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Version 1.15 (12/20/13): Added more hidden rupee locations to the Dark Palace, Turtle Rock, and Ice Ruins sections. Also added information about the rupee-giving Hinox, and a correction to the Sand Rod's description.
Version 1.1 (12/10/13): Added a missing Treasure Hunter room to that section that was previously missing, thanks to some anonymous feedback left for this guide! I also added a hidden 300 Rupee stash in Turtle Rock that was submitted.
Version 1.05 (11/29/13): Added walkthroughs for the six Treasure Hunter Rooms. Also made a couple of corrections to the Maiamai Locations section, including adding a missing Maiamai to the Lost Woods section and removing the Lamp from the list of upgradable items. In the Heart Pieces section, I corrected the number of rupees needed for the Thieves' Town Rupee Rush mini-game.
Version 1.0 (11/26/13): The first version of this FAQ. The walkthrough and pretty much every side section is complete. If you spot any errors or want to provide better information, such as the official boss names, let me know!
For many, The Legend of Zelda: A Link to the Past was one of the most beloved games in the entire series. That said, it is about time that one of the greatest games in the series saw an update. Set in the same world as the legendary SNES title, old fans will have no problem navigating the different areas. However, there are plenty of new secrets and minor differences thanks in part to your new abilities. The biggest differences lie in the alternate world of Lorule, but there are plenty of portals available to make the transition seamless and less tedious. It is a fairly non-linear game so you can theoretically do the dungeons in any order you want as well. All in all, it is a fun twist on a classic, and I would say it's money well spent to buy this game!
Circle Pad: Move Link, move cursor on menu screens
D-Pad: Look around
A: Merge/pop out of walls, perform actions (talk to people, lift pots, etc.)
B: Swing your sword (hold to charge for spinning attack)
X/Y: Use equipped items
L: Dash (must have Pegasus Boots; hold to dash
R: Use Shield (hold button)
Start: Pause/resume game, skip already viewed cutscenes
Select: Access inventory screen
Touch Screen: Access menus, maps, etc.
The major gameplay mechanic in this game involves merging into walls as a painting. After completing the first dungeon, you gain access to this ability. Basically, you can walk up to most walls and press A to flatten yourself right onto it, then move left or right along that surface. This is very useful since you can get through tight spaces and reach otherwise inaccessible ledges through creative use of merging. When you are ready to jump out, simply press A to pop out of the wall.
Enemies can not hurt you while you are a painting, but you have a limited amount of time in that state. The purple energy gauge on your screen will tick down while you are a painting, and if it runs out, you get popped out immediately. There are some surfaces you can not cross as a painting, such as being unable to pass large rocks on the ground next to the wall, etc.
After you reach Lorule for the first time, you will be introduced to fissure portals, which are glowing cracks in walls. Merge into the wall and pass through these portals to travel between Hyrule and Lorule. There are plenty of these two-way warps, so you won't find it so tedious to travel between the realms as in the SNES game.
In lieu of having a finite number of items like Bombs and arrows, most of your items run on energy. Each time you use anything, such as placing a Bomb or pounding something with the Hammer, it expends some of your energy. Luckily the gauge regenerates on its own relatively quickly, so you won't ever be out of the action for too long if you empty it out. The biggest drain on your energy is merging onto walls, followed by using Bombs, but if you use it when necessary, you should never find yourself in a bind.
In one of the dungeons, you will be able to find a Stamina Scroll which lengthens your energy gauge. Every bit helps!
Initially when you start the game, you will only be able to equip one item at a time with the Y button. As you progress, you will receive a Pouch which allows you to equip a second item to the X button. This is of course helpful since you won't have to switch out items as often.
At some point in the game, you will be given access to a Quick Equip feature. The way this works is simple. By using the touch screen, tap the item circle on your screen and a small slider will appear onscreen. Press the up/down buttons to quickly select your items shown along the right bar. You can set up how many items appear in Quick Equip by using a slider in the bottom-left of the screen when using the Items menu normally. You move the slider back and forth to set how many spaces appear on the Quick Equip menu, then arrange your items manually so maybe your most used ones get priority.
One new feature of this game that leads to its non-linear nature is that most dungeons do not give you actual items/tools for your inventory. Instead, you rent them from Ravio, a purple-hooded character who stays in Link's house throughout the course of the game. Before entering the first dungeon, you are introduced to this concept by renting the Bow, but before starting your second dungeon, you will be able to rent additional items for a price.
The way it works is simple. You can rent any or all of the items at any time, but if you die in battle, you automatically lose those items. Once you complete the first three dungeons, you will be allowed to outright buy the same items for a higher fee. Once you buy an item, you keep it forever. Plus, you are free to upgrade items you own by collecting lost baby Maiamais. See the Maiamai Locations section for more details. Upgraded items are more powerful, so upgrading is a great idea!
On the touch screen, you will see the map of where you currently are. You can tap it to zoom in, or drag it around to see other areas up close. There are 20 colored pins you can place anywhere on the map to mark areas of interest and whatnot. Important locations such as uncleared dungeons and fissure portals will be clearly marked on the map as well. When you first enter Lorule, a toggle will appear that allows you to swap between overworld maps briefly, mainly for comparison purposes. Another button will show a breakdown of where the missing Maiamais are located (see the Maiamai Locations section for more details).
In this game, you save your progress by using the weather vanes scattered throughout the overworld. If you press Start and quit that way, your progress is NOT saved. Sometimes you are prompted to save at certain points of the story, but it is important to remember those weather vanes. Even if you are not saving, be sure to activate each weather vane you come across, if not just for quick travel via Irene (see below).
Early in the game, you will come across a witch flying overhead in Hyrule. After completing the first dungeon, she will swoop down and actually introduce herself as Irene. She is the daughter of the Witch who makes potions in her shop. Irene gives you a bell, which is accessible on the touch screen. If used, Irene will appear and fly you to any weather vane you have activated throughout the overworld. It only works when you are outside however, but it works in both Hyrule and Lorule. It is very useful in quick travel in the game, so don't forget to check those weather vanes!
In the open area on the west side of Kakariko Village, you will find an old man. Talk to him and he will explain the StreetPass mode for this game. For more information, I would suggest looking at this helpful FAQ found on GameFAQs:
NOTE: Because of the non-linear nature of this game, every dungeon beyond the Eastern Palace can be completed in any order. The layout in this guide is based on my own personal choices. If you choose a different order, I suggest skipping around in the Table of Contents to the section titled "Before <your dungeon choice>" to find out the pertinent information required to take that path.
At the start of the game, you are in your house lying in bed. Before long, a friend called Gulley walks in and screams at you to wake up! Apparently in this game Link is the Blacksmith's apprentice, and the Blacksmith is Gulley's father. Anyway, after Gulley leaves, you can pick up and throw the pots in the corner if you want, otherwise head outside.
You will meet up with Gulley outside, who mentions that his Papa is upset. He also introduces the weather vane nearby, which like more recent Zelda games is used to save your game's progress. If you check the weather vane, its location will be added to your map which will be very helpful for later. Once Gulley walks away, approach it and give it a try.
Once you're done here, head west to the next screen and you will spot Gulley
In running ahead to another area. Follow the path leading northward to the following screen, then continue westward. You will find Gulley again in front of the Blacksmith's shop. Enter the shop and witness a meeting between the Blacksmith and the Captain. The Captain is given a new shield before leaving, but has left his new sword behind. You are tasked with bringing the sword to the Captain, so leave the shop once you have the sword.
From the shop, go north one screen and east along the path to reach the outer perimeter of the castle. Follow the path south and east to the main entrance, and talk to the soldier there. He mentions that the Captain is not there, but he may be at the Sanctuary. That location is marked on your map as well. So, head back to the northwest away from the castle, then north and east one screen each to reach the outer wall of the Sanctuary.
Talk to Seres and Dampe outside, and Seres will go inside to fetch the Captain, leaving you outside with Dampe. Suddenly, Seres screams and the Sanctuary's doors slam shut and are locked. Luckily Dampe remembers a hidden passageway inside you will need a sword to help you through. Agree to help and you will be able to use the sword you were meant to deliver instead.
The secret passageway is in the Graveyard, located just east of the Sanctuary building. Go east and you will find a tombstone in the middle surrounded by a wall and two trees in the front. Cut down the trees with your sword, then push the tombstone back to reveal an opening.
In this dark room, go forward and open the chest to receive the Lamp. Equip the lamp through your inventory screen, and you will now be able to see what's within close proximmity to you. Cut down the pots in the room to get some rupees, then head to the north end where you will find two unlit lanterns and a door. Light them with your Lamp to unlock the door, and head into that room.
Here in the second room, there will be rats roaming around as well, so be careful. You can light a lantern to the left and find a chest further to the left containing 20 Rupees. Continue to the far west side of the room while lighting the lanterns, and head up the stairs to the upper level. Walk along the catwalk to find five Rupees and more rats. At the end of the path, you will find a chest; open it to receive the Small Key. With it, go back to the stairs and unlock the door to proceed.
In the next cross-shaped room, defeat the enemies in the darkness and light the lantern to the west to unlock the door. In the room ahead, you will find another lantern directly in front of you. Light it, then look on the sides of the room to find levers to pull out of the wall. The one on the left unlocks the door, so pull that one and continue upstairs to reach the inside of the Sanctuary.
Inside here, you will find an evil character known as Yuga, who has Seres cornered. Yuga transforms Seres into a painting, then challenges you to stop him. You will not be able to do anything here except get knocked out by charging into the wall, since Yuga merged into the wall as a painting himself. Once Yuga leaves, the Priest will tell you to warn Princess Zelda of the impending danger, then the scene ends.
You will be back at your house, lying in bed once again. This time around, you are awakened by a strange traveling merchant by the name of Ravio. Basically, he wakes you up and tells you to report what just took place with Yuga to Hyrule Castle, and even marks the castle on your map. Before you leave, he will ask to "rent" your house for a little while, so you might as well agree. As thanks, he will give you Ravio's Bracelet despite it being rather smelly. Exit the house and save at the weather vane if you like, then head northward along the path to the castle.
Cross the moat on the next screen and continue northward into the castle garden. The castle doors ahead are locked, so talk to the soldier standing nearby. After a brief conversation, Impa will emerge from the castle. She will ask you to come inside to talk to Zelda yourself, so follow her inside.
When you enter the castle, Impa will go ahead to tell Zelda that you have arrived. In the mean time, talk to the soldier nearby who points out the five paintings in the gallery. Check out each of them, and after you have done so, Impa will emerge and tell you to proceed. Go up the stairs on either side and enter the throne room. Here you will meet Princess Zelda and tell her all about the incident at the Sanctuary. Impa will suggest visiting the elder Sahasrahla in Kakariko Village, and marks the location on your map. Zelda will also give you her Special Charm, which is bound to come in handy soon enough.
When you are done here, exit the throne room. Before going back down the stairs, you will see doorways on both sides. Go through the east doorway and follow the path southward to end up outside atop the castle wall. Go south to a chest containing 50 Rupees at the end of the wall. If you drop off the ledge and reenter the castle garden, you can enter the door in the northwest corner, where you will find another chest holding 5 Rupees. After that, you are done here, so out of the castle gates and follow the path west from the castle.
After leaving the castle grounds, you will find the familiar green enemies from the SNES version. This time around they will not shock you if attacked, so you can kill them safely with your sword. There is also a Heart Piece on the south ledge, but you can not grab it yet. Anyway, go north and west one screen apiece, then southward through the village gates.
Upon entering the village, you will see a large house with a yellow roof and two doors on the upper ledge nearby. Go around and enter the right door, and you will meet Sahasrahla inside. He gives you more insight about the Seven Sages if you want it, then mentions sending an understudy to the Eastern Palace, who so happens to be a descendant of the Seven Sages. The elder asks if you will hurry and meet Osfala before Yuga finds him first. He also marks the Eastern Palace's location on your map if you don't know where it is.
Since you are done with Sahasrahla, exit the house. The layout of the village is the same as the SNES version, but the inside of the buildings are different, particularly the building with the green roof next door. Go to the northwest area of town where you will spot a square hole in the ground you can jump into, if there weren't rocks blocking the ledge. Instead, you can grab a Cucco and jump off the ledge from the right side, then quickly turn and fall into the hole that way. In there, defeat the enemies and collect your first Heart Piece, as well as 20 Rupees from a chest before exiting.
Nearby, you will see the street merchant sitting on the carpet, and he sells a Bottle for 100 Rupees. You should have that much by now if you collected everything thus far, so be sure to buy it! Be sure to check the weather vane in the middle of the village and save your progress. There is a shop next to the street merchant; in there, you can buy a Shield for 50 Rupees, which I would recommend doing.
In the house directly southeast of the weather vane, talk to Bee Guy inside and he will give you the Net. If you happen to capture a bee in the wild (found by cutting down bushes and such) using the Net, you can bring it back to him for a cool 50 Rupees! Anyway, just next door is the Fortune's Choice mini-game. To the south of Bee Guy's house is the Milk Bar, situated in the longer building. You can pay the musicians in the back to hear some music, or buy Milk at the bar for 20 Rupees to fill your Bottle with. East of the village is the Blacksmith's Shop, which you have already seen. If you go over there, you will see a witch flying high above, but you can't do anything about this yet.
If you head south of the village, you can talk to the woman standing by the fence to play the Cucco Ranch mini-game for a chance to win some rupees. Complete the third (Rooster) stage for the first time to win a Heart Piece! There is another mini-game to the west of the Cucco Ranch, but it is not yet ready. So, head southeast to exit the village completely.
From the village, follow the path as it leads eastward. If you cut down the bushes arranged like an arrow, you can enter the secluded grove south of the blacksmith's shop and find Gulley hanging around there. On the screen just west of your house, the witch you saw before will fly by overhead again. Visit Ravio if you want, then go east another screen to reach a bridge. Cross the bridge and continue east another screen, and the tile path will lead into the ruins region to the north.
Follow the path through the arches while defeating the Octoroks along the way, and head up the stairs to the next screen. Ahead, you will find several pedestals: two with crystal switches atop them and two with Bow icons. You can not proceed here, but if you read the purple signs, Ravio has an item rental shop now, so head back to your house to investigate!
Back at your house, Ravio asks you what the icon atop those pedestals looked like. Pick the correct option (the third one) and he will give you the Bow, which you are renting. All you need to know for now is that you don't keep the Bow permanently; if you die, Ravio gets it back so you will need to rent it from him again. Once you step outside of the house, you will notice a new energy gauge. You have unlimited arrows but can only shoot them if there is energy in that gauge. It refills automatically after a few seconds, and you can find energy quickly in the bushes and such.
Anyway, return to the eastern ruins area where you found those pedestals. Stand on the center platform atop the steps and shoot arrows at the crystal switches, which causes the path ahead to open. If you drop off the east ledge into the narrow path, you can collect 20 Rupees, but be prepared to defeat the Armos Knights surrounding it.
When you are ready, head north from the gate you just unlocked. You will see a building in the lower area, but you can't do anything inside for now (you can come back after completing the Eastern Palace and use your painting merge ability along the moving platforms to find 100 Rupees in a chest). If you go northwest, you can go up some steps and defeat a series of Armos Knights to reach a chest containing 20 Rupees. Follow the upper path as it leads further to the east, going up the steps and defeating enemies as you proceed. Once you approach the Eastern Palace, you will meet up with Osfala at last. He refuses to leave and enters the palace himself, leaving you to give chase. Use the weather vane to save, then enter the palace.
Inside the first dungeon, you will find a gap blocking access in the middle. Use the Bow to hit the crystal switch which covers the gap, allowing you to enter. In the next room ahead, defeat the lone enemy and shoot the crystal switch across the left gap to open the west door from the entrance. Go back and enter there to open a chest holding 20 Rupees. If you go into the east room while you're here, you will find just four Rupees. From the middle part of the room, continue into the following area. The narrow corridor below has large and small cannonballs being shot from the back end of the room. There will be four small cannonballs alternating left and right, followed by a larger one. With this in mind, go up the middle path, using the small side alcoves to stay safe if needed.
At the far end, go into the open room to the west. Inside, defeat the two waves of enemies that appear to make a chest appear on the upper ledge. If you walk directly southward below that platform, you will enter a hidden doorway which leads to a chest containing 20 Rupees. After that, go back out and head up the steps to the upper level now. Go through the north doorway to reach the chest containing the Compass. Next, go back out and press the floor switch to unlock the east door, which leads back to the main room again.
Up here, you can grab eight Rupees along a suspicious path; look out as you grab the last rupee as the wall will push you into the path of the cannonballs below. Get back up to where you were, then cross the small bridge and press the floor switch behind the statues to open the next room. Defeat the Armos Knight that comes to life before entering that room. Here you will find a platform moving up and down, with crystal switches on low and high ledges to the sides (low on left, high on right). Shooting the switches temporarily lowers the ledges in the northeast corner where a chest is waiting.
After hitting both switches, quickly open the chest there and obtain the Small Key. While you are here, wait for the platform to move downward, then head across it into a hidden room to the south. There are small faeries you can capture, along with 49 Rupees!
From the moving platform room, exit to the west and you will be at the north end of the main room. Unlock the door atop the steps and continue upstairs to 2F. On the second floor, step on the red floor switch and the four Armos Knights will come to life around you. Defeat them and both doors will unlock. If you look at your map, you need to reach the large southern room, so you can pick either the west or east room to proceed. Here is a quick rundown of each room:
Either way, when you reach the southern room, you will find there are four crystal switches atop pedestals along the northern part of the chamber. The center path appears to lead to the boss room, but it actually falls short. You can only reach three of the four crystal switches for now, since the first switch is inaccessible. Go up the center path to the northern wall and shoot an arrow to the left to hit the second switch. From the center platform, stand on the right wing after defeating the Armos Knight and shoot diagonally at the last switch on the right. Then, drop to the northeast corner by the door and shoot directly at the third switch.
With three switches activated, this means the two platforms on each side of the room will move up and down. For now, ride the right platform upward and enter the east room. There, ride the platforms around the large gap while shooting the four crystal switches in the center, as well as avoiding the arrows being shot from the wall holes. After all four switches are triggered, a chest will appear on the eastern ledge, plus the arrows will cease. Ride to the right side and head up the steps to collect the Small Key from the chest, then ride back across and exit the room.
Back in the previous room, go across to the moving platform on the west side. Ride it upward and unlock the door to enter another room. In here, you will have to fight three regular Stalfos. Throwing pots will quickly defeat them, since they jump away when you use your sword unless you corner them. Upon defeating them, the large chest will be lowered. Open it to receive the Big Key. Before you leave here, go up the southwest steps and head into the small room across the bridge. Hit the hidden crystal switch to gain access to the first switch in the main room. Now, go back to that room and shoot the crystal switch while standing on the left moving platform at its highest point. This will allow you to reach the boss door in the middle, so unlock it and proceed inside.
In here, you will be face to face with Yuga once again. He has transformed Osfala into a painting, and then challenges you to a battle.
Your first boss battle is actually a very simple one by Zelda standards. Yuga will pop in and out of the walls on the opposite side of the room, sometimes summoning a couple of small enemies to pop out and attack you. If you approach, Yuga will either summon the enemies or merge with the wall, so you need to attack from a distance. Whenever he appears, shoot a few arrows across to hit Yuga. Eventually, Yuga will turn red and his movements become quicker. After several rounds of shooting arrows across at him, you will win.
After the battle is over, Yuga will get his revenge by turning you into a painting as well. Luckily, Ravio's Bracelet allows you to escape by pressing A. You now have the ability to merge with walls by turning into the painting, then popping back out when you are done. Being a painting consumes your energy gauge, so make sure you have enough energy before exploring too far. Grab the Heart Container and you will see a crack in the wall; this signifies an opening you can get through in painting form. When you are ready, flatten up and make your way through the crack.
Now you need to escape by climbing along the outside of the palace! If you climb out to the left first, you can reach a ledge containing seven rupees. Climbing to the right from the crack, you can reach five rupees and a lower ledge next to it. Pop out and land on the lower ledge, then merge and climb back along the wall to the opposite side. Pop out on the next platform, and you will see a ledge moving up and down at the far end. Before you do that though, merge into the wall again and follow the path of rupees to another ledge. Over there, open a chest to receive 100 Rupees.
From here, climb back around to the vertically-moving platform and ride it downward to 2F again. Down there, you will find a ledge that moves in and out of the wall. Run across until it starts retracting, then merge into the wall to avoid falling. Pop out when the platform is back and proceed to the end, where you can go down to 1F. Back on the bottom level, go ahead and a wall will move back and forth above the pit. Merge onto the first half of the wall, then when the two pieces meet, go across to the other one. Once you are adjacent to the platform on the other side, pop back out. You will see a crack in the wall in front of you. Before entering it, merge and go all the way left to reach another chest containing 50 Rupees!
With that done, climb through the crack and you will be back inside the palace's entrance room. Pop out and run across to the far right side of the room first. Pass through the crack in the wall there and you can reach one last chest, this one with 100 Rupees inside. Climb back inside, then exit the palace altogether.
Back outside, you will find Sahasrahla waiting for you. He is upset by the news, saying that Yuga now has captured two of the Seven Sages. Suddenly, he points out something wrong with Hyrule Castle, so you both head over there instantly. There is a magical barrier surrounding the castle now, trapping Impa and Zelda inside. Sahasrahla mentions that the hero must collect three Pendants, but since one of them is with Zelda, you are stuck. Luckily, it turns out the special charm Zelda gave you earlier is actually the Pendant of Courage! The other two pendants are located in the House of Gales, in Lake Hylia, and the Tower of Hera atop Death Mountain. Both locations will be marked on your map. You will also have a chance to save your game here.
After Sahasrahla leaves, you will be on your own again. If you linger around the castle, enemies will appear to attack, so you might as well leave. Go back to your house to the south and talk to Ravio. After leaving your house, you will find the blacksmith's wife looking for Gulley still. To help her, go west to the secluded grove blocked by the bush formation near the southern entrance to Kakariko Village. In the grove, head to the middle and you will find a pouch sitting on the stump. Gulley's mother will meet you here, then allows you to keep the pouch. This will allow you to equip an item to the X button, which means you can equip two items at once.
Next, make your way back to your house and continue eastward to the bridge. As you approach, you will encounter the witch yet again. This time, she will stop you before introducing herself as Irene. She gives you a Bell, which can be used to summon her. She can transport you to any weather vane you visited throughout Hyrule, which will definitely come in handy! Irene also mentions her mother's potion shop in the area north of the Eastern Palace, so you will want to check that out as well. (NOTE: You are also introduced to Irene in this manner if you chose to go follow the path north of Kakariko Village instead; both locations yield the same result though.)
Anyway, Irene mentions the Potion Shop, so I would suggest going there as well. From the bridge southwest of the eastern ruins region, go northward past the giant rocks and Octoroks running around until you come to the river. Follow the path all the way north and east while defeating the soldiers along the way, and you will soon reach the shop. Activate the weather vane outside, then enter the shop if you want. The witch only has the Red Potion available for sale right now, but can make the others if you trade her 10x of the specified monster parts. Keep this in mind for now.
East of the Witch's House, you will see a Zora standing at the edge of the water. Merge with the east wall to cross the gap yourself, then continue along the path to the southeast, then up the ramp leading northward. If you want the chest on the west ledge, stand at the top of the hill and merge with the right wall, then go all the way around the southern edge to reach it. Continue northward to the watery area at the top of the path, and as you approach the waterfall, a shady man will come running out of the cave behind it. Someone inside is calling for help, so go ahead and enter the cave.
Inside the Zora cave, you will find that the queen is now oversized in what appears to be poisonous water. Her Smooth Gem was stolen by that man, and the Zoras ask for you to find it in order to save the queen. It is a very good bet that the shady man is in Kakariko Village, so exit the cave and get back to the village.
Upon your return here, head over to Sahasrahla's house. You will find the shady man standing in front of the steps leading to the elder's house. Do not approach the man directly or he will run away. Instead, run behind the house to the area next to the eastern steps, then merge into the wall. Move next to the shady man and pop out to startle him. He mentions selling the gem to the street merchant, but gives you his Pegasus Boots instead. Great deal! You still need the gem, so go over to the street merchant. Purchase the Smooth Gem for 200 Rupees.
Before you return to the Zoras, there is one other item in this part of the world you should get. So, exit Kakariko Village to the northeast.
Outside of the village, you will see the Fortune Teller's tent nearby. Go north and east from here (do not enter the Lost Woods, just go around them). Avoid the crows and continue along until you find a broken-down house. This is the Miner's House. Inside, talk to a man named Rosso who mentions the Tower of Hera and all of the rocks on the ground. Make sure you talk to him a second time, and he will give you the Power Glove. This allows you to lift up smaller rocks, but not the giant ones just yet.
Now that you have another useful item in your arsenal, return to Zora's Domain east of the Witch's House. With the Smooth Gem in hand, approach the queen and toss the gem into the pool. The queen, Oren, will return back to normal, and gives you a pair of Zora's Flippers as thanks. Now you can swim and dive in deeper waters to find underwater treasure, among other things! So, exit the cave.
Now that you have the flippers, you can swim and explore the Lake Hylia region in the southeast area of the map. In fact, unless you want to explore further, I would recommend doing just that.
First, you will want to return to your house, which now has a sign above the door. Go inside and you will find Ravio has transformed your house into a rental shop, complete with various tools you will need. You can rent any of your items from Ravio here for a small fee, but if you die, he takes everything away and you must re-rent your gear. I had more than enough rupees at this point, so I went ahead and rented everything for ease of exploration; if you do not, make sure you get the Tornado Rod and Hammer at the very least for 20 Rupees apiece. I would also recommend getting Bombs.
From the house/shop, go east to the bridge and head south a screen from there. You will find a shop building, and a cracked wall to the right. Bomb the wall and enter the cave, where you will meet Mother Maiamai. Her 100 baby Maiamais are missing, and she tasks you with finding them all. A special button appears on your map where you can see how many hidden Maiamais are left in each region. See the Maiamai Locations section of this guide to know their locations!
From here, you can explore the Great Swamp region to the west, or you can simply jump into Lake Hylia in front of you.
The lake in this game seems to be a little smaller than the original game, but that is okay. In the middle is a large island, where the House of Gales is located. Before you visit there however, swim along the northern perimeter of the island and you will see a stream leading northward. Swim along it to the north and west, eventually leading under the bridge. In that hidden area, speak to the bird-loving man. When he asks what you want, choose to talk to him and he will give you an empty Bottle he found.
Now that you have two bottles, swim back to the House of Gales in the middle of the lake. You can continue swimming to the east of the island along another stream. If you follow that stream all the way east and north to the end, you will find a patch of shallow water with an object sitting there. Swim over and pick up the Letter in a Bottle. The letter is from a man on Death Mountain who asks for some Premium Milk from the Milk Bar. You can return to the Milk Bar in Kakariko Village and trade the letter for some Premium Milk now or later, it doesn't matter.
Also in the area east of Lake Hylia is a cave of faeries you can enter by using the Ice Rod. On the high ledge nearby is a Racing Bro who has a racing mini-game for you. Pay 20 Rupees and race from this spot to his other bro, located behind the Miner's House in the northwest region near the Lost Woods. Make it there in 75 seconds to win 100 Rupees (if you win the second race in under 65 seconds, you can win a Heart Piece). The Pegasus Boots are invaluable for this.
Anyway, return to the House of Gales when you are ready. Activate the weather vane, then look on the ground where you will notice several square tiles. Use the Tornado Rod to blow them away, revealing a floor switch. Step on it to open the dungeon's entrance. When you are ready, head on inside!
NOTE: You must have the Tornado Rod in order to proceed here. The Lamp or Fire Rod are optional.
Starting off, break the pots in front of you to reveal a floor switch. Press it and wind gusts will begin to blow on both sides of the room. Use the Tornado Rod to fly into the gusts so you can reach the upper ledge, then enter the next room. In this main area, defeat the rats roaming around and take a look at the large fan in the middle. At the north end, you can light the two lanterns with your Lamp to reveal a chest containing 20 Rupees.
While you're in the northern half of the room, go right and enter the northeast room. Defeat the enemies and hit the crystal switch to stop the wind gusts, then open the chest to find Monster Guts. Exit the room and merge with the wall to cross the pit. Go through the south doorway to reach a crystal switch. Trigger it, then go back out and around the room to the upper ledge to the left of the switch. Merge to cross the lower segment, then enter the southeast room. In there, use the Tornado Rod to extinguish the flames surrounding the skull enemies, then defeat them with your sword. Open the chest that appears to get a Small Key.
Back in the main room, unlock the southwest door and enter that room. In here, go forward and merge onto the red platform, and ride it until it stops. Pop out and open the chest to get the Compass. Merge onto the red platform again and go north to the second one. Move to the north edge of the platform and pop out on the western ledge when you move over there. Once there, go up the stairs and ride the platforms across to the floor switch on the northeast ledge. Trigger it to cause a wind gust to blow, allowing for a shortcut from the room's entrance if you use the Tornado Rod.
Go through the doorway next to the switch and you will be on the catwalk in the main room. Walk around to a second floor switch, which activates another wind gust overhead. Before using that, trigger the crystal switch to the right and shoot it with an arrow or other item, which will activate the fan in the middle of the room below. Use the Tornado Rod to fly with the wind gust to the northern catwalk. From here, you can merge with the west wall and enter the small northwest room. Defeat the rats inside and go through the southwest door, then merge all the way across the western wall in the red platform room to reach the southwest chest containing 100 Rupees.
Either way, get back to the catwalk in the upper level of the main room, and drop onto the center fan to be blown up to 2F. Here, go south to find a rolling spike bar. Follow it as it moves southward, then use the Tornado Rod to fly over it as it moves behind you. Continue south and break the pots in the corner to find a floor switch; hit it to make a Small Key appear on a narrow ledge to the right. You can't get it for now, so head into the eastern room. From here, go through the door to the south to end up outside. There are two levers in the wall; pull the right one between the Armos Knights to reveal a big chest. Defeat the enemies and open the chest to get the Big Key. Use the Tornado Rod to clear the flames, then go back inside.
In here again, defeat the enemies and go up the steps behind the large fan. Go through the upper door to the west room, and you will find a catwalk with wind gusts preventing your progress ahead. Merge with the wall to the south of the door, and get to the narrow ledge where you can pop out and grab the Small Key. With it, drop down and unlock the southern door to proceed. Outside again, drop down to the left platform and you will see four levers along the wall with a ring of fire at the far end. Pull the leftmost lever and a square platform above will start moving.
Use the Tornado Rod to land on it as it moves along, then walk onto the left catwalk. Merge to the left of the locked door and go around the corner to find a floor switch on a hidden ledge. Press it to make a key appear, so merge back around and use the Tornado Rod to clear the ring of fire. Grab the Small Key and fly back onto the moving platform, then enter the locked room.
You will fight two fiery mini-bosses in this room. They both move around, leaving flaming tracks that can damage you in their wake. Use the Tornado Rod to clear the flames, then use it to extinguish the enemies, temporarily making them vulnerable to attack. It will take about six sword hits to defeat each enemy when its flames are gone. After you defeat them, the entrance warp will appear, so continue into the next room. Here, go down the steps halfway along the path and head into the northwest room.
There is a floor switch puzzle here, where the switches activate fans that blow you across to adjacent ledges. The solution is as follows: left, left, up. When you arrive on the northeast ledge, enter that room. Go clockwise along the path while defeating the Keese, then hit the floor switch at the end to shut off the fans blocking your path before. Go back around the current path and drop down to the lower path at the end, then go east. At the split, go northeast into the new room.
In here, drop down to the northern ledge and hit the floor switch to cause another platform above to start moving. Defeat the green cyclops enemy, then use the Tornado Rod to get onto the platform when it appears. Ride it southward, hitting the crystal switch as you pass to turn on the giant fan below. At the south end, follow the path around and jump into the wind gust to reach 3F.
When you land, defeat the enemies and merge into the southeast wall. Go along the southern edge past the fan's gusts, then pop out and go up the steps into the next room. Defeat another cyclops, then light the two lanterns to open the room to the west. In there, use the Tornado Rod to remove the flames from the floating skulls, then defeat them with your sword. When the enemies are clear, the northeast door will open and a chest will appear to the south. For now, go into the next room. Merge on the wall to cross the gap, and continue out to the eastern room.
Back here, go straight up the steps and take the Small Key from the chest. Get to the south end of the room again and merge around the wind gust to enter the room with the lanterns. Continue to the following room and open the chest you revealed before to get 50 Rupees, then unlock the door in the middle room and enter it. In this final room, there are two moving platforms. Ride the first one upward, then use the Tornado Rod during the pause to land on the second one as it moves backward. When you reach the boss door, unlock it and go inside to meet the boss.
At the start, this strange boss consists of a rotating disc with an eyeball in the middle. It spins around the room and is invulnerable to attack from the sides. If you touch it, you will get knocked back. Be careful since the entire arena is surrounded by a pit, and you don't want to fall. The trick here is to use the Tornado Rod when it approaches to stop it, then land on top and attack the eye repeatedly with your sword. After you damage the eye enough, it will knock you off.
The boss then gains a couple of protective layers and starts to spin around the room again. You need to knock off the layers one at a time by using your sword. Stay out of the boss's direct path and hit the bottom layer with your sword. Five or so hits should knock it out. After clearing the additional layers, the eyeball will become visible again. At this point, use the Tornado Rod to land on the top and attack with your sword. The same process repeats one more time where you must knock out four protective layers instead of just two. Once you get to attack the eye a third time, you should be able to win.
Following the battle, collect the Heart Container as well as the Pendant of Wisdom to exit.
Back outside, there will be a Zora standing nearby. Talk to him if you want, then save with the weather vane. You only have one more location to visit on your map, and that is Death Mountain. If you did not pick it up yet, swim to the east of Lake Hylia and find the Bottle with a letter inside. Take the letter to the Milk Bar in Kakariko Village to receive the Premium Milk. With it, you will now want to head north of the village to the Miner's House. It is one screen east and a few screens north of the Fortune Teller's tent for reference.
If you have not yet visited the Miner's House, go inside and talk to Rosso twice. He will give you the Power Glove, and promises a bonus if you remove all the rocks around his house. Do so and he will give you a chest containing 50 Rupees. Once you have the glove and are done exploring the overworld again, go south of the Miner's House and hug the right wall to find a cave blocked by rocks. Lift them up and enter the cave (make sure you have rented the Bombs, Hammer, and Hookshot if you have not already). Follow the path all the way through while defeating Mini-Moldorms, and you will emerge on Death Mountain.
On the mountain itself, you will need to be cautious as it will rain giant boulders from the sky. Some yield rupees, which you can pick up of course. The enemies here temporarily freeze like statues if you attack them, so keep that in mind. Go southward while bombing the cracked rocks, then cross the bridge and turn to the north. Defeat the Tektites and head up the hill to find two cave entrances. The lower cave has a chest containing 5 Rupees, but if you merge and continue west, you can bomb a cracked wall and enter a second cave where 50 Rupees are waiting. After that, activate the weather vane on the upper ledge, then enter that cave to proceed.
Inside, make your way up the snaking path by making use of your wall-merging ability and standing on the ladders in between the main paths. As you reach the top, you will need to merge to cross gaps and even avoid the boulders as they roll along (or use the Hammer to break them easily). Use the Hammer to pound the stakes at the top if you need safe spots to stand. There are two exits from this cave. You will come to the regular exit first, but the second one requires continuing to the very end of the path in between rolling boulders (the Hammer helps). The second exit will lead to a ledge with a chest holding 20 Rupees, as well as a baby Maiamai on the wall.
Either way, when you exit the cave, go west and enter the second mountain cave. In here, there will be more rolling boulders coming from the top of the room. Make your way up each level via the steps, using the Hammer to break boulders as needed. At the top, head all the way to the right and cross the bridge leading back outside. When you emerge, simply continue into the adjacent opening to reach the next part of the cave. Here, you face more of the same as you make your way to the top of the room. Once you make it to the top while avoiding the boulders, you can open a chest to the right to find Monster Guts, or you can exit to the left.
Upon exiting, you will be at the summit. Merge into the wall and start moving to the right. As you cross the gap, there is another cave opening below; drop into it and head north into a secret area. Collect the Heart Piece and go through the next cave to find some faeries you can capture. Exit the cave and you will be back at the top of the mountain again. Go east a short distance and activate the second weather vane in front of the Tower of Hera. If you have the Hammer, you can pound the stakes and enter the tower right away.
I chose to continue exploring since you still need to deliver that milk to the man who wrote the letter earlier. So, head east to find a broken bridge. Use the Hookshot to cross it, and be very careful to avoid the Lynel's fiery breath ahead. There will be a cave with a sign outside saying that it leads to Rosso's Ore Mine. This is where you should be going. As a note, if you continue eastward from here, you will find a treasure room and a baby Maiamai on the wall.
Inside the ore mine cave, you will need to ride on a series of moving platforms, but you must fall to the next one in the sequence from above. This can be tricky, so you must pay attention and line up properly to succeed. After several platforms, you will reach a solid ledge with two Lynels wandering around on it. There will be walls on three sides with platforms that approach the opposite sides of each. If you go to the west, you will need to use the Hammer and time your bounces on a series of giant spring platforms to reach the top and collect a Heart Piece.
If you want to proceed downward to the ore mine, go east; the thirsty man is to the south, so we will go that way. Avoid the Blade Traps as you continue onward to a three-way split of platforms. Take the left one to the upper cave exit. Outside, merge across to the man and deliver his Premium Milk. He will let you keep the empty Bottle as a reward. If you drop onto the ledge below, you can lift the stone to find a hidden Maiamai.
NOTE: You must have the Hammer in order to proceed here.
As soon as you enter, you will find that the Hammer gets heavy usage here. Pound the springs downward to access the crystal switch; hit it and move to either side once the blue walls are lowered. Hit the next switch to lower the red walls, and you will be at the north end of the room. Pound the springs in the left corner surrounding the high ledge, then stand on the depressed springs to get launched onto the ledge when they pop back out. Merge and pass through the nearby barred window to reach a chest outside containing 50 Rupees, then go back in and merge along the walls going counter-clockwise around the room. At the end, pound and launch from the smaller springs, then use the larger spring to reach 2F.
For the bouncy enemies up here, keep your back to the northern corner so you don't get knocked back down to the floor below when you attack. There is an opening in the middle of the floor; fall through to reach the chest below, which has the Compass inside. Use the large spring next to the chest to return to 2F, then use the large spring on the left side to land on 3F.
Up here, the blue walls are still raised from before, so merge along them to reach either of the crystal switches. Defeat the Mini-Moldorms and hit the next switch to re-lower the red wall ahead, then stand where the red wall was and trigger the nearby switch to raise the red walls. Walk onto the middle platform now to collect the Small Key, then unlock the east door to end up outside again. Walk onto the moving platform as it passes, then ride it around while defeating the crows along the way. When you reach the wall blocking your way, merge and move around to the opposite side, then pop back out onto the platform. As the platform passes the next wall, merge onto it then move onto one of the moving red blocks and ride it upward. Turn to face the ledge and pop out, then enter the tower again on 4F.
In this room, defeat the Stalfos (use the pots for an easier time), then hit the crystal switch if necessary to fight the Mini-Moldorms as well. Pound the large spring and bounce upward to 5F, which is actually a ledge between two lower ones. Lower the red walls via the crystal switch, then stand on the lowered red wall and hit the switch again to re-raise it. Drop off to the right to collect 5 Rupees from a chest, then stand on the blue wall and trigger the switch to raise it again. From here, merge into the upper wall and exit the room via the barred window to the right.
Outside again, ride the moving platform around while avoiding the spinning Blade Traps. At the south end, merge onto the wall that juts out to avoid falling, then climb to the west side and pop back onto the platform. Around the next corner, merge into the wall and move onto the red block when it comes down from above. Ride it upward and land on the ledge above, then enter the room on 6F. In there, defeat the several Stalfos; your Hammer may be helpful despite the slow execution time. After the enemies are cleared, the entrance warp will appear and a platform will start moving up and down. Ride it upward to 7F.
As soon as you arrive, move away from the platform so you don't go back downstairs by accident. There are several enemies here you can kill with your Hammer and sword, as well as plenty of crystal switches, red/blue walls, and cracked floor panels. You will want to move to the northwest and northeast corners of the room, then pound through the cracks to fall back down to ledges below. By doing this, you will be able to collect a Small Key and a chest containing Monster Guts. Use the large springs to return to 7F. When you have the key, get to the western locked door and emerge on another balcony ledge.
Back outside, step onto the moving platform with the large spring on it. When it moves around the corner, use the Hammer to pound it when the platform is about to stop, then bounce off it onto a high ledge on 9F. Before walking onto the next moving platform, merge into the wall and move to the right end of the south side of the tower. Then, pop out and you will fall to a ledge below on 7F with a chest; open it to get 100 Rupees. Merge back to the left and bounce back up to 9F, then ride the second platform to the right. You will see a square opening above that your platform passes under. You need to time your Hammer's swing so you hit it, then the spring recoils as you pass under the hole. That way you reach the ledge above, allowing you to enter the tower again.
In the next room, you will be faced with the classic flying tiles coming out of the floor. Simply stand by the entrance and hold your Shield in front of you to block them all. Once they are gone, a moving platform in the center will be revealed. When it moves upward, drop below it to a hidden room on 8F. You can capture faeries if needed and collect a cool 50 Rupees from another chest before returning upstairs via the warp tile. This time, ride the platform up to 10F.
On the tenth floor, you will face several bouncy enemies on the catwalk. Use your Hammer to quickly stun/crush them so you don't risk falling down. If you fall off the ledges, you will be able to get back up easily enough. Anyway, there are four switches to be activated, one at each end of the platform. Hit them all while avoiding the bumpers and the spring platform in the northeast corner will be lowered. Pound the large spring on it to get launched upward to 11F.
This floor features a single platform with two large springs moving left and right. You need to time your Hammer pounds so the platform is close enough to the side you are aiming to land on. First, get to the right ledge and open the big chest to receive the Big Key. Then, drop back down and get launched onto the left platform to unlock the boss door. You will of course end up outside yet again. Use the smaller springs to reach the larger one, which will send you upward to 12F.
When you land on 12F, you will find Blade Traps moving back and forth in the center of the area, with hearts along the outer walkway. Use any of the large springs in the corners to get launched onto the roof, 13F. You will meet the boss of the tower here: Moldorm.
This giant worm with an armored body and a weak point on its tail is the boss here once again. The platform you are on has no barriers, and a small gap in the middle, so you can get knocked back to the level below if you are not careful! The weak point is the glowing point on its tail, so you will need to hit that with your sword while avoiding other contact with the boss. It tends to move straight for a short period before turning, so watch for that when looking for an opening to attack.
After a few hits, Moldorm will change color and become a little bit faster. You will want to keep your distance so you don't get knocked off, and attack whenever the boss moves away from you or you have a good opening on the wide part of the battlefield. Luckily if you get knocked down to the floor below, you do not have to start the battle over again! It's really a simple battle, so you should know how this works from past games in the series.
Once the battle is over, collect your Heart Container and the Pendant of Power to exit the tower.
After collecting all three of the pendants, Sahasrahla will telepathically contact you. He says that you are now worthy of claiming the Master Sword since you have collected all three pendants. The Master Sword is found in the Lost Woods of course, so that is your next goal. First, return to your house via Irene.
When you get to your house, head inside and talk to Ravio. He tells you that he is now a salesman, and by that Ravio means he can permanently sell you the items you have rented for a price. The first item you buy will be 50% off. Items you totally own will not be lost if you die, plus they can be upgraded by Mother Maiamai for every 10 baby Maiamais you return to her. Most of the items are 800 Rupees, with the Fire and Ice Rods being 1200 Rupees. If you have the money, I would suggest outright purchasing your staples such as the Bow, Bombs, and possibly the Hammer.
When you are done here, save at the weather vane, then head to the northwest area of Hyrule which is where the Lost Woods are located. There are a few entrances to the woods: one northwest of Kakariko Village, one north of the Fortune Teller's tent, and one west of the Miner's House near Death Mountain. It really makes no difference which way you enter since the path is very simple anyway and you can see your location on the map. So, pick one and continue.
When you arrive in the woods, make your way to the northwest corner. There is a Heart Piece to be found in the north-central area if you did not get it earlier, and it requires your merging ability. In the middle of the log tunnel in the north, merge into the southern wall and pass through the cracks to grab that Heart Piece. There are also a few Maiamais to be found throughout the forest.
Anyway, when you reach the northwest corner, follow the path into the next area. You will meet a circle of ghosts who welcome you to the real Lost Woods. For this maze, you need to follow the directions carefully in order to succeed. In the next three areas, the ghosts will move around before exiting via the four exits, and you have to follow/not follow certain ones. In the first room, watch the one ghost and follow it to the second part. Once there, you need to watch two ghosts, but do not go down the tunnels they enter. Finally in the third area, there are three ghosts and you must not follow any of them either.
Make it through the three rooms correctly and you will reach the Sacred Grove, where the Master Sword is waiting. Go forward and pull out the sword to receive it! At that point, Sahasrahla will contact you with instructions to go to Hyrule Castle. With that said, make your way back to the castle gates.
When you arrive at the castle gates, Sahasrahla will be waiting for you. Approach the gate and slice apart the barrier with the Master Sword to clear it. Save your game when prompted, then enter the castle. Inside, go up the stairs and into either the west or east rooms. Follow the path in either room to reach the outside part of the castle. Up there, go to the middle area and enter the now-unlocked center door to continue.
Inside the castle's upper level, go forward into the next room. You will face a ball-and-chain knight inside. Avoid its attack, then run in and slash several times with the sword. Once it's defeated, go into the next room and take down some regular soldiers before heading upstairs to 3F.
On this floor, defeat the soldiers on the ground while avoiding the spear-throwing one on the upper perch. Once you clear the first bunch of soldiers, go up the steps to the top, then merge around to the spear-thrower and defeat it as well. In the following room, simply proceed to the far door and it will slam shut. The Armos Knights in the room will come to life, a few at a time, so defeat them all to continue onward. Out on the balcony, merge with the center wall if you need some hearts, otherwise go up the stairs at the west end to reach 4F.
Upon your arrival here, you will witness Yuga cornering Zelda at the back of the room. Following that scene, defeat the soldiers and continue upstairs to 5F. Here, defeat the soldier and avoid the bombs being thrown by another one on a separate platform. Exit to the balcony at the south end, where you will go down the stairs and reenter the previous room. Defeat another soldier and avoid more bombs, then contiune onward to 6F.
Defeat the next group of soldiers while avoiding the archers who are out of reach. On the eastern balcony ahead, you can merge with the wall to collect hearts and rupees, then defeat the soldier and enter the northern door. Continue upstairs from here to reach 7F. Up here, exit the room via either door to reach one last balcony. Go up the center stairs to 8F and you will meet up with Yuga yet again for a boss battle.
For this battle, you will be in a room with two large columns in the middle. Yuga will move around the walls as a painting, but there will be three paintings (two clones and the real boss) moving around. When they all pop out of the wall, usually they will unleash a lightning attack straight ahead, so you need to get out of the way to avoid it. The real Yuga has a glowing white staff, so that is the one you must target.
The best approach would be to stay in the center of the room until the paintings emerge, then quickly run to the real Yuga and slice him a few times. If you hit a clone, or after attacking the real boss several times, you will be left to defeat a few regular soldiers (who drop hearts/rupees) before the next round. Repeat this process several times and you will win rather easily.
After you defeat Yuga again, he will escape into the next room. Follow him outside, then run along the roof to reach the final area. Inside, slice the curtain covering the north wall to reveal a special crack in the wall. This is actually a portal; merge with the wall and pass through it to reach the dark world, known as Lorule.
When you emerge in the same room, but in Lorule, exit to the right. Follow the path along the castle roof into the next room, where you will once again confront Yuga. Yuga will work his magic with the paintings of the Seven Sages before scattering them throughout Lorule, and then prepares to destroy you. Luckily you get some help from Princess Hilda, who warps you away and out of danger. She will then explain how you must recover the paintings and save both Hyrule and Lorule, so you know your next task.
Just like at the start of the game, you will be at the Blacksmith's Shop. Talk to the wife, who is a lot grumpier here, then leave the shop. Outside, Hilda will speak with you about how the two worlds are the same but different, though you can traverse between the two at certain points. The seven dungeons where the paintings are hidden will be marked on your map, then you are on your own. When you visit the different divided regions of Lorule, Hilda will speak to you about those areas.
The first thing you should do is activate the Blacksmith weather vane nearby (Irene's bell still works here thankfully).
Since you are already in the area, I would suggest checking out Thieves' Town to the west. Before you do that, you can head east towards Lorule Castle. Another weather vane can be activated at the end of the bridge leading into the castle.
If you go south of the castle to where your house is in Hyrule, you will find that it is now a Vacant House. There is a weather vane to activate there as well. If you go to the Vacant House, use a Bomb on the back wall to open a hidden entrance; go through it to find a Bottle. You will also find another fissure in the wall outside that allows you to warp back to Hyrule and vice versa. Try it, and you will meet Sahasrahla on the other side. After that, return to Lorule and continue exploring. South of the house is the Swamp of Evil.
There are a few Maiamais you can collect, and several fissure portals to discover. It may be beneficial to learn their locations and explore new areas that way, since you will quickly notice Lorule is quite divided compared to Hyrule, which means you will be warping back and forth often. In the Haunted Grove area, you can play the Octoball Derby mini-game for a chance to win a Heart Piece.
For now however, you should go check out Thieves' Town, which is in the same spot as Kakariko Village in Hyrule.
In this village full of enemies, you will find many of the same establishments are still standing. There is a shop, a new treasure chest mini-game called Fortune's Choice (pay 200 Rupees, open three chests; you can win a Heart Piece this way). There is a weather vane on the west side of town, near the masked elder.
One very important location to note is just south of town. Where the Cucco Ranch was in Hyrule, there is now a Big Bomb Flower Shop in Lorule. You pay the man inside 200 Rupees to have access to the yard with the Big Bomb Flower. This is used to destroy those giant cracked rocks you might have seen, including the one at the bottom of the yard. Press A to pick the flower, then it will follow you around until it is attacked, at which point it will explode after a brief pause. Use it to destroy the cracked rock, blowing a hole in the fence and allowing you to "borrow" the Big Bomb Flower at any time, free of charge! You can blow open a nearby cave where the Great Rupee Fairy is located for example (if you donate 3000 Rupees to the Great Rupee Fairy, she will give you a Bottle).
Anyway, back in the town proper, at the north end you will see two large statues. Check the front of the left one and a voice will ask you to recite lyrics of a song for him. The options you are given rhyme and do make sense if you think in terms of a thief, but the correct answers are: middle, bottom, top. This will open the way inside the hideout, which turns out to be one of the dungeons, so save and head on inside.
When you enter, you will talk to a boy standing in front of you. After he leaves, first cross the catwalk and enter the northwest room. Open the chest to get 50 Rupees, then return to the entrance and go through the southwest door. Here, the crystal switch will raise/lower bars throughout the room. Hit the switch once and merge to escape the area surrounding the switch. In the southwest corner, you will find two statues you can push/pull. For the first one, pull it out of its room and then to the northwest, where you will see arrows being shot northward out of the wall. Push the statue over there, then pull it upward onto the first floor switch. Merge to get back out of the corner, then pull the second statue out of its room. Trigger the crystal switch again to reverse the bars, then pull the statue onto the second floor switch north of the crystal switch.
Finally, merge and pass through the bars in the northeast area of the room and open the chest containing 50 Rupees. Step on the last floor switch to open the north door. Merge to get past the bars again, then enter the new room. In here, defeat the blue enemy before proceeding onward. In the next room, slice up the rats and drop onto the catwalk below to reach another chest with 50 Rupees inside. You will see a few conveyor belts and a crystal switch that changes their direction. Go south across the belts to reach the next room.
In this next room, you will find a bomb enemy wandering around, and a conveyor in the middle that seems to lead into a pit. Walk up the steps and onto it, then merge onto the wall at the end and go around the corner to the crystal switch. Hit it, then drop back down to the ground below. Attack the bomb enemy to turn it into an actual bomb, then toss it on the southwest conveyor (you can use your own Bombs if you have them). It will explode in front of another switch, opening the south door.
Head into the south room and ignore the switch as you continue eastward. In here, you can merge with the paintings to get hearts and rupees. If you want Monster Guts, go into the east room and open the chest to get them, otherwise continue to the north. In this room, you will see two cells on the right side that you can enter by merging with the eastern wall. The chest in the north cell contains the Compass. In the southeast cell, talk to the Thief Girl and press the floor switch inside to open one of the doors in the room.
Exit the thief's cell by merging, and go into the west half of the room. Bomb the northwest cracked wall to reveal a hidden passage. Follow that path leading southward to a room with a crystal switch and red/blue block platforms. Alternate hitting the switch and standing on the colored platforms to reach the roof of the cell, then walk northward along the narrow path to a second cell with red/blue platforms. Drop into it and go into the darkened room where you must fight five cyclops enemies. Stay in the corner and swing your sword repeatedly when the eyes light up and approach you to defeat them without any trouble.
After the fight, the entrance portal will appear, as well as a chest. Open it to get a Small Key. Exit the room and escape the small cell via the crystal switch and red/blue blocks, then unlock the other cell at the opposite end. Inside, talk to the Thief Girl again. Now that you need to escape, you can talk to the girl to lead her around or separate from her. Lead her out of the cell and the southern door will become locked. So, head northward to find two switches. Position the girl on one switch, then separate to hit the other one yourself, opening the east door.
Lead the Thief Girl into the next room, then follow the path into a seemingly empty chamber. Four blue enemies will appear, so defeat them all to open the way forward. Head down the stairs to reach B3, which is comprised of a maze room. Cross the first bridge, then merge into the wall to cross the second gap alone. Hit the floor switch to lower another catwalk for your companion, then lead her down the hall. Merge to get around the bars, then defeat the rat and follow the watery path around to the north end of the room. You will see a catwalk leaning against the wall. Merge into the wall and pop out behind it to knock it over, covering the gap.
Grab Thief Girl again and lead her to the southwest where there are two more floor switches. Trigger them together and a door leading southward will open. Swim to the south by yourself (she doesn't swim either) and you will find a lever in the wall. Pull it back to drain the water from the room, then drop down and run back to where Thief Girl is. You can merge and enter the middle cell to collect 100 Rupees from the chest while you are here.
Lead her to the south where you can hit the blue crystal switch. Stand on the lowered blue blocks and hit the switch again to rise up, then go left and leave Thief Girl on the lowered red blocks. Merge with the south wall and go around to the lower half of the room. Pop out and go southeast to find another catwalk; merge behind it and knock it out, creating another bridge. Cross it and stand on the lowered red blocks, then hit the switch to raise them. Lead Thief Girl across the dividing wall.
At this point, more enemies will appear. Drop down with the girl and defeat them, then activate the pair of floor switches to open a rupee-filled path along the western half of the room. Dash down the line to collect 200 Rupees, then open the big chest to retrieve some Master Ore. This stuff can be used to upgrade your Master Sword later. Anyway, lead Thief Girl across the southeast bridge and head upstairs to B2 again.
Up here, place Thief Girl on the first switch, then go up the steps and merge across the gap to reach the second switch above. This will open the door dividing the room, as well as trigger two more enemies to appear. Drop down and defeat them, then lead the girl into the southwest room. Simply run across the painting room to the following area, where four enemies will appear. To quickly dispatch them, lead Thief Girl to the west platform with the crystal switch, then when the enemies are all on the large square platform in the middle, hit the switch to drop them into the pit.
Pass through the first room to the north to reach the large conveyor room. Cross the first conveyor belt and more enemies will appear. Defeat them, then trigger the crystal switch to reverse the belt direction so you can safely continue northward. Head upstairs to B1 at the other side. Up here, lead the girl in front of the fan in the west wall, then separate and merge around to the next platform to the south. Hit the switch there to turn on the west fan, blowing Thief Girl across. Reunite with her and hit the second switch, using the east fan's gust to continue out of the room.
In the next room, activate the two floor switches to reveal a warp tile, allowing for a shortcut from the lower level to skip the conveyors and fans. Open the new chest to get 100 Rupees, then go south again. In there, two more enemies will appear; defeat them and proceed to the entrance room at last. Unfortunately the way out will be locked, so you need to get through the boss in order to escape. Head northward and activate the pair of floor switches, which causes the wall slab above to move back and forth. Climb the steps and merge with the slab to get across to the big chest; open it to get the Big Key.
Lead Thief Girl to the boss door and enter it. She will get trapped outside while you face the boss, so enjoy!
This boss battle has three phases. It is probably one of the more gimmicky battles in this game. The boss carries a sword and shield, and attacks by either swinging the sword back and forth at you or spitting a black substance a good distance from its mouth. For this part, wait until it swings its sword, then try to swing back. It will defend with the shield, at which point you merge onto the shield. While the boss is confused, the shield will be held behind its back; pop out and attack from behind several times with your sword.
After you inflict enough damage, the boss will throw its shield away. It also has two new sword attacks. The boss will flash before performing a spinning attack; when you see this coming, run away to avoid being hit as the boss spins around. The other attack is a simple stab attack which hits the floor directly ahead of the boss. When the boss is in between attacks, that is a good time for you to run in and attack.
For the final phase of the battle, the boss's head will detach from its body and fly around the room, spitting a black substance as it rotates around. You will want to avoid that of course, and also avoid the body's repeated sword slices. When you are not dodging the sword attack, run in and attack the body whenever you have a chance. It is easy to dodge the head and the sword, and as long as you keep attacking, you will be fine here.
Upon defeating the boss, you and the Thief Girl will exit the dungeon together.
Back outside, Thief Girl will lead you to a nearby house that was previously locked. Inside, she will show you a painting before leaving you alone. Take the Heart Container and touch the painting of Sage Osfala. After talking to Osfala, he will ask you to return the Sand Rod that he rented from Ravio when you first met him early in the game. When you exit the house, Ravio's assistant will immediately take the Sand Rod away, so you will need to rent/buy it again.
Since your next destination is in the desert, first return to Hyrule and go to Ravio's shop. Rent (50 Rupees) or buy (800 Rupees) the Sand Rod since it is required for you to continue in the desert region. After that, head south from your house into the Great Swamp, then follow the path leading southwest into the desert. You should find a fissure portal there; merge in and pass back into Lorule at that point.
Upon your arrival in this damp area, you will find that Misery Mire is again separate from the surrounding area. Follow the path to the southwest and you will enter the swamplands. Go up the nearby steps and activate the weather vane right away, then head north to another fissure portal. Return to the Desert of Mystery in Hyrule, then go southeast and up the steps onto the plateau with a small pool of water. Use the Sand Rod to form a bridge westward to a pillar with 20 Rupees atop it. Continue west via the Sand Rod and merge onto the wall to reenter Lorule via the fissure portal.
Next, follow the bridges leading to the south and west while defeating the enemies along the way. At the end, use the next fissure to return to the desert once more. You need to cross a series of pillars by using the Sand Rod here. Go east and across to the second column, then go north, west (grab 20 Rupees), and north to the wall. Merge with the wall and go west (take 10 Rupees along the way) onto the solid platform ahead. Go up the steps and activate the "Desert Palace" weather vane, and save while you're here. There is a hidden Maiamai just to the south of this platform if you use the Sand Rod on the ground to dig it up.
When you are ready to proceed, stand north of the weather vane and use the Sand Rod to form one last bridge. Use it to enter the Desert Palace.
NOTE: You must have the Sand Rod to proceed in here. Bombs are optional.
Starting off, use the Sand Rod to form a bridge going northward. Cross it and head around the left corner to spot another sandy strip below. Form a row of sandy blocks, then merge onto the side and pop out on the ledge with the chest. Open it to get 5 Rupees. Then, come back around and merge with the sandy wall to reach the northern door. In the next room, defeat the Ropes and Gibdos (the Fire Rod or Lamp can be used to turn Gibdos into easier Stalfos). Go up the steps in the back corner, then merge with the right wall to get past the beam statues safely.
In the following room, go north and form a sandy bridge leading to the east side. Walk forward to the point where the stairs begin, then turn left and use the Sand Rod to form a long bridge. This will lead you right in between the four crystal switches on pillars in the middle area. Trigger them all quickly to open the southern gate. Form a wall next to the beam statues with the Sand Rod, then pass safely on the left side to continue.
The next room is a large sandy chamber with Leevers popping out of the sand, and three statues you can move. There are three floor switches on the upper ledge as well. First, pull the statue on the ground level to the right two spaces and up one. Go up the steps to the upper level and pull/push the first statue onto the first switch. Stand on the jutting ledge, lining up with the statue below, and use the Sand Rod to send the statue upward atop the bridge. Pull/push that one to the middle switch. Form a bridge along the second jutting platform ahead, then pull the last statue across to the last switch, opening the south door.
Head into the next room and step on the floor switch when you enter. Form a sand bridge and cross the room while avoiding the Blade Traps. In the room ahead, you need to defeat an enemy buried in the sand. Use the Sand Rod to dig it up, revealing a multi-part enemy. Use your sword to attack, destroying all the parts as they bounce around the room to defeat it. This will make a chest appear on the south ledge, but you can't reach it yet. For now, go north. In here, defeat the enemies and drop off the sandy portion to the north. Go up the steps and merge with the far south wall, moving to the southwest ledge to collect a Monster Tail from the chest. Merge again and go north to reach the following room.
In here, collect the rupees and open the chest to get the Compass. Before you leave, pull the wall lever to fill the previous room with sand. Now that you can do so, open the other chest in that room to obtain a Small Key. Use it to unlock the east door and go into that room. There, pull the nearby lever to fill this room with a layer of sand. You need to get to the large northern ledge; to do this, use the Sand Rod to form a bridge leading toward the center ledges, then merge with the sandy walls and move onto those ledges. When you reach the floor switch, hit it to open the nearby wall. Use the Sand Rod to the left and merge along the back wall to reach the big chest, containing Titan's Mitt. This will allow you to lift the larger stones now!
Now that you have this item, go back to the southwest room, then continue southward again. In the room with the chest, go up the steps on the east side and form a sandy bridge to the south. Go across and clear the large stones to reach the chest; open it to get a Small Key. With it, drop down to the ground level and lift the large stone away from the door, then unlock it and continue. Break the pots for hearts if needed, then exit to the south. There is not much to do outside in this version of the game, so enter the second half of the dungeon via the northern cave.
On 2F now, use the Shield to deflect the flying tiles on both sides of the room. When the tiles are gone, use the Sand Rod to uproot and defeat the quicksand enemies on both sides. When they are gone, the entrance portal will appear, as will a bridge leading onward. Cross it and form a sand bridge to the northern wall, then merge along the left side and enter the west room first. In here, first take the lower path to the very back of the room. Use the Sand Rod to dig up a chest in the sand holding 100 Rupees. Go back up the stairs at the south end, then form a sand bridge to the north. Cross it while avoiding the Blade Traps, and enter the east room.
Here, go down the steps and use the Sand Rod to raise the beam statue upward. Merge around the sandy wall to the other side, then open the chest to get another 100 Rupees. Continue into the now-open east room, and continue onward to the next room to the east. Go down the steps and make your way southward, defeating the Armos Knights and avoiding the arrows being shot from the walls. At the south end, hit the crystal switch to raise the red blocks. Now that you're on the upper level, form a sand bridge to reach the middle ledge, then raise the statue sitting on the sand below. Pull it back onto the solid platform, then use the Sand Rod elsewhere to remove the raised sand block. This will allow an arrow to constantly shoot the crystal switch, changing the red/blue blocks.
Use this principle to reach the chest in the southeast corner, and open it to get a Small Key. We will return for the larger chest, so get onto the northeast platform in the same fashion and enter the north room. Go down the steps here and lift the large stone to the right, then dig up the chest to get the 100 Rupees inside. Hug the southern wall, using your map for guidance, to reach another room to the south. Dig up another chest there to find another 100 Rupees!
Return to the previous room, and use a Bomb to clear the cracked blocks above the center stairs. You will notice a steady stream of giant orbs rolling across the room from the left side. On the upper level, remove the large stone sitting atop a sandy patch, then wait for an orb to start rolling along the northmost path. As it progresses, use the Sand Rod to fill in the gaps. Eventually the orb will hit the final cracked block to the right, which will allow sand to be poured into the southern room.
Return to the southeast room at this point, and use the Sand Rod to form bridges to the square ledges in the middle area. Merge your way onto them and repeat to reach the big chest, which contains the Big Key. Before you leave here, go south and enter a newly accessible room where you can capture small faeries and a few rupees. From here, go up the west steps and continue across for three rooms to reach the locked door in the western room.
Enter the new room, and go around the corner to spot the first beam statue sitting on a sandy platform. Trigger it from the left side, then as soon as the beam begins, use the Sand Rod. This will raise the statue, triggering the three switches above to open the southern door. Go into the south room and defeat the enemies inside with help from your sword and Sand Rod. Open the chest following that to get a Small Key, then return to the beam statue room. Go to the second beam statue this time and activate it, then use the Sand Rod to raise it again. As it hits the crystal switches, stand on each level of red/blue blocks to reach the top. Then, merge across to the locked door and head through it to reach 3F.
Here, defeat the Ropes and enter the somewhat hidden door in the middle of the western wall. Open a chest inside to get 100 Rupees, then exit and go into the southern room now. Defeat the enemies if you want, then go through the southern door on the upper level to reach that room. Use the Sand Rod to form a bridge leading across this room, then defeat the Armos Statues as you cross. Collect the Small Key from the chest at the end, then exit the room.
Now, unlock the nearby door and go into the north room. Bomb the cracked block in front of you to reach the sandy section first. You will see cracked blocks atop three columns above. Place a Bomb (or attack the bomb enemies) next to a cracked block below, then use the Sand Rod to raise it up and clear the block. By doing this, the arrows will hit the crystal switch, alternating the red/blue step blocks by the room entrance. If you bomb the other cracked blocks in the room, you can access hidden caches of rupees. Anyway, get onto the southern ledge with help from the red/blue platforms, and return to the previous room.
Pull the wall lever nearby to fill the room with sand, which allows you to reach the boss door. Unlock it and enter the final room. Here, use the Sand Rod to form bridges leading to the south, stopping on the middle platform to remove a large stone. At the end, exit the palace. You will find a new fissure portal outside, so use it to return to Lorule.
You will emerge in a surprisingly sandy, albeit enclosed, area of the swamp. Drop off the sides of the high platform and you will immediately meet a boss.
This strange flower-like boss is faced in an arena consisting of various columns and quicksand below. You use the Sand Rod to form bridges to the columns or the longer platforms on both ends of the arena. Since only one bridge can be active at a time, you will need to be standing on a solid column before forming another one, so keep that in mind. Anyway, the boss moves from column to column, periodically spitting out three smaller enemies that bounce around the room. You can kill them easily with your sword. As for the boss, attacking multiple times directly with your sword (or from a distance with Bombs) will cause good damage.
After causing enough damage, the boss's form will change slightly to reveal eyeballs. This is the more dangerous phase since the strategy changes a little bit as well. When the boss appears on a column (keep in mind you can see where it's heading if you watch the sand below), it will quickly spit out three smaller enemies before aiming at you. Shortly afterward, it will launch a beam made of sand as it rotates in your direction, so you want to get out of its way quickly, moving in the same direction the beam is rotating. If you get far enough away, the beam won't reach you either, so keep that in mind.
You can hit it with your sword up close, but that can be dangerous if you don't swing quickly a few times before running away. As the boss rotates during its beam attack, you can throw a couple of Bombs at it to inflict additional damage. When the boss starts flashing red, it is getting weaker, so keep at it and be patient to win the battle.
Once you win, the quicksand below is filled up and the Heart Container is revealed. Take it, then touch the painting of Sage Irene to complete this dungeon! You will then return to the weather vane in Misery Mire.
If you have been following this guide, you should have the Titan's Mitt now. If so, we should go on a side quest of sorts. Return to Hyrule and head over to the Sanctuary, then use the fissure portal inside to head back to Lorule.
You will emerge in a room with a Philosopher. You can light the lantern and talk to him if you want, otherwise exit to the south. Outside, go east to the Graveyard and activate the weather vane in the southeast area. To the north of the vane is a large rock; lift it with help from Titan's Mitt and enter the cave below.
In this darkened cave, equip the Lamp so you can see a little bit better. Open the chest ahead to get 1 Rupee, then break the pots to reveal a floor switch. Step on it, then enter the next room. Here, defeat the enemies and head to the west end of the room. Open the chest along the way to receive 5 Rupees. At the far end, go up the steps and pass the locked door, following the path along a catwalk. Take 20 Rupees from the chest at the end, then merge into the wall and continue eastward to another ledge with a Small Key on it.
With the key, unlock the western door you just passed and go into that room. Inside, defeat the three red cyclops enemies with your sword whenever their eyes are glowing. When all three are defeated, continue to the next room. In there, pull the right wall lever to open the door leading upstairs; the left lever makes more enemies appear. Anyway, go upstairs and merge with the right wall to cross the pit. Open the large chest to receive your second Master Ore.
Now that you have two Master Ores, you can upgrade your Master Sword for the first time! Return to Hyrule via the fissure portal at the back of this room.
Once you are back in Hyrule, return to the Blacksmith's Shop. Talk to the Blacksmith and he will upgrade your Master Sword to Master Sword Lv2, known as the Tempered Sword in the SNES version! Now that your sword is stronger, you are ready to continue. For us, the swamp will be our next destination. In order to unlock that, first return to Thieves' Town in Lorule.
Back here, head to the southern area of town to the Big Bomb Flower Shop. If you haven't used it yet, go inside and pay the man 200 Rupees to borrow it, then go in the yard and detonate the Big Bomb Flower near the cracked rock to open a hole in the fence. That way you can borrow it at any time! Anyway, take the Big Bomb Flower and lead it to the southeast.
With the Big Bomb Flower in tow, make sure you defeat any enemies nearby since you don't want this to detonate too soon. Pass the Haunted Grove area, and when you come to a wall to the east, go south and use Titan's Mitt to clear the large stone as a shortcut into the Swamp of Evil.
Continue to the south and east to where a building is surrounded by water. There is a cracked rock in front of it, so lead the Big Bomb Flower there and activate it. This will cause some water to drain out into the underground rooms below. You will need the Hookshot to get across the drained moat, so make sure you have it. If you go north of here, you can find a cave where the Thief Girl is hiding. She will give you a chest containing 100 Rupees. If you return to the southern building in Hyrule, you can complete a treasure hunter puzzle room (requires the Boomerang and Hookshot).
Back to the moat you just drained however. Hookshot across and enter the building. Inside, go down the stairs and you will enter the next dungeon.
NOTE: You must have the Hookshot and either the Tornado Rod or Ice Rod to proceed in here. Bombs are optional.
In here, begin by going forward and using the Hookshot to pull the wall lever back. When the room fills with water, swim to the sides and head into the north room. Here, you will find the large chest surrounded by flames, as well as a large switch on the high ledge by the boss door. You can only enter the west or east rooms for now. Let's go with the west room. At this point, you can't get the chest on the pillar, so continue down the stairs in the back to level B1.
Down here, you will find a flooded room with a raft and jellyfish enemies floating around. Attack them when they are not electrified (or use the Hookshot from a distance), then stand on the raft. Hookshot to the south and west, and open the first chest to get 20 Rupees. From there, Hookshot with the raft to the south, east, north, and east. Open the second chest to get Monster Guts. After that, go up the steps on the right side of the room and use the Hookshot to retrieve the Small Key atop a pillar.
While you're down here, enter the southwest room. Use the Hookshot to pull the enemy out of its shell, then kill it with your sword. Carry the shell to the right edge of the platform and toss it at the crystal switch. Open the chest that appears to get 300 Rupees! Exit that side room, then go northeast into the middle room. Avoid the bubbles and take the Compass from the chest in front of the locked door. Next, go into the east room.
In this room, there will be rushing water pouring from the walls. You need to use the Hookshot on the poles to get across safely. Defeat the jellyfish enemies and go to the south end where you can trigger the crystal switch, which stops the water. Go up the middle path to grab the Small Key. Now, return to the Compass room and unlock the north door before entering.
In the north room now, defeat some more jellyfish and use the Hookshot on the crystal switch in the northwest corner. This changes the direction of the rushing water in the middle of this room from left to right. Go across and ride the water into the flooded area at the other side, then swim onto the ledge next to the rushing water. Hookshot the crystal switch and the aqueduct above will flood the western gap with water. Go up the steps and merge along the wall, then ride the aqueduct water across the room.
At the other side now, use the Hookshot to diagonally hit the last crystal switch in the corner. This will flood the center of the room, so ride that wave of water back across to the middle. Then, take the stairs back up to 1F. When you arrive, you will have to face a giant jellyfish mini-boss. Attack with your sword a few times when it's not electrified, then back away to avoid getting shocked. It will flash red when weakened. After landing enough hits, the jellyfish will explode, revealing quite a few tiny ones. One sword swipe will kill each (avoid getting shocked still).
After you defeat the mini-boss, the entrance portal will appear and the center platform will rise up. Also, the two doors in the corners will be unlocked. Both doors lead to the same place, so just pick one (I chose the southeast door personally). In the room you arrive in, press the floor switch to raise a platform up to act as a shortcut (this automatically happens in the west room as well). Bomb the cracked floor to reveal an opening, then drop through it to B1. When you land on the catwalk below, unlock the door and enter the center room.
You will find two shelled enemies and a water switch in the middle of this room. Hookshot the enemies and defeat them, then stand on the left marker and Hookshot the water switch. Pulling from the left side drains water while pulling from the right floods the room. With the room below drained, drop down and enter the north room. Dive below the rolling spiked bar, then open the large chest at the north end to receive the Blue Mail. This will halve the damage you take, plus it's automatically equipped!
Exit this room now, and swim through to the southwest corner before entering that room. Defeat the enemies while avoiding the beam statue's laser, then look at the north wall to spot two wall levers. Pull the left one with your Hookshot (the right one drops enemies into the room) to unlock the northwest door. With that done, go back upstairs to 1F.
In that room, first defeat the enemies floating around with your Hookshot. Then, drop to the right side and step on the floor switch to open the northeast door. Now, go back up to the room entrance and stand on the Hookshot tile to the left. Hookshot onto the north wall, then merge with it and head counter-clockwise to the southern ledge. Pop out and you will be in front of the water switch. Raise the water (pull from the right) twice, then open the nearby chest to get a Small Key. Lower the water one step to the middle level, then go back to the central room to the northeast.
Here again, you can now access the big chest in the middle. Use the Tornado Rod or Ice Rod to temporarily extinguish the flames, then take the Big Key from the chest. Since this area is flooded at mid-water level, you can retrieve the chests in the side rooms. The east chest contains Monster Guts, but the west room has a Small Key, so go there. Once you have the key, Bomb the cracked floor if you didn't do so before, then fall through to B1. Unlock the other door to reach the center room, then go around to the water switch. Raise the water level twice to reach the southeast door, and go in there.
Drop to the area below and use the Hookshot to pull out the shelled enemies to kill them with your sword. Once they're gone, the aqueduct will push a Hookshot post within reach. You can enter a hidden room behind the waterfall to collect faeries if you need them. Otherwise, Hookshot across the gap and head upstairs to 1F. In this room, you will find two water switches. Defeat the enemies, then go up the west steps and Hookshot onto the wall. Merge and move around to the south ledge, then pull the left side of the switch to lower the water level to the lowest setting. Drop down and step on the floor switch near the other water switch, and the northwest door will open.
Now to get out of this room. Use the right water switch to raise the water level to the middle setting, then make your way back to the upper one and raise the water to the top level. Now, swim across and exit to the northwest. Back in the main room once more, swim to the northeast platform and break the pots to reveal a floor switch. Step on it to raise a solid platform for you to access the high water switch in here from, should you want to return here. When you are ready, unlock the boss door and confront the dungeon's boss.
If you played the SNES version, this boss is very similar but with a new twist. For the first part of the battle, Arrghus is surrounded by smaller eyeballs as it moves around the room slowly, pausing frequently. From a distance, use the Hookshot to pull the smaller eyeballs off one at a time, then use the sword to destroy them. It will periodically launch one of the smaller eyeballs in your direction, which you can simply move to avoid. Once all of the eyeballs are gone, the second phase begins.
This is where the battle differs from what you may remember. Arrghus will attempt to crush you three times in a row by jumping high in the air. Keep moving to avoid getting hit, but try to get a sword hit in each time the boss lands. After three bounces, Arrghus will use its other attack. It will charge up a beam aimed at you, then shoots five shots into the water. The water will shoot upward to damage you if you are standing there, so once again keep moving to avoid it. You can still run up and attack with your sword during this period as well. After three of the beam attacks, Arrghus will once again bounce in the air to crush you three times. Repeat the same process to defeat this rather easy boss.
Following the battle, collect the Heart Container and go up the stairs that appear. In the final room, touch the painting and you will meet Sage Oren, the Zora Queen. Exit the Chamber of the Seven Sages to return to the swamp.
As always, first save your game when you exit the palace. For your next destination, let's head northward to the Vacant House, then use the fissure portal to return to Hyrule. From there, go east and cross the bridge, then head northward through the rock formations to find a tower. Merge onto it and use the portal to return to Lorule.
Over in the eastern region now, head southward to the next area. You will find there is no bridge connecting to the south now, so you are fairly isolated here. Go east and you will find what appears to be a palace entrance. Next to it is a cracked wall; bomb it and you can capture faeries inside with your Net. If you continue east and south along the side path, you can reach a chest containing 100 Rupees. Anyway, enter the maze area next to the cracked wall you blew open.
When you enter, you can merge and pop off a baby Maiamai right away. As you turn the corner, you will notice there are guards watching you. If you head all the way eastward, you can exit to the southeast to explore more of the region. There is a jail cell nearby, which is where you end up if a guard captures you. Anyway, when you see the first guard ahead, merge onto the hedges south of the guard, then pass right by him. Pop out behind the guard, and the next part will have two guards patrolling on the other side. Merge onto the middle wall and move to the north side, then as the two guards walk past with their backs turned to you, pop out and continue.
To the north, head west and defeat the enemy before spotting the next guard. If you take a detour to the south and merge past the guard watching the rupees, you can open a chest above to get 20 Rupees. To the north, two guards will be patrolling a hallway. Merge onto the side walls and make your way past, switching walls when the coast is clear to continue. After you get past them, go right and around the corner to a second jail cell.
You will see guards patrolling the ledges above. They simply walk in a circle around a center pillar, so watch the first guard before going up the stairs and merging onto the wall to the south. Pop off on the right side and wait for the second guard ahead to turn northward, then run to catch up and you will see two narrow ledges jutting out. Walk to the end of the right one to find a Heart Piece. Stay at the edge until the guard you just passed turns to the south again, then go south and down the steps, making sure to free the Maiamai hanging there.
Merge with the east wall and go south until you pass another guard. Defeat the flying enemy when it swoops down and continue east until you see two more guards patrolling to the northeast. Wait for the first two guards to pass each other in the middle, then merge with the center wall and go around to either of the northern corners of that center wall. After the third guard in the middle finishes looking around, quickly pop off and merge with the north wall to sneak past him.
Follow the path to the next part, where a guard is patrolling rupees below. Go down the steps and merge with the south wall, then follow it all the way around to pass the guard. At the end of the maze, activate the weather vane and save. You will need Bombs, so make sure you have them. Bomb the cracked wall, then enter the Dark Palace.
NOTE: You must have Bombs and the Bow in order to proceed here.
When you enter, you will find the palace is dark, so be sure to have your Lamp equipped. Light the lantern and go east, then north to a cracked wall in the corner. Bomb it and enter the north room to reach a chest containing 5 Rupees. Return to the entrance and head to the west side now, where you will find a crystal switch. Place a Bomb next to it, then quickly stand on the square platform in the middle of the room. When the switch is triggered, the platform will move across the pit briefly. Get off on the other side, then place another Bomb. There are two windows above, with the right one being blocked. Take a Bomb and throw it so it explodes in front of the window in the air, which will open the door.
In the next room, defeat the Helmasaur (use the Hookshot to remove its mask to make attacking easier). In the northwest corner, use a Bomb to clear the cracked floor panels to shine some light into the pit. Also, step on the floor switch to make a Small Key appear. Unequip your Lamp and merge onto the wall, then follow the glowing arrows around the room to a hidden platform. Pop out there to get the Small Key. Return to the north side and unlock the door to proceed.
In here, go right and light the unlit lantern. There will be large orbs rolling along the narrow middle path, so you need to wait until one passes before you head northward. At the opposite end, first light the lantern by the northern doorways, then go into an alcove to the right of the orbs to find a cracked floor. Bomb it to reveal a pit you can jump into. Jump in and you will land on a ledge with the Small Key. Take it, then go back upstairs via the northern steps for now.
Up here again, enter the western room. There are two crystal switches and a moving platform in the middle. Throw Bombs at the switches when you move upward, then open the chest that appears to get a Compass. For another secret, wait for the platform to start moving upward, then place a Bomb on the southern end of it. It should detonate when it goes back down, revealing a hidden fairy room. Otherwise, ride the platform upward and go into the middle room to the east, and cross the catwalk into the east room.
In here, first bomb the south wall and enter the room there. Open the chest on the upper level to get 50 Rupees, then exit. Drop into the room below and defeat the green and red enemies in here using your Bow (greens can be killed by your sword, but the red requires arrows). After they are gone, the platform across the room will move up and down. When it moves downward, run into a hidden room to the south. There, place a Bomb in the northeast corner to blow open a hole (if you fall through the hole, you will land by a chest containing a Monster Horn. Open the chest to get a Monster Tail, then exit to the west.
From here, go back into the east room, and head down the stairs at the north end to B1. Down here, avoid or defeat the ghosts, then enter the east room. In there, go forward and extinguish the lantern and unequip your Lamp. That way the path becomes illuminated. Make your way around to the northeast corner to grab a Small Key, then go all the way southwest into the next room. The way to the boss room is locked for now, so all you can do is walk around the perimeter. For right now, follow the perimeter around and enter the northwest room.
In here, unequip your Lamp and the walls will become illuminated as well. You can even see small gaps where you can merge and pass through. Get to the northwest corner of the room while avoiding the fire snake, and break the pots to find a floor switch. Step on it to make a chest appear in the southwest corner. Open it to find another Small Key.
Now, return to the large room to the east. First, unlock the southwest door and enter that room. Inside, you will see a moving platform with three crystal switches to the left. Ride the platform back and forth, lining up with the switches and tossing Bombs down at them (the walls are actually ramps). Trigger all three switches to make the big chest appear; open it to get the Big Key.
Exit this room, and unlock the opposite door now. In the southeast room, you will face another set of green and red enemies. The trick is they are above you but they mimic your movements, so move around so they fall through the hole in the ceiling, then defeat them normally. After you do that, the entrance portal will appear and the center platform will move up and down. Ride it upward and exit to the left.
Back in the big room, merge with the wall and move clockwise around to the far west ledge. Hit the crystal switch there and a floor panel will peel upward, revealing another eyeball that needs to be illuminated. Only two of the four are lit up so far. So, make your way back to the north room and upstairs to 1F. From there, unlock the adjacent door and proceed to 2F.
There will be a crystal switch in this room which rotates the walls to the side. If you place a Bomb by the switch, then merge on the middle of either wall, you will be flipped to the other side. Both corners have cracked floors you can fall through. The right one leads to the chest on the high ledge of 1F containing 50 Rupees. The left hole leads to another crack you can bomb, which leads to a ledge on B1 with some more rupees.
Anyway, you can go west or east on 2F. Both rooms have crystal switches (the west room can be hit with your sword, east one with a Bomb), and floor tiles that start to fall out shortly after you arrive. Pick a room, then quickly hit the switch and get through the south door before it closes again. As a note if you go through the east room: quickly throw a Bomb onto the ledge next to the switch, then merge onto the east wall and move to the northeast corner. The switch will trigger and you will flip into a hidden rupee room. Anyway, in the large southern room, defeat the ghosts and make your way to the center. You will find two crystal switches which move the corresponding platforms up and down. First, go to the southeast corner and merge with the wall to reach the semi-hidden chest containing Monster Guts.
Next, get to the west side of the room and you will see a boarded up window above. Toss a Bomb onto the ledge above to open it, lighting up another of the eyes in the basement. Head to the south side this time and trigger the switch while standing on the platform to rise upward. Merge with the wall and go east to a long platform in front of the windows. Bomb the northeast window to activate the fourth and final eye in the basement. Get back to the central platform one more time. Place a Bomb by the southern switch, then quickly run to the north and trigger the north switch to raise the platform. Merge onto the wall before the Bomb detonates, and you will be flipped into a hidden room. Open the big chest to get another Master Ore!
Bomb the crystal switch and merge with the wall to exit. You can do this same trick in the opposite way (place a Bomb next to the northern crystal switch, run onto the southern platform and hit the switch next to it to rise up, then merge onto the south wall), in order to reach a hidden room with 300 Rupees inside. When you are done here, make your way all the way downstairs to B1. In the large southern room, all four eyes will be lit, so the way to the boss room is open. Walk right up and enter the room to face the boss, Helmasaur King. Light the two lanterns in the northwest and southeast corners to make the boss appear.
While it may look similar, this boss is definitely different from its earlier incarnation. For the first phase of battle, it has a large mask protecting it from damage. The boss attacks by flashing its tail before shooting three beams in your direction. Avoid them and place Bombs so they detonate in front of the boss to damage its mask, knocking some rupees free. After several Bomb blasts, the mask will be broken off, knocking a lot of rupees for you to collect.
For the second part of the battle, Helmasaur King will now be vulnerable as shown by a red jewel on its head. Attack it directly with your sword to cause damage, while avoiding the boss as it runs around. Periodically, the lights will be blown out and the boss will run around the room super fast. Quickly light the lanterns with your Lamp/Fire Rod while avoiding the charging boss (using the Pegasus Boots may help). When the room is lit up again, the boss slows down and you can attack with your sword again. It will take a bunch of sword attacks to win, but if you can survive the darkness phase, you should be fine here.
Once the battle ends, take the Heart Container and touch the painting. You will meet Sage Gulley at this point. After you leave the chamber, you will be outside of the palace.
Out here again, you will find that the guards are now gone from the maze. This will allow you to collect the rupees you skipped earlier, and collect the Maiamais and Heart Piece as well if necessary. Our next destination will be in the northwest area of the map. So, use Irene's Bell and return to Thieves' Town.
Here again, use the fissure portal in the hollowed out house to return to Hyrule. Once you do, go to Sahasrahla's House and use the fissure portal behind it to return to Lorule. Once you return, go east and north one screen each, past where the Fortune Teller's tent was in Hyrule (in Lorule, it is behind the Blacksmith's Shop), and enter Skull Woods.
In the forest, you will quickly find that it's more of a maze than the Hyrule version for sure. Go north and you will reach a weather vane to activate/save at. Do so, then enter the nearby giant skull head to start the next dungeon.
NOTE: You must have Bombs and either the Lamp or Fire Rod in order to proceed here.
In the seemingly empty entrance room, you will quickly notice a giant Floormaster floating overhead. It will follow you around before stopping to grab you; if you keep moving you can stay out of its grasp. If you are caught, you get returned to the dungeon entrance. With that said, go into the east room with your Lamp equipped. Light the nearby lantern, then go around to the northeast corner and continue into the northern chamber. Defeat the Gibdos and open the chest to get a Compass.
From here, exit the room and return to the entrance. Go into the narrow room to the west this time. Defeat the enemies as you head all the way southward to a floor switch. Press it and a door will be unlocked, so go back and enter that room. Here, avoid the rotating fireball bars and defeat the various enemies along the narrow paths. Merge with the wall if necessary to avoid the flames early on. At the south end, go through the door to end up outside.
To reach the next part of the dungeon, head right. At the end of the path, you will find a hole; drop into it to land on the upper ledges of the room you just came from. Ride a moving platform across the gap, merging with the wall to avoid the Floormaster if needed, then open the chest to get a Small Key. After that, go into the next room. There, light the lanterns as you make your way to the southeast corner of the room. Unlock the door and continue south to exit the dungeon once more.
Back outside, head through the bone tunnel to the northeast and you will see another hole in the ground. If you jump in, you will land next to a chest on a high ledge containing 100 Rupees but will have to come back outside again to progress. Further along, you will find a square formation of bushes. Cut them down to reveal another hole, then drop into that room.
When you land inside again, simply go into the next room to the west. Here, go north and bomb the cracked floor panel, then fall through to the lower level. The Floormaster can't grab you if you are underneath a catwalk, so keep that in mind. Defeat the enemies and step on the floor switch to lower a wall divider. Go around the room to another cracked floor panel, then bomb your way through. Defeat the other enemies and press the second floor switch to create a bridge across the gap. Open the chest to obtain a Small Key as well, then unlock the southwest door and enter it.
On the upper ledge of the entrance room, go right and pull the wall lever out. This will lower the center block, revealing some stairs. Take them down to B2. Here, merge with the east wall and head southward where you can defeat the enemies. There will be four buttons lined up, which trigger different wall panels to come out of the wall. Push the two statues onto the leftmost two switches while avoiding the Floormasters, then go up the steps to the left. Merge with the wall and move all the way across to the east side. Pull the wall lever to reveal stairs as a shortcut, then continue onward.
Here, press the first floor switch to cause a block to start moving back and forth. Merge onto it to get across, then pop out onto the middle platform, which is entirely covered by a catwalk. Look for the floor switch above, then stand below it so the Floormaster hits it, activating the second moving block. When the right block moves northward, merge onto it and drop off onto the northern ledge where you can reach the next room.
In this room, you must defeat all of the enemies to proceed. Hit the floor switch and defeat the first three enemies, which leaves two Gibdos on high ledges in the corners. To get them, stand directly below those ledges so the Floormaster appears and crushes the Gibdos, killing them. When the room is clear, the entrance portal will appear and the way forward will be open. In there, ride the first moving platform to the left, making sure to get onto the southern ledge when you can. Avoid/defeat the Floormaster, then when the leftmost platform moves to the left, walk onto its lower level and stand there as it moves back to the middle area. Open the chest and grab the Small Key, then ride the platform back to the left and unlock the southern door.
Now, go down the steps and dash across the darkened room to the far end. Light the unlit lantern to reveal two Gibdos; defeat them and continue to the next room, and upstairs to B1. Here, merge with the wall and pass through the bars to the south. You will see two eyeball pedestals in the middle area. Merge with the east wall and cross the north gap, then toss the eyeball over to the middle area. Cross back over and throw the eyeball onto one of the pedestals. The big chest will be partially revealed, and the way southward will open up.
Continue through this room by using the moving platforms and merging with the walls when necessary. At the south end, merge to get through the bars and proceed outside. Go west and open the chest with 50 Rupees inside, then head through the tunnel to the north. First, head right and cut the bushes at the end to uncover a hole to fall into. When you land on a high ledge below, merge with the east wall and go north to the next part of the upper ledge. Follow it along to the southwest and open the big chest on the narrow ledge to obtain the Master Ore.
With the ore in hand, go back to the eastern wall and merge back to the south by where you fell into this room. This time, merge across to the southwest ledge where the other eyeball is sitting. Pick it up and start carrying it back through this room to the north. You can move somewhat more quickly if you throw the eyeball ahead and run to it, pick it up, and repeat. If you are being followed by a Floormaster, make sure you hide under a catwalk or toss the eyeball on the ground and run! When you reach the first gap, toss the eyeball across first and then merge into the wall to cross yourself. After you ride the moving platforms across, go north and throw the eyeball into the other pedestal to fully reveal the big chest. Open it to get the Big Key.
Now, go through the bars to the west and head downstairs to B2 once more. Continue to the following room and run to the boss door in the center of the darkened room. Unlock the door and go inside to meet the boss, Giant Floormaster.
The battle against this giant hand takes place in an arena full of cracked floors. For the first part of the battle, the cracks won't matter too much. The boss will float overhead while following you, periodically charging up an attack. When it charges up, merge into the wall so that the boss crashes into it and gets stunned. At that point, pop back out and attack repeatedly with your sword. Repeat this pattern until the area around the boss's eye becomes purple, meaning the second part is about to begin.
For the second part of the battle, the charging move is still used, but following the new attack being introduced. The Giant Floormaster will float above you before attempting to crush you. If it hits a cracked floor panel, it will break it, forming a hole. The trick to avoiding this attack and falling yourself is to stay put until the boss winds up to hit the ground. When you see how the fingers are lined up, run in the opposite direction. That way you are much less likely to get clipped while running away and can stay safe better. I also recommend trying to lure the boss to pound solid sections of floor to minimize the holes.
After three attempts to crush you, the charging move will commence, so get ready to merge with the wall to stun the boss so you can attack. The charging attack is much faster, so you need to be ready to merge as soon as the third crush attack happens. After the boss flies away, the crushing pattern begins again. Keep it up and you will win soon!
Following the battle, take the Heart Container and exit through the doorway to the north. Touch the painting to meet none other than Sage Seres in the Chamber of the Seven Sages. Exit and you will be back at the weather vane.
Since you should have two more Master Ores if you've been following my guide, return to Thieves' Town.
Back here, go southeast to the Blacksmith's Shop. Talk to the Blacksmith and he will offer to upgrade your sword a second time. Agree, and you will receive Master Sword Lv3, the Golden Sword! Now that you are ready to go on, return to Hyrule. Make sure you have the Ice Rod in your possession, then head to the southeast area of Lake Hylia and use the fissure portal by the Racing Bro to return to Lorule.
In this region now, follow the path leading south and west along the edge of the lake. At the end, jump into the lake itself and you will see a turtle floating around. Talk to it and Mama Turtle will ask you to find her babies. So, swim to the west first and you will find a turtle laying upside-down on the shore. Pick it up and throw it back into the water to save it. From here, swim north a screen to find another turtle stuck in the shallows while being attacked by enemies. Defeat the four enemies to save it.
Continue to the ladder on the northern edge and climb out of the lake. Merge onto the wall and head eastward along it until you are behind the turtle hanging on the wall somehow. Pop out to knock it back into the water. With all three babies rescued, Mama Turtle offers to help by giving you a ride if you need one. She will be swimming around the southern part of the lake with her babies, so just climb onto their shells from behind when you are ready. As they pass the large platform in the middle, jump off and activate the weather vane. When the lava plume shoots upward, use the Ice Rod to freeze it, then merge onto it to get across, and enter Turtle Rock.
NOTE: You must have the Ice Rod in order to proceed here.
In here, use the Ice Rod to form rocks to cross the lava safely, then enter the next room. Here in the main area, you will notice the see-saw device ahead of you. The trick with these involves tilting it in the direction you want, then using the Ice Rod to freeze it in place for a few seconds so you can walk along it. With that said, with the see-saw pointing upward to the right, freeze it and walk onto the upper path. When you reach the second see-saw, wait for a lava plume to appear on the left side, then freeze it and merge your way onto the large center platform. Throw Bombs or use the Ice Rod to trigger the the four crystal switches in the corners to make a chest appear; open it to get the Compass.
Next, get back across by freezing the lava plume to the right again. This time, run to the east wall and merge with it. First, go to the northeast ledge and grab the Small Key atop it. Then, go around to the southeast ledge and enter that room. Step on the warp tile to reach the top of the northeast room. The adjacent tile leads to an exit, which is apparently a dead end. Drop down to the middle level and use that warp to return to the southeast area. Open the chest inside to get 50 Rupees.
Return to the center room and use the see-saw to reach the center platform again where you found the Compass. Freeze the lava plumes to the west and merge onto the western wall when you get there, then go southwest. On the ledge over there, hit the floor switch to unlock the room below you, and enter it. Tilt the see-saw so the ramp leads to the high ledge above, then freeze it and walk up to the warp tile. Take the warp to the northwest room, and step into the adjacent tile to reach an exit room. Use the Ice Rod to freeze your way across the lava to exit the dungeon. On the balcony outside, collect a Heart Piece, then go back inside.
In the dungeon again, get back across the lava and return to the warp tile. Step into it and then into the adjacent tile to reach the southwest room once more. Continue right past the warp tile and drop down to the lower one, and step into that one. Collect the Small Key in the northwest room again, then return to the center chamber.
Back here, you will notice a floor switch on an elevated platform on the north side of the room. To reach it, use the Ice Rod to first tilt the see-saw in front of the switch ledge so you can walk onto it, then tilt it so it points upward to the north, and freeze it. Walk onto the north ledge now and hit the floor switch, which unlocks the high northern door. If you get to the eastern wall via the upper path and merge your way to the north ledge, you can enter that room and grab the chest containing 50 Rupees. Likewise, if you kill every enemy in the center room, a chest in the northwest area will appear; merge with the west wall to reach it and take the 100 Rupees inside.
With this room clear now, get to the north end of the room. Use the Ice Rod to cross the lava directly north of the high platform where the chest containing the Compass is located, and you will find a hidden alcove directly under that platform and 100 Rupees sitting there. Once you are done here, head into the room directly to the north. You will have to fight some Wizzrobes in here. You can kill the first one easily with your sword, but since the other two are on high ledges, so use your Ice Rod to hit them. When the enemies are gone and the door opens, go downstairs to B1.
You can't grab the chests overhead for now, so just continue onward. Ignore the crystal switch next to the door, and first enter the northeast room. For the floating enemies, wait until the smaller pink parts are outside of the larger red body before attacking the vulnerable pink part with your sword. Use the Ice Rod to cross the lava, freezing a lava plume to block the beam statue's laser. At the other side, grab the Small Key, then exit the room.
Back in the large room, you will need to make your way around the room with help from the Ice Rod and see-saws. There are several Wizzrobes floating around, and each time you kill one, a new platform appears above the lava. Defeat all the Wizzrobes and four platforms will form a square platform, causing a big chest to appear in the middle. Plus, a small platform will emerge next to a smaller chest in the northeast area.
For the next part, freeze the west see-saw to reach the west ledge in the middle. Freeze the two ice plumes when they emerge and walk across to the west wall, then merge and head northward. Drop onto the northern ledge, then enter the north room. Open the chest to get 50 Rupees, then exit. While you are still on the north ledge, merge onto the wall again and head to the northeast segment of the room. Pop out behind the leaning catwalk to form a bridge leading to the small chest; open it to get 100 Rupees.
Return to the north ledge via merging with the wall, then drop a Bomb off the edge so it triggers the crystal switch below. This will raise your platform to the top level. Unlock the north door and reenter the previous room, where you can retrieve the Big Key from the big chest. Exit the room and merge onto the right wall, then pop out behind the catwalk leaning against the wall to form a second bridge. Follow it across and drop down next to the big chest. Open it to receive the Hylian Shield, which allows you to block magical attacks as well!
Before you leave the platform with the big chest, use your Ice Rod to form solid ledges atop the lava directly to the south. Drop onto the ledges you form and walk into a hidden alcove underneath the high middle platform, and you will find a secret 300 Rupees! To get back out, use the Ice Rod to make your way back to the safe area at the north end of the room.
Next, use the see-saws and Ice Rod to get across to the southwest portion of the room. Unlock that door and go inside, where you get to use your new shield right away. Block the fireballs as you freeze your way across the lava (you can even freeze the fire-shooting statues). At the other end, break the pots and hit the floor switch to form a bridge across the center room.
Exit the corner room and head across the newly formed bridge to the southeast corner now. If you want to quickly get back across the room, stand at the edge to the right of the crystal switch, then trigger it. Otherwise, unlock the southeast room and go inside. Get past the Blade Traps and freeze your way across, where you can break pots and hit another floor switch to form one last bridge. Exit this room and start walking along the southernmost bridge, hugging the wall to enter the room below.
In this room, merge on the wall and land on either of the round platforms to the side. Use the Ice Rod or toss a Bomb to hit the crystal switch on the south ledge, which will cause the round platforms to move up and down. When they move upward, merge with the wall and get onto the north platform. Pop out and unlock the boss door to continue. Back in the previous room once more, go across the catwalk while avoiding the rolling spiked bars, and break the pots at the end. Step on the floor switch and defeat the Wizzrobes that appear to make a hole appear in the center. Drop down to meet the boss.
Of course you would fight a giant rock turtle as the boss of Turtle Rock. You are on a grated platform with lava plumes shooting upward in four locations. There are five openings in the platform, one in each corner and the center. Early in the battle, the boss will be in the lava below simply moving around. Follow it until it passes underneath an opening, then use the Ice Rod to freeze it, causing damage. It may attack by chasing you around aggressively while shooting a lava plume straight out of its back. You can stop that attack immediately with your Ice Rod.
After you cause enough damage to the boss's first form, the center opening will close up and the boss will jump onto the platform. At this point, there are a couple of new attacks to be concerned about. You need to attack the boss's head with your sword, but look out since it will try to extend its head and bite you! After the bite attack, it will hide in its shell; run far away at this point. Steam will shoot out of its sides before an explosion attack occurs, which you will want to avoid. The giant turtle can also spin around the platform in its shell, but that is easy to avoid. You can stun by the boss by freezing one of the fire pillars and hide behind it during the bite attack. Anyway, just concentrate on hitting its head whenever it is exposed and it won't take long, especially if you have an upgraded sword!
Once you defeat the boss, take the Heart Container as always. Touch the painting to meet Sage Impa, and then you will end up back outside.
At this point if you have been following along, there is only one dungeon left on your map to complete, and it is on Death Mountain! There are actually two halves of Death Mountain to explore in Lorule. We can at least check out both sides, so let's do that. Get to the "Death Mountain" weather vane, then merge with the wall and go through the fissure portal.
Upon your arrival, move left along the wall to reach a ledge with a baby Maiamai in a pot. After that, drop down to the snow-covered ground below. The cave at the very bottom in the southwest corner has faeries that you can collect. Aside from that, go west and up the tall ladder to the mountain summit. Go east and defeat the large ice statue, followed by the smaller ones to receive a chest with 100 Rupees inside.
Go up the nearby hill and continue to the tower at the top, known as Treacherous Tower. Activate the weather vane in front for now at least. The tower itself is a mini-game where you must defeat enemies and win prizes for surviving a certain number of waves. You can win a Heart Piece if you want to clear the Beginner and Intermediate stages now. It is highly recommended that you have a recovery Potion, the strongest sword, and the Blue/Red Mail. If you drop off the ledge directly south of the tower, then merge along the wall to the left, you can open another chest to find a Monster Tail.
You need to make your way to the eastern side of the mountain, so go towards the southeast until you come to a bridge. You can't cross it from this side, so this is the point where you have to return to Hyrule. Back in Hyrule, get to the "Tower of Hera" weather vane, then proceed eastward across the bridge to the Rosso's Ore Mine cave. Get through the cave to the mine itself, then use the fissure portal you find down there to return to Lorule.
When you arrive back in Lorule for a second time, activate the nearby "Death Mountain" weather vane. The bridge is to your west, but it is one way. Defeat the enemies in the area, then head northeast to find a cave entrance. In this cave, you will need to get across a series of moving platforms with help from your merging ability when necessary.
When you reach the first solid platform with the ice statues, defeat them and merge around the walls to the icy platform and the larger ice statue. Defeat that one, and you will have a choice on where to go next. If you continue to the west, use the Tornado Rod to aid you in reaching an exit that leads to a Maiamai and a chest containing 300 Rupees. If you choose to go north, stay to the right when riding the horizontal platforms to avoid a Blade Trap ahead. Then, continue all the way eastward to exit the cave.
Back outside, you can go west and use the Fire Rod to clear a few ice statues to reach a chest containing 100 Rupees. Then, continue eastward to reach the far end of the mountain. You will find the Ice Ruins here, but the entrance is blocked by an ice statue. Use the Fire Rod to clear it, then go inside.
NOTE: You must have the Fire Rod in order to proceed here. Bombs are optional.
When you enter, use the Fire Rod to melt the large ice block. Pull the tongue out of the statue to start up the moving blocks, then ride one down two levels to B2. Get off there and use the Fire Rod to melt all of the ice, including the enemy moving around. Grab the Small Key from the melted icy ledge in the corner, then continue down to B3. Open the chests there to get 1 Rupee and a Monster Horn and defeat the Wizzrobes. Finally, ride the platforms down to B5 and open the big chest to receive the Big Key. Then, just go back up to B1.
When you approach 1F, move downward on the rising platform and you will enter a hidden alcove directly below the steps leading back outside. There is a chest there containing 300 Rupees so be sure to grab them! Now, head north on B1 and unlock the door to continue onward. In this room, there are two tongue statues; pull the left one to open the door, then defeat the ice monster with the Fire Rod before exiting. In the east room, defeat the penguin enemies, then light the four lanterns with your Lamp to make a Small Key appear on the upper ledge. You can't grab it yet, so continue to the south.
There, avoid the icy fireballs and open the chest on the right side to receive the Compass. From here, follow the narrow path to the right and the northward. At the end of the path, merge with the wall and go around to reach the Small Key on the other side. Go back around to the narrow path and follow it all the way to the south, then turn west to a locked door. Open it and enter the next room there.
In this room, merge along the east wall to a chest containing 5 Rupees. Continue along the wall to the west side and pull the tongue out of the statue to open up the floor below. If you merge over to the southwest ledge, you can go into a side room with two pots that contain 20 Rupees and a heart. Anyway, back in the room with the moving platforms, fall through the wide opening to reach B3.
When you land, go into the east room. Use the Fire Rod to clear the ice and the enemy, then hit the floor switch to unlock a nearby door. Up the stairs at the back end of the room, you can either merge with the wall and go southeast to a hidden alcove with faeries, or enter the northwest room. In the new room, fall through the hole in the floor to land on level B4.
Down here now, walk onto the rotating platform to the left. North of that platform is a ledge with four crystal switches. Throw a Bomb to trigger them all and a chest will appear on the narrow ledge to the right; open it to get 100 Rupees. From here, go west and south along the narrow path to the next area. In there, ride one of the icy platforms around an unlit lantern while defeating the bats around you. Light the lantern with your Lamp when you get close, and a moving platform will appear to the north. If you go southeast to the next room, you can find Monster Guts in a chest.
Anyway, go back north and ride the moving platform up to B3 again. Once you stop moving, go south along the path to another moving platform. When it moves southward, you can drop down to the left and open the chest below to grab 50 Rupees. Continue along the moving platforms to reach a balcony overlooking the ice-filled room below. Use the Fire Rod to melt the ice from above, then go back west and north to the first platform you rode from B4. This time, go through the right doorway. Now that the ice is gone, merge on the wall to cross the gap and hit the crystal switch. Ride the next platform upward to B2.
Once you land above, defeat the cyclops enemies while avoiding the icy fireballs, and break the pots to find a floor switch. Hit it and enter the east room. Pull the tongue out of the statue to cause an opening to appear in the floor below. Drop through to B3, and open the chest to receive a Stamina Scroll, which will increase your energy gauge!
After that, go west to the next room and ride the platform back up to B2. Before continuing, you can merge with the north wall and follow the path all the way around to an isolated platform in the middle of the map. Enter that room to reach the chest with 100 Rupees inside. Now, go back to the moving platform and reenter the east room. This time, merge with the wall to cross the pit and enter the east room. Go north in the hallway and into the west room at the top, then fall through the opening in the middle. Pull the tongue statue and the floor will fall out, so drop down to another room on B3.
When you land, try to exit to the left and a giant penguin enemy will appear. Defeat the small ones with your sword, then avoid the larger one until it slides before attacking it as well. When the enemies are gone, take the west exit first. Knock the bouncy enemies off the narrow icy path (use Bombs from a distance), then pull the tongue from the statue at the end to shift the floor around below. Return to the last room and head east now. Use the Fire Rod to defeat the ice monsters when they emerge, and use it to light the lantern above the center area to open the south door.
In the next room, defeat the Wizzrobes and hit the floor switch to open another nearby door. Merge around the center wall to cross the gap to reach the other end of the room. Before you go west, drop through the hole in the floor and open the chest below to get a Small Key. Follow the narrow path to the west area, where you can hit a floor switch to open up a shortcut connecting the two sides, as well as to the elevator platforms. Ride up to B2 now, and head northeast to the locked door.
Unlock that door and enter that room to find an opening in the middle. Merge to the north wall and get about halfway across the pit, then land on the ice block below. Get to the side and melt it with the Fire Rod, and ride the wind gust to a new ledge to the south. Pull the tongue from the statue and the floor will drop out of the previous room. Go back to the north room and fall down to B4 again.
After landing on the platform you just lowered (it connects to the other side of B4 you explored earlier too), head east and south while defeating the enemies and using the Fire Rod to make progress. At the bottom of the path, use the Fire Rod to light the lantern, raising part of the narrow path ahead. Go west and north to the tongue statue, and pull the tongue to move the large platform again. Continue north to a floor switch and press it to unravel the rest of the path, forming shortcuts between earlier areas.
Since you have the Big Key, you can now go west to the boss door. Unlock it and drop down to B6 inside, where you will face the dungeon boss.
This boss starts the battle entirely encased in ice. The donut platform you are on is icy as well, so be careful when running along it. As for the boss, it floats around the room before stopping in a given corner to attack. Its attacks include a wide-panning beam attack that emanates from a flashing orb of light. Also, icy rocks will be shot diagonally towards you from the sides. Avoid both attacks and use your Fire Rod while the boss is stationary to melt the ice. When the ice block is fully melted, the boss's black body is exposed. As it hops around the room eating up the ice pieces on the ground, attack repeatedly with your sword.
Eventually Kholdstare will return to the center of the room and become encased in ice once again. Repeat the same pattern until Kholdstare returns to the center and changes from black to blue. At this point, more glowing ice orbs will rotate around its body, and it moves more quickly around the room. There will be multiple beam attacks at random locations thanks to those orbs, so watch out to avoid getting caught in the middle of several attacks. Continue using the Fire Rod to melt the ice, then attack the body with your sword. It doesn't have much health at this point, so you should be able to win without any difficulty.
After the fight, collect the Heart Container and touch the painting to release Sage Rosso.
If you have followed along, you should have released all Seven Sages. At this point, the Triforce of Courage will be yours once you make it up the stairs. Once you exit the last dungeon, Hilda will contact you and directs you to Lorule Castle to face Yuga once and for all. At this point, it is highly recommended you wrap up any loose ends throughout the game, such as collecting Heart Pieces, Maiamais, upgrading your Master Sword, stocking up on Red/Blue Potions, etc.
When you are ready, head over to the castle and save at the weather vane, then Hilda will remove the barrier surrounding the castle. Head inside to face the last dungeon.
NOTE: You must have the Bombs, Boomerang, Hookshot, and either the Lamp or Fire Rod in order to proceed here.
Starting off on 1F, head clockwise around the room and defeat the soldiers you meet. Grab the rupees on the ground and head to the north end of the room. Merge with the wall and go east to a chest containing 20 Rupees, then go back across and enter the room to the north. In there, defeat the fiery ball-and-chain knight and then head upstairs to 2F. Go ahead to the next room, where you will face more soldiers. In the room to the east, defeat the soldier and open the chest to get 20 Rupees. Exit that side room and continue southward to some stairs. Before going up them, merge with the west wall and go around to a chest holding a Monster Horn. Now, go south and upstairs to 3F.
When you arrive, hit the crystal switch to make an entrance portal appear. In the middle, push the two statues off the edge into the gap below. Drop down to 1F as well, and open the chest to get a Small Key. Use the warp to return to 3F, and you will find two doors to the north. Enter the northeast room first. In this somewhat tricky room, go north and you will see purple blocks rise from the lava as you approach. They will not sink on you, but only adjacent ones will be visible at once.
To solve this puzzle, go east and south until you spot a spiked ball blocking the southbound path. Go directly north of it to find a statue blocking another spiked ball. Pull the statue aside, then when a spiked ball appears, stay close enough behind it so the platforms in front of it appear. It will hit the other ball, clearing the way forward. When you reach the end, merge with the wall and go right to reach the south room. Avoid the flying tiles all around you, then head up the steps that appear when they are gone and return to the previous room.
This time, follow the east wall all the way northward to find another area where spiked balls fall into the room. As one appears, walk southward as it rolls along the path. Merge with the columns when necessary to keep the spiked ball rolling. When it hits the other ball, it will clear the way for you to run up that path. Go up that path to the chest which has a Small Key inside. Take it and go south a couple of spaces, then west towards the northwest corner. Unlock the door and go downstairs to 2F.
Inside, you will fight a giant jellyfish mini-boss. Avoid the electricity and make sure there is plenty of room or a wall behind you when you attack so you don't fall off. When you defeat the giant boss, it will explode into smaller jellyfish, so defeat them all to make a warp tile activate. Step into it to return to the main room on 3F with the large door. It will light up the lower-right panel, which means you have three more mini-bosses to go. Next, go into the northwest room past the Bomb columns.
In here, go down the steps to find a puzzle room involving crystal switches and red/blue platforms. Make your way to the second crystal switch by using Bombs to trigger the first switch from a distance to open the next part of your path. When you reach the second switch in the middle area, stand on the blue platform to the south and toss a Bomb at the switch to trigger it, causing you to rise upward. On the upper ledge, go south to find two sets of red platforms and a crystal switch on the right ledge. You need to ride the left platform upward, but if you go up on the platform closer to the switch, you can get 20 Rupees from a chest.
Ride the left red platform upward and go south to what seems to be a dead end. Toss a Bomb over the red wall at the Big Bomb Flower to detonate it, clearing a large cracked stone. Merge with the wall to get to the Big Bomb Flower area yourself, and hit the crystal switch again to lower the red blocks. Go west and north to the next dead end, and toss a Bomb over the north wall to lower the blue walls. Toss another Bomb over, then go right to the next square before it detonates. Go around the corner and defeat the enemy, then hit the crystal switch yourself to lower the red blocks. Now, go northeast and detonate the Big Bomb Flower in front of the cracked rock to access the chest. Open it to get a Small Key.
With the key, drop down to the right and unlock the door leading downstairs to 2F. In the new room, you will have to face a Moldorm as the mini-boss. This is a bit tougher since the walls will close in after you attack it at certain points, leaving you with little room to dodge it (unless you merge to the walls). Once you defeat it, step on the warp tile to activate the second door panel on 3F. Next, unlock the northwest door and go up the stairs to 4F.
Up here, first open the chest on the middle platform to get the Compass. Before you proceed further, extinguish both of the lanterns to reveal narrow paths leading to the south. Carefully make it across to reach a large chest. Open it to receive the Red Mail. It will reduce the damage you take by an additional 50% compared to what you are taking with the Blue Mail, which is a great deal! Now, get back across to the middle area and relight the lanterns. Then, press the floor switch in front of the left door with the Lamp columns, and enter it.
This is a fairly easy puzzle room to get through, especially compared to the Bomb room. You can't progress through certain parts depending on if the lantern is lit or not, so you may need to memorize your path and be aware of the surrounding. Start by going to the first lantern and extinguishing the light, which reveals the invisible path. Relight the lantern once you see where it goes, then follow the path to the left until you're in between the second and third small columns in the pit to the north. Turn northward at that point to reach the second lantern.
Extinguish it to reveal the path, then light the lantern and follow the way east and north to the third lantern. This path will be a bit trickier, but you just need to go directly westward to the narrow pillar, then turn northward to the chest. Open that chest when you get there to receive a Small Key. Go back to the third lantern and continue northward to a locked door. Ignore it for now and step in the nearby warp tile. In the southwest corner of the room, hit the crystal switch to lower some stairs as a shortcut to the warp tiles leading across the Lamp puzzle.
Now, go back to the warp tile and cross the room, then unlock the door to go upstairs. On 5F, you will meet another mini-boss in the form of a fiery ball-and-chain knight. It's easy to see where the barriers are by moving around to see what's outside of your immediate proximity. Corner the enemy and attack quickly with your sword to easily win. When the fight is done, exit via the new warp tile and you will see the door light up on 3F. Return to 4F again and cross the bridge to a Hookshot column. Use the Hookshot to pull the wall lever out, which will reveal a platform and unlock the north door. Then, enter the final puzzle room.
In here, defeat the soldier and avoid the Floormaster, then Hookshot to the wall across the gap to the right. At the other side, ride the moving platform northward and open the chest in the corner to find 50 Rupees. Next to the chest is a wall lever, which you can pull out with the Hookshot. Doing so will cause the second platform to move left and right. Ride it across and get off on the north side. Pass the two eye pedestals and step onto the raft floating on the lava ahead.
While on the raft, Hookshot onto the walls to the west, north, and east. You should end up below a ledge with the floor switch on it. When the Floormaster appears, let it slam down on the switch to unlock the path forward. Continue along with the raft using the Hookshot until you reach the end, and you will find three floor switches lined up. Push the statue onto one of the end switches, then stand on one of the other two and wait for the Floormaster to appear. Wait until it's just about ready to pounce (it wiggles it fingers before winding up to slam down), then move to the adjacent switch. With all three switches getting hit, the wall to the south will open up.
Go south and you will spot an eyeball on a cracked panel overhead. Stand below it until the Floormaster appears to smash it, knocking the eyeball down to you. Pick it up and start carrying it back to the raft. Toss it onto the raft and start using the Hookshot to get back across the lava path. Stay under the overhangs whenever the Floormaster is incoming to stay safe. At the end, toss the eyeball onto an eye pedestal.
From here, merge onto the west wall and go south to find another eyeball atop a cracked panel Let the Floormaster break the panel, giving you the eyeball. Toss the eyeball to the north end of the platform, then merge back into the wall and get back across. Stand on the moving platform to the right, then Hookshot the eyeball over from there. With the second eyeball, toss it onto the other pedestal to make a chest appear. Open it to find a Small Key. Now, unlock the door and go upstairs to 5F. You will face Arrghus as the mini-boss in here. Defeat it as you did earlier, then step onto the warp tile to exit.
Now that all four icons on the large door are illuminated, the door will open. Go through the door to reach the room where you first arrived in Lorule earlier. Exit to the right and follow the path to the very end. Break the pots for some extra hearts, then go into the Throne Room to the north. There, approach Hilda who is standing at the back of the room. After some conversation, Yuga will appear and battle will commence.
For this battle, you face Yuga who is infused in the giant body of Ganon. His attacks are very similar to Ganon's attacks in the SNES game if you recall them. Yuga wields a giant trident, and will either stab straight ahead or swing it horizontally to attack. The stab can be avoided easily, but you need to be faster to avoid the swipe, possibly using your Shield to block it. You can attack with your sword whenever you have an opening, usually right before Yuga attacks. After a few hits, Yuga will add a charging trident stab aimed right at you. Keep moving and run to the side when it's about to attack to avoid it.
Later in the battle, Yuga will begin to warp around the room more quickly in between attacks. One new ability involves Yuga disappearing and then a series of red flashes follow you while dropping bombs; simply keep moving to avoid them. Continue attacking and a new move will emerge where Yuga tosses the spear which will spin across the room as he warps to collect it at the other side. Overall, Yuga has the same several moves but becomes much faster as the battle progresses. Keep up your strategy and pay attention to the moves he is doing, and you should be able to defeat this phase easily.
After you defeat Yuga once, you will watch a scene where Hilda steps in. At this point, you face Yuga's second and final phase.
This phase is actually easier than the first, I thought. Anyway, Yuga will start off by sending an energy orb in your direction. Hit the orb when it appears to knock it back at Yuga, who will then knock it back at you. You then have to keep swatting the orb back with your sword repeatedly (you need to have good timing) until it finally stuns the boss. At this point, he will jump into the wall as a painting. Zelda will come to your aid by giving you the Bow of Light, which can only be used when you are a painting on the wall.
With your new Bow of Light, merge onto the wall to find Yuga. Shoot an arrow straight ahead to stun him, then pop out of the wall and merge behind Yuga. Shoot a second arrow to knock him out of the wall, where you can attack several times with your sword. Once he recovers, Yuga will vanish briefly while purple lights emit from the walls all around the room. Stay towards the middle so you can also avoid the small flying enemies that appear. Once this phase is over, Yuga will charge up an energy orb again, so knock it back and forth to send him back into the wall and merge in after you. This time, wait for Yuga's painting to charge at you. At that point, jump out of the wall to avoid getting hit, then merge right behind Yuga and shoot an arrow to stun him.
After you jump out and attack with your sword, avoid the purple light attack once more. Now, Yuga will send two energy orbs at you, and you must knock both of them back. It takes some good timing here, but you can do it. With Yuga back in the wall one more time, merge into the wall as well. He will keep approaching you while blocking arrows. To counter this, turn and shoot an arrow in the opposite direction. It will make it all the way around to hit him, stunning the boss once more. Attack with your sword until he is defeated at last.
Once you completely defeat Yuga, watch the final scenes with Hilda and Zelda. At the end, walk up the path and touch the Triforce to finish the game. Congratulations on completing Zelda: A Link Between Worlds! If this is your first time beating the game, you will unlock Hero Mode, which is a tougher version of the regular game. Good luck!
Blue Potion: Recovers all hearts.
Foul Fruit: Temporarily stuns all nearby enemies.
Milk: Recovers five hearts.
Red Potion: Recovers eight hearts.
Purple Potion: Unleashes a powerful attack hitting all nearby enemies.
Scoot Fruit: When in a dungeon, it instantly returns you to the entrance.
Yellow Potion: Temporarily makes you invulnerable to enemy attacks.
Bomb: Used to blast open cracked walls, hit enemies with a strong attack, etc. Can be picked up and thrown to trigger distant switches due to the delay before detonating. When ugpraded, the blast is a more powerful attack.
Boomerang: This Zelda mainstay can be thrown straight ahead and it will return to you. It can stun enemies, cut down bushes, and grab small collectible items like rupees and hearts. The upgraded version allows the Boomerang to go farther and move faster.
Bottle: These are used to store objects you catch with the Net, or potions from the Witch's House. There are a total of five Bottles in this game:
Bow: Used to shoot arrows straight ahead to attack enemies, hit distant switches, and so on. When upgraded, it will shoot three arrows: one straight and two in the two diagonal directions in front of you.
Bow of Light: Only available in the final battle, this allows you to shoot special light arrows. It can only be used when you are merged onto the wall as a painting though!
Fire Rod: Shoots a fiery blast straight ahead which rises upward, used to melt ice and burn enemies. The upgraded version yields a stronger and taller fiery blast.
Hammer: Can pound stakes and flatten certain enemies with this. When upgraded, the Hammer will also emit a slight shockwave to damage nearby enemies as well.
Hint Glasses: Wear these and you will be able to see Hint Ghosts throughout the game. Give the ghost a 3DS Play Coin and they may offer you some advice about the area. You get them from the Fortune Teller north of Kakariko Village.
Hookshot: This grapple on a chain is used to pull yourself to distant ledges via special posts and wall panels, and pull some items closer to you. The upgraded version increases the length of the Hookshot's chain.
Ice Rod: Drops an icy cube straight ahead to freeze some enemies and damage others. Can be dropped into lava to form platforms you can walk upon. The upgraded version drops four cubes in a square formation, covering a wider area in front of you.
Lamp: This is used primarily to light lanterns in darkened rooms. If you have the Lamp equipped, you will be able to see a short distance on all sides. It can be used as a weak attack against enemies at close range, but is not recommended. You can win the 8x more powerful Super Lamp by completing the Advanced difficulty in the Treacherous Tower for the first time.
Net: Given to you by Bee Guy in Kakariko Village, swing this net all the way around to capture small faeries, bees, and other objects to store in your empty Bottles. You can win the larger Super Net by completing the Advanced difficulty in the Treacherous Tower twice.
Sand Rod: This special rod allows you to whip up sandy patches to form solid pillars that you can walk across or merge onto. It also stuns any enemies in its path. Pillars can only be conjured up on sandy ground, but it can stun enemies with its shock wave anywhere. The pillars remain until you use the Sand Rod a second time. The upgraded version increases the length of the pillars you can conjure up.
Tornado Rod: This new rod conjures up a wind gust that can stun enemies and lift you straight up in the air for a short distance. It is helpful in situations involving moving platforms where you need to get onto one moving directly overhead. The upgraded version summons a larger tornado with greater power.
Bee Badge: All bees in the game become friendly and attack enemies instead of you. Get from Bee Guy after bringing him the Golden Bee (buy from Mysterious Man in Skull Woods cave for 888 Rupees).
Blue Mail: Decreases the damage you take compared to the Green Mail by 50%.
Hylian Shield: This larger shield allows you to block magical projectiles and stronger attacks.
Pegasus Boots: Allows you to dash straight ahead (hold L to use). Can be used to crash into trees and other objects to knock things out/off them, but you can not turn while dashing. Press another direction to stop.
Power Glove: Allows you to lift the smaller stones on the ground.
Ravio's Bracelet: Allows you to merge in and out of walls as a painting.
Red Mail: Decreases the damage you take compared to the Blue Mail by 50%.
Shield: Allows you to block some weaker attacks and non-magic projectiles. Hold R to use, but you can not turn to face another direction when holding it.
Sword: Your standard weapon, used by pressing the B button. Hold B to charge the sword; when you hear the sound and see the spark reach the tip, release to unleash a more powerful spinning attack. There are four swords in this game: Forgotten Sword, Master Sword, and the two Master Sword upgrades (Lv2/Red and Lv3/Gold).
Stamina Scroll: Increases the length of your energy gauge, allowing you to use items and your merge ability longer.
Titan's Mitt: An upgrade to the Power Glove, this allows you to lift the larger stones on the ground.
Zora's Flippers: Allows you to swim in the water. Press B repeatedly to swim, and A to dive in the deeper waters.
Master Ore: Used to upgrade the Master Sword (need two per upgrade). There are only four of these in the world. The first upgrade is done by the Hyrule Blacksmith, whereas the second one is done by the Blacksmith in Lorule:
Monster Guts/Horn/Tail: Enemy spoils, used to make potions at the Witch's House for you to purchase. Can also be sold to the witch for Rupees.
On the northwest shore of Lake Hylia, there is a cave that you must use a Bomb to open. Inside you will meet Mother Maiamai, who asks you to find all 100 of her babies hidden throughout Hyrule and Lorule (50 in each world). She even includes a map that divides the overworlds by region, showing how many babies are remaining in a given area.
For every 10 Maiamais you return to the mother, you will receive an upgrade to one of the items that you actually own (the ones you purchase from Ravio), so I recommend finding as many as you can! When you upgrade an item, it will become a "Nice" item (Nice Hammer, Nice Bow, and so on). The items that qualify for upgrading are the following:
The Maiamais are very well hidden, so use this list to find them all! When you are near a missing Maiamai, you will hear a crying sound which gets louder when you get closer. The list is broken down by region as shown on the in-game map.
If you manage to return all 100 Maiamais to their mother, you will be granted the Great Spin sword attack. This greatly increases your spin attack's range and power, which is extremely helpful in tight situations and essential for the Treacherous Tower!
Cost: 20 Rupees (Egg); 30 Rupees (Chick); 50 Rupees (Rooster); 10 Rupees (Endless)
Location: South of Kakariko Village
For this game, you are locked inside of a square pen while Cuccos run and fly across the screen from all directions. You need to avoid contact with all of them for 30 seconds in order to win the prize. In order to unlock the next level, you need to complete the level before it.
If you win, you receive 2x the amount you paid to play. Rooster level pays out 3x and a Heart Piece for the first time you win. In Endless mode, at 100/300/500/800 seconds, you win that amount of rupees. If you survive Endless for 999 seconds, you win 3000 Rupees and a Large Cucco (sits outside the ranch, fully recovers your hearts if you talk to it).
Cost: 20 Rupees
Location: East of Lake Hylia
Talk to the Racing Bro and you will be asked to race to his brother, who is stationed behind the Miner's House next to the northeast Lost Woods entrance. For the first time you race, you need to get there within 75 seconds to win 100 Rupees. For the second race onward, you need to beat 65 seconds. If you make it, you will receive a Heart Piece for the first win and 300 Rupees for subsequent wins. You can not use Irene's Bell (in Hyrule at least :P) or you will not receive a prize at the end due to cheating.
It is pretty much required that you have the Pegasus Boots before attempting this mini-game, and that you plan out your route in advance so you know trouble spots, enemies and obstacles to avoid while dashing, etc. A good route would take you directly south and west to the Great Swamp, then northward to Link's House. Go north and west along the straightaways, then north from the Blacksmith's Shop, dashing as much as possible. You need to learn the proper alignments to avoid certain enemies and trees on your own.
A good alternate route requires that you have access to Lorule, and have activated the "Skull Woods" weather vane. Start the race, then use the fissure portal nearby to reach Lorule. Use Irene's Bell and get to Skull Woods, then go south to exit the forest. Continue south, east, and north to the ruined Miner's House, using the fissure portal behind the bars. Then, exit the house and talk to the other Racing Bro to finish the race. It should get you there with a good time, especially if you have not mastered the normal path.
Cost: 50 Rupees (Hyrule)/200 Rupees (Lorule)
Location: Kakariko Village/Thieves' Town
In this mini-game, you pay for the chance to open treasure chests. In the Hyrule version, there are two chests: one has a single rupee and the other has 100. In Lorule, you can open three chests which have rupees, collectible items, and even a Heart Piece. You get to keep whatever you find in the chests.
Cost: 50 Rupees
Location: Haunted Grove (Lorule)
You get to play some baseball in this mini-game. You will be given 30 pitches total, and there are pots scattered throughout the field and on the fences. You can adjust your batting stance by holding Up or Down on the Circle Pad, or simply leaving it neutral. Holding Up leads to a ground ball, Down is a fly ball, and neutral is for mid-range. How you time your swings has an effect on where the ball is hit. Early swings send the ball to the right side, while late swings lead to the left.
There will be crabs walking back and forth on two sides of the field. Hit one and all destroyed pots will be replenished. Each pot you hit is worth a single rupee, with a golden pot worth five. If you hit three pots in a row, a crow will appear; hit it to get a 20-rupee bonus (as long as you time the swing right for where the crow is, your ball will home in on it). If you manage to hit the Octorok pitcher, it will immediately spit out another ball, so be prepared to swing at it.
As for prizes, you get to keep the rupees you earn, so that's it. If you manage to break the 100 mark for the first time, you also win a Heart Piece.
Cost: 50 Rupees (Hyrule); 100 Rupees (Lorule)
Location: South of Kakariko Village/Thieves' Town
You will be given 30 seconds to wander around an open field with various obstacles, trees, and so on. The goal is to collect as many rupees as you can, but the tricky part is there is no timer! You must keep your own time using a stopwatch or other timepiece. You need to talk to the person at the entrance within 30 seconds to win; going over that time will mean you get absolutely nothing.
You receive a bonus depending on how many seconds remaining you had before talking to the person. Having under 2.00 seconds left gives you a 2x bonus while under 1.00 second gives you a 3x bonus. If you manage to break 100 Rupees (150 Rupees in Lorule) for the first time (bonus included), you will receive a Heart Piece.
At the top of Death Mountain in Lorule, there is a special monster-filled tower you can pay to access. Initially, only the Beginner lever is available, with the Intermediate and Advanced stages unlocking after completing the previous level. Inside, you must fight monsters on the specified number of floors. Survive and you will receive a good amount of rupees, as well as prizes. Here is a quick breakdown:
|Intermediate||200||15||Rupees, Heart Piece (first time)|
|Advanced||300||50||Rupees, Super Lamp (first time), Super Net (second time)|
Naturally, the type and difficulty of the monsters increases with each level. Higher floors may have other hazards such as darkness, icy floors, narrow platforms with pits, etc. It is highly recommended that you have the following before attempting: Master Sword Lv3, Hylian Shield, Blue/Red Mail, at least two Blue Potions, and all items/tools you can purchase in your inventory. Those are not required but will greatly improve your success rate, especially on the Advanced difficulty.
Throughout both Hyrule and Lorule, you will find special caves that contain unique puzzles. All of these rooms have a Treasure Hunter standing near the entrance with some sort of minor hint about how to reach the treasure. There are also icons atop pedestals that show what item(s) you must have in order to complete the challenge. The prizes are all rupees (usually 100, but some yield 300).
Location: Hyrule; northwest area of Eastern Ruins, building west of the Eastern Palace and north of the crystal switch gate
Required Items: N/A (must complete Eastern Palace first)
Treasure: 100 Rupees
Merge through the bars at the entrance, then take the path on either side to the center area below. From the Treasure Hunter, merge onto the first green block. When it rises upward, pop out onto the ledge above. Merge onto the second block, then after it rises, merge onto the adjacent wall and wait for the green block you just rode to move downward. Once it moves back down, jump out on top of that block.
Ahead, there are two more green blocks adjacent to each other. Merge onto the first one and ride it upward to where the two blocks meet. Move over onto the second block and wait for it to rise upward. Then, move to the southern edge of the block and pop out to land on the first block below. When it rises upward again next to the second block, walk onto the last block and ride it to the top where you will find the chest.
Location: Hyrule; east of the Graveyard (use Bomb to open cave)
Required Items: N/A
Treasure: 100 Rupees
Merge onto the first moving platform in front of you and ride it northward. At the center platform, move to the east side and pop out onto the next platform when it appears below you. When you reach the eastern wall, merge and pass through the narrow slot, then head northward and up the stairs. At the far end of the room, merge with the wall and head southward through another slit in the wall.
Move westward along the north end of the room and pop out on the ledge by the second Treasure Hunter. There is a slit in the west wall; merge onto the wall south of it, then pass through to the opposite side. When the moving platform is in that narrow passage, run across it to the other end and merge with the wall again. Pass through the crack in the wall and pop out on the platform on the other side. When it moves to the center, press the floor switch to activate a moving platform behind the chest above.
From here, ride the next platform to the south and hit both crystal switches to activate two smaller moving platforms. Ride either one to the other end, then go up the stairs to the upper ledge in the bottom corners. Merge with the wall at that point and head all the way northward to the center area. When you reach the north-central ledge, pop out onto it and ride the final platform to the chest.
Location: Hyrule; south end of the Great Swamp (use Titan's Mitt to lift large rocks blocking entrance)
Required Items: Boomerang, Hookshot
Treasure: 100 Rupees
First, go to the lower level by the rafts and stand on the far west edge of the platform behind the steps. Face northward and throw the Boomerang, then move to the right so it triggers the crystal switch behind the wall on its way back to you. Next, step onto the eastern raft and Hookshot to the right. Hit the second crystal switch to raise the water level in the room, then jump off the raft and swim to the east and north, diving under the spiked bars.
On the dry ledge, go around the corner and hit the floor switch to lower the wall dividing the room. On the edge of the platform facing the water, stand on the eastern half and throw the Boomerang diagonally to the southeast to hit the third crystal switch. After that, swim to the raft in the middle of the water and Hookshot to the north and west. Use the Boomerang to hit the final crystal switch to the north, raising the water level once more. Finally, Hookshot to the east and north along the raft to reach the chest.
Location: Hyrule; high ledge south of Haunted Grove (must access via the lower fissure portal in the same area in Lorule)
Required Items: N/A (access to Lorule)
Treasure: 185 Rupees (total)
Here, you are faced with a pit lined with fans blowing wind gusts at various points on the way down. You must grab a Cucco and land on the various ledges to grab the rupees on the way, using the warp tiles to return to the start to try again. There is really no strategy aside from simply watching where the wind gusts are, and making sure to fly around them. The big prize, 100 Rupees, is on a small ledge towards the bottom, but almost directly below the fan blowing westward. You will need to fly onto the ledge from the south to safely reach it with good timing.
Location: Hyrule; inside the cave at the east end of Death Mountain (must use Hookshot to cross the broken bridge)
Required Items: Hookshot
Treasure: 100 Rupees
Starting off, Hookshot to the center wall and merge with it upon impact. Move around to the ledges on the sides, then pop out and walk to the middle area above. Hookshot to the next wall straight ahead and merge onto the panel. Wait for the moving platform to start moving to the west side, then head to the left side and pop out onto that platform. Merge onto the far west wall and go north to a small ledge across from a wall lever. Pull the lever with the Hookshot to make another platform slide out of the wall.
Walk to the right edge of that grating, then Hookshot and merge onto the north wall panel. Pop out on the adjacent ledge and go up the steps before merging onto the wall again. Head south along the wall to reach a floor switch on the next ledge. Hit it and the small square platforms in the room will start to move. Ride the first one in front of you to the center area, then Hookshot across to the west wall. Merge with the wall upon impact and go south along the rupee trail. When you spot the next square moving platform below you, drop onto it and ride it to the chest at the end.
Location: Lorule; one screen west of Vacant House (cut down square bush formation and fall into hole)
Required Items: Pegasus Boots
Treasure: 300 Rupees
This challenge is purely about your timing, particularly about when and where to stop dashing along the narrow ledges surrounding the center area. There are several gates which are temporarily lowered by hitting crystal switches before them. You need to get through the gates by dashing or the gates will rise up again, forcing you to try again or drop off the ledge to try the whole challenge again.
Begin in the southwest corner, facing northward by the first switch. Hit it and dash straight up the steps, stopping behind the second gate in the northwest corner. Face eastward next and hit the second crystal switch, then dash to the east. Just before you reach the edge, stop (press any other direction on the Circle Pad) and quickly dash southward to make it through the second gate in the set.
From the Dungeon Bro standing on the ledge, face westward before hitting the third crystal switch. When you hit it, dash to the west corner, then turn to the north and dash up the steps. At the corner, quickly turn to the east and dash again to pass through the single gate. Once you get past that gate, simply run around to the big chest at the end.
Location: Lorule; inside the cave one screen east of "Misery Mire" weather vane
Required Items: Sand Rod, Tornado Rod
Treasure: 300 Rupees
From where you start, first go down the steps to the sandy area and run around the room, stepping on the six floor switches on the ground level (you will need to merge to cross the gap in order to reach the northeast one). This will activate the fan on the west wall. Go back up the steps by the entrance and use the Sand Rod to form a wall of sand ledges all the way to the north end. Walk across the first half, merging with the center wall to reach the other side, and continue to the northwest ledge.
From here, go south to the ledge directly below the fan. Face eastward and use the Sand Rod to form the next wall, then use the Tornado Rod to fly over the center wall. After you land on the east end of the sand wall, merge with the wall and get onto the north platform. While standing on the edge of the north platform, face southward to the left of the floor switch below and use the Sand Rod to form another wall leading to the south which we will come back to. For now, go around the corner to the southeast end of the path, and merge with the wall to reach the final floor switch on the high ledge, which activates the eastern fan.
Now, stand below the east fan and use the Tornado Rod to land on the sand wall you formed from the northern ledge. You can then go south to reach the chest.
There are two item shops, one in Kakariko Village and one on the west shore of Lake Hylia. Both sell the same items.
|Bottle||100 (only one)|
|Smooth Gem||200 (only one)|
NOTE: The price of Milk is reduced to 10 Rupees if you find the Letter in a Bottle east of Lake Hylia, then fill it with premium milk and deliver it to the man on the ledge outside of Rosso's Ore Mine on Death Mountain.
If you visit the Witch's House in northeast Hyrule, she will have four potions for sale. If you talk to the witch and choose the first option, she will be happy to give you a free taste of the Red Potion, recovering five hearts. You can talk to her as many times as you want to fully recover whenever you're in a bind!
With the Hookshot, enter the Lost Woods from the entrance near the Miner's House. In the northeast area of the woods, you will find a wide gap. Use the Hookshot on the tree to cross it, then enter the log cave there. Inside, you will meet Rumor Guy. He will give you random information about certain people when asked. He's just a fun little side character to interact with.
In Kakariko Village, there is a house with a giant bee above the door. Inside you will meet the Bee Guy. If you have at least one Bottle with you when you talk to him, he will give you the Net which is used for catching, among other things, Bees. Bees are found randomly by cutting down bushes and grass in the overworld, and will attack you if you don't kill them first. If you capture a Bee and store it in a Bottle, bring it back to Bee Guy to receive an instant 50 Rupees.
There is also a rare Golden Bee you can capture. It is found either in the wild or by purchasing it from the Mysterious Man in Skull Woods for 888 Rupees. Return a Golden Bee to receive the Bee Badge, which prevents Bees from attacking you. Any subsequent Golden Bees you capture will earn you a cool 300 Rupees!
After your first visit to Lorule, head over to the Witch's House in Hyrule. Jump into the river to the north of the house and swim westward to a ledge. Merge with the wall atop the ledge and pass through the fissure portal to return to Lorule. From there, merge with the wall below and go all the way eastward across a gap, and you will find a cave behind a waterfall (this cave holds a Heart Piece in Hyrule).
Inside the cave is a Hinox. Talk to it and it will give you a small amount of rupees to leave it alone. At that point, you can either choose to leave or continue pressing the giant cyclops for more money. The amount of rupees the Hinox gives you will steadily increase each time you ask, in this pattern: 5, 20, 50, 100, 100, 300. After the sixth payment, if you try to press the Hinox once more, it will become enraged and attack you! You can not kill the Hinox, and exiting/reentering the cave does not reset this attack. You must save and quit, then reload your save and return here. You can press the Hinox for rupees in this manner as many times as you want, as long as you save/quit after the sixth payment. It's yet another quick way to make money!
In the north end of the Great Swamp in Hyrule, you will find two stones along the north wall near the pond. Bomb the wall in between the stones and enter the cave, where you will find the Kakariko Item Shop's owner in hiding. He asks for a Scoot Fruit, so buy one at a shop for 50 Rupees and bring it to him. He will reward you with 100 Rupees as thanks.
To unlock Hero Mode, which is the same adventure but with tougher enemies, simply complete the regular quest once.
Michael Poitras: For providing an alternate route for the Hyrule Hotfoot mini-game in Lake Hylia.
Paul LaPlante: For correcting the amount of rupees needed in the Rupee Rush mini-game in Theives' Town.
kiabaman4258: For pointing out a mistake about upgrading the Lamp by collecting Maiamais.
Angela Musco: For showing me a hidden alcove in Turtle Rock that contains 300 Rupees!
BlueMage82: For telling me about the hidden chest on 1F of the Ice Ruins containing 300 Rupees!
John Doom: For correcting a typo in the Ice Ruins leading to the chest containing 300 Rupees.
FIAWebmistress: For correcting information about the Sand Rod.
Call_Me_Charlie: For noting that you can stun the boss of Turtle Rock by freezing the fire pillars during the second phase.
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