Wade through the shallow water and swim through the deep water, while avoiding the Water Worms shooting out of the water, as well as the Zoras shooting fireballs at you.
Wait a couple seconds and you'll be asked to throw something again.
Wait for it to come down and then follow close with it back north as it retracts.
Wait for it to hit the raised blue blocks before doing anything.
Wait for it to move back up, then go up and left into the next room.
Wait for the Bomb to explode and raise the blue blocks, then go through the south door.
Wait for them all to come at you again, killing them one by one.
Wait right where you are safe in the doorway as a Giant Spiked Ball will lunge at you.
Wait until Blind rises up and then start slashing at him against three times while still avoiding the flying head.
Wait until he attacks and then begin hacking away.
Wait until he comes out of the sand, and then slash him to death with your sword.
Wait until he swings his huge ball and chain mace around once, and then brings it back to him.
Wait until it wears off, then go right and down to the ladder.
Wait until the Fire Walls make their first pass and then make a run for the chest.
Wait until the Firewall passes you by, and then run over to the skull pots, two at a time, to the left of the room, grabbing whatever's underneath them.
Wait until the Spike Traps are behind the yellow lines at the outside of the room and then hit the switch to re-trap the Spike Traps.
Wait until the first orange roller heads south and quickly make so that the next doesn't hit you.
Wait until they are all defeated, and the northern door will unseal.
Wait, I'm wearing my best shirt now.
Wait, there's a dead end here?
Wait, why is this place sandy?
Walk a bit and another immediate fork should appear leading north and south.
Walk a bit to the south and lift up the two skull pots to give you access to the chest.
Walk a little bit south and avoid the spiked ball.
Walk across the bridge that is under fire from cannons to reach a door.
Walk across the edge where the arrow is & you'll automatically jump over the pit.
Walk across the spikes here to reach the pot.
Walk around and grapple to the block on the northernmost platform.
Walk around and several Stalfos appear.
Walk around the altar, to the curtains at the back of the room.
Walk around the room clockwise, hitting the stars as you go to change the holes' position in the room.
Walk around the room in circles until all of them are gone and you are sure there aren't any more to come.
Walk around the water and go left as soon as you’re able to.
Walk as much as possible before the lamp goes out.
Walk back into the Village of Outcasts and notice the area where the Blacksmiths' house you just went to would be.
Walk back to the east room, and then go north to the next room.
Walk back to where you warped to the Light World, and warp back to the Dark World.
Walk backwards with the Golden Sword charged until you safely exit the room.
Walk down a little bit while not letting the conveyor belts carry you too far and enter the room.
Walk down the stairs in front of you to the bottom level of this room.
Walk down to the normal ground, then around to the right of your cabin, and north.
Walk east and use the Magic Hammer to knock down the peg.
Walk forward a bit and the old man will speak again.
Walk forward a bit and you will immediately be proven wrong.
Walk forward and head down the stairs where are a bunch of spiked balls are flying around.
Walk forward and head up the steps.
Walk forward and whoa!
Walk in and pound the stakes down here.
Walk in and you will notice that this isn't the stupid boss room at all!
Walk in front of the tower and head east, east past the tower and into the next area.
Walk inside and head up to the blue chest you see through the hole in its roof.
Walk into her house (she has a lot of chickens in there), and bomb the right-hand wall in her house, the one with the crack on it.
Walk into it FROM THE TOP and you'll land on the next floor down over the chasm that holds the big treasure chest.
Walk into it and the chest will follow you.
Walk into it and watch it take you to a platform.
Walk into that patch with the maiden behind you and the door will then lock behind you and the maiden will complain saying it's too bright.
Walk into the tunnel on the platform you're on, which will automatically take you to the upper left-hand side of the room.
Walk it all the way to the end and open it for a Key.
Walk left or right on the path you pick until you reach the wall (you'll reflect the lasers with your Mirror Shield, don't worry).
Walk north a bit and avoid the Bumper.
Walk north a bit and defeat the enemies in the area the best you can.
Walk north a bit and take the stairway down to another basement floor.
Walk north a bit and talk to Sahasrahla through the communication plate.
Walk north along the linear path ahead of you, and then to the right, to the gapping whole in the floor.
Walk north along this grating, while avoiding the fireballs from the statues all around.
Walk north and go through the next doorway.
Walk north and then west along the catwalk, and back down the stairs, to the bottom floor of this room.
Walk north through the doorway where a bunch of Cyclopses We haven't seen these guys in a while await.
Walk north until you are touching the switch.
Walk north, into some bones and such, until you find another entrance into the dungeon.
Walk north, killing both sets of two Turtles and then use the Big Key on the door to your north.
Walk north, to the north of the downed yellow blocks, and equip the Boomerang.
Walk onto the ledge and go through the doorway.
Walk onto the next set of yellow stars to the east.
Walk onto the platform and head north.
Walk onto the sheet of ice there and place a bomb on it.
Walk onto the small platform before the door and slay the Skeleton there, and then use the key we found earlier on the locked door there, and go north through it, to the next room.
Walk out of the Desert of Mystery and find a warp point as you can't use the one still in the Swamp of Misery.
Walk out of the cave and then walk back in.
Walk out of the graveyard area (Dark World), and around it, going to the west side, then north, and then to the back of the area.
Walk over the bridge to the other side where a large tablet lies.
Walk past it and the seven crystals will break the barrier preventing you from getting into the tower.
Walk right along the ledge to the other cave and go into it to enter a different room in the Turtle Rock dungeon.
Walk right one screen, which will be a dead end, so you can't go right anymore, but you can go north through a door, or south along the corridor.
Walk right through all the locks (they don't require any keys) until you reach what appears to be the dungeon's maiden.
Walk south a bit and something instantly proves that statement wrong.
Walk south a bit and you'll be greeted by a giant hole.
Walk south a bit more and you'll be blocked by a Bumper.
Walk south of it into the hole.
Walk south out of the room, to the next room.
Walk south to get some arrows and Bombs out of the two skull jars to the south, and then walk north and east to the locked door.
Walk south, and then west along the catwalk.
Walk south, to the southwest side of the room, and walk over to the wall, where yet another hidden door will be.
Walk the Super Bomb carefully and slowly back to the Pyramid of Power.
Walk through and discover another Heart Piece!
Walk through the hedges to the next arrow on the ground, then follow the path up and all the way left behind the building.
Walk through the second waterfall from the right to enter a hidden room.
Walk through this door to get to the western room, where a treasure chest lies.
Walk through this door to the next room.
Walk through this secret door, and we'll battle Agahnim.
Walk through to reach the big chest of Dark Palace.
Walk to it and make the Green Slimes They are stronger than their Red cousins appear.
Walk to the chest and open it for a Key.
Walk to the east end and go through a small path which seems to lead to a farm.
Walk to the southern wall, where another Skeleton Knight will fall from the ceiling.
Walk to the treasure chest and open it to get the dungeon's Big Key!
Walk to your right (turning around to kill the three Green Slimes that come up behind you), and grab the magic jar out of the skull pot in the room, before going north, through the door there, and down the stairs, to the next floor.
Walk to your right, to the intersection of the room, and push the middle of the five blocks blocking your way over.
Walk under the bridge again and go north.
Walk under the pathway and watch the screen shift to the next room.
Walk up a bit and watch how they lunge at you to see their reflexes.
Walk up a little bit and then east to a pit.
Walk up a little bit to rediscover yourself thankfully.
Walk up and open the door here with the Big Key.
Walk up and right along the ledge to the door, then use your Key to unlock it, then go up the stairs back to the first floor.
Walk up the stairs of the Pyramid of Power, and approach the cracked wall there that won't be damaged by a regular bomb.
Walk up the stairs to the locked door, and Kiki will ask you for 100 more rupees.
Walk up the steps and use the Magic Mirror again.
Walk up the steps as if you were going to enter the house if you want to, you can but there's nothing to do in there except to talk to the one dwarven swordsmith in there.
Walk up these stairs and go north to approach the treasure chest.
Walk up to and talk to Sahasrahla like so many times before.
Walk up to it and pick up the Big Key!
Walk up to it and push it forward to rejoin it with the other wall.
Walk up to it and throw in 100 rupees in all to make a fairy appear.
Walk up to it and you should notice a group of five rocks piled neatly together.
Walk up to it, defeat the nearby Stalfos, and open it.
Walk up to it, hold a, then pull back to open the door.
Walk up to the back of the sword platform and press the A Button to activate your three Pendants and to finally pick up the Master Sword.
Walk up to the big chest and open it for the Red Mail!
Walk up to the platform where the sword is located, and walk around the altar.
Walk up to the pond and you'll be asked if you want to throw an item into the pond.
Walk up to the switch and press and hold A, then push Down on the Control Pad to pull the switch (the game tells you how to pull the switch as well) to open the last door.
Walk up to the water in this cave, and it'll ask you if you'd like to throw anything into it.
Walk up to them so that you are near one of them, then power up your Master Sword and do a power whirl, which will kill each of them in one hit!
Walk up towards the pool of water and a screen will come up asking you to throw something in.
Walk west out of it and follow the narrow green corridor heading leftward.
Walk west to the other part of the plateau, and you'll see a green Hylia plaque, with the ancient language of the Hylian people written onto it.
Walk, run, or slide your way to the south of the room and open up this treasure chest.
Walking even further west will reveal the 9th Heart Piece to Link.
Walking into it will probably send you tumbling back into the small pit behind you.
Wall Master alert!
Wall Masters, also called Clutches, drop from the ceiling and take you back to the beginning of the dungeon.
Wallmaster: Another veteran from Zelda for NES, drops from the ceiling an takes you back to the start of the dungeon, & even if killed keeps coming back!
Wallmasters will attack the whole time, so watch it.
Wampa: Remember that monster that almost kills Luke Skywalker in The Empire Strikes Back?
Warp in this teleport to be in a room with an intercom.
Warp to Kakariko Village and go to the northwest corner.
Warp to Kakariko Village with the Flute.
Warp to the Dark World, then go up and you'll find a long row of bushes to the left.
Warp to the Flute’s position number eight.
Warp to the Light World.
Warp to the first one in the Light World.
Warp yourself to the Light World and you will immediately notice the 23rd Piece of Heart.
Warp yourself with the Magic Mirror to the top of the area.
Watch Link zoom through the tunnels once again only to spit out at the opposite end.
Watch for Stalfos Skulls and Blue Jellyfish.
Watch out because it is rather dark in this room.
Watch out because there is a device in the room that'll shoot a fireball each time you use your sword.
Watch out for Flying Dodongos and an enemy similar to the Sand Worms of the Desert Palace, the Swamp Worms.
Watch out for the Fire Snake and the Blue Sparks buzzing around.
Watch out for the Gorons which are running around along with the rocks falling from the top.
Watch out for the Laser Eyes and stop when the you reach the south end.
Watch out for the Yellow Bolt that will be waiting for you.
Watch out for the dirt pieces that come up whenever a Lanmola pops up as those can hurt you.
Watch out for the enemies falling from the sky in this room.
Watch out for the enemies which drop down, use your Big key to open the door at the top of the room and head through.
Watch out for the eye and cautiously defeat every Wizzrobe in the room.
Watch out for the fireballs that come out of the lamps here.
Watch out for the floor!
Watch out for the moving fireballs in this area as you gradually make your way to the left side.
Watch out for the small black creatures that come scurrying out of the hole in the wall, then go up into the next room.
Watch out that you don't get hit when one of Pokey's lower parts goes flying when you hit it.
Watch out!
Watch the Fireball Statue.
Watch the Green Beetles that attempt to lunge at you.
Watch the eyes while you slash away at the Dragonmen.
Watch the orange rollers.
Watch the spikes as they sail around and shoot your Silver Arrows to defeat both of them.
Watch them and hasten to the south end.
Watch where you step and kill off the Blue Jellyfish.
Watch your Magic Meter, though.
Watch your footing as you slide and defeat the three Jellyfish.
We already did that, but where is the way?
We are getting nearer to the boss's lair.
We are getting very close to the boss, thank god.
We are going to Bomb the south wall, but we still have to avoid the Laser Eyes.
We are going to need those red blocks down later on.
We are heading for Hyrule Castle right now.
We aren't doing that just yet however.
We can either save the game and revert to Link's House or take the rough trail back.
We can enter into the tower now, but don't yet.
We can now do many things, so we’ll start by getting the dungeon’s item.
We can now get the final bottle.
We can still get our twenty-third heart piece, so we should probably do that first!
We can't block fireballs yet so just avoid their projectiles.
We can't climb back up the ledge that we jumped from but if you head a bit east, passing the Ice Palace note the location of the Ice Palace as we'll be coming here later, you should see a path leading out of the water.
We can't go any further ahead as some pegs are in the way.
We can't open it yet so exit.
We could’ve gotten this earlier, but we didn’t really need it.
We could’ve saved the previous one and skipped that other room, but that’d leave a room unexplored.
We definitely need it by this point.
We don't have any great use for it now but later on, we'll use it to catch fairies and defeat a certain boss with it.
We don't have the Big Key yet, but now you know where we have to go after we get it.
We don't need to bother with that switch anymore.
We first have to head off to the Bomb Shop.
We get to fight the Lanmolas.
We got that by dashing into the bookshelf causing the Book of Mudora to fall right off.
We have a few more things to take care of before going to the second palace.
We have a key, so use it on the door and run north through the door and down the stairs, to the next room below.
We have all the stuff we need (and a lot more) to now traverse the first dungeon, which is located in the far east of Hyrule.
We have everything we need here so head back to the entrance.
We haven't used it since Mountain Tower, but you should know what it is.
We just picked up the special item in the Desert Palace and there doesn't seem to be anywhere else to go?
We must find a way to deliver his own magic to him.
We must use the combined powers of the crystals to open a path to Ganon’s Tower and defeat him once and for all!
We need a key, so use the hookshot to hit the pot on the left.
We need this to defeat the dungeon's boss enemy, but we won't need it beforehand, so try it out once or twice, but put it away after that - it uses a lot of magic to use.
We need to get beyond the blue block but when we are on the other side, we need the red blocks down.
We need to go past it.
We need to head to the western-most area here but there are ledges blocking our path.
We need to unlock it to proceed.
We need to work our way to Death Mountain, but in the Light World.
We need what little we have left.
We no longer have any need for the Hookshot anymore - instead, use your Master Sword and slash at his eye.
We now need the blue blocks down so line yourself up with the switch and strike it.
We really don't need them at this point in the game.
We went there before we went into the Tower of Hera, and it told us we needed the Master Sword.
We will be using them later.
We will soon be in that room so prepare yourself.
We won’t be able to get the other bottle for quite some time.
We'll be in front of another tunnel.
We'll be well on our way once again.
We'll get that taken care of soon though, don't worry.
We'll keep that in mind, of course.
We'll need this later so pick it up.
We'll now be back in that huge room we were in, in the beginning of the game.
We're about to fight the evil wizard who's behind all of these deeds, Agahnim!
We're almost there.
We're almost to the boss!
We're coming, Zelda!
We're doing some Heart Piece collecting before disembarking to our next dungeon.
We're done in this room now, so head back south to the previous corridor.
We're going out of our way to get it this way, but it's worth it, so don't worry.
We're going to be going straight to the Skull Woods.
We're going to fight Vitreous, now.
We're gonna have to go about 1 hour & through 10,000 rooms to get the big key.
We're heading for the Lost Woods.
We're heading off to the location closest to the Desert of Mystery and that's location #6.
We're in the right area already, so that's awfully convenient.
We're not done yet though.
We're not going to waste any time exploring the upper areas right now although you can walk around and search for some powerups under pots so head due straight from the entrance and jump off the ledge to the lower levels.
We're not heading over to the dungeon just yet.
We're on a new catwalk however, above the rest of the room.
We're probably going to need to get out of this lake.
We're really close to it, in fact.
We've seen these before - when pressed, they change the location of various holes and chasms in a room.
Weird Well, we got to keep two items.
Welcome back to 1F.
Welcome back to the beginning.
Welcome back to the main room.
Welcome back to this room.
Welcome to 4F.
Welcome to 5F.
Welcome to East Palace, the worthy location of our first objective, the Pendant of Courage.
Welcome to Skull Woods.
Welcome to Zelda!
Welcome to a long hallway.
Welcome to the Dark World Link!
Welcome to the Dark World.
Welcome to the Helmasaur King's boss chamber.
Welcome to the lava room ONCE again!
Welcome to the second dungeon of the Dark World: The Swamp Palace.
Welcome to the second floor.
Welcome to the seventh and final floor of the Hyrule Tower, Agahnim is near.
Welcome to the summit of Death Mountain.
Welcome to what I’d say is the main room of the dungeon.
Welcome to your first trip to the Dark World.
Welcome, my friends, to the Misery Mire!
Welcome.
Well equip your Master Sword and slash it.
Well grab the skull, or the shrub, or the sign, or anything and throw it into the middle of this stone circle.
Well here we are, the second dungeon and the location of the Pendant of Power.
Well it's the one at the upper left if you must know, simply lift it up and stand on the button to unlock the door above you.
Well now that we're all set with our Silver Arrows and Golden Sword, it's time to get the seventh and final crystal.
Well now that you have the Master Sword, you have satisfied its condition.
Well return to the Light World right now and go inside.
Well the answer is quite simple, my dear.
Well this is what you do.
Well this time, descend it all the way to the bottom.
Well this time, go straight north bypassing the entrance.
Well we can, but it'd be a waste of time.
Well we just went through this door.
Well what do you know?
Well you have to utilize the power of your Hammer in order to destroy this faceplate.
Well, I can make your wish come true!
Well, I can say about 100,000 curse words & be regarded as a nice guy when referring to him.
Well, I guess the Cane of Byrna REALLY DOES come in handy here.
Well, I hate it.
Well, I read up a little & found it's called a wampa.
Well, I think he needs to look at his Jedi training books again - the boss here is large & definitely in charge.
Well, I'll show you when we get there.
Well, actually, all he sells is bottles, and he only has one for the low, low price of 100 rupees.
Well, after the bat disappears, you will notice that there is a 1/2 above your Magic Meter.
Well, all your queries are about to be answered with a single flick of the Magic Mirror.
Well, as long as you have the tempered sword, blue mail & reserve life, it won't be a problem - spin attacks work great against the eyes, as unlike other enemies they don't bounce back when attacked & in effect it inflicts quadruple damage!
Well, at least your life is complete now that you have a bottle.
Well, back in this corridor, you can't go right (there's blocks there blocking your way), so head back up the staircase to your south, and then east (avoiding the Fire Snake), to the previous "hectic" room.
Well, before we continue, we'll collect another Heart Piece.
Well, drop down this stupid pit and you'll soon see.
Well, enter the strange mouth.
Well, experiment around with it and you will get through to another room which looks just the same as the last.
Well, first and foremost, you'll notice that the tiles from the floor are coming up from the ground and flying at Link.
Well, first of all, equip the Lamp.
Well, first of all, exit the room to the room with the Laser Eye Statue and the switch under the pot.
Well, first of all, get yourself out of the Swamp of Misery.
Well, first of all, notice that you are on a giant pyramid known as the duh Pyramid of Power.
Well, first of all, you are kind of trapped so unless you want to stay here, I'd suggest you use the Magic Mirror to get yourself back to the Light World.
Well, first, kill the Blue Floaters.
Well, first, picture the Light World.
Well, follow my lead, and take the door to your left, but NOT up the stairs.
Well, go ahead and do whatever you want before this dungeon.
Well, go to the bottom of the two blocks and push it to the left, and then push the top block upward, to make a path.
Well, guess what.
Well, have that Hammer equipped again, and smash them in.
Well, here he is.
Well, here we are folks.
Well, here we are in Thieves' Town.
Well, here we are with the Super Bomb.
Well, if they insist.
Well, if you choose to blow the floor and fall down, you will fall back into the entrance, so I would suggest blowing the wall.
Well, if you consider those cannonball-tooting things to be enemies.
Well, if you hadn't already taken the hint, this was the Light World's third dungeon, Mountain Tower.
Well, if you haven't figured it out already, continue through the middle door.
Well, if you're facing a group of them use ether magic & then crush them with the hammer & you'll get plenty of magic bottles.
Well, in the Dark World, it's also a swamp.
Well, in this game, they attack you and rip you off when the opportunity presents itself.
Well, it allows you to restart here should you die.
Well, it sure looks as if there's more to be done.
Well, it's about time.
Well, it's quite simple, really.
Well, it's simple, really.
Well, it's simple, really.
Well, it's the door to the north of the room, right in the middle.
Well, just have PLENTY of heart containers, bottled faeries & medicine.
Well, just swim right into the center of the waterfall and voila, you're inside.
Well, light all four and see what happens!
Well, light all four torches with your lamp & the wall moves, revealing a door, of course.
Well, looks like Agahnim has made his return.
Well, my answer to that would be to shut up and let me continue.
Well, now that we're here, let's enter.
Well, now that we've come this far, let's keep going shall we?
Well, now that you've got the treasure, it gets even tougher.
Well, prepare yourself for the most challenging dungeon yet, Turtle Rock.
Well, put a bomb on the switch & before it explodes run through the blocks.
Well, ride the Somaria platform and stop at the ledge with the locked door.
Well, she asks you to take her outside.
Well, since we probably don't have that much money yet, get out there and kill a few knights use the Boomerang to stun them and then pick up the rupees they drop or slice down a few bushes.
Well, since we're right in the graveyard area of the Dark World, we'll go for the one right there first.
Well, start by heading forward.
Well, start off by descending the stairs back to the area with the pegs.
Well, step directly in front of its trident and pull it back to ta-da reveal the entrance.
Well, take a deep breath and continue through to the main center of the room where Torpedo Fish are buzzing through the water, Water Striders skidding around, the notorious Water Blobs homing in on poor Link, and to add insult to injury, a handful of Fireball Statues scattered throughout.
Well, take out that red Cane of Somaria from the Misery Mire and use it on the question mark to create a platform!
Well, take the right-hand door first.
Well, that sure took a while.
Well, that's a bit strange.
Well, the Mirror Shield blocks lasers and it is loads bigger.
Well, there's a door to your right that you don't even need to go down the screen at all to see.
Well, there's no excuse for that.
Well, there's so much more to do!
Well, these losers want a rematch and they’ve chosen an icy arena to stunt your movement.
Well, they remind me a lot of Taxxons in the Animorphs books - they live in the sand, they are large & ugly, & they have that same craving for human flesh.
Well, they’re back in force in this dungeon.
Well, this boss has one big eye and many tiny creatures orbiting it (a setup that has been mimicked many times, not just by Zelda games).
Well, this has to be it so get yourself together and takes a hop into it.
Well, this is it again.
Well, this is it, and it looks exactly the same.
Well, this is the same thing, except we use the Quake Medallion.
Well, this place is gigantic.
Well, to avoid having to go through a ton of junk that would ultimately lead you to push a block onto the switch from above, use the Cane of Somaria (found in the sixth dungeon) on this switch to keep it pressed.
Well, use the Magic Mirror to go back to the entrance of the dungeon.
Well, use the fire rod for all of them, as it's the only way to ignite them from a distance & fast enough.
Well, wait a few seconds and watch what happens.
Well, wait until we get the Hammer!
Well, we know how much fried french fries are loved in America - so how about fried flies?
Well, we'll check that out right now!
Well, we're back outside aren't we?
Well, we're going to need to reach the bottom so take care while walking.
Well, whip out your Bow & Arrows and shoot one right into the Cyclops statue's eye to move the wall!
Well, why don't we pull that tongue out a little bit to tell it we don't like statues mocking us.
Well, why don't you head back north to the area where the heart under the pot was.
Well, why don't you try to lift the single rock in the center of the area.
Well, with the Moon Pearl, you can keep Link's form in the Dark World.
Well, yeah, that's where we need to go, just in the south of the Dark World instead.
Well, you better do that now as you will be seeing green quite a lot.
Well, you can always take a shortcut.
Well, you might not want to step in it now but there's no turning back so continue west along the water.
Well, you see that huge treasure chest to the north of the room, over the large chasm?
Well, you should have more than that right now so pay up and the rupee loving Kiki will open the door for you and sit atop the entrance gate triumphantly with another day's scam.
Well, you were hearing this room.
Well, you will find out soon enough.
Well, you'll notice two Spinners coming at you from the left, so don't go that way.
Well, you're probably in need of some healing right now, so first thing's first - go into the cave that the Old Man just went into and talk to him.
Well, you've got to go along the path to the right so you can get back to the blue mail & still have blue switches down.
Well, you've made it.
Well.
Well.
Well.
Well.
Were you expecting Ganon?
We’ll return to this room later for the treasure chest.
We’re at another bridge.
We’re back in the main room and we got a key out of it!
We’re back to the block.
We’re heading toward Lake Hylia.
We’re in a room above the third one (with all the black boulders).
We’re just zipping right along with these items.
We’re progressing quite nicely in here.
What I always do is just make a run for the staircase at the north end of this room.
What a dirty trick!
What a dumb place to hide!
What an imaginative boss!
What are you supposed to do, go home?
What are you waiting for?
What could it be?
What did it do?
What do we do to open it?
What do we do?
What do we have to lose?
What do you know, the communication plate we were at before.
What do you know?
What do you know?
What do you know?
What does it show?
What else do you find here but a crystal switch?
What is does basically, is shake the ground so that all enemies in the vicinity are defeated with a snap.
What the bosses do is, at about the same time they all pop out of the ground and fire small dirt projectiles in an X shape from where they come up, for this reason you will never want to position yourself diagonally from one of those holes where an enemy is coming from.
What the hell does Sahasrahla's statement mean?
What to do now?
What to do now?
What to do with it?
What to do, what to do.
What to do, what to do.
What to do?
What will follow will be a really quick but cool-looking pause of Link flying through the air over two sets of stars.
What you have to do in order to get any further is equip the Lamp and light the four torches here in front of you, the wall will move and reveal the large door leading up to the boss.
What you have to do is attack him with your sword, fortunately you can attack from any direction as far as I can tell.
What you have to do is equip the Book of Mudora and use it directly in front of this stone tablet to open the way to the Desert Palace.
What you have to do is push the single block that sits alone, up, to spawn a chest on the other side.
What you have to do now is get it to the desert, the one south, south, west of Link's House.
What you must do is slash at his fireballs & reflect them back at him.
What you must do now is go through the top left door & use the hookshot to cross the melted sections, & if you like take out the four red Jellys.
What you need to do here is defeat all the enemies in this room, it will force the spinning enemies to detach from the pot and fling themselves around the room.
What you need to do is equip your Bow and force it to stand at the far end of the room.
What you need to do is get inside and head to the left section of the castle.
What you need to do is head over to the right side and step on the large button in the floor which is somewhat hard to see, it opens the door leading to the right.
What you need to do is lift the pot in the middle and step on the button below it to open the door in the middle.
What you need to do is lift the skull pot in the middle and then grab the statue on the right.
What you need to do is push the lower right block up to open the door at the top of the room.
What you need to do is use the Hookshot to nab those things one by one and hit them twice with your sword to defeat them before they fuse back with the boss once again.
What you need to do is, as you head up and dodge the small ones, take a moment to hide on the sides and wait for the large one to pass.
What you need to do to defeat them is hit them with your sword and then immediately drop a bomb on the bones to blow them up.
What you need to do when you enter is begin heading up, defeating any annoying enemies you come across.
What you want to do is head right and then up, you'll come across two blocks in your way.
What you want to do is head up to the screen above and then run west like mad until you reach that room again with the four exits, one in each direction.
What you want to do is purposely drop off here, on the left side of that small edge, but as close to it as possible.
What you want to do is stand in this darker patch and use your Magic Mirror, it will return you to the normal world and place you right on top of another PIECE OF HEART.
What you're trying to do is descend the stairs, then head a bit left and down through the door on the south wall of this room.
What you're trying to do pretty much is be really offensive for this battle.
What's that?
What, you think you're just gonna stay in bed the whole time?
Whatever you do, don't jump off this plateau yet.
Whatever you do, don't let the eyeballs back you into a corner, instead use that strategy against them.
What’d I tell you?
When Agahnim bites the dust here, he falls to the ground and Ganon's spirit comes out of him.
When Agahnim is about to use that attack, retreat to the corners closest to Agahnim to avoid getting hit by the bolts.
When Ganon is defeated, go to the light to meet the essence of the Triforce.
When I say busy, I of course mean that there's a whole lot going on within it.
When Link is at full health, the Master Sword is capable of shooting beams from its tip.
When a chest appears, open it to get some BOMBS.
When all are defeated, a chest will appear to the south.
When all are destroyed, move through the now-open, east door.
When all are gone, light all four lamps in all four corners and quickly run to the north doors when it unseals.
When all but four of the eyeballs that were once surrounding Vitreous' body are sent out (not necessarily killed yet), he starts to move around, out of the slime and ooze at the northern end of the room.
When all four lamps are alight, go through the north door which is now unsealed.
When all is defeated, unlock the door leading north with the Big Key and head right through.
When all of that's done, head up the steps in the middle of the room.
When all of the enemies are defeated, the four Spinners orbiting that one clay jar will disperse.
When all of the enemies in the room are defeated, including more Snake Bushels in the region of the Laser Statue, the sealed door to the north of the room will open, revealing a pathway northward, to the next room (which is pretty big).
When all of the tiles are defeated, the door opens up to your right, but it still is surrounded by the blue blocks.
When all of them are defeated, the sealed door to the north will open.
When all of these pesky Green Penguins are defeated, a treasure chest will appear to the south of the room.
When all three are smashed down in that order, a warp tile will appear in the center of the platform.
When at an intersection hold in the direction you want to go.
When at the pit, use the Hookshot and get across the pit.
When at this familiar intersection, take the west door to reach the hard to navigate dark maze of terror!
When at this house, talk to the witch there.
When both Red Gnomes are no more, the sealed door to the right opens up.
When both are lit, Ganon will be in full view.
When completely visible, Ganon will pull his cape in front of him.
When dashing, you will hold out your sword in front of you so you can defeat enemies by simply running through them.
When five of the six Armos Knights are killed, the last remaining Armos Knight will turn red in color, and change his attack style.
When he arrives, go to location six on your map, which will be in the lower left-hand corner of Hyrule, in the Desert of Mystery.
When he asks a question, it makes no difference how you answer.
When he bounces towards you, simply slash at him with the Tempered Sword, which will back him up.
When he does land he'll move wildly around the screen, bouncing without stopping.
When he does make a U turn towards you, run quickly.
When he does this move next to him, out of the way of his lightning.
When he fires a spell that looks like three orbs in a line going from biggest to smallest, hit it back at him with the Master Sword.
When he fires an energy attack with three balls lined up, ranging from greatest to smallest, hit it back at him with the Golden Sword.
When he isn't attacking, he will be slithering around the room in a black orb which you can't damage.
When he lands he'll then try to ram you.
When he lands on the ground, he'll shoot around the room until you hit him.
When he opens it, he'll find the fourth and final Magic Bottle, and give it to you!
When he sees you, he gives you his shield and sword and tells you to continue as well as teaching you the secret sword technique which isn't too secret.
When he shoots that orange ball, try to time the swing correctly and whap it back at him.
When he starts to run, dash after him with use of the Pegasus Shoes.
When he's defeated, get the big key and use it to open up Zelda's cell.
When he's defeated, it seems as if you're stranded on that platform, but you're not.
When he's like that fire a silver arrow at him.
When he's there, you know he's going to cast it.
When here, take the north path and simply fall down the hole that appears right in front you.
When he’s done talking, open the treasure chest here for a Heart Container!
When his shadow appears, dodge it & charge a spin attack.
When in the Dark World, go south and jump off the ledge to the entrance of a cave.
When it begins to retract back north, follow it and quickly duck into either the left or right fork.
When it blows, an opening is made.
When it does, walk into the middle path to reactivate the Door Trap and as it goes south walk north past it, and into the next room.
When it explodes and the blocks go up, go south into the next room.
When it explodes, it leaves a Heart Container behind.
When it goes dark use the Fire Rod to light both torches at the bottom.
When it is off to the right, run to the left and take one of the paths down.
When it is returning north, go to the east or west pocket.
When it lands on the ground, slash at it two times with your Master Sword to destroy it.
When it opens, go left and take the ladder up.
When it retracts towards its original position, go up and to the left path.
When it rushes you, slash its eye and it will jump back up.
When it speeds up, watch out - it'll try to whip you & can do tons of damage, so avoid it by running right up & getting rather up close & personal.
When it stops and moves back to the left side, get as close to the south wall as you can and face it while the conveyor belt moves you.
When it stops get off it and go south through the door.
When it's back at its resting position, put a foot out in front of it to trigger it again.
When it's killed, it drops a Bomb.
When it's safe from the Spike Trap, run north to the crystal switch and strike it with your sword to change it.
When only four of its cohorts are standing, the big eye itself comes to beat you up.
When only one is left, it turns red.
When possible go through the door on the bottom, get the key & mirror warp.
When possible, hookshot up to the top two pots & get their key, & go right through the locked door.
When returning to exit this cave, use the Cane of Byrna (it uses magic rather quickly) to protect your hearts from the spikes.
When she asks if you were the one who threw in the boomerang, answer yes.
When she's done bitching, she'll follow you back up to the first floor.
When shot at you, they will follow you even if you move, until they hit a wall, where it'll knock the four balls loose and send them shooting back the other way across the room.
When that's all done, go into the south room.
When that's all done, go north to the door there, with stairs leading up to ANOTHER floor.
When that's all done, you'll see that the door to the north of the room is locked.
When that's all said and done, use the key on the door to your right, and enter into yet another room.
When that's done and you have located it, place a Bomb on the now red crystal switch and quickly run for the locked door on the east wall inbetween the lowered red blocks and the raised blue blocks.
When that's done, exit and ascend the stairs to the first floor.
When that's done, exit and make your way back to Turtle Rock.
When that's done, go back west.
When that's done, go through the south doorway to enter a narrow pathway over a bunch of pits.
When that's done, go west through the doorway.
When that's done, just head back into the previous room after finding the doorway which can be a pain of course.
When that's done, open the door leading west.
When that's done, pick up the Key that the Jellyfish dropped and unlock the door leading west.
When that's done, the only door leading inside will open.
When that's over, unlock the door and go through.
When that's up, walk one tile to the east and then one tile to the north.
When that’s done, go north.
When the Beamos is looking away, push the middle block to the right down to open the door.
When the Beetle appears, throw a pot at it which is why I told you to carry a pot and run on the left side.
When the Bomb explodes the red blocks will go down and the blue will go up.
When the Mace Knight is defeated, he'll drop the Magic Key, which will open up Zelda's jail cell right in front of you.
When the Somaria platform stops, it's time to get off.
When the Stalfoses are gone Watch out for the Laser Eye Statue, head to the northwest corner and pick up the Key.
When the battle begins the little eyeballs start floating down toward you.
When the battle begins, run up to him and start bashing the blue mask over his face with the Hammer.
When the battle is over be sure to pick up the HEART CONTAINER and CRYSTAL, then exit.
When the battle is over, get the heart container and the fifth crystal.
When the battle is over, take the Heart Container and the crystal.
When the big cannonball comes at you, hide in the little spaces at the sides.
When the blocks around the spikes to your left go down, walk on them, and approach the crystal switch again.
When the bomb detonates, the crystal switch will go back the other way, and the blocks blocking the patch of ice in the middle of the room will be no more.
When the bomb explodes and the switch changes color, go down into the next room.
When the bomb explodes and the wall to the south leads outside, go south and outside of Turtle Rock.
When the bomb goes off (if it does in time) the Skeleton Knight will be no more.
When the coast is clear (that is, there are no Wall Masters yet), lift the skulls in front of the treasure chest in the center of the room.
When the cylinder starts to go left, boomerang the switch again and open the locked door.
When the dirt path splits north and west, take the west path.
When the door is open go south out of this room and into the next room.
When the eighth fireball hits the ice, it'll melt away, and Kholdstare's true form will be revealed.
When the enemies appear, they shoot magical energy at you, and then disappear again.
When the fairy appears, it will offer to increase your Bomb capacity or Arrows capacity.
When the fairy brings it back, say that you dropped it to acquire the MAGICAL BOOMERANG.
When the fireball comes down, is explodes into three pieces and then each of those three pieces explode into four, but they explode in an exact direction.
When the four are lit, the door to the north of the room will open.
When the fourth torch is lit, a treasure chest will appear in the middle of the red floor in the room.
When the laser isn't shooting at you, open the chest to get whatever item was inside it.
When the last stake is smashed into the ground, you'll hear the magical Zelda secret melody.
When the ledge is pointing westward, the statue will begin spewing water and the entire hallway we were in previously will begin to fill with water.
When the lighter & smaller one leaves the darker one, spin attack it & both die.
When the north door opens head up through it but don't press any buttons after that.
When the path heads to the right, go right with it past your house all the way to the bridge, then go up and cross the bridge.
When the path moves north, follow it north and east, then south again.
When the path splits, take the west path.
When the pits move, go left and down and step on the star tile next to the skull pot.
When the protective shell has been destroyed the true boss shows itself, three floating eyeballs that must be killed individually.
When the right door opens, go into the next room.
When the rumbling stops, go east to the next room.
When the sages were casting the seal to separate the Dark World from the Light World, the Knights of Hyrule defended them from the evil monsters gushing from the portal.
When the shallow water forks into two paths, take the north path up to the next screen.
When the switch turns red, bomb the cracked floor here.
When the switches are red, go south.
When the three Skeletons are killed, the doors will unseal.
When the three are defeated, the sealed door to the north will open and you can now go north through the door there to the next room.
When the tiles are finished attacking you, the chest will appear.
When the tiles hit your sword, raise it again, and continue this until the door to the north opens.
When the two doors open take the south door and then make a left at the fork.
When the two skeletons have been defeated the door at the bottom opens, head through it.
When they appear, equip and use the Ether Medallion.
When they are all gone, go to the next room.
When they are both defeated, go to the blue crystal switch in the northwest end of the room and slash it to make it red.
When they are defeated, and the two Eyeball Bats in the room are defeated as well, go to the northwest corner of the room, where a Sahasrahla plaque is located.
When they are defeated, go to the bottom of the two skull pots in the middle of the room and lift it up, to reveal a golden circular switch.
When they are done talking, open the chest nearby for a Heart Container.
When they are slain, head north and through the door there to the next room.
When they do get in a circle, get into a corner so they can't hurt you.
When they drop (you’ll see a shadow and hear a falling sound), run and then slash them twice to defeat them.
When they get in a line horizontal or vertical, you can be sure they are about to charge you.
When they open their eye and start to move at you however, you can attack them.
When they reintroduced Ganon in this game, he became significantly harder and cooler.
When they're dead and the door opens, go east into the next room.
When this happens, and both Skeleton Knights are defeated, the door to the south of the room will open.
When trying to hit it, watch out for the firebolt it occasionally shoots.
When two of the three die off, that's when things get interesting, because the final Lanmola will start shooting more debris in the air as he comes out of the ground, and will move faster and stay above ground less time.
When under it you can't see which way to go, so be careful & go quickly to avoid the balls (these aren't the ones you're used to, instead they simply go around the blocks).
When we meet him there, he's nothing more than a blond haired punk with some stylish sunglasses on, because he "hates light.
When you appear again, you will notice that a blue monkey is following you!
When you appear in the Light World head left and use the Book of Mudora beside the stone tablet to acquire the BOMBOS MEDALLION.
When you appear in the middle of Lake Hylia, swim right and up around the large island in the lake.
When you appear in the next room, select the Magic Cape from your inventory, then walk into the room and quickly activate it before the spiked ball hits you.
When you appear in the next room, wait for the fire chain on the bottom path to move back to the left, then go down and left on that path.
When you appear on top of the large pyramid in the Dark World, Sahasrahla will telepathically contact you.
When you appear, go right a little bit and up the stairs above you to reach another locked door.
When you are back, head west and then north up the steps.
When you are between torch 4 and 1, use the firerod to light up torch 1 at your right.
When you are clear, continue north and you should see another arrow on the ground.
When you are done tinkering around, exit and warp to the Ice Palace.
When you are done with that, pick up the skulls for 10 Arrows and go through the door at the top, obviously.
When you are done, go through the way leading east.
When you are done, go west through the unsealed door into another room.
When you are done, you can go through the south doorway for two blue rupees, the east doorway which is activated by a switch in the northeast corner under a pot if you really want to get into a room where the door seals behind you and you have to go around again to get back to this room which will probably take forever, or you can take the north doorway which is where I'm going.
When you are finished collecting your treasures, continue west.
When you are in the Dark World, you change into what is truly reflected in your heart and mind.
When you are past the stars, find the door leading west and go through.
When you are ready for whatever is coming up, go through the door west.
When you are ready to proceed then head inside.
When you are ready, descend the steps to the next level.
When you are ready, use the Key to open the door leading east.
When you are sure you can take them out, smash the pegs and then smash the Turtles to flip them over.
When you arrive in the Sanctuary, you and Zelda will automatically move the shelf out of the way and come out of the passageway.
When you arrive in the village head over to the west side and find a house with a treasure chest icon above the front door.
When you arrive in this swamp, drop off the ledge to the actual swamp, then head north.
When you arrive make your way all the way up to the top where you will come across that portal again, the one which takes you to the Dark World.
When you arrive, use the Flute and fly to the southwest corner of the map (point #6).
When you can first go north, do so.
When you can't go any further east, head south and follow the path until you reach another fork.
When you can't go any further, head west.
When you can't go left anymore, go up to the ladder and climb up to the upper area, then go left and into the next room.
When you can't head west anymore, head south, and you'll be back outside again in the Skull Woods.
When you can, open it for the Dungeon Map.
When you can, toss the boomerang at the block switch to make it red.
When you catch up to him, he'll admire you agility and give you a tip to run into trees and other things to find hidden secrets!
When you come across a Snake Bushel, slay it, and then press the switch right next to it, which will open the door immediately to your right.
When you come across a large rock, throw it out of the way and descend the stairs down into the room below.
When you come across the Helmet Bug on the bridge, throw the skull pot at it for an easy one hit kill, and come out on the other side of the bridge, past two more skull pots.
When you come out at the other side, go left into the next room.
When you come out of the other end, a monkey will be tailing you.
When you come through the hole to the floor below, you'll be in the boss enemy's chamber.
When you come to a sign, it'll say something about throwing something into a circle.
When you come up at the next floor, you'll be in the room with the Big Treasure Chest!
When you come up, the entire room is dark, and three Wizards appear.
When you defeat everything, the sealed door to the west will open.
When you defeat the threats, go through the east doorway.
When you defeat them all, go right to a new room.
When you defeat them both, the door leading east will open allowing you access to the next room which you should continue into obviously.
When you defeat two of the three, the last will fly faster and spew more rubble so beware.
When you destroy every eyeball which should be quite a task except for exactly four, Vitreous itself will hop off its eyeball throne and chase after you.
When you dig in the right area, the Flute will pop out of the ground.
When you do that, you'll never get back to the platform in time.
When you do this (if you're quick enough) the screen will shake and you'll hear a loud noise.
When you do this and get to the south of the room and into the next room, run south across the thin bridge to avoid the lasers from the Laser Eyes flanking the bridge.
When you do this you should land on a platform below with a cave door.
When you do, go through the door at the north of the room and down the stairs to the dungeon's final floor.
When you do, that last one will break formation there really isn't a formation left now is there?
When you do, you'll notice a door on the left-hand side of the screen, which leads to another room.
When you do, you’ll have easy access to all the switches in the room.
When you emerge on the other side, a monkey is following you.
When you emerge upon this next room, you will notice a sealed door leading east, but it's sealed.
When you enter Ganon's Tower, go up and left, then go down the stairs to the first floor.
When you enter Hyrule Castle, go up the hall into the main part of the room, then go left and through the door into the next room.
When you enter Zora's Falls, follow the shallow water path up and right to the patch of land in the water.
When you enter from the north, the first building to the west you see is the Elder's house.
When you enter go up, & a Wampa attacks.
When you enter the Dark World version of the Haunted Grove, go up and talk to the guy sitting on the tree stump.
When you enter the Dark World's version of the Lost Woods, go right and lift up the bushes and stones in your way, then continue right.
When you enter the Great Swamp area, hug the left wall all the way up and you'll come across a large stone that blocked your path earlier in the game.
When you enter the Lost Woods, go left and down, then go down through the right log to the next area of the forest.
When you enter the Lost Woods, go up a tiny bit, then go right through the narrow path.
When you enter the Lost Woods, immediately go right and south out of the Woods.
When you enter the Lost Woods, immediately go right and south out of the Woods.
When you enter the building, the two blacksmiths will reunite.
When you enter the cave, there will be no light other than the light automatically coming from your Lamp.
When you enter the dark cave, go up and left into the next room while avoiding falling into a pit or getting hit by the bats along the way.
When you enter the entrance room, Zelda will explain to you about a secret passage to the Sanctuary where an old man will help you out.
When you enter the next room, DO NOT MOVE.
When you enter the next room, instead of going down the steps into the center of this large room, walk east and then north.
When you enter the next room, push the statue to the left, then defeat the soldiers walking around.
When you enter the next screen, kill the Crows before they fly off and head north.
When you enter the room don't lift the pots below you.
When you enter the room, Zelda will tell you that there's a secret passageway in the throne room that leads to the Sanctuary.
When you enter the room, you will have a star tile directly in front of you.
When you enter the village, go left and up the path to the ladder in front of the Library, then go right and up into the main area of the village.
When you enter this area, head straight down through a couple of screens all the way to the large dirt area.
When you enter this area, the only source of light is the flashlight-like illumination coming from your Lamp.
When you enter this deserted and run-down version of the Light World's Kakariko Village, go down and right on the dirt path, then go down on the regular light-colored path.
When you enter this dungeon, go right and up along the higher ledge in this room.
When you enter this dungeon, go up and right to the pit, then use the Hookshot to pull yourself to the block at the other side.
When you enter this large desert, head west until you come across a grassy ledge with two dark stones on it.
When you enter this palace, jump into the water and swim to the left.
When you enter this room on 5F, immediately defeat the eye bats.
When you enter this room, go down and lift up the pots and throw them at the 2 Mini-Moldorms.
When you enter this room, go left and down the ladder.
When you enter this room, use the Magic Cape and walk straight down across the spike pit and past the giant spiked ball.
When you enter this room, watch out because the two guards will charge at you as soon as you enter the room.
When you enter this second half, try not to get hit by the laser-shooting statue and push the middle block on the right side of the room to open the door, then go into the next room.
When you enter this village, don't worry about having to visit the house that the Sanctuary sage asked you to visit since it's absolutely optional.
When you enter this village, go down along the rightmost path all the way through town.
When you enter, head directly north.
When you enter, watch your footing as spikes line the area and getting pushed into them really does hurt.
When you enter, you see a giant turtle with a rocky exoskeleton (or shell, whichever you prefer).
When you exit again, use the Magic Mirror again to get back to the Light World.
When you exit the cave and end up on Death Mountain, make your way right and up, then up and left to the long ladder.
When you exit the cave, jump down off the ledge.
When you exit the dungeon, there will be a building northwest of your current position with a chest above its door.
When you exit the dungeon, you are still in the Village of Outcasts obviously.
When you exit the log, go left and walk in the gap between the large trees to the left, then go up.
When you exit the tunnel, go up into the following room.
When you exit this room, go south.
When you exit this tunnel, go right into the next room.
When you exit, I would suggest stepping back into the warp.
When you fall in, you can get four good stabs at Ganon before he starts talking.
When you fall, you'll be on the floor below.
When you feel that you can take on their wrath, hit the crystal switch turning it red and releasing them.
When you feel that you can take on whatever is down there, drop right down.
When you finally cross, you will reach a room that's actually solid!
When you finally do enough damage to him, he'll tell you that he's going to use his Darkness Technique, and then the room will go semi-dark.
When you finally figure it out, open the locked door and continue.
When you finally get to the final cell, a young lady will be waiting for you.
When you finally get to the north side of the room, go up the stairs to the first floor.
When you finally get to the other side, go through the doorway to the next room.
When you finally reach the door out of here, don't actually exit just yet.
When you finally reach the three-way fork, take the one that goes south.
When you find a tiny block (One of many, many Super Mario stuff here) use the staff of Somaria on it.
When you find it, bomb it and go through the hole you make in the wall.
When you find your way out, you will realize you were inside the tree trunk we had passed previously.
When you finish jumping around with happiness, find the warp point that you have created before.
When you finish, open the chest in the middle for the Big Key!
When you first enter you'll be in a room big enough to have the Super Bowl & have some room left for a few malls (have I heard that before, it's in an Animorph book) anyway go up to meet an Evil Eye.
When you first meet him, he'll take Zelda & use evil magic (actually it's not so evil, as he's just making the game longer & more fun) to send her into the Dark World, & himself disappear.
When you fly into Kakariko Village in front of the weathervane, go south and east all the way to the south-east section of town.
When you get all the way across the bridge, you'll come to a locked door.
When you get all the way north go through the door at the northeast end of the room, into the next area.
When you get all the way to the left up here, we'll come to that famous juncture that we've seen so many times before.
When you get all the way to the left, go south through the door there to another familiar room.
When you get all the way to the left, go to the staircase leading down there, and go down the stairs, down into the next room.
When you get all the way to the north end of the room, go through the door and up the stairs, to the next floor.
When you get all the way to the north of this room, go through the door there into the next room.
When you get all the way to the right of the room, hack the crystal switch to open up the blocks blocking off the door, and go through the door, leading up the stairs.
When you get all the way west of the rock face, you'll see a circle made by some purple flower bushes.
When you get back outside from the dungeon, go right to the far right path, then go up and out of the Village of Outcasts.
When you get back outside of the Misery Mire dungeon, use the Magic Mirror to warp to the Light World again.
When you get back outside, immediately warp to the Light World.
When you get back outside, use the Magic Mirror to warp back to the Light World.
When you get back to the Light World, you will appear on a solitary island in the middle of Lake Hylia, with nothing on it but a Magical Creature and a heart piece.
When you get close to the pool of water you'll be asked if you want to throw something in.
When you get down there, pick up the skull pot and press the switch, which will open the door to the right.
When you get far enough east you'll come to an icy-looking building on a sheet of ice.
When you get in front of this door, the old man will address you now for the last time.
When you get inside the palace, jump into the water and head left to the stairs.
When you get north enough, you'll come across a staircase, leading back up to a separate section of the upper level catwalk.
When you get out of the other side, you'll be on top of a low part of the mountain.
When you get outside again, lift up the stones in your way and go right, then drop down to the desert area.
When you get outside what you want to do is drop over the side of the ledge down to the bottom again.
When you get outside, go right until you reach a little cave.
When you get outside, try to avoid the enemies and giant rocks falling from above and go down and right to the next cave.
When you get the chance after this, turn and start going up toward the X on your map.
When you get the chance, activate the northwest switch and go left to a new room.
When you get the chance, run down there and press it.
When you get there, Zelda will tell you there's a passage behind the wall ornament and that you need to push it away to get through.
When you get there, follow the right wall up and right.
When you get there, get away from the warp you entered the area with and use the Flute.
When you get there, go down through the room and defeat the blue jellyfish enemy, then continue into the next room.
When you get there, go left and pull yourself to the skull pots across the pit, then defeat the pink-tinted Stalfos and hit the crystal switch nearby with your Sword to lower the blue barriers.
When you get there, go left and you'll reach another green monolith.
When you get there, go right and up the path, then go right and drop down to the lower section of the room.
When you get there, go straight up through the middle door into the next room.
When you get there, go up and right, then use the Hookshot to cross the gap.
When you get there, go up into the next room and just continue ahead into the following room.
When you get there, go up the ladder and you'll see a chest in the run-down version of the Blacksmith's Shop.
When you get there, go up the path and defeat the Mini-Moldorms and avoid the fire chain.
When you get there, go up the steps and walk up to the stone in the middle of the area.
When you get there, push the block below you down to open the south door and then head south through it.
When you get there, take the right path and step on the switch to open the door.
When you get there, the maiden will ask you not to go outside for some reason.
When you get there, you will find two pots just below Link.
When you get through the west door, lift the skull pot and hit the button to reveal a chest with KEY inside.
When you get to a bunch of green rocks blocking the path, dash into them with the pegasus boots.
When you get to a cave, ignore it and go left.
When you get to a series of blocks, push the middle one out of the way, and go up the stairs there to the next room.
When you get to another fork, take the lowest route.
When you get to the Dark Palace, go up the steps to the entrance and Kiki will offer to open the door for you if you pay it 100 rupees.
When you get to the blocks, push the middle one forward, and then go around it and head up the stairs to the next floor.
When you get to the blue thing in the middle of the passageway that hits you back if you hit into it, you need to equip and use the Magic Cape, which will make you invisible to it, and allow you to pass right through it.
When you get to the boundary, go down again, then right to the wall.
When you get to the center platform in the swamp, go north to the top of it, where there will be a lightning bolt in a circle on the ground in front of you.
When you get to the end of the catwalk, walk up the stairs, and then go through the door and up another flight of stairs, to yet another floor in this seemingly endless castle.
When you get to the end of the hall, go left and down, then up the ladder.
When you get to the end, don't go up the stairs there yet, but instead, follow the corridor going left, then down, and then right.
When you get to the end, open the chest to get the final item to complete your collection: The completely useless Cane of Byrna.
When you get to the end, you can take the path at the left to get to a chest and pots with LOADS of rupees!
When you get to the hole in the floor, it seems that you can't get over it.
When you get to the large middle area of the room again, go left and up to the stairs and get to the fifth floor.
When you get to the next screen, head left and down to the large green rock just sitting there (that's actually a set of green rocks in the Light World).
When you get to the other side of the room, dash into the weak wall to create a doorway.
When you get to the other side, go down and left and down into the next room.
When you get to the part where you can jump from the catwalk to the middle platform teeming with Blue and Red Tentacle Monsters, do it.
When you get to the seventh floor, go up into the following room, where you'll encounter Agahnim.
When you get to the south of the room, the door heading west is locked, so instead, go east, to the next room.
When you get to the south of this room, veer to your left, to the locked door there.
When you get to the statues, you have to pull them out of the way.
When you get to the wall, go left through the door into the next room.
When you get to the waterfall, go north, and Zora will sell you his Flippers, but for 500 rupees!
When you get to this staircase, take it back up to the catwalk, and walk west, then south to the first door you get to on the western wall.
When you get to your right, climb up the ladder to the next level, and then go up and swing around left, while still avoiding the rocks and enemies.
When you go through, note the five Laser Eyes just ahead.
When you go west one screen, you'll be where Link's House would be in the Light World.
When you got the amount, go buy one.
When you grab the crystal, the maiden within it will talk to Link, thanking him and telling him more of the story of the Golden Land and the Triforce, so listen carefully!
When you have it, do not dash, lift things, etcetera, and do not jump over ledges.
When you have the option to go down again, go all the way down and take the bottom path to the right, then up.
When you head south far enough, you'll come across a ladder leading into the river.
When you hit a wall you should see a door on your left, head through this door.
When you hit him, he'll jump back up in the air and repeat this monotonous process.
When you hit them with the sword or boomerang, the blue and orange barrier blocks will rise and fall.
When you hit them, they split into several smaller ones.
When you kill one, it explodes segment-by-segment.
When you land atop Death Mountain, you'll be in front of a door that leads into the mountain itself.
When you land on the floor below, you'll see the first dungeon in the game's boss enemy, Armos Knights!
When you land on the next platform, pick up the skull pot and make sure you are lined up with the east block on the platform to your current northwest.
When you land, get off the block and lift the pot below it, then push the block onto the switch to open the door.
When you land, go down and right past the cave and continue right to the ladder while avoiding the enemies and the falling boulders.
When you land, go left to the next screen.
When you land, go north and open the big chest for the Moon Pearl.
When you land, go right into the following room.
When you land, go right into the next room.
When you land, go up and right into the next room.
When you land, open the big chest to get the Blue Mail.
When you land, open the chest to get the Big Key, then use the Magic Mirror to warp to the dungeon's entrance.
When you light it, you'll see that all the invisible floor over the large pit appears.
When you light up the fourth torch, the wall to your left will start to move over, revealing the boss' door.
When you lose it, a "3" will pop on the screen in the upper right-hand corner of the screen, and when it gets to 0, the bomb explodes.
When you make it to the next room, defeat the Helmasaurs and take the Key they drop when you defeat them.
When you pass the fire bar, activate the cape until you're safe, then deactivate it.
When you pick it up, head to the northeast corner of the room and unlock the door heading north into the final room out of the basements.
When you pick up the Cane of Byrna, your Magic Meter will refill.
When you reach a fork in the path, go north.
When you reach a ledge, don't jump down.
When you reach it, go left and lift up the pots, then quickly go left and up before the laser finds and hits you.
When you reach it, the old man will tell you that the maidens missing may still be alive and give you the Magic Mirror to transport from the Dark World to the Light World.
When you reach the 1st Floor finally, continue east or west defeating the enemies to the entrance room.
When you reach the 3 skulls CONTINUE going right.
When you reach the 3x3 pile of flowers, head south.
When you reach the Fortune Teller's House, you can be sure you're due north of the village.
When you reach the Pyramid's front, walk up the first set of steps and then head left.
When you reach the big chest, go left a room.
When you reach the bottom, go down another set of steps.
When you reach the boundary, go down and right and open the chest to get a Key.
When you reach the cracked section of the floor, bomb it to make a hole.
When you reach the east wall, wait for the spike traps to move to the left, then go down and into the warp tile.
When you reach the end There's a pit, there should be a single block by itself separated from the other walls on your side.
When you reach the end of that, head north until you reach another wall.
When you reach the end of the path, go up into the next room.
When you reach the end of this mess, go up the stairs to the fourth floor.
When you reach the end, avoid the spiked ball and double around again.
When you reach the end, begin advancing east until you reach a niche in the northeastern corner of the Swamp of Misery.
When you reach the end, go left and use Bombos to defeat the Gibdos below and the one you ran through.
When you reach the end, go through the north door as the east door is blocked by a blue block.
When you reach the end, head south where you will probably find a Red Dragonman shooting some fireballs at the wall blindly.
When you reach the end, it looks as if the door isn't about to budge as of now.
When you reach the end, just walk along the south wall and head north when you reach the corner.
When you reach the end, lift up the pots and go left, then unlock the door with your Key and go inside the room.
When you reach the end, you will notice a locked door to the west and an open door to the east.
When you reach the far right, the man will talk to you again.
When you reach the first skull pot in your path, stop.
When you reach the intersection where you can either go left or right, go left to the next four-way intersection.
When you reach the ladder, climb up it to get back on dry land in front of a Shop and a nearby Fortune Teller.
When you reach the large room head to the upper left corner of the lower area and go right to the middle staircase leading up.
When you reach the left side by the crystal switch (make sure it's orange, otherwise hit it so it becomes orange), then go down into the next room.
When you reach the next room, defeat the two green enemies and head left, then up to a door.
When you reach the next screen where you can drop down ledges to a building with an arrow carved above its door.
When you reach the north wall, go right and drop off the ledge to the lower parts of the room, then go up into the next room.
When you reach the other side, begin heading north and then northeast as if you were heading to the Witch's Hut.
When you reach the other side, go down into the next room.
When you reach the other side, go into the next room.
When you reach the other side, go left through the locked door.
When you reach the other side, go up the stairs to 4F.
When you reach the palace he'll offer to open the door - he's the only one who can, & he charges 100 rupees, which should make the bugger merry enough.
When you reach the palace just go in.
When you reach the path going down, follow it and use the Magic Hammer to knock down the pegs in your way.
When you reach the river, drop off a ledge into the water and climb up the ladder on the other side.
When you reach the room where there appear to around 12 of them, take your time.
When you reach the sanctuary, listen to what the old man has to say, he will hide Princess Zelda here.
When you reach the second crystal switch, hit it with your Sword to lower the orange barriers.
When you reach the sign which would normally tell you that Death Mountain is ahead in the Light World, read it.
When you reach the signpost, go right and lift up the giant stone, then enter the cave that leads into Death Mountain.
When you reach the south door, deactivate the cape and go down into the next room.
When you reach the southernmost point, head west and break through the bushes and skulls.
When you reach the stairs, go down, cross via a staff platform & get ready for a very dangerous rescue.
When you reach the top, go up into the next room.
When you reach the trees, go north one screen, then follow the dirt path right to an area where you see an arrow on the ground.
When you reach the two blocks in your way, push the right one into the pit, then continue up into the next room.
When you reach the upper half of the right wall north of the locked door, hold Right and walk down to safely unlock the door since there's a laser eye that'll nail you if you stood in front of the door and looked in its direction.
When you reach the very bottom when you exit the cave out of the mountain, drop down to the lower ledge and go down and drop down another ledge.
When you reach the wall, go down and left into the Desert of Mystery.
When you reach the water, jump off the ledge into the water and climb up the nearby ladder to reach the other side of the river.
When you reach where the bridge would normally be heading south, you'll find it blocked by some spike-like things hitting out of the ground.
When you reappear in the new room, go right and lift up the pots in your way, then go up the ladder and unlock the next door with the Big Key, then go into the next room.
When you reappear, just walk up and onto the following one.
When you reenter Turtle Rock, use the Hookshot to pull yourself to the large chest.
When you return, you’ll have the Tempered Sword in your possession.
When you run out of magic energy in your magic meter (which you will), don't worry!
When you say yes, they will have to keep it for a while.
When you see a long line of bushes leading west, take that path.
When you see an arrow pointing up on the ground, go up, and through the bush there.
When you see the large ball it takes up the entire hallway, dash into one of the alcoves to avoid it.
When you see the second block switch, jump into the pit and hit it.
When you see your first Keese, go right and open the chest for a Small Key.
When you shoot at Kholdstare enough, the ice will melt away and suddenly, three eyeballs will start ricocheting around the room.
When you slash your sword, a fireball is launched at you.
When you step on it, the holes on the floor change position.
When you step on the button a chest appears which contains the MAP.
When you strike down the final Lanmola, a Heart Container fall down to you.
When you strip it of them, it will take a different approach to beating you.
When you talk to him, he'll tell you that he's finished and then orders you to hold it.
When you think you can take on the Misery Mire, enter.
When you throw in an item, a Great Fairy appears and asks you if you threw it in.
When you transport and get back to the Light World, you'll be in Lake Hylia, right in front of an island.
When you transport to the Dark World in your current state, as we are now, you won't keep your human form.
When you try to hit them they jump away, so either corner them or do a spin attack.
When you unmask it, you’ll see the face of ugly.
When you use it, all enemies on screen immediately be set on fire after a spectacular fire sequence.
When you use it, all enemies on screen will be frozen for your killing.
When you use it, the large tree/flower thing in front of you will turn into the cave entrance.
When you use the magic cape, you become invisible and invincible, just watch your magic mater.
When you walk around both the top and bottom, skeleton knights will drop down.
When you walk in front of their rotating eye, they shoot lasers in your direction, just for a quick explanation, in case you've somehow forgotten between now and then.
When you walk into the cave-like area, you will notice the Piece of Heart behind four pots.
When you walk over the star, the two holes in the floor change where they are.
When you walk to the light with the young woman, you'll hear the boss music start up.
When you walk up to the now empty pond, it will ask if you would like to throw something in.
When you warp, jump off the edge at the top and make your way east, past the tower.
When you was the girl into the light the boss appears.
When you wear it, you turn invisible.
When you're able to go down again, go over the lowered blue barrier and walk around the spike pit.
When you're all done playing with them, pick up the heart container and the pendant of power.
When you're all done, get your heart container and the crystal.
When you're all healed and ready to go, go upstairs, and you'll be in the boss lair.
When you're at the bottom, head as east as you possibly can and you should see a ledge that you can drop off of.
When you're at the scene with the Fortune Teller's house, go east along the dirt path.
When you're done collecting them head south of the holes and then east through the door to that large room with all the skull pots and the spinning fire thing again.
When you're done here, head south back to the previous room, and then go to the northwest corner of the room and up the stairs, to the floor above.
When you're done sending him to the afterlife, get the heart container and the pendant of wisdom.
When you're done with him, get the heart container and the sixth crystal.
When you're done with that, walk east the blocks are now down and go through the door at the end.
When you're done, head back south to the previous room, and unequip the Magic Cape right away.
When you're finished slaughtering the snakes, continue around and go through the door at the end into a larger but still pitch black floor.
When you're finished, a staircase will appear out of a tree trunk to the south.
When you're in the room with the conveyor belts everywhere & is pretty big, go to the very top & go through the door, using magic powder to turn Fireballs into faeries.
When you're in the water, it's up to you to avoid the Water Bugs the best you can, because you can't use any weapons while in the water.
When you're lined up with the unlit lanterns to the left, use the Fire Rod to light the two to your left.
When you're not being shot at, open the chest to get the Key.
When you're on this ground, equip the Magic Mirror the old man gave you, and use it to transport back to the Light World.
When you're outside again, follow the shallow path down and left, then go left and up and swim into the waterfall to enter the hidden Waterfall of Wishing.
When you're outside again, go left and drop down from the high ledge to the ground, then go up and left until you reach the two lumberjacks cutting down a strange tree.
When you're over the chasm, open the treasure chest to get a key, and use that key to open the door to the south of the room, allowing you to go south into the next room.
When you're ready, drop into the hole and you will face this dungeon's boss: KHOLDSTARE.
When you're ready, go down the stairs in this room to the basement.
When you're ready, head back north and quickly light the two lamps on either side.
When you're satisfied, go through the south door after unlocking it.
When your old man has left the building, go to the right and open a treasure chest here.
When you’re ready, defeat the archer.
When you’re satisfied with your arrow and bomb capacity, exit the Pond of Happiness (come with four bottled fairies and full health from the Fairy Fountain in the pond) and lift the black rock before the cave.
When you’ve beaten it, a Small Key drops.
When you’ve beaten them, pick up the pots to refill supplies and go north into the boss chamber.
When you’ve delivered the final hit to him, a strange creature emerges from its body, turns into a bat, and flies off.
When you’ve gotten some practice beating them, bomb the wall to the right.
When you’ve smote each enemy in the room, go north.
Whenever you need to go back down the mountain, you go through this cave.
Whenever you see one of these boxes with question marks on them, know that you'll need to equip the Cane of Somaria on Link and use it to create a large box on top of the question mark box, which Link can then use to transport himself across chasms and such.
Whenever you see those arrow tiles, walk onto the tile and walk in the direction it's facing to jump over a pit.
Where the Desert of Mystery would be, go above it, if you know what I mean, and then follow this rock face above where the Desert of Mystery would be, while killing the Snake Bushels and other Pig Soldiers you come across.
Where there's a faulty floor on this platform, place a Bomb.
Where there's a white block on the platform, jump off the side to reach a secret room.
Where you move, they’ll be sure to move in the opposite direction.
Where's the Magic Bottle?
Where's the star tile?
Where, we can't exactly fall into it so no need to worry.
Wherever you warp to, it doesn't matter so choose any location and switch dimensions.
Whether an enemy hits you or you purposely try to get off, it's impossible.
Whether you want to complete your file or just save the world again, this game never gets old.
Whew with a capital W!
Which one first?
Which one is the real one though?
Which one to take?
While I'm sure Link wishes it were something else, traverse the obstacle course in the set amount of time to receive a piece of heart!
While avoiding his attacks, equip the Ice Rod and fire it once at his head, which will make him freeze.
While avoiding the Fireballs patrolling the various structures in this room, simple head all the way to the left of the northern sector of the room, where a lone skull pot will stand, as well as a crystal switch.
While avoiding the Flying Bombers, go to the circle of shallow water in the middle of the Lake.
While avoiding the Laser from the Laser Statue, kill off the four weak Snake Bushels, and the doors will open.
While avoiding the Magical Energy roaming the room, grab what's under all of the pots.
While avoiding the Mines, Sandmen and Vultures all over the place, head north and west a bit, to the platform with the stone tablet in the middle of it, and three alien-looking heads forming a triangle around it.
While avoiding the Spike Roller patrolling the middle of the room, as well as the two statues shooting fireballs at each north end of the room, walk north the door locked by the Big Key, and unlock it.
While avoiding the Spike Roller, chuck your Boomerang at the Crystal Switch and then quickly run to your left to the treasure chest.
While avoiding the Spike Trap to your north, work your way to the right-hand side of the room, where there's another door leading to your left.
While avoiding the Spinners, grab the arrows from underneath the clay pots.
While avoiding the deadly lasers of the Laser Statues, slay both Red Gnomes with the Bow and Silver Arrow like we did before, and the sealed door to the north will open up.
While avoiding the endless barrage of Wizards that come into the room, push your way into either of the torch areas, but don't light them with your Lamp yet!
While avoiding the fireballs the numerous statues are shooting at you, and the various Water Ball enemies firing at you, kill the two Water Bugs.
While avoiding the harmful lasers being shot at you from the Laser Statue, go south out of the door, to the outside of the palace.
While avoiding the lasers from the Laser Statues rotating around the middle of the room, slay the two Dragon Knights and the door leading south will open.
While avoiding the two Spinners patrolling the area, grab all of the blue rupees in this circular passageway, while getting the key and arrows out of the two treasure chests to the southwest and southeast of the room.
While avoiding the two Spinners patrolling the area, grab the load of blue rupees ripe for the taking, and then head back to the previous room.
While avoiding the wrath of the Wall Masters, go to the north end of the room, and swipe at the middle group of vines there, which will reveal a hidden entrance leading to another room to your north!
While blocks of ice fall on you, the cloud divides into three smaller parts.
While charging a Spin Attack, you cannot turn around, making this the ideal way to go north back into the main room undetected.
While doing that doesn't seem to do anything right now, you will be glad you listened to me later on.
While doing this, you will need to defeat two Stalfoses to get through.
While going through you'll face Octopi, & they fire rocks at you that reduce your health by a whole heart, & guards that come to life when you come near them & take four hits.
While he's blue, equip your Bow and Silver Arrow and shoot him with it, which will make the room go back dark.
While in the Dark World, walk north a bit back up to where the Blacksmiths' house would be in the Light World.
While it is charged, you cannot change facing directions so the Laser Eye won't see your face.
While it retracts, make your way to the south doorway.
While it's white, slash at it with the Master Sword to destroy.
While on the Somaria platform, quickly steer it towards the two lamps while the two you just lighted are still blazing to open the sealed door on the north wall.
While riding a staff platform use the fire rod to ignite the torches.
While standing on that ledge use your Magic Mirror and it will return you to the Light World, beside a cave.
While that isn't especially dangerous now (we're all but two screens left of the entrance), when you get deeper and farther into the dungeon, you'll probably be far more weary of the Wall Masters.
While the switch is located on the upper left-hand side of the statue, carefully lift all of the jars (while avoiding making contact with the statue's eye, which could mean damage from its powerful laser) to collect various hearts, rupees, and other such goods.
While this is going on, equip your Fire Rod and fire at the ice of Kholdstare eight times.
While this is going on, shoot your arrows at any Armos you want.
While we usually have little adventures in between dungeons, we don't have that here.
While we’re thinking, you have two pitchfork-throwing soldiers to kill.
While you avoid the fireballs from the statue, lift the pots (skulls) until you find a small key under one of them.
While you can get knocked (or simply walk) into the chasm, you can also slash, push, or steer enemies into this chasm as well.
While you can use your sword on them, your best bet is to wait until we get the Bow and Arrow from within this dungeon to fight them with.
While you do that, notice the strange, cris-crossing pipes that are twisting around this room.
While you walk, beware of the Yellow Slimes coming out of the floor behind you!
While you walk, you might notice some Octopods floating over ?
While you'll be zoned off from a majority of the room, you can still get ten rupees (two blue rupees worth five rupees each) out of the two skull pots in front of you.
While you're fighting off Vitreous's eyeballs, the giant eyeball itself will occasionally send a lightning attack you similar to the one that Agahnim uses.
While you're invisible, you can walk right through it.
While you’re here, bomb the wall to the right to find a Fairy Fountain.
Whip out some Bombs and blow a nice, large hole in it.
Whip out the Hookshot or the Boomerang I'd suggest the Hookshot as it shoots quicker and shoot it at the red crystal switch from behind the red blocks to lower the blue blocks.
Whip out your Boomerang and chuck it to lower the blue blocks blocking the door east.
Whip out your Fire Rod you sure are using this weapon a lot against bosses and begin shooting fire at Kholdstare's current form.
Whip out your Magic Hammer and avert your eyes to the two brown pegs in the ground.
Whip out your fire rod and burn away its big nose to reveal an entrance (it took me forever to figure that one out).
Whoa, it's a cracked wall.
Why are we warping back to the Light World?
Why can't we enter the Swamp Palace?
Why do this?
Why is that, you might ask me?
Why we did this will be evident in a while.
Why would I lead you to a dead end?
Will do.
With 3/4 of the Heart Pieces collected for this Heart Container, I bet you are itching to get the 20th.
With Silver arrows, it shouldn't take more then four or five shots to eliminate this boss permanently and end the game.
With Titan's Mitt on hand, you can lift these up with ease.
With Zelda’s help you can push this shelf to the side.
With a Magic Cape in our arsenal, we can venture off to the Dark World's Death Mountain.
With a limited number of hearts, you’re definitely going to want to conserve health for the boss.
With adequate preparation it shouldn't be too hard to defeat this boss, by adequate preparation I mean full health and full magic, anything stored in your bottles is just a bonus.
With all those potions it's going to be pretty hard to lose.
With both upgrades under our belt, exit the Mysterious Pond.
With fireballs flying, rush it and attack the last head madly.
With full hearts from Zelda, make sure that you have as many hearts as you want.
With him slain, simply go through the northern door there and north into the next room.
With his partner back, the blacksmith will now temper your sword.
With it in hand, take the ladder down a tier and go right to a new region of an old room.
With it in his hands, Link touches it and his wish is granted.
With it that much easier, walk north one step onto the stars in front of you, which will rearrange the holes in the room.
With it you can stun many enemies, as well as drive wooden stakes into the ground, which allows you to further explore the Dark World.
With it, we can thwart the wizard that is driving Hyrule into a ditch.
With it, you’ll take half as much damage as normal!
With its magic, you can unleash polar winds on your enemies.
With no Key, we only have one choice.
With no enemies in this room, go south through another door, and we'll be back in the huge room.
With nothing to do in that small area Well, I suppose you could choose to stay but good luck freezing, head back west to the four way intersection and the five blocks.
With our new Key, you can open it.
With six more crystals to go as well as the epic battle with Ganon still ahead, there's still much to do.
With that completed, you’ll be left with a single red Eyegore Statue (takes two arrows, not one).
With that done, inspect the west wall for a crack and place a Bomb there.
With that done, you can now exit.
With that in hand, kill the Red Dragon Knight in this room (the difference between the two is basically that the Red one takes two hits to kill, and can shoot fire that you can't block with your Red Shield, while the Blue one only takes one hit to kill, and has no weapons to shoot at you).
With that in mind, an Ice Monster comes out of the wall to the left.
With that in mind, step on the star switches and make your way around the room until you can go through the door.
With that key, unlock the door leading south on the left side.
With that under our belt, go through the door leading east.
With that, Agahnim will be defeated for now but he isn't down and out just yet.
With that, I guess you can say going through that was well worth it.
With that, return again to the Dark World.
With that, she is sure that you can end Ganon.
With that, the Skeleton Knight falls from the ceiling.
With that, you can exit.
With that, you might realize that it was completely useless picking up the Key and opening the door as all it was was a shortcut back to this room.
With that, your heart level will increase by one Heart Container.
With the "young woman" trailing you, walk into the sunlight in the middle of the room (if you didn't bomb the floor above like I told you to earlier, this won't work).
With the 7th Crystal in hand, Ganon awaits us at his castle tower.
With the Big Key in hand, head back south to the previous room and then bare left into the next room.
With the Big Key in hand, use it to open the chest and take for yourself, the treasure of the Turtle Rock.
With the Big Key, open it for the Cane of Somaria!
With the Big Key, you can open the doors defeat the Blue Dragonman until you reach the end where a young lady awaits.
With the Blue Mail now on our skin, we turn blue.
With the Bow and Arrow equipped, allow them to do their several formations, including circles, straight lines (both vertical and horizontal), and other such nonsense.
With the Bow and Silver Arrow, slay both of these enemies, and you'll see three skull pots to your north.
With the Golden Sword, it should be fairly simple.
With the Golden Sword, two hits will take him out.
With the Hookshot in hand you are now able to acquire a whole bunch of stuff from around the world.
With the Hookshot, you can beat them in one hit even if they are electrically charged.
With the Key in your possession head back upstairs and lift the pots here to find a button which opens the door below you.
With the Key, go back upstairs to the second floor.
With the Magic Cape still equipped, go to the newly discovered treasure chest and grab yet another key from out of it.
With the Mirror Shield now with us, locate the north doorway and go through.
With the Pegasus Shoes, run right into them to shatter them as well as reveal a staircase leading into a passageway.
With the Power Glove in hand, an entire new area of Hyrule is now open to us, which we need to now go to, because we need to purchase some Flippers for Link!
With the Quake Medallion now in your arsenal, you can now defeat Ganon!
With the Skull Woods now under your belt, we can disembark to the next dungeon which isn't as annoying thankfully.
With the Titan's Mitt now in our grasps and on our hands of course, a whole new set of options and rewards are open to us.
With the blacksmith's partner returned, they both thank you very much, and promise to temper your sword!
With the block out of the way, pound the pegs to reach two pots with Arrows and Bombs.
With the collection of every four Heart Pieces, you get one extra Heart Container so there's no reason you shouldn't pass up the chance to collect all of them.
With the defeat of this particularly mediocre boss, you get another Heart Container and of course, the fourth crystal.
With the enemies defeated, you'll find that the center door to the north is sealed shut.
With the final Pendant collected, we can finally venture to the Lost Woods to pick up the Master Sword.
With the fire rod, defeat the two ice statues that come to life and a chest will appear.
With the help of the magic cape, cross the spikes.
With the help of your mighty Titan's Mitt, lift the heavy stone at the right to reveal a transporter, then go into the Dark World.
With the key you got from one of the Blue Floaters, unlock this door, and go south into the next room.
With the new Power Glove now in your inventory, we now have access to the Waterfall of Wishing area.
With the new found power of the Hookshot, we can now get the Magic Cape and some more heart pieces, so this section of the walkthrough is dedicated to that, before we go to the next dungeon in the Dark World.
With the newfound power of the Hammer, we can now get three more pieces of heart, and other such items, which is a good thing, trust me.
With the three Pendants in hand, Link can now find and equip the Master Sword, located in the far reaches of the Lost Woods.
With the three heart pieces we needed to find in hand, we can now go to the third dungeon.
With the three wizards slain, the door to the south will open.
With the treasure of the Ganon's Tower in our hands, I bet you feel that you can take on anything.
With the water flowing now, go south and left (while avoiding the Fire Snake once again) to the flowing water, the new river we've created, if you will.
With them in hand, go south and then west.
With these now equipped, you are looking VERY STRONG.
With this hole in the Pyramid of Power, enter into it and approach the small waterhole there.
With this in mind, it should be easy to get to the end (that is, where the balls are coming from).
With this, you now have access north which will lead you to another set of stairs leading down.
With this, you will now be able to use more magic without running out as quickly.
With this, you're granted a lot more freedom to explore and such.
With your Fire Rod still equipped, kill the enemy and then go through the east door.
With your Lamp still equipped begin lighting all the torches so you can see.
With your upgraded Silver Arrows however, these Armos Knights fall as quickly as they came making this regenerated boss battle one of the easiest in the Ganon's Tower.
Within her cell was a treasure chest.
Within its walls, Zelda has been kidnapped and the monk lies on the floor.
Within the big treasure chest is the dungeon's special item, the Fire Rod.
Within the cave, run all the way up to the northern part, and then walk up the stairs to the higher platform, which will lead to a door with stairs leading up to the next floor.
Within the chest is the Ice Rod.
Within the room are two Floating Skulls and a Blue Floater for you to contend with, as well as a fireball shooter.
Within the room are two more Red Armored Knights with spears, but they just plunge them at you, then don't throw them.
Within the shack are several pots, hiding some rupees, bombs and arrows for Link to throw into his inventory.
Within the treasure chest is the dungeon's Compass.
Within these eight skull pots, you'll find some arrows, bombs, magic potion and hearts.
Within this cave, grab the four Bombs and four hearts out of the eight clay pots in front of you, and head all the way north.
Within this treasure chest, when you open it, you'll find the dungeon's Big Key!
Within, you'll find hearts under some skull pots, if you need any.
Within, you'll meet the famed Sahasrahla, the village elder, and a direct descendent of the famed Seven Wise Men.
Within, you'll see cracked walls along the south of the room, and some skull pots.
Without full magic, just imagine fighting this creature.
Without the Book of Mudora, the writing will just appear gibberish Hylian and you wouldn't be able to go any further.
Without the Magic Cape, walking through this stuff would be quite painful.
Without the halved Magic Meter you should have, you will run out of magic about 3/4 of the way and would have had to lose quite a bit of health.
Wizrobe refers to the mini-boss type), warp around the room and shoot blasts of magic, usually elemental.
Wizzrobes, also called Wizrobes (the difference lies in the type.
Wizzrobes: Back from NES, they fire energy beams at you that can't be deflected.
Woo!
Woohoo!
Words of wisdom - walk, don't run, and don't jump cliffs or anything like that.
Work your way (by running into and smashing the large green rocks) to the upper right-hand corner of the graveyard, where the large green rock is.
Work your way carefully to the left-hand side of the room, out of the way of the Chain Balls, but as far south as you can.
Work your way into the middle of the room, where you'll see a treasure chest, flanked by two gray blocks (one of which has a star on it).
Work your way left across the room to this door, and go though it.
Work your way northward and go through the door and up the stairs to the next floor.
Work your way northward, to the staircase leading upstairs.
Work your way over there first, opening the chest and grabbing the key, and then work your way back to the right-hand side of the screen, where you can open the door, and work your way into the next room.
Work your way south two rooms, back to the catwalk room.
Work your way southward, avoiding the chasms all over the room, until you get to the huge Firewall circling around a block to the south of the room.
Work your way to the middle of the left-hand side of the village (called the Village of Outcasts), where there will be a house with a huge treasure chest on it.
Work your way to the north boundary of the track and use the Pegasus Boots to dash to the left.
Work your way to the opposite side of the dungeon so that you are in the southeast corner of the room.
Worms: Move erratically, & can be taken out with a single spin attack.
Worry not, though.
Worry not; just slash them both once to do away with them right away.
Worse than that, though, he leaves behind no Heart Container!
Worse, you must hit the crystal switch several times & push the top block in the right group to make the key chest appear.
Wow, what a really weird friend Link has.
Wrong, start walking a bit up and meet a number of Floor Tiles.