Hint:
Palace of the four swords: After successfully completing the game, watch the ending
sequence. Then, go back into the game and it will notify you that you can
now play the Palace Of Four Swords It is located in the hole east of The
Pyramid Of Power. Once inside, there are four Bosses and a new Boss after
beating them. It will unlock a quest log and the alternate ending sequence.
Hint:
Chris Houlihan room: During the SNES era, Nintendo Power magazine had a contest to get
someone's name in a game. Chris Houlihan won. To find his room, save and
quit at the Light World (Running Boots needed). Start at the Sanctuary. Run
out of the Sanctuary and go south. Follow the path to the village, but go
south before reaching the village. You will end up west of the castle. Keep
running and do not stop. Find the hole under the bush that goes into the
castle. Run its location and run into the bush. You will fall into that
hole. If done correctly, you will find the Chris Houlihan room, lined with
blue rubies and a tile that says "I am Chris Houlihan this is my room
keep it between us". Also, if you fall in the hole at the battle with
Gannon there is a glitch that takes you there.
Hint:
Riddle quest: Obtain ten medals in the Four Swords multi-player mode. You can
start a riddle quest with the Lumberjack in Link To The Past.
Complete the Riddle quest to obtain the Hurricane Blade special move.
After collecting ten medals in
multi-player mode, go to the lumberjack resting in the woods north of
Karariko village. Inside his house, he will ask you ten riddles. The answers
are as follows. Note: To pick up the answer, catch it in the bug catching
net. Your reward is the Hurricane Blade Attack. This is an attack which you
continue to spin your sword by charging your blade, then continuously
tapping B.
Riddle 1: A Cucco (found in
Kakariko Village)
Riddle 2: A Sand Crab (found near Zora's waterfall)
Riddle 3: A red rupee
Riddle 4: A fish (found near drained pond)
Riddle 5: An Octoballoon (appears from weird balloon things that explode
near Lake Hylia)
Riddle 6: Slime (sprinkle Magic Powder on a Walking Bush)
Riddle 7: A squirrel (found near the real Master Sword)
Riddle 8: A fake Master Sword (found in Lost Woods)
Riddle 9: An apple (ram an apple tree.)
Riddle 10: A Cukeman (sprinkle Magic Powder on one of the green blob-like
creatures)
Hint:
Free Green Potions: This trick requires the Zora's Flippers, the Power Gloves and the
Pegasus Boots. From Hyrule Castle, go east and head north through the rocky
area with the bomb throwing person. Head north and pick up the small white
rock. Continue north. Work your way past the Witche's Hut and go all the way
east on that screen. Pick up the big white rock and exit to the east. When
you get to the dashable rocks, destroy one and hook around to the ledge.
Make your way north. Jump off the ledge down to where the crabs are located
and go north slightly more. Swim into the waterfall. This is the Waterfall
Of Wishing. You can upgrade your shield to the Lv 2 Shield and your
Boomerang if desired. If you throw an empty Bottle in, the Faerie will fill
it with Magic Potion. Repeat this as often as desired.
Hint:
Unlimited health or Rupees: Go to any building or location with hearts or Rupees that you can
enter and exit easily. Every time you enter it, the Rupees or Hearts
previously collected will reappear. Note: This does not work in major
levels.
Hint:
Rupees: Get the Master Sword, then return to Hyrule Castle. Chop down any
bushes and weeds, and kill all enemies outside the castle. Return to the
secret entrance which your character fell into at the start of the game and
jump in to reach a room full of Blue Rupees.
Collect at least 100 Rupees
anywhere in the game. Then, go to Kakariko Village, and head as far south of
the town as possible. Go all the way down where there are three houses where
you picked up the Book Of Mudora. Go to the house on the bottom right and
enter. Pay the thief 20 tokens and select a chest. You can keep doing this
as long as desired and begin to build up Rupees.
There is a place near the
Desert Of Mystery with two big green rocks that you can pick up with the
Power Gloves (one in front and one behind) Pick up the one behind it and go
in the passage that was under the rock. There are ten pots inside, and under
each is a Rupee. This can be done before and after you defeat Agahnim as
many times as desired.
Go to the Lost Woods
immediately above where the lumberjacks are located to find a tunnel. Enter
it to discover three chests. The man there will offer to open one of the
chests for 100 rupees. One chest contains 20 rupees, but both of the other
cheats contain 300 rupees. Note: This may only be done once.
Get 100 rupees by any method.
Go to the forest and enter at the top by the wood cutter's house. Then, keep
going forward and you will find a log. Enter it. When you are inside, pay
the man to open a treasure chest. Open the middle one. You will get 300
rupees. Exit and do it again until you get 999 rupees.
Go to the house in eastern
Kokiriko Village where the lady is guarding. Go into the house , pull on the
picture, and collect the rupees. Leave and dash into the tree in
north-eastern Kokariko Village. After that, kill all of the guards and enter
the house again. Pull on the picture and you should get 80 rupees. Note: You
can only do this trick after defeating the wizard (Agahnim) for the first
time.
Note: You must have the flute
for this trick. Play the flute and let the bird fly you to the dot that has
the 8 on it. Continue north until you make it to a fairy cave. Inside will
be a statue of a fairy. Ram into the statue and a sparkling bee will appear.
Catch it and sell it to the man that sold you the bottle to at Kakariko
Village. He will give you 100 rupees. You must have the flute and have the
bird free -- if you do not, the bee will attack the bird post.
Drain the fountain to the east
of the desert, then grab a fish. Walk to Kakariko Village, and the man will
trade 5 rupees, a magic container, a heart, an arrow, or a bomb for it.
When you are walking around and
see a rock that is glistening, hit it as many times as you can. It will send
out rupees. Be careful and do not over hit it, as lit bombs will appear.
In the Dark World, go to where
the graveyard used to be. In the upper right corner is a pile of rocks that
you can dash into. Slay the enemy nearby and ram into the big pile. A red
rupee will appear. Leave by going to the screen to the left, then return.
Ram the rocks again and another red rupee will appear. This can be done as
many times as desired.
After getting the bug net and
the whistle warp to section 8 on the map, follow the path to the healing
cave with the fairies. Dash into the statue and retrieve the bee that
appears (the Good Bee) and take it to the villager in Kaikaro Village where
you bought the bottles. Unleash the bee and he will pay 100 rupees for it.
This trick can be repeated as many times as desired.
In the Dark World, go to the
Witch's Hut. Go northwest to where the One-Eyed Giant (the thing that throws
green bombs at you) is located. Run into the tree near the One-Eyed Giant. A
blue rupee will appear. To get another blue rupee, go to the next screen to
the left then return to where the tree is located.
Note: This trick requires the
Power Glove. Go to the man who has a sign next to him that says he is an
average guy and tells you to leave him alone. Go south from there and lift
the square shaped boulder. Go inside the cave. Lift all the pots to get
rupees. Keep doing this to get as many rupees as desired.
In Kakariko Village, when you
have the Pegasus Boots go to the path that leads to the smith. There is a
tree here. Use the boots and bump against it. Five rupees will fall out. Go
in a house and come back out. If you bump against the tree again, another 5
rupees will fall out. Repeat this as many times as desired.
In Kakariko Village, there is a
house with a green roof atop of it. Enter it. Go downstairs and get the
three treasures. Bomb the crack in the same room. Lift all six jars. They
all contain 5 rupees (30 total).Get the heart container. Leave the house and
return .Go to the room with the jars. Lift them again and you also will gain
the 5 rupees. Repeat this as many times as desired.
In one of the houses in the
village is a picture of Mario. If you pull on it, Rupees will fly out.
To get rupees, go to the place
where you got the Ice Rod. Next to it will be a cave. Go through both doors
in the last room to reach a statue of a fairy. Dash into it, then catch the
golden bee. Go to the man where you got the first bottle. Stand there and
release the golden bee. The man will see it and now trade 100 rupees for
your golden bee.
Hint:
Silver Keys: Complete each level with a team score of at least 1000 rupees,
then defeat Vaati.
Hint:
Gold Keys: Complete each level with a team score of at least 3000 rupees,
then defeat Vaati.
Hint:
Hero Keys: Complete each level with a team score of at least 5000 rupees,
then defeat Vaati.
Hint:
Extra bombs or arrows: Go to the Pond Of Happiness in the lower right corner of the map
and throw in rupees until a fairy appears. She will ask if you want to carry
more bombs or arrows. Select which ever you prefer, as you can repeat this
until up to 50 bombs and 70 arrows are accumulated. Note :A large number
rupees are required.
Hint:
Apples: To get the apples, you have to go to the Sanctuary. You will see
two trees if you go down slightly. Bash the right one and you will see
apples falling out from it. Note: One apple does as much as one heart. After
you have defeated Aghanim, this will be an entire beehive, and about ten
bees will chase you.
Hint:
Cane Of Byrna: To get the Cane Of Byrna, you will need at least two bottles with
Fairies in them. The cape is helpful, but not needed. You will also need the
hammer and a full thing of magic. Go into the mountains and warp into the
Dark World. Find the odd creature kicking the ball. Go to the right and look
for a ledge. Jump off the ledge to appear on another ledge. Go into the
opening. There will be three shining orbs that you must smack down with your
hammer. After you have smacked them, you will notice that the entire floor
is made up of spikes. Put on the cape and follow the room up, to the left,
then up again. Your magic will give out and you must now rely on your
fairies to bring you back to life after you die. You will eventually reach a
big rock. Pick it up and proceed up to a treasure chest. Open it, and you
will receive the Cane Of Byrna. It requires magic to use. When used the cane
will surround Link with a ball of light that orbits him, killing any enemies
that enters its path.
Make sure you have at least two
Fairies, full health, and full magic. When you warp to the Dark World from
Spectacle Rock, jump off of the small opening and go into the cave. Smash
the pink things that appear from the ground. Quickly run across the spikes
until you die. When you die, you will see a Fairy rise and revive you.
Continue on, and when you are flashing it will not take down your health
when walking across the spikes. You should reach a big rock. Lift it up and
toss it aside. Finally, go up to the platform and get the Cane Of Byrna.
There are Skull Pots with Hearts under them. Get them and use the cane to
get out. A ring of light will protect you from getting hurt from the spikes.
Use the following trick to get
the cane earlier. Note: You may need the Moon Pearl to use potions. Have two
bottles filled with a Red or Blue Potion, the hammer, and go to the top of
the mountain in the Light World. Take the warp to the Dark World under the
stone in the ring of rocks and fall off the ledge directly under where the
cave is located. Inside the cave is a floor of spikes, which would normally
require the magic cape to cross. Run (do not dash) after hammering the
moles, and you will get there. As long as you come in with about full
hearts, you can use a potion when you get down to about two, and you should
have no problem getting to the cane. You can either use the second potion to
get back across, or just save and quit to return to the entrance of the
cave.
Hint:
Ice Rod: Go to where the witch's hut is located and pull up the rock. Go
south, then go east There will be two caves, one open and one that needs to
be bombed. Bomb it to get the Ice Rod.
Hint:
Jar: A hidden jar is underneath the bridge at the Hyrule Lake. One is
bought by a man in the city, sitting on a rug. There are two other hidden
jars in the game.
Hint:
Super bomb: Complete the Ice Palace followed by the Misery Mire Maze. Go to
your house in the Dark World and buy the orange and white bomb.
Hint:
Rupees or bees: If you receive the Pegasus Boots, run into some trees that are
not connected with other trees. You will either get some rupees or some bees
that chase you.
Hint:
Selling bee for rupees: You can sell the Good Bee from the cave next to the Ice Rod cave
(go inside, dash into the Fairy Statue and catch the bee that appears). Get
the bee, go to the man who sells you the bottle in the village next to the
castle, and release the bee. When it touches him, he will give you about 100
rupees. This trick cannot be repeated.
Hint:
Buy golden bees: Get the golden bee in the cave next to the cave where you
obtained the Ice Rod by dashing to Fairy statue. Before you sell to the man
who sold a bottle for 100 rupees, go to the shopkeeper in the Dark World
village who sells bees and fairies. He will say something about your golden
bee. Leave the building and re-enter. You can now buy golden bees for 88
rupees.
Hint:
Transformations: Go to the village. Enter the house to the left, with the
patrolling lady. One of the pots contains a chicken. Throw magic dust on it
to it turn into a lady.
The green characters in Light
World near the witches hut will turn into hotdogs, and the soldiers will
turn into sand bags.
If you throw magic potion on a
bee it will turn into a fairy.
If you throw magic powder on an
orange fireball that takes away hearts and magic, it will turn into a fairy.
Hint:
Stab attack: When you have Roc's Cape, press A to jump. When you are at
your highest position, press Down + B. If done correctly, you
should put the sword between your legs and jolt down. This is a powerful
stab attack that will really hurt your foe.
Hint:
Kill a Goron: To kill a Goron, the little things that run around about at Death
Mountain where the boulders fall, sprinkle the Magic Powder on them. They
would turn into some odd creature. Kill them with a slash of your sword
while they are transformed.
Hint:
New technique: When you play with a friend(s), someone gets a medal. Once one
person gets ten medals, he or she will be able to do the Riddle Quest (in
the original game). Go to the Lumberjack resting in his house. Once you have
ten medals, he will give you a basket and tell you some riddles. Think
carefully and they will make sense. Some answers (you have to grab them) are
a crab by the lake, a chicken, and a red rupee. After you solve them, you
get a new technique.
Hint:
Random items: Go one screen down from Link's house. Near the Fairy Cave, you
should find a strip of grass with a soldier in it and a bush to the left.
Run through the strip of grass with the Pegasus Boots. You should find a
beetle (not very obvious) turned on its back. It should say "Fine take
it, thief" and you should get a random item (not dungeon). Note: You
may need to do this a few times. You can repeat this as many times as
desired.
Hint:
Different swords:
Silver Sword This is the sword obtained from your uncle at the beginning, when you
go in the castle.
Master Sword This is the sword you get when you collect the three pendants. Once
you have them, go to the top of the Lost Woods. Press A + L
after getting the Master Sword, then go back to the castle and show it to
Zelda.
Tempered Sword You get this sword after obtaining the golden glove in level 4. Then,
save the Smith brother by the Library in the Dark World. Warp into the
Light World, go to the Smith house, and they will temper your sword.
Golden Sword This is the ultimate sword. You have to complete every level, except
for level 7, in the Dark World. Then, go to your house in the Dark World
and they should sell you a big bomb for 100 rupees. Take the bomb to the
golden pyramid and blow up the large brown square with the big crack.
Hint:
Silver Arrows: Throw your bow in the pool where the Golden Sword was obtained to
get Silver Arrows.
Hint:
Magic Boomerang: Obtain the Super Bomb after completing four dungeons. Then, go to
the Bomb Shop where Link's House is in the Dark World. Purchase the Bomb.
Take the Bomb to the crack in the Pyramid and blow up the wall. Enter the
hole and throw your sword first (only if the sword is level 3), followed by
your arrows, and finally the boomerang. You will receive the Gold Sword,
Silver Arrows, and the Magic Boomerang. Note: The boomerang should turn a
reddish-orange color.
Hint:
Get Magic Boomerang earlier: Buy your Water Boots from the shopkeeper at the top of the map
for 500 rupees. Then, swim down to see another waterfall. Go inside, put in
your shield and boomerang, and they should upgrade.
Hint:
Get Power Gloves Level 2 earlier: Use the trick to get to the Dark World village early. Pull on the
gargoyle's pitchfork to make the level appear. Once you have them, you will
have access to most of the side areas.
Hint:
Get Second Tunic earlier: Once you have gotten the second Power Gloves, go to the island in
the Light World where the fairy who upgrades bombs and arrows is found. Take
the warp under the dark rock and you will pop out in front of the entrance
to level 5. The only extra item you need is the Bombos Magic, as this area
is not supposed to be unlocked until you have the Fire Rod. Note: To get the
Bombos Magic, go to the area where the entrance to the desert would be in
the Dark World and warp in the area that is enclosed by posts. Also, you
will take a lot of damage; having all four bottles filled with the Blue
Potion will help. Use Bombos on the icy enemies and then on the ice
protecting the Boss. Note: There is a room where you are supposed to use the
Hookshot, because the door closes behind you trapping you without it. If you
go in there, use the Mirror to warp back to the entrance. Take some side
paths and eventually you can work yourself around until you are in the area
past that room, thereby skipping the entire thing.
Hint:
Run away from your Boomerang: Note: This trick only works with the Blue Boomerang. To get your
Boomerang to chase you, first hit the Boomerang off a surface. Then, run
away in a direction away from where you threw it. For example, if you threw
it to the left, run down or up. If done correctly , your boomerang should
chase you and not catch up until you stop or move a different way.
Hint:
Bomb Medallion: In the Desert, there is a item called the Bomb Medallion. When
you use it, it will engulf all on screen enemies in fire. Go to the
beginning of the desert. Use the Mirror to warp on the cliff and use that
book to read the writing on the rock. You will need the Master Sword or
better. This is the best attack in the game.
Hint:
Get Red Shield without entering Dark World: You can get the red shield without entering the Dark World or
paying 500 Rupees. After you get Zora's Flippers, go to the Mysterious Pond
behind the waterfall. When you are asked to throw something in, answer
"Yes". Throw in the small shield. When the fairy asks you if it is
yours, answer "Yes" and she will give you the Red Shield.
Hint:
Get the lamp in Hyrule Castle: When you start, do not open the chest in Link's house. Instead,
just leave. When link gets the sword and shield, go to the next staircase
then go right. Open the chest in Hyrule Castle to get the lamp instead of
five rupees.
Hint:
Use Fire Rod without magic: When you have the fire rod, you can use it even if you have no
magic. Just keep tapping the button if you have a little bit, and you will
regenerate magic.
Hint:
View Blue Mail: Use the following trick to look at Blue Mail without it. Note:
You can only do this with the Green Mail on Link. Go to Karariko village in
the Light World, and go to Blind's old hideout. Stand in the sunlight, and
you will see Link wearing blue clothes with a yellow hat. Draw your sword
and hold B. The sword will look like the gold sword.
Hint:
Warp: Look on the map and find the lake below the riddle man's house.
Jump into the lake with the Zora Flippers. Swim down and you will find a
water vortex. Go into it to warp to the bottom-right corner of the map.
Hint:
Magic container: Freeze an enemy with the Ice Rod then hit it with the Magic
Hammer. You will most likely get a magic container.
Hint:
Free life and magic medicine: Use the net to catch a small fairy and keep it in a bottle. Go to
the Waterfall Of Wishing and throw in an empty bottle. This trick can be
repeated.
Hint:
Increase magic: Go to the mysterious pond and throw your Ice Rod in. When the
fairy asks if you dropped it, answer "Yes". She will give it back
and tell you not to drop it again. However, she also fills your magic meter.
Hint:
The Three Pendants:
Pendant 1 Starting at your house, go right and up. Look on the map and go to the
building on the right. Enter it to get the bow and arrows.
Pendant 2 Go to the desert. You need the Book of Mudora. When you are in that
temple you can get the gloves.
Pendant 3 Go to Death Mountain. You need the Magic Mirror. When you are in that
temple you can get the Moon Pearl.
Hint:
Bottles:
In the village where you see
the man with four bottles, talk to him, and he will give you bottles.
Go to the long house where
the man talks about his daughter. Exit the house, go to the other side,
and enter. It appear that you can do so, but you can.
After you have obtained the
flippers, cross the bridge and go down. Keep going until you see somewhere
that you can enter. Then, swim under the bridge and talk to the man.
To get the fourth bottle, Go
to where smithy would be in the Dark World. Sooner or later, a blue chest
will appear. Bring the chest to the ex-thief by the desert in the Light
World. He will ask if you will keep it a secret. Answer "Yes"
and he will open the chest.
To acquire the bottle in the
Dark World, use your Magic Hammer to pound the pegs that block you from
your house east of the Village Of Outcast, then touch the locked chest
inside. It will follow you. Go outside and use your Magic Mirror to the
Light World. Lead the chest to the anonymous man (with the sign). You will
find out that he is a lock-picking thief.
To get the final bottle, go
to the blacksmith in the Dark World. There will be a chest here that you
cannot open. Link will take it with him. Take it to the man near the
desert, sitting next to the sign in the Light World. He will open it and
give you the bottle inside.
Hint:
Entering dungeons:
Hyrule Castle: From where you
start, go to the part where that man tells you to get some sleep. Go right
and up. In one of the bushes is a passageway.
Eastern Palace: From your
house, go right, up, right, and up. Solve the maze to enter.
Desert Palace: Go to the
library and dash at the shelf. Go to the desert and use the Book of Mudora
to enter.
Death Mountain Palace: Open
one of the things on top of the mountain and turn into Mr. Bunny. Go to
the dirt that is a different color and use Magic Mirror.
Hyrule 2: Go into Hyrule
Castle and go left then down. Go to where the Force Field is located, near
the eye. Kill it with the Master Sword.
Palace of Darkness: Make sure
you have at least 110 rupees. Proceed until you see a monkey that says he
wants 10 rupees. Give them to him and go to the entrance. Then, pay him
100 rupees.
Swamp Palace: Go to the Light
World near the cave where you drain the water. Drain the water then go to
the Dark World and enter.
Skull Woods: Go into the Dark
World and go to the entrance to the woods. Use the hammer and open the 8
stone.
Thieves' Town: Use the same
method as before, but go into the village in the Dark World. Go to where
the duck would be, and pull on the fork.
Ice Palace: Go to the island
in the Light World that requires 5 or 20 rupees to be thrown. Pull the
black stone and go to the Dark World.
Misery Mire: Use the flute to
go to destination 6. Pull the black stone and enter the desert in Dark
World. If you have not gotten the Ether yet, it is to the left of the
Death Mountain Palace dungeon. All you need is the Master Sword and the
Book Of Mudora. Use your Ether on the Ether icon on the floor.
Turtle Rock: Use the same
method for the Death Mountain Palace and go to the right. Use the hammer
and continue going right. When you see a big black stone blocking three
hammer objects, pick it up. Hammer the things down in order. If done
correctly, a Dark World portal will open. Enter and use the quake.
Gannon's Tower: After exiting
Turtle Rock, go to where the Death Mountain Palace dungeon would be.
Hint:
Chicken attack: Corner a chicken in town and keep slashing it with the sword.
After awhile a group of chickens will attack you. Note: If this is done
twice, you will die and have to start from a saved game.
Find any chicken (even dead
ones in the Dark World) outside of a house. Corner it, then use any
available item to attack it. Keep hitting it until you are suddenly attacked
by flying deadly chickens. The amount of time you need to wait depends on
the item you use. The more powerful, the less the wait. To flee from the
attack, leave the area into a new screen, or pick up the chicken.
Hint:
Avoid tile damage: In the rooms with the tiles that fly at you, stand in the doorway
you came in from, facing towards the room. You will not lose any hearts
because the tiles will just break on your shield.
Hint:
No damage: Once you get the Hook Shot, you can avoid damage. Use it when you
are about to get damage from swords, arrows, spikes, etc. The attacks will
go through you, unless the hook comes back. You also do not have to move on
conveyor belts.
Hint:
Extra lives in dungeons: Use the magic powder on the white-and-red flying skulls to
transform them into fairies.
Hint:
Extra energy: If you hit an enemy with the Ice Rod and kill him with any weapon
you will get energy.
Hint:
Advance to the Fourth Dark World level: This trick can be done as early as after completing the First
Dark World dungeon. Note: The enemies in this level are very difficult if
encountered earlier in the game without the preparations the other dungeons
will provide. After you have gained the Magic Hammer, enter the Lost Woods
by the farthest left entrance in Kakariko village. Once inside, turn right,
then exit. Bash the two different spikes. Under the stone is a portal. The
only point of entering early is getting the Big Key and Golden Gloves very
early, saving the Smith, and getting the Level 3 sword before even entering
the second dungeon. This makes the rest of the game up to the fifth or sixth
dungeon much easier.
Hint:
Get into The Dark World earlier: This trick will only work if you have the Moon Pearl, but you do
not need the third Pendant. At the top of the mountain in the Light World is
a warp to the Dark World. Use this, then travel down to where the bridge
would be. Squeeze very close to it, then use the Mirror to travel to the
Light World. Do the lightest button-tap possible, then wait for the portal
to bring you back. Do not move. Use the mirror again, and when you are in
the Light World, walk into the fence. Facing the fence, charge your sword
and slowly move back into the portal. You should now be on the edge of the
cliff. Move right to jump off, then walk to where you see a lava break and a
rock next to each other (at the bottom of the screen.) Move in between them
and move down. The screen should move to you on a hill in the Dark World.
This can be done as soon as you
have gotten the hammer. Go to the village in the Light World. Once there, go
in the entrance to the woods at the very left at the top of the village. As
soon as you enter the forest, go right and down until you find some posts.
Use the hammer to clear the posts then lift or crush the rock to find a
portal to the Dark World. Go up, then left through the path of bushes then
down to get into the village.
Hint:
Quick way to Gannon's Tower in the Dark World: Go to the first temple in the Dark World. Get three fairies from
the temple. Use the mirror and leave Use it again and save the game. Quit,
then start game again. Go to mountain and warp to the Dark World. Jump off
the cliff and go in the cave Use the hammer to kill the creatures and run
through the spikes to reach Gannon's Tower.
Hint:
Defeating the big moth Boss: When facing the moth boss in the Dark World dungeon 3, unleash
some bees on him. He will fall in a few seconds.
Hint:
Defeating the first Dark World Boss: Smash his mask with the magical hammer. When he swings his tail,
get right in front of his face so that his tail will not hit you. Keep doing
this until the mask breaks. You will then see a green diamond on his
forehead. You can hit it with your sword or shoot it with your bow
(recommended). After he is defeated, claim your Heart and Crystal, then
listen to the maiden speak.
Hint:
Defeating Vaati: Attack him while he is imitating the Sea Of Trees Boss.
Before fighting Vaati the
second time at the portals to fight him again, have one player step on the
left one and have the other player stand on the bottom of the portal and
hold Down (or it automatically transports you). The portal will still
be red when you are transporting. When you are now fighting Vaati for the
second time, the portal will still be there ,and you can stand on it as
desired.
Hint:
Defeating Guard easily: In the beginning of "Link To The Past", you need to
save Zelda. However, directly in front of Zelda's cell is a guard with a
weapon. It will take a long time to kill him with just your sword. In the
cell before Zelda, get a pot (press R) and throw it at the guard. Do
this twice to easily defeat him.
Hint:
Secret room in Gannon's Temple: As soon as you get to the Dark World, look tot the right as you
are going down the pyramid. You will see an entrance. Once inside, a man
will tell you to come back once you are the true master, if you pay the
rupees.
Hint:
Disappearing sweeping woman: When you have the Magic Powder you can make the old woman that is
sweeping the village disappear.
Hint:
Shed: In the bottom left corner of the village is small shed containing
bombs, arrows, and rupees. Though the shed has no door. Although it does not
make the hollow clanking sound like the walls you can bomb open. you can
still bomb the shed open. Note: There are two rats that will hurt you
inside.
Hint:
Talking trees: In the Dark World, put a Bomb in front of a tree. After it
explodes, the tree will spit out a Bomb. After it explodes, you can talk to
trees. You can do this to all trees that connect to other trees. They will
give you hints.
Hint:
Ring of rocks: There is a river past the Potion Shop with the Zoras. In the Dark
World, there is a very useful item that you need to complete the game. Near
the beginning of the river in the Dark World is a sign that says "Curse
All Who Throw Things Into The Ring Of Rocks". Throw a rock. A monster
will appear and ask to be left alone. He will give you something. Agree and
claim your new item.
Hint:
Curse: In the Light World. go to the smithy's house. Use the hammer to
knock down the post. Then, jump into the hole. Go into the top cave and you
will see a red jar. Put some Magic Powder on it. A bat will appear and says
that it will curse you. After you do this, any item that uses magic will
only take half of what it used to.
Hint:
Upgrade fountains: There are two upgrade fountains. Throw your bow, sword, or other
item in and sometimes it will get upgraded. To find the first fountain,
remember where the ring of rocks is located in the Dark World. North of
there in the Light World is a cave behind a waterfall. Swim there and only
throw in your shield or your boomerang. To find the second fountain, on the
Pyramid Of Power is a crack in the wall that only a super bomb can break.
Use a super bomb to blow a hole in the wall and toss in the tampered sword
(Lv. 3 sword only) or your bow. If you toss in items, say that it is yours.
Toss in an empty bottle and get a green potion back.
Hint:
More money: Go to the village and enter the house with the patrolling young
lady. Go up to the painting on the back wall and pull on it. Hold on until
coins appear.
Go in the Desert of Mystery,
very close to where you obtained the second pendant. There are two big rocks
after you obtained the Power Gloves. They are in the same temple as the
second Pendent. Pick up the rock that is behind the first rock. There should
be steps there. Go down to find a man surrounded by pots. You will find five
rupees under every pot. Exit, then re-enter until you obtain as many rupees
as needed.
Go to Turtle Rock in the Dark
World. Pull on the right paw and wait for coins.
Go to place 8 in Dark Age. Once
there you will find a stone turtle. Pull its left hand and four rupees will
appear. This trick can be repeated.
Hint:
More money for fish: Once you drain the lake to get the heart piece you can pick up
the fish in the swamp. You can either bring him up to the other pond and
throw him in, or bring him all the way to the village and sell him to the
man who sold you the bottle. Bringing him to the other pond will only result
in 20 rupees, but selling him to the man will give you 100.
Hint:
Hidden bee: There is a secret bee that will never fly away from you. Go to
the cave where the Ice Rod is obtained. In the cave next to that one is a
statue of a fairy. Run into it and the bee will appear.
Hint:
Get rid of chest: If you want to get rid of the chest found at the smithy's house
in the Dark World, press R. You will leave the chest behind.
Hint:
Catching the running man in the village: The man in the village that runs away from you can be caught.
Just use the Running Boots to catch up with him.
Hint:
Dodge the Weathercock: When you awaken the Weathercock, you can have him take you places
by standing still until he flies to pick you up. If you move around, there
is a chance he will miss you.
Hint:
Potion from Fairy: Go to the waterfall where the magic boomerang is obtained. Throw
in an empty bottle. Tell the Fairy that you dropped in the bottle. She will
reward your honesty with a free magic potion.
Hint:
Fairy from pot: Sprinkle Magic Powder on some skull-shaped pots in some of the
Dark World dungeons to get a Fairy.
Hint:
Bug catching net: The bug catching net can be used as an alternative to reflect
magic back at Agahnim.
Hint:
Slicing signs: Walk up to any sign and swing your sword at it. It should get cut
in half and disappear.
Hint:
Steal the man's sign: When you find the man standing next to the sign that tells you
not to take it, take it. Then, go into the desert or back where you entered
from. The man will disappear, but you will still have his sign. You can toss
it or try to return it. If you try to return it, you will notice that he
already has a replacement sign in the ground.
Hint:
Getting the cape without the Titans Mitt: You must at least have the Mirror, the Hookshot, the Boots and
the Moon Pearl. Go to the Dark World graveyard and move to the location
where the grave that held the cape was in the Light World. Since there are
bushes you do not need your glove. Go to the corner of that little spot and
use the Mirror. It will transport you to that same area in the Light World.
Now you can simply ram the grave get the cape. Then go back to the warp
point to get back out.
Go to Hyrule Graveyard in the
Dark World. Go to the pile of rocks at the top that is blocked. Slash one of
the two small bushes then use the Magic Mirror to go to the Light World. In
the Light World, it will become a tombstone. Be careful of the little flying
enemies. Dash at the tombstone and it will move, revealing a staircase. Go
down the stairs to find a chest. Open it to get the magic cape. Note: It has
limited power, so do not use it all of the time.
Use the strategy to get to the
Dark World village earlier, then go up to the graveyard. Find the path in
the rear of the graveyard and follow it to get to the location where the
cape would be in the Light World. Use the mirror on either side of the grave
and go to the Light World. You should be just past the two dark rocks on the
left or right side of the headstone. Get in front of the grave. Position
Link so that he can dash into the grave's front.
Hint:
Deflect laser beams without Mirror Shield: Use the hookshot, and if timed correctly, it will deflect the
beam from the menacing one-eyed statues in dungeons. Keep the angle of your
deflection at a degree to the beam's attack, or else it will not deflect.
Hint:
Multi-player mode: Shoot beams: Complete all three dungeons in the Light World, and collect the
three Pendants. Then, go to the woods and retrieve the Master Sword. Save
the game and select "Quit". Reload the game and a message will
appear, stating that you can now shoot beams from your sword. This is a very
helpful alternative to the bow. Note: It cannot perform the same tasks of
the bow, such as shooting the statue's eye.
Hint:
Nintendo 64 sounds: Swing your sword and Link will yell as he does in both of the
Nintendo 64 games.
When you fall in a hole, walk
on big stairs, or get hurt, the game will have the sound effects of the
young Link in Legend Of Zelda: Ocarina Of Time, and normal Link in Legend
Of Zelda: Majora's Mask.
Hint:
Mario references: In some of the houses that have a painting hanging on the wall,
you can see Mario's face.
Go to the house where you get
your Bug Net. Look closely at the picture hanging on the back wall to see
what appears to be Mario.
If you fall into a cave or hole
that is by a pond, there will be a fish in the water from the original Mario
games.
Hint: Zelda:
Ocarina Of Time reference: When you receive a crystal, listen carefully to hear the Zelda
Lullaby from Zelda: Ocarina Of Time.
Hint:
The Four Swords general tips:
If you see a Rupee that
appears with a cloud (in grass, usually), do not grab it. It is a
psuedo-rupee, which is an imitation of a Like-Like that will grab you and
steal your rupees.
If you step on a switch and
hear an enemy-creating sound but see no "enemy clouds", grab the
nearest player and run around. Many Rupees will spring up from the ground.
Also, only you will get the Rupees, as you are holding your friend.
Check every bit of grass,
especially in the Sea of Trees, as Rupee Shards might appear.
If you get frozen, get a
"friend" to thaw you out with a swipe of his or her sword.
If you are caught by a Rupee
Wraith, if your "friends" run away, do not pursue them. Wait for
the Rupees the Wraith steals to fly out of your wallet, then grab them.
Always watch the bottom left
corner. It gives you tips on Boss' status changes (e.g. downed players),
Rupee Shards collected, and most importantly when someone unleashes a
Rupee Wraith.
If someone throws a Bomb at
you because you are about to get a chest, get the chest. If the bomb
explodes while you are getting the item, it will not harm you.
Glitch:
Turbo dig: When you get the shovel and the magic boomerang (the normal
version may also work), you can dig very quickly. Throw the boomerang,
quickly change to the shovel, and dig. The spot where the boomerang passes
by will be dug.
Glitch:
Throwing boomerang backwards: Equip the boomerang or magic boomerang. If ypu are facing north,
press Down while throwing the boomerang. If timed correctly, you
should throw the boomerang backwards. This may require a few attempts.
Glitch:
Continuous boomerang: Go to Kirkerie village. Take out the boomerang and go to the
woman in the yellow dress that has red hair. Talk to her and defeat the
soldier. Stand exactly were the lady was and go forward a moment. Then, hold
B and throw the boomerang behind you. Quickly press R and keep
going until you run into something. If done correctly, the boomerang should
be going above you and you cannot reach it. Note: You need the Magic
Boomerang and the Pegasus Boots for this trick.
Glitch:
Boomerang never returns: After you get the Pegasus Boots, go to Kakariko Village. Go to
where there is a long path in the middle of the village. Face the path, then
turn around and throw the boomerang. Quickly turn to face the path. Before
the boomerang returns, run with the Pegasus Boots. When you bump into the
tree on the other side, you will see something going across the screen
repeatedly, If you chase it with the Pegasus Boots, you will see that it is
the boomerang and it is faster than you. Note: You cannot throw it unless
you move a screen.
Glitch:
Sitting Link: This trick requires a Boomerang and the Pegasus Boots. Go to
Kakarico Village and find the place with a group of pink trees. Go down to
the sidewalk just below them. Toss the Boomerang behind you and press R
until you hit the woman in the yellow dress and orange hair. If done
correctly, you should get caught in a glitch that makes Link appear to sit
down and the guard cannot get you. Note: Save the game before attempting
this.
Glitch:
Stopped arrow: Go by the first level in the Light or Dark World. Then, go to the
fairy cave near there. When inside the cave, go up to the fairy but just
before she talks to you, shoot an arrow at her then quickly move up and talk
to her. If done correctly, the arrow should stop just before her. Slowly
move backwards and it will appear as if it is sticking in you.
Glitch:
Run very fast: Stand on a flight of stairs and use the flute. Just before the
duck picks you up, start to dash. Cancel out of the destination selection by
pressing B. When you land, you should be running very fast. If you
get hit by an enemy while running fast, run up a flight of stairs and you
should be running fast again. When you switch to a different screen you will
return to normal walking speed.
Glitch:
Walking down the stairs in a different direction: Hold B button and you will face the opposite direction of
some stairs, such as in Hyrule Castle. You will be seen walking down the
stairs backwards. Note: This also works while facing right or left.
Glitch:
Fly: After doing the "Run very fast" trick, run into a wall
and hold Up. You will be bump and go higher each time. If you stop,
you will appear at the bottom of the screen.
Glitch:
Swim on land: This trick requires Zora's Flippers and the Flute. Near Zora's
Lake in the Light World, walk near the water use the Flute. Wait until the
duck grabs you, then press B to cancel. You will be back to where you
were standing. Move to the right and you will notice that you will be
swimming on land. To exit this, get hit. Note: This may also work in other
places, and is easier if there are no enemies around.
Glitch:
Walk on water: This trick requires the Flute and Pegasus Boots. In the Light
World, fly to number 7 on the map using the Flute. From there, go one screen
up, past the whirlpool. Find the area with the five statues and the three
wooden stakes. Go to the exact right of the stakes without moving to the
next screen. Face the stakes and play the Flute. As soon as you see the
bird, immediately press R to run .Make sure the bird catches you
while you are running and your sword is out, but before you hit the stakes.
When the map appears to specify a location to fly to, press B to exit
the screen. If done correctly, when you bump into walls or objects, you will
fly back as if you ran directly into it. Now, bump into the statue closest
to the wooden stakes so that you fly back into the water. Swim into the
whirlpool and you should be walking on water.
Glitch:
Cuccos walk on water: Pick up a Cucco in Karikiro Village and take it to a lake. If you
try to throw it in, it will just go on the land. However, if you jump into
the water while holding the Cucco, it will fall into the water and walk on
the surface.
Glitch:
Cave entrance: Jump off Spectacle Rock (near the first warp pad you find in the
game) in the Light World and land on top of the cave entrance. You will go
into the cave, but the screen change animation will glitch. You will appear
in the middle of the screen, but none of the buttons (except Start
and Select) will do anything. The only thing you can do at this point
is save and quit the game.
Glitch:
Instruction manual error: Under the items for A Link To The Past, the Roc's Cape is
listed. However, it is really the Magic Cape. The Roc's Cape is only in The
Four Swords.
Glitch:
Breaking pot: In the Death Mountain cave (with the old man who gives you the
Magic Mirror), go up the stairs and into the doorway. You will see three
bats. Kill them, but do not go near the pot that is there. Go back by the
doorway, face toward the right, and either throw the Magic Boomerang or use
the Fire Rod towards the right. The pot should break.
Glitch:
Stuck arm: Pick up an item and jump off a big cliff. Your arm will be in the
air and A and B will not work. Note: To return to normal, get
hit or go inside an area.
Glitch:
Link runs faster than normal: Note: This trick requires the flute. Use the flute, and just
before the bird picks you up, start dashing by pressing R. Exit the
map screen with B, and when Link runs his running animation will be
faster than normal. After this, climb up a set of stairs or a ladder (it
must be on the same map). When you move Link, he will run faster than
normal. Link will stop doing this if you jump off a ledge, get hit, or go to
another map.
Please
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: