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
Enter the Tower
From Turtle Rock go west and kill or ignore the Lynels as your Mirror Shield shall protect you against their attacks.
Continue on to find the Tower, but there's no entrance to be found. Approach its central pillar and Zelda sends you a message that the 7 maidens will break the barrier for you allowing you to enter the tower.
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Compass
1F
Inside the tower there are three different staircases which can be taken. The one leading to 2F is useless now as you need the Big Key to pass through it. Hence you can go down either the left or the right stairs. I'll first cover the right staircase as it is actually an optional one leading to the Compass. The Big Key and its treasure can be found without following this route at all. So skip this section if you are in a hurry.B1F
Refill your stocks of bombs and arrows using the two chests and don't pull the lever as 5 bombs drop down into the room when you do. Use the Cane of Someria to generate a block on the location of the button switch hidden under the lower left skull.In the eastern room there's an Anti-Faerie, a Spark and Wallmaster. To top it all off there are 22 Flying Floortiles here too. The easiest way to get through is by walking around in big circles hoping that the spark gets stuck in a four way shooter.
The next chamber has exits to the north, south and another one in the western wall at the southern part. The northern and the SW one is just a dead end. Again, the Wallmaster is present. First of all kill all the enemies in this room and walk back to the top. Take out your Fire Rod and ignite the first torch to the right, then work your way to the bottom. If you can light all torches before the first one extinguishes the door unlocks.
There's Large Magic Vial under the skull near the Gibdo so take it if you're low on the magic meter. The bonus room behind the SW exit contains some recovery hearts and another Large Magic decanter, but it's not worth going there in my opinion.
The following puzzle room is somewhat hard, but it can be done in one go. First of all take out all three Gibdos (the sword can reach past the pegs. Then stand close (not against) the lower right barrier. Use a bomb, then lift it with 'A' and throw it on the conveyor belt as quickly as possible. By the time it explodes it should reach the Crystal switch at the end lowering the blue pegs.
Then do it again, but retreat to the left of the blue pegs before the switch is turned to reach the exit of this room. Thereafter the Compass is located in the top left chest close to the red Hardhat Beetle. The others contain some Rupees and Arrows. Take the teleporter to the left to get transported into the next section of this dungeon.
Here you find some star tiles and two blue Baries. Killing them with the Hookshot from a distance is the easiest method, but walking up to them with the sword also works. Walk towards the first star tile and stand on it to relocate the gaps in this room. Work your way to the right and don't forget to collect the from the skull.
Walk to the bottom (the two skulls at the top have recovery hearts), and carefully get past the blue Hardhat Beetle before the floor starts disintegrating.
The last room of this section has a teleporter tile on the center island within the gap guarded by a blue Hardhat Beetle. There's no way to reach it like it currently is, but you can pull the statue downwards to reveal a hidden star tile. Press it to create a bridge to the center.
Walk to the left in this room (there's no need to ignite the torch which makes the path visible). Just go left as shown on the picture which demos what happens if you do lighten up the bridge.
Now continue on reading at the Big Key and Treasure section as the Map has to be reached from the other side.
Map
This place reminds me of the Desert Palace as you need to dash into the right torch to claim the key. There's also two red Stalfos bros. hanging abound.
You can unlock the door if you want, but it only leads to the room which is the route leading to the Compass (see above). There's no other use for it so you might as well unlock the door. Anyway go left, lift the jar for another key, hammer two opposing mole heads and move the block in the center to a newly generated space. This unlocks the door to a chasm.
Work your way to the top for a bonus room with three red Stalfoses and some 4-way shooters inside. Take the Stalfoses out with the Boomerang and collect 2 red Rupees plus 3 Bombs and 10 Arrows from the chests.
Back at the chasm use the Hookshot to reach the bottom this time round. Go right and quickly collect the map from the chest before the flaming walls get to you.
Return to the previous room and hit the switch to lower the blue pegs, then place a bomb next to them and pass the blue lowered pegs before the bomb explodes as you need the orange ones down in the next room.
The next room is a bit tricky. Place a bomb near the peg switch, but don't put it too close against it. Follow the path to the right and wait for the explosion. You can collect the Small key from the bottom skull, by the way. If you did it right only the left switch will be triggered and the blue pegs drop.
The only way to get to the teleporter here is by turning the switch to red again. When you used it, you'll enter up the the most NE room of this level. There are several fire walls in the vicinity so take care not to get hit, then walk to the left using the small inlets as safe havens and push the single block either left or right to make a chest appear.
Grapple towards it with Hookshot and collect the Small Key from the chest, which can be used on the door at the bottom. Walk down to find an area with many teleporter tiles. These tiles are all linked to tiles in another room with exactly the same lay-out so memorize and link the tiles together to see the whole picture.
If you don't mind a 1 room detour then bomb the western wall near the line of four teleporters to find a chamber with a Mini-Moldorm and a blue Bari. Get rid of them and stand on the lefmost upper tile to make the northern wall explode. In the back room there are four chests with 20 Arrows and 6 Bombs in total.
In any case you need to reach the teleporter in the SW corner which is fairly easy actually. Then work your way to the right past some Hardhat Beetles and you reach the area which leads to the Big Key. From here on the path collides with the route for the Compass so read on in the next paragraph.
Big Key and Treasure
Going either for Compass or Map, you'll end up here in the room with a Helmasaur and several Blue Hardhat Beetles. Officially, you must light the torch at the top of the screen or use Ether magic to reveal the path for you, but you can also peek at the map of B1F as shown above to find your way through.
Walk up to the following room, take out both Anti-Faeries for some hearts and bomb the lower right crack to find a secret passage down. Oh, the chest contains some arrows, but they become unreachable after bombing the that crack.
B1F
Falling down straight into a flashback battle with the six Armos Knights. The knights are exactly the same, but the floor is now made of ice! Fortunately, you only need a single Silver Arrow to kill each one of them. So, after a quick battle the doors open.Go north to find three chests. The two in the back have bombs and arrows and the single on in the front has the Big Key. And the treasure of this dungeon is close by as well!
Return to the icy room and head up the stairs to return to 1F.
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1F
Push the right block away from you and collect the treasure of this dungeon. It's the Red Mail, now all damage is reduced to 25% meaning that you last four times as long than you did with the Green Mail.2F
Return back to 2F, with the Red Mail and get ready for the very last part of completing dungeons in this game. You're going to meet up with some more of the old bosses, hence the title. You have to reach 7F, but all of the upcoming floors are fairly straightforward and pretty small.3F
Hit the distant switch with Boomerang or Hookshot, then walk left, pull the skull, hit the switch again while standing on the grey tile left by the skull. Do this again to reach the very left of the room (you can take you the Copies if you want to). Push the block downwards here to open the passage.There's two red Copies in this room and a moveable statue. Use this statue to trap the trap ten hit the upper Copy, finally hit the lower Copy when you get the chance. Defeating both of them opens the door to the right.
Again two Copies here, but now assisted by two Beamos statues. The Mirror Shield can block any attacks so you only need to worry when aiming the bow for any vulnerable moments.
Walk up through the blue carpet room to find two Eyegores here. One Silver Arrow on both of them should do the trick. Go down to the bottom area and walk to the back of the room. You need to hit the button at the top, but its hidden under a skull and the pegs are keeping you away from hit. So hit the switch to raise/lower the pegs, remove the skulls and activate the door.
If you receive some damage that's no problem. There are two Faeries up ahead. Walk over the tight corridor while avoiding the cannonballs. Just make sure not too get hit or else you must start over from the beginning. To the south there appears a bombable wall here, but it's impossible to reach, right?
As the picture above shows, you need the propulsion caused by the bomb to get over the gap. By doing so you can get to a room with 2 Faeries and a Large Magic decanter. This is worth the 1 Heart damage which the bomb inflicts on you.
4F
4th Floor has several rooms with conveyor belts and variations on them. It all rooms filled with Zazaks, and red Stalfoses sometimes supported by red Stalfoses. Just take all enemies out to proceed to the next room.Watch out for the Spark in the small corridor that follows. If you get hit just wait until the effect wears off as you need to fight the Lanmolas again.
This time round the Golden Sword is just as effective as the Ice Rod so you can use both of them.
5F
Some Skull Wizzrobes are awaiting you here. Tuck out the Ether Medallion to find the path and to freeze all your foes. Pound them with the Magic Hammer while frozen to get Magic Decanters with a very large successrate.Some Tauruses await you in the next corridors. Just dash through them for a quick exit to the room with some Wizzrobes on conveyor belts. Take them out and another passage with Taurus is up ahead.
Dash through again, to find a room with rotating fires. Remove all the skulls first and ignite all torches with the Fire Rod to continue on to the last room of this floor (technically there's another, but you can only reach it by falling of Moldorm's platform on 6F).
Use the Mirror shield to ward off all attacks. A heart and large Magic Vial are hidden under the skulls so take them if necessary. On to 6F (the last floor with enemies before the boss).
6F
You must ignite all torches quickly before the floor disappears. Start with the SE one, and work your way around the clock from there to the top center.In here the two shooters and the Helmasaurs are making your life miserable. Take out both of them and the second one will drop the Small key for the door to the left. Note that the chests contain bombs, so I suspect a bombable wall section coming up next...
Indeed, bomb the southern wall in the center for the exit to the next arena. Watch out for the Spark, then hit the switch with the sword several times to reach the center where there is a chest with a Small Key inside. Use it on the doorway below you to find the third Light world boss rematch: Moldorm!
With the Golden Sword this battle will be over in 2 strikes, but perhaps not much easier. Just like last time round, when you drop off the edge you have to restart the battle all over again. Anyway, now that you have the Cane of Byrna or the Magic Cape use them to eliminate this pest without having to worry about damage.
When the Moldorm goes out, there appears a chest at the bottom. Open it up to find a red Rupees for your troubles. Go left by pushing the blocks in the same direction. Just 6 more Helmasaurs until the finish! Just use Bombos, because ice and bumper balls are a really bad combination.
Ascend the stairs and walk up to the room with the boss logo on it. Unlock the door to find the same boss again.
Flashback
Agahnim welcomes you, but at the same time he tells you that this will be the very last encounter as three is too much for him.
Another flashback, this guy fights the same as before, but now with three clones helping him out. You can only damage the real one so make sure to reflect the orb properly.
When he is defeated a spirit of a blue pig like creature appears... Can it be? The spirit changes into a bat and leaves outside.
Link then calls his bird (how did he get here), with the flute and everybody leaves for the Pyramid of Power. Ganon creates a hole in the ceiling and drops down just like Link does a few seconds afterwards. This is it the final encounter. Are you up to it?