Table of Contents
Main Page (ALttP)
- Prologue: Zelda's S.O.S.
- 1. Searching for the Elder
- 2. Pendant of Courage - Eastern Palace
- 3. From Boots to Books to Prayers
- 4. Pendant of Power - Desert Palace
- 5. Scale Death mountain
- 6. Pendant of Wisdom - Tower of Hera
- 7. The Master Sword and the battle against Agahnim
- 8. Crystal #1 - Palace of Darkness
- 9. The Bird, the flute, it's owner and his old man
- 10. Crystal #2 - Watergate Dungeon
- 11. Crystal #3 - Skull Woods
- 12. Crystal #4 - Thieves' Town
- 13. The Tempered Sword and other items
- 14. Crystal #5 - Ice Palace
- 15. Crystal #6 - Misery Mire
- 16. The Final Sword upgrade and loose ends
- 17. Crystal #7 - Turtle Rock
- 18. Tower of Ganon
- Final. The Last Battle
- Appendix A: Check List & Compendium
Sections
- Finding the entrance
- Big Key & Fire Rod
- Compass and other things (optional)
- The fourth entrance
- Boss: Mothula
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Finding the entrance
From here you can enter either the Skull Woods (3) dungeon or Thieves' Town (4). I'm going for the Skull Woods so teleport to the Light world. Go to Kakariko and exit it via the left most entrance to the north.
From here follow the right wall, until you exit the woods again. Here you can use the Hammer to pound one of the wooden pegs down. Next lift up the green pebble to find a hidden teleporter. Use it to reach the Dark world once again.
Now walk up and you've reached the Skull Woods via the southern entrance. There are several holes here, but for the most efficient route try to ignore them. Instead, walk past the left one like this.
If you fall down that is no problem, but then you must read the optional chapter first. After passing it, walk around to the back, and go north up a long ribcage and then down the one to its left. There should be a statue with an open mouth which Link is about to enter.
Big Key & Fire Rod
Inside take both blue Baries and eliminate those pesky undead Gibdo mummies. They take quite a beating before the die, so hit them a lot. Furthermore watch out for the Wallmaster which tries to grab you. Listen carefully and notice a shadow on the ground just before he grabs. If the Wallmaster catches Link you're put outside the dungeon and so you must start all over again! Even if you beat it a new one drops down just as quickly as it normally would so don't waste any time on it.
Lift the cranium in the center to find a hidden switch, but it the kind which turns to "off" as soon as the pressure is released. Fortunately, the right statue is movable so push it against the block (in order to align it properly) and the pull it upwards. After doing said and avoiding the Wallmaster Link can reach the next room.
There are several monsters here and don't lift the pot at the top as it contains a spark which homes in on you and if it touches you Link turns into the defenseless bunny again but only temporarily. The chest in the center contains the... Big Key. That's pretty fast!
The bombable wall on the right contains a small room with a Wallmaster and Large Magic Vial under the skull so take it if you're magic is low as you're going to be needing it.
Go back outside via the main entrance and return to the area wher you passed through the gap. Now enter the dungeon via the middle of the three statues here. Inside go one screen to the right and stand on the star icon to swap the gaps for steady floor sections and vice versa. Collect the map if you want, and go up.
There seems to be a gap here, but that no problem for our hero. We have the hookshot remember? Okay stand somewhere in the center or the right, look upwards and use the hook to pull yourself over the gap. If you do this, you'll probably kill the Hardhat Beetle because the floortiles exchange twice while Link pulls himself towards the pots at the end.
Take care of the remaining enemies and lift the pots for some goodies. Bomb the left wall to find a wall switch and some skulls in the left corner. You can collect their treasures by using the hookshot to cross the gap (leave the lower pot for your return). Pull the switch and watch the fireworks go off.
This opens the path to the Big chest and Link has the Big Key so let's see what is inside. Oh, don't forget about the two mini-Moldorms they are quite annoying sometimes. And the chest contains the Fire Rod, the opposite of the Ice Rod it can burn your enemies to death.
You can also light distant torches with it, but take care that your Magic meter doesn't deplete. If you got the 1/2 magic you have less concern to worry, though. Now use the hookshot on either left or right gap to attract towards the statue and exit via the main entrance. From here you can go straight to the boss (skip the following section) or if you really want to get the Compass follow these directions. Just fall down the gap I mentioned at the beginning.
Compass and other things (optional)
Ah, down here for more there are some blue Baries and some Hardhat Beetles. Take them all out and collect some hearts from under the skulls near the bottom.
Go to the right one screen, walk towards the chest and claim the Compass. However in doing so additional gaps are added to the room, make sure not to fall down. The passage to the top leads to a silly detour towards the Big chest you don't need it. But if you feel like it go up and take out all the Gibdos and the single Stalfos.
With the Fire Rod you can just burn these guys to hell in a single hit. Much more effective, I say. Collect the Small Key and use it on the door for a useless effect. Anyway, go south again into the previous room and follow the right path. The door locks behind you so it's a one way ticket to the east. After disposing of the Gibdos collect another Small Key.
Unlock the door above and you're in the room with the Map. From here you can follow the same directions as mentioned above (just make sure to get the Big Key).
Okay, since there are several points to reach to this place I assume you are at the dungeon entrance where you had to push and pull the statue on the weight switch. From here go west take out the Hardhat Beetle if that pleases you and collect the key in the leftmost room from under the skull.
Yes, the door above is reachable, but you need to hit the star tile in the previous room which is again optional. You can use the key instead to skip a small section in the next part of the dungeon. Go outside again and go up-right if you wish to find these optional rooms and up-left to the boss. The directions for the optional room are straightforward, so I won't need to mention them here as you end up back at the same entrance again.
The fourth entrance
Move in an up-left direction from the left most exit/entrance to find this large skeletal bug. Burn it with the Fire Rod to find the entrance to the boss.
Enter the passage to find a large corridor leading up on both low and high levels. If you still have a key left, then use it on the northern door right away. If not go down the passage and walk through the mini-maze.
The directions are simple just follow the wall, by walking up against it. At the top go left then walk down in the right room. There's a spark and two Gibdos down here so take care not to loose valuable hearts just like that. There's no need to go up the ladder here as the the top floor has nothing interesting. At the bottom go left and claim a Small Key.
Return and open the path to the next room with several star icons on it. First try to annihilate all the monsters here using all the projectiles in you arsenal the Boomerang works fine and doesn't cost any magic or ammunition. Carefully walk over the stars to reach the exit on the east end. Go up, down-left, up, down-right, up-right and down to reach the door.
Take out all the monsters in the next room with the Fire Rod as they usually leave Magic decanters behind for you. Then ignite all four switches with the rod (the walking with the lantern takes too long).
Here just try to deflect the spark by making sure a block is between you and the spark. Then cut away the grass vines in on the northern wall. Walk up and kill all the monsters to claim the key. You do not need to kill the Wallmaster as he just regenerates indefinitely, of course.
In the last room lift the upper jar to replenish your magic meter and fall down the gap to meet the boss; a giant butterfly which is very vulnerable to fire.
Boss: Mothula
This battle is pretty short, but can be very intense. The biggest problem is the spiked wall in combination with the random direction moving floor. Just hit the large moth with fire until your meter is depleted and it should go down by then. If not then use the sword to finish this insect.
As for Mothula itself, it can use circular beams to attack you in three directions simultaneously. As the battle progresses the spikes start to move around on the floor making the fight even more hectic! After a few short moments one side will be victorious, that's all. Nine hits should be enough to finish the job.
The next maiden tells you some more details about the blood-line of the Knights of Hyrule and after doing so she is sure that you are the chosen one and leaves you with a full magic and energy gauge.
You still need to walk back out of the woods yourself, though. The Fire Rod doesn't have any uses in completing overworld extras so you can continue on to dungeon #4 which is very close by actually, it's in the Village of the Outcasts.