This is the on-line Legend of Zelda FAQ. Have fun!
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_________The Legend of Zelda: A Link to the Past (SNES) FAQ_________
compiled by: Michael J. Evans, [email protected]
Version 1.1
What does this FAQ contain?
A. The Legend: The Story of A Link to the Past
B. The Light World
C. The Dark World
D. Waterways
E. Tricks of the Trade
F. Link's Arsenal
G. Defeating Boss Characters
H. Heart Container Locations
I. Faerie Fountains
A. The Legend
Back in the mists of time, before the era of The Legend of Zelda and The
Adventure of Link, Hyrule was a land of fabulous palaces and magic. It
was also a troubled land, and the divisions of Light and Dark were tearing
it apart. The origins of the conflict lay even deeper in the shadows of
time, with the coming of the Triforce and the greed of Ganondorf, Kind of
Thieves.
To comprehend Hyrule and Link's desperate quest, one must first know the
ancient legend of the Triforce. In the Golden Land, where it was placed
by the creators of the world, the Triforce beckoned to people. Ganon and
his band of thieves long searched for the secret entrance to the Golden
Land, eventually stumbling upon it. Then Ganon defeated his fellows for
possession of the Triforce.
In a period known as the Imprisoning War, the Kind of Hyrule brought seven
wise men together to seal the door to the Golden Land, for Ganon's evil
power had been spilling forth, causing a corruption and darkness. The
once peaceful land became a place of dreadful rumors of the coming of a
magical enemy. At this time the Master Sword was forged, but there was no
hero valiant enough to wield it.
Before the wise men could seal off the Golden Land and the Triforce,
Ganon's army surged into Hyrule and besieged the castle. The Knights of
Hyrule fought heroically, but the power of the Triforce controlled their
enemies, giving them inhuman strength. The battle raged back and forth
through the gate. Many foes fell in the tide of battle, but too many
Knights also were lost. It seemed that they were beyond hope.
Then, at the end of the day, the wise men finally succeeded in blocking
the door to Ganon's Realm. With the power of their master removed, the
enemies fled or threw themselves into the moat. Hyrule was saved and over
the years the Golden Land, which then became known as the Dark World,
faded from the memory of people.
The people of Hyrule may have forgotten about the Dark World, but the
master of that evil land had not forgotten about Hyrule. Ganon brooded in
his prison, surrounded by reminders of his fall. He grew ever more bitter
as the dark years passed like the wailing of cold winds on a winter's
night. Ambition burned in his eyes. He would find a way to wreak
vengeance and claim total power.
Many centuries passed with Ganon and the Triforce safely locked away.
Then the disasters began: plague, drought, quakes, and fire. The Kind
sought sage advice and a wizard named Agahnim stepped forth and ended the
strange disasters. He became a powerful advisor to the King, but he kept
his true plans to himself. It seemed like a Golden Age, but it wouldn't
last.
Once Agahnim had consolidated his power, he began to abuse it. First to
fall victim were the ancestors of the seven wise men. The wizard
imprisoned six maidens in crystal cocoons and they were never seen again.
Then Princess Zelda herself was taken as she sent a telepathic plea into
the night. The Hylian gift that enabled Zelda to send her message also
allowed Link to hear.
Having received Zelda's message, Link felt compelled to save her, but his
uncle forbade him to leave the house. Link's uncle thought that the lad's
courage outweighed his common sense, yet he knew something had to be done
to save Zelda. Turning away from Link, he gripped his sword. He knew a
secret entrance into the castle, although he didn't know the way out.
Link couldn't tell how much time had passed since his Uncle had left - a
minute? an hour? The only thing he knew was that Zelda had spoken to him.
He had to help her! Taking a lamp to light his way, Link stepped into the
lashing rain and headed toward the castle.
As Link floundered about in the storm, he heard a second telepathic
message from Zelda telling of a secret route into the castle. When he
found the entrance, he also found his uncle inside, wounded and unable to
carry on. Link took his Uncle's sword and promised to return. Then the
great quest began...
B. The Light World
This section of the FAQ tells a bit about each region of the Light World.
The regions are:
a) Hyrule Castle Area
b) The Lost Woods Area
c) Kakariko Village
d) The Eastern Palace Area
e) The Great Swamp Area
f) The Desert of Mystery
g) Lake Hylia Area
h) Death Mountain
a) Hyrule Castle Area
Artifacts found in and around Hyrule Castle:
A Lamp, A Sword, A Shield, A Boomerang, Magic Cape, Two (2) Pieces of
Heart
Lamp - Link's Cottage (or in Hyrule Castle if you don't get it in the
cottage)
Sword - Link's Uncle (just inside Hyrule Castle)
Shield - Link's Uncle (just inside Hyrule Castle)
Boomerang - Hyrule Castle, First Basement, Room near center of floor.
Magic Cape - The Cemetery
Inside the Castle Walls:
This is the area you will first go through in the game. You get in by
lifting up a bush on the right side outside Hyrule Castle. Fall in the
pit and you will land in a short secret passage which leads to the Castle.
Work your way down to the third basement, being sure to pick up the
boomerang on the first basement floor (location is above). On the third
floor, you will encounter a Ball and Chain Trooper. Defeat him to rescue
Zelda.
How to Defeat the Ball and Chain Trooper:
The easiest way to defeat this guy is to pick up some pots in the first
cell and throw them at him. If you run out of pots, use the boomerang to
stun him, and hit him while he is stunned.
A Secret Escape Route:
After rescuing Zelda, bring her up to the second floor in the throne room.
With her help, you can move a large object blocking the door out. You
will then be scrounging around in the sewers. Be careful! Many of the
sewers are dark. Find a grey box (torch) and light it with your lamp.
You will be able to see better. Light a second one for full vision. When
you come to a room with 2 switches in it, pull the one on the right. This
will open the door. If you pull the one on the left, it will bring down a
bunch of enemies which you don't want. After exiting through this door
you will reach Sanctuary.
The Castle Tower:
NOTE: This part of your adventure does not happen until after you have all
3 pendants. However, since it is in Hyrule Castle it is listed here.
To get in to this part of the tower you must have the Master Sword.
Immediately after acquiring the Master Sword, you receive a telepathic
message from Zelda who claims to be held here. This tower climb will
bring you face to face with one of your worst enemies.
Proceed up the tower, lighting rooms when they are dark. On the
fifth floor there is a telepathic tile. Read it to receive a message from
Sahasrahla.
On the seventh floor you will have an encounter with Agahnim. Right
before your eyes Princess Zelda is whisked off to the Dark World. To get
into the next room to fight Agahnim, cut down the curtain with your sword.
For advice on defeating Agahnim, see the Defeating Boss Characters
section of the FAQ.
Sanctuary:
You arrive at Sanctuary and receive a heart container from the Sage. How
generous! This is one of three places you can restart your game. The
other two are your house, and at the base of Death Mountain.
Sacred Ground: The Cemetery:
In the cemetery, by pushing on the upper left tombstone, you can go back
into the sewers you were in to start the game. You will pass a previously
unbreakable wall that can now be broken with either bombs or the Pegasus
Boots. There are some nice treasures inside! Also, by dashing into the
upper right tombstone you can find the Cape inside a small cave. You need
the Titan's Mitt to pull up the stones surrounding the tomb.
b) The Lost Woods Area
Artifacts found in the Lost Woods:
The Master Sword, Mushrooms, Two (2) Pieces of Heart
The Master Sword: Upper left corner of Lost Woods
Mushroom: Lost Woods, near center
Robbing Hoods in the Woods:
In the Lost Woods you will encounter thieves. If they touch you, you will
lose some bombs, rupees, and arrows. If they collect them, they keep it,
so stay away from these guys!
Fortunes Told:
A Fortune Teller lives just south of the Woods and just north of Kakariko
village. For a price, he will look into your future and give you a clue.
He also restores your energy. The price he charges varies.
The Lumberjacks' House:
Two lumberjacks live to the north east of the Lost Woods. The tree they
cut sure looks strange! There is in fact a piece of heart inside. See
Heart Container Locations for details.
Warp Tile:
There is a warp tile in this area, but to get at it you must exit Kakariko
village at the north central exit. A Power Glove is required to get at
this.
Ancient Game of Chance:
This is found in the north of the Lost Woods. Go through a log to find
this house. Be warned: you stand to lose money playing here, so only come
if you're feeling real lucky!
Den of Thieves:
The hideout for thieves. A piece of heart is found here. See Heart
Container Locations for details.
The Path to Death Mountain:
The first time you go to Death Mountain, this is the way to go. You need
a Power Glove to get to the cave.
The Master Sword:
The Master Sword is located in the north west corner of the Lost Woods.
You need to go through a log to get to it. There is an inscription that
can be read, if you have the Book of Mudora. However, you can't get the
sword until you have all three pendants.
c) Kakariko Village
Artifacts found in and around the village:
A Bug-catching net, The Book of Mudora, Two (2) Bottles, Three (3) Pieces
of Heart.
Net - Sick kid in bed, house just SE of weather vane.
Book of Mudora - Library
Bottle 1 - Bottle Seller
Bottle 2 - The Inn
Sahasrahla's Cottage:
Where Sahasrahla resides. Much information can be obtained from people
inside.
The Thieves' Hideout:
Blind the Thief used to live here, but he's long gone. There is a lot of
treasure here, including a Piece of Heart.
The Inn:
Good place for gossip. Also, by entering through the back entrance, you
can get at a Bottle.
Mysterious Hut:
There is a hut in the SW corner of town that seems strange. It has no
door, and their are no weak spots typical of bomb-able walls. Still, a
bomb does the trick. There are a few small treasures inside as well as a
few rodentia.
The Village Shop:
Stop here if the Rupees are burning a hole in your pocket. You can get
Red Potion for 150 R, a Heart (not a Piece of Heart) for 10 R, or 10 bombs
for 50 R.
The Blacksmith:
The Blacksmith is capable of tempering your sword and making it extremely
powerful. Too bad his partner isn't there to help. When you find him,
bring him back and they'll improve your sword.
Game of Chance:
If you like gambling and winning, stop here. Odds are that you'll come
out even or perhaps better than when you started. 20 Rupees buys a shot
at one treasure.
The House of Books:
There is a large green book on one bookshelf. Dash into it when you have
the Pegasus Boots and the Book of Mudora is yours.
The Quarreling Brothers and the 15-Second Game:
The Quarreling Brothers have sealed their room off. Use a bomb or a dash
with the Pegasus Shoes to get these two talking to each other again. The
15-Second Game can win you a Piece of Heart if you can make it to the
finish in less than 15 seconds. The easiest way to win is to jump over
the fence just south of the sign. You'll notice two dots on the ground
which means you can jump over the fence. You'll be sure to win if you
take this shortcut!
d) The Eastern Palace Area:
Artifacts found in and around the Eastern Palace:
The Bow and Arrows, Zora's Flippers, The Magic Boomerang, The Pegasus
Shoes, Magic Powder, The Red Shield, One (1) Piece of Heart
Bow and Arrows - Eastern Palace main treasure
Zora's Flippers - Zora's Falls
Magic Boomerang - Waterfall of Wishing
Red Shield - Waterfall of Wishing
Magic Powder - Witch's Hut
The Witch's Hut:
Give the Witch a Mushroom, and she'll make you some Magic Powder. After
this you can buy all sorts of magic potion at the hut. Red Potion is 120
R, Green Potion is 60 R, and Blue Potion is 160 R. Also by talking to the
Witch's Apprentice (inside) you can get a free sample of the red potion -
a free refill of all your hearts!
The Waterfall of Wishing:
When you throw an item into the Waterfall, a beautiful Faerie will ask you
if you threw it in. Answer yes. If you throw in your Boomerang and say
yes, she'll give you a magic boomerang. If you throw in your Shield,
you'll get a better shield!
Sahasrahla's Hideout:
Sahasrahla is hiding out here, near the NW corner of the ruins. There is
some treasure in the back room. Also, come here immediately after
completing the Eastern Palace to claim your prize: the Pegasus Boots!
Warp Tile:
A few screens south of the palace ruins you can find another warp tile.
This one cannot be uncovered until you have the hammer, but once you do
you will find it is often the easiest one to get to.
Zora's Falls:
When you first enter here you do not have the flippers. You can only stay
in the shallow water. Follow these instructions to get to Zora: Go N,
then NW, then N, then W. At the fork in the road, take the very bottom
road. Follow this to get to Zora. If you've got 500 Rupees you can buy
the flippers. They are a must so buy them. Also note that now is an
excellent time to get the piece of heart here. See Heart Container
Locations for details.
The Eastern Palace:
The Compass: Found on the first floor in the room that is on the very
west side and as far north as you can go on that side. In Treasure Chest
in plain sight.
The Map: Found on the very east of the palace (first floor)in the middle
room here. Note that this chest can only be gotten by coming from the
north entrance to the room. In Treasure Chest in plain sight.
The Big Key: Found in the room that is one room due west of the "bowling
ball" room on the first floor. To get the key, defeat all the enemies in
the room. Then pull up a pot and throw it at the anti-Faeries on the
platform. They will disperse and the Big Key is yours.
The Big Treasure: The Bow and Arrows. This is in the large middle room on
the first floor. Note that you must enter from the east or west but not
south to get this.
Trouble Spots: To defeat the Rocklops (big red or blue creatures with one
eye) either the arrow or throwing pots are the most effective. Also you
may find yourself being frustrated because somewhere you want to go is
unreachable because it is too high up (or too low). Do not get
frustrated, just find another way around.
The Boss: Armos Knights
The Prize: Heart Container and Pendant of Courage
e) The Great Swamp Area
Artifacts found in the Great Swamp:
A Flute, Two (2) Pieces of Heart
Flute - Buried in the Haunted Grove
Swamp Ruins:
You can get a heart container here. It also plays a part in the Dark
World water place.
Haunted Grove:
The boy playing the flute keeps disappearing. How do you get the flute?
See Dark World Haunted Grove for details.
Warp Tile:
Another warp tile is in the NW corner of the swamp. Again, you will need
a hammer to get to it.
f) The Desert of Mystery
Artifacts Found in the Desert of Mystery:
The Power Glove, Bombos Magic, One (1) Bottle, Three (3) Pieces of Heart
Power Glove - Main treasure in Desert Palace.
Bombos - Found on high-up ledge on the SE side of the desert
Bottle - Sleeping Man
Hylian Monolith:
Here's how to get the Bombos magic. First of all, get to the Swamp Area
in the Dark World. Work your way west until you come to a place where you
can go no further. There are pegs sticking up from the ground. Stand
inside the pegs and use the Magic Mirror. You're now on the Hylian
Monolith. Use the book to read the inscription and you'll have the magic
of Bombos! Note that to get this you must have the Master Sword.
Faerie Fountain:
See Faerie Locations for more details.
Warp Tile:
In order to reach this tile you must have the flute and be able to call
the bird. Go to location #6. If you have the Titan's Mitt you can lift
the stone and go through to the Dark World. This is the only way to get
to Misery Mire.
Desert Sanctuary:
Just east of the Desert Palace is a small sanctuary of sorts. Talk to the
guy and then get the Piece of Heart.
Desert Palace:
To enter the Desert Palace, go up to the large stone, and use the book to
read the inscription. The snake heads will move, allowing you passage to
the palace.
The Compass: Found in the First Basement in the northernmost center room.
Stand om a trigger to make the treasure chest appear.
The Map: Found in the First Basement on the easternmost side, in the
middle room. In a Treasure Chest in plain sight.
The Big Key: Found in the room directly north of the map. Just run up and
get it. Could it be any simpler?
The Big Treasure: The Power Glove. It is in the NW corner of the first
basement. To get into the room you must step on a trigger.
Trouble Spots: Be careful of the rotating laser. You must use careful
techniques to not get hit. If you hide behind a pot or other solid object
you'll be OK.
After getting the Power Glove, exit through the SW exit. You'll be
outside the place temporarily. Now is the time to get the Heart Container
just south. After that, use the Power Glove to pick up the stones that
block the entrance to the cave just north of the big head. Once you enter
this cave, make your way to the final room where you will have to light
all four torches. This will open up the way to the boss(es).
The Boss: Lanmolas
The Prize: Heart Container and the Pendant of Power
g) Lake Hylia Area
Artifacts found in or around Lake Hylia:
The Ice Rod, One (1) Bottle, One (1) Piece of Heart.
Ice Rod - Ice Cave
Bottle - Under Bridge
Fortune Teller:
There is another fortune teller just west of Lake Hylia.
Shop:
This shop is slightly NE of the fortune teller. It sells the same items
as the Kakariko Shop at the same prices.
Warp Tile:
Another Warp Tile is Here. It is on the largest island in Lake Hylia.
You must have the Titan's Mitt to uncover it. This Warp Tile is the only
way to get inside the Ice Palace in the Dark World.
Faerie Fountain:
See Faerie Locations for details.
Ice Cave:
The Ice Cave can be found by swimming to the SE side of Lake Hylia, then
climbing the ladder and going north. In the main cave, by dashing in to
the statue, you can get a Good Bee, which will attack enemies on the
screen if you capture it with your net and keep it in a bottle. From this
entrance you can see, but not get to, a treasure chest. To get this you
must blow up the wall just west of the Ice Cave with the Power Glove. Go
in there and retrieve the Ice Rod!
h) Death Mountain
Artifacts found on Death Mountain:
The Moon Pearl, Ether Magic, The Magic Mirror, Four (4) Pieces of Heart
Moon Pearl - Main treasure in Mountain Tower
Ether - Hylian Monolith
Mirror - Old Man
Mountain Caves:
You must go through the mountain caves to get to Death Mountain. By
entering the cave to the east of the Lost Woods, you will come out close
to the old man's Mountain Cave. The Old Man, who you find en route, will
give you the Magic Mirror.
Spectacle Rock & Warp Tile:
Called this because it looks like a pair of eyeglasses from the top. This
is sort of the "middle path" between the warp tile and the mountain tower.
To get to the Tower you must first go on the warp tile. If you don't have
the Moon Pearl, you'll turn into a bunny, but that's OK, you're not
staying long. Move up to where Spectacle Rock should be (it's not there
in the Dark World) and use the mirror. Now you're on Spectacle Rock.
Pick up the Heat Container and jump off the top and you're practically
there.
Another Hylian Monolith:
Cross the bridge just west of the Mountain Tower and find another
monolith. Read the inscription on the book to get Ether Magic. Again,
you need the Master Sword.
Caves to the East:
When you get the Hookshot, you can cross the broken bridge east of the old
man's mountain cave. There are some interesting items as well as a Faerie
Fountain in these caves.
More Warp Tiles!:
You can find one warp tile just south of some of the eastern Death
Mountain Caves. Another is located on the very NE corner of Death
Mountain. This is the way to get to the Turtle Rock dungeon.
The Mountain Tower:
This is beyond a doubt the hardest challenge you have faced yet. There
are many pitfalls awaiting you as well as the orange/blue switches.
The Compass: The Compass is on the fourth floor, in the dead center of the
room. It is in a Treasure Chest in plain sight.
The Map: The Map is on the Second Floor, which is the floor you enter on.
Flip the switch so that the blue tiles are down so you can get out, the
use another weapon (bombs, arrows work; boomerang is best) to hit the
switch again so that the orange tiles are down. Then get the map which is
on a raised up platform in a Treasure Chest in plain sight.
The Big Key: After acquiring the Map, go down the stairs to the first
floor via the staircase NW of the map's platform. Flip the switches so
you can move to the SE room on the first floor where you'll get the Big
Key after you light up the four torches in that room.
The Big Treasure: The Moon Pearl. This is tricky. First of all get all
the way up to the fifth floor. Hit the star switch near the fire-bar so
the positions of the holes change. Find a hole that appears to be over
the big treasure chest (which you can see across a pit on the fourth
floor). Drop in the pit FROM THE TOP and you will land right in front of
the chest. Note that if you fall in the pit from the bottom or side this
will not work.
Trouble Spots: The orange/blue switches can be frustrating. Remember that
if you're stuck, go back to the last switch and change it. Also it is
important to remember that using the boomerang you can flip a switch from
a long distance so you can be outside the tiles when they pop up. This is
pertinent to remember.
The Boss: Moldorm
The Prize: Heart Container and the Pendant of Wisdom
C. The Dark World
This section of the FAQ tells a bit about each section of the Dark World.
It will be done in a similar fashion to the Light World Section. NOTE:
During this section I will refer to a place as "where x is in the Light
World." What I mean is that since the worlds are parallel, I can refer to
a spot in the Dark World which corresponds the parallel spot in the Light
World. Do not be confused by this terminology.
The sections of the Dark World Are:
a) Pyramid of Power
b) Dark Palace
c) Swamp Palace
d) Skull Woods
e) Village of Outcasts
f) Ice Island
g) Misery Mire
h) Death Mountain
a) Pyramid of Power
Artifacts found near the Pyramid:
A Super Bomb, Master Sword (Level 4), One (1) Piece of Heart
Super Bomb - Bomb Shop
Master Sword - Inside Pyramid
The Pyramid:
The final battle takes place inside the Pyramid. Once you defeat Agahnim
in Ganon's Tower, he will transform into a bat and crash through the top
of the pyramid. Drop through to face Ganon. There is a cracked wall near
the bottom of the pyramid. If you buy a Super Bomb (see Bomb Shop) you
can blow it open. There will be another Faerie Fountain inside. If you
throw your sword in the fountain, she will replace it with a stronger
sword. Also, if you throw your Bow and Arrows in, she will give you back
Silver Arrows. Silver Arrows are required to defeat Ganon, so you must do
this!
Bomb Shop:
The Bomb Shop is located where Link's house was in the Light World. You
can buy 30 Bombs for 100 Rupees. After defeating the first six Dark World
dungeons, you can buy a Super Bomb to break open the Pyramid wall.
Item Shop:
The item shop is located west of the Pyramid of Power. To get to it you
must go around the large moat. Inside you can buy a Red Shield for 500 R,
Bees for 10 R, and 10 Arrows for 30 R.
The Storyteller:
Located where Sanctuary was at in the Light World. For 20 R you can hear
this guy tell you that the crack in the pyramid could not be opened by
normal bombs.
Ghostly Garden:
Located where the Cemetery was in the Light World.
b) Dark Palace Area:
Artifacts found in the Dark Palace Vicinity:
A Magic Hammer, Quake Magic
Magic Hammer - Big treasure in Dark Palace
Quake Medallion - Rock Circle
Rock Circle:
By throwing an item (bush, stone, sign, etc.) into the circle of rocks
located north of the Dark Palace in the water (near where Zola's Falls is
in the Light World) you will get the Quake Medallion. A catfish will be
so mad that you disturbed him that he will give it to you. If you already
have the medallion and you throw an item in, he'll throw a bomb back at
you.
Item Shop:
Located where the Witch's Hut is in the Light World, you can buy Red
Potion for 150 R, Small Shield for 50 R, and 10 Bombs for 50 R.
Storytellers:
There are two storytellers in this area. One is near the Dark World
Entrance. The other is where Sahasrahla's Hideout is in the Light World.
Don't go here unless you've got Rupees to blow.
Faerie Fountain:
Located in the same place as the one in the Light World.
The Dark Palace:
This is the first of 8 dungeons you must face in the Dark World. To get
it, though you need the help of a monkey named Kiki. When trying to make
your way to the palace by going through the grass, you'll encounter the
monkey. Pay him the Rupees he asks for and he will open the door to the
Dark Palace.
The Compass: The compass is located in a room on the first floor that is
at the very north end. When you cross the room with the long, crumbling
bridge, take the door to the right. The compass is in this room in a
Treasure Chest in plain sight.
The Map: It will take a while to get to the map. First of all, in the
entrance room, take the door on the right. In the next room, go down the
stairs. In the next room, use the warp tile. In the room you warp to,
take the south exit. Work your way north from this room. You will soon
find yourself in a room with conveyor belts. Go to the north exit in this
room, and you'll then appear in the room with the map. It's in a Treasure
Chest in plain sight.
The Big Key: To get the Big Key, go two rooms north of the entrance room.
Go to the left side of this room. there is a crack in the floor on the
bridge. Bomb a hole in it and fall through. You'll land in the basement
on a ledge. Go through the stairs at the north side of the room. You'll
then be in the same room that the cracked floor was in, only now you can
access the Treasure Chest with the Big Key.
The Big Treasure: The Magic Hammer. To get this, get into the room with
the crumbling bridge. Take the exit on the left. You'll be in a dark
room that is like a maze. Work your away around to the middle of the
right wall, where there is a crack. Bomb the crack and you'll be on a
small ledge in the crumbling bridge room, and the hammer is right there.
Trouble Spots: This dungeon is trouble. First of all, the switches are
very tricky to control. Remembering where all the switches are as well as
which color is up is always important. To defeat the Goriyas, which are
rats that mimic your every move, use arrows. Stand far away and just to
the right or left of one. Shoot the arrow, which is not aimed directly at
the enemy. Then move the opposite direction you want the Goriya to move.
He will step right into the path of your arrow. To defeat the turtles,
use the hammer. They'll flip over on their backs, where they'll be
vulnerable to your sword. Also, use the hammer to knock down the moles
that keep popping up and down. This is the only way to pass this
obstacle. In the room just east of the large bumper/switch room, you may
have trouble opening the door. To open it, pick up all the skull pots.
The one on the right and farthest back conceals a trigger. Also, one of
the statues is movable. Now, put two and two together. The statue goes
on the trigger. You can now pass. Also, in the second room north of