the Bomb Shop in the Dark World. When he arrived,
he saw that they were having a sale. Thirty Bombs for
only 100 Rupees! Better yet, the odd-looking shop-
keeper had a Super Bomb in stock. Link didn’t know
TREASURE OF ANCIENTS
There were several places where Link found hid-
den treasures of 300 Rupees: in a cliff near the
south east corner of Lake Hylia, in the basement
of Hyrule Castle and in two houses in the Village
of Outcasts.
what to use it for, but it sounded useful so he bought
it for 100 Rupees-practically a steal. Link hauled
the Super Bomb along with him for a long time. He
was still able to fight, but the Super Bomb was a
nuisance and prevented him from Dashing since the
A Button detonated it.
In the Dark World
Bomb Shop. Link bought
the Super Bomb for a
terrific price of 1 00
Rupees.
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Link dragged the Super
Bomb with him on his
quest, looking for a
suitable site to blow it
up.
1 34 NINTENDO PL A YER S GUIDE
THE CRACK IN THE PYRAMID
From his earliest explorations of
the Dark World, Link thought
there was something hidden
behind the cracked, dark block
on the Pyramid of Power. He had
tried Bombing it, Dash Bashing
it, and hitting it with his Sword.
Nothing worked until he used
the Super Bomb. He set it on the
ground in front of the crack and
detonated the device. A tunnel
was revealed, and inside Link
found a Faerie who increased
his Sword to the fourth power
level-the highest level attain-
able.
TURTLE ROCK: THE JOURNEY
Turtle Rock couldn’t be reached
directly from the Dark World.
Link thought the mound with
three pink spikes atop Death
Mountain looked like a promis-
ing site to explore. He pounded
the spikes with the Hammer, but
nothing happened. Then he
tried pounding the spikes in a
different order. Beginning with
the bottom right spike, he
pounded the three spikes coun-
terclockwise. In the middle of
the mound a Warp Tile suddenly
appeared. Link warped directly
to the top of Turtle Rock.
Link used the Hammer
to pound the spikes in
a counterclockwise order
from the bottom right
The pounding of the
spikes revealed a Warp
Tile that led to the top
of Turtle Rock itself.
TURTLE ROCK: THE TREASURE
Turtle Rock was more than a
dungeon full of torment and ter-
ror; it was also a hidden source
of treasure. Purely by accident,
Link discovered that he could
pull on the right foot of Turtle
Rock and Rupee Crystals would
fly out.
ZEI.DA-A LINK TO THE PAST 1 35
TURTLE ROCK: THE OPENING
Once Link managed to reach
Turtle Rock, only half the battle
had been won. Next he had to
find a way into the dungeon. The
front end of the rock had a stone
head and two feet while the back
end had a stone tail. On top was
a medallion symbol that looked
rather like the Quake magic
symbol. Link cleverly used the
Quake magic on top of the stone
symbol and the ensuing earth-
quake opened up the dungeon.
THE STAFF OF BYRNA
The Staff of Byrna was said to contain powers of pro-
tection, but it drained Magic Power according to the
length of its use, like the Magic Cape. Link literally
stumbled upon it. After warping to the Dark World at
the top of Death Moun-
tain, Link walked down
to the edge of the cliff
and off the side. From the
ledge, he went into a
cave, pounded some
Moles, then sprinted
over the path of spikes to
the Chest with the Staff
of Byrna.
The Moles slay in their holes,
but Link had to bop them with
the Hammer to get by.
Luckily. Unk had extra Life
Potion to keep him going while
crossing the spikes.
THE LIGHT OF MAGIC
In Ganon’s Tower, Link found rooms without lights
to show him the path. To make things worse, the
paths were merely catwalks that fell off into empti-
ness. At first he slowly picked his way through the
catwalk mazes, making many mistakes on the way
and losing Life Heart
energy. Later, he found
that the Ether spell
would light up the floor,
allowing him a glimpse
of the path to take.
1 36 NINTENDO PI. A YER 'S GUIDE
TRAVELING BY BLOCK
In Turtle Rock, Link discovered wide gulfs of platform. To steer the platform along the rails, Link
space crossed by rails upon which, at first, he would turn to face in the direction he wished to go
didn’t think he could travel. In the end, he found and the platform would follow,
that if he created a block of Somaria on one of the
question mark rails, the block would become a
THE EYES OF DOOM
The question mark
rails puzzled Link for
some time. You
couldn't walk on
them, illuminate floors
or Hookshot across
them.
THE SOMARIAN GIFT
The Staff of Somaria could
be used in battle as well as
for travel. Link created
blocks to throw at enemies
like Stalfos skeletons. He
could also Dash Bash a
block to make it fly at the
enemies.
Link used the Staff of Somaria to make
blocks, then threw or kicked them at
enemies.
Using the Staff of
Somaria. Link created
platforms that cruised
along the rails,
turning as he
directed.
The Laser Eyes that Link
encountered late in his journey
were deadly in their accuracy
and damage. Once Link had the
Mirror Shield, he reflected the
burning beams, but until then,
he had to dodge them. To make
things worse, in many cases
Link had to battle Ganon’s soldi-
ers while dodging the Laser
Eyes. Luckily, the Eyes fired only
straight ahead and only when
Link passed directly in front of
them, so he never had to face all
the Laser Eyes in any room at
one time.
Some of the Laser Eyes also controlled the
doors, keeping them open only when Link
faced away.
With the Mirror Shield in hand. Link reflected
the laser beams when he faced straight into
them.
ZELOA - A LINK TO THE PAST 1 37
LINK'S JOURNEY
INTO GANONS TOWER
When Link first reached the area of Death Mountain
around Turtle Rock, he explored westward to the great
tower, but it was closed to him. Only after rescuing all
seven of the maidens and receiving the seven crystals
would he be able to enter. Once he had all seven crys-
tals, Link returned to Ganon's Tower and the way
opened up.
Before he could enter
Ganon's Tower, Link
had to rescue the seven
maidens in the seven
Dark World dungeons,
then take the crystals
to the Tower.
THE HEART OF THE CLIFF
Collecting pieces of Heart was important for Link
since it gave him the endurance to fight many
battles. Many of the pieces of Heart were hidden
in cunning places, and such was the case with
the secret cave. To reach this place, Link used
the Mirror to warp from the long two-doored cliff
ledge outside Turtle Rock to a secret ledge in the
Light World. Link used the Mirror at the far right
edge of the Turtle Rock ledge.
From the right side of the long
ledge with two doors outside
Turtle Rock. Link warped to the
Light World.
The ledge in the Light World
could only be reached by
warping from the Dark World.
Inside was a piece of Heart
FLOORS OF DARKNESS
In Ganon's Tower, Link entered a room with
intricate catwalks instead of floors. Some of
these rooms had torches that could be lit with
the Fire Rod or Lamp. After that, Link had to fol-
low the catwalk while the light lasted and try to
get himself into a position where he could light
the torch again. Rooms without torches might
be illuminated in a flash of lightning by using
the Ether magic. In addition, Link sometimes
pushed blocks of Somaria in front of him to see
where the edge of catwalk fell into open space.
The chambers with invisible
floors proved to Link that what
you can't see can hurt you.
Link used the Fire Rod to light
the torches at a distance, saving
time to reach the next torch.
When the floors were revealed. Link hurried through the chamber in order to get
into position to light the torch again.
1 38 NINTENDO PLA YER 'S GUIDE
WHAT HEROES WEAR
The strongest armor in all of
Hyrule and the Dark World was
the Red Mail, hidden in Ganon’s
Tower. On the first floor, Link
went to the left, using Bombs to
activate the difficult to reach
Crystal Switches. Then he
passed through a series of
Transporter Tiles: first taking the
right, then right again, then
lower left, followed by two more
transporters. Finally, he crossed
a bridge and found the Chest
with the Red Mail.
WHEH LINK COLLIDES
Link fought to the third floor of
Ganon’s Tower-the Corridor of
Cannons-where at the end, he
noticed a weak spot in the wall
across a gap. He opened a door-
way using a Bomb, but he
couldn’t Hookshot to it. Instead,
he turned left and started a
Dash, but before he actually
moved, he faced up into the wall.
Link Dashed face first into the
blocks and bounced across to
the far ledge where he found a
room of Faeries.
THE DARING DASH
Link had to discover many fighting and explor-
ing techniques on his own through trial and
error. One such technique had to do with the
Dash Attack. Link found that he could make a
Dash Bounce by beginning to Dash in one
direction then changing his direction to face a
wall. (Press the A Button to initiate the Dash,
then, before Link actually Dashes, push the
Controller in the direction of the wall you want to
bounce against.) He found this technique par-
ticularly useful in dungeons where he needed
to make short jumps.
ZELDA-A LINK TO THE PAST 1 39
GANOnS RETREAT
If Link was expecting to meet his ultimate foe on top
of the Tower, he was in for a surprise. First he ran into
Agahnim, miraculously returned from his earlier
defeat at the Castle of Hyrule. Only after Agahnim fell
for the second time did Ganon appear out of the
ashes, but the battle was not yet to be. Link, spoiling
for a fight, had to watch as Ganon transformed into a
bat and flew off to the Pyramid of Power. When Link
arrived at the Pyramid, he found that a hole had been
created in the top. Inside, Ganon was waiting. The
only way to get inside the Pyramid seemed to be to
jump into the hole. Link didn’t hesitate. Without a
second thought, he jumped.
Agahnim returned to
challenge Link for a
second time, but he
failed in the attempt.
ESCAPE FROM THE PYRAMID
The battle in the center of the pyramid raged. Link’s
quickness was not enough to keep him safe from the
Tridents and Firebats of Ganon’s attack. He used the
Staff of Byrna and extra Life and Magic Potion, but
Ganon was relentless, appearing here and there in
the chamber and never seeming to tire. When Ganon
began stomping on the floor, causing an abyss to
open up along one wall, Link was standing on the
very edge. A Firebat swooped in and the hero fell into
darkness. As luck would have it, Link didn't fall forev-
er, but landed on a ledge deep in the Pyramid. There
he found a final, decisive message from Sahasrahla.
Now he knew how to defeat Ganon and restore the
Golden Land and Hyrule to an age of peace. Appear-
ing from a hole in the base of the Pyramid, Link pre-
pared himself for the final effort.
Link had seen the hole in the
Pyramid many times, but he
never knew how to reach it.
140 NINTENDO PLAYER'S GUIDE
Link's Arsenal
How Can Link Carry So Many Items?
To the uninitiated, it may appear that a small boy like Link would
not be able to handle all of the equipment he must carry, but he
manages to hold and keep track of every item. It's not necessary
for Link to drop any of the items along the way, either— he will
always have room.
LINK HAS A VERY BIG BAG!
Each of the items and weapons which Link carries has an importance.
Some, like the Sword, will be used constantly. Others, like the Magic Cape,
will only need to be used in certain circumstances. Many of the items will
be located in Big Chests. There is a Big Chest in each of the dungeons.
Link must remember to open each and every one. It’s very important to
have every resource available, especially when dealing with the likes of
Ganon!
HEROIC EQUIPMENT
SWORD
The Sword. It’s the most important
, weapon Link will get. Forged from
aged cold steel and sweat, each
Hyrulian Sword is handcrafted by expert
swordsmiths. A Smithy of particular merit
lies to the east of Kakariko Village. The
master swordsmiths who work there will
be eager to help Link if he helps them
first.
FIGHTER S SWORD
Link’s Uncle will give him (he
family-owned Fighter's Sword
when he encounters him in
Hyrule Castle. This Sword is
lightweight and short.
• MASTER SWORD
There is deep legend surround-
ing the powerful Master Sword.
It is said that only the true Hero
will be able to retrieve it.
TEMPERED SWORD
The Swordsmiths will gladly
temper the Master Sword for
a paltry sum. By the time
this happens. Link will have
done them a huge favor.
Link’s Uncle tells him about the Spin Attack. It takes some
time to execute, but it’s very effective. A beam will shoot
from the Master Sword if Link's Heart level is full.
■ 9 GOLDEN SWORD
The Fat Faerie, who resides within the Dark
Pyramid, is the only one who can give Link the
Golden Sword. Link should toss the Tempered
Sword into her pond. The Fat Faerie will ask Link if
he dropped the Sword. Remember, always
respond to Faeries with a truthful answer.
1 4 2 NINTENDO PL A YER S GUIDE
SHIELD
The Shield. Cast from a rare
7 alloy, every Hyrulian Shield is
very strong and also extremely
light. A young boy like Link can easily
wield even the heaviest Shield. It is
rumored that the Swordsmiths also make
Shields. Unfortunately, the merchants
who sell Shields are not at liberty to dis-
close any information about their origin
or who they obtain them from. The
Hyrulian people take it for granted that
Shields will always be available.
CLOTHING
> Link's main piece of Clothing
^lis a green Jerkin. Almost
_ ^^every young boy in Hyrule
wears some type of Jerkin. The material
is very light, yet it retains a unique insu-
lating quality. It's perfect for all weather
conditions. Link will always wear it, but
later in his quest he will want to improve
his chances of survival by wearing Blue
or Red Mail over the Jerkin. A floppy Cap
is also part of Link’s garb.
• FIGHTER'S SHIELD
Link's Unde will hand
over the family-owned
Fighter's Shield at the
same time he gives
him the Sword.
• RED SHIELD
The Red Shield can
be purchased from a
merchant for the sum
of 500 Rupees. Link
knows it's worth more.
• GREEN JERKIN
This Clothing is
standard issue for a
Hyrulian boy of Link's
age. It provides little
battle protection.
• BLUE MAIL
Locked in a Big Chest in
the Ice Island dungeon,
the Blue Mail
decreases the amount
of battle damage.
• MIRROR SHIELD
Link will be able to reflect
beams with this Shield. It's
thought that the Mirror Shield
has magic Power.
• RED MAIL
The Red Mail is the
ultimate in Hyrulian battle
protection. It's fashionable,
too. Link will be all the rage.
▼
LINK IS LEFT-HANDED
Link will swing his Sword with his left hand
except when he’s facing to the east. No one
is exactly sure why Link employs this right-
handed technique when he faces east. Some
say it is a boyish superstition that makes Link
hold his Shield toward Death Mountain when
battling a foe to the east or west. Link is sure
that the evil power is originating from Death
Mountain.
HEY! GIVE IT BACK!
With an ultra-sticky tongue, the Pikit is an
expert at stealing goods from an unsuspect-
ing passerby. Fighter’s Shields and Red
Shields are the main items which Pikits tar-
get. Its outer shell opens up and its tongue
can extend over twice the length of its own
body. The Pikit will cough up a recently stol-
en item if Link defeats it quickly. It can't take
the Mirror Shield.
A Pikit can take things
from Link if he gets
close to the small
creature. Link can
retrieve his belongings
by defeating the Pikit
ZELDA-A LINK TO THE PAST 1 43
HYRULIAN FINDINGS
ITEMS OF ACTION
PEGASUS SHOES
The Pegasus Shoes are a treasure which
was passed down by the family of the
wise men. Sahasrahla believes in Link
and gives the Pegasus Shoes to him when he shows
him the Pendant of Courage. Activate the power of
the Pegasus Shoes by holding the A Button for one
second. Release the Button when Link sprints off.
Great distances can be traveled in a short period of
time by using the Shoes.
Use the Dash Attack to mow down
an entire row of bushes or grass. If Link should try crashing into everything
Link uncovers a Heart or Rupees. including trees, rocks and statues. There
he'll need to backtrack through the are numerous cave entrances to be
row in order to pick them up. uncovered by Oashing into rocks.
GLOVES
When Link begins his adventure, he has
the ability to pull up bushes, lift vases
and pick up skulls. His lifting power will
be increased tremendously if he wears the Power
Glove or the Titan’s Mitt. From the size of some of the
stones in the land of Hyrule, Link knows that it will be
necessary to find each of these special items. There
are paths and entrances that are blocked by stones.
© POWER GLOVE
The Power Glove can be found inside
of a Big Chest in the Deserl Palace.
It gives lifting power.
©TITAN'S Min
Ages ago. a band of thieves stole the
legendary Titan's Mitt and hid it,
thinking no one could find it
ZORAS FLIPPERS
First of all, Link needs to have the Power
Glove in order to travel to Zora’s Falls. Once
Link arrives there, Zora will appear to him
and ask what he wants. If Link has 500 Rupees to spare,
he should ask for the Flippers. After he receives the
Flippers, Link will be able to swim in even the deepest of
water. Buy them as soon as possible.
MOON PEARL
■Link will experience the effects of
f the Dark World when he first enters
that realm. The Dark World has the
power to turn anyone into what their true heart
reflects. Link turns into a pink bunny when he
first enters the Dark World. The Moon Pearl
must be in Link’s possession to neutralize the
effect. The Big Chest in the Tower of Hera holds
the much-sought-after Moon Pearl.
1 44 NINTENDO PL A YER 'S GUIDE
SELECTABLE ITEMS
BOW & ARROWS
When Link acquires
the Bow from the Big
Chest in the Eastern
Palace, he will need to begin
building his supply of Arrows.
Arrows can most easily be
obtained by defeating enemies
who use Arrows as their primary
weapon. It's possible for him to
carry many more than 30
Arrows, but he must visit the
Fountain of Happiness.
• WOODEN ARROWS
Arrows can be used for more
than just defeating enemies.
Sometimes, they can be used to
get rid of other obstacles, such
as walls which block Link's
forward progress.
© SILVER ARROWS
The Fat Faerie in the Dark
Pyramid will give Link the only
weapon which is capable of
defeating Ganon: the Silver
Arrows.
T
BOOMERANG
| The Boomerang has weak de-
structive power, but it has the abil-
i ity to stun most enemies for a short
period of time. The Boomerang is the item of
choice when walking about Hyrule because
you can use it to quickly retrieve items such
as Hearts, Rupees, Arrows and Bombs.
Link can't throw the Blue
Boomerang too far. but he'll
be able 10 retrieve items
within a short distance.
• BLUE BOOMERANG
Link will pick up the Blue
Boomerang in Hyrule Castle.
O MAGICAL BOOMERANG
The Mysterious Pond behind
a waterfall is where Link will
be able to get the Magical
Boomerang. The resident
Faerie will exchange Link's
Blue Boomerang for a
Magical red one.
W
'♦< > w
;« 5 : ?
0 -
BOMB
I Each Bomb is a blue bundle of
r power that really packs a wallop!
Link will be able to carry 1 0 Bombs
when he first sets off to rescue Zelda. How-
ever, like the Arrows, Link can increase the
number of Bombs he can carry by visiting
the Fountain of Happiness and donating
Rupees to the Faeries. Almost all walls with
cracks in them can be blown open with a
Bomb. Link needs to move away from a Bomb
once he has set it, because the ensuing
explosion will hurt him. By pressing the A
Button, Link can pick up and throw a Bomb.
ZELDA- A LINK TO THE PAST 1 45
HYRULIAN FINDINGS
HOOKSHOT
Hookshot is a very versatile tool. It
several different uses. Link should
jt mainly as a grappling hook to pull
himself across various gaps.
The end of the Hookshot will
latch onto a variety of sur-
faces and objects and then
will pull Link toward that
object. The Hookshot can
also retrieve various items
and will stun most enemies.
MAGIC MUSHROOM
’ Found only in a
damp, misty glen in
the Lost Woods, the
Magic Mushroom is a much-
sought-after item by Witches.
Witches will not enter the Lost
Woods, but they reward anyone
who offers them a Magic Mush-
room. It’s a key ingredient in
Mushroom brew— a rare Hylian
concoction.
MAGIC POWDER
A short time after Link gives the Witch
a Magic Mushroom for her Mushroom
brew, the Witches Apprentice inside of
the Potion Shop will have a bag of Magic Powder
ready for him.
FIRE ROD
bf-
/ / The Fire Rod is one of the most powerful
A /' weapons Link will have in his arsenal.
< W Flames jump from the end of the rod and
will burn most enemies. The Fire Rod works espe-
cially well on Gibdos because the cloth which they
are wrapped in is extremely flammable.
Link opens the Big Chest in
the Skull Palace to find the
Fire Rod. This weapon uses
quite a bit of Magic Power.
Gibdos will go
down in flames
quickly with a blast
from the Fire Rod.
To proceed further
into Skull Palace.
Link needs to use
the Fire Rod.
ICE ROD
After Sahasrahla gives Link the Pegasus
Shoes, he tells him to get a strange and
mystical weapon called the Ice Rod
which is located to the east of Lake Hylia. Link must
travel south of the lake and then up and around to
the lake’s northeast corner. Link will be able to see
a cave entrance, but just to the left of that entrance
is a pile of loose rocks. Bomb through the rocks to
reveal another entrance.
An icy blast flies out Once frozen. Link can
from the Ice Rod. It pick up an enemy and
freezes enemies solid. throw it to destroy it
1 46 NINTENDO PL A YER ’S GUIDE
BOMBOS
The ancient Hylians
r built giant monoliths
which were meant to
instruct the Hero about very
special magic spells. The
Bombos monolith was placed
on a cliff above the entrance to
the Great Desert. By activating
the Bombos Medallion, Link
can create a large explosion
around himself which will
defeat a group of enemies.
ETHER
] E
QUAKE
High atop Death
Mountain, west of the
Tower of Hera, a lone
monolith stands waiting for the
Hero to claim its secret gift. The
translation which Link reads
using the Book of Mudora
states that if the Master Sword
is held up, the bearer will
receive the power of Ether.
Using the Ether Spell, Link can
control the prevailing winds
and can even change the
weather in certain areas of the
Dark World. The monolith will
crumble once the Ether Medal-
lion is claimed.
A sign near the Lake
Link can now add
the Ether Medallion
to his arsenaL
Whoosh! The power
of wind is now at
Link's disposaL
Crunch! link thrusts his sword deep into the
Hylian crust to activate the Quake Spell. The
ground will shake with tremendous force.
A
LAMP
Whenever Link enters a cave, dun-
geon or other dark area he will have
1 instant access to his trusty Lamp. The
oil in the Lamp is long-lasting, but it does require
Magic Power to light.
Link realizes that if he must go Link can always use the Lamp to
to the depths of Hyrule Castle. light the larger, stationary
he'll need a dependable Lamp. torches in caves and dungeons.
A LAMP IN 3 LOCATIONS
If, for some unforseen reason, Link neglects to
collect the Lamp before he leaves his house
and enters Hyrule Castle, he can find other
Lamps inside the castle. It’s best for Link to
pick up the Lamp at home because it allows
other important items to appear in the Small
Chests inside of Hyrule Castle.
:
I .
■
III Omen warns
passersby not to
throw anything into the nearby
circle of stones. Being the dar-
ing soul that he is, Link should
throw something into the circle.
A strange fish will try to bribe
Link into leaving him alone by
giving him the Quake Medal-
lion. Using it causes the earth
to shake violently. Link can
gain entrance to Turtle Rock by
using Quake.
ZELDA-A LINK TO THE PAST 1 47
HYRULIAN FINDINGS
MAGIC H A MMER [
Using the Magic Ham-
mer, Link can drive
stakes down into the
ground. He can use it to pound on
other things, too-like enemies!
The Magic Hammer can deliver a
powerful blow.
The Magic Hammer is
locked in a Big Chest
on a small platform.
The Turtles can't be
defeated unless they
are off their feet. Flip
them over onto their
shells with the Magic
Hammer and then
smash them again.
A POWERFUL BLOW
There are plenty of enemies
who can be destroyed by using
the Magic Hammer. The only
drawback to using it is its
range of motion. It’s very short.
SHOVEL
A boy wandered into the
Haunted Grove and was
transformed into an odd
feature. In the Light World, the
boy used to play a Flute. The trans-
formed boy will give Link a Shovel
if he agrees to help him.
Link should use the Shovel to find the Flute for the
boy. It's buried in the light World Grove.
FLUTE
The boy in the Haunted Grove
tells Link to keep the Flute.
Surely, it must have some sort of
mysterious power. It does. If Link plays the
Flute in front of the Weathercock in Kaka-
riko Village, the Duck appears and will be at
Link’s disposal.
BUG-CATCHING NET
4
There is a sick boy rest-
ing in the house just to
the north of the Inn. This
'Oy has a Bug-Catching Net which
he will give to Link to use. In order
to receive the Net from the boy,
Link must have at least one Bottle
in his possession.
Link can use the Bug-Catching
Net to capture a variety of
flying creatures. Catch and
release them or put them in an
empty Bottle for future use.
BOOK OF MUDORA
a' Link uses this mysterious book to
' read the ancient Hylian language. It
can be found in the Library. There
are no stepladders in the Library so Link must
cause the green-covered book to fall from the
top shelf by Dashing into it.
When translated with the aid of the Book of Mudora. the ancient
Hylian language tells Link what he needs to do next
1 48 NINTENDO PLA YER ’S GUIDE
■
MAGIC BOTTLE
Link should pick up four
Magic Bottles during his
quest. They are extreme-
ly important to have. These are the
containers in which Magic Potion
is stored. The Bottles are very dur-
able and will not crack or shatter
under any circumstances.
Link can't put
anything into a
full Magic Bottle.
▼
BUY ONE
Obtain a Bottle from a merchant
near the Weathercock.
> BORROW ONE
The hobo under the bridge will
lend Link a Magic Bottle.
MAGIC MIRROR
' When Link first makes his way up Death
Mountain, he will encounter an old man
who is lost in one of the caves. Escort
the old man to safety and he will reward Link with
a valuable gift — the Magic Mirror. Link can trans-
port himself between the Dark and Light Worlds
using the mirror. By gazing into it while in the
Dark World, Link will envision himself in the Light
World and will be drawn back into the realm from
which he originally came.
Offer to take the old man up Death
Mountain when he asks for help. He
will give Link some valuable informa-
tion for guiding him.
Link will be well compensated for
doing a good deed for the old man.
The Magic Mirror is Link's ticket
out of the Dark World.
MAGIC CAPE
By wearing the Magic Cape, Link
will be invisible as long as he has
Magic Power remaining. If Link
selects the Magic Cape from his inventory and
uses it by pressing the Y Button, he will become
invisible until his Magic Power runs out or until
he pushes the Y Button again, or if he selects
some other item. Only Link’s shadow remains
while he is using the
Cape. Enemies cannot do
any damage to Link, but
he needs to keep an eye
on his Magic Meter.
In the Graveyard. Dash into the Link can walk right past obstacles
headstone which is furthest to the and enemies as long as he has
easl It’s a cave entrance. enough Magic to power the Cape.
ZELDA - A LINK TO THE PAST 1 49
HYRULIAN FINDINGS
CANE OF SOMARIA
What a strange and wonderful item! It is
said that canes or staffs such as the
Cane of Somaria were once used by
powerful wizards. Each cane had an individual
power which no other cane could share. Some
canes had constructive power, while others had
destructive power. It just so happens that the Cane
of Somaria has both! With it, Link can lay down a
block and then push that block wherever he wants
it to go. The same block can also act as a weapon if
Link positions it correctly. The Cane will use some
Magic power, but not a great deal.
Link will need to
use the Cane of
Somaria to cross
some dangerous
chasms.
Orop an orange block to the floor by
pressing the Y Button once. Now
position the block appropriately.
Pressing the Y Button after dropping
a block will cause it to break and
shoot out in four directions.
CANE OF BYRNA
Like the Cane of Somaria, the Cane of
Byrna was once used by powerful
wizards to combat evil. In the land of
Byrna, where this Cane originated from, evil powers
attacked from all directions. The Cane was con-
structed to defend its bearer from all sides. When
activated, the Cane of Byrna emits a protective bar-
rier which encircles Link for as long as he has Mag-
ic Power. Press the Y Button to activate and de-
activate the cane. If attacked by a swarm of
enemies, Link should use this Cane until he is safe.
MEDICINE
Throughout Hyrule, there are merchants
who sell Life Potion, or Medicine. There
are three types of Medicine. The
Red Medicine will boost
Link’s Life Meter. The
Green Medicine will boost
Link's Magic Meter. Final-
ly, the Blue Medicine will
boost both the Life and
Magic Meters.
The Green Medicine The Red Medicine will The Green Medicine is
will restore some of only give a boost to the most expensive, but
Link's Magic power. Link's Heart Meter. a very good buy.
MAGIC POTION
Link can increase
restore his
Magic Power by
finding Potion Bottles. Cer-
tain enemies are more likely
to give up Potion Bottles
when destroyed. For exam-
ple. if Link freezes a Snap
Dragon and then uses the
Magic Hammer to destroy it,
a Potion Bottle may appear.
A small Potion Bottle restores a
bit of Link's Magic Meter, but a
large Bottle completely refills it
Potion will oftentimes appear by
hammering a frozen enemy.
1 50 NINTENDO PL A YER S GUIDE
DUNGEON EQUIPMENT
SJ\
MAP
Each dungeon has a
Map of all its rooms.
Link can always find
the Map inside of a Small Chest
in the dungeon. Press the X
Button to view the Map.
COMPASS
I Each dungeon
' equipped with a
Compass to let Link
know where the Dungeon Mas-
ter is located. A small white
Skull will appear on the dun-
geon Map to indicate the posi-
tion of the Dungeon Master.
The Compass is usually a very
important item for Link to have
and use.
BIG KEY
There are varying
numbers of small
keys located through-
out every dungeon, but there will
only be one Big Key in each one.
This specially crafted key will
only open Big Chests and doors
bearing special large keyholes.
When Link obtains a Big Key, it
will be displayed in the Dungeon
Item section of the Item sub-
screen.
The Skull indicates
the Dungeon
Master's position.
The Big Key will only open a Big Chest and
any door bearing a very large keyhole.
REWARDS FOR BRAVERY STRENGTH AND INTELLIGENCE
PENDANT
PIECE OF HEART
Ancient Hylian lore states that only the
person who wears the Pendants of
Courage, Power and Wisdom can
become the Hero. It has also been said that only
the Hero can wield the Master Sword. The three
Pendants are the key to unlocking the Master
Sword from the stone in which it has been
imbedded for eons. When Link obtains all three
Pendants, he should go to the Lost Woods and
find the Master Sword. After obtaining the power-
ful work of art, he can go after the root of the evil.
JJ For Link to max out his Heart Level, he
must find 24 Pieces of Heart in various
locations throughout the Light and
Dark Worlds. Finding all of them will be no easy
task, but the irregularities and inconsistencies
which Link sees between the two Worlds will lead
him to locate many Pieces of Heart. The willing-
ness to fully explore all areas will help as well.
Link must forge his way through the East Palace, the Desert Palace and
the Tower of Hera in order to obtain the three powerful Pendants.
When Link collects a total
of four Pieces of Heart
his Heart level will be
increased by one Heart
ZELDA-A LINK TO THE PAST 1 51
HYRULIAN FINDINGS
Battling Foes
Why Fight Fair?
Approaching enemies from behind is a sure way to surprise
them and land the first blow. Many times the first blow will be
the final blow, especially as Link progresses through the game
and builds his fighting skills. Link can use various structures to
his advantage by hiding behind them.
BALL AND CHAIN TROOPER ► HYRULE CASTLE
The first major enemy Link will encounter is the
Ball and Chain Trooper. He is located in the base-
ment of Hyrule Castle. Princess Zelda has been
locked in a jail cell and awaits Agahnim’s next
move. The Ball and Chain Trooper has been
assigned to guard the cell. Use Link’s newly-
acquired Blue Boomerang to stun the Trooper,
then quickly attack with the Sword. An alternate
attack plan is to use the pots which are located in
the empty cell to hurl at the Trooper. Link will
receive a Big Key for defeating him.
Throw the Blue Boomerang from a
distance, then charge in quickly for the
attack while the Ball and Chain
Trooper is stunned and immobile.
ARMOS KNIGHTS I EASTERN PALACE
Link discovers the Armos Knights in the last room of the Eastern
Palace. Luckily, the wooden Arrows which he carries will pierce
their armor. If he runs out of Arrows, the Sword is the only weapon
he'll have to rely on. The last Knight will be more difficult to beat than
the first five. Anticipate where the last Armos Knight will land and
launch an Arrow in that direction. The Pendant of Courage will be
Link's reward for overcoming the Armos Knights.
"Oh, no! Armos
Knights!" Equip link
with his Bow and
Arrows. Three
carefully placed shots
wifi take care of each
of the first five Knights.
defeated his cohorts. He's extremely angry. It will take
more than three hits to fend off his attack.
1 52 NINTENDO PLA YER 'S GUIDE
LANMOLAS ► DESERT PALACE
The giant sand worms which inhabit the Desert
Palace are guarding the Pendant of Power. When
each Lanmola bursts from the sandy floor, it
kicks up rocks. Stand to the top, bottom, left or
right of the spot where the Lanmola is going to
break through the surface of the floor to avoid the
rocks. Use the Spin Attack to hit the head of each
Lanmola when it appears. The head is the only
vulnerable spot. Be extra careful when the Lan-
molas are sailing through the air.
The rocks fly from the floor
when the Lanmolas surface.
Don't linger in one spot for
too long because they can
detect your location and will
appear beneath you.
Use the Spin Attack on the
Lanmolas, Stand near the
spot where the Lanmola is
going to break through. Time
the attack so the Sword
strikes Ihe Lanmola in the
head.
MOLDORM ► MTN. TOWER
A slithering, segmented worm-like creature,
Moldorm guards the coveted Pendant of Wis-
dom. Moldorm resides on the sixth floor of the
Tower— a hovering platform with open edges. If
Link drops down to the fifth floor, he may lose
some Heart power, but he can charge back up
the staircase again. The tail is the weak spot and
Link soon discovers that several precise blows
to the end of the tail will take care of Moldorm.
Hold down the 8 Button while moving around and then release it to
deliver a powerful Spin Attack to the tail section.
Link scores a direct
hit! Now Moldorm is
really upset. He will
try much harder to
push Link off of the
elevated platform.
AGAHNIM I HYRULE CASTLE
Now, with the Master Sword in hand,
Link has battled his way through the
upper regions of Hyrule Castle to
encounter Agahnim. To Link’s dismay,
Agahnim makes Princess Zelda disap-
pear. The entrance to Agahnim’s lair is
hidden behind a curtain. Link won’t be
able to do any direct damage to Agah-
nim with the Master Sword, but remem-
bering previous clues should provide
the solution to defeat the evil wizard.
Use the Master Sword to reflect Agah-
nim's magic fireballs back at him.
Easier said than done. He has more
than one method of attack.
Stand directly in front of Agahnim.
Take a slash at each fireball as it
approaches to send it Hying back
at the terrible wizard!
Agahnim will always go to the top of the room and
stand in Ihe center to unleash his lightning attack.
Move quickly to one side to avoid it!
/.111. DA - A LINK TO Till: PAST 1 53
HYRULIAN FINDINGS
HELMASAUR KING I DARK PALACE
Link’s first objective when he encounters the
Helmasaur King is to try to get his mask off.
This can be accomplished with several well-
placed Bombs. The explosions will crack the
mask and eventually will cause it to fall off.
When the mask is gone, the Helmasaur King
is vulnerable to attack. However, he's not
ready to give up! His tail can whip all the way
around his body and the spiked end can do a
lot of damage. Stay close to his face when his
tail swings around. The fireballs which spew
from the beast’s mouth should also be avoid-
ed. When the fireballs have cleared, move in
to attack the green spot on his head with the
Sword or Arrows.
A ferocious attack is necessary to beat the huge
Helmasaur King. Once you have his mask off. move
in close for an attack on the exposed green area.
ARRGHUS ► WATERGATE DUNGEON
In a swampy room at the end of the Watergate Dungeon, Arrg-
hus oversees all of the evil creatures in the Swamp regions.
Link must use the newly-acquired Hookshot to pull off the
Arrgi— the small parasitic creatures floating around Arrghus.
The Arrgi are strong when they’re grouped together, but are
very weak when separated from the pack. Extend the Hook-
shot at Arrghus to pull off an Arrgi. Attack Arrghus with the
Sword when all of the Arrgi are gone.
When all of the Arrgi have been eliminated. Arrghus will jump up
and try to land on you. He will then swim around the room, trying
to crash into you. Use the Spin Attack to stop his attack.
DUNGEON ENEMIES
■ GORIYA
Link can face the ignorant green
Goriyas and shoot them with an
Arrow, but if he faces the red
Goriyas. they will shoot a fireball
at him. To combat this attack,
shoot off an Arrow and then move
in the direction which will trick the
Goriya into walking into the path
of the Arrow. It may take some
practice, but it's a sure-fire way lo
end your Goriya problem.
■ TURTLES
The Turtles are not much of a problem unless
you run into a pack of them. Use the Magic
Hammer to flip them over onlo their shells.
They will then be vul-
nerable to an attack.
Use the Hammer to
finish them off. but be
careful- the Hammer
can flip them back
onto their feet as
well!
1 54 NINTENDO PLA YER 'S GUIDE
MOTHULA » SKULL PALACE
This giant moth is no friendly butterfly! Conserve Magic
power as Link makes his way through the Skull Palace
because he will want to use the Fire Rod on Mothula. If
he runs out of Magic Power and doesn't have any Mag-
ic Potion to refill his Magic Meter, use the Sword on
Mothula, but use extreme caution— Mothula’s lair is
very dangerous. The floor moves and shifts directions,
the spikes release from the walls and travel across the
floor and Mothula will serve up a triple-beam attack.
The third precious Crystal wiJI be your reward for
defeating Mothula.
DUNGEON ENEMIES
■ GIBDOS
The mummified Gibdos are slow, but they are very strong.
It's almost as if they "steal" extra Hearts when they touch
Link. Link can fend them off with the Sword, but it s the
mighty Fire Rod that will stop the Gibdos in their tracks.
The cloth which surrounds their decomposed bodies is
extremely susceptible to a blast of fire.
■ CLUTCH
Clutch attaches itself to the ceiling and waits for its prey.
It won't harm Link if he comes in contact with it. but it
appears that Clutch's main purpose is to stop the forward
progress of anyone who enters the labyrinth. Clutch makes
a whistling noise as it releases from the ceiling. Link can
destroy it. but it will always come back.
BLIND THE THIEF I GARGOYLE'S DOMAIN
Blind, being the leader of the thieves,
is very sneaky. He first appears to
Link in the form of a maiden. Link may
think he is doing a good deed by res-
cuing the maiden, but in fact, Blind is
just setting him up. To get the real
Blind to appear, lead the maiden into
an area of sunlight. Bomb through the
floor of the room one level above the
large room with nothing in it. Take the
maiden to the empty room which is
designated by a skull on the map.
When she transforms into Blind, hit
him in the head. When Blind’s body
goes down for the third time, the
fourth Crystal will be safe.
It’s difficult not to get hit when Blind and the two
other heads are flying around tho room shooting
fireballs and lasers at you. Make sure you have
some Potions when you enter Gargoyle's Domain.
ZELDA-A LINK TO THE PAST 1 55
HYRULIAN FINDINGS
KHOLDSTARE ► ICE ISLAND
Kholdstare greets Link with an icy glare when he
enters his deep freeze room. Warm things up with
the Fire Rod. Eight blasts will melt the ice block and
release Kholdstare. Surprise! Kholdstare is not
one, but three different bodies. A combination of
using the Fire Rod and the Sword is a great way to
destroy him. Using the Fire Rod alone will deplete
Link’s Magic power. Conserve the Fire Rod by
using the Sword. Keep moving around the room in
order to avoid the ice balls which fall from above.
VITREOUS I MISERY MAZE
Vitreous sees all. He knew Link was coming for the
sixth Crystal. The eyes surrounding Vitreous come
out to attack Link first. Vitreous emits huge blasts of
lightning. Stand to one side and out of the way of
the blasts while fending off the eyes with the Sword.
Use Arrows and the Sword to beat this slimy villain.
The maiden in the sixth Crystal will reveal the loca-
tion of Princess Zelda.
DUNGEON ENEMIES
■ STALFOS KNIGHT
Another creature indigenous to Ice Island are
the Stalfos Knights. They are mighty warriors,
but can be taken out easily if you know what
they are vulnerable to. Only a Bomb will
ultimately destroy a Stalfos Knight.
nWIZZROBE
Wiarobes appear in the same locations. Link
v/ill be able to see where they will appear
before they finally take form, The best way to
destroy them is to hit them with the Sword or
other weapon just as they appear.
■ PENGATOR
The only place Unk sees Pengalors is in the
chilly depths of Ice Island. Pcngators travel
easily on icy surfaces. They jump at Link with
their jaws wide open, but using the Fire Rod or
Hookshot takes care of them easily.
1 56 NINTENDO PL A YER S GUIDE
TRINEXX I TURTLE ROCK
Link has to conquer Trinexx in order to
rescue Zelda again. The left head is hot.
Use the Ice Rod to freeze it then use the
Sword on it when it's frozen. The right
head is cold. Use the Fire Rod to thaw it
out. The rods can be used to destroy
both of the heads, but it's best to con-
serve Magic power. Trinexx will explode
and then transform into an elongated
creature with a vulnerable spot in its
midsection. Use the Sword.
The hot head moves very quickly.
Use the Ice Rod to freeze the hot
head and then attack it with the
Sword. Stay to the left side when
using the Ice Rod.
Keep moving and let the transformed Trinexx
slide by you. If possible, use the Spin Attack on
the exposed midsection of the beast
▼
AGAHNIM I GANON'S TOWER
Ganon’s Tower is filled with a vast
assortment of minor enemies. Link will
run up against another Moldorm and
another pack of Armos Knights, too.
However, this time around, Agahnim will
try to fool Link by cloning himself twice.
The “false” Agahnims will appear
slightly hazy; Link can see through
them. As before, reflect the magic fire-
balls back at Agahnim. The magic will
only damage the “true" Agahnim.
Agahnim and his clones will all launch Concentrate on reflecting the fireballs
magic fireballs at Link. Luckily, there will back at the "true' Agahnim. Link can't
be no lightning attacks this time. do any damage to the "false" clones.
GANON t PYRAMID OF POWER
The final battle with Ganon will take place in the Dark Pyramid.
Ganon smashes through the top of the pyramid and Link must
jump into the hole he has created. Ganon first attacks with his
Trident and then he attacks with his Blazing Bats. Be careful not
to fall off the edge of the floor when it breaks away. Link must
ignite both of the lanterns at the bottom of the room with the
Lamp or Fire Rod to break through Ganon’s secret technique of
Darkness. When Ganon appears, strike him with the Sword. He
O will turn blue and
freeze for a
second. Quickly
shoot a Silver
Arrow at him.
Repeat this proc-
ess until four Sil-
Ganon first attacks with his Trident. He will also jump up and ver Arrows have
come smashing down causing the edges of the floor to break struck him.
away. Stay toward the middle and don't fall off the edge.
There is no way Link will be able to defeat Ganon
if he doesn't have the Silver Arrows. When you see
Ganon turn blue, immediately fire a Silver Arrow at
him. This is the only time he is truly vulnerable.
Link must connect with four direct hits.
ZELDA- A UNK TO THE PAST 1 57
HYRULIAN FINDINGS
Take Heart, Young Man!
Perseverance Paves The Way
While traveling in Hyrule, Link will come across things that
appear odd. For example, a circle of bushes or rocks, and other
oddly placed items. Usually, this will alert Link to the fact that if
he does something special in these areas, he will be rewarded
for his efforts.
HOW MANY CAN YOU COLLECT?
The order in which Link takes possession of the Pieces of Heart is not
important, but Link may need special equipment and abilities to retrieve
many of the Pieces. When Link has gathered four Pieces, a full Heart Con-
tainer is added and his Life Energy will be instantly replenished. Link can
then set his sights on piecing together another valuable Heart Container.
The maximum number of Heart Containers available is 20.
LOST WOODS
Enter the Lost Woods
just north of the Fortune
Teller’s hut and proceed
north. Cut the center
bush in a 3x3 bush clus-
ter and then drop into the
hole. When Link lands,
the Piece of Heart will be
just below him.
2 BUND'S HIDEOUT
Enter the Thieves' Hideout and go to the basement.
Bomb through the cracked wall in the basement. The
Piece of Heart is
located in the
Chest. The band of
thieves outgrew
this hideout, but
they have left some
treasure behind.
3 CAVE IN KAKARIKO VILLAGE
To the northwest of the Bottle merchant, there is a
well. Stand on the ledge above the well and jump into
it. Bomb through the cluster of rocks for a reward.
4 15-SECOND GAME
Enter the House of the Quar-
reling Brothers and open a
passage on the left. When
Link goes out the bottom
door of the left room, he will
be put to a test of speed.
Link will get the Piece of
Heart if he completes the
maze in 1 5 seconds or less.
158 NINTENDO PLAYER'S GUIDE
5 SWAMP ENTRANCE
Enter the Watergate and
proceed to the far room
where there are two levers
Link can pull. Pull the lever
on the right. This will cause
the dam to open. The water
level in the swamp region
will fall. Exit the Watergate
to find a Piece of Heart to
the west.
9 S.W. OF ZORA'S FALLS
After obtaining the Flip-
pers, travel due south.
Go over the first water-
fall, but turn west just
before going over the
second waterfall. Walk
up the small grassy
slope and then continue
west. The Piece of Heart
is located here.
6 N.E. DESERT CAVE
Enter the cave in the northeast corner of the
Great Desert. In the same room where Aginah the
Wise Man is, bomb through the bottom wall to
H find a stuffy small cham-
ber containing a single
Small Chest. Here lies
another elusive Piece of
Heart.
A DROP FROM SPECTACLE ROCK
Walk around the left side of the rock formation in
front of Spectacle Rock and drop down to the
ledge. Enter the cave and go to Floor 2F.
It's a leap of faith as Link jumps Viola! A coveted Piece of Heart
to the precarious ledge below. This one was no big challenge.
7 JUST WEST OF THE SANCTUARY
1 1 ON TOP OF SPECTACLE ROCK
Link must have the Pegasus Shoes to get this
Piece of Heart. Dash into the pile of rocks to
uncover the entrance to a square chamber. The
Piece of Heart is located in the Small Chest.
Link can only open
this chamber entrance
with a Dash Attack-
nothing else works.
The first time Link uses the Magic Mirror to warp
back to the Light World, he should find himself
standing on top of Spectacle Rock. His cunning
has led him to the very top
of Death Mountain. As a
reward, he will find a
ig| Piece of Heart sitting on
top of Spectacle Rock. It
can't get much easier
than that!
8 S.W. CORNER OF THE DESERT
If Link travels to the far
western reaches of the
desert, he will see a Piece
of Heart sitting up on a
ledge. There will be a vul-
ture lurking nearby. To get
the piece, Link must enter
the main entrance to the
Desert Palace and come
out of the western exit.
12 THE STRANGE TREE
After defeating Agah-
nim, Dash into the
Strange Tree. Now drop
down through the trunk
of the hollow tree.
Bomb through the right
wall after climbing the
stairs. Go through the
hole Link has created to
find the Piece of Heart.
ZEL DA- A LINK TO THE PAST 1 59
1 3 ON THE PYRAMID OF POWER
17 NORTH OF THE CEMETERY
When Link first beats Agahnim,
he will be drawn into the Dark
World. Walk down the first set
of stairs and then down the
stairs on the right. Continue
right and drop off the small
ledge down to the next level.
Go up and around to the right
to find the Piece of Heart. This
is an easy Piece to locate.
Link can climb up the short ladder which is located
on the north side of the cemetery in the Dark World,
but it looks as if there’s nowhere to go from there.
B Wrong. Use the Magic
Mirror to warp to the
Light World and then
enter the cave which
appears in front of Link.
Bomb through the far
wall.
14 LAKE HYLIA CIRCLE OF STONES
1 8 ONE WHO WEARS THE CAPE
At the northwest corner of Ice Island, there is a large
circle of stones which Link can swim to. Stand inside
of the circle and use the Magic Mirror to warp back
to the Light World.
Link will appear on
an island.
The Piece of Hcari in this area is
in the Light World, but Link must
warp in from the Dark World.
A sign reads: Til give a Piece of
Heart to the person who wears
the Cape." Link is able to see it
from here. Enter the cave and go
to Floor 2F. Use the Hookshot to
cross the hole and then
use the Magic Cape to
walk through the Bum-
per. Walk out the door to
get the Piece.
1 5 SOUTH OF THE HAUNTED GROVE
In the Dark World, just to the south of the Haunted
Grove, there is a small circle of bushes. Stand near
or in the center of the
bushes and then use the
Magic Mirror to warp to
the Light World. Enter the
cave on this small pla-
teau to the find a Piece of
Heart.
19 THE CHEST GAME
In the Village of Out-
casts, enter the hut
which has a symbol of a
chest above the door.
Pay the storekeeper 30
Rupees. Play as many
times as it takes to find a
Piece of Heart. Link may
get it on his first try, but it
may take many attempts.
16 THE DIGGING GAME
20 THE STAKES SOUTH OF THE SMITHY
In the same area where
the 15-Second Game is
located in the Light World,
the Digging Game is in the
Dark World. Pay the gate-
keeper 80 Rupees to play
the game. Link should
keep trying until he finds
the random Piece. It’s
worth the effort.
There are 22 stakes
placed just south of the
Smithy in the Dark World.
If Link uses the Magic
Hammer to pound in all of
the stakes, the tree stump
below the stakes will
disappear' and an
entrance to a cave will
mysteriously appear.
It doesn't matter what order Link
pounds the stakes in-just make
sure they're all flattened down.
160 NINTENDO PLAYER'S GUIDE
mm
21 WEST MISERY MAZE ENTRANCE
Warp to Location 6 and then use the Warp Tile
which is located under a heavy rock. Jump off
the ledge and proceed directly north. Go straight
into the west “mouth" entrance and proceed
down the stairs to find two Chests blocked by
stones. Push the stones to get to the Chests.
22 FAR N.E. CORNER OF MISERY MIRE
There is a cul-de-sac in the northeast corner of
the Misery Mire. Stand in this area and use the
Magic Mirror to warp to the Light World. Lift the
large stone to uncover a cave entrance. Push the
Blocks to get to the Piece of Heart.
This is a prime example of one
of the "odd" areas which Link
will encounter on his lengthy
quest. Try everything possible.
23 death mtn invisi-bridge
Travel west from Turtle Rock. Lift the first large
rock. Link will find a cave with platforms, Chests
and Skulls. Go up and over the invisi-bridge
using the Cane of Somaria as a guide. Continue
until Link finds himself outside.
After crossing over an invisi-bridge and bombing through several walls.
Link will find himself standing on an island in the clouds. Use the
Magic Mirror to warp to the Light World and find a Piece of Heart.
24 NARROW LEDGE ON DEATH MTN.
Before entering the right door on the narrow
ledge outside of Turtle Rock dungeon, use the
Magic Mirror to warp. Enter the cave and defeat
all of the enemies. Go through the open door.
HEART LEVEL CHART
This chart represents the level of Hearts which Link can accumulate by
the time he enters each of these areas.
WATERGATE
DUNGEON
HYRULE
CASTLE
SKULL
PALACE
EASTERN
CASTLE
GARGOYLES
DOMAIN
DESERT
PALACE
ICE
ISLAND
******
MOUNTAIN
TOWER
MISERY
MAZE
*******
HYRULE
CASTLE
TURTLE
ROCK
DARK
PALACE
GANON'S
TOWER
ZELDA-A LINK TO THE PAST 1 6 1
The Oaks
Tree Bashing!
The land of Hyrule is
spotted with hundreds of
old oak trees. Most of the
oaks grow in the western
regions of Hyrule, how-
ever there are a couple of
areas in the east where
the oaks will grow. Oaks
which stand alone are
special.
THE LIGHT WORLD OAKS
There are various items which have been placed in the
trees over time. Rupees, Bombs, Potions and other items
can be dislodged from their wooded resting places if
Link Dashes into the correct tree. Some of the trees have
been booby-trapped with Bombs that will activate, drop
out and explode. Check the Tree Key before you Dash!
TREE KEY
A = 5 or 20 Rupees F = Small Faerie
B = 1, 4 or 8 Bombs G = Bees
C = Activated Bomb
D = Large Potion Bottle
E =
= Before Defeating Agahnim
1= After Defeating Agahnim
G G
GG
E E
D D
E E
F A
AG
F F
CC
CC
FB
162 Nintendo player's wide
T-
HYRULIAN FINDINGS
THE DARK WORLD OAKS
Most of the tree locations in the Light World remain the
same for the trees in the Dark World. However, there are
some exceptions. Finding the irregularities between the
Worlds can lead Link to various important discoveries.
Almost everything changes color in the Dark World.
REMEMBER TO PULL, TOO!
Link is very good at pushing and running into
objects, but sometimes it’s easy to neglect his other
capabilities . . . like pulling. Pulling is usually done in
dungeons, but not always. To get into the Thieves
Domain, Link must pull to open the entrance. Pulling
on objects sometimes reveals treasures. Link
should try pulling on all statues he comes across. If it
reveals treasure once, it will reveal treasure again.
When pulled, certain objects
like this statue in the Great
Swamp, will reveal treasures.
1 64 NINTENDO PL A YER S GLIDE
ZELDA-A LINK TO THE PAST 1 65
HYRULIAN FINDINGS
Faeries
Link's Little Helpers
Faeries are the oldest beings known to Man and for as long as
anyone can remember, they have always helped those in need.
Link will find that Faeries and Faerie Springs are abundant in
the Land of Hyrule. It's very important for him to know all of the
locations where Faeries appear.
LIGHT WORLD FAERIE LOCATIONS
S.W. OF THE EASTERN PALACE
SOUTH OF THE EASTERN PALACE S.E. OF LINK'S HOUSE
There is a cave just to the east of
the gateway to the eastern region.
Enter the cave
to find a Faerie
Spring. Refill
Link’s Hearts
here.
There is a cave entrance near
Warp Location 5. Enter the cave
and follow the
corridor to find
four small
Faeries in a
shallow pond.
i nere is a pile oi rocKs in tne nortn-
east corner of the Great Swamp
'" y -ffirTT ^
N.W. OF LINK'S HOUSE
Amongst a group of oak trees is a
pile of rocks which Link can Dash
into. The rock
pile covers the [
entrance to
cave. Four
Faeries reside
here.
EAST OF THE DESERT PALACE
Enter the cave entrance to the
west of the average middle-aged
man standing m
by a sign. Re-
lax while the
Faerie com-
forts Link's
weariness.
FOUNTAIN OF HAPPINESS
If Link places a Bomb near the
loose pile of rocks to the right of
the Faerie
statue, he will £
uncover a
small room
holding four
small Faeries.
N.E. OF LAKE HYLIA
Enter the cave to the far northeast
of Lake Hylia to find a Faerie Spr-
ing with two
small Faeries
floating about.
Find the Good
Bee here also.
N.E. OF HYRULE CASTLE
There is a single bush growing
within a small patch of grass in
this area,
the bush
drop down
hole to fin
Faerie’s he
EAST OF THE LOST WOODS
Dash into the Strange Tree and
then drop down the hollow stump
to find four
small Faeries
hovering about
a small sunk-
en pond in the
cave.
1 66 NINTENDO PL A YER S GUIDE
Y
DARK WORLD FAERIE LOCATIONS
S.W. OF DARK PALACE
This Faerie location
is in the exact same
place as it is in the
Light World. It's just
to the east of the
gateway to the east-
ern region. A large
Faerie will greet
Link with kindness.
N.W. OF BOMB SHOP
This Dark World
Faerie location is
also in the same
place as its Light
World counterpart.
Dash into the pile of
rocks to uncover
the entrance to a
cave containing a
Faerie Spring.
N.E. OF LAKE HYLIA
In the same location
where Link found
the Ice Rod in the
Light World, he will
find a Faerie Spring
in the Dark World.
Link should remem-
ber to check all item
locations in both
Worlds.
EAST MISERY MAZE ENTRANCE
There are three
“mouth” entrances
to the Misery Maze.
The east entrance
is the door to a
Faerie Spring. Visit
here and fill up
Link’s Heart supply
before entering the
main Misery Maze
entrance.
DEATH MOUNTAIN
There are locations on Death Mountain where
Link can find small Faeries and a Faerie Spring
to fill up on precious Hearts. Make sure that
Link has a good supply of Bombs when
entering this cave. There are many rooms
which are closed off by piles of loose rocks.
THERE’S MORE THAN ONE WAY TO GAIN ENTRY
Link can use the Dash technique to open some
entrances to caves and Faerie Springs. Placing
a Bomb near a pile of loose rocks or a cracked
wall is another way to gain entrance to a cave or
room. There are very few loose rock piles or
cracked walls which Link
cannot bomb through.
Most of the piles can be
bombed and will reveal
an entrance to a cave.
" BOMB THE WALL • DASH ATTACK
Set a Bomb dose to a pile of loose There are some walls and rock piles
rocks or a cracked wall. The blast which Link will be able to Dash into
usually reveals an entrance. and crack open to reveal a door.
▼
/.ELD A— A UN K TO THE PAST 1 67
HYRULIAN FINDINGS
DUriGEOn FAERIES
EASTERN PALACE DESERT PALACE
Before proceeding through the
door which requires the Big Key.
Link should walk to the right or
left of the door and hop off of the
platform Into one of the jars. He
will fall down to the next level and
will find small Faeries floating
about Gather them all up before
stepping on the Warp Tile to exit
the room.
Before leaving the west exit of the
Desert Palace, visit the Faerie In
the room just to the north of the
room with the Rotating Green
Laser Statue. Push a Block in the
row ol Blocks on the left side of
the room and the shutter door will
open To avoid getting hit by a la-
ser. let the Statue's eye pass
before pushing the Block
TOWER OF HERA
On the fifth floor of the Tower ol
Hera, there are some openings in
the door If Link drops through one
ot these openings, ho will fall all
the way to the lowest door of the
Tower. There, he will encounter
Heart-restoring small Faeries.
This is a great place to catch a
small Faerie and put it into a
Bottle for use later
DARK PALACE
In the same room where
Link finds Ihe Map.
there are cracked walls
on the left and right.
Place a Bomb in front of
the crack on the right
wall. Proceed through
tho door to find a room
full of small Faeries.
ICE ISLAND
Once Link has found
tho Crystal Switch in
ico Island and has
lowered die blue Crys-
tal Switch Fences, he
can drop through a hole
in the icy door and then
fail through a jar down
into a room where
Faeries live.
TURTLE ROCK
There Is a room with
spikes on the door in
Turtle Rock. Floor tiles
will also rise up and fly
at Link in this room
After 22 tiles have nown.
a door at tho north ond of
Ihe room will open. Enter
this room to find one
small Faerie
CANON S TOWER
At the end of a long
bridge, Link sees a
cracked wall, but there
is a gap which he must
cross. Face away from
the cracked wall and
Dash into the barrier.
The collision will bounce
Link across the gap
Bomb through Ihe wall
and enter the room.
1 6 B .XIXTILXDO PLAYER S GUIDE
0 45496 69042 7
„ KEEP THIS 168-PAGE GUIDE AT HAND FOR YOUR JOURNEY £
, THROUGH THE VAST REACHES OF "THE LEGEND OF ZELDA- | * >
Legend of Zelda" and "Hie Adventure of link"— tales of a mystical Triforce
and heroic rescue— are the legacy of a far more ancient adventure— "The legend
of Zelda— A Link To The Past." The mists of lime have parted to reveal a land of
mogk and mayhem, potions and palaces. This is a Hyrule of epic proportions, a
vast land split asunder into two worlds. One light. One Dark. The forces of evil,
Gonon and the wizard Agahnim, prevail. The Triforce and a once Golden land
call to Link's heart while Zelda sends a telepathic plea k> his mind. The quest is
ridded with dark secrets. This Player's Guide wil help light your way.
A GIANT ENCYCLOPEDIA, PACKED WITH MAPS, ITEMS,
WEAPONS, TACTICS AND MORE, GUIDES YOU THROUGH
THE VAST REACHES OF THE LIGHT AND DARK WORLDS.
No matter where you are in "A link to the Post" the huge 100-poge Encyclopedia
inside this Player's Guide will help you get your bearings, region by region. Get the
details on Hyrulian culture. Learn enemy strategies. Discover important events and
critical facts that help you leam the lay of the land— in lime to avoid dangerous
pitfalls and other Hyrulian hazards!
I OVERCOME "INSURMOUNTABLE" OBSTACLES.!
In "link's Journey" inside the Player's Guide, you'll leam from link's experience
(and the pros at Nintendo) how to get over obstacles that seem insurmountable
and around the toughest enemies. When you think you've tried everything and
you're still stuck, turn to "link's Journey." For quick information, the glossary/
index at the bock of the Player's Guide covers everything from bottle tactics for
beating the eight dungeon guarduns to the locations of the elusive good fairies.
If