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Pendant 1 Pendant 2 Pendant 3 Hyrule Castle Crystal 1 Crystal 2
Crystal 3 Crystal 4 Crystal 5 Crystal 6 Crystal 7 Ganon's Tower

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Rescuing Zelda
As soon as your uncle leaves, wake up. Take the lamp from the chest and go outside. Head north to reach Hyrule Castle. At the entrance, take the path on the right. At the end of this path, lift the central bush and jump into the hole. You will meet your uncle, who hands over his equipment (sword and shield) before speaking his last words. Continue on your way until you reach the castle courtyard. Dodge or kill the guards and enter the castle. Inside, go right or left and then up to find a staircase leading down. After these stairs, kill the guard to get a key and keep going. Eliminate the guards along your way until you reach a room whose doors close shut. Kill all the guards and take the right door to find the Boomerang and a key. Continue forward and descend two floors to reach the dungeons. Use the boomerang to defeat the guard with the whip and free Zelda. Now return to the ground floor and head up to the throne room. Push the crest behind the throne from left to right and enter the secret passage. A series of dark rooms follows, which you can illuminate by lighting a few torches with the Lamp. When you come across a locked door, kill all surrounding enemies to find a key. In the final room, pull the right lever. You will reach the Sanctuary. Listen to what Zelda has to say, take the Heart from the chest, and set off for Kakariko Village.

In Search of the Elder
Head west to find Kakariko Village. Visit all the houses and talk to all the residents to find many useful items. One of the inhabitants will reveal the Elder's location. Head all the way east to the Eastern Palace. You will find the Elder Sahasrahla in a small building (the location is marked on your map). Talk to him and then set off to tackle your first dungeon, the Eastern Palace.

The Eastern Palace
Cross the first and second rooms by stepping on the floor switches. In the third room, watch out for the iron balls. In the fourth room, head right first. Cross the room with the skeletons. In the next small room, press the switch under one of the pots to open the bottom door. Go get the Map and return to the fourth room. This time, go left. In the room full of bones, kill all the skeletons to proceed. Take the Compass and keep going to reach the treasure room. Cross through it. In the next room, press the switch under the pot. In the dark room, press the tile near the right door and enter. Kill the monsters and lift the pots to find items, including a key. Return to the dark room and go through the locked door. Cross the room with the iron balls. Here, start by eliminating all the small monsters. After that, take a pot and throw it at the green monster's eye when it opens. The pink creatures will let go of the pot. Pick it up, press the switch, and take the Big Key. Exit through the top, return to the treasure room, and take the Bow. Then open the top door. Light a torch to see more clearly, kill the small monsters, and attack the large monsters by shooting arrows into their eyes. Open the locked door to reach the upper floor. Press the switch under the pot to open the door. In the next room, press the tile on the top left. Then destroy the green and red monsters in the rooms leading to the boss room. To defeat the Armos Knights, unleash a rain of arrows on them. If you run out of arrows, finish the fight with your sword. Watch out for the last remaining knight, as he will become even more aggressive. Take the Heart Container and receive the Pendant of Courage.

After the Eastern Palace
Return to Sahasrahla. He will give you the Pegasus Boots, which allow you to destroy heavily cracked walls (like the wall in the background). He also tells you about an item east of Lake Hylia, the Ice Rod. Get the Book of Mudora from the library south of Kakariko Village (dash into the bookshelf to knock it down), then head to the desert in the southwest. To enter the palace, translate the monument's text using the book.

The Desert Palace
Head up and enter the large room, where you will find a key under one of the pots revealing the Map. Go outside, head left, and enter the small room with a guard. Dash into the statue carrying the key to knock it down and take it. Go outside, head all the way to the right, and then down to the locked door. Open it, take the Compass, and kill all monsters to open the other door. Get the Big Key at the end of the next large room. Return to the room below the small key and head left. Press the switch under one of the pots and retrieve the Power Glove. Now leave the palace via the left (or right) exit. Clear the fourth entrance from the rocks blocking it and enter the second part of the palace. Push the middle block to the right to open the door. In the next room, take the key under the pot on the bottom left and go up to the upper floor. In the guard room, kill all monsters to proceed. Watch out for guards in this section, take the key under one of the pots, and open the door. In this room, the key is located under the top-left pot. Finally, in the last room before the boss, destroy the red monster and light the torches with your lamp to reveal the boss door. To defeat Lanmolas, simply strike them on the head when they emerge from the ground. You win a Heart Container and the Pendant of Power.

Death Mountain
The goal now is Death Mountain. The trail entrance is located near the hut of the lumberjack twins, behind a large rock. Along the path, you will meet an old man. Help him find the exit (he will guide you). Once you arrive at his home, he will give you the Magic Mirror. Ascend to the mountain summit. After the long ladder, you will reach Spectacle Rock. Far to the east is a teleporter leading to the Dark World. Use it, and in this parallel world, stand where one of Spectacle Rock's peaks was located in the Light World. Use the mirror to return there. You can now reach the Tower of Hera.

The Tower of Hera
In this dungeon, you will play with red and blue switch barriers for the first time. It is very straightforward here and ideal for getting used to it. Right then, start by taking the Map from the center of the room. Then take the stairs down near the entrance. Grab the key with the boomerang and climb back up. This time, take the stairs in the background that were previously blocked. Eliminate the flying tiles to open the door. In the skeleton room, ignite the unlit torches and get the Big Key. Return to the first floor and take the stairs to the second floor. Cross the three rooms on this floor by playing with switches, star tiles, and jellyfish. Before heading up, hit the switch so that the red barriers are down. On the third floor, pick up the Compass and immediately go up to the fourth floor. On this floor, eliminate the monsters (without throwing them into the holes) to be completely undisturbed. Step on the star tile and jump into the hole at the top middle. Take the Moon Pearl from the chest and go up to the fifth floor to face the boss. To kill Moldorm, strike his tail with your sword. After a certain number of hits, he will get angry. Watch out not to fall down! Upon victory, you obtain the Pendant of Wisdom.

Return to Hyrule Castle
The Master Sword now awaits you deep within the Lost Woods! Go get it immediately. Once you have done so, you will receive a telepathic message from Zelda. Dash to the Sanctuary, where you will find that you have arrived too late. After the old man's final words, return to Hyrule Castle. Enter through the main entrance and then exit through one of the castle's wings. Once on the ramparts, head to the door protected by a barrier. Shatter this barrier with the Master Sword and enter the room. From here on, 5 floors await you with almost the same objective in every room: kill everything. Nothing too complicated, remember to use the boomerang often to stun enemies. You should reach the sixth and final floor without major issues, where Agahnim awaits you. When he disappears, slash open the curtains in the back of the room to find him behind them and begin the battle. This confrontation is a walk in the park. Reflect his energy balls back at him using the Master Sword. When he shoots small sparks, dodge them. When he stands in the top center, dodge to the side before he fires his projectile (large lightning). After a few hits, it's over, and Agahnim pulls you into the Dark World.

Arrival in the Dark World
You begin atop the Pyramid of Power. Sahasrahla gives you a brief summary of the situation and tells you to head to the Palace of Darkness. Check your map to see where it lies (in the exact same location as the Eastern Palace in the Light World). Head there. As you navigate the maze, you will meet a greedy monkey. Satisfy his request, as he is essential to moving forward. Until you reach the palace entrance, be careful not to be touched by any monster, otherwise the monkey will run off and you will have to go back to find him (and pay him again...). At the entrance, he offers you a deal: 100 Rupees to open the palace. You have no choice—satisfy him once more and enter the palace.

The Palace of Darkness
Of the three entrances, take the one on the left. Descend the stairs to find a key, and climb back up to the entrance. This time, take the right entrance. After the stairs and the teleporter, dash against the bottom wall to break it open. At the end of the next path, do the same with the top wall. You will reach a room with two green monsters and one red monster. The green ones pose no problem at all. For the red one, charge a Spin Attack and position yourself facing its back. Execute the attack and shoot two arrows at it to defeat it. Cross the next room while dodging spikes and electric monsters. You will find the Map right after. Remember to bomb the left cracked wall to retrieve a key. Retrace your steps to return to the palace entrance. Finally, take the middle entrance. In the large room with two new paths, dodge the turtles (you cannot kill them yet) and head left. Bomb the cracked floor and jump into the hole. Walk along the ledge at the bottom to the locked door and go upstairs to find the Big Key. Jump into the hole (you don't really have any other choice...) to return to the lower floor. Press the switch you find, take the key from the chest, and use the teleporter. Return to the large room and cross it via the right path (push one of the blocks into the hole). In the next large room, go straight ahead and then left (you don't have much choice either). Go through the back door. Don't hesitate to hurry across the bridge here, as it will collapse. At the end, go left. In this dark room, take the contents of the chests (bombs and a key), then look for a crack in the right wall. Bomb it to reach the big chest containing the Magic Hammer. With this hammer, you can defeat turtles as well as pound down pink barriers and posts. Retrace your steps. In the room with the collapsing bridge, continue straight ahead (you won't be able to cross back anyway). Destroy the turtles (pound the ground near them to flip them over and make them vulnerable) and take the Compass. Take one of the staircases. You will find many Rupees, arrows, and a key. Climb up and go through the bottom door. In this room, walk along the side of the chest and push the bottom statue to block the spike trap and pass safely. Upon returning to the jellyfish room, head to the center, hit the switch with the boomerang, and go through the right door. Here, to open the top door, remove the skulls on the right side to reveal a switch, then push a statue onto it. In the next room, you know the drill... Hit the switch afterwards and rush to the right to find yourself in front of a green statue. Shoot an arrow into its eye to expand the room. Take the stairs. Pound the posts and kill the turtles. Position yourself between the blue and red posts and hit the switch from a distance. After the corridor with a turtle, you will reach a room full of turtles. Shoot them all to open the door. In the following room, one of the blocks surrounding the teleporter can be pushed. After the teleporter, kill the turtles you encounter and prepare for the boss fight. Beating Helmasaur King requires a minimum amount of agility. His attacks hurt quite a bit, so it is better to dodge them. As for the fireballs, it isn't too hard, but watch out when they split. To stay safe from his tail, just stay close enough to his head. That aside, focus first on breaking his mask with bombs or the hammer (bombs are more effective, but much less precise). Once he loses his mask, he moves faster but becomes vulnerable. Strike his head with arrows or your sword. After this battle, you receive a Crystal containing one of the Seven Maidens imprisoned by Agahnim. This maiden will notably show you the locations of the six other dungeons where the remaining maidens are held captive (in order as well). All you have to do is check your map.

The Swamp Palace
The map indicates that the second dungeon is located to the south, in the swamps. That's the direction you need to head. Once there, enter the palace (the entrance is easy to spot). Inside, you will realize that you cannot go very far, but Sahasrahla will give you a hint. Go outside and use the mirror to return to the Light World. Enter the Swamp Ruins (in the exact same location as the palace). Move the blocks so you can pass through. Pull the right lever to open the valve. Water will flood the ruins, just like the palace in the other world. So return to the Dark World, and this time you can explore the flooded palace. Oh right, I forgot: don't go there without the Zora Flippers...

The Flooded Palace
Now you can go left. Kill all the monsters to get a key for the stairs. Go down and bomb the wall in the first corner on the left to find the Map. Search under the skulls in the large room to find a key for the bottom door. Further back, drop down into the hole and go up to find a key under a skull. Open the locked door you saw earlier. Open the valve by pulling the lever to fill the basin with water. You can now continue on your path. In the main treasure room, head down first. Take a detour to the right to find the Compass by pushing a block. This time, take the only other possible path in the treasure room. You should find a new key down a hole. Return to the treasure room and go through the left locked door. Open the valve, taking special care that the blue barriers are up (and the red ones are down). Continue on your way after the water fills the hole. Further ahead, push the blocks to cross over, and climb to the upper floor. In this room, jump into the right hole (the other leads to 20 Rupees...). Back on the ground floor (you now see why the red barriers had to be down...), head right to grab the Big Key. You can open the big chest and retrieve the Hookshot. Use it immediately on the skull on the right side to find a key under another skull. Return to the chest's level and latch onto the skull behind it. Go through the locked door. Start by placing the statue on the switch hidden under one of the skulls, then head to the right side of the room. Go through the door and descend after a short corridor. Push the lever to drain the basin and clear the passageway on the floor. After this hallway, head up. Here, the exit that interests us is hidden behind one of the small waterfalls—specifically the second one from the right. Another short hallway before the stairs. The first thing to do in this flooded room is to grab the key under the skull on the right side. After that, you can either head straight for the exit or stop at the cracked wall, behind which (in exchange for a bomb) lie some nice items. Beyond the locked door lies the boss door... Arrghus is easily the simplest boss to defeat in the Dark World. First, eliminate his parasites by pulling them with the Hookshot and finishing them with your sword. Keep your distance when Arrghus swirls his parasites in large circles. Once he has none left, finish the fight with your sword as he dashes around like a speedboat. The second crystal is yours!

A Quick Side Note
Alright, we are reaching the part of the game where magic becomes increasingly important. Carrying a green potion with you can be very useful. But above all, there is a crucial location to visit. Head to Kakariko Village, specifically to the Dwarven Forge. Pound the post near the entrance and jump into the well. Head up inside and sprinkle Magic Powder on the red shrine. A small mad batter appears and speaks strangely to you. The only thing you really understand is that your magic energy consumption will be cut in half after his little spell. A truly great upgrade, isn't it?

On the Way to the Third Dungeon
The path to the third dungeon is not very complicated. On your way back to the Pyramid, keep heading north. You should find a spot where you can cross the river using the Hookshot. Once that's done, head west! You will reach the Dark World equivalent of the Lost Woods: Skull Woods. That is where the third dungeon is located (as indicated on your map).

Skull Woods
This very unusual and fairly short dungeon features 4 standard entrances (skulls) and 4 drop-in holes. Don't panic, let's take it step by step. Near one of the entrances (the one surrounded by a patch of bushes), there are two holes. Jump into the left hole. Head right at the bottom and then walk up the room to find the Compass. Take the top path (the right path isn't particularly useful, but if you want to explore...). You will encounter mummies, annoying monsters that fear fire above all else. If you have the Fire Rod, it's the perfect choice. Otherwise, you still have the Lamp. Take the key from the chest and go right. Continue right to grab the Map, then backtrack one room to exit the dungeon. Walk through the bone tunnels and enter the dungeon's second entrance. Eliminate the monsters and lift the skull in the center to reveal a floor switch. The trick here is to pull one of the statues onto the switch while reaching the door (watch out for the annoying hand). Inside the room, you will find the Big Key. Retrace your steps, leave the dungeon, and return to the first entrance (do not enter it). Cut down the bushes to reveal a hole and jump in. At the bottom, step on a star tile first. Then bomb the cracked wall on the left side. Pull the lever in the next room to blow open the wall. Retrieve the Fire Rod. Return to the second entrance. Inside the dungeon, go left twice. Grab the key under one of the skulls before exiting the dungeon. Now you have a choice: either you want to explore the dungeon further and take the right bone tunnel, or you want to finish it and take the left tunnel. At the end of the right path, you'll find a hole that lets you reach rooms you haven't explored yet (like the locked room at the third entrance, which requires hiding holes using star tiles from the adjacent room). The left path leads to the boss's lair. Burn the bone structure blocking the entrance. When you enter and have a key, don't ask questions and keep going. Otherwise, take the stairs. You'll need to navigate blind through a path to reach the chest containing a key. Once that's done, you can pass through the locked door. In the next room, don't stop because of the hand; keep moving forward and step on the star tiles clockwise to easily reach the exit. First eliminate the mummies, clear away any skulls in the way, and light all the torches with the rod without delay. In the next room, the exit is hidden behind vines on the top wall. Kill everything afterwards to get a key, and go through the final door. All that's left is to jump into the hole to meet the boss. While beating Mothula isn't overly difficult, surviving long enough is the tricky part. His attacks are easy to dodge, but with spikes moving all around the room, it's a whole different story. Regardless, shower the boss with the Fire Rod—it's the most effective method. If you run out of magic power, finish him off with your sword. Once defeated, you obtain a new crystal.

Thieves' Town
The next dungeon is not far away, and you don't need anything special to enter it. Head to Thieves' Town and find the gargoyle statue. Simply pull on its pitchfork to reveal the entrance to the fourth dungeon.

Blind's Dungeon
The first part of the dungeon consists of 4 large rooms across 2 levels. The goal here is to find the Big Key. It is located in the chest you can already see on the lower level right from the entrance. So, you need to reach that chest. The path there isn't complicated, but it's packed with monsters and those yellow swirl tiles that turn you into a bunny (leaving you extremely vulnerable). Along the way, you should find the Map and Compass (in the northwest and southeast rooms). Once you have the Big Key, exit through the door on the top right of the northeast room. Walk to the end of the hallway to grab a key under a skull (you can visit the boss room if you like—yes, it needs to be located first too). Go through the locked door on the left and cross the next two rooms (always heading left). In the back room, take the upper path. Once there, take the key under the skull first and head upstairs without touching the switch. Zelda talks to you via telepathy about Blind's weakness to light. If you recall: someone in a green house in Kakariko Village mentioned Blind to you, explaining that he can't stand bright light. Well, if Zelda mentions him, there's a good chance he's the boss. Go back down, hit the switch, and go back up. Lift the skulls to find the key that opens the door. Cross the corridor. You will reach the room located directly above the boss room. There is a cracked, sunlit floor here. Place a bomb, pick it up with A, and throw it onto the cracked spot. The boss room is now flooded with light. Now we need to find our thief (and the dungeon's treasure along the way...). Descend, leave the switch so the blue barriers are down, and return to the lower room. Head right immediately, cross the next room, and use the stairs. Don't be scared by the large floor tiles below; you can lift them without issue (though I'm not sure if that's normal given the dungeon's treasure). Otherwise, you can have fun taking a detour through the left room. Either way, head into the right room on the map. These are the dungeons/jail cells. You'll find a key there and... a maiden! A normal person besides you in this world? Suspicious... She asks you to get her out. First, retrieve the Titan's Mitt in the locked room on the left side of the basement. Now don't try to leave the dungeon with the maiden; she refuses to follow you outside. Instead, bring her into the boss room into the bright light so she reveals her true identity. Blind finally reveals himself! Defeat him by striking his head. There are three heads that must be destroyed one by one to finish him off. The difficulty here is that you'll be fired upon from all sides during the fight, so you'll need a minimum amount of agility. After Blind's defeat, a new crystal falls into your hands.

On to the Next...
Now that you have the Mitt, no rock or boulder will stand in your way (in that regard, I advise you to take advantage of this to upgrade your sword—see Sword Level 3). The fifth dungeon is located in the middle of the Dark World's lake, but as you'll notice, the entrance is not accessible. The trick is simple: just go through the Light World. There is a single teleporter on the central island of Lake Hylia that drops you right in front of the entrance...

The Ice Palace
In this dungeon, you will need to use and abuse fire to get through. And that starts right at the entrance. An ice creature detaches from the wall as you walk past, and it is only vulnerable to fire. Give it a good hit with the Fire Rod. Go through the door that opens. Destroy the monsters to get a key to unlock the stairs to the first basement level. Press the tile at the bottom to open the door. At the intersection, push the middle block and head down. Kill all monsters (one strike with the Bombos Medallion if you don't want to hassle yourself) to receive the Compass. Return to the intersection, push the block, and head right. Eliminate the monsters and press the switch under a skull to open the doors. Return to the intersection room and go up this time. Hit the crystal switch first, then place a bomb next to it and run to the end of the room before the explosion. Place a bomb on the cracked floor and jump into the hole. Here you will meet Stalfos, the skeleton knights. Two appear in this room, and to defeat them, strike them with your sword and place a bomb near them when they collapse to the floor. Cross the next room, watching out for spikes and passing creatures (you can kill them to get some peace). Don't touch the switch; grab the key left by one of the blue monsters and exit. Start by reaching the skull on the bottom left and press the switch beneath it. Then head for the exit. Take the stairs leading to the next basement level. Against the monsters rushing at you upon arrival, the Hookshot is very effective. Go through the next door. Wait for the large spiked block to rise before moving, then head right. Cross the spikes using the Hookshot (or the Magic Cape). Take the stairs going up. Watch out for Stalfos here and check under the skulls to find a key that makes the Map chest appear. Pull the tongue of the statue to open the right door. Go through this door and use the stairs. At the top, you will find the Big Key. Descend two levels (where the spikes are located). Press the switch under the skull to make a chest appear. Take the key inside and exit this room to the left. Upon returning to the room with the large spiked block, continue straight ahead to take the left path. Descend the stairs. Place a bomb on the floor and jump into the hole. Take the blue shields and exit by moving the blocks. Take the top path first and head down. Then go downwards and enter the right room. Hit the switch and ascend to the upper basement level. This time, in the room with the central hole, go right. Next, find the key under one of the skulls to open the bottom door, all while dodging everything that hurts... After the following room, kill the monsters, press the switch under a skull, and use the stairs. At the top, go through the door, press the switch under one of the skulls on the right side to open the left door. Enter the room and jump into the hole. Upon returning to the treasure room, head back to find yourself in the central hole room surrounded by blocks. Push the ones on the bottom left into the hole and follow them down. Remove the skull below and push the block onto the switch to clear the hole leading to the boss's lair. Jump inside. You will find yourself face to face with Kholdstare, who is frozen solid. Start by thawing him out of his ice block with the Fire Rod while dodging falling ice chunks (and keep doing so throughout the entire fight). Once that's done, you'll notice there isn't just one enemy, but three. Even though they aren't overly aggressive, avoid contact because they pack a punch despite your new shield. Unleash your fury with your sword or the Fire Rod on their eye to destroy them. And that's the fifth crystal...

Misery Mire
Take a look at the map. Where is the next dungeon? Ah, in an unexplored area that corresponds to the Light World's desert (though you'll notice it's far less dry...). Well, you'll see that there's no visible entrance, just like the Ice Palace. You know the drill by now: you must travel via the Light World. However, you absolutely need the Flute here. Call the bird to view the map with its various landing spots. Point 6 is the one we want. The bird drops you onto a cliff ledge that is otherwise inaccessible, where a boulder sits. Lift it up and... surprise! A teleporter! Once in the Mire, head to the location indicated on the map. You will see the Ether Medallion symbol on the ground. It's easy to figure out what to do, but you must own said medallion first. Perform the action to make the entrance to the sixth dungeon appear.

Misery Mire Dungeon
Do not enter this place without the Magic Cape. It is practically essential. The ground floor is simple and short. Cross the gap with the Hookshot and head down. At the bottom, kill all enemies (you'll recognize the wizards) and watch out for the guard. Go through the door. In this large room, go down the short stairs and head up to pass through the middle door. Watch out for the torches firing at you here. Push the block obstructing the passage to open the door. Go through, and after two rooms, you'll find a key in a chest. Return to the torch room and head right. In this room, watch out for the guard and pick up two keys: one under the top-left skull, and the other in a chest that appears when you step on the switch under the spike-surrounded skull (this is where the Magic Cape comes in handy). Afterward, head down to collect the Map, then return and head up. Continue upwards in the next room, then follow the path until you reach a large room with spikes. First, head to the top left of this room. Grab the key and hit the floor switch, then exit this room from the bottom. Cross the following room from top to bottom (spikes -> Cape). Next, go right to find yourself back in the main room. Lift the skull on the grate and go grab a new key from the chest. Now take the bottom-left path. Defeating the blue monster yields a key. Head left after that. Here you must face an onslaught in the room. Eliminate them to open the top door. Go grab the Compass, then return to head down this time. Take the stairs up. At the top, move the blocks so you can reach the torches. Once done, light them and do the same with the two torches in the next room without losing time. The right room will expand and reveal a hole. Jump into this hole. You can thus retrieve the Big Key. Use the teleporter on the left side to return to the main central room and take the bottom-right path. Cross the room. You will reach the treasure room. Waste no time: use the Hookshot to reach the bridge, and sprint to the chest before it collapses (watch out for the laser). The Cane of Somaria is yours! Now head left, up, and left again. Go through the door with the big lock. Use the stairs at the end of the bridge. At the bottom, go left, remove the skull hiding the key, and create a block with the cane to place on it and open the door (the locked door on the right leads to Rupees). Cross the next room without hesitation. Afterward, head up first to hit the switch before proceeding (there is a path leading to Rupees to the left of the switch). You can thus proceed into the next room. In this room, bomb the top wall to find another key, allowing you to exit. In the final room (illuminated this time), go up immediately and hit the switch, then take the stairs. That way, you won't be trapped at the top and forced to head down again. All that's left is to visit Mr. Boss. Don't panic, Vitreous isn't as tough as he looks. You must first eliminate all the small eyes attacking you. Use your sword or bow for this. Avoid contact, as they hurt (keep moving so you don't get swarmed). Also watch out for Vitreous when he turns translucent, as it means he's about to fire a massive lightning bolt. Once all the small aggressive eyes are dead, rest assured that victory is practically yours. Vitreous will attack you directly, but unlike his minions, every hit you land forces him to recoil. Consequently, you don't even need to move; just wait for him to approach you and deliver a sword slash. If you have enough arrows left (around 10), it's even easier: pepper him relentlessly. There you go, only one crystal left to find!

Turtle Rock
Return to the Tower of Hera on Death Mountain in the Light World. From there, head east. Once you reach the eastern edge of the mountain, climb onto the rock, hit the stakes in the correct order (right, top, left), and step into the teleporter. You are now on Turtle Rock. To open the dungeon, you will absolutely need the Quake Medallion. Step down from the rock and enter.

Turtle Rock Dungeon
As Zelda tells you via telepathy, do not proceed if you lack magic reserves (such as a green potion for emergency supply). You will need it in this dungeon. And that starts right at the entrance. Create a platform using the Cane of Somaria to cross. In the next large room, create another platform and steer it left. At the first stop, take the bottom path. You'll find the Compass. A quick trick to return: you must exit the room walking backward (watch out for the laser). Create another platform and head wherever you like, as long as you reach the top-right stop in the room. Proceed to the next room. Create a new platform. During the ride, you will see four torches. You must light them with the Fire Rod to open the top door, but not too early, so you have enough time to reach the exit before any torch goes out. Dodge the spiders and grab the Map and a key at the end of the room. Return to the first large room and take the top-left exit. Defeat the jumping monsters and collect a key to proceed. Watch out: you'll enter a room with two Chain Chomp-style enemies. These things are very dangerous and, above all, indestructible—don't bump into them. You must hit a switch, go to the bottom-left corner, and push one of the blocks to the right. A chest will appear. Take the key inside and descend the stairs. You will reach a large room filled with pipes. Head down and right to enter one of these pipes, bringing you to the next room. Enter the first pipe (the right one) to reach the next room. Here, defeat the jumping monster to retrieve the key for the bottom door (watch out for the laser above the door). After passing this door, enter the pipe; it leads you to the Big Key. Take the next pipe to return to the other pipe room. Take the first pipe on the bottom right again to return to the previous room. This time, enter the second pipe (the left one) and head down. Destroy everything to open the doors, and head down once more. After that, go left. Here, you must blast open the outer exit using a bomb (the bottom wall) while dodging numerous lasers. Step outside, walk along the ledge, and re-enter the dungeon. You are now in the treasure room. Ride a platform to reach the chest, and claiming your prize: the Mirror Shield! Exit through the top, then exit through the top again in the next room. Enter the pipe to reach the upper exit. Eliminate the monster, then bomb the back wall (watch out for emerging enemies). Next, play with the switch to retrieve the key in the chest while dodging the obstacle, and descend to the lower floor. You will reach a room similar to the one on the ground floor, except this one is pitch black and the platform tracks form a complete web. You'll need to navigate the correct path through this maze, first to reach the center of the room where a key sits under a skull, and then to reach the stop on the bottom left of the room where the exit is located. The next room is lit, but filled with eyes emitting laser beams. Sprint across it; it's much easier (remember to stop in time, though). Enter the room below. You will find a key in one of the chests (the back one). Return and open the door on the left side. Work your way to the stairs by manipulating switches. At the bottom, remember to grab what's under the skulls before heading across (especially the magic jar if you're low). Enter the boss room afterward. Trinexx can pose some problems, but with a specific technique, it's quick and easy. However, it's best to avoid hits from the main central head, as it hurts a lot. Start by taking care of the blue head (and definitely this head first, because otherwise it will take pleasure in freezing the floor, making things even harder). Douse it with fire from your Fire Rod. Once defeated, switch to the red head while equipping the Ice Rod. This rod is much slower than the Fire Rod, so I advise landing a single hit to freeze the head, then focusing your sword strikes on it. It's faster and uses much less magic. Now only the central head remains. The turtle gives way to a snake that starts chasing you. Finish off Trinexx by striking the middle of its body (where it glowing). And that's it! You gain your final Heart Container and free Zelda!

The Final Stage...
On to the final stage of your journey in the Dark World. Set off for the west side of the mountain. Along the way, you will encounter Lynels, a type of centaur that happens to be the most annoying enemy in the game (luckily, there aren't many). Use the Cane of Byrna to defeat them safely. Once at the tower, the power of the Seven Maidens, represented by the seven crystals, creates an entrance. Step inside the final dungeon...

Ganon's Tower
It's the final dungeon, and naturally the hardest... You guessed it! Every type of trap is gathered here to make your life difficult. There aren't really complex puzzles, but when it comes to agility and reflexes, it's a full test. Exploration takes place in two parts: finding the Big Key (without which you can't go past the second floor) and the climb. Know that there are two possible paths to reach the Big Key and the treasure. I will describe them one after the other, separately. That said, I recommend taking the second path: it is far less difficult and only causes you to miss the Compass (not a big deal, as you can guess the boss is at the very top of the tower).
- Take the stairs down on the right side. Once on the ground floor, lift the skull on the bottom left and place a block on the switch using the Cane of Somaria. Go through the right door. Here is the first annoying room: you must dodge or eliminate all tiles while dodging the red balls fired by the yellow cannon, the red and white creature wandering around (which you can kill with Magic Powder to get a fairy), and especially the hand falling from above. Your reward is a key for the right door. In the next room, eliminate the wandering enemies, then take care of the 4 torches to open the bottom door, always staying alert for the hand. In the room below, there are two ways to reach the left door. Throw either a bomb onto the conveyor belt or a block created with the Cane of Somaria (which you can detonate from a distance, as a reminder). Do this twice (remembering to stand behind the lowered barriers the second time) and proceed to the next room. After retrieving the Compass in the top-left chest, take the teleporter. Head right to pick up a key under a skull along the way. Beyond the locked door, don't hesitate to hurry across the central bridge that crumbles (the Magic Cape is very useful). Continue left. Step on the star tile partially hidden by the statue and use the teleporter. Afterward, either light a torch to see clearly or trust me and keep heading left while staying in the middle. You will reach a large room with a giant hole. Here, both paths meet. Continuation after the second path description...
- Take the stairs down on the left side. Grab the key if you wish; it only serves to open the right door. However, the left path is the one that interests us. So head left. Take the key under the bottom-right skull, pound the posts, and push the middle block to the left. Go through the door that opened. Next, use the Hookshot to go down, and enter the locked room on the right to find the Map inside. Return and hit the switch, place a bomb next to it, reach the bottom exit, and wait for it to explode before proceeding. In the next room, use the same trick with a minor twist: the explosion must only hit one switch, so don't place the bomb too close. Continue along the path on the right, hit the new switch (preferably while hugging the bottom or top wall...) and take the teleporter. On the other end, head left. Not far from the hole, push the isolated block in the second row (starting from the bottom) to the right. Cross the pit thanks to the chest that appears. Take the key inside and go through the bottom door. From here, you will navigate between teleporters. Finding the right path is relatively easy, and at its end, you will find yourself in the same room as in the first path.
In the large room, head to the top left and use the Fire Rod to light the torch. Waste no time reaching the exit on the top right (you should have enough time). Bomb the floor on the bottom right and jump into the hole. Here you are again facing the Armos Knights, but this time on ice. If you have the Silver Arrows, it will be over quickly. Head up afterward to retrieve the Big Key, then go right to ascend. You will reach the treasure room. Take the Red Mail armor and head up to climb to the first floor (entrance area).
It is now time to ascend the tower. And if you already thought it was tough, you might want to brace yourself. It's a proper trial.
So climb up to the second floor. Head left by manipulating switches, and push one of the blocks in the background to open the door. In the next room, you must kill the two red monsters (reminder of the technique: shoot arrows into their backs) to proceed. Same thing after that while dodging the constant barrage from guards as much as possible. Further back, you must activate a switch guarded by two slightly hidden one-eyed monsters. After crossing the bridge targeted by cannons, climb to the third floor. This floor isn't very complex: in every room, you simply must destroy every enemy to advance. Watch out for those pesky guards nonetheless. In the second-to-last room, you'll face another encounter with Lanmolas. After that, you can head up to the fourth floor. To cross the gap in the first room, use the Cane of Somaria. After a room with nothing new and another where you must kill everything again, cross a somewhat crowded bridge before it crumbles. In the next room, clear away the skulls in front of the torches first, then light them and sprint to the exit. On to the fifth floor. No break here: light the torches before the floor completely crumbles away to open the door. Defeat the enemies afterwards to get a key for the left door. In the next room, throw a bomb onto the conveyor belt with good timing so it explodes near the crack. Keep going, grab the key from the chest, and enter Moldorm's second lair. Destroy him so a chest appears, allowing you to continue your ascent to the summit. Watch out for the very annoying small Helmasaurs in the next room, and set off for the sixth and final floor! You finally reach your destination—prepare for your rematch with Agahnim... The battle follows the same pattern as the first, with two additional clones. The real Agahnim is easy to spot; the only problem is that you'll have to face three times as many projectiles. On the flip side, you also have the opportunity to reflect three times as many energy balls back at him, striking him much more frequently. And so the fight ends very quickly. Defeated forever, Agahnim gives way to Ganon, who flees to the Pyramid of Power. Your duck transport will help you follow him (don't ask me how that bird made it to the Dark World). Make sure you have supplies ready (at least one green potion and another red potion are recommended), along with the Silver Arrows, and enter the Pyramid.

Ganon
You now stand before the final boss of the game, Ganon. Defeating him is no walk in the park, but it isn't impossible either. Know that every time you get hit by one of his attacks, you lose two whole hearts—no more, no less.
Throughout the entire first part of the fight, strike him with your sword whenever the opportunity arises. The more you hit him, the more his attack pattern evolves. At first, he contents himself with throwing his trident. Later, he creates fire bats and hurls them at you. Finally, he creates a ring of fire around himself and causes the floor edges to crumble away. Once the arena is surrounded by pit gaps, the torches go out, and the second phase of the battle begins.
From here on, be extra careful not to fall into a hole, or you'll have to start the fight over from the beginning. To finish off the King of Darkness, light the torches first (this must be done regularly). Strike Ganon afterwards, and immediately shoot a Silver Arrow while he is completely stunned in blue. Four arrows are enough to destroy him and let you look forward to the ending sequence...

forrestdams of the late ZelDoa translated by Gemini

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