Zelda's Adventure - Official Guide (translated)
This is an unofficial, rough English translation of the official guide for Zelda's Adventure. For more information on the original guide's backstory, check out the preamble of the untranslated guide. Using this as a guide is a bad idea as it was based off of an early prototype version of the game - instead, you should use this guide I wrote based off the final game.
I've tried to keep the text as close as possible to the original Dutch. Enjoy~
Sections (Part 1 - Jan/Feb/Mar 1999)
Overworld and Underworld -- Complete solution -- Region 1 -- Region 2
Sections (Part 2 - Apr/May 1999)
Region 3 -- Region 4
Sections (Part 3 - Jun/Jul 1999)
Region 5 -- Region 6 -- Region 7
Overworld and Underworld
The goal of Zelda's Adventure is to save Link by reclaiming the seven celestial signs (yes, we played the English version, so every now and then you'll hear some strange cries) from Ganon, the Lord of Darkness. You will find those signs in their own tomb, somewhere in the mythical world of Tolemac. Tolemac consists of two areas: an above-ground Overworld and the underground Underworld. The Overworld consists of seven topographical areas, such as deserts, forests, swamps or plains. The Underworld consists of the seven tombs accessible only through the Overworld. At the end of each Underworld, a confrontation with the Shrine Keeper awaits. If you defeat them, you will earn the celestial sign of that tomb. You have to complete the various shrines in a certain order. So, you have to defeat the Shrine Keeper of the first tomb and capture their sign before you can go to the second tomb. Once you have visited all the tombs and found the seven signs, you can enter Ganon's lair. Here, you must once again defeat all seven Shrine Keepers in succession, and only then will you win the game.
Complete solution
The solution below is the most complete, but the game can be completed faster. With our solution, however, you visit all the locations, even if nothing (important) happens there. Before each description, you will see a letter and a number. These are the coordinates of that screen and can serve as a useful tool if you want to make a map, for example. Keep in mind that going from E to F, for example, means going one screen to the right, while going from 21 to 22 means going one screen down. Sometimes we also refer to certain locations in the solution in the form of these coordinates. At the start of the game, you only have access to a small part of the Overworld and the first tomb.
Region 1
The main locations
- G23: Zelda starts the game at the Vision Henge.
- H23: Here, you will find the wand Zelda uses to take out enemies.
- D24: A Goriya throws boomerangs. By killing the Goriya, Zelda obtains the boomerang weapon for her own use.
- J22: A beggar woman at the door of the Molblin Inn gives Zelda the Firestorm weapon in exchange for 5 rubies. Zelda can enter the Molblin Inn.
- J22a: In the Molblin Inn you will meet the innkeeper Lothar and three customers. Zelda can buy the C-spell here for 100 rubies. In addition, the man in the red shirt (Krebb) will give you a dagger if you talk to him. If you touch the woman and soldier at the table, they will also talk to you.
- J23: Four Peaheats fling peas at Zelda.
- J24: From the thirsty old woman, Glebb, you will get an empty water jug. You can fill it at location E20. After this, the old woman will give you the vial of wind in exchange for the water.
- E20: If you use the empty water jug at this location, a full jug automatically appears.
- F26: A forest merchant sells Zelda a candle for 100 rubies and a magic shield for 500 rubies.
Other locations
- G20: Zelda can cross the water here if she has the red boots.
- G21: Three Peahats fling peas.
- F21: Five Tumblebots.
- E21: Two Goriyas throw boomerangs. Zelda can walk through water if she has the red boots.
- F20: Two Peahats fling peas. Zelda can cross the water here if she has the red boots.
- E22: Four Peahats fling peas.
- E23: Three Goriyas throw boomerangs.
- E24: Three Goriyas throw boomerangs.
- F25: Three Tumblebots.
- F27: Three Molblins.
- G32: The upper cave is the entrance to the first tomb, the Shrine of Rock. Zelda can enter both caves.
- F28: Under the middle tree, Zelda finds a ladder.
- G28: Two Molblins.
- G29: Two Molblins.
- G30: Three Deelers.
- G31: Four Deelers.
- H29: The old woman Enid sits in front of a fire. When Zelda touches her, she begins to speak and steals one heart's health from her.
- H28: Three Leevers.
- H27: Three Leevers.
- H26: Three Molblins.
- H25: Three Tumblebots.
- H21: Five Tumblebots. Zelda can walk through water here if she has the red boots.
- H20: Two Tumblebots on the north side of the water. Zelda can cross the water if she has the red boots.
- G25: Three Tumblebots.
- G26: Three Mobies.
- G27: Two Molblins.
- I26: Three Leevers.
- I25: Four Tumblebots.
- I24: Five Tumblebots.
- I23: Three Goriyas throw boomerangs.
- I22: Four Tumblebots. Zelda can cross the water if she has the red boots.
- I21: Two Tumblebots, one on the southwest side of the water and another on the northeast side. Zelda can cross the water if she has the red boots.
- I20: Three Peahats fling peas.
- J25: Two Mobies.
- J26: Two Mobies.
Tomb 1: Shrine of Rock
- S1-1: Zelda can use the opening in the northwest corner of the wall to enter.
- S1-2: Zelda must use the ladder to cross the abyss.
- S1-3: Two red Tektites.
- S1-4: When Zelda kills the three bats, they drop a compass. Use this compass anywhere in the Overworld to send Zelda to the entrance of the first tomb. Inside all tombs, the compass is completely useless.
- S1-6: Two bats.
- S1-7: The southern Sardak can only be killed with the Jade Ring. All three Sardaks must be killed to gain access to Llort's lair.
- S1-8: The treasure chest speaks and gives Zelda the Jade Ring. Zelda can now continue east through the opening in the southeastern side of the wall.
- S1-9: The exit is hidden behind the stalactites in the northeast side of this screen.
- S1-10: Four bats.
- S1-11: One bat.
- S1-12: The middle Sardak must be killed with the Jade Ring to gain access to Llort's lair.
- S1-13: No action.
- S1-14: Here you will find two separate corridors that do not intersect. Zelda must come from location S1-13 to reach Llort's lair. The corridor leading northwest is a dead end.
- S1-15: Again, you will find two separate corridors. In the eastern corridor, a bat flies. The western corridor comes to a dead end at location S1-16.
- S1-16: Three red Tektites guard the red boots that Zelda uses to cross the river north of the Vision Henge in region 1 of the Overworld.
- S1-17: Zelda must use the candle to light the room.
- S1-18: Llort appears and speaks to Zelda. He then quickly flees before Zelda can fight him.
- S1-19: No action.
- S1-20: The northern Sardak throws spears at Zelda. A beam of light blocks the northern entrance. Once the Sardak is killed with the Jade Ring, this beam of light disappears.
- S1-21: Zelda is trapped in the lair while Llort, the Shrine Keeper, throws axes at her. Zelda's wand is the best weapon against him, but other weapons work on their own as well. When Llort is killed, the door opens. If he kills Zelda, she returns to location S1-20.
- S1-22: Zelda can now grab the first celestial sign.
Region 2
The main locations
- K15: Two blue Tektites guard the raft.
- L14: The musician Yvonne and the twins (Eric and Ian) are standing in front of a house. If Zelda touches Yvonne, she gives Zelda a flute and a harp. The twins also speak to Zelda if she touches them. Zelda can now enter the house.
- J15: A snake snakes around the northern part of this screen. When Zelda uses the flute, the snake turns into the Pyros weapon.
- K14: For 100 rubies, Zelda can buy a candle from the woman at the vegetable stall, and for 200 rubies, a life potion. The woman will speak to Zelda if she touches her. After a while, a villager will walk by.
- K13: Here, someone is sitting between two shops. A dog darts around Zelda's legs. Zelda can trade the bone for an axe and then enter both stores.
- K13a: In the Meadows store, there is a fat shopkeeper behind the counter. Zelda can buy a bone for 20 rubies. To the left of the door is Knave, who talks to Zelda when Zelda touches him.
- K13b: In this store, Madame Kriggle is behind the counter. Zelda can buy the turquoise ring for 20 rubies, the Jade Amulet for 100 rubies, and the rings of fire for 150 rubies.
- L13a: Inside, Zelda gives the shy shopkeeper the coal, after which he gives her 999 rubies. Zelda can buy a candle for 100 rubies.
- N11: Waldensop stands outside the White Steed Lodge, along with two horses. Zelda can enter the Lodge. Let her go back outside, then back inside, and she will get a feather from Waldensop.
- O11: Zelda can enter the abandoned mine.
- O11a: Zelda can enter the hollow tree to find a hidden life heart.
- P8: Sir Basil gives Zelda a broadsword on the western side of the stream.
Other locations
- J20: Three Molblins.
- J21: Two Molblins.
- K20: The talking mushroom shakes his head and tells a joke when Zelda touches him.
- K19: Three Molblins.
- K18: Three Leevers.
- K17: Two Leevers.
- K16: Three blue Tektites.
- J17: Twin spirits stand next to the farm and speak to Zelda when touched.
- J16: One Tektite.
- L13: Two villagers dressed in red walk down the stone path between the two houses after a while. Zelda can enter the blue store.
- L14a: The twins' father sits in a chair in the middle of the living room.
- L15: Alice is sitting next to the corner of the house. Zelda can use the tree trunk to get across the water.
- L16: Two blue Tektites.
- L17: A farmer stands next to his barn and warns Zelda.
- L18: One Leever and two Mobies.
- M17: Three Mobies.
- M16: Three Leevers.
- M15: Three blue Tektites.
- M14: One blue Tektite on the east side of the water.
- M13: Two Deelers and one Octorok.
- M12: Two Molblins.
- N16: Two Mobies.
- N15: Three Peahats fling peas.
- M11: Three Peahats fling peas.
- M10: One Molblin and two Deelers.
- M9: One invisible man.
- M8: Two invisible men.
- L8: Access to the second tomb (Shrine of Illusion). If Zelda has not completed the first tomb, spikes will block the tent opening.
- L9: One invisible man.
- L10: Twee Molblins.
- L11: One Octorok.
- L12: Two Zolas throw spiked balls. However, only one of them throws across the path.
- N8: Two Molblins.
- N9: A mermaid restores Zelda's energy when she touches the edge of the pond.
- N10: Three Peahats fling peas.
- N11a: Inside the White Steed Lodge, four people are sitting around a table. Among them are a deer hunter, Debblin of Durod, and the owner (who talks to Zelda when she touches him). A man with a tray leaves this location shortly after Zelda enters.
- N12: Two Zolas hide behind a tree. One throws spiked balls along the tree trunk that Zelda can use to cross the stream.
- N13: One Deeler rushes by. Zelda can cross the stream on a tree trunk.
- O9: One Dolomite hides within a circle of trees.
- O10: One Dolomite throws stones.
- O12: One Molblin and one Deeler.
- O13: Three Molluskas fire pearls.
- P10: Three Dolomites throw stones.
- P9: Two Dolomites on the eastern side of the stream. Only one throws stones.
Tomb 2: Shrine of Illusion
- S2-1: When Zelda stands in front of the mirror in the center of the circle, a trap opens to the next location.
- S2-2: Zelda ends up between three Jackaroos via a slide. She can exit this location through the hole in the northwest side of the tent.
- S2-3: Three Stalfos brandish swords and shields. Two doors appear and disappear in random order; one to the west, the other to the north.
- S2-4: Zelda gets a key when she kills the Vire. This key opens the door in location S2-17.
- S2-5: The middle door is the only one that is accessible, the other two are false.
- S2-6: When Zelda kills the Vire, it drops a map of the second tomb.
- S2-7: Zelda needs the N-spell to kill the guard.
- S2-8: Stones appear and disappear one-by-one, leading over a chasm. If Zelda falls into it, she returns to the first location of this tomb. The northeastern door is the only real one, the others are false.
- S2-9: Two Wizzrobes fire sound waves at Zelda, who must kill them with the dagger. They then drop a compass.
- S2-10: Three Wizzrobes fire sound waves.
- S2-11: Zelda must carefully cross a chasm via a slippery narrow path. Two Wizzrobes fire at her from the east and west. If Zelda falls into the depths, she returns to the first location of this tomb.
- S2-12: Three Patras. Only the middle door is accessible, the rest are again false.
- S2-13: When Zelda kills the four Patras, they drop a black ball. The door to the west is false.
- S2-14: Zelda must place the black ball in the holder in the middle of this screen to open the eastern door. Four Patras.
- S2-15: When Zelda kills the two Goriyas, they drop a knife. Zelda can use this knife to cut a passage in the eastern side of the tent.
- S2-16: Two Goriyas.
- S2-17: Pasquinade speaks to Zelda and disappears again before Zelda can fight this Shrine Keeper. Zelda can open the southeast door only if she has the key from location S2-4.
- S2-18: Four Stalfos.
- S2-19: Spikes block the northern exit. Zelda must kill all four Stalfos to make the spikes disappear. The door on the west wall is false.
- S2-20: Three Molluskas fire pearls at Zelda. She must kill them to get a key that opens the eastern door.
- S2-21: Drie Molluskas.
- S2-22: Two Wall Masters (ghost hands) try to grab Zelda. If she gets hit, she will return to the first location of the second tomb. Zelda can leave this screen through the hole in the northeast corner of the tent.
- S2-23: Two Jackaroos.
- S2-24: Zelda meets Pasquinade in his lair. The exits are blocked and the doors will not open until Zelda kills him. If Pasquinade kills Zelda, she will return to S2-23.
- S2-25: Zelda can now grab the second celestial sign.
Region 3
The main locations
- Q15: Spikes block the only passage through the toll gate. Zelda must pay Yalzan twenty rubies to pass.
- S17: The boat stops at the docks and Zelda is able to walk over. The boat takes her back to Fox the Boatman where she is given a secret life heart.
- V14: A giant swamp rat gives Zelda the green boots and sells a potion that makes monsters fear you for a hundred rubies.
- S18: Zelda can find a hidden life heart here, which increases her health by one heart.
Other locations
Not yet important in this level.
- L19: Two Goriyas throw boomerangs.
- M18: Three Lowders.
- M19: Two Goriyas throw boomerangs.
- N14: Three Tumblebots.
- N17: A Goriya throws boomerangs. A red-clad man sleeps in the northwest corner.
- N18: Three Dolomites throw stones.
- O14: Three Bounders spit at Zelda, two in the stream and one south of it.
- O15: Three Tumblebots.
- O16: Two Goriyas throw boomerangs.
- O17: Three Lowders.
- P11: One Tumblebot.
- P12: Kron the Peddler sells a life potion for 200 rubies.
- P13: Two Bounders and two Tumblebots.
- P14: Three Bounders spit from the stream.
- P16: Three Mardlegs.
- Q13: Three Tumblebots.
- Q14: Three Bounders spit at Zelda.
- Q16: Two Mardlegs.
- Q17: Four Dolomites throw rocks in all four directions. Zelda can go east into the swamp if she has the green boots.
- Q18: Three Mardlegs. Three Mardlegs. Zelda can go east if she has the green boots.
- Q19: Three Mardlegs.
- R15: Two Tumblebots.
- R17: Zelda can walk through the swamp if she has the green boots. Three Zolas throw spiked balls.
- R18: Zelda can walk through the swamp if she has the green boots. Three Zolas throw spiked balls.
- R19: Zelda can walk through the swamp if she has the green boots.
- S16: Two Alligaroos and one Zola.
- S19: Zelda can walk through the swamp if she has the green boots.
- T14: One Octorok.
- T15: Two Zolas throw spiked balls.
- T16: Two Alligaroos and one Zola.
- T18: If Zelda doesn't have the calm spell, her path is blocked by two waterspouts. The boat stops and goes back to the dock.
- T19: Zelda can walk through the swamp if she has the green boots.
- U14: Two Alligaroos.
- U15: One Octorok.
- U16: Yelena stands in front of the hut and gives Zelda a map.
- U18: Fox the Boatman is waiting at the dock with his boat. For two rubies, Zelda can take the boat to Mystery Island.
- V5: Thabul sits at the entrance of a cave. When Zelda touches him, he advises her to go in a certain direction. Zelda can enter the cave.
- V7: Two Cactoroks spit rocks.
- V8: Three Lowders.
- V9: Two blue Tektites.
- V10: Two blue Tektites.
- V11: Toatabor hides behind the northern side of the building. As soon as Zelda touches him, he speaks to her.
- V12: One Lowder. Two blue Tektites.
- V15: One Alligaroo.
- V16: A woman gives Zelda yellow boots. Zelda can walk into the dome house.
- V16a: In the dome house, Sirram Bew gives Zelda a bottle of acid.
- V18: Two Alligaroos. Zelda can walk through the swamp if she has the green boots.
- W5: Two Romravens (purple birds). A Goriya throws boomerangs.
- W7: Three Romravens.
- W8: A mermaid restores Zelda to full health when she touches the water.
- W9: Two Cactoroks spit rocks.
- W10: Myntoll speaks to Zelda when she touches him. If she comes back and touches him again, he will say something else.
- W12: Four Lowders.
- W15: Two Alligaroos.
- W16: One Octorok.
- X5: Two Romravens.
- X6: Three Lowders.
- X7: Three Lowders.
- X8: Two Cactoroks spit rocks.
- X9: Two blue Tektites.
- X11: A man sleeps on the doorstep of a house.
- Y3: One Romraven.
- Y4: One Lowder.
- Y5: Bitterbeck the Mountain Man stands by a log cabin and speaks to Zelda.
- Y6: A Goriya throws boomerangs. One Lowder. One Romraven.
- Z1: Nimonee sits on the beach and speaks to Zelda when she touches her.
- Z2: Three Lowders.
- Z3: Two Goriyas throw boomerangs.
- Z4: One Dolomite throws stones.
- Z5: Entrance to third tomb. When Zelda completes the first two tombs, a condor flies over her head. When Zelda touches this bird, it flies her to the third tomb.
Tomb 3: Shrine of Air
- S3-1: The condor drops Zelda at the entrance to the Shrine of Air.
- S3-2: The three blue Tornadoes can only be destroyed with the calm spell.
- S3-3: Four blue Tornadoes.
- S3-4: When Zelda kills the three Loccasins, they drop a magical brown jar.
- S3-5: Crystal shards fly from the wall towards Zelda.
- S3-6: ditto.
- S3-7: One Vapora slashes at Zelda.
- S3-8: Three Patras drop the compass for the third tomb when they die.
- S3-9: Four Patras.
- S3-10: Three Puffers.
- S3-11: Three Puffers.
- S3-12: Five Dragonflies.
- S3-13: Two blocks block the entrance to the west. Zelda must defeat all four Dragonflies to remove the blocks.
- S3-14: Two blue beams of light block the northern exits. Zelda must kill the Vapora to remove the beams. When the Vapora dies, it drops a magical cloth that removes the slipperiness of the floor in Avianna's Lair.
- S3-15: Three Bats.
- S3-16: Zelda must push the bottom block south to remove the spikes blocking the entrance to the north. If she pushes the top block west, three Voltas will appear and attack her.
- S3-17: Three Dragonflies.
- S3-18: Zelda must kill all three Voltas to remove the spikes blocking the west exit.
- S3-19: A gaping hole in the ground is between Zelda and the west exit. Crystal shards come from the north wall and an animal skull floats from north to south on the other side of the hole. If Zelda shoots the skull with an arrow, a crystal bridge will appear that allows her to reach the other side of the hole.
- S3-20: Nothing.
- S3-21: Zelda must fight Avianna, the guardian of this tomb, with the feather weapon. The doors open once Avianna is dead. If Avianna kills Zelda, she will return to location S3-20.
- S3-22:Zelda can now grab the third celestial sign.
Region 4
The main locations
- R9: If Zelda touches the farmer Lonlyn, he will speak and give her 25 rubies. The farm helper Gwynla enters after Zelda. If Zelda touches her, Gwynla will speak to her and give Zelda the noise spell.
Other locations
Not yet important in this level.
- Q8: Two Molblins.
- Q9: Two Mobies.
- Q10: Three blue Tektites.
- R10: When Zelda touches Squire Grip, he will speak to her and Merribal will sing a song. When Zelda touches the minstrel Merribal, he will sing another song pointing to the direction of the fourth tomb.
- R8: Three blue Tektites.
- R7: Three Molblins.
- R6: Three Mobies.
- R5: One red Tektite.
- S5: Entrance to the third tomb. If Zelda has not completed the first three tombs, spikes block the entrance.
- S6: Two ghosts, Ethera and her dog Ghini, walk through the Memorial of Mortality.
- S7: Three Molblins. One Mobie. One blue Tektite.
- S8: Two Mobies.
- T8: One Molblin.
- T6: Zelda can enter the cave in the eastern wall.
Tomb 4: Shrine of Destiny
- S4-1: Doors lead to the northwest and northeast.
- S4-2: Three Pols Voices.
- S4-3: Four spiked blocks move from north to south. When Zelda shoots the blue globe in the southwest corner and it turns red, the blocks disappear.
- S4-4: Two Pols Voices.
- S4-5: nothing.
- S4-6: When Zelda kills the two Gibdos, they will drop the compass for the fourth tomb. One Jack will rotate diagonally. Spikes block the western exit; these will disappear once Zelda kills the Gibdos.
- S4-7: When Zelda kills the three Gibdos, they will all turn into dangerous Jacks. If Zelda leaves these locations and returns, the Jacks will disappear. Spikes block the western exit; these will disappear once Zelda defeats the Gibdos.
- S4-8: Two spiked blocks move north to south, and another moves east to west.
- S4-9: nothing.
- S4-11: Two Gibdos.
- S4-12: Three Gibdos.
- S4-14: Three spiked blocks move from north to south.
- S4-15: Two Gibdos.
- S4-16: Zelda must carefully walk along a narrow, slippery path over a chasm. If she falls, she will return to the first location in this tomb. Two Wizzrobes fire sound waves. They can only be killed with the dagger weapon.
- S4-17: Zelda is walking on a narrow, slippery path over a chasm. She returns to S4-1 if she falls off. Three Wizzrobes fire sound waves.
- S4-18: Narrow path over a chasm. Four Romravens are flying around. The two paths to the south are dead ends.
- S4-19: Two Wizzrobes fire at Zelda from the narrow path over the chasm. One is blocking the eastern exit. The other is on the lower path.
- S4-20: Zelda must hit the first and third globes and turn them red. This will remove the spikes at the eastern door.
- S4-21: Four Romravens. Zelda must turn the blue globe red to remove the spikes in the eastern door.
- S4-22: The guardian Malmord appears and disappears when Zelda fights her. Once she is defeated, the doors to the northwest and northeast open. If Malmord kills Zelda, she returns to S4-21.
- S4-23: Zelda can now grab the fourth celestial sign.
Region 5
The main locations
- L28: When Zelda has completed the first four tombs, two sailors will be waiting for her at the harbor with a raft. Zelda must give them twenty rubies, plus the vial of wind. When Zelda gets on the raft, she will automatically be taken to the fifth tomb. If she has not completed the first four tombs yet, the sailors and raft will not be there.
- M25: Two Dolomites throw stones. Zelda can enter the cave to the north.
- M25a: Inside: When Zelda hits the blue globe with a projectile weapon, a bridge will appear that allows her to reach a hidden life heart on the other side of the stream. This increases her life energy by one heart.
Other locations
Other locations that are not (yet) important in this level:
- K28: One Sea Eagle.
- L27: A sailor dressed in blue with a crate walks up to another sailor, then walks away to the right side of this screen. Zelda can enter the building on her right.
- L27a: Inside: Toobar with the eye patch stands at the bar and talks to Zelda if she touches him. A thief is on the north wall and will steal 25 rubies from Zelda if she touches him.
- M26: Two Sea Zolas throw spiked balls.
- M27: A sailor dressed in blue with a crate under his arm stands on the beach looking out to sea. Eventually he will walk off the screen to the left.
- N25: Two Sea Zolas throw spiked balls.
- O22: Two Sea Eagles. Zelda can enter the northern cave.
- O23: One Dolomite throws stones.
- O24: Two Sea Eagles.
- O25: Two Sea Zolas throw spiked balls.
- O28: The head and neck of a sea monster emerge from the sea and attack Zelda's raft.
- P20: Zelda can enter the shuttered house.
- P20a: Inside: a retired captain and a foreign woman will each speak to Zelda if she touches them.
- P21: Two Sea Eagles.
- P22: Two Sea Zolas throw spiked balls.
- Q20: Two Mardlegs.
- Q28: When Zelda's raft docks, she can walk onto the beach of Sea Island. This raft will also take her back to the mainland.
- R20: One Alligaroo. Zelda can enter the swamp to the north if she has the green boots.
- R29: Entrance to Tomb 5: the Tomb of Water. Zelda can enter the cave.
- S20: One giant squid. Zelda can enter the swamp to the north if she has the green boots.
- T20: A beachcomber sells a candle for one hundred rubies and a life potion for two hundred. Zelda can enter the swamp to the north if she has the green boots.
- U19: Zelda can enter the swamp if she has the green boots.
- V20: One Mardleg.
- V19: Three Sea Zolas throw spiked balls.
Tomb 5: Shrine of Water
- S5-1: nothing.
- S5-2: Dangerous spears coming from above at Zelda.
- S5-3: Spears from above. Two Zols.
- S5-4: A board lies among the stalactites.
- S5-5: Zelda can place the board over the hole in the rope bridge to get to the other side.
- S5-6: Three Zols.
- S5-7: nothing.
- S5-8: Zelda must kill the southern Kelpi with the turquoise ring to remove the spikes in the eastern passage.
- S5-9: Spears from above. Two Zols.
- S5-10: One Octorok.
- S5-11: One Octorok.
- S5-12: nothing.
- S5-13: Zelda must kill the northern Kelpi with the turquoise ring to remove the spikes from the passage to the east.
- S5-14: Spears from above. The compass for the fifth tomb is in the southeast corner. Zelda can go through the middle passage in the north wall.
- S5-15: Two giant squids.
- S5-16: AgWanda speaks to Zelda and disappears before Zelda can fight her. Zelda must use her raft once AgWanda has disappeared. When Zelda steps onto the raft, she is automatically taken downstream to the east.
- S5-17: The raft stops at a small harbor, where Zelda can go ashore. A giant squid lurks in the southeast corner.
- S5-18: nothing.
- S5-19: Zelda must use her raft again. Two turtles surface and submerge under the water.
- S5-20: Zelda's raft continues to drift. Two turtles. Zelda's raft sails on.
- S5-21: The eastern Kelpi stands guard.
- S5-22: Three stingrays. Zelda's raft continues on.
- S5-23: One giant squid. Zelda's raft continues.
- S5-24: Zelda's raft comes ashore at the southeast corner.
- S5-25: The tomb guardian AgWanda attacks Zelda with water weapons. The doors open when AgWanda is defeated.
- S5-26: Zelda can now grab the fifth celestial sign.
Region 6
The main locations
- Y14: Zelda can pick up the bow and arrow weapon lying here.
- AA15: The miner gives Zelda a large lump of coal. The mine can only be entered via location AA17.
- AC18: A mermaid restores Zelda to full health when she touches the water.
Other locations
Other locations that are not (yet) important in this level:
- X14: Three Mongchips.
- X15: Two Mongchips.
- X16: Three Mongchips (one is stuck in the tree).
- Y15: Two Lowders.
- Y16: Two Mongchips.
- Y17: Three Molluskas fire pearls at Zelda.
- Z13: Two Anti-Ganon soldiers are hiding here.
- Z15: Two Mongchips.
- Z17: Sir Basil warns Zelda about the sixth tomb.
- AA16: Entrance to the mine.
- AB17: Entrance to tomb 6: the tomb of power. If Zelda has not completed the first five tombs, a blue beam of light blocks the entrance.
- AC17: Three Lowders.
Tomb 6: Shrine of Power
- S6-1: Stablekeeper 1 will speak to Zelda when touched. He sells a red ribbon for fifty rubies (the ribbon is needed to participate in the joust later) and two other ornaments for twenty and ten rubies.
- S6-2: If Zelda pushes the block on the left to the right, a map of the tomb will appear.
- S6-3: A Carny Barker and a waterbearer speak to Zelda when touched. If Zelda keeps touching the waterbearer, she will eventually give her the compass for the sixth tomb. The pickpocket will steal 25 rubies from Zelda if she touches him or he touches her. After a while, the pickpocket will leave the location on his own.
- S6-4: A pickpocket is standing against a stall and is walking back and forth. He also steals 25 rubies from Zelda when they touch each other.
- S6-5: A thirsty child next to a well asks Zelda for help. If Zelda helps the child, the child will give her a gold necklace.
- S6-6: A trainer stands at a counter, where three bear heads move from north to south as targets. Zelda can shoot them if she has the bow and arrow in her possession. For each successful shot, she receives rubies.
- S6-7: A blue globe lies at the end of a short corridor. Zelda must hit it from a distance with a projectile weapon. If Zelda does not hit the globe, she cannot go through the eastern door in the next location.
- S6-8: Two blue globes are located in the southwest and northeast corners of this location. Hitting the southwest globe causes spikes to appear in the northern doorway. Hitting the northeast globe causes a roarstick weapon to appear.
- S6-9: Stablekeeper 2 sells Zelda a ticket to the joust for twenty rubies. Buying this ticket also makes the spikes at the eastern passage disappear.
- S6-10: nothing.
- S6-11: A Carny Barker urges Zelda to fight the Red Knight.
- S6-12: If Zelda has the red ribbon, the Red Knight will appear to fight her. Zelda must use the jousting stick found in the seventh region. If she kills the Red Knight, the spikes at the eastern passage will disappear.
- S6-13: Two Iron Knuckles.
- S6-14: Spikes block the northern passage. In the northeast corner is a blue globe. If Zelda hits the globe with her wand, the spikes at the passage will disappear. However, spikes will now appear around the globe. Zelda must hit the globe from a distance with a projectile weapon.
- S6-15: Two Iron Knuckles.
- S6-16: Zelda must make her way through the blocks by pushing the lowest one to the right, the next one to the left and the one after that to the right. Now she can use the north exit.
- S6-17: Three Iron Knuckles.
- S6-18: Stablekeeper 3 sells Zelda a ticket to the Field of Swords for twenty rubies. Buying the ticket will make the spikes in the northern passage disappear.
- S6-19: The pickpocket in the northwest corner will run away after a while. If Zelda and the pickpocket touch, he steals 25 rubies from her.
- S6-20: Zelda must use her broadsword against the Green Knight.
- S6-21: nothing.
- S6-22: If Zelda has not killed all three knights, spikes will block the northern passage.
- S6-23: nothing.
- S6-24: nothing.
- S6-25: Two Iron Knuckles.
- S6-26: Killing the two Iron Knuckles will remove the spikes from the western passage.
- S6-27: nothing.
- S6-28: Zelda is locked in Ursala's lair. Killing this tomb guardian will open the doors to the west and east.
- S6-29: Zelda can now grab the sixth celestial sign.
Region 7
The main locations
- E10: The bridge takes Zelda across the water to some hidden life hearts.
- F10: A hidden life heart is under the tree in the southwestern part of this location. This extends Zelda's life by one heart. Zelda must go west here to reach the bridge.
- G9: A Goblin is hiding in his den. After a while he comes out by himself, or he emerges when Zelda enters his den.
- H9: A Goblin gives Zelda a jousting stick.
Other locations
Other locations that are not (yet) important in this level:
- A7: Four Skoras spit fireballs.
- A8: Two Skoras spit fireballs.
- B7: Entrance to tomb 7: The Tomb of Fire. If Zelda has not completed the first six tombs, flames block the entrance.
- B8: Two Squibbers.
- C7: One Skora spits fireballs.
- C8: Two Skoras and a Bounder spit at Zelda.
- D7: Three Skoras spit fireballs at Zelda.
- D8: Two Leevers.
- E7: Ryco sells a life potion for two hundred rubies.
- E8: Four Leevers.
- F7: Three Deelers.
- F9: Three Peahats fling peas at Zelda.
- H10: Two Squibbers are stuck on a log.
- I10: Two Squibbers.
Tomb 7: Shrine of Fire
- S7-1: nothing.
- S7-2: nothing.
- S7-3: A Blacksmith throws spears.
- S7-4: If Zelda kills the spear-throwing Blacksmith, he will drop the compass for the seventh tomb.
- S7-5: Four Crockarocks shoot stones at Zelda. The door in the northwest corner is a false one. When Zelda kills the four Crockarocks, they will drop the map for the seventh tomb.
- S7-6: Zelda must avoid the fireballs coming from the lava.
- S7-8: nothing.
- S7-9: Four Fireflies. The hole in the eastern wall is the only exit.
- S7-10: One Romraven.
- S7-11: Killing the three Fireflies will remove the flames in the southern passage.
- S7-12: Warbane appears briefly, speaks, and disappears again. He leaves behind a hammer weapon.
- S7-13: nothing.
- S7-14: nothing.
- S7-15: Four Romravens.
- S7-16: One Kannis.
- S7-17: One Kannis.
- S7-18: Killing the single Kannis removes the flames in the northern passage.
- S7-19: nothing.
- S7-20: Two Bollas roll fireballs at Zelda. Killing them removes the flames in the northwest passage.
- S7-21: Warbane shows up again briefly, speaks to Zelda, and then disappears again. Zelda can't move and therefore can't fight him.
- S7-22: Maxus fires flaming arrows at Zelda and must be destroyed using the gold necklace from S6-5. Spikes appear from the floor and near the western passage. The spikes in the passage disappear when Maxus is killed.
- S7-23: Zelda is stuck in Warbane's lair. Once this tomb guardian is killed, the doors will open.
- S7-24: Zelda can now grab the final celestial sign.
So, that's it. It was quite a trip, but hopefully worth it. And now, never complain again that you don't remember!
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Last updated: December 8th, 2024.