Palace of darkness map

Palace of darkness map DEFAULT

A Link to the Past Walkthrough &#; Dark Palace

Once you gain control of Link in the Dark World, climb down the Pyramid of Power along the right side. On the far right side of the Pyramid, you will find a Piece of Heart. Leap off the nearby ledge and run on over to grab the Heart Piece.

Leap off the pyramid and head right a screen. Before making our way to the first dungeon in the Dark World, there is a powerful item we can acquire. Along your way you&#;ll find an assortment of brand new enemies. Many of these creatures are Dark World counterparts to enemies found within the Light World.

Walk up two screens and right a screen to reach the area that was previously the Magic Potion Shop in the Light World. The building is now a merchant shop, but it doesn&#;t have much worth buying. Lift the large rock to the right of the shop and continue right a screen. Continue up a screen on the right side to reach the Lake of Ill Omen.

This area was previously the entrance to Zora&#;s Waterfall. There is a sign nearby that reads, &#;Curses to anyone who throws something into my circle of stones&#;. Naturally, Link should pickup the nearby skull rock and toss it into the circle of stones just to the left. A large Catfish will appear and will give you an item if you go away. The Catfish gives Link the Quake Medallion, a powerful item that defeats almost all the enemies that appear on screen. It is a required item that Link will use later in his quest.

Link is now ready to make his way to the first dungeon here in the Dark World. Make your way all the way back to the Pyramid of Power. From the pyramid head right a screen, down a screen, right a screen, and up a screen.

Follow the pathway on the right and you&#;ll come to a mark in the ground that looks like an arrow. Follow it up through the green bushy trees. Continue along this linear path all the way to the left and then all the way to the top portion of this area.

There is a large bushy green area found here. If you look closely above it, the markings signify the path that Link can walk through. Make your way through this bushy maze. Once you come out of the maze to the right, a monkey will be following you and asks if you can spare 10 rupees. Agree to do so and he&#;ll continue to follow you.

Walk to the northeast corner of this region with Kiki the Monkey following you. There is a large entrance that is locked. If you walk up to it, Kiki will offer to open the entrance in exchange for rupees. Agree to do so and then enter the first dungeon of the Dark World, the Dark Palace.

Dark Palace

Progress at this point
New in this section
First Maiden
Helmasaur, Medusa, Terrorpin, Blue Bari, Green Kodongo, Bumper, Green Goriya, Red Goriya, Blade Trap, Helmasaur King
Dungeon Map, Big Key, Compass, Magic Hammer, Heart Container
Dark Palace

Once you enter the dungeon, step on the floor switch on the left side of the room and head up through the door that opens. Here you will find an enemy Helmasaur. These creatures cannot be harmed from the front as their helmet protects them. Slash them from behind or at their side to defeat them. Alternatively you can use a pot to toss at them. Climb down the steps to the lower floor.

You will find a pair of Medusa statues that will shoot fireballs out towards you. Avoid them and lift the pot at the bottom-left corner of the room. Step on the switch to cause a treasure chest to appear. Open it up to get a small key and then head back up the stairs.

From the dungeon entrance, the pathway on the right side is completely optional. It will lead to the Dungeon Map, a fountain of fairies, and a small key. However, the dungeon can be completed without this small key. From the entrance head up two screens from the center of the room, using the small key you just got. You will encounter enemy Terrorpins here, but you cannot defeat them quite yet, so just run past them. You&#;ll also encounter a Blue Bari, which you can strike with your sword, but be sure to do so when it is not electrified. On the right side of the room, there are two blocks. Push the one on the right to the right, causing it to fall off. Drop down to the floor below.

Once you drop down, lift the nearby skull and step on the switch that is underneath. Open the nearby treasure chest to get a small key and then step into the portal at the top-right portion of the room. There is another portal that you can step in here, but don&#;t do so. This path leads to the Dungeon Map and an extra small key like I mentioned earlier. Instead, climb up the stairs at the top of the screen.

Push the statue to the left out of the way and then head up a screen in the center of the room once again. This time take the pathway on the left side. As you head up the narrow pathway, you&#;ll see part of the ground is cracked. Place a bomb to blow it open and then fall down the hole.

Walk to the top of the room and use the small key on the locked door. Walk up the steps and open the treasure chest to get the Big Key! Leap off the ledge to the right and once again step through the warp portal. Climb up the steps, push the block out of the way, and once again head up a screen.

Take the right pathway once again. This time walk passed the blocks and head up a screen. Open the treasure chest found here to get a small key. There is an arrow on the ground and if you walk in that direction, Link will leap over the gap and safely land on the next platform. Climb the steps and make your way to the northwest corner of the room. Open the looked door and head up a screen.

This next room can be tricky. You need to lift the pots, quickly run northward and lift another set of pots while avoiding or defeating the two Helmasaurs. What makes it difficult is the floor will begin to crumble below you. The best strategy is to grab one of the skull pots when you first walk in and toss it at the Helmasaur. To get passed the second Helmasaur, you can use your Pegasus Shoes to dash by him, but you must quickly recover and lift the pots before he can get to you. Alternatively, you can use Ether to freeze him, or Quake or Magic Powder to transform him into slime, making him easy to defeat. Once you successfully make it across, head right a screen.

You can open the treasure chest here to get the Compass. Then walk down either of the two staircases in this room to get down to the lower floor. You can use your Lamp to light up the room if you&#;d like. There are a pair of Anti-Fairies in this room, so you can use Magic Powder to turn them into fairies and capture one if you&#;d like. A bunch of blue rupees can be found along the floor, so be sure to grab them. At the bottom of the room there are two treasure chests, one containing some arrows and the other containing a small key. Grab the small key and then head back up the stairs.

DO NOT go through the door that is at the south end of the room. That just leads back to one of the large central rooms and we don&#;t need to waste the small key. Instead, walk back left a screen and use the small key to open up the locked door here. This room is dark and is filled with a few green Kodongos, who will shoot fireballs towards Link. Walk through the maze and at the northwest corner of the room, Link will find a treasure chest with some bombs. From that treasure chest, you can make your way to the southwest corner of the room, and then the southeast corner of the room where there is a treasure chest containing a small key.

Just north of the small key treasure chest, there is a crack in the wall on the right side. Place a bomb and blow open the hole. Walk on through and open the big treasure chest to get the dungeon item, the Magic Hammer. With the Hammer in hand, use the Magic Mirror to return to the dungeon entrance.

From the dungeon entrance, head up two screens. Now that you have the Magic Hammer you can use it to flip the enemy Terrorpins on their backs, revealing their soft bellies. Slash at them with your sword to defeat them. Take the left pathway and head up a screen. Take the left pathway and leap over to the large central platform. The enemy Hardhat Beetles can be quite annoying here, along the Bumper in the center of the room. You can use either the Magic Hammer or the sword to harm them. Once they have been defeated, use your Boomerang to hit the crystal switch. This will lower the blue blocks that were blocking the path. Walk right across the lowered blue blocks and head right a screen.

Walk to the northeast corner of the room and lift the three skull pots. There is a floor switch in the corner of the room, but it won&#;t stay down. Link will need to pull the large statue nearby and have it stand right on top of the floor switch. This will keep the door open, so climb the steps and head on through.

There is a trio of Goriyas in this room that mirror your movements. The green ones are easy to defeat as you can just face directly at them and shoot them with an arrow. The red one will shoot a fireball towards you if it directly faces you. The trick is to face the red Goriya, but not directly in line. Shoot an arrow and then quickly move left or right, so that the Goriya will move right onto the direction the arrow is moving. After two arrow hits the red Goriya will be defeated and the door will open, so head on through.

There is a Blade Trap moving rapidly in this area. Wait until it passes you and then quickly run to the right side of the room. There is a statue here with a large eye. Pull out your bow and shoot an arrow at the eye. This will cause the wall to the right to move, revealing a staircase. Walk on over and head down the steps.

Use the Magic Hammer to smack the moles nearby, allowing Link to walk by. You can use the Hammer to flip over the Terrorpins and defeat them as well. Stand near the top-left portion of the room and shoot an arrow or toss the Boomerang at the crystal switch, switching which blocks are lowered. Use the last small key you have on the locked door and head left a room. NOTE: If you don&#;t have a small key, this is likely because you either missed one or used a small key on an unnecessary door. Remember, there is a small key in the room right before you got the Magic Hammer. Additionally, from the dungeon entrance, the pathway on the right leads to a small key.

Defeat the lone Terrorpin in this room and then head down a screen. This room has two torches that Link can light with the Lamp, as well as six Terrorpins. Defeat all the enemies and then head right through the door that opens up. Push the top-right block downward in this room and then step into the warp portal.

Walk up through this narrow area and defeat the four Terrorpins that are in your way. Once you are ready, head on through the locked door to take on the dungeon boss, the Helmasaur King.

The Helmasaur King will move around the room and has a variety of attacks. He will continuously swing his tail back and forth, but will occasionally swing it further, attempting to hit Link in front of him. The Helmasaur King will also shoot a ball of fire out towards Link, which will then separate into three separate balls. Each separate ball will then split into four balls, always going in the four diagonal directions. The Helmasaur King also deals damage on contact, so try to make sure he doesn’t move into you.

To defeat the Helmasaur King, you must first remove its front mask. Link can do this in two ways: by either hitting him with the Magic Hammer or by blowing up the mask with some bombs. The Helmasaur King also deals damage on contact, so try to make sure he doesn’t move into you.

After the mask has been broken, a green jewel will be revealed on top of the Helmasaur King. Link can now strike this jewel with his sword or shoot an arrow at it. It will take any combination of 8 sword strikes or arrows to defeat.

After the Helmasaur King has been defeated, be sure to grab the heart container to increase your total health to 11 heart containers. Walk on over and grab the first crystal to speak with the first of the seven maidens.


Dark Palace (A Link to the Past)

Dark Palace

Official Illustration

The Dark Palace is a dungeon in the Dark World of A Link to the Past that can be found in the same location as the Light World's Eastern Palace. It is sometimes referred to as the Palace of Darkness. To enter the dungeon, Link needs the help of Kiki the Monkey. He unfortunately charges Link Rupees to help him enter.


"The Palace in this region was said to have been the residence of the King of the Golden Land. After Ganon took over, the Hylian King moved out and the Helmasaur King move in. With no upkeep, the garden maze became overgrown and the halls of the palace deteriorated."

"Monkeys played a big part in the design of the Dark Palace exterior. In addition to monkey statues, live monkeys were also sighted on the grounds."

"The passages inside the Dark Palace confused explorers even more than the maze on the grounds. Many adventurers were confused by the switches which opened doors and moved blocks up and down. In a room on the first floor, there was a Crystal switch which could only be triggered by an Arrow, the Master Sword's beam, a Boomerang or a Bomb. In another room, there was constant pressure on a switch on the floor. By moving a statue explorers were able to venture into the next room."

"The only way to open the Dark Palace Entrance was to flip the switch on the roof."

"There were many switches in the Dark Palace that had to be triggered in order for some important passage to open. Lighting torches made the dark dungeon depths easier to explore."

--A Link to the Past Nintendo Player's Guide

Dungeon Map

  • Lttp map darkpal location.jpg


  • Lttp darkpalce grounds.jpg

    Area Map

  • Palace of Darkness.png


  • Lttp dark1.jpg


  • Lttp dark2.jpg


  • Lttp dark3.jpg




Helmasaur King

Link must first remove his mask by hitting it with the hammer. Link can also use Bombs, but he will most likely have to move away by the time they explode. If Link stands right in front of him, Link will be safe from his tail, but if he opens his mouth and fires three fireballs at Link, he has to stand in-between the lower two and inline with the top one. They will then each split into four, but Link should be safe from getting hit. Once his mask is gone, it will reveal a green spot which Link must hit with arrows. His attacks don't really change, but he will start to move a bit quicker, making it harder to hit him. After about seven hits with arrows on the green spot, he will be done.


Magic Hammer

The Magic Hammer is needed to help defeat the Dungeon boss, the Helmasaur King. It is found on a platform to the left of the collapsing bridge. Find it by going through the room that is an unlit maze and getting to the wall inside of it that needs to be bombed.


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The Palace of Darkness is a dungeon in Secret of Mana. Located above the village of Mandala near the base of the Lofty Mountains, it is one of the world's eight Mana palaces, and the fifth to be visited in the story.


'SPOILERS ENCLOSED!Click "show" to reveal, otherwise skip to the following section.

A short while before Geshtar destroys the Imperial Palace, Randi, Primm, and Popoi are met by King Truffle, having flown from Matango on the still-growing Flammie. Before the palace collapses, Truffle grants the party a pellet drum that he has trained the dragon to respond to. All hop aboard Flammie to escape, but King Truffle wants to return to his castle first, so the party agrees to drop him off

Back at Fung Castle, Truffle thanks the party and offers a clue to its next point of call, the mountain range near the southern part of the world. Remembering his mission to locate Sage Joch, Randi and his comrades scale the peaks and find Jehk, Joch's disciple, who brusquely informs them that his master is away, and has gone off into the palace below.

The party navigates the complex palace through a network of switches, caves, and invisible paths, only to reach a void at its summit. There, Shade, the scion of darkness, sets a challenge—a massive, all-consuming blob of morphing ooze that must be defeated.

With his servant slain, Shade introduces himself as a one-time king of Mavolia who was exiled to the Palace. Reluctantly, he lends his power to Popoi alone, that it might be of use in the party's quest.

Spoiler ends here.


Get here by either summoning Flammie and landing in front of the cave, or walking that short, short distance on the Mountain Road. In the first room, defeat the Fierce Head. In the next room you can go left or right; take the right path after you give the Dark Knight a beating. Go north and ready the Axe. Whomp the stalagmites to your right; left is ignored for now, but you have to return here because there is a crack in the wall. Go south for now.

Go to the left and through the passage. Tap the switch for a pole to appear. Return and take the path leading south. In the next area, walk left and step on the switch. This opens up the gate you see in the lower-left corner of the screen-the chamber that is now accessible contains a Glove's Orb. Ignore it for the moment. Take the stairs leading to the floor below and go through the passage.

Watch out for the Dark Knight and walk through all those narrow passages. Pick the GP out of the chest and walk on, to arrive at the other side of the "second room". Do not go through the passage but go up the stairs. Do not attend the Dark Knight; just go through the passage. Here, avoid the enemies again and keep heading north. You will arrive in the cave-like area again. Kill the Embermen, do not go in the room above, and use the Whip on the stake you have let appear earlier. Step on the switch to reveal an entrance on the wall that had cracks in it. Obviously, that is where you need to go now, so run all the way back there. You can use the Magic Rope now and pick up the previously-ignored Glove's Orb while trudging to the entrance.

In the new area, head all the way north. Step on the switch and flames will appear on your left, making an invisible bridge. Walk on and repeat the process with another switch, and another one. Eventually, you will enter a dark room with a gigantic blob, and a voice will tell you that he, Shade, is going to test you.

After defeating Shade's monster, you will arrive in a room with the next Mana Seed, and an elemental in front of it. Talk to it, and you will learn that it is Shade, the elemental of darkness. In return for defeating his servants, the Sprite will gain its powers. Before you leave, hit the Mana Seed on the pedestal to gain its powers and the possibility to up your magic's level to 5 or 6.

Castlevania: Lament of Innocence Music: Dark Palace of Waterfalls

Chapter 6: Palace of Darkness

  1. Travel to the Dark Palace Garden
  2. Enter the Dark Palace
  3. Collect a Small Key and return
  4. Retrieve the Map
  5. Get the Big Key
  6. Obtain the Magic Hammer
  7. Get the Compass
  8. Reveal the secret passage
  9. Reach the boss&#; lair
  10. Defeat the Helmasaur King

Travel to the Dark Palace Garden

When you first appear in the Dark World, you’ll be high atop the Pyramid of Power overlooking the sheer, twisted depravity of this figment of the Light World. Sahasrahla will contact you to congratulate you on the wizard’s defeat but to also say that all is not finished yet; the seven maidens are not free, and the wizard’s defeat only hastened the completion of unsealing of the Dark World. He’ll tell you that the first of the seven maidens is off towards the east, and so with that it’s time to finish what you’ve started.

From high atop the pyramid, head south, jumping off of cliffs in order to get to the grand staircase leading to the ground. This being the Dark World practically all of the enemies will be brand new and unfamiliar, and you should definitely be on your guard (especially if you haven’t been collecting many Pieces of Heart) as easy mode is now turned off; these guys will do quite a bit of damage. You need to be careful.

Don&#;t take the enemies of the Dark World lightly; they each do multiple hearts damage.

The first enemy you’ll encounter are Ropa, green plantlike anemone with a yellow flower on top. They will make dramatic hops towards Link; they aren’t threatening by themselves, but they will deal two hearts&#; worth of damage if they hit you. Next up are Moblins, the dog-like soldiers that throw spears and otherwise wander around aimless at the pyramid’s base and beyond; they&#;ll also deal two hearts of damage. Third are the musclebound Hinox; they might be slow, but not only do they deal THREE hearts of damage, they also throw bombs when provoked. It will also take multiple hits with the Master Sword to kill them, so adventurers beware! Lastly, Snap Dragons are mobile blue and white plants that wander about in a diagonal pattern; they’re extremely quick and agile, and they also will deal three hearts of damage per hit.

When you reach the base of the Pyramid of Power, head east. Soon enough you’ll reach a field filled with rocks strewn about the plain. Bear southward and pass the Hinox and Moblins until you see a path heading eastward between pairs of green statues. Around this point, you’ll encounter Taros, the Dark World equivalent of the Light World Soldier. Head east following the pathway and then, after the screen transition, bear north as if you were going to the Dark World equivalent of the Eastern Palace.

&#;But what a mischievous thing to leave lying around&#; The Power of Gold&#; Triforce&#;&#;

The Dark Palace Gardens largely has many of the same Dark World enemies you’ve seen so far. Once you see the east/west dirt path, follow it eastward. You’ll see a pathway leading northward between statues of horned skulls, and you can follow that if you want to learn some of the history of Hyrule, but it’s not required. What you’re really looking for is a set of tiles in the shape of an arrow pointing north. This is the entrance into the Eastern Forest, and this is how you will get to the first Dark World dungeon.

Enter the Dark Palace

Navigating the Dark Palace Gardens

STEP ONE: You’ll notice an opening allowing you to walk through. Head north through the trees, following the arrow, and walk slightly west if you get stuck on a wall halfway through.

Step One You’ll notice an opening allowing you to walk through. Head north through the trees, following the arrow, and walk slightly west if you get stuck on a wall halfway through.

STEP TWO Head around the corner of the building and continue west.

Step Two Head around the corner of the building and continue west.

Step Three Kill the Ropa that you see and then skip past the first entrance to the large forest area northward.

Step Three Kill the Ropa that you see and then skip past the first entrance to the large forest area northward.


Step Four Instead, head through the small thicket of trees to the west, turning north afterward.

Step Five Defeat the second Ropa and then bear east through the thicket once again.

Step Five Defeat the second Ropa and then bear east through the thicket once again.

Step Six After you pass through the thicket, turn south and then enter the large rectangular thicket from the west. You might see a vague outline of a pathway through the trees, but generally you’ll need to heat slightly east, slightly south, a fair distance east, slightly north, and then slightly east to get out of the thicket.

Step Six After you pass through the thicket, turn south and then enter the large rectangular thicket from the west. You might see a vague outline of a pathway through the trees, but generally you’ll need to heat slightly east, slightly south, a fair distance east, slightly north, and then slightly east to get out of the thicket.

Step Seven You’ll meet Kiki the Monkey, who apparently loves Rupees. Give him two blue ones so that he’ll follow you for the time being.

Step Seven You’ll meet Kiki the Monkey, who apparently loves Rupees. Give him two blue ones so that he’ll follow you for the time being.

Step Eight Follow the clearing, heading east through the next thicket and north through the one just after it.

Step Eight Follow the clearing, heading east through the next thicket and north through the one just after it.


By this point, you should see the large tiled entrance to the Palace of Darkness, and it should be fairly obvious which way to go. There are enemies about, of course; be careful with the enemies here because, if you take damage, Kiki will run away. If that happens, you&#;ll have to coax him out again with another 10 Rupees. Defeat or dodge the remaining Ropa and Moblin should they be in the way and continue round the pathway towards the front of the palace until you reach a small clearing leading northward through the thicket. Pass through the thicket and you’ll finally have arrived at the palace entrance.

&#;I&#;m Kiki the monkey ki ki! I love Rupees more than anything. Can you spare me 10 Rupees?&#;

Except the entrance is unfortunately closed, and you won’t be able to get inside. But there is someone who can get inside, and he’s right behind you! Kiki will offer you a deal of a lifetime; he’ll offer to open up the palace for you, but in return he’s going to require Rupees. There’s unfortunately no other way to get in, so you need to pay the monkey. He’ll hope up towards the roof and step on a switch. The palace will open, and you’re ready to face your first Dark World dungeon.

Collect a Small Key and return

The Dark World dungeons are much more convoluted than their Light World counterparts. Not only will many of the themes that appeared in the Light World dungeons be replicated here, but new concepts will also be introduced, and it will require some careful thought to deduce how to proceed through these dungeons. The Palace of Darkness is a dungeon requiring Small Key management. There are six Small Keys in this dungeon, and every single one needs to be used.

To start, you’ll be in a room with three doorways heading north. Go down the left fork of the room, stepping on the hidden switch as you proceed to open the door forward. In the next room, you’ll discover a Helmasaur, a little rodent that’s protected his face with a thick, metal mask; you can only attack it from the rear, but this is usually difficult as it’s frequently charging straight toward you. However, you can throw one of the skulls at it and kill it from any direction. Speaking of the skulls, these serve as pots of the Dark World. Feel free to dodge it if you like and head down the staircase to the basement.

Helmasaurs are tricky beasts to kill, but skulls work well.
Medusa force you to stay on the move; thankfully you don&#;t need to stay long.

Here you’ll encounter a room with several skulls along with two square enemies in the center of the room. These are Medusa, and at regular intervals they will shoot fireballs in Link’s direction. Keep being on the move as you make your way to the lower-left skull. Throw it away to reveal a switch, and step on that to reveal a treasure chest. Open it up to get your first of six Small Keys. Head back upstairs when you’re done.

Once upstairs, proceed southward back into the main room.

Retrieve the Map

This time, take the right fork, again stepping on the secret switch to open the sealed door. Since both secret switches control both doors, you might have to press it twice to get to the right state. The right third of the next room will be similar to the left third; there will be skulls and one Helmasaur. Explore as you wish and then head northward down the staircase to the basement.

The next room will have an Anti-fairy in it, which you can either convert to a real Fairy with Magic Powder or ignore as you wish. There’ll also be a Magical Warp Tile. Step into it, and you’ll appear somewhere else on the lower level. This room will have another Warp Tile (which you can safely ignore), two Anti-fairies, and a suspiciously cracked wall to the south.

&#;I am locked in Turtle Rock on top of Death Mountain. I know you are doing your best, but please hurry&#;&#;

There&#;s also a Telepathy Tile that you can use to contact Princess Zelda. Use it, but then use the dash attack to run into the south wall to open a pathway southward.

You&#;ll have to be patient when killing Bari as your sword will conduct their electricity.

You’ll step into a U-shaped room that contains three blue floating blobs called Bari. Bari are particularly nasty enemies as, every now and again, they will charge their bodies full of electricity. Striking them with your sword whilst they’re doing so is not advised, more so since it won’t kill them. You’ll need to wait until they’re uncharged to destroy them. Dispatch those three and continue around. You’ll see two cracks in the northern wall, but only one of those is legitimate; use the Pegasus Boots against the crack on the right-hand side, and you should open up the way forward.

Here you’ll uncover three Goriya—two green and one red. Goriya are quirky enemies in that they mimic Link’s movements except in reverse, although not quite. The green Goriyas will mirror Link’s movements vertically whereas the red one will mirror both horizontally and vertically. Because of this, the green ones are fairly easy to trap along one side of the room, where you can proceed to hit them with your sword until dead. The red one, however, is more complicated, and not just because of its movement patterns. If ever it has line of sight with you, it will shoot a fireball at you. Furthermore, it’s only vulnerable to arrows, not the sword. The easiest way to kill them is to be just out of alignment with the Goriya, shoot an arrow, and then move in the direction of the Goriya so that it will move into the arrow’s path. Two shots and the door will open forward.

Goriya are strange enemies; they move only when you move.
Red Goriya are more annoying; you need to move them into your Arrows.

You’ll then enter into one of the more profoundly annoying rooms in the entire dungeon. Before you will be a long moving walkway that, at least for the first half of the room, will be moving against your forward momentum. Along the way, you will encounter a trio of Bari—the first two being familiar blue ones with the last being a new red variety. There will also be several Traps—spiked blocks—bouncing back and forth from left to right across the moving walkway. You can try to do your best to dodge everything (and you might succeed), but if you have the damage to spare, just use the Pegasus Boots to dash along the length of the corridor. Even if you get hit and lose momentum, just start another dash, and you should make it most of the way in a few sprints. Once you reach the other side, there’ll be a staircase up.

There you’ll need to deal with the red Bari that you encountered just before. The primary difference between red and blue Bari is that the red ones, when defeated, will split into two miniature versions of itself called Biri. These Biri, just like Bari, will occasionally pulse with electricity, so only strike them with your sword when deactivated. Once you’ve defeated the three Bari and their children, you can open the chest for the Map.

Get the Big Key

After you get this Small Key near the Map, it's easiest to just Mirror back to the beginning.

After you get this Small Key near the Map, it&#;s easiest to just Mirror back to the beginning.

While you’re near the Map room, you’ll see cracks in the walls to both the east and the west. Bomb both of them. To the east, you’ll find a room with three Fairies, which you can capture or use if you need to. To the west, you’ll find a small parapet with a chest containing a Small Key. Once you get the key, there’s nothing to do in this entire wing of the dungeon. Since the way back is relatively convoluted, the easiest path back is to use the Magic Mirror to return to the dungeon entrance.

Now that you’re back at the entrance, it’s time to take the third fork. Head straight north through the open door. The next room should be very familiar to you as well; the only thing blocking you from moving forward is the locked door, so use one of your keys to proceed forward.

You’ll enter a large room filled with a large pit to the room below and a handful of enemies and traps: two Medusa, two Bari, and two new enemies called Terrorpins. Terrorpins look like armored turtles and will slowly march in your direction; the worst part is that you can’t defeat them yet, so just avoid them and move on. You’ll want to head towards the left side of the room, crossing the bridge that you find. As you cross the bridge, you’ll see cracks on the floor as you cross. This is your sign that you should bomb it, just as you would a crack in a wall. The floor will crumble, giving you access to the pit below. Hop on in.

Getting to the Big Key is pretty easy&#; provided you know which way to go.

You’ll hand high on a ledge overlooking the rest of the room. Whatever you do, don’t hop down. Instead follow the ledge up and to the right to find a locked door. Unlock it with the last of your keys and head upstairs.

Once upstairs, you’ll find a treasure chest. Open it up, and you’ll have the Big Key in your possession.

Obtain the Magic Hammer

So with the Big Key in your hand, either take the stairs back down or hop down using the gap in the wall to your right. Down in the basement, there&#;ll be a few invincible Terrorpin, and eventually four Stalfos will jump down on you. Don’t bother trying to fight them, but do be quick about your business. You’ll want to lift up the skull at the end of the long line of blocks to reveal a switch; that will cause a treasure chest to appear, and you will find yet another Small Key under it. Collect it, and then you’re done here. You could use the Magical Warp Tile and make your way back to the entrance, but using the Magic Mirror is slightly quicker, so use it to return to the beginning of the dungeon.

Be quick to pick up this key before the enemies overwhelm you.
You can slide this block out of the way when you get back here.

Back at the dungeon entrance again, take the center fork yet again, heading north until you get to the room with the Terrorpins. This time, instead of taking the left bridge, you’ll want to take the right bridge. The right bridge will be obstructed by two blocks, but you can push the lower one rightward into the pit in order to continue heading north through the open door above.

There’s a treasure chest ahead, and you should open it up to get your fourth Small Key. You should now have two keys in your inventory, and you’ll need both of them to get the dungeon item. Further on, you should see an arrow pointing north on the floor. Scoot around the chest and walk northward over the arrow, fearless of the black pit before you. This will make you jump over the pit onto the platform beyond it. Every time you see such an arrow here, you’ll be able to jump over the gap to the platform beyond. The blue blocks will obstruct your progress left and right, but the lowered brown blocks will let you head north, so head up the stairs that direction. Take the left fork, which will take you past a Hardhat Beetle and then around to a locked door. Unlock it and continue on.

The Dark Palace certain has its share of traps and unique design elements.

Before you will be a room with a narrow catwalk over a black, bottomless pit. Lift up the skulls that deny you access to the catwalk and then immediately use the Pegasus Boots to dash attack to the other side. You’ll find two Helmasaurs along the way, which will hopefully get knocked into the pit as you cross. You’ll want to dash because the floor will gradually fall away one tile at a time after a set amount of time, and you don’t want to fall in and take damage. Lift up the skulls at the far end in order to reach safe ground. Your next destination should be unlocking that locked door to the west, returning you to zero keys.

The room ahead is a maze enshrouded by darkness. Don’t bother grabbing your Lantern as there aren’t any torches to light the way. There are four Kodongo in the room, so if you run across any, you might as well kill them since everything is such close quarters here. There are two treasure chests for the taking. The one of lesser importance is in the northwest of the room, which will net you three Bombs. However, you will absolutely need to get the one in the southeast, which will give you the fifth Small Key. Once you get the Small Key, just to the north of the eastern wall is a crack in the wall; use a Bomb on it to get to the Big Chest you saw whilst crossing the catwalk in the previous room. Open it up, and you’ll have the Magic Hammer!

You&#;ll have to navigate a maze of darkness to find the Magic Hammer.

Get the Compass

With the Magic Hammer in your possession, head back into the dark maze and return the way you came in through the northeastern door. You’ll see another open door along the eastern wall, and you’ll want to head through there.

You can finally defeat the Terrorpin that are guarding the Compass.

You can finally defeat the Terrorpin that are guarding the Compass.

In this next room, you’ll see a treasure chest surrounded by four angry Terrorpins. Now that you have the Hammer, you can finally defeat these guys. Select your Hammer in the inventory screen and wait for them to approach you. Pound your Hammer on the ground, and any Terrorpin within a certain radius will flip over, revealing their soft stomachs. While they’re flipped over, they’re vulnerable to the sword, so you should slash at them mercilessly. Do be warned that if you don’t dispatch them within a certain time or you use the Magic Hammer near them yet again, they’ll flip back over and be much angrier, advancing to Link at a faster rate. Kill the four Terrorpins and then claim the chest before you, which is the last of the major dungeon items: the Compass.

Reveal the secret passage

You almost have everything collected; there’s just one small errand you have to do before making your way to the boss’ lair. Thankfully, that errand is fairly close at hand. In the Compass room, there are two staircases heading down; take either one of them as they go to the same place. Below you’ll find a dark room composed of two sections, an outer U-shaped channel that you are in and an inner section which you can’t reach. Ignoring the inner section, you will find two Anti-fairies guarding a total of Rupees. Collect as much money as you can hold while making your way to the bottom of the room. There you’ll find two chests containing an Arrow and, more importantly, the last of the Small Keys.

Hopefully you have plenty of room in your wallet when you come down here.
But the real treasure to be found is the last of the six keys.

Once you’re done hoarding, head upstairs back to the Compass room, and then proceed south through the locked door. There is a treasure chest in this room, but it&#;s nothing big; it&#;s just five more Rupees to add to your wallet. However, the path through the Traps bouncing back and forth does make the straightforward path treacherous. If you travel to the left side of the room, you can push the statue within the center wall to the right to trap the Trap in a smaller space and open the way forward. Otherwise, there’s nothing of real interest in the next room, so continue proceeding south, and you’ll eventually be back in the room with the large pits and the jump arrows.

The door will seal itself behind you, but no matter. Head along the left fork when you reach the brown blocks, but instead of continuing along to the catwalk, use the south facing arrow to jump across to the main arena in the center of the room. There you’ll find five Hardhat Beetles awaiting you. You won’t have much breathing room to do what you need to do until you defeat them, so ruin their day. Once done, use either the Boomerang or an Arrow to hit the Crystal Switch that exists just off to the south of the center of the main arena. Doing so will make the blue blocks lower, allowing yourself to head through the door to the east.

You&#;ll need to use all your items and ingenuity to defeat the many puzzles in this dungeon.

You’ll enter the room that you were in back when you collected the Map, but you’ll be on the lower landing this time. Hit the Crystal Switch so that it shows brown and then head to the north end of the room. The door is sealed shut, but there’s a way to open it. The topmost skull on the right hand side hides a switch; however, somewhat annoyingly that switch will only activate if there’s a weight actively on it, so once you step off the door will seal once again. To weigh the switch down, push the top-right statue over against the right wall, then push it all the way up towards the switch to weight it down. The door will open, so head up the stairs to proceed.

Within the next room, you’ll find yourself dealing with Goriya once again. There’s no new trick here compared to the last time; kill the two green ones first and then use Arrows to eliminate the red one. The door will then open, and you can continue onward.

Be careful when stepping out into this last room on the first floor; there’s a Trap bouncing back and forth directly ahead of you. As it swings left, quickly duck through the hallway on the right in order to approach the green statue at the end of the hallway. You might notice that the floor of the room seems to have tile that extends further into the wall just to the right of the statue. That’s your clue that there’s a secret here. Shoot an arrow into the eye of the statue, and that will trigger an earthquake. Similar to the Desert Palace, the room will expand eastward, eventually revealing a staircase down into the basement.

This is the puzzle that started the trend of using eyes as switches.

This is the puzzle that started the trend of using eyes as switches.

Reach the boss&#; lair

When you get downstairs, you’ll be completely surrounded by Moles. You might have noticed these earlier in the dungeon, but you couldn’t do anything about them then. Now with the Magic Hammer, you totally can. Use the Hammer on the Moles to open a path, though be wary as there are Terrorpins on the other side, though hopefully you’ll turn over one or more with your Hammer at the same time. There are only two Terrorpins, so defeat them so you can return to the puzzle within the room. There is a Crystal Switch in the upper-right corner of the room; if you left it brown upstairs, you should be able to get most of the way to the left, but you’ll need to turn it blue while standing to the left of the brown blocks. You can do this with the Magical Boomerang (if you have it), an Arrow, or a Bomb. However you decide to do it, unlock the door to the west once the path is clear.

The next room is a narrow corridor between rooms, but there is a Terrorpin lurking the dark hallways, so be ready to deal with him when you get the chance. Head on south through the door once you’re ready.

The doors will seal shut once you enter, leaving you in this trap. Six Terrorpins lurk in this room, so make sure your Hammer is ready to knock over as many as you can. You can choose to switch to the Lantern to light one of the two torches to help with the visibility aspect, though the Terrorpins will no doubt find you one way or the other. Defeat all six to open the door to the right.

The last few rooms are swarming with Terrorpins.
But they&#;re all that stand between you and the boss.

This room will thankfully be a short reprieve in the run down to the boss; no enemies lurk within the dark. There is a Magical Warp Tile within the center of the room surrounded by blocks. The block one space up and one space right of the Magical Warp Tile is the one that can be moved to allow you access. Step into the tile, and you’ll be warped to a new location.

You might remember this new location from just after you got the Compass. You’ll be in the inner segment of the U-shaped room where all the Rupees were located. Head north, but keep your Hammer handy as four Terrorpins will be marching down to keep you from the boss’ lair. Defeat them and then finally unlock the Big Door to access the boss’ lair.

Defeat the Helmasaur King

The first goal with the Helmasaur King is to remove his mask with Bombs or the Hammer.

The first goal with the Helmasaur King is to remove his mask with Bombs or the Hammer.

The Helmasaur King is by far the biggest boss you’ll have fought in this game to date. The Helmasaur King feels like it takes up over half of the room, and its movements will definitely keep you on the defensive. Outside of damaging you just by wandering into you, the boss has two basic attacks. Every so often, the giant Helmasaur will spit out a fireball that will travel a short distance; this fireball will eventually separate into three distinct fireballs, each of which will then separate into four fireballs that will head to the ends of the screen along the diagonals. Those aren’t too difficult to avoid on their own as the fireballs are predictable and you generally will have enough time to move.

However, the Helmasaur King will also more frequently sweep his long tail left and right before quickly striking to one side. It can be hard to predict which direction the attack will come from, but one thing is for sure: being on the far sides of the screen is not the ideal place for this. The safest place to stay will be remarkably close to the King’s face as its tail cannot strike that close to himself.

Dodge the Helmasaur&#;s attacks and finish him off with Arrows to the face.

In order to defeat this boss, you have to perform two tasks in order. First, you need to remove the mask that’s covering the King’s face. There are two ways to do so. First, you can use Bombs, throwing them into him or placing them in strategic positions that the Helmasaur King will wander over in hopes that they will explode under him; if you manage to explode three bombs under him, his mask will fall right off. If you’re low or out of Bombs, you can also use the Magic Hammer; this is technically the faster option but also the riskier one.

Once the mask falls off, it will reveal a giant green eye right atop the Helmasaur King’s forehead. That is the obvious weak spot. Preferably you can use the Bow and Arrow to strike the eye, but you can also use your Sword to waylay upon him. Once you do enough damage, the boss will explode from tail to head, and it will leave behind a Heart Container and a Crystal.

&#;I&#;m sure Ganon&#;s intending to conquer even the Light World after building his power here.&#;

When you look deeper into the Crystal, you’ll uncover that one of the Seven Maidens has been encapsulated within it. She’ll tell you that Ganon is behind the Dark World and that he’s trying to take over the Light World in addition to the Dark World. She has a plan to thwart him, but to do so she’ll need all of the maidens to come together. She’ll mark their positions on your map and urge you onward. One down and six to go.



Darkness palace map of

The Legend of Zelda: A Link to the Past Wiki Guide

Once that's all said and done, it's time to go to the Dark Palace, which is located in the exact equivalent of where the East Palace was located in the Light World of Hyrule. You have to traverse some tricky labyrinths in some brush to get there (and make sure to pay the monkey you find along the way the rupees he wants, because he opens the door leading into the Dark Palace, the only way you can get in)

Dark World Dungeon One: The Dark Palace

As you enter the dungeon, bear to your left. Press the switch on the ground to open the door in front of you all the way to the left and go through it into the next room. In here, kill the bug enemy, grab the various items from under the jars and go through the door at the north of the room and down the stairs. Once in this next room, lift all of the pots to find a golden switch. Press it to make a treasure chest appear, in which you'll find the dungeon's first Key. With that, head back upstairs, and back south to the dungeon's first room. From here, take the center doorway, and go through it to the next room. Grab the good from under the pots within, and then use the key on the locked door at the north of the room, which you should take to the next room.

You now have to routes you can take. First and foremost, avoid the turtle enemies, as they can only be harmed via the Hammer, which we've yet to get. Take the righthand side catwalk, pushing the blocks out of your way to gain access to the rest of the pathway, and take it north into the next room. You'll come out on a platform with another treasure chest, which holds another Key. Grab the Key and proceed to jump over to the next platform. Take this platform up, and then left, and then up again to the locked door. Use your new-found key on the door, and go through to the next room. In here, you have to move the pots and then run across the catwalk to safety on the other side, as it crumbled from behind you. Since the door to your left is locked, bear to your right. In this room, avoid the turtles and open up the treasure chest to get the dungeon's Compass. To the north of this room are two doors, each with staircases leading down. Take either one and clear out the room surrounding the pathway to the boss enemy of the blue rupees. Open both treasure chests down there to get some Arrows and another Key as well. Then, head back upstairs. Go all the way back to the first room in the dungeon (by unlocking the door to the south of the room with the Compass and working your way through to the beginning from there). Take the right hand side passageway, and go through the door to the north and down the stairs.

You'll be in a room with a golden teleporter. Take this teleporter and you'll be whisked away to another room. To the south of this room is a cracked wall. Bomb the cracked wall and go south into the next room. From here, kill or avoid the blue enemies in your path as you swing south, then west, then north. Bomb the wall there to gain access to yet another room. This room is full of conveyor belts and spiked objects. Run north through the door to come to our final destination. Open the treasure chest here to get the dungeon's Map, and then Bomb both the east and west walls. Through the east wall are some faeries if you need any, and through the west wall is a treasure chest with another Key. Once both of those are acquired, run all the way back to the teleporter and back to the main room in the dungeon.

Okay, from here, this is what you need to do. Go through the straight path (the center one) and you'll come out in the room where you can take either the right or the left catwalk. Take the left catwalk. On the left catwalk, there's a cracked floor. Bomb the cracked floor and fall through the hole you make. You'll land atop a platform overlooking a room. Take this platform up and to the right. Unlock the door there and go on through, where you'll find a treasure chest with the dungeon's Big Key in it. With that in hand, go back to the previous room and jump down off of the platform you're on. Pick up the pots in this room to find the golden switch and make another treasure chest appear. Open the chest to find another Key, and then take the teleporter to the other teleportation room. Go back to the main room in the dungeon. Now, head all the way back to the falling-apart pathway, located way in the back of the dungeon. Remember? The one where, at the end, we ignored the left door because it was locked, but we went through the right door and got the dungeon Compass. In any case, equipped with the new key, open the locked door to your left to enter a dark, labyrinth room. Within the room, find the two treasure chests - one with Bombs and one with a Key. After both of those are gotten, search the right side of the room for a bombable wall. Go through this bombed wall (after bombing it, naturally) and open the dungeon's big treasure chest to get the Hammer.

With the Hammer in hand, we can smash all sorts of things anyway. Leave the labyrinth room and go back to the room with all of the pathways and arrows and blue/red annoying enemies - the room with the blue bumper in the middle of it. You have to get through the door on the righthand side. So do that, and then head north here. Move the pots on both sides. You'll reveal many items and a switch on the righthand side. Push the closest statue over the switch to hold it down and go through the now-open door at the north of the room. In here, kill the three gnome enemies and proceed through to the next room. In here, avoid the spike trap and head to your right. It seems like a dead end, but it's not. Equip the Bow and Arrow and shoot the green one-eyed statue in the eye. This will make the wall to your right extend, revealing a staircase leading downward. Take this stairs down.

Here, equip your Hammer to make your way through those pink moles. Go to your right, pass the blue line, turn around and throw your Magical Boomerang at the crystal behind you to make the blocks in front of you. Then, open the locked door to your left and proceed through. Kill the turtle in your pathway, go west, then south through the door. In here, kill all of the turtles to make the sealed door to your right open. Go through the teleporter in here, and when you come out on the other end, go north. Open the boss door with your big key, and enter. It's boss-fighting time!

Boss Six: Helmasaur King

The Helmasaur King is big and looks menacing, but believe me, he isn't too difficult. It still might be a good idea to have a Fairy in a Magic Bottle, or even some Red Potion, however, because he is rather unpredictable in battle, especially when he's about to die. The Helmasaur King has a weak spot, a green dot on his head. However, it's protected by a massive blue colored mask that he wears. To break the mask, you must pound on it quite a bit with the Hammer you find within his dungeon. Bombing it is also effective. Once it falls off, the orb is revealed. Slash at it with your sword, or use bow and arrow to dispatch him permanently. However, do keep in mind that his attacks are fairly effective, damaging you for two hearts each. The first attach he can do is swing that long tail of his out at you, slashing you. It's possible to avoid it (although it often misses) by staying closer to his body. There isn't any reaction time with that attack since it happens so fast, so it's simple chance that will allow you to avoid it. His second attack is the fireball attack. He'll spit out a fireball which will then split into three different fireballs, which will then split into four fireballs. Those are easier to avoid. Remember, you can't get behind him because of the spikes, so you'll have to fight him like a man! Defeat him to get the first crystal in the Dark World, and another Heart Piece as well.

Map of the World at Night - Crumbling Palace EP [Full EP]

Moonshine, according to the guys, turned out to be much stronger than vodka, apparently that's why, after drinking only two glasses. Everyone was already more cheerful, songs shouted, laughed loudly and jokes became indecent in the presence of wives. Then they remembered about the bathhouse and decided to go there first women, and then men.

However, the women who had gone to the bathhouse immediately returned, complaining that it was already dark there and they needed a lamp.

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Tugging it this way and that, the treasure seeker started some kind. Of mechanism. The middle of the island slid off to the side, forming a passage inward.

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