Legend Of Zelda, The: The Four Swords - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Legend Of Zelda, The: The Four Swords - Strategy Guide (Page 04).
7. Go to the southeast corner of the room, then go into the pipe; it will suck
you in and take you around the room, depositing you on a northwest ledge. In
the lava-filled room, take the pipe closest to the doorway. In the next room,
head south, set the switch to blue, and kill the enemies; the orange cactus
has a Small Key. It is much easier to fight while using the Cane of Byrna.
Walk backwards into the locked door; the eye will shoot you if you don't.
8. The next pipe will deposit you onto a ledge that has a chest with your Big
Key! The next pipe will lead you back to the first room on this floor. Take
the large Magic Decanter, hop off the ledge, and take the stairs at the
southeast to reach the pipe that brings you back to the lava-filled room.
Take the other pipe this time (furthest from the door), then kill the two
orange cacti while shielding yourself against the fire (do not forget your
three magic spells; they are also effective). Head south and turn west.
9. Do not face north for a second. Head south as fast as you can to the cracked
wall in the center. If you stand there, the lasers won't hurt you. Set a
bomb, BACK UP against the skulls to avoid the blast, then go through the door
outside.
PIECE OF HEART
Stand in front of the east door on this ledge and transfer to the Light
World to end up on a high platform. In the cave, kill the cyclopses by
shooting Silver Arrows at them. For the top ones, whack the moles and quick-
ly retreat to get room to shoot. Take the Piece of Heart in the chest at the
end, then go back outside and return to the Dark World. Go in the cave.
10. Make a platform to cross the gap to the chest, which contains your Mirror
Shield! It can block more projectiles than your Red Shield, including the
devastating lasers in Turtle Rock. Go north, unlock the door with the Big
Key, then take the pipe to the next room. Kill the cactus, then bomb the
north and east walls.
11. To the east, walk around the room until all the slimes appear. When they
are all dead, you can push one of the blocks to the side. Pull on the left
tongue; the right one will drop lit bombs into the room. The next room has
nearly 300 Rupees worth of blue Rupees scattered on the floor. You cannot
make your Magic Cape last this long, so avoid the logs as best you can.
12. Return south and west, then take the north path. Walk across the room to
the crystal switch on the other side. Lay a bomb next to it when the log
is on the left side, run towards the blue blocks when the log is to your
right and you should be fine. Open the chest for your Small Key. Take out
a bomb when the log is on the left, carry it to the red blocks and quickly
throw it over to the switch. You should safely make it to the locked door.
13. Down in B2F, make a platform then ride it right, down, down, (it will then
turn right), and down. It will turn right and bring you to a skull with a
switch under it. Step on the switch to open the door. From the switch,
(it will turn up by itself), left (it will then turn up), up, left, left,
(it will turn down; you should be riding on the far west end). Ride down
as far as possible; it will turn right. Go right, right, up, left, left,
and it will turn down to the door. By the way, when two directions are
listed, such as left, left, it means to turn left OR KEEP GOING left at
that junction.
14. In this room, use your Pegasus Shoes to run along the path and avoid the
lasers; you could also use the Mirror Shield to block each laser in-
dividually (but that takes skill and patience), or the Magic Cape. The dash
is fastest, but there is a pit at the end. To the south, each treasure is
guarded by a laser. You can simply walk to the chest and grab the treasure;
the Mirror Shield will protect you. However, to return to the central path,
charge up your spin attack and hold it so that you are walking with your
shield facing the laser. For example, to get away from the first chest back
to the path, face north and charge a spin attack. Face south for the next.
Keep in mind that there is a bouncy red creature here, so keep the Silver
Arrows handy; you do not want to use your Sword.
15. The last chest has a Small Key. At the end, you can blow open a path out-
side; transfer to the Light World on this ledge to reach a cave with some
Fairies (take the stairs at the back of the cave). This is a very welcome
surprise. Just don't fall into the holes in this cave (this is cave "B" in
the Death Mountain East section, so refer to that if you fall). Bottle the
Fairies up, then go back to Turtle Rock.
16. Head north until you see a locked door to the west. Unlock it, then make
your way through the maze of red and blue blocks to the north center. Just
set the switch to blue, then walk over the blue blocks near the door and
find a nearby crystal switch. Walk west past two sets of blocks (you can
set the switch by shooting arrows at it, even over upraised blocks), then
walk north over two sets of blue blocks.
17. Downstairs, don't forget the large Magic Decanter under the skull. Make a
platform and take it to the boss room.
BOSS: TRINEXX
Trinexx is a three-headed turtle with a fire head, ice head, and stone head.
The turtle will not move too much, but it will extend its stone head to occ-
asionally bite you. The red and blue heads are more of a threat, since they
can breathe fire and ice. In fact, the blue one can freeze the floor. Hit
the blue head with your Fire Rod to stun it, and hit the red head with your
Ice Rod to stun it. When a head is stunned, attack it with the sword. Kill
each head one at a time (start with the blue, so the floor doesn't freeze);
when both are dead, the shell will disappear. The stone snake will slither
around the room; charge up a spin attack and use it on its yellow weak spot.
Zelda, the last maiden, is rescued!
She will tell you that all that remains is to breach the barrier around Ganon's
Castle by bringing the seven crystals of the maidens to the tower. Then you can
confront the evil fiend.
===============================================================================
GANON'S TOWER (LEVEL 8)
Confronting the Evil King
===============================================================================
Ganon's Tower is a short distance west of Turtle Rock in the Dark World. It is
originally protected by a magical barrier, but the combined power of the seven
maidens will breach a path for you. Inside Ganon's stronghold, there are many
illusions and devastating enemies; take no less than two Cure-All Medicines.
1. Take the west staircase down to 1F. The path branches to the west and east,
and you only have to take one of these routes. You will end up back in this
room when you're done on this floor, so feel free to explore the other route
as well. The "W" steps cover the west path; the "E" steps cover the east.
To take the east route, you will have to dash into the torch to make the
Small Key drop so you can unlock the door. And finally, only the west route
has the Map and only the east route has the Compass.
1W. Look under the southeast skull for a Small Key. Whack the moles, push the
middle block to open the door, then step on the star tile to remove the
pits. In the next room, hook the west block, lift up the skull, then hook
the north block to reach a room with bombs, arrows, and 40 Rupees. To get
out, kill the Stalfos. It is very annoying to fight with your sword, since
there are four gold devices, so use magic if you can afford it.
2W. Hook the skull, lift it up, then hook south and east. Stand to the east of
the block and hook south. Then stand in the center and hook south again.
Unlock the east door, then step on the star tile north of the fire sticks.
Retreat, then step on the south star tile while taking the Map from the
chest! Run from the fire by going to the southeast corner; the pit should
be gone.
3W. In the previous room, set the switch to blue, then lay a bomb next to it
and run over the blue blocks; it should be set to red. To the south, lay a
bomb to the west of the crystal switches because you want its blast to only
touch one. Run over th red blocks before it explodes, lift up the skull for
a Small Key, then unlock the door. Set the switch to red; it will release
blade traps but it is not difficult to reach the warp tile to the east.
4W. Walk into the rows of blocks, avoiding the fire sticks, and proceed west.
Near the pit, you should see a single block between a row of two and a row
of five. Push it to create a chest on the other side. Hook the chest and
get a Small Key, then unlock the south door.
5W. Take the west portal, then take another portal back to this room. Look for
a crack in the wall and destroy it with a bomb. Kill the enemies and step
on one of the northwest tiles to destroy the north wall and reveal four
chests with six bombs and 20 arrows.
6W. Return to the previous room and take the portal. Take the nearest portal
(the west one) back, then take the portal at the southwest corner. Walk
along the path to another portal to the northeast, then take the last
portal back. The room to the east is where the two routes converge, so look
past the "E" steps to continue.
1E. Take the chests here for arrows and bombs, then find a switch under the
southwest skull and weigh it down with the Cane of Somaria to open the east
door. Here, the tiles will attack you, but it is best not to use your sword
since the gold devices will attack and also a Wallmaster will grab you if
you stand still. So keep moving, and don't worry about the yellow energy.
When the tiles stop, a chest with a Small Key will appear. Take it and go
east. In the next room, the door to the north has nothing of importance; it
is a detour from the west route, actually. If you step in there, you'll
have to kill the enemies to get out.
2E. Before lighting the torches, go south and look for a door to the west. If
you want two hearts and a large Magic Decanter, push the west block (in the
row second from the south) to the north, then push the block just south of
the fire stick to the east. Lift up the central skull to get a large Magic
Decanter, then push the block just north of it to the north so you can get
the two skulls with the hearts. Since you'll have to brave the fire stick
and a Wallmaster, this is not the best place to get these goodies, but it's
nice to know what the room is for.
3E. In the previous room, kill the jellyfish and the Stalfos and head towards
the north. When you reach the blade trap, head east (towards the torch)
and push a block west, then walk over the conveyor to the north end of the
room. Use your Fire Rod to light the torch while standing near the west
wall, then head south and east (past the block you just pushed), light the
torch, then go past the blade. Use your Fire Rod to light the torches over
the pit and behind the barrier; the south door will open.
4E. Kill the Gibdo and throw a bomb over the short barrier so it will go north
along the conveyor and blow up next to the switch. Do it again and run over
the blue blocks before it explodes. In the next room, take the northwest
chest last; it has the Compass, only it will create pits in the room when
you get it. Take the teleport tile out of here.
5E. Proceed to the east, and don't forget the Small Key under a skull in the
niche to the north. Unlock the door, then head south along the narrow path
as fast as you can because it will soon start breaking away from the other
side. Use the Magic Cape for the best results. When you see the second fire
stick, break the skull and head east; that is where you want to end up. If
you fall, re-enter the room and the path will reset.
6E. Pull the statue from the south to reveal a star tile; it will open a path
over the pit so you can reach the teleport tile. Light the torch to see the
invisible path, then walk along the center of this room towards the west.
You will end up in the room where the west and east routes converge.
2. Go to the southwest of this room and take the path north until you see a
door. Don't go in yet; look to the east for a torch. Shoot your Fire Rod
over the walls to light the torch and reveal an invisible path. Quickly head
west and turn south, then turn east and north until you reach the skulls.
Break them with your sword, then walk as quickly along the path as you can
before it becomes invisible again. If it disappears, use the Ether medallion
to give you a short reminder.
3. In the next room, take the chest to the southeast for some arrows, then blow
up the crack in the floor right next to it so you can fall to B1F. Here you
will encounter the Armos Knights again for a rematch! This time, although
you are on an icy floor, it is much easier because a single Silver Arrow
will kill one. Take the north path and find three chests with bombs, arrows,
and the Big Key! Go south and then west, blow up the crack in the north wall
to find some free Fairies, then go up the staircase back to 1F.
4. You'll end up in a room just north of the big one with the invisible path.
The big treasure chest here has an invaluable item, the Red Mail! It is even
better armor than the Blue Mail from the Ice Palace. Go north, back to the
room where the routes diverge, and go back up to the entrance room on 2F.
Then take the stairs up to 3F and proceed to climb to Ganon's room.
5. Set the switch to blue with a projectile, then walk over the blue blocks to
the south end, near the door. (Kill the Goriyas with Silver Arrows; your
Mirror Shield will block the fire from the red ones.) Stand against the red
blocks and shoot an arrow at the crystal switch to set it to red. Push the
north block along the west wall to open the door, walk over the red blocks,
set the switch to blue and proceed south.
6. Pull the statue to the east, then pull/push it to the south so you trap the
blade against the east door. Kill the Goriyas in peace, which is easy with
the Mirror Shield, then un-trap the blade and head east. Kill the Goriyas
while avoiding the Beamos, then head north and unlock the door in the next
room with the Big Key.
7. Don't go down the stairs; head to the north above the hole and jump in when
you reach the end (near the crystal switch). You should see some cyclopses
lurking behind the red blocks; set the switch to red and back up to get room
to shoot. Under a skull is a switch to open the upper door. Brave the traps
and head out of the pit.
8. Don't run across the bridge; take is slow and avoid the cannonballs. At the
end, stand to the south of the two blocks and back up just enough to charge
up the Pegasus Shoes. Dash into the blocks and bounce onto the ledge, which
has a hollow wall. Blow it up to find some Fairies and a large Magic De-
canter, then go back north, hook the blocks and head upstairs to 4F.
9. This entire floor tests your combat; it is just one room after another where
you must kill all the enemies to open the door. Keep your wits about you as
you battle through the rooms, and remember to toss skulls at your enemies
for easy damage. You will eventually reach a sand-filled room where you'll
battle the Moldorms again. The battle should be over fairly quickly because
of your Golden Sword; charge up a spin attack and release it just before a
Moldorm rises to the surface. Try charging the attacks while you face south
so you can block the fireballs from the device in the corner.
10. Upstairs on 5F, there are three monsters (who attack like Wizrobes) on an
invisible floor. Use your Ether medallion when they are all fully visible
to kill them all and open the door, and also to reveal the path. In the
next room, use the Pegasus Shoes to dash across the bridge, past the
lasers, and run the guards through with your sword.
11. To the north, use magic or your sword to kill the undead Wizrobes and open
the door. Use your Pegasus Shoes to dash across the bridge (hurry because
it will begin to crumble) and run the guards through with your sword. In
the next room, don't light the nearby torch right away. Light the one to
the east of the fire stick first, then to the north of the fire stick. Go
back to the door and light that one, then proceed south and turn east.
Use the Fire Rod to light the torch south of the stick and proceed east.
Take the stairs in the next room (but lift up the northeast skull first if
you want a large Magic Decanter).
12. Here, use your Fire Rod to light the torches in the following order: south-
east, southwest, northwest, northreast. (The floor crumbles and makes it
easiest to do it that way.) To the north, kill the Helmasaurs and one will
drop a Small Key. Open the chests for some bombs, then unlock the west
door. Here, notice the cracked wall at the center of the south wall. Take
out a bomb, throw it at the south wall and onto the conveyor, and let it
slide in front of the crack as it's about to blow.
13. Set the switch to blue while standing close to the inner blue blocks to get
a chest with a Small Key. Set the switch back and unlock the south door.
Here, you will fight Lammola again, and although it is easier with your new
sword, it is still annoying to be knocked off. Charge up the spin attacks
and hit the tail; it should take only two to kill it. If you do get knocked
off, you'll land in an otherwise unreachable room in 5F with nothing useful
but a staircase back to Lammola.
14. Killing Lammola will summon a chest to the south; hook to it for 20 Rupees.
Go up the stairs and push the blocks west. In the west room, there is so
much ice, so many conveyor belts, enemies, spikes, blue bumpers, and blade
traps that if you have the magic, just put on the cape and dash north to
the stairs up to 7F. Otherwise, brave the traps and proceed north.
15. Unlock the door with the Big Key to find not Ganon, but Agahnim!
BOSS: AGAHNIM
Agahnim will attack you in the same style as before, except this time he'll
split into three. The two clones will attack you as well, but at different
times, so you're often unable to reflect the shot at the real Agahnim
because you're too busy trying to save your own skin from the other shots.
The real Agahnim is brighter, and he is also the only one who shoots the
blue star-shaped magic. You can reflect the magic of the clones into the
real wizard, as well. You may find it easier this time to swipe at the blue
magic since it will break apart and your Mirror Shield will protect you
from the pieces. So there you have it; swing at the magic with your sword
at the real Agahnim until he collapses to the floor.
When Agahnim collapses, out of his body will rise Ganon himself! He won't stay
for long; he'll turn into a bat and retreat to his pyramid. You'll call your
Cucco and be dropped off right at the top of the pyramid. Ganon has burst into
the pyramid from the top; fall into the hole and follow him.
===============================================================================
PYRAMID OF POWER
The Final Ordeal: Smiting Ganon
===============================================================================
Ganon will be utterly bitter at the way you destroyed Agahnim, his alter-ego,
twice. He wants to get the Hero out of the picture now, so prepare for a long
and deadly fight.
When Ganon throws his trident at you, run to avoid it and swipe him with your
sword as much as you can when he reappears. After enough hits, Ganon will make
small fireballs encircle him which turn into fire bats; step away from Ganon
and run to dodge the bats. Quickly hit Ganon with the sword when he reappears
before he summons more birds.
Ganon will next resort to stomping on the ground, which not only stuns you but
makes the outer floor collapse, eventually forming a "frame" of a pit around
the square arena. Ganon also likes to release fire which travels in circles
around the room, so keep moving to avoid it and continue to sock it to him
with the trusty Golden Sword. If you fall into the pit, you will have to exit
the pyramid from a nearby door and confront Ganon again; his health will be
restored.
When the arena is completely framed by a hole, the room will darken and Ganon
will turn invisible. Use your Fire Rod (or lamp) to light the torches and make
Ganon visible. While he is invisible, though, Ganon will alternate teleporting
from the north to the south of the arena, and he will shoot a fire bat at you.
If the fire bat came from the north, it will next come from the south, so be
forewarned.
When both torches are lit, Ganon will be vulnerable to your sword. Hit him
once to stun him; he will turn an icy blue and be vulnerable to a Silver Arrow.
Repeat the process until you fire three or four Silver Arrows into Ganon, at
which point he will die and a passage will open.
Congratulations, Hero! Behind the passage is what you have been journeying for!
It will serve as the ultimate reward for your hard efforts and it is the key to
restoring peace. Hyrule owes its gratitude to you; Ganon is no more.
===============================================================================
APPENDIX
===============================================================================
The Legend of Zelda: A Link to the Past has many weapons, items, and upgrades
for you to find as you journey through Hyrule. Included in this section is a
list of items, Pieces of Heart, warp portals, and Fairy Fountains.
----------------------------------------------------
PIECES OF HEART
----------------------------------------------------
For every four Pieces of Heart you find, you will earn another Heart Container
on your life guage. There are 24 Pieces of Heart in Hyrule, meaning an extra
six Heart Containers for you.
LOCATION DESCRIPTION
1. Kakariko Village At the very northeast of the village there is a cave
which leads to some unreachable treasures on a high ledge.
To get to the goodies, go outside and hop into the square
grey hole from the ledge above. You'll be able to reach
the chests, which contain 3 bombs and 60 Rupees. Place a
bomb next to the cracked wall near the chests and claim
the Piece of Heart behind it.
2. Kakariko Village In Blind's house, which is the stone, grass-roofed house
towards the north of town, there is a cracked wall in the
basement. Blow it up to find a Piece of Heart.
3. Kakariko Village One "screen" south of the village you can find a long red
house. The brothers are quarreling and have sealed the
house in half, but you can blow your way to the other side
with a bomb on the left inside wall. Go out the new door
and the woman will challenge you to a race through her
garden. When you run for the goal, cut the first row of
bushes and head north. Run to the left and cut three more
bushes, then run to the signpost. You can jump over the
fence to the south of the signpost and make it to the goal
well under the 15-second limit.
4. Southern Swamp Pull the right-hand lever in the shrine in the swamp to
drain the water outside, revealing a Piece of Heart.
5. Desert of Mystery Towards the northeast of the desert you will find a cave
in the wall. Inside is a man who tells you about the Book
of Mudora. In the same room as him is a weak section of
the southern wall. Behind it is a Piece of Heart.
6. Desert of Mystery Take the southwest exit from the Desert Palace to end up
on a high cliff ledge with a Piece of Heart.
7. Zora's Waterfall Swim south of the big Zora and jump down one waterfall,
then follow the shallow path to the left. You will find a
Piece of Heart up on this high ledge.
8. Sanctuary The group of five rocks on the cliff just west of the
Sanctuary conceals a Piece of Heart. Break the rocks with
your Pegasus Shoes.
9. Death Mountain West Climb up the very long ladder next to the cave that takes
you back to Kakariko and look for spots off the south
cliff wall where you can jump from. Stand with your back
facing the cave and jump from the west side of the dark
portion of the wall. You'll be led upstairs to a Piece of
Heart.
10. Death Mountain West After transferring to the Dark World from the portal on
Death Mountain West, use the Mirror to return to the high
cliff in the Light World near the Tower of Hera. It has a
Piece of Heart atop it.
11. Lost Woods There is a 3x3 square of bushes in the Lost Woods, near
the Thieves' Hideout. Chop the central one to reveal the
entrance to a Piece of Heart.
12. Pyramid of Power From the top, climb down two sets of staircases and jump
off the east. You'll see a Piece of Heart on the wall.
13. Haunted Grove There is a ring of purple bushes just south of the grove.
Stand in the ring and transfer to the Light World to
appear next to a cave on a cliff. Inside is the prize.
14. Ghost Ruins The ladder towards the north leads to a ledge. Transfer to
the Light World to appear in front of a high cave.
15. Foot of the Mt. In the Dark World, there is a single cave where the Sanc-
tuary stands in the Light World. Proceed west along the
road until you reach a sign that says, "This Way -> Cave."
North of the sign is a cave in the foot of Death Mountain.
Go through the cave, using your Magic Cape to get past the
blue bumper, to find a Piece of Heart outside.
16. Lumberjacks' House After Agahnim is defeated for the first time, return to
the Lumberjacks' House and find a tree (the one they were
cutting) with light green leaves. Dash into it with the
Pegasus Shoes to reveal an underground tunnel.
17. Village of Outcasts Play the Game of Chance; the odds are 1:8 to get a Piece.
18. Village of Outcasts Where the Smithy stands in the Light World, pound every
purple stake with the Magic Hammer to reveal a cave.
19. Village of Outcasts In the Treasure Field game just south of the village, you
can find a Piece of Heart if you're lucky.
20. Lake of Evil A large circle of stones in the west waters of the lake
will lead you to a Piece of Heart in the Light World if
you use your Magic Mirror there.
21. Swamp of Evil In the northern waters of the Swamp are two caves which
actually resemble faces. Go into the northwest one to find
two chests. Move the blocks to get access to the chests;
one has Rupees while the other has a Piece of Heart.
22. Swamp of Evil At the very northeast corner of the swamp is a circular
niche. Use the Magic Mirror to appear next to a flat slab
in the Light World with a hidden cave underneath.
23. Death Mountain East At the summit of the mountain in the Dark World, west of
Turtle Rock, is a square rock slab which reveals a hidden
cave. Underground, there is a wide gap to the north bet-
ween you and the door. The Ether magic will light up the
route. Take the west route from there (bomb the wall) and
head south out of the cave. Then use the Magic Mirror.
24. Turtle Rock When you go down to B1F, proceed through the dungeon until
you get the Big Key and are about to end up on a high
ledge outside. This is just before you get the Mirror
Shield. When you are outside, stand in front of the east
cave and use the Magic Mirror to transfer to a cave in
the Light World. Kill the enemies to get to the Piece.
----------------------------------------------------
ITEMS -- A BUTTON
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BOW & ARROWS
Fire an arrow from your bow to attack enemies or hit distant objects. The
arrows will damage most enemies, except the few who are heavily armored,
and is accurate although slow. The standard arrows come with the bow, but
the Silver Arrows, which are given to you by a Great Fairy, are stronger.
Location (Bow): East Palace, main treasure
Location (Silver Arrows): Pyramid of Power, Mysterious Pond
BOOMERANG
The classic boomerang can be thrown directly in front of you and it will
always come back. It is not as powerful as the bow & Arrows, and will
paralyze most enemies rather than damage them. It can also hit distant
objects like crystal switches and bring distant objects to you (like Rup-
ees, hearts, Bombs, and the like). The magical boomerang flies farther
and faster than the original.
Location (Boomerang): Hyrule Castle, chest in B1F
Location (Magical Boomerang): Zora's Waterfall Area, Mysterious Pond
HOOKSHOT
The Hookshot serves as a grappling hook and will pull you to any object
to which it sticks. The Hookshot can stick to rocks, jars, and skulls;
fire the Hookshot at one of these objects and you will be pulled to it,
over any gap between you and the object you hooked. The Hookshot also
functions as a weak weapon.
Location: Swamp Palace, main treasure
BOMB
Place a bomb on the floor to start it ticking; once the bomb flashes,
it's about to explode. Bombs are most useful for breaking open new
passages in hollow walls or weak floors; look for cracks to know where
a bomb might come in handy. They can also damage enemies and activate
crystal switches. Set a bomb with A, then pick it up with R if you
want to throw it over a pit or short wall.
Location: Everywhere
MAGIC POWDER
Sprinkle Magic Powder onto an underground altar in Kakariko Village to
upgrade your magic power. That is its only useful purpose, although it
can have strange effects on some enemies and can also break jars. It is
made by a witch at the Magic Shop when you give her a Mushroom. The
Magic Powder consumes a bit of magic power when you sprinkle it.
Location (Magic Powder): Magic Shop
Location (Mushroom): Lost Woods
FIRE ROD
The Fire Rod unleashes a magical fiery blast straight ahead, and is use-
ful for lighting distant lanterns. The Fire Rod is particularly helpful
against cold enemies like the ones in the Ice Palace, although it can be
used against any foe. Just be aware that it uses magic with each blast.
Location: Skull Woods, main treasure
ICE ROD
At the opposite end of the spectrum to the Fire Rod, the Ice Rod will
release slow-moving icy blasts straight ahead. It is purely a weapon of
attack, meant to damage enemies and actually freeze most of them. Smash
a frozen enemy with your Magic Hammer to often receive Magic Decanters.
Location: Lake Hylia, northeast cave
BOMBOS
Bombos is one of three medallions that allow you to cast magic spells.
Bombos will create a massive explosion in the area, incinerating most
enemies and destroying them with a single cast of the spell. It is the
best spell for attacking enemies.
Location: Desert of Mystery, monolithe (use the Magic Mirror in the Dark
World to transfer to a high cliff, then read the monolithe with
the Book of Mudora)
ETHER
Casting Ether will freeze the air around you to heart-stoppingly cold
temperatures, often encasing enemies in ice or damaging them at the very
least. It is not as reliable as the Bombos spell since it does not affect
all enemies (i.e. cold ones).
Location: Death Mountain, west of Tower of Hera
QUAKE
The Quake spell sends shockwaves coursing through the earth, causing
damage to all grounded foes. While the Quake spell is useless against flying
enemies, it will devastate enemies on the ground, often paralyzing them.
Location: Lake of Ill Omen, circle of stones (toss an object in)
LAMP
Use the Lamp to light small white lanterns which can illuminate dark areas;
lighting all the lanterns in a room in a dungeon can also produce strange
effects. Stand next to a lantern and press A so the flame will touch the
lantern. Each burst of fire uses a small bit of magic. Also, the Lamp will
automatically make a small cone of light appear around you in dark rooms
(whether or not it is equipped) in case you can't find any lanterns.
Location: Your House
MAGIC HAMMER
The Magic Hammer can pound stakes (some stakes are in the form of mole-
like creatures) into the ground to clear your path. Its megaton might can
also shake the earth to overturn some enemies, and can also be used as a
close-range weapon. Freeze an enemy with the Ice Rod and hit it with the
Magic Hammer and you will probably get a Magic Decanter.
Location: Dark Palace, main treasure
FLUTE
Once you find the Flute, you can play it in the Light World to summon a
Cucco to fly you to several key points in the overworld. Play the flute in
front of the weathercock in Kakariko Village to release the bird, then sum-
mon the Cucco whenever you want to warp in the Light World only.
Location: Mysterious Grove, buried (get the Shovel, see below, and dig in the
northwest corner)
BUG-CATCHING NET
Use the Bug-Catching net to catch bugs (i.e. the Bees and the occasional
Gold Bees you find flying in the overworld), but also to catch fairies. The
net will transfer a captured object to an empty bottle when you catch one.
Also, these are not the only things you can catch with the net.
Location: Kakariko Village, Bug-Catching Kid's House
BOOK OF MUDORA
The Book of Mudora contains text written in the ancient language of the
Hylia, and it also includes the verses in modern tongue. It therefore lets
you translate the different inscriptions written in Hylia (such as on the
Master Sword's pedestal) into understandable verse.
Location: Kakariko Village, House of Books (dash into shelf with Pegasus Shoes)
SHOVEL
Use the shovel to dig in the ground in the Hyrule overworld. You will some-
times come across buried treasure; nothing valuable, though, besides hearts
or a few Rupees. Its most important use is to uncover the buried Flute in
the Mysterious Grove, aside from the occasional spot in the overworld rich
in Rupees.
Location: Haunted Grove (the creature will give it to you to dig for the Flute)
CANE OF SOMARIA
Swing the Cane of Somaria to magically create a heavy block that you can
push around or pick up and throw. Its primary purpose is to weigh down
switches when there is nothing else nearby, but you can also swing the Cane
again to make the block burst into four flames which shoot in a "+" traj-
ectory to attack enemies. Each block made uses a bit of magic power.
Location: Misery Mire, main treasure
CANE OF BYRNA
Swing the Cane of Byrna to create a protective magical barrier around you.
Not only will this shield of light protect you from all harm, but it will
also damage weak enemies that you touch with the shield activated. Swing the
cane again to deactivate the shield, since it consumes magic steadily as you
use it.
Location: Death Mountain, cave beneath first portal (with the Magic Hammer and
Magic Cape, go to the portal near the Tower of Hera, transfer to the
Dark World, and jump down)
MAGIC CAPE
Put on the Magic Cape to turn invisible. The Magic Cape will protec you from
all harm and will also let you pass through some solid objects, including
enemies and blue bumpers. It consumes magic steadily as it is used, so take
the Cape off when you're done by pressing A.
Location: Graveyard, northeast grave (pull up the stones with the Titan's Mitt
and dash into it with the Pegasus Shoes)
MAGIC MIRROR
The Magic Mirror will take you from the Dark World to the Light World, and
you can be at any point in the world to use it. It is the only way to return
to the Light World, and depending on the point in the Dark World where you
use it, you can end up on an otherwise unreachable cliff or ledge in the
Light World (the terrain between the two worlds varies slightly). When you
return to the Light World, you will leave behind a white portal which will
take you back to the Dark World, saving you from having to look for a normal
blue portal.
Location: Death Mountain, given to you by the old man
BOTTLE
You can store items inside empty Bottles for later use. You can fill your
bottles by buying potions or other items from shops, or you can use the Bug-
Catching Net to ensnare your own catch and keep it in a bottle until you
need it. There are four Bottles in Hyrule.
Location: Kakariko Village, for sale for 100 Rupees from the snake charmer
Location: Kakariko Village, tavern (enter the back door)
Location: East Prairies, under the bridge (in the waters of Lake Hylia, swim
along the northeast road and head under the bridge which is near
your house)
Location: Village of Outcasts, lone house where Smithy is in Light World (find
a locked purple chest and take it to the thief at the entrance of the
Desert of Mystery in the Light World so he will unlock it)
LIFE MEDICINE
The red potion that you can buy from most shops in Hyrule will completely
heal your life energy. Throw back some of the red stuff when you are low on
health, and it is particularly useful during boss fights or long dungeons
Location: Various Shops
MAGIC MEDICINE
The green potion which completely restores your magic energy is not as com-
mon as the Life Medicine. It is the cheapest of the medicines, and it is for
sale at the Magic Shop. You can also get it for free by throwing a bottle
into a Mysterious Pond. The Magic Medicine becomes invaluable later in the
game, when you need to perform plenty of magic spells in the later dungeons.
Location: Magic Shop, Mysterious Ponds (near Zora's Waterfall and in Pyramid)
CURE-ALL MEDICINE
The most potent potion, the blue Cure-All Medicine, can heal your life and
magic power with one dose. It is the most expensive and the rarest of the
potions, for sale only at the Magic Shop. When you reach Level 5 in the Dark
World, it is wise to bring at least one bottle of Cure-All Medicine into
each dungeon.
Location: Magic Shop
FAIRY
A fairy will revive you if you die, healing seven of your hearts and in-
stantly bringing you back into action. Although they are not as potent as
the Life Medicine, they are always reliable and act as "second chances."
You can, of course, release a fairy before you die; touch it to restore
seven hearts.
Location: Everywhere
BEE
Normally, when you encounter a bee in the wild, it will attack you and in-
flict minor pain. However, you can catch or buy Bees and put them in a
bottle; release the bee and it will attack nearby enemies. It is not some-
thing you should rely on, as the Bees are fairly weak, but they can distract
enemies so you can mosy on by.
Location: Everywhere
GOLDEN BEE
The Golden Bee differs from the regular bee in that it will attack multiple
enemies and it can be re-caught for use later. There are only two places
where you can find a Golden Bee, but they are very advantaegous to the
regular ones.
Location: Lake Hylia, icy cave (dash into the fairy statue in the cave to the
east of the cave where you find the Ice Rod)
Insect Shop, Village of Outcasts (catch a Golden Bee at Lake Hylia
and show it to the owner so he will start selling them)
----------------------------------------------------
ITEMS -- EQUIPMENT
----------------------------------------------------
FIGHTER'S SWORD
Your initial sword belonged to your uncle, and he passes it on to you so
you will be armed for your quest. The Fighter's Sword does enough damage to
kill fairly weak enemies without a struggle, and like all your swords, can
be used to unleash a spin attack.
Location: Hyrule Castle, B1F (given to you by your uncle)
MASTER SWORD
The Master Sword is not only stronger than your Fighter's Sword, but it has
magical properties. It can fire lasers from the blade when you are at full
health (but the lasers themselves are weaker than the blade) and it is the
only weapon that can deflect Agahnim's magic.
Location: The Lost Woods, pedestal in the meadow (requires three pendants)
TEMPERED SWORD
As strange as it sounds, the almighty Master Sword can be upgraded to an
even stronger weapon by two professional swordsmiths. They will hone the
blade to hair-splitting sharpness so it will be stronger than it was before.
The sword will be bronzed as well.
Location: Kakariko Village, Smithy (with the Titan's Mitt, get the dwarf just
south of the Village of Outcasts and bring him to the Smithy)
GOLDEN SWORD
Physical upgrades are fine, but nothing can surpass magical strengths im-
posed on your blade. The Golden Sword is the strongest sword you will find,
often killing enemies in a single hit. It is the only weapon strong enough
to be effective against Ganon.
Location: Pyramid of Power, Mysterious Pond (after Level 6, the Bomb Shop will
sell Super Bombs. Bring one to the crack in the Pyramid of Power and
toss the Tempered Sword into the pond when you blow open the wall)
FIGHTER'S SHIELD
Your uncle's shield is able to block simple projectiles such as rocks and
arrows. Face the item you want to block and your shield will defend you
automatically. No shield can protect you against short-range attacks (like
swords), but this one works well against most physical long-range ones.
Location: Hyrule Castle, B1F (given to you by your uncle)
RED SHIELD
The Red Shield can block small fireballs like the ones expelled by Zoras and
the devices in the dungeons. It is very useful in the Dark World dungeons as
there are many objects that shoot fire.
Location: Mysterious Pond (near Zora's Waterfall, toss in your old shield)
MIRROR SHIELD
The strongest of the shields you will find, the Mirror Shield can defend you
against the large, powerful fireballs that some enemies shoot. It can also
defend you against lasers, such as the ones found in Turtle Rock. There are
few things that the Red Shield can't block, but the Mirror Shield can block
almost any long-range attack.
Location: Turtle Rock, main treasure
GREEN MAIL
Your initial clothing provides minimal protection from enemy attacks, and
it will suffice for nearly half of your adventure until you find a more
suitable replacement. You begin equipped with the Green Mail.
Location: You begin with this
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