Zelda: The Four Swords - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Zelda: The Four Swords - Strategy Guide (Page 03).
BOSS: MOTHULA
Mothula is easy to kill if you have plenty of magic; six or seven shots from
the Fire Rod will do him in. You can also use arrows or, as a last resort,
your sword. The floor is constantly moving, so you will have to fight its
path to get a good shot at the boss. Obviously avoid the edges...eventually
those blade traps will begin to slide across the room. Mothula will also
fire red blasts which dissipate in a W-shaped trajectory, so you have a lot
to avoid.
Take the third crystal and a well-deserved Heart Container to rescue the third
maiden! She will tell the prophecy of the Great Cataclysm: if one with an evil
heart claims the Triforce, a Hero is destined to appear and the Hero alone must
vanquish the evil. The Hero is also a descendant of the Knights of Hyrule.
You seem to be all of those things, and Ganon is your evil! Go get the other
maidens!
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VILLAGE OF OUTCASTS
The Closest Thing to Civilization
===============================================================================
The Village of Outcasts is a desolate, delapidated part of the Dark World that
is supposed to resemble an evil form of Kakariko. You can explore here at your
own risk, but take a detour back to the Light World for a little bit. Go to the
Smithy (which is off the southeast of Kakariko) and pound the stake in front of
the door with your Magic Hammer. You can fall into the well to find a cave with
a strange altar. Sprinkle some Magic Powder onto the altar to summon a spirit
who will try to curse your magic power...but it will backfire and you will end
up with twice as much magic! You can choose to cast magic to destroy a room
full of enemies without as much concern. It also makes the Magic Cape more
practical.
Now that you're in the area, head to the Mysterious Grove, which is along the
path to the south of Kakariko. Here you'll find another flute-playing boy and
it is also here that you'll find the buried flute of the other flute player
trapped in the Dark World. Check the northwest grove of flowers; dig there
with your shovel to find it. Next time you're in the area, play the flute for
the creature in the Dark World. He'll thank you for soothing his soul and he'll
turn into a lonely tree, but he will also tell you about the connection be-
tween the weathercock in Kakariko and his flute. You get to keep the Flute.
Go back to Kakariko and play the Flute for the weathercock in the center of the
village. The statue will burst open and a Cucco will fly out. You can summon
this Cucco to transport you to several key places in the Light World when you
play the Flute...a convenient shortcut.
Use the Flute right now to fly to Death Mountain (point 1 on the map), and make
your way back up to the Mountain Tower where you got the Moon Pearl. Don't
actually go in the tower; to the west you'll find another monolithe where you
can get the third and final magic spell, Ether! It will cast chilling magic
which freezes most nearby foes. Often, cracking frozen foes with your Hammer
will make them drop large Magic Decanters.
Use the Flute to fly back to your house, and take the nearest portal (which is
north, under the arch to Hyrule Castle) to the Dark World. Head all the way
back to the Village of Outcasts.
PIECE OF HEART
The Game of Chance in the Village of Outcasts has a Piece of Heart as one of
its prizes. It costs 30 Rupees to open two chests out of sixteen, so your
odds are 1 in 8.
Once you're ready, find the gargoyle in the center of the village and pull on
its trident to open a path to the next dungeon.
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1. BOTTLED GOODS SHOP (Just southeast of dungeon)
Bee 8 Rupees
Gold Bee 88 Rupees (For sale after you catch a Gold Bee and show to owner)
Fairy 77 Rupees
2. GENERAL STORE (East of Bottled Goods Shop)
Life Medicine 150 Rupees
Shield 50 Rupees
10 Bombs 50 Rupees
3. GAME OF CHANCE
Pay 30 Rupees to open two chests. The prizes are 100, 50, or 1 Rupees;
1 Bomb; 10 or 1 Arrows; 1 Heart, and a Piece of Heart (only one).
4. 300 RUPEES, TWICE
In a house to the northeast of the village (just south of the northeast en-
trance), you will find a house with a chest inside; it has 300 Rupees. At
the southwest corner of the village, a wooden shed can be blown open to
reveal a sealed room with another 300 Rupees.
===============================================================================
THIEVES' TOWN (LEVEL 4)
Rescuing the Fourth Maiden
===============================================================================
This dungeon is populated by red and blue lizard-like creatures who walk the
corridors and patrol the place. The blue ones can be killed with a single sword
strike, while the red ones require two. The reds will also breathe large fire
blasts at you which are too strong for your Red Shield. Also you will find no
shortage of Stalfos and the yellow energy which turns you into a rabbit, often
concealed under skulls.
1. Jump down a level, then go north and turn west to find the Map in a chest.
Then look for a corridor just north of the chest which will take you under
the upper walkway and into the room to the north.
2. Go up the stairs just in front of you, then turn east and follow the path to
a chest with 20 Rupees. Head back to the stairs you just climbed (don't go
back down) and jump off north. Walk under the bridge and take the stairs to
the northeast; follow the path to a crack in the wall.
3. Break out the Bombs and blow it open, then head to the north to find another
crack; yet there's nothing behind it except some goodies under skulls. Drop
down and proceed south to the next room. Take the stairs to the upper walk-
ways and head to the southwest, then look north for a chest with the
Compass! The one-way door on the west wall will simply take you back to the
first room; instead, hop down and go to the southwest of the room. Proceed
west, back to the first room, to find the Big Key in a chest!
4. Go back to the room to the east, then stay on the lower level and head
north. Climb up the first staircase you see, then head north to find a door
which you can open with the Big Key. Stalfos patrol this corridor, so fight
your way to the north, where you will find a Small Key under a skull. The
northern room is completely empty; where you want to go is through the
locked door to the south.
5. Kill the lizards and head west. Here you'll see ghostly red gelatinous blobs
which split in two and teleport around the room. You can destroy them with
two sword strikes by attacking the brighter one. Proceed over the moving
floor as best you can to the west room; you will be blocked by upraised blue
blocks if you go north.
6. Carefully fight and dodge your way over the big conveyor belt and head into
the northern room. Look for a Small Key under a skull, set the switch to
blue, then head upstairs to 1F. Here, if you pull the lever, it will release
snakes into the room as a trap; instead, look for a switch under the south-
east skull which will open the east door. Fight the lizards along this corr-
idor and continue east. Open the chest for 3 Bombs, and throw one of them
over the barrier and onto the cracked floor in the light. It will be de-
stroyed, allowing light to seep into the big empty room downstairs. Also,
this is the only crack in the floor up on 1F weak enough to be destroyed, so
don't waste your Bombs trying to break the others.
7. What did that accomplish? Absolutely nothing! Yet at least you know you've
tried everything up on 1F, including breaking floors. Go back downstairs; if
you want to read the telepathy tile on 1F, set the switch to red. Zelda will
tell you to beware the magic of Blind the Thief. He was the thief who hated
bright light, according to the Kakariko villagers. Can he be in here, too?
8. Set the switch to blue and head east two rooms. Navigate the moving floor as
best you can, then proceed downstairs to B2F. Kill the guards here to open
the west door. The next room to the west (beneath the large white block that
you can lift) is a trap; you will have to kill blue electric jellyfish to
get out. Instead, proceed south over the conveyor and two rooms east.
9. You will be in a prisoner's chamber; someone really didn't want her to es-
cape because she is locked by three sets of bars. Use your Big Key to un-
lock each and fight your way to her rescue. Open the chest for a Small Key
and, before you take her out, head back two rooms west to a locked door.
Behind it you will find the big chest; quickly whack the moles with your
Hammer and claim the treasure before the floor breaks away. The treasure?
The Titan's Mitt! It is even more powerful than the Power Glove! Go one
room east (it will have a large white jar) and then north. Lift up the big
block and go back upstairs.
10. If you try to take the girl out of the dungeon, she will not want to go.
This is very suspicious...why is she following you? ...Perhaps she...well,
let's do a test. When you go back upstairs from B2F, look to the east for
a skull with a switch under it, which will open the door to the Stalfos'
corridor. Go north into the big empty room...except now for the light...
and lead the girl into the light.
BOSS: BLIND THE THIEF
The girl was actually Blind in disguise! He will change into a hideous mon-
ster that will float around the room and fire lasers periodically. Charge
up a spin attack and release it next to the thief. He will fire small
blockable fireballs from his head, then he will go back to shooting lasers.
Hit him enough times, and his head will come off and float around the room,
continually spitting fireballs. Keep going and his next head will come off
and float. When he has lost two heads and you hurt him enough, then he will
die. The best strategy is to keep a charged spin, making your way to the
thief while holding a charge and avoiding the incessant fireballs. His
floating heads can't be hurt; they will die when you kill the body.
The fourth maiden is rescued!
She will tell you about your ancestors, the Knights of Hyrule: they fought in
a war while the Sages were sealing the way to the Golden Land. They fought
against the evil who tried to stop the Sages. Now you're the last in their line
and you must finish the job.
===============================================================================
VILLAGE OF OUTCASTS
Testing the Titan's Mitt
===============================================================================
Test out your Titan's Mitt by heading south of the village (where the House of
Books is in the Light World) and lift up the dark skulls to find a frog. He is
actually the partner of the dwarf in the Smithy; take him back to the Light
World so he will change back to a dwarf and return him to his partner. They
will thank you and offer to temper your sword at any time! Re-enter the house
and they will offer to temper it for 10 Rupees, but you will need to give up
your sword for a little while. While you're waiting, go to the "Smithy" in the
Dark World (it's just a broken house) by lifting up the dark rocks near it with
your Titan's Mitt. You can get some Pieces of Heart in the meantime.
PIECES OF HEART
1. Pound every last purple stake near the purple house (where the Smithy is in
the Light World) with your Magic Hammer to make a stump turn into an
entrance to an underground cave with a Piece of Heart.
2. South of the Village of Outcasts is the Treasure Field, where you can pay
80 Rupees to use the Shovel to dig in the field for 20 seconds. You may come
across a Piece of Heart if you are lucky.
Your sword should be done now. Head back to the Light World and get it from the
dwarves...it's bronze with power! The Tempered Sword is a stronger version of
the Master Sword, honed to hair-splitting sharpness. It is very valuable.
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1. SHOOTING GALLERY
The area south of the Village of Outcasts has a Shooting Gallery where you
can pay 20 Rupees to shoot five arrows at moving targets. You'll win four
Rupees for each target you hit, and that will double until you miss. You
can win 124 Rupees for a perfect game.
2. TREASURE FIELD
West of the Shooting Gallery is the Treasure Field. Pay 80 Rupees to dig in
a fenced-off area with a Shovel. You have 20 seconds to dig, and usually you
can make a profit since the field is so rich with Rupees. There is also one
Piece of Heart in the field, although randomly placed.
===============================================================================
LAKE OF EVIL
Entering the Ice Palace
===============================================================================
It's time to explore the version of Lake Hylia in the Dark World. Play the
Flute and fly to your house, then go south into the Swamp. Proceed west and
look for an upside-down "V" of white statues. Pound the stakes and lift up the
rock behind it to find a portal to the Dark World. Take the southeast road out
of the Swamp and jump off the edge into the waters of the Lake of Evil.
The murky waters are populated by flying enemies who drop explosives all over
the place, so swim with agility. The Lake of Evil also houses a massive Ice
Temple, which is towards the frozen section in the center.
PIECE OF HEART
Look for a large circle of stones in the west water of the lake. If you use
your Magic Mirror while inside the circle, you'll be taken to a high island
in the Light World; a Piece of Heart is atop it.
Don't bother returning to the Dark World (unless you want to check out some of
the secrets below), since the large Ice Palace in the center of the lake has no
outer entrance. Swim to the Great Fairy's island in the middle of Lake Hylia
and use your Titan's Mitt to lift the black rock. It will reveal a portal to
the Dark World, which will take you right into the walls of the Ice Palace!
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1. A MASTER LOCKPICK
Towards the northeast shores of the lake is a cave where a thief will tell
you a tale for 20 Rupees. He mentions a fellow thief who sits by the en-
trance to the Desert of Mystery in the Light World and who is a master
lockpick. In fact, he just might be able to open that locked purple chest...
2. FROZEN FOES
Lift up a rock near the cave mentioned above to find an underground tunnel.
Use the Magic Cape to pass over the spikes and reach a telepathy tile where
Zelda will tell you how to freeze enemies and crack them with the Hammer to
receive Magic Decanters.
3. GREAT FAIRY FOUNTAIN
Bomb the hollow wall next to the cave mentioned above to find a Great Fairy
Fountain.
===============================================================================
ICE PALACE (LEVEL 5)
Rescuing the Fifth Maiden
===============================================================================
The Ice Palace is a frozen labyrinth that extends very deep under the murky
waters of the Lake of Evil. It's inhabited by icy enemies who come off the
walls and attack; you will need your Fire Rod to melt them. It's important to
come with at least one bottle of Magic Medicine.
1. One icy figure will come to life in the first room; melt him with your Fire
Rod and the west door will open. Try your best to keep your footing on this
icy floor and kill the electric jellyfish; one will drop a Small Key for
the staircase to B1F.
2. An upraised tile in the southwest corner will open the east door. In the
next room, push the central block east and go south. Charge up a spin att-
ack and use it against the sliding green monsters (you could also kill them
with magic) to summon a chest with your Compass. Return north.
3. Push the central block north and head east. Kill the penguins and find a
switch under the southern skull to reopen the doors. To the east is nothing
but some stairs and a chest blocked by a big wall. Instead, return west and
you will see that the block has reset; push it west and head north.
4. Set the switch to blue and then throw a bomb over the red blocks to the
cracked floor. It will burst open. Return to the switch, set it to red, and
then put a bomb next to it. Quickly run over the blue blocks before they
rise, then walk over the red blocks and into the hole.
5. Down in B2F, the south door will open only if you kill two Skeleton Knights.
They will drop from the ceiling; hit them with your sword to make them
crumple into a pile of bones, then blow the bones up with a bomb. You can't
kill them unless you destroy the bones.
6. The door will seal you in a room with a moving floor and blade traps all
over the place. Navigate the floor as best you can, kill one of the blue
jellyfish for a Small Key, and unlock the door at the southwest. (Keep the
switch set to red).
7. The southwest skull has a switch which will open the east door. The Magic
Cape will help you navigate the tiny path and pass the fire stick as you go.
In the next room, the upraised tile will reopen the door, but you should go
down to B3F.
8. You can kill at least four penguins with one spin attack. Kill all five to
open the north door, but don't rush through; you'll be met by a huge yellow
blade trap that will rush south into your face. Take the north door (the
west has stairs that lead to B4F, and you should get the Big Key before you
go there) and the floor will break away. You'll get dumped into a long room
in B4F.
9. Navigate the icy floor and take the northeast door. In case you're wonder-
ing, the south door in that room is locked and the southwest door (which is
opened by a switch under a nearby skull) leads to the room in B4F that you
didn't get to because you were warned to get the Big Key first. Through the
northeast door, Hookshot across the pit and go south. Lure out the first
trap (then hide in the door); when it's sliding back, lure out the second
one (then hide in the door). As they both slide back, quickly go upstairs
to B3F. You could also use the Magic Cape.
10. Use the Magic Cape to pass over the spikes. The switch under the skull will
summon a chest with a Small Key. Claim it, then go upstairs to B2F. Here,
in addition to dealing with some Skeleton Warriors, pound the moles and
lift the big stone to find another Small Key. Lift up the skulls to find a
switch to summon the chest with your Map! Then pull the tongue on the stat-
ue to open the east door.
11. Go upstairs to B1F and get the Big Key from the chest! Then head back down-
stairs to B2F, pull the tongue, then go back down to B3F. Unlock the door
with a Small Key to end up in the room with the big yellow trap. Take the
west door (finally), go downstairs to B4F, and destroy two ice figures with
the Fire Rod to summon a chest with three Bombs. Instead of falling down
the obvious hole, bomb open your own pit behind the stairs.
12. You'll land in front of the big chest, which has some Blue Mail inside! It
is valuable armor that will double your defensive power! Push the blocks
and go east, then unlock the north door with the Big Key. Dispose of the
enemies which include a Skeleton Warrior, then unlock the door to B6F.
13. Go south, then unlock the door to the east. Set the switch to blue, lift
up all the jars for goodies, then return upstairs. If you're hurting, you
can fall into one of the holes; they lead into big white jars with fairies.
Anyway, on B5F, head south and then one room east. A northwest skull in
this room has a Small Key, and the switch just to the northeast of the fire
stick (under the skull) will open the southern door. Slip along the icy
path to the east, then step on the switch under the skull to make a chest
with a Small Key. You should have three Small Keys now.
14. Go upstairs to B4F, watch out for the ice figure in this room, then unlock
the door to the north. You've been in this north room before. Find a nearby
skull with a switch to open the west door. You've been here too, on the
other side. Fall into the pit, head east, and lift up the block. Fall into
the hole underneath it.
15. Head south and kill your enemies. The tongue on the east statue will reopen
the door if you need it; then lift up the skulls. Pull one of the statues
out of the way, the pound the moles and lift up the block to reveal a hole
to B7F. The other block conceals four blue jellyfish enemies, but behind it
are skulls with arrows and bombs. You'll need neither for the next fight.
BOSS: KHOLDSTARE
It is important to bring plenty of magic power to this battle. Kholdstare
is an enormous eye-shaped cloud which is frozen in ice. Ice rocks will drop
from the ceiling as you try to melt Kholdstare with your Fire Rod. The ice
will drop where you are standing, so keep moving. Once you've melted Khold-
stare, it will split into three and rove around the room. Charge up a spin
attack and whale on each piece of it until it dies.
The fifth maiden is rescued!
She will tell you about the Hylia and the Sages; how their blood-related desc-
endants are growing thin. The maidens are the last in the Sages' line and you,
the last in the Hylia's line. With your hereditary powers combined, you must
destroy Ganon so the Triforce can await a new owner.
===============================================================================
SWAMP OF EVIL
Heading to the Misery Mire
===============================================================================
You recall some information given to you near the Lake of Evil about a master
lockpick at the entrance to the Desert of Mystery? If you return to the Light
World, fly to Kakariko Village, take the north-center road towards the forest,
lift the large black rock, then find a small white rock with a portal to the
Dark World beneath it, you will enter the Village of Outcasts. You may also
recall finding a locked purple chest where the Smithy is in the Light World.
Get that purple chest (it's in the house just off the southeast of the village)
and return to the Light World with it. Take it to the Desert of Mystery en-
trance and the thief by the sign will offer to unlock it for you. Inside is a
fourth bottle! How lucky!
You're prepared to immediately go to the next palace. It is in the Swamp of
Evil, which as you may recall, seemed inaccessable at first. However, call the
Cucco with the Flute. Warp to point #6 on the map (the Desert of Mystery) and
the Cucco will fly you to a high ledge. Underneath a rock there is a portal to
the Dark World, granting you access to the dark version of the Desert: the
Swamp of Evil.
The Swamp of Evil is a stormy, mucky place where many acquatic wretches wait to
ambush wanderers. Beware of the worms which leap out of the water, and the
beasts who spit fireballs like the Zoras do. The center of the swamp has an
odd-looking platform, and to its northeast and northwest corners, two caves in
the shapes of strange faces.
PIECES OF HEART
1. In the northern waters of the Swamp are two caves which actually resemble
faces. Go into the northwest one to find two chests. Push the eastern block
on the southern row east, then push the western block on the same row west.
Stand next to the west chest and push the block down, then stand in front of
the east chest and push the block east. One chest has a Piece of Heart. The
other has 20 Rupees.
2. Head to the very northeast corner of the Swamp of Evil (it should look like
a circular niche in the wall). Stand in the niche and use the Magic Mirror
to end up on a high ledge in the Light World. Under a rock there is an
underground entrance to a Piece of Heart.
Find the large decorative platform in the center of the Swamp. Notice the sym-
bol shaped like your Ether medallion? If you cast Ether while standing on that
spot, you'll be able to change the weather so as to stop the rain and reveal a
hidden cave from beneath the waters! Here is where the sixth maiden is.
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1. GREAT FAIRY FOUNTAIN
Northeast of the entrance to the Misery Mire is a face-shaped cave with a
Great Fairy Fountain inside.
2. GOODIES AND A STORY
Along the east wall of the Misery Mire is a cave where a creature will tell
you a tale for 20 Rupees. He will give you a hint as to how to open Misery
Mire. Also, there is a cracked wall behind him with some minor goodies.
===============================================================================
MISERY MIRE (LEVEL 6)
Rescuing the Sixth Maiden
===============================================================================
The Misery Mire is a complex maze of paths that seem to lead in circles. They
trick to conquering this dungeon is finding out where the keys are, since there
are numerous keys scattered all over the dungeon. Also, you will meet many Wiz-
robes here; they are small, ghostly wizards who shoot an unblockable beam of
energy and then quickly disappear. They will die with one sword strike if you
catch them before they give you the slip.
1. Hookshot across the pit and head down to B1F. In the next room you will have
to kill all the enemies to open the north door; some of which are the ether-
eal Wizrobes. Proceed north to the large, central room. This room branches
off into several paths.
2. Go down the stairs to the lower level, then head to the northwest corner
(near the stairs). Proceed east and you will see two staircases; you will be
able to take the western one to the door up on the ledge.
3. Beware the haunted torches in this room which expel fireballs. Push the
block to the side, then follow the passage to a Small Key at the end. Return
to the room with the torches, take the east door, and kill the Stalfos here.
Beware the gold device which will shoot fire to match your sword attacks.
In this room, there are two Small Keys: one is under the skull in the north-
west corner. For the other, put on your Magic Cape and lift up the skull on
the spikes to reveal a switch, which summons a chest with a Small Key.
4. Unlock the door to the north, then head north again and follow the bridges
two rooms west. You'll end up in a room with lots of spikes on the floor.
Make your way around the pipes to the west of the room, find a Small Key
under the skull (you should have three now) and set the crystal switch to
blue. Return to the other end of the room (near the spikes) and proceed over
the blue blocks to unlock the door to the south.
5. Use your Magic Cape to bypass the spikes and you should soon see a big
yellow trap. To the west is nothing but a room with a locked door (you need
the Big Key) so proceed south. Then (don't worry, none of the cracks can be
blown open) go east to the central room. Walk towards the south (past the
locked door) and get on the wire walkway. To the north, near the now-lowered
blue blocks is a skull which conceals a switch that summons a Small Key.
6. Take the nearby door on the north wall, then kill all the brown creatures
(who like to drop lit bombs) to open the east door. Go two rooms east (you
have been here before) then south. Now you can go over the blue blocks to get
the Map in the chest! Unlock the nearby door to return to the central room.
Go down the stairs, then head to the northwest corner and take the stairs up.
7. You passed a locked door in the central room on the way to the key (it is on
the southwest wall). Unlock it, then kill the enemies here (the gold device
will make it difficult). The jellyfish will drop a Small Key (you should now
have two). If you head south, you will get to a room where you'll see a
chest in the middle but you are blocked off by a wide gap and a short wall.
So return north to the room with the gold device, leave the switch on blue,
then unlock the west path.
8. The tiles will rise from the floor to attack you in this room, but nothing
special will happen when they stop. Light the lanterns to open the north
door, where you can get the Compass! Go back south (the one-way door to the
east leads to a room you've already been in), then south again. Head up-
stairs to 1F, and make sure to lift up the nearby skull for a large Magic
Decanter.
9. If you proceed without lighting the torches, you'll only make it to a narrow
path with a telepathy tile. Sahasrahla will tell you to light those torches.
So, in front of each torch, push the north and south blocks to the side,
then the center block to the north or south to clear a path to the torch.
Light them all and the wall in the southeast room will slide away, revealing
a pit! Fall into that pit to access a treasure chest.
10. You may recognize this room, except now you can open the chest for the Big
Key! Go west and teleport to a room with a locked door that you can now
open, but instead, proceed east, south, and east to the central room. Go
down the nearby stairs to the lower level, then head to the southeast
corner and take the stairs up. Go through the nearby door.
11. Go one more room east. Hookshot the block (you don't have time to walk
around), then hurry up the path before it starts crumbling away. If you
don't stop, the lasers won't hit you. Unlock the chest at the end to get
the Cane of Somaria! This treasure will let you produce your own blocks,
which you can push and throw, useful for weighing down switches. You can
also make your own blocks explode and the fire can damage enemies.
12. Go west, jump down, then go south and west to the central room. Go down the
stairs to the lower level, then take the stairs at the northwest corner.
Take the nearby door, then go north and west. Unlock the door with the Big
Key, then teleport to another room. Here, unlock the door with the Big Key
and look for a skull to the west with a large Magic Decanter. Proceed along
the wooden bridge to the stairs at the end, which lead to B2F.
13. Unlock the southeast door in this dark room (there are plenty of fireball-
spitting devices, so beware and use your shield) and claim the 45 Rupees
behind it. Return north and look for a skull to the west of the room with a
switch underneath it. Put a block from the Cane of Somaria on the switch to
keep it down and the south door open, then head south. Then head west (you
don't have to kill the Stalfos).
14. In this "maze," head south around the wall, north (lift the skull), north
around the next wall (when the blade trap is to the east), south (lift the
skull), then west to the end. To the north, ride the conveyor around the
square hole. To the northwest, there is a weak part of the wall; stand
against the nearby white block (to its north), set a bomb, then pick it up
and throw it towards the crack. Just beware of the Bubble and the annoying
fire-spitting device. While waiting for the bomb to blow up, face north and
hold out your sword; you'll stick out your shield to the side and block the
fire. Behind the wall is 90 Rupees.
15. Return to the conveyor and walk against the flow towards solid ground.
Shoot the switch to turn it red, then proceed through the door to the
southwest of the room. Walk over the red blocks and look for a crack to the
north. Blow it up (beware the little creatures that come out) and find a
crystal switch behind it. Set it to blue, go back south and proceed west.
16. In this room, yellow blobs constantly fall to the floor; attack them when
they are in your way. At the back of the room, set the switch to red and go
upstairs to B1F. To the west, you can unlock the door with the Big Key.
BOSS: VITREOUS
Vitreous is a collection of huge eyes that live in a pool of poisonous water.
The enormous eye sits in the middle and will send smaller eyes to attack you.
Swipe the small eyes with your sword; you will kill them one by one. Keep a
watch for the big eye while you're hacking away; if it pokes partway out of
the water, do not stand in the middle of the room. Stand to the side because
the big eye will shoot a lightning blast down the middle. Once all but four
small eyes are killed, the big eye will bounce around to attack you itself.
Charge up the spin attacks and let 'er rip. Just don't ever touch the water.
Note that the eyes are very powerful; they can knock off two to three hearts
of your life guage with one hit.
The sixth maiden is rescued!
Apparently, Ganon was not able to break the seal of the Sages by himself (so he
was trapped in the Dark World once he found the Triforce--you know from your
own experience that the portals to the Dark World are one-way); he enlisted the
help of Agahnim to do his work in the Light World. If Agahnim captured the
Sages' descendants, the seal at Hyrule Castle could be broken and Ganon would
not be trapped in one realm. Zelda is trapped in a place called Turtle Rock,
which is your next destination.
===============================================================================
DEATH MOUNTAIN EAST
Climbing to Turtle Rock
===============================================================================
Upon exiting Misery Mire, return to the Light World and summon the Cucco with
your Flute. Fly to your house, then take the portal on the bridge to the north
(under the arch that leads to Hyrule Castle). From the Pyramid, go to the Bomb
Shop. You will see that they have a new bomb for sale; a Super Bomb which costs
100 Rupees. Buy the big bomb, the bring it back to the Pyramid. Remember not to
run or otherwise press R, or you will set the bomb. Also, don't jump off any
ledges or you'll set the bomb behind you.
Carry it up the stairs at the Pyramid to a cracked brown wall. Set the bomb to
blow up the wall and reveal a Mysterious Pond, like the one near Zora's
Waterfall. You can get two upgrades from the Great Fairy here; toss in your
Tempered Sword to get the Golden Sword, which is the strongest blade you can
find. Throw in your bow and arrows to get the Silver Arrows, which are stronger
than your regular ones and also have the power to smite Ganon. In fact, they
have more power even than your Golden Sword.
With your new weapons, return to the Light World and fly to Death Mountain. You
will be dropped off near the old man's cave. Climb up the long ladder and re-
visit the first portal that you used to get to the Tower of Hera. Once you are
in the Dark World, look directly south for a spot from which you can jump; leap
here and you'll land on a ledge in front of a cave. Inside the cave, whack the
moles with your Magic Hammer and put on your Magic Cape to cross the spikes.
Remember, though, you will probably need a full magic meter and the upgraded
magic power to make it through safely. At the end, while still wearing the cape,
lift up the white stone and get the chest on the other side. This has the Cane
of Byrna! It is a handy item that is similar to the Magic Cape: it will protect
you from all harm and will also damage the enemies you touch. Since getting the
cane will refill your magic, you should be able to cross the spikes again with
ease. Use either the cane or your cape.
To get to Turtle Rock, you could go to the Tower of Hera and head east, but if
you take the lower route up Death Mountain East you will be able to explore some
caves and get some treasure.
If you choose to explore the caves, head east from the outside of the old man's
cave until you reach a broken bridge. You can Hookshot across the bridge to the
other side. At this point, refer to the "Summary of Caves" below, which will
point out the secrets, including how to climb to Turtle Rock. To reach Turtle
Rock, take the stairs in the far southeast cave and head east at the summit.
This is not Turtle Rock, but if you pound the stakes in a certain order (east,
north, west), a blue portal will open and transfer you to the Dark World, right
atop Turtle Rock. Now there's only one last step: opening the entrance. Stand
on the pedestal and use your Quake magic to shake the earth and corrode the
face of the turtle to reveal a stairwell down into the dungeon. Before heading
inside, take a detour west for a Piece of Heart.
PIECE OF HEART
Head west from Turtle Rock and look for a large grey stone that you can lift
because underneath it is an entrance to a hidden cave. Continue north to a
long gap; use your Ether magic to see the invisible path. Blow open the wall
and then blow open the wall to the west (to the north is a Great Fairy
Fountain). Go south (or blow open the north wall to find some small Fairies)
to end up on a completely separated ledge. Transfer to the Light World to
find a Piece of Heart up here. Don't forget to Hookshot to the treasure when
exploring in the cave.
-------------------------------------------------------------------------------
1. SUMMARY OF CAVES (LIGHT WORLD)
At the bottom of Death Mountain East, to the east of the broken bridge in
the light world, are five caves, as well as a few exits in the side of the
mountain. This will cover the caves (at the bottom of the mountain) from the
northwest one as cave "A" and the southeast one as cave "E".
"A": There are some Lammolas and blue jellyfish in here, as well as an unreach-
able chest. To get the chest, you will need to go to the summit via cave
"E" or the path east of the Tower of Hera and jump off.
"B": Head upstairs in this cave to find a series of holes. Fall into the one to
the east of the staircase (furthest "into" the east wall) to fall into
another part of the cave; you'll see two Fairies. Take the stairs up and
exit the cave to end up on a high ledge with nothing else of interest.
Besides the Fairies, the cave has no secrets.
"C": The Hookshot can pull you across the water by latching onto a pot on the
other side (towards the west wall). There you will find some Fairies.
"D": If you access the cave from the outside, all you can do is head west and
blow up a hollow wall to find a general store. To access the areas behind
the brown block, go to cave "E". Once you're behind it, blow open the wall
at the north to find chests with 10 arrows and three bombs. Go upstairs to
find a room with a crystal switch. Toss a bomb over the wall to set the
switch to blue, then get the five chests with 20 Rupees each.
"E": If you take the stairs up, you will reach the summit of Death Mountain
(near Turtle Rock). If you fall into the hole towards the east, you'll end
up behind the brown block in cave "D".
"SUMMIT": If you reach the summit from cave "E" or heading east from the Tower
of Hera, there will be several places that you can jump from. Jump from
the west and you will land on a ledge in the side of the mountain which
will lead you to a hole; below that is the chest in cave "A". The spot
second from the west just leads to the ledge accessed from cave "B" and
the other two just lead you to the floor.
2. SUMMARY OF CAVES (DARK WORLD)
There are only two caves in the Dark World at the base of Death Mountain,
and they are side by side. Cave "A" is the western one. Cave "B" is the
eastern one. To get here from the Light World, look for a black rock at the
southwest of the Light World area; it has a portal underneath.
"A": Go up the stairs to the west, then follow the path to the hole. Fall in,
then push the west block north. Go upstairs, then fall into the eastern
hole. Then take the next set of stairs (to the east) upstairs, and fall
into the southeast hole. You can reach some chests with Rupees and bombs.
Regardless of which hole you fall into from the room above, you will be
led to stairs that take you to the summit.
"B": This is a general store which sells Life Medicine, hearts, and bombs.
"SUMMIT": Reach the summit by travelling west from Turtle Rock (after using
the portal) or climbing up from cave "A". Under the grey rock is a cave.
To get all the chests here, start by standing near the skull. Hookshot
the west skull, hook the unseen south skull and open the chest. Hook the
north skull again, then hook another north skull and open the chest. Hook
the chest to the west (stand at the south of the platform) and open it.
Hook the west skull, then go to the south end of the platform. Shoot the
jellyfish with an arrow, hook the chest and open it. To get back, hook
the west skull, the north skull, and the east chest. Stand to the south of
the skull and hook south, then back east. To cross the gap, use the Ether
magic to see the invisible bridge, then blow up the wall. To the north is
a Great Fairy Fountain; to the west is another hallway (the east wall can't
be destroyed). To the north is a small Fairy Fountain, south leads to a
ledge where you can transfer to the Light World to get a Piece of Heart.
3. GENERAL STORES (CAVES "D" IN THE LIGHT WORLD AND "B" IN THE DARK WORLD)
Life Medicine 150 Rupees
Heart 10 Rupees
10 Bombs 50 Rupees
4. GREAT FAIRY FOUNTAIN
Hidden cave under the stone at the summit in the Dark World.
5. FAIRY FOUNTAINS
Cave "C" in the Light World; hidden cave at the summit in the Dark World.
===============================================================================
TURTLE ROCK (LEVEL 7)
Rescuing Zelda
===============================================================================
Turtle Rock is an underground labyrinth of caves and subterranean tunnels. To
navigate the area completely, you will need plenty of magic. Inside you will
find a host of enemies and traps, and at the end you will find Zelda. A new foe
is the orange, cactus-like enemy, whose body pieces will bounce around when
struck. It is easiest to attack one from directly north or south of its body,
so its body pieces will bounce in a predictable, vertical line in the room. The
eye engravings in this dungeon will fire lasers at you when you look at them.
Charge up a spin attack and walk backwards when you have to go towards an eye.
1. Use the Cane of Somaria on the "?" block to make a platform appear. Step on
the platform and ride it to the other side to reach a large room.
2. Make another plaform and press right on the Control Pad to make the platform
travel along the right branch. You can switch directions that the platforms
travel at white circular dots in the track (or, in the case of half-circles,
only one way), and you can get off at the "?" marks. In this case, travel
left and get off at the "?" mark.
3. At the south end of this room is a chest with the Compass! Claim your prize,
then notice the exit seals when you look at it, and a laser above fires. To
back into the door so the trap doesn't activate, charge up your spin attack
and walk backwards while holding the charge. In the main room, ride a plat-
form to the right, past one (the first) "?" block and get off at the next.
4. Lift up some skulls to find magic and arrows, then go back. Make a platform,
ride it up (don't turn left) to the next "?" mark and get off. In the next
room, make a platform and equip your Fire Rod. Ride the platform down. It
will turn right, then you turn it up. It will turn left, down, and right.
Then light the torch when you are underneath it, and light the other torches
as you ride past them. You should make it to the door before it closes. Walk
past the rolling logs (hide close to the walls to protect yourself) and claim
the Map and Small Key in the chests.
5. Go back two rooms to the main room and ride a platform to the next "?" mark.
Destroy the tiles which attack you; the door will open when they are gone. In
the next room you'll find a large Magic Decanter and a Fairy. Go back to the
main room and ride a platform left to the next "?" mark. Unlock the door, and
defeat the catcus-like enemy in the next room to get a Small Key. Its body
pieces will fly off and bounce around, so bear that in mind if you are low on
health. Grab the Small Key from it and unlock the door.
6. Shoot the switch to set it to blue while avoiding the Chain Chomps; they can-
not be killed. In the west group of blocks, push the northern block to the
east to summon a treasure chest. Throw a bomb over the red blocks to set the
switch back to red and reach the chest with the Small Key. The Chomps are so
deadly that you should always wear the Magic Cape when you have to get close.
Put it on, grab the key and go downstairs to B1F.
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