Zelda II: Adventure of Link FAQ/Walkthrough
Copyright Nintendo 1987
Written By Brian P. Sulpher
E-mail:
[email protected]
Version 4.1
Dates Written: November 29th to Decmeber 4th, 2002
I dedicate this to all the huge fans of Zelda II out there! This game in
the Zelda series is considered the "ugly stepchild" of the series, but I
(and a few others out there) not only like this game, but feel it is the
best of the series. I salute all you hardcore fans of Zelda II, as you know
where it is at in the Zelda series! Never mind Ocarina of Time or Wind
Waker, this one is the true "golden" game of the series, so get ready to
experience a Zelda game that was willing to take risks instead of rehashing
the same old tired Items and battle functions.
Also, for Cougar. I miss you, and I hope you are living it up in the
afterlife as you did in this world. You will always be in my memories, and
you will never be forgotten.
Also, In memory of Howler and Koonce. You two never had a good start in
your lives, but you had a good time when you spent your time at my house.
It was oh so unfortunate that you both had your already tragic lives cut
short, but I can only hope that I helped make your life a more enjoyable
experience. You too will be missed, but not forgotten.
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Version 1.0
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-Submitted guide on December 4th, 2002
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Version 1.5
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-Submitted guide on March 21st, 2003
-Reformatted guide
-Edited grammar and spelling
-Added to Ironknuckle strategies (thanks to a multitude of people for
e-mails on this)
-Updated Riding Blue Ironkknuckle information
-Added in section to explain the Reflect Spell troubles
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Version 2.0
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-Submitted guide on March 22nd, 2003
-Changed Reflect Spell Troubles into a more generalized gift trouble section
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Version 2.5
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-Submitted guide on November 22nd, 2003
-Altered format
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Version 2.7
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-Submitted guide on January 14th, 2004
-Altered copyright slightly
-Fixed up Experience Charts for Level Ups (thanks to GameFAQs user Grodd for
pointing out the error and supplying the proper information)
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Version 3.0
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-Submitted guide on February 1st, 2004
-Added in the location of a previously missed 1-Up Doll (thanks to GameFAQs
user Centurion for the information)
-Added in an alternate strategy for Gooma (thanks to GameFAQs user White
Tiger Shiro for the information)
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Version 3.1
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-Submitted guide on April 12th, 2004
-Added in a new Experiencing Gaining Area (thanks to Randall Manning for
this Experience Gaining idea)
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Version 3.5
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-Submitted guide on July 16th, 2004
-Altered format to clean it up as well as make it read easier
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Version 3.6
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-Submitted guide on 8th of November, 2005
-I added in Retronintendo and Honestgamers as sites allowed to use my FAQs
-Altered the format to make it easier on the eyes of the reader
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Version 3.7
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-Submitted guide on June 10th, 2006
-I added in a new strategy for fighting the Ironknuckles, specifically the
Riding Ironknuckle boss (thanks to Marc Lumsden for this contribution)
-I have also corrected an error dealing with the Heart Container near
Three Eye Rock (thanks to Jake and some other e-mailers who I have
misplaced the names of... sorry guys. Thanks for e-mailing about this
though!)
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Version 3.8
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-Submitted guide on July 27th, 2007
-Altered format a bit and played with some small portions of the FAQ
-Also made some spelling corrections and logistical corections to a few
sections
-I always welcome more input, so send away on those e-mails!
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Version 4.0
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-Submitted guide on January 8th, 2008
-I added in a third strategy for Gooma (thanks to Jimi for the information)
-Keep the e-mails coming, as I am always up for adding in relevant
strategies and information to the FAQ, assuring that you the reader get the
best FAQ on the net
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Version 4.1
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-Submitted guide on August 9th, 2009
-I added in a strategy for Thunderbird (thanks to Kyle Shaw for the
contribution)
-Made a few small corrections (thanks to Makr Kenyon II)
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-----------------------------Table Of Contents------------------------------
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1) Story
2) Controls
3) Onto Palace One
4) Onto Death Mountain
5) Onto Palace Two
6) Onto Palace Three
7) Onto Palace Four
8) Onto Palace Five
9) Onto Palace Six
10)Onto The Great Palace
11)Enemies
12)Level Ups
13)Items
14)Spells
15)Town Checklist
16)Magic Container Locations
17)Heart Container Locations
18)1-Ups
19)Bosses
20)Troubles With Gaining Gifts
21)Final Word
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----------------------------------Story-------------------------------------
----------------------------------------------------------------------------
1) The following story is taken directly from the instruction booklet
released by Nintendo with the game. This is a work of someone working
for the Nintendo Corporation, and in no way do I take any credit for the
following transcription (ie Brian P. Sulpher had nothing to do with this
tale).
At the end of a fierce fight, Link overthrew Ganon, took back the Triforce
and rescued Princess Zelda. However, is it all really finished? Many
seasons have passed since then. Hyrule was on the road to ruin. The power
that the vile heart of Ganon has left behind was causing chaos and disorder
in Hyrule. What's more, even after the fall of Ganon, some of his underlings
remained waiting for Ganon's return. The Key to Ganon's return was the
blood of Link - the valiant lad who overthrew the King of Evil. Ganon would
be revived by sacrificing Link and sprinkling his blood on the ashes of
Ganon.
Meanwhile, Link remained in the little kingdom of Hyrule and lent his hand
to its restoration. But circumstances did not look very good. One day, a
strange mark, exactly like the crest of the kingdom, appeared on the back of
Link's hand as he approached his 16th birthday. The worried Link, went to
Impa, Princess Zelda's nursemaid who was shocked and frightened when she
saw the birthmark. When she regained her composure, she took Link to the
North Castle.
There was a door in North Castle called "the door that does not open." Only
the descendants of the Impa family who served the king knew how to open the
door. Impa took Link's left hand and pressed the back of it against the
door. There was a sound of a locking falling open, the door slowly creaked
open and there on an alter in the middle of the room lay a beautiful woman.
"Here lies Princess Zelda." Impa began to speak calmly.
"Link, the time has come when I must tell you the legend of Zelda handed
down in Hyrule. It is said that a long ago, when Hyrule was one country, a
great ruler maintained the peace in Hyrule using the Triforce. However, the
king too was a child of man and he died. Then, the prince of the kingdom
should have become and king and inherited everything, but he could inherit
the Triforce only in part. The Prince searched everywhere for the missing
parts, but could not find them. Then, a magician close to the king brought
him some unexpected news. Before he died, the king had said something about
the Triforce to only the younger sister of the prince, Princess Zelda. The
prince immediately questioned the princess, but she wouldn't tell him
anything. After the prince, the magician threatened to put the princess into
an eternal sleep if she did not talk, but still, she said nothing."
"In his anger, the magician tried to cast a magic spell on the princess. The
surprised prince tried to stop him, but the magician fought off the prince
and went on chanting the spell. Then, when the spell was finally cast,
Princess Zelda fell on that spot and entered a sleep from which she might
never awake. At the same time, the magician also fell down and breathed his
last."
"In his grief, the prince placed the princess in this room. He hoped that
someday she would come back to life. So that this tragedy would never be
forgotten, he ordered that every female child born into the royal household
shall be given the name Zelda."
From the stand next to the alter where Princess Zelda lay in a deep sleep,
Impa took six crystals and a scroll with the same crest and handed them to
Link. "For generations, my family has been handed down these things which
have been set aside for a time when a great king will come. They are
written in an ancient script that no-one can read now. But you who have the
crest may be able to read it. It is said that the key to uniting the
Triforce is hidden there. Now it is time for you to read it."
Link glanced at the scroll half in doubt, but what do you know? Although he
had never seen the letters before, he found that he could read them as if
they were talking to him.
This was written on the scroll. "You who'll control the Triforce of the
future. I shall hand down to you the secrets of the Triforce. There are
three kinds of Triforce - Power, Wisdom, and Courage. When these three are
brought together, the Triforce will show its maximum power. Of the three, I
left Power and Wisdom in the kingdom. But the Triforce Courage I have hidden
for a reason."
"Not everybody can use the Triforce. It requires a strong character with no
evil thoughts. But an inborn special quality is also necessary.
Unfortunately, I have not found such a person during my lifetime."
"Therefore, I have decided to cast a spell on all of Hyrule. A crest will
appear on a young man with the character who has been brought up correctly,
has gained many kinds of experiences and reached a certain age. But, what
will happen if someone else uses the Triforce before then? If it misused, it
will produce many evils."
"The Triforce of Courage is hidden in the Great Palace in the Valley of
Death on the largest island in Hyrule. However, to enter there you must
first fight the guardians and undo the "binding force." When you have
defeated the guardians, which I made to prevent enemies from invading the
six palaces in Hyrule, set a crystal in the forehead of the statue you find.
When you have set crystals in all of the statues in the six palaces, the
"binding force" places on the Valley of Death will be removed and you will
be able to enter the great palace. There, you must fight the last guardian.
And you can obtain the Triforce only by defeating the guardian."
"There's nothing to fear. You are the one to get the Triforce. You are the
beacon of hope for Hyrule."
Impa implored Link, who raised his head slowly after reading the scroll.
"The magic spell cast upon Princess Zelda will sure to be broken if the
Triforce is used."
"Please, Link. Unite the Triforce and save the princess. And bring back
peace to Hyrule."
Link nodded silently in approval, and left the room after taking a long
glance at the altar.
Then, with a magical sword in his left hand and a shield in his right, he set
off alone on his long travels. At that time, Ganon's underlings were calling
up new allies from the Underworld, and were beginning to work devilishly
toward the revival of Ganon.
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---------------------------------Controls-----------------------------------
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2) This section will give you the heads up on your overworld map, side
scrolling controls, and special maneuvers.
o---------------o
| Overworld Map |
o---------------o
D-Pad : Moves your character in the direction corresponding to the one
you pressed.
SELECT : No apparent use.
START : Pauses/unpauses the game.
B Button: This will blow the Flute once you have found it.
A Button: This will swing the Hammer once you have found it.
o-----------------------o
| Side Scrolling Scenes |
o-----------------------o
D-Pad : LEFT and RIGHT move you left and right on the screen
respectively. DOWN cause Link to enter a crouch on the ground
(makes his shield block low). UP has no apparent use.
SELECT : This is used to invoke your magic spell that has been selected
on the menu screen.
START : This pauses/unpauses the game. When paused, it brings up your
menu of spells, displays the items collected so far, your amount
of lives remaining, your amount of keys, and your amount of
crystals remaining to be placed.
B Button: Swings your sword.
A Button: Makes Link take a leap.
o-------------------o
| Special Manuveurs |
o-------------------o
Downward Thrust: When you jump in the air, you hold DOWN to throw a stab at
what/who ever may be below you. This technique must be
taught to you by the greatest knight on the western
continent of Hyrule.
Upward Thrust : When you jump in the air, you hold UP to throw a stab at
what/who ever may be above you. This technique must be
taught to you by the greatest knight on the eastern
continent of Hyrule.
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----------------------------Onto Palace One---------------------------------
----------------------------------------------------------------------------
3) This section will look at the events you will experience till you beat
Horsehead and place the crystal in the depths of Palace One.
You begin in the North Palace, where a sleeping Princess Zelda lies on her
bed. You must go forth to finally wake her from her long sleep, as is your
destiny foretold by your lineage. Leave the North Palace, follow the
pathway North-East, turn west on the path till your in a forest section for
you to enter into as it is an action scene!
Slowly make your way right, baiting the Aches from the trees, killing each
one in turn, and then grab the 50 point bag that is sitting on the ground.
You can choose to level-up your toughness to hits (life), and I suggest you
do just that. After that, just head right off the screen to exit the action
scene.
Now you need to go visit the town to the south-east, Raura. You can take
the path to keep the monsters away, or you can cut cross-country to gain
some experience points (I suggest the latter if you are new to the game so
you can get some experience points and battle practice). Upon arriving at
Raura, head left through the town talking to the villagers to hear some
useful (and not useful) information. Many of the tips may not make much
sense or help a whole lot for now, but they will become vital later (well
they would be if you didn't have this walkthrough ^_^). The first section
of town has a woman in a red dress who can refill your life for you (one in
every town), the second section has a woman in a blue dress at the third
house who will invite you in to receive a magic spell from her father (you
got Shield). After you have gone through town, head out into the world once
more.
Now you heard about a Palace in the desert of Parapa in Raura, so you need
to go through the cave in the forest in the east to get there. The cave
will be dark since you have yet to acquire a Candle, but there is one enemy
in here to bother you. Go left in the cave, jump the two bumps on the
floor, after the second one, immediately crouch down and start swinging your
sword rapidly until you kill the approaching Lowder. Now continue to the
right to exit the cave.
As soon as you enter the desert, veer east till you hit the coastline, and
then head south. Once you hit the path along the shore, you will enter an
action scene where there are sections of land separated by pits of water
(which will kill you if you fall in), and to make matters worse, volatile
bubbles will be rising up (which hurt you when they hit you). Make your way
across carefully so you do not lose any lives.
Go south till you hit a ring of forest with a grass section in the middle,
so step onto the grass section to find an action scene. Inside the action
scene, go right till you see a Heart Container (skip it for now), and beat
the Goriya up. Grab your Heart Container to extend your life meter, and
then exit off the right side of the screen. Go north up the path, go
through the same action scene (in reverse direction though), and then head
north up the coastline till you find Palace One!
o------------o
| Palace One |
o------------o
Head past the Ironknuckle statue, go down the elevator, and then go right
fighting the one hit kills (but experiencing stealing) Mini-Horseheads along
the way. On the next screen you will see a couple Bots above you (they
usually jump down to play with you), and then you get to tangle with your
first Stalfos (just stab it's legs till it goes down). Head left to fight
one last Mini-Horsehead, grab the key (with your sword), and then make your
way out of the room to the room you entered the Palace through. Head past
the elevator, kill the Mini-Horseheads that come at you, and enter the next
room.
Continue to kill Mini-Horseheads as they come, open the door, avoid the
Skull Ball, and enter the next room. Next you will head right to kill a
Stalfos, go past the elevator, and kill the Stalfos before you exit the
room. In the next room, kill the Bot, kill the Skull Ball (if you have the
patience), kill the Stalfos, and then head right to go up the elevator
(there is a Fairy to the right of the elevator if you need a pick-me-up).
Kill the Mini-Horseheads as you go right, and be sure to pick up the key
before exiting the room. In the next room, cast Shield right away, kill the
Bot, kill the Mini-Horseheads as you walk right, and then wait for an
opening in the Cyclops weapon throws so you can get close to stab it. After
killing it, get the key, hit the Ironknuckle Statue for a red Magic Jar, and
then head left to the elevator through the two rooms.
Once you are back on the main floor, you need to head left to get to the
elevator that we passed earlier. Once you have gone down the elevator, head
left carefully as you dodge/kill the Skull Balls one at a time, and be sure
to watch out for the really fast one. The next room has two Bots waiting to
be killed, then you have to run across a crumbling bridge (do not forget to
kneel and slash the P-Bag quickly before you continue running), and then two
more Bots are in your way before you exit the room. Go left and kill the
Cyclops, and then you enter into your first Ironknuckle duel! Remember to
always watch for his sword swipes (defend with your shield) while you swing
like crazy until you stab him enough to send him packing! Go left now,
unlock the door, and grab the Candle from the altar! Now you head right
through this room, across the crumbling bridge, and then through the Skull
Ball room to arrive back at the elevator.
Now you need to go right to find the other elevator, but be sure to take it
down this time. Go right to fight an Ironknuckle, then you will fight two
Stalfos (just use the terrain to your advantage as you are lower, and have
an easy time hitting the legs) before going to the next room. Take out the
Cyclops while you open the locked door, continue right to find another
Ironknuckle to battle before you enter the Boss Chamber.
~~~~~~~~~~~~~~~
~~~~ Horsehead ~~~~
~~~~~~~~~~~~~~~
Horsehead the Boss of Palace One. He will march slowly onto the screen
where he will begin his slow trek toward you. If you have the extra magic,
cast the spell Shield upon yourself (you will take half the damage you would
normally), Jump also works well if you have problems timing your jump to
strike Horsehead, and then move forward to take to battle. There are two
techniques that work well on Horsehead (they will be listed under a), and
b)).
a) This strategy calls for you to stand in one place, and let Horsehead come
toward you. Just as he starts to enter your short sword range, jump and
stab him in the head. This will cause him some damage, but it will also
knock Horsehead backwards, which will take the club swing he was doing
out of range of you. Just repeat these steps to put Horsehead down for
the count.
b) This strategy calls for you to be more aggressive, but it will win the
battle in a much quicker fashion. You need to be able to gauge your
jump accurately, as you will be hopping at Horsehead, strike him as you
come towards him, and once landing, move out of the range of his club. I
feel this strategy has too much risk involved in using it, but it does
work well if you can control Link well.
~~~~~~~~~~~~~~~
~~~~ Horsehead ~~~~
~~~~~~~~~~~~~~~
Now you need to collect the key, open the locked door, go to the statue,
place the crystal, and then leave the Palace to entomb all of the enemies
within. Congratulations on completing the first leg of the game!
----------------------------------------------------------------------------
--------------------------Onto Death Mountain-------------------------------
----------------------------------------------------------------------------
4) This section will look at the events you will experience till you acquire
the Hammer from Death Mountain.
You will start by going back through the cave you used to get to the desert,
and following that, head back to the North Palace. Instead of going in
though, walk to the south of it to find a cave, which you will enter. Kill
the three Lowders that come at you when you go right, and then carefully
hit the three Octoroks that await you farther in the cave before you grab
your Magic Container!
Normally you would go to Ruto and find you have to find a trophy to get the
Wiseman to talk to you, but we are gonna go straight to the Trophy. Head
north from the North Palace into the desert, and go into the cave. Head
left to battle an Ache, jump the gaps while killing the Ocotroks, and then
battle Goriya for the missing trophy. Exit the cave, go to Ruto, and the
first two houses can be used to fill up your life and magic meters
respectively. On the next screen, the first house you come to is the house
where the woman needs her trophy, so talk to her to gain access to the house,
and then go downstairs to talk tot he Wiseman for your Jump spell.
Exit the town, go south along the path, and enter the cave you come to.
Make you way right over the uneven terrain carefully as you kill the
Octoroks, and then you must duel a Goriya before you head into the next
segment of the cave. Now you will face three Lowders, and then a Lowder and
Goriya combination attack. After dealing with them, head into the next
cavern to fight two Aches and an Acheman before you go to the far side of
the cave to find a really high cliff. Now you must use the Jump spell so
you can hop to the top ledge and make it to the exit.
As you go outside, if you lost some life on your trip through the cave, a
Fairy resides in the forest section on the right, and from there you should
walk straight through the swamp (slow going but worth it). Once you come
near the boulder blocking the cave, walk around it to enter an action scene
where you can find a 1-Up Doll! Now head south to find a forest, some path,
and a bridge. Normally you would cross the bridge to find Saria, but you
need to find a man named Bagu living in the forest here first to avoid
making any extra trips across an annoying bridge that lies ahead. Use the
following map to find your way through to his cabin while avoiding the enemy
lairs that are all over this forest.
-----------------+
Key |
|
E - Enemy Lair |
B - Bagu's Cabin |
|
-----------------+
+-+-+
| | |
+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | |E|B| | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | |E| | | |E| |E| |
+-+-+-+-+-+-+-+-+-+-+
| | | | |E| | | | |
+-+-+-+-+-+-+-+-+-+
| | |
+-+-+
The best way to enter is through the south end of the forest, cutting
between the two most to the right enemy lairs, and then go into Bagu's for
the needed note. Now head south once more towards the bridge, which is an
action scene! You will have to run across the bridge while dodging/killing
the Bago-Bagos that are flying out of the water here (be sure to kneel
every time that one comes out of the water in case they spit a rock on the
way over your head). Cut down-right to the forest patch next to find some
Megmats guarding a 100 point P-Bag. Then you should head into Saria, which
is to the west of you.
The first man you talk to in town warns that "The eyes of Ganon are
everywhere, be careful", and what he means is that in this town, some of the
people who say generic messages (ones you hear in every town) might be
agents of Ganon who will turn into Aches after they talk to you! Head left
through this section of town, go into the first open door you approach, and
find the Mirror under the table. Then take it to the first house you will
encounter when going back to section one to gain access to the Wiseman and
his Life spell. Now you should head right through the town (fill up your
life and magic meters if necessary), and when you reach the open water,
enter the building to get the Riverman to build access to the other side.
Now you will be entering Death Mountain, and my suggestion is to not go too
far in, but to build your attack level to 4 before attempting a serious run
through the long set of caves because of the many tough enemies you must
fight. This section of the game is arguably the toughest, maybe only
surpassed by the journey to the Great Palace or the Great Palace itself!
Also remember that the rule for getting through Death Mountain is to always
take the caves that are heading to the east and to the south.
Walk into the only cave you see, and this will take you into a choice of
left or right for the next cave (we go right). Now you will face some Bots
and two Moblins in this cave, which is easy to do because your life meter
will be filled (meaning you can shoot them from long range). There is one
cave to choose over next, so head into it to find three Octoroks guarding a
stairwell, a Goriya, and then three more Octoroks guarding the down stairwell
(take a running leap to clear them, and then kill them if you wish). Once
again we only face one cave to choose from, so head inside to battle some
Bots and Aches before continuing on to the right. Once you pass an elevator
(do NOT take it), you will face your first Daira. The best bet is to charge
in and hit him, take a step forward, hit him again, and so on till he dies
He may hit you once, but this is the best method of dealing with these
vicious enemies. Head right to exit the cave,
Now you choose the right cave, and you will have to go across a bridge with
Bago-Bagos accosting you the whole way. The next cave is to the right, and
inside you face Bots and a dark Daira (which means he throws axes). I
advise you to use a Jump spell to get up to the ledges above the enemies,
get the red Magic Jar to refill your magic meter (use Life spell ahead of
time if you have enough magic). Now you need to jump across the ledges, and
jump clear of the Daira before heading up the stairs to exit the room. Head
down to the next cave to battle a Goriya, Aches, and then a Daira before
heading out of that cave. One choice again, so take that cave to fight two
Bits, a Daira, two more Bits, another Daira, and two more Bits. Be sure to
have your Life spell on standby as this is one tough cave. Head into the
lone cave available to you, and this one has a Bot, a Daira, another Daira,
and two Bots guarding a red Magic Jar and the exit. You have now reached
the bottom of Death Mountain, and you have one final cave to traverse for
the Hammer!
Head towards the cave on the left to get after the Hammer, and you face an
axe-throwing Daira to start, which is followed up by two Lowders and two
Achemen before you enter the next cavern. In this area, you fight three
Megmats, followed by a Daira. Take the elevator down, and head right to
tangle with an axe throwing Daira before entering the next cavern. The next
room is a bunch of columns over lava pits, so jump carefully. Be sure to
let the Myu jump into the lava before you head across its platform to the
exit. You get to fight a Daira using a handheld axe, and then an axe
throwing Daira before continuing to the right to find the Hammer!
Now you just exit the cave, and you have found the Hammer to help your quest
on it's way! Congratulations, and get ready for the next challenge!
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----------------------------Onto Palace Two---------------------------------
----------------------------------------------------------------------------
5) This section will cover all the events from finding the Hammer till you
place the crystal in the statue of Palace Two.
Upon exiting the Hammer cave, smash the boulder to your left by pressing the
A Button, and step where it was to fall into a hole! You will find your
second Magic Container on your quest! Now leave the hole, and head through
the desert to the right till you hit the water, and then head north till you
find a cave. Kill the Octoroks as you jump across the land islands, and
then make your exit. Follow the path north till you find a cave, which will
deposit you by a small section of desert and a bridge. Go to the bridge,
which is an action scene!
You will face some Lowders, and two Moblins (first does not throw spears,
second one does) on the first section of the bridge. The second section of
the bridge will have bubble rising from below while you fight an
axe-throwing Daira! Once you exit the bridge, head south along the coast to
find an action scene where another 1-Up Doll patiently awaits you for
pick-up!
Now we head back to the path, skirt the graveyard (bad monsters reside
within), and then dash across the desert to the path above you. Follow the
path east to find a port town named Mido, and a dock for launching to the
eastern continent (no need to think about that till the section Onto Palace
Four). Enter the town on the business of finding out what is going on. You
will hear a lady talk about her sick child (worry about that later), and you
hear a rumour of a powerful knight living in this very town! You here a
clue of "No one is here, but a Churchbell will ring", so when you see the
Church, you will notice a door on the roof that is open! Use the Jump spell
to get up there, and go inside to find a master swordsman who will teach you
the Downward Thrust (when jumping in the air, hold DOWN). You will also run
across a man telling you to talk to Error of Ruto on how to get to the
Island Palace, but we must first journey to the Second Palace!
o------------o
| Palace Two |
o------------o
Leave town, following the path to a boulder, which you destroy. Head north
along the path when it branches, and then look for a cave blocked by a
boulder in the eastern grass flats. Enter that cave, fight a Myu (which you
can now kill thanks to the Downward Thrust), and then a Lowder and Goriya
combination attack before entering the next cave segment. The next cave
segment is nothing fancy as it is just you and a Heart Container, which you
will grab immediately for a life bar increase! Now leave the cave, go
directly west, and enter the cave you will see. Fight the gang of Megmats,
the Goriya, and then another gang of Megmats before going into the second
cave section. This section has a 200 point P-Bag awaiting pick-up, so grab
it and head for the cave exit.
Next, the Swamp Palace is our target, so start slogging through the stagnant
water. Try to get the enemies to attack you on the path parts to conserve
your life and magic meters for inside the Palace. Keep going west till you
slip into Palace Two!
Upon entering, hit the Ironknuckle statue to get either a red Magic Jar (so
you can cast the Life spell to refill your life, and then your magic), or an
Ironknuckle (fight it, or leave the screen, return to try again). Now head
left to head down the elevator to the very bottom, head right to kill the
Bots in your way while the Statue Head on the wall shoots at you, and then
exit up the stairway. Two Cyclops patrol this multi-ledged room to try and
stop you from getting the key at the very end. Upon getting the key, head
left all the to the elevator.
Go up one floor, head left through the Ropes and the Skull Ball to exit the
room. In the next room, a Bot may attack you from above, and then head
right where two blue Stalfos will attack you. These guys are more advanced
than the white ones you saw though, as these guys can use the Downward
Thrust. Just be sure to be ready to move if they take to the air. After
returning them to the boneyard, head left to find another key, and then you
should head back to the elevator to go up to the main floor. As you head
left off of the elevator, be sure to avoid the drips off the pillars (red
hurt you, blue hurt you AND turn into Bots!). A Stalfos guards the exit, so
dispose of him to get by.
The next room has Bots and Statue Heads (non-projectile) to mess with you,
so kill the Bots, and use your Downward Thrust to bounce off of the Statue
Heads as you go left through a locked door towards the exit. Right away you
will face a dripper on the roof, so time your jump through, dispose of the
Bots that are on the platforms over the lava (or let them jump into the
lava) as you get the key sitting there, and then just hop through the drips
from the dripper to go left to the exit. In the next room, you will need to
go through a dripper, fight an Ironknuckle quickly because the Bots forming
behind you are coming, and then fight the next Ironknuckle while a really
fast Skull Ball flies around crazily before you head to the exit.
In the next room, leap off of the stairwell to hit the wall statue to
receive a red Magic Jar (a good time to use the Life spell before collecting
the jar), and then continue left to where you should use the Downward Thrust
to kill the two Skull Balls before taking the elevator down. Head left to
fight a Stalfos and a Rope guarding a locked door, and then go to the next
room. In this room, you will run to the left, and when the blocks start to
fall, you just run right through the hail of them (ignore the P-Bag for
now). Head into the next room to fight your first red Ironknuckle (faster,
better defender, and better swordsman) with a dripper behind you, so you
best finish him quickly. Go left after the battle to face another red
Ironknuckle by the locked door before you can claim your prize, the Handy
Glove!
Head back to the elevator now (be sure to get the P-Bag form the ground
since you can break those bricks thanks to your Handy Glove), and when you
get there, take it down to the bottom level. When you come onto the screen,
watch out for the fire-dropping Moa that will fly bombing patterns from over
head, as you head right to battle two orange Ironknuckles before leaving
this room for the next one. In this room a Stalfos will appear almost
immediately, and when you engage him in combat, the wall Statue Heads will
open fire. Bust the brick wall, kill the Stalfos (again with Statue Head
attacks), bust the bricks, fight a Stalfos (AGAIN with Statue Head
interference!), and then exit the room.
Three Skull Balls and a dripper protect an elevator going down, but we need
to go right first. Upon entering the next room, Mini-Horseheads will attack,
followed by a Cyclops guarding a key. After collecting the key, head back
to the elevator and head down it to find a Bot and a Cyclops guarding the
staircase up. If you need a red Magic Jar, Downward Thrust down the last
column of bricks, and start cutting your way out of the bricks to find the
Magic Jar. In the next room, fall onto the crumbling path, hold DOWN so you
get the P-Bag, and then run right to jump off the crumbling brick trap. Run
right to find two Mini-Horseheads, and then a red Ironknuckle for your
dueling pleasure (and exit after beating him). Face the Stalfos, open the
locked door, fight an orange Ironknuckle, and then a red Ironknuckle before
entering the Boss Chamber!
~~~~~~~~~~~~~~~~
~~~~ Helmethead ~~~~
~~~~~~~~~~~~~~~~
Helmethead is the Boss of Palace Two. He is somewhat similar to Horsehead,
but he is shorter, and the first two hit he takes will knock his head off
(they will float in the air sending fireballs down at you). Once again,
Shield might be a good spell to use at the start, and then switch over to
Life so you can recover your low health (if he starts to beat you up).
There are two techniques that work well on Helmethead (they will be listed
under a), and b)).
a) This strategy starts out similar to Horsehead A) option, but you will
have to start moving to avoid the fireballs of the heads. Knock his
first head off with a jumping slash, do the same for his second head, and
then use the Downward Thrust to bounce on the Bosses head. You will
quickly make Helmethead submit.
b) The other option is to start the same way by knocking his first two heads
off of his body, and then you will use jumping slashes to beat him into
submission. This option will take longer, but you will have more
defensive options when you fight this style.
~~~~~~~~~~~~~~~~
~~~~ Helmethead ~~~~
~~~~~~~~~~~~~~~~
Now you need to collect the key, open the locked door, go to the statue,
place the crystal, and then leave the Palace to entomb all of the enemies
within. Congratulations on completing the third leg of the game!
----------------------------------------------------------------------------
---------------------------Onto Palace Three--------------------------------
----------------------------------------------------------------------------
6) This section will cover all the events of finding the Medicine for the
sick child to the placing of the crystal in the Third Palace statue.
We are off now to find the Medicine for the sick child, and we heard a clue
it was in a swamp, and I seem to recall a boulder blocking a cave in the
swamp north of Saria, so let us head there. Go south out of the swamp of
Palace Two, take the path west, and then head north once the path cuts south
to the bridge to find the cave. In the first segment, you will face Lowders
and Bago-Bagos until you exit the screen. In the next section of the cave,
you face an ax-wielding Daira, and then two axe-throwing Dairas before you
find the Medicine. Now you need to go past the Bago-Bagos again to get
outside, and then head south to find the path again. Now head east back to
Mido to give the medicine for the sick child so you will learn the Fairy
spell from the Wiseman.
Now you will head south into the graveyard to find the King's Tomb (you
would normally have to talk to Error to figure this out, but I am going
ahead with it), and it is located as the one grave all by it's own in the
middle. Then you need to go south of the King's Tomb until you hit a hole,
and when you fall in, hold DOWN to kill the Lowder below you (then kill the
rest of the Lowders). Now use the Fairy spell on the right side by the huge
wall so you can fly up the opening to the next room. Now you face a Myu,
two Lowders, and then a Goriya before you exit the cave, and walk around the
mountain peaks on the island to get to the Island Palace.
o--------------o
| Palace Three |
o--------------o
Upon entering, you may hit the Ironknuckle statue to cause a red Magic Jar
to appear (refill your life meter, and then your magic), or an Ironknuckle
(run off the screen to try again for red Magic Jar). After going down the
elevator, you face a Stone Warrior (try to jump his boomeranging maces while
hitting him), a blue Stalfos, and a Myu before going through the door to the
next room. In this room you will face Myus and Mini-Horseheads before you
enter the next room which has a Moa patrolling the sky while dropping fire
on you as you make your way past falling bricks.
In the next room Myus guard a key in the bricks (Downward Thrust to break
the bricks), and then go left to see a Stone Warrior with a P-Bag in the
bricks below him (kill the Stone Warrior, then get the P-Bag). The next
room has multi-chambered areas, but they are only breakable bricks. If you
want the experience, fight the red Ironknuckles (one on the bottom level,
and one on the level above that), but to progress on, you must go across the
top of the chambers. Now go left, jump the gap (which you will see is the
way to the elevator), and go left to go to the next room. Kill the red
Ironknuckle as you avoid the Moas fire drops, and then get the key before
heading back to the previous room.
Now you will go down to the elevator (kill the Stalfos on the way), and take
the elevator down till you hit the bottom floor. Now you face Statue Heads
(projectile users) as you go right to the next room. In the next room you
will jump across the lava pits while fighting off a Bot, and then a red
Ironknuckle for a key before you go to the right to enter the next room.
Kill the red Ironknuckle quickly, head right to fight your first blue
Ironknuckle (he chucks knives as he fights), and then once he is gone you
will go through the locked door to find a Raft! This will allow you to go
to the eastern continent of Hyrule!
Now you need to make your way left through this room and the previous room
to return to the elevator room. Head left through it while fighting the
Statue Heads and Bots to get to the next challenge. Fight the red
Ironknuckle, open the locked door, pass the elevator to find two
Mini-Horseheads, and finally a red Ironknuckle before you exit to the next
room. In the next room you will have Statue Heads annoying you once more,
but you must first Downward Thrust into the brick structure to find the key,
and then you have to break your way out to exit the room the way that you
entered. Now go back to the elevator, go down, and then you open the locked
door to fight a Stalfos.
Following that, use the Jump spell to get up to a high up P-Bag worth 100
points, and then go dispose of the Stone Warrior before you exit to the next
room. Now you should choose the low route, kill the red Ironknuckle, get
the 100 point P-Bag, and then head back to the start of the room. Next,
head up over the chambers, and then Downward Thrust to the right side where
a red Ironknuckle awaits. After disposing of it, you can go tangle with the
blue Ironknuckle on the other side of the brick wall, but only if you need
the experience points for a level up. Otherwise head through the exit on
the right to enter the Boss Chamber!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~ Riding Blue Ironknuckle ~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Riding Blue Ironknuckle is the Boss of Palace Three. You have run into
many Ironknuckles on your journey, and this one is a Blue Ironknuckle (you
might have tangled with one or two in this very same Palace). The main
difference between them all is that this guy starts upon a charging horse,
and he is a MUCH better defender than normal Ironknuckles (who use their
shield quite well). Once again, Shield is a great spell to use right at
the start, and then you are best to save your magic for a Life spell.
a) For the beginning, move to the middle of the room, hold DOWN to prepare
for a Downward Thrust, and then jump when the mounted monstrosity charges
at you. He will keep going across, and you will know if you hurt him if
you see him flash as he passes. Keep repeating the pattern of wait and
Downward Thrust until he dismounts to fight you one-on-one. It usually
takes two Downward thrusts to dismount him, but it will sometimes take
three hits. Now that he has been unhorsed, you will need to use your
slash and defend technique you have been developing since you fought your
first Ironknuckle back in Palace One. Remember that the best way to
fight ANY Ironknuckle is to match whatever their sword thrust is, so keep
swinging your weapon as you match your shield level to the sword swing
headed your way. This bad guy is arguably the toughest boss you will
face in the Six Palaces where you plant the crystals.
b) For the beginning, move to the middle of the room, hold DOWN to prepare
for a Downward Thrust, and then jump when the mounted monstrosity charges
at you. He will keep going across, and you will know if you hurt him if
you see him flash as he passes. Keep repeating the pattern of wait and
Downward Thrust until he dismounts to fight you one-on-one. It usually
takes two Downward thrusts to dismount him, but it will sometimes take
three hits. Now that he has been unhorsed, you will jump towards the
Blue Ironknuckle, and swing your sword as link starts to land. If timed
correctly, the Blue Ironknuckle will lower his defense because of your
upcoming crouch, which allows your sword to hit the exposed upper body.
However, rememebr that you will have to take into account the throwing
knives of the Blue Ironknuckle, so only attempt this between the various
flurries of knives.
c) For the beginning, move to the middle of the room, hold DOWN to prepare
for a Downward Thrust, and then jump when the mounted monstrosity charges
at you. He will keep going across, and you will know if you hurt him if
you see him flash as he passes. Keep repeating the pattern of wait and
Downward Thrust until he dismounts to fight you one-on-one. It usually
takes two Downward thrusts to dismount him, but it will sometimes take
three hits. Now that he has been unhorsed, get close to him and
purposely take damage (sounds odd I know, but bare with me), followed by
running right into the Blue Ironknuckle (hard to do due to his retreating
antics) and perform a Downward Thrust. If done correctly, half of his
life meter can be removed, leaving one more round of this to defeat the
evil creature.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~ Riding Blue Ironknuckle ~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you need to collect the key, open the locked door, go to the statue,
place the crystal, and then leave the Palace to entomb all of the enemies
within. Congratulations on completing the fourth leg of the game!
----------------------------------------------------------------------------
---------------------------Onto Palace Four---------------------------------
----------------------------------------------------------------------------
7) This section will cover the journey across the water separating the two
continents of Hyrule till you place the crystal in the statue of the
Fourth Palace.
Make your way back to the mainland by going through the cave you entered
from, and then head north out of the graveyard to the path before you head
right along the path to the dock so you can sail across to the eastern
continent to new challenges! Be sure to fill up at the harbour town of Mido
if you are not completely filled in either meter.
After you land, head south to the lone section of forest to find Floating
Eyes, and a 200 point P-Bag on the right side of the action scene. Now head
west to find Nabooru, and go inside. Fill up your magic and life meters,
and be sure to drop by the first house in the second section of town to find
a thirsty lady. Head to the left of her house to find a fountain, and when
you stand in the middle of the fountain, press the B Button to get some
water. Then you need to take it back to her, and she will let you in to see
the Wiseman to learn the Fire spell (use this just outside of town on the
Tektites to gain soem very easy experience in a short amount of time)!
Continuing through town, we learn we must go to Darunia before entering the
Palace, so you should head out of town towards Darunia.
We need to go to Darunia, but first we are going to take a small detour
first. Head south from Nabooru to see an open cave, which you will enter.
Tektites attack you to start, so use the Fire spell so you can kill them so
you can get to the next cavern. You fight a Scorpion next, and following
that you find a P-Bag worth a whopping 500 points! Head north back to
Nabooru to refill your meters, and then go north up the path to enter
another cave.
Take on three Achemens, cast the Fire spell, and wipe the Fire Dragon out so
you may move on to the other side of the mountain range. Upon exiting the
cave, head west through the forest till you find a small desert area leading
into the mountains, which will have two action scenes, the first with
Octoroks, and the second with bubbles and Octoroks. After that, continue up
the path to the mountain town of Darunia. Be sure to be ready for the eyes
of Ganon, as simple townsfolk can turn into Aches right before your eye!
Go into town to learn that a child has been kidnapped, and that a master
swordsman lives in this town. In the second segment of town, if you press
the B Button at the door of the first house, you will hear that someone is
home behind the door. You need to use the Jump spell, and get onto the roof
of the house with no doors or windows (it is likely a shed), and then jump
from roof to roof going right till you find the very same house you heard
someone inside of. Go down the chimney by pressing DOWN, and then head
right to go to the basement to meet the master swordsman to learn the
powerful sword technique of Upward Thrust! Now you need to head out to find
the kidnapped child, and return him to his family! They said he is on the
island, so head east to find the way there.
Head east through the mountain pass (once again through the action scenes),
through the forest/grassland areas until you find a desert section by the
water. You will see a long bridge extending into the water, but first you
should head down to the only section of desert to directly border on the
mountains. You will enter an action scene, and you will find a 1-Up Doll
awaiting your pick-up! Now go across the bridge, go down till you hit a
wall, head right till you hit a wall, and then head up that path till you
fall into a pit! Go left to find the first Lizardman of your journey (he is
an orange one, so he has a spear), and take him out before you take the
child in hand, and retrace your steps to Darunia once more! Now you can
return him to the old lady in blue, and then you can go meet the Wiseman to
learn the Reflect spell. If he refuses to give you the Reflect Spell, please
refer to Section 20 on how to solve this problem.
Now you should head back across the various terrains to take the long bridge
back to the island. Go down, go right to the first opening, go up, turn
right, and enter an action scene to face enemies that are vulnerable only to
Fire (Fire Dragons and Tektites). Now head up and left along the river till
you cross a bridge. Now you should take the lower path when you have the
option, and as you go along the path, you will fall down into a pit! When
you land, a Magic Container awaits pick-up! Now go out of the hole,
continue to upwards, go down, and then go up through the opening. Now
continue on the up-left direction till you turn right to find an action
scene (once again you cast the Fire spell immediately so you can kill the
Fire Dragons and Tektites in the area). Head up, and go left through the
spiral till you reach the split path at the top right of the maze area. Take
the top path to reach the Palace without any further action scenes, and once
again make use of the Ironknuckle statue to get a red Magic Jar so you can
have full magic and life meters before you descended into the Palace (be
sure to avoid the fire dropping Moa while doing all of this).
o-------------o
| Palace Four |
o-------------o
After taking the elevator down, head left past the Wizzrobes (use the
Reflect spell to kill them off if you wish by bouncing their energy wave
shots back at them). The next room pits Stalfos against you, and you can
bait them out of their holes by bouncing off of them using a Downward Thrust
till they jump to get you. Kill them, collect the P-Bag, and then move on
to the next room to the right by taking the elevator. Get off the elevator
on the next floor, head right to fight a Stalfos before entering the next
room. This part requires some good jumping on your part as the ledge you
walk on is a crumbly type, and be sure to jump off of the extreme right of
the platform to make the far ledge. Now you need to get by a Mini-Horsehead
and a Stone Warrior before continuing into the next room.
In this room you must jump from platform to platform, knock the bricks down
so you cam jump the fires, and you have to fight a Stone Warrior to get a
key (the Ironknuckle statue can release a red Ironknuckle or a red Magic
Jar). Now head back to the pit you jumped, and hop on in. Once you hit the
crumbly platforms, head right to find Skull Balls and Mini-Horseheads as
well as a Stone Warrior before you head to the next room. You will face a
red Stalfos and a blue Stalfos next, followed up by a blue Ironknuckle. Now
you should open the locked door, and grab the Boots so you can walk on
water!
Head back to the pit from where you came, jump in, and when you land on the
crumbly bridge, run right while avoiding the attacking Statue Heads
(non-projectile) to reach the next room. This room has the platform to
platform jumping, the bricks that need to be busted so you can jump the
fire, and you have to fight a Stone Warrior, a red Stalfos, and a super fast
Skull Ball before you reverse direction to the previous room. Now you
should head left across the bridge while dodging the Statue Heads. This
room has Bots and Wizzrobes to attack you, and they will do so as you head
to the right to find the next room (ignore the elevator for now). This room
has Statue Heads (projectile shooters), and a key entombed in the bricks,
which you have to dig out. After you do this, head back to the elevator,
and ride it back to the top floor of the Palace.
Now head left through this room, through the opening room (be sure to dodge
or kill the Wizzrobes), and then fight the red Ironknuckle in the next room.
Now you should use the Jump spell, kill the Skull Ball once you use the
Upward Thrust to break the bricks, and then you should take the key to open
the locked door just to your left. Now you will go left past the elevator
to fight two Mini-Horseheads, and then a Stone Warrior before you finally
enter the next room. A brick housing has both a P-Bag and a key here for
you to collect, but not before you kill two Stone Warriors. Now go back to
get the on the elevator to head right past Mini-Horseheads and Wizzrobes.
You will enter yet another platform to platform room with the bricks with
fire on them, and the enemies this time are Statue Heads (non-projectile).
Also be sure to check the Ironknuckle statue, as it may contain a red Magic
Jar for you to refill your magic on. Now head back to the elevator room,
but go past it to find your way closer to the end of this twisty Palace. Go
left across the crumbly walkways while avoiding the Myus till you reach the
far side where you will find an elevator you will have to take down.
Now you will head right after you unlock the door, fight two blue Stalfos,
use the Jump spell to reach the 100 point P-Bag, and then exit through the
right doorway. Fight the two red Ironknuckles in this room, and then move
on to the next room, which is the Boss Chamber!
~~~~~~~~~~~~
~~~~ Carock ~~~~
~~~~~~~~~~~~
Carock is the Boss of Palace Four. He is a larger version of the Wizzrobes
that have accosted you in your passage through Palace Four. He will shoot
energy waves, disappear, reappear, and then re-enter the cycle. Since he
moves around so quickly, only one strategy will work well against him. Be
sure to cast the Reflect spell before entering battle, and have the Life
spell on standby in case he starts to hit you.
a) With the Reflect spell cast upon yourself, you will be able to "reflect"
the energy waves of Carock back at him (this is how you hit and hurt the
otherwise invincible foe). As soon as the fight is joined, walk into one
of the corners of the screen (either side will do nicely), face towards
the opposite side of the room, and crouch. Then all you have to do is
continue to hold DOWN until the boss eventually wipes himself out with
his own energy waves. He may appear on top of you, but if he does so,
just go back into the closest corner, and resume your crouch till Carock
has met his demise. Definitely one of the easier Bosses in the game,
possibly THE easiest as he only requires ONE spell, and for you to hold
DOWN the whole time!
~~~~~~~~~~~~
~~~~ Carock ~~~~
~~~~~~~~~~~~
Now you need to collect the key, open the locked door, go to the statue,
place the crystal, and then leave the Palace to entomb all of the enemies
within. Congratulations on completing the fifth leg of the game!
----------------------------------------------------------------------------
---------------------------Onto Palace Five---------------------------------
----------------------------------------------------------------------------
8) This section will cover your progress from leaving the Palace maze to the
placement of the crystal in the statue in Palace Five.
Now you probably are moaning the fact you have to backtrack through the long
island maze again, but remember those Boots you picked up? They are in fact
Boots that allow you to walk on water, so hoof it down the river to the
bridge for an easy path out of the maze. Now that you can walk on water,
you can bypass the cave through the mountains to Nabooru, where you should
fill up before heading out to do a quick P-Bag collect.
Walk along the land edge while on the water, and once you find the highest
part of desert on the southern part of the bay's coast, step onto the
desert, and then step onto the desert one step down, followed by three steps
right to enter an action scene. Use the Jump spell, and then get the 500
point P-Bag before exiting the screen. Now you should head back to Nabooru
again, heal up if you need to (life and magic), and then head right along
the path to the ocean, where you will walk out for 16 steps, walk up till
you can no longer move up, and then go right till you hit an action scene!
Head right through the action scene until you find your third Heart
Container! Now exit, and back track to the right, go down, and then
continue left to find Palace Five!
o-------------o
| Palace Five |
o-------------o
No red Magic Jar/red Ironknuckle in the Ironknuckle statue here, so just go
and take the elevator into the depths of the Palace. The first room has a
wall Statue Head (projectile user), and several Ropes as you climb up the
steps to the next room. In this room, you will have to kill two Skull
Balls, use the Fairy spell to get up and over the high ledge, avoid the last
Skull ball, exit the room, re-enter the room, go left while fighting off
Skull Balls to get the key, and then head right once more. The next room
has a crumbly bridge with Statue Heads (non-projectile) attacking as you
run across. Just run and jump the Statue Heads, and make sure to Downward
Thrust the 200 point P-Bag before you get off the bridge to exit the room.
This room has bricks piled two high, which you should break you as you go.
Fight the red Ironknuckle, get by the dripper (returning from Palace Two),
and then fight another red Ironknuckle before going through the locked door
to take the elevator down. Go left upon entering the new floor to fight a
Fire Dropper and a Skull Ball before moving to the next room. In this room,
you must play the waiting game for the bricks to fall from the roof so you
can put a staircase up to the key on the ledge high above (make sure to avoid
the attacking Moas). Now you should exit the room to face an orange
Ironknuckle (easy to beat now), followed up by hitting the wall statue for a
red Magic Jar. Continue left to fight two more orange Ironknuckles and a
fire dripping Moa before you get on the elevator to the next level of the
Palace.
Head left once you hit the ground to fight some Bots and a Fire Dropper
before heading to the next room. Fight the Skull Balls, avoid the drippers,
get the 200 point P-Bag from the high ledge by using the Jump spell, and
then head down the elevator one floor. On this floor, go left first to get
a 200 point P-Bag by killing a Cyclops first, and then head right to use the
Jump spell to reach a red Ironknuckle guarding a key. Then you should head
right to the next room (ignore the elevator of the last room) to fight Skull
Balls and Fire Droppers until you make it to the exit. Now you enter a room
where you will only see a blue Ironknuckle, and once he is defeated, jump at
the wall to discover that it is false! Go through the wall to the exit to
continue on to find out what it hides!
Fire Droppers and drippers will try to get you here, and you will fight them
as you go past the elevator to the right to the next room. You will fight
Mini-Horseheads and Fire Droppers here until you make it to the elevator.
Now head left while you fight three blue Stalfos, and then in the next room,
you will collect a key before backtracking to the elevator we last passed
over (you take the elevator downwards). This room has Fire Droppers and
Statue Heads (projectile users) to accost you, so run through the room
quickly to avoid taking serious damage. In the next room, you can use a
Jump spell to reach the Ironknuckle statue to find a red Magic Jar, and then
head left to fight an orange Ironknuckle and then a blue Ironknuckle before
you open the locked door to find the Flute!
Back track up the elevator, back track to the left till you hit another
elevator (which you take upwards), and then head left past the Skull Ball
to open the locked door so you can continue onwards. Now you will head left
underneath the Cyclops, across the elevator, past the Skull Ball, kill the
red Ironknuckle, and get the 200 point P-Bag before returning to the
elevator to head down to fight some Skull Balls and Fire Droppers while
getting a 50 point P-Bag before heading to the next room. In the next room,
fight an orange Ironknuckle, pass under the red Ironknuckle, and then kill
the blue Ironknuckle who is guarding a key. Now back track to the elevator
to take it up two floors.
Immediately run off the elevator so you can get on the same level as the
orange Ironknuckle, kill it, head right to fight a blue Ironknuckle, and
then head right up the stairs to meet a red Ironknuckle before you finally
get to exit the room into the Boss Chamber!
~~~~~~~~~~~
~~~~ Gooma ~~~~
~~~~~~~~~~~
Gooma is the Boss of Palace Five. Like most of the fifth Palace which he
guards, Gooma is deceptively tougher than your first impression of them. No
spells are required, but you may WANT to cast Shield before entering the Boss
room and have your Life spell queued so you can cast it quickly. Gooma is a
big, mean primate wielding a very wicked Ball and Chain (also known as a
Mace). His attack takes a couple seconds to deliver once he starts it, so
take note of the timing involved.
a) Gooma will enter from the right in a slow, methodical fashion. Approach
slowly, wait for him to start whirling his Mace, wait for one second of
the weapon rotation (this is the hardest part), jump his strike, and then
land a blow on Gooma's lower body (head shots will not help as they do NO
damage). Then you need to repeat the pattern until he is finished (that
is easier said than done). Just be ready on that Life spell as he can
put a huge hurt on you in such a short amount of time! Gooma ranks up
there with the Riding Blue Ironknuckle for overall difficulty of the
Bosses.
b) An alternate strategy id to jmup towards Gooma, land a sword slash as you
land (make sure to crouch), and then leap clear. However, if you jump in
too close, you will get knocked backwards, and if he starts whirling his
Mace as you jump, then you will be smoked as you come towards him.
Another method of performing this is to use the Jump spell, walk in to
slash him, and then jump high into the air to move away from Gooma, thus
assuring Link's safety. Repeat this set as necessary to defeat the this
big, bad annoyance.
c) A third strategy for Gooma (from Jimi) is to keep advancing on Gooma,
making him back up towards the right. You might get a few hits in at
this stage, but the point is to back him up towards the right side of the
screen. When he's partially off the screen he will be unable to use his
morning star due to a glitch, but you will be able to hit him. when he
takes a hit, he will back all the way off of the screen, so Link should
stand in front of the nearby pillar. Gooma will slowly come back on
screen where Link can hit him again before he gets far enough on screen
to use his weapon. Once mastered, Gooma will be unable to attack Link,
making this a very easy fight to win!
~~~~~~~~~~~
~~~~ Gooma ~~~~
~~~~~~~~~~~
Now you need to collect the key, open the locked door, go to the statue,
place the crystal, and then leave the Palace to entomb all of the enemies
within. Congratulations on completing the sixth leg of the game!
----------------------------------------------------------------------------
----------------------------Onto Palace Six---------------------------------
----------------------------------------------------------------------------
9) This section will look at the journey past the River Devil till the lone
remaining crystal is placed in the statue guarded in Palace Six.
You will appear back outside the now entombed Palace, so head back across
the water towards the mainland on the eastern continent, and then strike out
south towards the River Devil. Once you reach it where it is blocking the
path south, and you should play your recently acquired Flute to send the
River Devil packing. Now head past him down the path and you will be
ambushed in three separate action scenes on the path!
The first action scene has Lizardmen manning a stockade where they throw
rocks down on you as you run by, and you have to duel an orange Lizardman
along the way. The second action scene has the same stockade set-up with
Lizardmen lobbing rocks down at you, with a Fire Dragon patrolling on the
ground. The third action scene is the same as the first with the Lizardmen
on the stockade walls with an orange Lizardman guarding the ground. After
all of this, we have to head into the swamp to a cave.
Enter the swamp and head north into the open cave. The first segment has
Floating Eyes for you to kill, and then the second segment has a Scorpion
waiting for you. After disposing of the Scorpion, head right to find your
prize for trekking through the bog; a 500 point P-Bag! Now head back out to
the swamp, and head east towards the vast forest.
Follow the mountain range as you head east, and then enter the first cave
that you come to. Now enter the cave to face Tektites in the first cavern,
and an orange lizardman, followed by a red lizardman in the second cave
segment. Now you are outside on a spot with nothing to do in this small
forest. Normally you would have to make a terribly hard trek through Old
Kasuto to talk to an invisible person to find out the point, but it is much
easier for me to tell you that New Kasuto is hidden here. All you have to
do is use your hammer on the following section of forest to find the
recently established town:
---------------+
Key |
|
X - New Kasuto |
|
---------------+
+-+-+
| | |
+-+-+-+-+
| |X| | |
+-+-+-+-+-+
| | | | | |
+-+-+-+-+-+
| | | | | |
+-+-+-+-+-+
| | | | | |
+-+-+-+-+-+
| | | | |
+-+-+-+-+
| | | |
+-+-+-+
After entering New Kasuto, go to the second house to meet an old lady who
says you deserve her help. Follow her inside to find the fourth and final
Magic Container, and a clue about the edge of town containing a secret.
Head through town to the right talking to people, and enter the first open
door you come across in the second segment of town to find a large house.
However, this house has no passage to the basement like the others, but you
will notice a hole in the chimney, which can be entered by pressing UP.
This will lead you to a Wiseman that teaches the Spell spell (refer to
Section 20 if the either the Old Lady or the Old Man refuse to give you
their Magic Container/Spell Spell. Head back into the community, and go
right till you enter a screen with nothing, except for a large cliff. Cast
the Spell spell, and a doorway magically rises up from the ground! Now go
inside to find the Magical Key (no more looking for keys!), and then you
should exit town. Head back into the cave that brought you here, and then
head south out of the large forest.
Walk along the eastern coast where it is desert, and you will enter an
action scene where the fourth and final Heart Container awaits you! Now you
should head west to find the Three Eye Rock, and where all three would
intersect on straight lines, blow your Flute to cause the Sixth Palace to
appear! Enter the Palace so you can finally place your last crystal!
o------------o
| Palace Six |
o------------o
You can do the red Magic Jar trick here if you want to, and then head down
the elevator into the Palace. Go right to kill a Skull Ball, cast the Jump
spell upon yourself, Upward Thrust through the bricks, kill the other Skull
Ball, get the 100 point P-Bag, and then go down the elevator. Open the
locked door (you have Magic Key, so you can open all the locked doors now),
go right past the Wizzrobe, kill the Stone Warrior, and then exit the room.
Now you should fight the blue Ironknuckle, and it is fine to force him off
the cliff. Now cast the Jump spell upon yourself so you can clear the pit,
hit the Ironknuckle statue above to possibly get a red Magic Jar, and then
fight another blue Ironknuckle before hiking up the stairs to leave the
room.
The next room has Wizzrobes and wall Statue Heads to shoot at you. I advise
you to just run through the room as you block the attacks against you. In
the next room, jump to the next ledge before the blue Ironknuckle throws
knives at you, go down to the P-Bag, Downward Thrust to the P-Bag worth 100
points, and then cut your way out at the far end with the Upward Thrust.
Then you need to jump over the large gap (use Jump spell if you fall in),
and head to the right to exit. Now this room has a fire dropping Moa,
Wizzrobes, and a large pit (which is not visible) to contend with. Head
left, and when you reach the third statue, the pit begins right after the
second brick ends (second brick from the column base). Take a running leap
to clear the hole, and then exit the room. When you enter the next room, it
will open up to a larger room, and suddenly the Boss music and Boss life
meter will appear! You are fighting a Riding Blue Ironknuckle, so I will
list the strategy below:
For the beginning, move to the middle of the room, hold DOWN to prepare for
a Downward Thrust, and then jump when the mounted monstrosity charges at
you. He will keep going across, and you will know if you hurt him if you
see him flash as he passes. Keep repeating the pattern of wait and Downward
Thrust until he dismounts to fight you one-on-one. It usually takes two
Downward thrusts to dismount him, but it will sometimes take three hits.
Now that he has been unhorsed, you will need to use your slash and defend
technique you have been developing since you fought your first Ironknuckle
back in Palace One. Remember that the best way to fight ANY Ironknuckle is
to match whatever their sword thrust is, so keep swinging your weapon as you
match your shield level to the sword swing headed your way.
After he is defeated, continue left to find the Cross! This item will now
allow Link to see invisible enemies! Head all the way back to the first pit
you jumped (the one where the two blue Ironknuckles were patrolling), and
then jump into the pit. Upon falling, go to the left to fight a blue
Ironknuckle which is guarding a 200 point P-Bag, and then hop down the hole
once more. Now when you land on the crumbly bridge, head left to Downward
Thrust so you bounce off of the blue Ironknuckle, and out of the room. This
room has Myus and Statue Heads (non-projectile) trying to knock you into one
of the many lava pits here, so make your way cautiously over said pits to
exit the room on the right. Block the Wizzrobe shots here and kill the red
Ironknuckle before leaving this room. Now you need to have enough magic to
cast Fairy on yourself to fly across the lava pit while avoiding the Skull
Balls and the dripper. This room has a blue Stalfos and a fire dropping
Moa to contend against you before you pass the elevator by to go into the
room on the right. walk into the high roofed room to see the Boss Meter and
hear the Boss music again. Once again it is the Riding Blue Ironknuckle, so
hear is the strategy one last time (I promise):
For the beginning, move to the middle of the room, hold DOWN to prepare for
a Downward Thrust, and then jump when the mounted monstrosity charges at
you. He will keep going across, and you will know if you hurt him if you
see him flash as he passes. Keep repeating the pattern of wait and Downward
Thrust until he dismounts to fight you one-on-one. It usually takes two
Downward thrusts to dismount him, but it will sometimes take three hits.
Now that he has been unhorsed, you will need to use your slash and defend
technique you have been developing since you fought your first Ironknuckle
back in Palace One. Remember that the best way to fight ANY Ironknuckle is
to match whatever their sword thrust is, so keep swinging your weapon as you
match your shield level to the sword swing headed your way.
Now head left out of the room to find a pit that has a small crumbly
platform hovering over it. Cast the Jump spell, fall onto the crumbly
bridge, and then hop to the next ledge where you will find a blue
Ironknuckle. Bait it back to the ledge, and then kill it before you go
right to try and kill two super fast Skull Balls so you can get the 1-Up
they are guarding. Then you should switch your magic to the Fairy spell,
jump down the pit, pause the game, unpause the game, immediately press
SELECT, and fly as a Fairy to the right to enter the Boss Chamber!
~~~~~~~~~~~
~~~~ Barba ~~~~
~~~~~~~~~~~
Barba is the Boss of Palace Six. Barba is a dragon that lives in the fire
pits of the Palace. It is a tall necked, fire-breathing monstrosity, and it
is all that is left between you and the last crystal placement. The Jump
spell is an essential, the Shield spell is useful for cutting damage taken
in half, and the Reflect spell will block the fire breath of the fire dragon
(be sure they hit your shield). The following strategy will add dragon
slayer to your list of accomplishments.
a) Since you already have your Jump spell, Reflect spell, and possibly the
Shield spell invoked, just get onto the edge of one platform, and start
stabbing into the air. If Barba comes out of the pit you are stabbing
at, he might be damaged as he goes up to full height. Now you can jump
up to quickly stab Barba in the head, and then stand there (if he starts
to use fire breath immediately), or jump to another platform (if he does
not use fire breath immediately). After that, try to stab Barba in the
head once before he dives back into the lava. Now you just need to
repeat this cycle to wear the mighty fire dragon down!
~~~~~~~~~~~
~~~~ Barba ~~~~
~~~~~~~~~~~
Now you need to collect the key, open the locked door, go to the statue,
place the crystal, and then leave the Palace to entomb all of the enemies
within. Congratulations on completing the seventh leg of the game!
----------------------------------------------------------------------------
---------------------------Onto The Great Palace----------------------------
----------------------------------------------------------------------------
10)This section will cover from the trip to Old Kasuto to the end of the
game!
Your first job is to make sure that you have full stats (level 8 on Attack,
Magic, and Life), and if you need to raise the stat, head to the vast forest
you passed through on the way to New Kasuto (fight two orange Lizardmen for
300 points per enemy attack). Once that is completed, you should head off
to Old Kasuto so you can learn your final spell. Head to the west of the
four rocks (as Palace Six became a mountain), and cross the bridge (that is
full of holes) while fighting off Bago-Bagos and a Fire Dragon. Enter the
town to see Moas flying around all over the place (they are invisible
without the Cross), and head left till you find the first open door). Enter
to find the last Wiseman who will teach you the final spell, Thunder! Now
you can leave town as this is the only person left (there are a few
invisible talkers left, but they say nothing useful to the quest at this
point). Upon exiting, head across the bridge again, then across another
bridge that is exactly the same, and then head north up the path till you
see the graveyard.
Go through the graveyard, enter the lava fields to fight through a stockade
with Lizardmen throwing rocks from above, and Moas patrolling the ground
area. Now head west till you an action scene! You need to use the Jump
spell here, and you should make your way carefully to the left while killing
Moas, orange Lizardmen, and Floating Eyes. Now head north along the path
till you enter another action scene that is the exact same as the last one!
Now head north into the cave to face Floating Eyes and Moas in the first
cave segment. The second cave segment has a Scorpion and a blue Lizardman
to put the hurt on ya before you exit the cave. Now head along the path,
and just as you start the upward path to the final cave, you enter yet
another action scene that has red Lizardmen with Moas and Floating Eyes to
attack you! After that little distraction, head into the cave to face a
blue Lizardman that you should kill, and then a red Lizardman, which you
should also exterminate before exiting the cave. Congratulations for
arriving in the Great Palace in one piece!
o--------------o
| Great Palace |
o--------------o
Enter the Great Palace to approach the barrier, which will magically go away
because you placed the crystals to drop it down. Head down the elevator,
and go left to fight a Fire Hawk, and then go through the exit. The next
room has a false floor in it (it is located above the left of the first
pillar), so jump it so you can get to the elevator to go down a floor.
Head right upon getting to the floor, and head right to the next room. Walk
across the bridge with no fear as no enemies appear here, and exit through
the right. The next room is vacant except for a lone Fire Hawk by the
elevator (kill the Fire Hawk before heading down the elevator). This room
has large chambers made of breakable bricks, and you need to break through
them as Statue Heads (non-projectile) attack you as you go to the exit on
the right. The next room will open up with a duel with a red Birdman,
followed up with a Bot guarding the stairs before you take an elevator
downwards.
On this screen, you can walk through the wall on the right, and if you
strike the statue, a red Magic Jar or a red Birdman may appear (go off
screen and return if it is red Birdman till you get red Magic Jar). Once
you have continued to the bottom of the elevator, head right to fight a Fire
Hawk before you go to the next room. You will face Ropes (shooting fire!),
and Statue Heads (non-projectile) as you progress right here, and be sure to
hit the statue at the end of this room for a red Magic Jar (or a red
Birdman). Take the elevator down to enter another room with breakable brick
chambers, but this one has Bots and a blue Birdman (for an easy kill,
cut through the breakable bricks so you will be halfway up the chamber when
you cut the right wall out, for this will allow you to kneel and slash as
the blue Birdman jumps into your blade till he dies). Now head right through
the next brick chamber, and then exit the room.
This room has a Rope on a crumbly bridge, and then a Skull Ball trapped
below as you go down the elevator. The room here has a Giant Skull Ball
(avoid it), and then a Fire Hawk to fight before the next screen. You must
fight a blue Birdman right at the start of this room, then you need to sneak
by a Giant Skull Ball, Downward Thrust through the blocks, and then take the
elevator downward. You can use the secret passage through the right wall to
try for a red Magic Jar (just leave and return if it comes out as a red
Birdman). On the next screen following that, go right to find a Fairy in
the blocks (Downward Thrust to it without breaking through to the lava), and
then head left over the lava pits while fighting Bots to reach the far room.
Collect the 1-Up Doll inside the room. The head back tot he elevator to
continue the descent into the Great Palace!
Head left to fight a Bot and a Fire Hawk before leaving this screen. On
this screen you have to avoid the Statue Heads (non-projectile) as you break
the bricks on the ground till you find the pit to fall through to the next
area (the hole is about two thirds of the way across the brick line). When
you land, head left where a raised ceiling will drop the infamous GIANT BOT
(Use the Upward Thrust to break it into smaller Bots). Run across the
crumbly bridge in this room till you see a small pit to fall into, and make
sure to not miss (or else you take a lava bath!). When you land, head left
to cut through the first set of bricks at the base of the column to get a
red Magic Jar (or a red Birdman, which means leave the screen and return as
many times as needed till you get the red Magic Jar). Refill your life with
your excess magic before hitting the red Magic Jar, and then enter the next
room to fight Thunderbird!
~~~~~~~~~~~~~~~~~
~~~~ Thunderbird ~~~~
~~~~~~~~~~~~~~~~~
Thunderbird is the Boss of the Great Palace. He appears as a large red
being, floating majestically onto the screen, but as deadly as anything on
the planet. Before you enter the screen, you should check the left side of
the room BEFORE Thunderbird to see many breakable blocks, and bust them till
you release either a Red Bird (you should run off screen right away), or a
red Magic Jar (refills your magic completely). This will allow you to cast
all the spells that will be helpful to you in your battle. Before the
battle with Thunderbird, cast the following spells: Shield for half damage,
Jump for higher jumping to reach the Thunderbird’s face, and Reflect to stop
most of his fireball attacks. Then enter to start the battle off.
a) As he floats into the screen, he will be red, and you will be unable to
damage the behemoth. As soon as he is on the screen, cast the spell
Thunder to cause a flash of light to make Thunderbird reveal it's
weakness (his face!). Now all you have to do is jump up and stab away at
his face while he continues to rain fiery death upon you (he speeds up
every time that you hit him), and once he has gone down, you have done
it!
b) A very useful technique is to stand on the far right side of the screen,
where most of Thunderbird's fireballs will not reach the ground! It is a
great way to take some bite out of the attack of this floating
monstrosity as an add on to the strategy above.
~~~~~~~~~~~~~~~~~
~~~~ Thunderbird ~~~~
~~~~~~~~~~~~~~~~~
But wait... The game has yet to end, so head to the right to exit the room.
Enter the room to face the ultimate test of your courage! The Wizard has
deemed you worthy to finally contend for the Triforce of Courage, but first
you must face your own dark side! You must face the EVIL within yourself!
You must face DARK LINK!
~~~~~~~~~~~~~~~
~~~~ Dark Link ~~~~
~~~~~~~~~~~~~~~
a) This method of fighting is the easiest way I have come across beating
Dark Link, and I have yet to lose a battle using it. Before the battle,
cast Shield spell upon yourself. As soon as the battle is joined, run to
the left side of the screen, turn around, and then just stand there
swinging your sword rapidly. Now Dark Link will try to stab you in your
chest (since he is defending your swings at him), and after a bit of
this, he will usually try to jump in to attack you. Unfortunately for
him, since you are still swinging, you will hit him to knock him
backwards! Now he will come back again and again to commit the same
mistake again and again! The one thing that he can do to counter this is
to Downward Thrust into you, but he rarely gets close enough to do so.
After you kill him, you have succeeded in your mission to recover the
Triforce of Courage, and you have been able to get the spell lifted off
of Zelda! Congratulations!!!
~~~~~~~~~~~~~~~
~~~~ Dark Link ~~~~
~~~~~~~~~~~~~~~
Once you release Zelda from her spell, you will be treated to the credits,
and to some suggested kissing for Link from a very grateful Princess Zelda!
Congratulations for beating this great and challenging game!
----------------------------------------------------------------------------
---------------------------------Enemies------------------------------------
----------------------------------------------------------------------------
11)This section will give you the lowdown on every enemy in the game, and
how best to deal with them.
o------o
| Ache |
o------o
These are bats that you will tangle with in many caves along your journey.
They will stay on the roof till you draw near before they bomb down to get
you. Bait them to come down at you, back off a little bit, and then stab
them as they reach your level on the cave floor.
o---------o
| Acheman |
o---------o
These appear to be Aches that are red in colour, but they have an extra
attack up their sleeve; they will turn into a fire breathing creature that
stands upright in your path. Bait them to come down from the roof, and then
stab away before the fire ball is fired your way.
o-----------o
| Bago-Bago |
o-----------o
These are the undead heads of old sea life. They hop from the liquid below,
sometimes spitting rocks, and they also try to kamikaze into you. Kneel and
stab to rid yourself of them.
o-----o
| Bit |
o-----o
The weakest opponents you will face, these guys have no legs! They are red
in colour, and they just slide around the ground at an extremely slow
manner. Just kneel and slash them to death, or use the Downward Thrust if
you managed to acquire it.
o---------o
| Birdman |
o---------o
These are Great Palace exclusives, and with good reason as they are TOUGH.
They come in red (weaker), and blue (stronger), but both are deadly. They
jump through the air with ease, their shield and sword work are unmatched,
and the Blue one can throw knives. Try to stab them when they come close,
and an Upward Thrust as they leap overhead can finish them off, but I
suggest running away if it is a possibility.
o-----o
| Bot |
o-----o
These are the stronger version of the red Bits (but not in life points).
There strength lies in there more hyper nature (translation: they move around
faster than Bits), and they have the ability to jump a small distance as
well. Just kneel and slash them to death, or use the Downward Thrust if you
managed to find it.
o------------o
| Bug Bomber |
o------------o
These small and fast fliers will drop many rocks at you, but take one hit to
send packing. The problem is that they rarely fly low enough for you to do
so.
o---------o
| Cyclops |
o---------o
These one-eyed guys are red in colour, and they chuck hammers in a large arc.
Wait for the opening in the arcing hammers, and then charge in to stab the
enemy unmercifully.
o-------o
| Daira |
o-------o
These fierce cave dwellers (though they do venture out on occasion) on the
western continent of Hyrule. The orange and red versions charge you with
their hatchet in hand, swinging at you continually (you can not block the
shots through any method). The brown and dark brown versions will also
charge you, but they have an unlimited supply of throwing hatchets (also can
not block shots through any method). To deal with the Orange and Red Dairas,
charge right at them, hit your sword stroke, and keep walking forward to
slash it each time it comes into your sword range (you might get hit once,
but it works quite well). The brown and dark brown Dairas can be fought more
conservatively, so wait till it throws a hatchet, jump forward over it, and
stab the Daira till it starts to chuck another hatchet (just repeat the
pattern).
o--------o
| Deeler |
o--------o
These are the spiders that often appear in the forests of the game. They
appear in red (they always stay in trees, trying to drop onto you), and blue
(they start in trees, but will start bounding across the ground rapidly
after Link). A simple stab or two will put them out of your path.
o-------------o
| Fire Dragon |
o-------------o
These small blue enemies shoot at you in regular intervals, and they are only
susceptible to Fire attacks. Use the Fire spell, and blast them out of your
way.
o--------------o
| Fire Dropper |
o--------------o
These are orange specters that appear continually in many rooms of Palace
Five. They will drop a fire glob, and then quickly disappear to only
reappear in another spot to do the same thing again. Any type of sword swing
will damage them.
o-----------o
| Fire Hawk |
o-----------o
These fire spewing Great Palace guardians can really take a large chunk of
your health away. They spit Fire globs in an arc, which then slide backwards
a bit. Get inside the arc, and slash the red beast till it disappears!
o--------------o
| Floating Eye |
o--------------o
These brown coloured, hard shelled guys fly lethargically through the air in
an attempt to hit you. Wait till they open their eye before you try to trash
them with a few sword swings.
o---------o
| Geldarm |
o---------o
These tall bodied baddies are desert dwellers only, so you will not see too
much of them. Hit them in their bodies to get them to shrink to the ground
where you can slash their vulnerable spot on their heads.
o-----------o
| Giant Bot |
o-----------o
This is a huge version of the Bots you have beat up all adventure, and this
would be their daddy! To beat it, simply use the Upward Thrust when it is
falling toward you to break into manageable-to-kill Bots.
o------------------o
| Giant Skull Ball |
o------------------o
These animal skull heads float around in the Great Palace. They can be
killed, but it is better to just avoid them.
o--------o
| Goriya |
o--------o
These boomerang throwing fellas will give you a lot of pain if you are not
quick enough to block their boomerangs. Be sure to turn around to block any
boomerangs thrown over/under you as they will uhhh... BOOMERANG on you (bad
joke I know -_-). Just make your way toward them as you block the attacks,
and stab them at every opportunity.
o-------------o
| Ironknuckle |
o-------------o
These are a fixture in the first six Palaces you enter (they have statues at
the opening of each to warn you not to enter). They have great shield and
sword skills, and they come in three colours: orange, red, and blue (this one
throws knives!). To fight them, try to stab them while you block their sword
strokes (the best bet is to continually swing, but always be ready to block
their swings). As you progress through their colours, orange is the weakest
with the poorest skills, Red is somewhat stronger with good skills, and Blue
ones are unsurpassed in skills and stamina (except for Birdmen).
If you jump at an Ironknuckle and time your sword swing as you descend so it
will hit the upper body as the Ironknuckle starts to defend against Link
landing (in a crouch). Much easier to do on Orange and Red Ironknuckles as
they do hot have throwing knives like their Blue brethren.
Another strategy is when you get hit, run into the center of the Ironknuckle
while Link is still invincible, and then perform a Downward Thrust, severely
crippling or outright killing the bad guy. It is unorthdox but it does the
job quite nicely.
o--------o
| Leever |
o--------o
These white enemies live in the desert, and they pop in and out of the
ground. Use a Downward Thrust when they are underground, and stab them when
they come above ground to kill them off.
o-----------o
| Lizardman |
o-----------o
These are like the overworld child of a Daira and an Ironknuckle, and they do
come in the same three colours as Ironknuckles. Orange attack with a spear,
red with a handheld mace, and blue with throwing maces. They have shields,
but they are poor on defense, so rush them to finish them off quickly.
o--------o
| Lowder |
o--------o
These blue enemies that slide along the ground will charge if they spot you,
but they are weak. Kneel and slash to finish them quickly.
o--------o
| Megmat |
o--------o
These bounding goats can be a real pain. They bounce towards you to try and
put the hurt on you. Stab them as they approach to end their threat.
o----------------o
| Mini-Horsehead |
o----------------o
These are small red guys that hop along the floor with small knives. One
stab will kill them, but if you do not get them, and they touch you, they
not only take life, but experience points as well.
o-----o
| Moa |
o-----o
These flying eyeballs should be well known to you by the end of your trek.
They fly around the screen in random patterns sometimes, trying to run into
you. Other times they will fly overhead and drop globs of fire at you.
Either way, unless they start to fly lower, you usually can not harm them.
o------o
| Moby |
o------o
One of the rarer enemies you will face, these small birds will fly down from
the sky to take a beeline path right for you! Stab them once when they draw
near to knock them out.
o--------o
| Moblin |
o--------o
These guys will come in a variety of colours, they can throw their spears,
but they will often hang onto them. Just stab them till they die, and move
on to face tougher foes.
o-----o
| Myu |
o-----o
A small, spiked slime, these guys will flit along on the ground, too small to
even kneel and slice. You need to Downward Thrust them to kill them, but one
hit will do it.
o---------o
| Octorok |
o---------o
These land octopi will jump up and down while they fire rocks at you. Red
ones are stationary (they jump though), and the Blue ones walk towards you
spitting rocks. Hit them a few times with a sword to kill them.
o------o
| Rope |
o------o
These big-headed short snakes walk along the ground while spitting fireballs
(need to have Reflect spell cast to block the shots) or rocks (can be
blocked with regular shield). Red ones spit fire while the Blue ones spit
rocks. Easy enough to stab them to an early grave.
o----------o
| Scorpion |
o----------o
These blue enemies are cave/desert dwellers, and they will shoot shots from
their tails to kill you. Hit it in the eyes whenever you can to kill it.
o------------o
| Skull Ball |
o------------o
These floating skulls are tough old buggers (easily they take the most hits
to kill). I suggest you pound a few of them early in your quest so you can
get the valuable 50 experience points. Just know that they not only take
your life points, but some of your magic points as well!
o---------o
| Stalfos |
o---------o
These animated skeletons have a shield and sword to fight you with, but they
are too frail to be able to move their shield. The white skeletons can only
walk and stab, but the red and blue (stronger than red) can walk, stab, and
Downward Thrust as well. Stick their bony legs with the sharp end of your
sword till the bones return to the dust they once were.
o--------------o
| Statue Heads |
o--------------o
If they are floating in mid-air then they can be killed, but ones on the wall
can not. Either way they fire balls of energy at you, which you should avoid
or block with your shield.
o---------------o
| Stone Warrior |
o---------------o
These blue coloured baddies throw maces that fly back and forth across the
screen. jump the maces and stab away for the victory.
o---------o
| Tektite |
o---------o
These multi-legged creatures require you to use the Fire spell to hurt them.
They will hop around, spiting energy balls at you at regular intervals.
o----------o
| Wizzrobe |
o----------o
These white-cloaked magician appear out of thin air, and throw an energy
wave at you. The only way to kill them is to use your Reflect spell so the
energy waves get sent back to kill them.
----------------------------------------------------------------------------
--------------------------------Level Ups-----------------------------------
----------------------------------------------------------------------------
12)This section will list the point totals needed for each level-up for your
character, plus an explanation of what each stat does for you.
o--------o
| Attack |
o--------o
This stat gauges how much damage you deal to the enemy. The higher it is,
the less sword swings it will take to finish an enemy off.
o-------o
| Magic |
o-------o
This stat will cause your magic spells to not tax your magic meter quite as
much. The spells will only go so low however. By choosing this level-up,
your magic bar will be filled.
o------o
| Life |
o------o
This stat will decrease the amount of damage that enemies will inflict upon
you. By choosing this level-up, you life bar will be filled.
o---------o
| Level 9 |
o---------o
Upon reaching level 9 on any stat, you will gain an extra life! You do not
actually get the level 9 stat on screen though (8 is the limit for any stat).
Level Attack Magic Life
1 0 0 0
2 200 100 50
3 500 300 150
4 1000 700 400
5 2000 1200 800
6 3000 2200 1500
7 5000 3500 2500
8 8000 6000 4000
9 9000 9000 9000
----------------------------------------------------------------------------
---------------------------------Items--------------------------------------
----------------------------------------------------------------------------
13)This section will list all of the collectible items in the game, and what
each will do for you in your quest.
o-----------o
| 1-Up Doll |
o-----------o
These miniature versions of Link will grant you an extra life. Fairly rare,
but if you want the inside track on how to find them, look in the 1-Ups
section of the guide. Just remember that once they have been collected,
they are gone until you begin a new game (meaning you start over from
scratch to make them re-appear).
o-------o
| Boots |
o-------o
These are found in Palace Four. Once you have collected them, you will be
able to walk on the water in certain areas.
o--------o
| Candle |
o--------o
This is found in Palace One. Before you get this item, all caves will be
rather dark, and this will shroud the enemy so you can not see them very
well.
o-------o
| Cross |
o-------o
Found in Palace Six. This holy item will cause whatever was invisible to
become visible when you gain possession of it.
o-------o
| Fairy |
o-------o
These little flying imps will restore your life to full if you manage to
actually touch one.
o-------o
| Flute |
o-------o
Found in Palace Five. This musical instrument has two uses: one is to
frighten the River Devil away, and the second is to reveal Palace Six.
o--------o
| Hammer |
o--------o
Found in the Death Mountain maze. If you find this magical tool, you will
be able to knock boulders to dust that are in your way, and you will be able
to level patches of forest as well.
o-------------o
| Handy Glove |
o-------------o
Found in Palace Two. This "handy" item will allow Link to break certain
blocks that get in his path.
o-----------------o
| Heart Container |
o-----------------o
These valuable commodities are rare as they only number four. Look hard for
these as they will extend your life meter by one box (and fill your life up
at the time of collection).
o-----------------o
| Magic Container |
o-----------------o
These valuable commodities are rare as they only number four. Look hard for
these as they will extend your magic meter by one box (and fill your magic
up at the time of collection).
o-----------o
| Magic Jar |
o-----------o
These come in two colours, red and blue. Blue refill one part of your magic
meter, and red jars refill it completely.
o-----------o
| Magic Key |
o-----------o
This amazing little item is found in New Kasuto. It is in a rather
unobvious place, so you will need to do some searching with an unusual
SPELL. Once you have it in your possession, you will no longer have to
collect keys as you can open all the doors you desire.
o------o
| Raft |
o------o
Found in Palace Three. This is the way you traverse across the straight
dividing west and east Hyrule (you launch from the dock by Mido/Nabooru).
It will also take you from far East of Darunia to the maze that leads to
Palace Four.
----------------------------------------------------------------------------
-------------------------------Spells---------------------------------------
----------------------------------------------------------------------------
14)This section will list the spells, what town you get them in, what is
required to get them, and what the spell does.
o--------o
| Shield |
o--------o
Town : Raura
Requirement: Just talk to the daughter of the Wiseman outside the house, go
in, and then go see the Wiseman.
Effect : This spell will cut the damage you receive from enemies in
half. You be tinted a red shade when the spell has taken
effect, and it lasts till you leave the screen or die.
o------o
| Jump |
o------o
Town : Ruto
Requirement: You must rescue the trophy from the Goriya in the cave in the
desert North of the North Palace, and then give it to the women
who will let you enter the house to visit the Wiseman.
Effect : This will cause your jump to be multiplied by three for height.
This will last till you leave the screen or you die.
o------o
| Life |
o------o
Town : Saria
Requirement: Go past the house where the lady will not let you in because
she lost her mirror, and enter the first open door you come to.
The room appears to be empty, but if you walk up to the table
and press the B Button, you will find the Mirror! Now go back
to the woman, talk to her, and then follow her inside to go
find the Wiseman.
Effect : This spell will refill about 3 bars of your life meter, but it
does take a second after casting it to take effect (meaning you
can cast it, but be killed before it starts to raise your life
meter).
o-------o
| Fairy |
o-------o
Town : Mido
Requirement: The woman will not let you into her house unless you bring
medicine for her sick child. You must head west to a cave in
the swamp north of Saria. In there you will fight for the
medicine, and once you return, you will gain access to the
Wiseman.
Effect : Once cast, you will become a fairy, with the inability to
attack, although you can be damaged. Useful for getting over
high ledges you can not jump, it also can be used to go through
a locked door if you do not have any keys! The spell lasts
till you leave the screen or you die.
o------o
| Fire |
o------o
Town : Nabooru
Requirement: The lady at this house will not let you in till her thirst is
quenched. Go to the left till you find a fountain, and press
the B Button to get some water. Go back to her to give the
water so she will let you inside so you can learn from the
Wiseman.
Effect : This will allow you to throw fireballs from the tip of your
sword. This spell is required to beat some enemies such as
Tektites and Fire Dragons. It will stay in effect until you
leave the screen or you die.
o---------o
| Reflect |
o---------o
Town : Darunia
Requirement: This lady has had her son go missing, and consequently it was
kidnapped. You must go to a pit just south of Palace Four to
rescue the child from the orange Lizardman holding him hostage.
Return to the woman to get inside to where the Wiseman awaits
you to teach you this spell.
Effect : Whenever an energy wave is thrown at you, you will reflect it
back at the caster (useful in Palace Four). This will also
allow you to block fireballs that are coming at you with your
shield. It will stay in effect until you leave the screen or
you die.
o-------o
| Spell |
o-------o
Town : New Kasuto
Requirement: In the second section of the town, enter an open door to find
that no passage to the basement is where all the other houses
had the same. Instead you will go through the hole in the
chimney to find the Wiseman.
Effect : The main use of the spell is to raise a doorway out of the
ground by the cliff in New Kasuto so you can get the Magic Key.
It will also turn most enemies into Bots, making them easier to
kill (but the experience points for killing them also lowers to
2 points).
o---------o
| Thunder |
o---------o
Town : Old Kasuto
Requirement: Find the lone person remaining in the wrecked town (he is found
early in the town upon entering through the first open
doorway). He will teach you the most powerful spell in the
game (it takes 4 magic bars to cast with a fully upgraded magic
level!).
Effect : It will kill all the enemies on the screen for you. Use it if
you REALLY need to, but remember that your magic would be
better served in a Life spell. This spell is necessary for the
Great Palace guardian Thunderbird.
----------------------------------------------------------------------------
--------------------------Town Checklist------------------------------------
----------------------------------------------------------------------------
15)This section will list all of the necessary things that you must do and
receive in each town you will visit in your journey
o-------o
| Raura |
o-------o
a) Learn the Shield spell.
o------o
| Ruto |
o------o
a) Learn the Jump Spell.
o-------o
| Saria |
o-------o
a) Find the Mirror.
b) Give Mirror to the Young Woman to learn the Life spell.
c) Find Bagu in North Woods to get note for Riverman.
o------o
| Mido |
o------o
a) Meet the master swordsman to learn the Downward Thrust.
b) Give the Medicine to the Old Woman to learn the Fairy spell.
o---------o
| Nabooru |
o---------o
a) Find some water from a fountain.
b) Give water to parched lady to learn the Fire spell.
o---------o
| Darunia |
o---------o
a) Meet the master swordsman to learn the Upward Thrust.
b) Return the kidnapped child to the woman to learn the Reflect Spell.
o------------o
| New Kasuto |
o------------o
a) Get the fourth and final Magic Container.
b) Learn the Spell spell from Wiseman.
c) Find the Magic Key at the cliff outside of town.
o------------o
| Old Kasuto |
o------------o
a) Learn Thunder spell from Wiseman.
----------------------------------------------------------------------------
------------------------Magic Container Locations---------------------------
----------------------------------------------------------------------------
16)This section will list where and how to find all the Magic Containers.
a) The first one is found in a cave just South of the North Palace (the
starting point of the game). Go into this cave once you have the Candle
to light your way (or without, but you can not see the enemies easily).
Work your way past the Lowders, and then the three Octoroks to find the
Magic Container awaiting pick-up.
b) After you have accessed the Hammer, get back to the overworld where you
will see a boulder to your left. Press the A Button to smash the rock,
and then step where it used to be to fall down a hole! You land beside
the Magic Container, which you should grab immediately.
c) Once you enter the maze that leads to the Fourth Palace, follow these
directions to get the Magic Container along the way. First you go along
the river to the north till it branches right, but you will turn left
instead. Along the way left you will enter a fight scene. Next you go
west, north, west, and finally south to find the hole where the third
Magic Container is residing.
d) New Kasuto holds the final Magic Container, but only if you have
collected the three listed previously. The second house you come to in
the town will have a lady come out, and when you speak to her, she will
deem you worthy of her help. Go with he inside, and then go to the
basement to collect your Magic Container.
----------------------------------------------------------------------------
------------------------Heart Container Locations---------------------------
----------------------------------------------------------------------------
17)This section will list where and how to find all the Heart Containers.
a) Once you have taken the cave to the desert near Palace One, go east until
you hit the coast, and then go south. After passing through an action
scene, continue south till you see a ring of forest surrounding a grass
section. Enter the grass section to find a Goriya guarding the Heart
Container. Kill the Goriya, and then get your Heart Container.
b) If you go south from Raura, past the Boulder on the path, go east onto
the grass area, and you will see another boulder blocking a cave. Go
into the cave, fight all the enemies within, and once you reach the end
of the cave, you will find your Heart Container.
c) This heart container is found east of Nabooru towards Palace Five. When
you draw closer to the Fifth Palace than with the continent, start trying
to walk up into the water above. When you find the passage up, turn
right when you can go up no longer. You will find an action scene with
no enemies, so just go right to find your Heart Container.
d) From Three-Eye Rock (where Palace Six is hidden) you have to go east till
you hit the coast, and then follow the coast north-east to find the Heart
Container in an action scene.
----------------------------------------------------------------------------
--------------------------------1-Ups---------------------------------------
----------------------------------------------------------------------------
18) This section will list the location of every 1-Up Doll in the game.
a) This 1-Up Doll is found by the cave where the sick child's medicine was
kept. Just slog around through the swamp around the boulder to see if
you enter an action scene where the Doll is sitting.
b) West of the large graveyard near Palace Three, walk along the desert shore
line till you enter an action scene where the 1-Up Doll awaits.
c) This one is found by the bridge to the island maze. Look for the one
section of desert that touches the mountain range, the water, and the
forest to see where the action scene is.
d) After passing through the blockaded path to the south of the River Devil,
you will come across a small cemetary to the south and a large marsh in
the north. Walk north along the mountain range through the marsh to find
a screen where the Jump spell will allow Link to reach the cliff above
to find your reward.
e) Palace Six contains a 1-Up within it's walls. It is found two rooms
before you take on Barba, and you have to fight a blue Ironknuckle and
two Skull Balls for it.
f) The Great Palace also hides a 1-Up for the persistent to find. It is
found to the left of the room where an elevator brings you to. To the
right is a Fairy hiding in breakable bricks, and the left has small land
islands for you to hop across to find the 1-Up room.
----------------------------------------------------------------------------
--------------------------------Bosses--------------------------------------
----------------------------------------------------------------------------
19)This section will review each Boss, tell of their attacks, and will give
a strategy to beat them with minimal problems.
o-----------o
| Horsehead |
o-----------o
This is the Boss of Palace One. He will march slowly onto the screen
where he will begin his slow trek toward you. If you have the extra
magic, cast the spell Shield upon yourself (you will take half the damage
you would normally), Jump also works well if you have problems timing
your jump to strike Horsehead, and then move forward to take to battle.
There are two techniques that work well on Horsehead (they will be listed
under a), and b)).
a) This strategy calls for you to stand in one place, and let Horsehead come
toward you. Just as he starts to enter your short sword range, jump and
stab him in the head. This will cause him some damage, but it will also
knock Horsehead backwards, which will take the club swing he was doing
out of range of you. Just repeat these steps to put Horsehead down for
the count.
b) This strategy calls for you to be more aggressive, but it will win the
battle in a much quicker fashion. You need to be able to gauge your
jump accurately, as you will be hopping at Horsehead, strike him as you
come towards him, and once landing, move out of the range of his club. I
feel this strategy has too much risk involved in using it, but it does
work well if you can control Link well.
o------------o
| Helmethead |
o------------o
This is the Boss of Palace Two. He is somewhat similar to Horsehead,
but he is shorter, and the first two hit he takes will knock his head off
(they will float in the air sending fireballs down at you). Once again,
Shield might be a good spell to use at the start, and then switch over to
Life so you can recover your low health (if he starts to beat you up).
There are two techniques that work well on Helmethead (they will be
listed under a), and b)).
a) This strategy starts out similar to Horsehead A) option, but you will
have to start moving to avoid the fireballs of the heads. Knock his
first head off with a jumping slash, do the same for his second head, and
then use the Downward Thrust to bounce on the Bosses head. You will
quickly make Helmethead submit.
b) The other option is to start the same way by knocking his first two heads
off of his body, and then you will use jumping slashes to beat him into
submission. This option will take longer, but you will have more
defensive options when you fight this style.
o-------------------------o
| Riding Blue Ironknuckle |
o-------------------------o
This is the Boss of Palace Three. You have run into many Ironknuckles on
your journey, and this one is a Blue Ironknuckle (you might have tangled
with one or two in this very same Palace). The main difference between
them all is that this guy starts upon a charging horse, and he is a MUCH
better defender than normal Ironknuckles (who use their shield quite
well). Once again, Shield is a great spell to use right at the start,
and then you are best to save your magic for a Life spell.
a) For the beginning, move to the middle of the room, hold DOWN to prepare
for a Downward Thrust, and then jump when the mounted monstrosity charges
at you. He will keep going across, and you will know if you hurt him if
you see him flash as he passes. Keep repeating the pattern of wait and
Downward Thrust until he dismounts to fight you one-on-one. It usually
takes two Downward thrusts to dismount him, but it will sometimes take
three hits. Now that he has been unhorsed, you will need to use your
slash and defend technique you have been developing since you fought your
first Ironknuckle back in Palace One. Remember that the best way to
fight ANY Ironknuckle is to match whatever their sword thrust is, so keep
swinging your weapon as you match your shield level to the sword swing
headed your way. This bad guy is arguably the toughest boss you will
face in the Six Palaces where you plant the crystals.
b) For the beginning, move to the middle of the room, hold DOWN to prepare
for a Downward Thrust, and then jump when the mounted monstrosity charges
at you. He will keep going across, and you will know if you hurt him if
you see him flash as he passes. Keep repeating the pattern of wait and
Downward Thrust until he dismounts to fight you one-on-one. It usually
takes two Downward thrusts to dismount him, but it will sometimes take
three hits. Now that he has been unhorsed, you will jump towards the
Blue Ironknuckle, and swing your sword as link starts to land. If timed
correctly, the Blue Ironknuckle will lower his defense because of your
upcoming crouch, which allows your sword to hit the exposed upper body.
However, rememebr that you will have to take into account the throwing
knives of the Blue Ironknuckle, so only attempt this between the various
flurries of knives.
c) For the beginning, move to the middle of the room, hold DOWN to prepare
for a Downward Thrust, and then jump when the mounted monstrosity charges
at you. He will keep going across, and you will know if you hurt him if
you see him flash as he passes. Keep repeating the pattern of wait and
Downward Thrust until he dismounts to fight you one-on-one. It usually
takes two Downward thrusts to dismount him, but it will sometimes take
three hits. Now that he has been unhorsed, get close to him and
purposely take damage (sounds odd I know, but bare with me), followed by
running right into the Blue Ironknuckle (hard to do due to his retreating
antics) and perform a Downward Thrust. If done correctly, half of his
life meter can be removed, leaving one more round of this to defeat the
evil creature.
o--------o
| Carock |
o--------o
This is the Boss of Palace Four. He is a larger version of the Wizzrobes
that have accosted you in your passage through Palace Four. He will
shoot energy waves, disappear, reappear, and then re-enter the cycle.
Since he moves around so quickly, only one strategy will work well
against him. Be sure to cast the Reflect spell before entering battle,
and have the Life spell on standby in case he starts to hit you.
a) With the Reflect spell cast upon yourself, you will be able to "reflect"
the energy waves of Carock back at him (this is how you hit and hurt the
otherwise invincible foe). As soon as the fight is joined, walk into one
of the corners of the screen (either side will do nicely), face towards
the opposite side of the room, and crouch. Then all you have to do is
continue to hold DOWN until the boss eventually wipes himself out with
his own energy waves. He may appear on top of you, but if he does so,
just go back into the closest corner, and resume your crouch till Carock
has met his demise. Definitely one of the easier Bosses in the game,
possibly THE easiest as he only requires ONE spell, and for you to hold
DOWN the whole time!
o-------o
| Gooma |
o-------o
This is the Boss of Palace Five. Like most of the fifth Palace which he
guards, Gooma is deceptively tougher than your first impression of them.
No spells are required, but you may WANT to cast Shield before entering
the Boss room and have your Life spell queued so you can cast it quickly.
Gooma is a big, mean primate wielding a very wicked Ball and Chain (also
known as a Mace). His attack takes a couple seconds to deliver once he
starts it, so take note of the timing involved.
a) Gooma will enter from the right in a slow, methodical fashion. Approach
slowly, wait for him to start whirling his Mace, wait for one second of
the weapon rotation (this is the hardest part), jump his strike, and then
land a blow on Gooma's lower body (head shots will not help as they do NO
damage). Then you need to repeat the pattern until he is finished (that
is easier said than done). Just be ready on that Life spell as he can
put a huge hurt on you in such a short amount of time! Gooma ranks up
there with the Riding Blue Ironknuckle for overall difficulty of the
Bosses.
b) An alternate strategy id to jmup towards Gooma, land a sword slash as you
land (make sure to crouch), and then leap clear. However, if you jump in
too close, you will get knocked backwards, and if he starts whirling his
Mace as you jump, then you will be smoked as you come towards him.
Another method of performing this is to use the Jump spell, walk in to
slash him, and then jump high into the air to move away from Gooma, thus
assuring Link's safety. Repeat this set as necessary to defeat the this
big, bad annoyance.
c) A third strategy for Gooma (from Jimi) is to keep advancing on Gooma,
making him back up towards the right. You might get a few hits in at
this stage, but the point is to back him up towards the right side of the
screen. When he's partially off the screen he will be unable to use his
morning star due to a glitch, but you will be able to hit him. when he
takes a hit, he will back all the way off of the screen, so Link should
stand in front of the nearby pillar. Gooma will slowly come back on
screen where Link can hit him again before he gets far enough on screen
to use his weapon. Once mastered, Gooma will be unable to attack Link,
making this a very easy fight to win!
o-------o
| Barba |
o-------o
This is the Boss of Palace Six. Barba is a dragon that lives in the fire
pits of the Palace. It is a tall necked, fire-breathing monstrosity, and
it is all that is left between you and the last crystal placement. The
Jump spell is an essential, the Shield spell is useful for cutting damage
taken in half, and the Reflect spell will block the fire breath of the
fire dragon (be sure they hit your shield). The following strategy will
add dragon slayer to your list of accomplishments.
a) Since you already have your Jump spell, Reflect spell, and possibly the
Shield spell invoked, just get onto the edge of one platform, and start
stabbing into the air. If Barba comes out of the pit you are stabbing
at, he might be damaged as he goes up to full height. Now you can jump
up to quickly stab Barba in the head, and then stand there (if he starts
to use fire breath immediately), or jump to another platform (if he does
not use fire breath immediately). After that, try to stab Barba in the
head once before he dives back into the lava. Now you just need to
repeat this cycle to wear the mighty fire dragon down!
o-------------o
| Thunderbird |
o-------------o
This is the Boss of the Great Palace. He appears as a large red being,
floating majestically onto the screen, but as deadly as anything on the
planet. Before you enter the screen, you should check the left side of
the room BEFORE Thunderbird to see many breakable blocks, and bust them
till you release either a Red Bird (you should run off screen right away),
or a Red Jar (refills your magic completely). This will allow you to
cast all the spells that will be helpful to you in your battle. Before
the battle with Thunderbird, cast the following spells: Shield for half
damage, Jump for higher jumping to reach the Thunderbird’s face, and
Reflect to stop most of his fireball attacks. Then enter to start the
battle off.
a) As he floats into the screen, he will be red, and you will be unable to
damage the behemoth. As soon as he is on the screen, cast the spell
Thunder to cause a flash of light to make Thunderbird reveal it's
weakness (his face!). Now all you have to do is jump up and stab away at
his face while he continues to rain fiery death upon you (he speeds up
every time that you hit him), and once he has gone down, you have done
it! But wait... The game has yet to end, so head into the next room to
find...
b) A very useful technique is to stand on the far right side of the screen,
where most of Thunderbird's fireballs will not reach the ground! It is a
great way to take some bite out of the attack of this floating
monstrosity as an add on to the strategy above.
o-----------o
| Dark Link |
o-----------o
The ultimate test of your courage! You enter the room, the Wizard has
deemed you worthy to finally contend for the Triforce of Courage, but
first you must face your own dark side! You must face the EVIL within
yourself! You must face DARK LINK!
a) This method of fighting is the easiest way I have come across beating
Dark Link, and I have yet to lose a battle using it. Before the battle,
cast Shield spell upon yourself. As soon as the battle is joined, run to
the left side of the screen, turn around, and then just stand there
swinging your sword rapidly. Now Dark Link will try to stab you in your
chest (since he is defending your swings at him), and after a bit of
this, he will usually try to jump in to attack you. Unfortunately for
him, since you are still swinging, you will hit him to knock him
backwards! Now he will come back again and again to commit the same
mistake again and again! The one thing that he can do to counter this is
to Downward Thrust into you, but he rarely gets close enough to do so.
----------------------------------------------------------------------------
----------------------Troubles With Gaining Gifts---------------------------
----------------------------------------------------------------------------
20)This section will help you to figure out where you have gone wrong in
your adventuring, which will help you continue forward in your quest.
Many of these problems are inter-related, so be sure to read the sections
before the one you lack to see if there is a connection.
o---------------o
| Reflect Spell |
o---------------o
Easily the most common problem for the majority of players. For some
unknown reason at this time, the Old Man in the Town of Darunia will not
give you the Reflect Spell. This can even happen after Link has rescued the
child form the Island maze, and many people are confused. The solution to
getting the Reflect Spell (needed for Palace Four) is to head back into the
Island maze and finding the Magic Container in an action scene located on
the west side of the maze. Just remember to go get the Magic Container when
you rescue the Child to assure your getting the Reflect Spell (although Link
will recieve it with 6 bars of Magic sometimes).
o-----------------------o
| Final Magic Container |
o-----------------------o
When you find Hidden Kasuto, the second house you come across in town will
have an Old Lady come out to offer you her help. She will then give you the
final Magic Container, but sometimes she will refuse! If she refuses, this
means you missed a Magic Container in your jounrey (in the Island Maze), so
back track to the north-east section of the world to find the Magic
Container there to be worhty of acquiring the final Magic Container.
o-------------o
| Spell Spell |
o-------------o
The Spell Spell can often be withheld if you are not worthy. This means
that you need to go back and get to the last point and get the Magic
Containers.
o---------------o
| Thunder Spell |
o---------------o
Once again you need to make sure you have all the Magic Containers and
Spells up to this point by doing the above steps.
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------------------------------Final Word------------------------------------
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21)As is the usual, this walkthrough is copyright property of Brian P.
Sulpher, 2002. The only website, group, person, etc. to have access to
post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
www.honestgamers.com. You must ask for permission before posting this,
as doing so without consent is a violation of international copyright
law.
If you liked it, hated it, have anything to add, then please E-mail me at
[email protected]. You can also contact me through MSN messenger
through the same E-mail address.
I created this FAQ because I love this game, and I am running out of
games that I like well enough to write for that have no guide. This is
nothing more than a recharge for my batteries so I can tackle some of the
request list here on GameFAQ's! However, you can expect me to follow up
with a FAQ for the original game soon enough!
This is an add on in reflection (dated November 8th, 2005). It has been
quite the momentous near three years since I first submitted this FAQ.
The FAQ has undergone some changes, some minor, some quite significant.
However, I feel that it has continually evolved, making it better than
the original, and I hope you feel the same!