text stringlengths 0 213 |
|---|
Decimate the former (use the Jump Spell to reach them) and acquire the latter. |
Hop down and continue right. First you'll face a Blue Iron Knuckle. You know |
what to do. Jump and hit it as you land. Then it would appear we reached a |
dead end. A man from a town, I think Mido, told us that this palace had a fake |
wall. Jump into the wall and sure enough, it is fake. |
Waltz through and move to the right. After some Wizards you'll find an |
elevator. |
Take it down and use the key on the locked door. A Cat Gargoyle statue will |
appear and attack you. Continue left and fight a, hey get this, Orange Iron |
Knuckle. After it comes a blue one, though. After defeating them both use the |
key on the locked door and get the palace prize, the Flute! |
The Flute has three uses throughout the entire game. Pretty great item... Take |
the elevator back up (one screen back). Head right. In this screen is nothing |
but a few Wizards and Molblins. Take the elevator here up and head left. Here |
you must fight the Stalfos from the first two dungeons! They're killing me (as |
in, I am laughing, not dying). In the screen to the right is a key. Take it |
for a key count of one. |
Now take the following directions to return to the elevator with 200 experience |
over it: right, down, left, left, left, left, up. From this elevator (to make |
sure we're talking about the same place, there should be two dripping objects |
around you) head left and unlock the locked door. Continue left and you'll see |
a Mace Demon, one of the hammer-throwing enemies. |
This truly is the Swamp Palace reborn. Keep heading left passed a few break- |
able blocks to engage a Red Iron Knuckle. After it use the Upward Thrust to get |
the bag of experience. Return to the elevator, in this screen, and take it down |
all the way. |
Head left through a screen of Wizards. You'll encounter an Orange Iron Knuckle. |
After defeating it continue right. You'll see a Blue Iron Knuckle. The ceiling |
is to low here to beat it with the jumping strategy so lure it out and kill it |
there. Then get the key. Return one screen right and go up the elevator all |
the way. Unlock the door after kicking that Orange Iron Knuckle's sorry hide. |
You must then fight a Blue Iron Knuckle. You then must fight a Red Iron |
Knuckle. |
Go through to the next screen. |
Boss: Gooma |
The Nintendo crew sure were creative when making bosses. This monster has a |
mace and looks very imposing, but he isn't that hard. First, cast the Jump and |
Shield Spells. If you approach the barbarian he will toss a mace at you. So, |
run up, slash, and jump out of the way just in the nick of time. Cast the Life |
Spell if you need to and hope for the best. I bet you can win without it, |
though. If Gooma seems to be cornering you try to jump over him. Once Gooma |
explodes take the small key, open the locked door, and head right. Place the |
crystal in the light blue altar. One more to go! |
================================================================================ |
=================================Hidden Palace*================================= |
================================================================================ |
+-----------------------+ |
| The River Devil | |
+-----------------------+ |
From the palace return to Nabooru. South of Nabooru is what looks like a |
spider. |
It has two arms, large eyes, and an evil, black body. Only one force can move |
it. Play the Flute with B. The River Devil will die. Woo-hoo! Now you can |
explore all of Hyrule. Follow the path to an action screen. Run past the |
Lizardmen bombarding you with rocks, kill the one obstructing your path, and |
exit the screen. |
Continue along this path, fighting two more action screens like this (I think |
this mountainous region is Lizardmen territory). Then you reach a graveyard. |
Head through it (not actually going into it. Graveyard action screens are hard |
to deal with). Near the graveyard is a bridge leading into a forest. Take it. |
Use the Fairy Spell to cross it. |
You'll be going to a town soon, so you can blow all the magic you want. Below |
that bridge is another. Skip it. The town is leads to is Old Kasuto, haunted |
by invisible evils. The wise man there teaches you nothing right now. Head |
east to a desert and then another forest. Enter the cave near the woods. |
In the cave you must fight three Tektites first. After that screen, fall into |
the pit and a Lizardman will join you. Fight it or leave the pit so it's |
stranded. Continue this until you see a Red Lizardman. It throws maces. Skip |
over it to the next screen. Now you're back in the over world. In the patch of |
forest second from the top, second column over is a hidden town. Press A by the |
forest to "deforest it" and reveal the town. |
+------------------+ |
| New Kasuto | |
+------------------+ |
This is an extremely useful town. First we're getting the last Magic Container |
in the game, giving you the largest bar you can have. To get it, wait for an |
old woman to come out of her house, first screen. She'll say that you deserve |
her help and lead you in. It would seem that you're going to a wise man, but it |
really is a Magic Container. |
Next on our list is the spell. Go in the second screen and look for a long |
house with an open door. Walk into it and inside you'll find a hole in the |
wall. |
Enter it like you would a door to find the wise man. He gives you the Spell |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.