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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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LINK’S JO 


THE ROAD TO AGAHNIM 110 

A JOURNEY IN DARKNESS 120 


I HYRULIAN FINDINGS 

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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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the Ln-jerd ol Zelda A Leak to Th» Pool AND NINTENDO 
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 


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XELDA—A UNK TO THE PAST 17 



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ZELDA-A LINK TO THE PAST 20 















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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. 


\ 


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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 




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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 





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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 



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~~~ 


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 


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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. 


▼ 


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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. 



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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 


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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. 



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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 





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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 


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®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 


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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 


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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 



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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 


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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. 


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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 


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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 




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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. 





▼ 



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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. 





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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 




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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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l| lero gdSjKSSqjs w® 




The two partners were 
overjoyed to be reunited after 



Link asked the blacksmiths to 
reforge his Sword. They did. 

■Be 


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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tch your III Tm collet ei ! 


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. 


% Sjl 

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