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Re: Official NES/SNES Zelda Gameplay Help
I'll try that BigGoronSword and i was being melodramatic about throwing it away, after all it's a zelda game. Plus it's on the CE so I can't do that.
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Re: Official NES/SNES Zelda Gameplay Help
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Code:
***PALACE OF DARKNESS***
REQUIREMENTS: At least 110 Rupees, Bow and Arrows, upgraded Bomb stock, Bombs,
Lamp, Ether Medallion, plenty of reserve Life energy
STORY
A stranger in a strange land, Link must rescue one of Hyrule's missing young
women from this palace.
GETTING THERE
The Palace of Darkness (AKA 'The Dark Palace') is located in the area where
the Eastern Palace would be in Hyrule. To reach it, you must negotiate a maze,
during which you cannot see Link. You know the little tree's house (equal to
Sahasrahla's place)? East of there is some paving forming an arrow, and this
marks the entrance to the brush maze. After entering, go north, west, then
north again. Now, go around the house and towards the north-west corner of the
valley. Soon you'll see a short gap in the bushes that'll lead to a larger
area of bushes.
Enter this large area of bushes by the top-left entrance. Work your way to
the lower-right of the bushes, and you'll eventually emerge. Following you is
a chap named Kiki (Japanese, 'merry'), who asks for 10 Rupees. Grant him this
request and proceed east to the Palace of Darkness. If you're hit by an enemy,
Kiki will run off and you'll need another 10 Rupees for him to follow you
again. When you reach the palace, Kiki offers to open the entrance; he is the
only person who can do it and he demands 100 Rupees for his services.
PALACE INTERIOR
From the first room, go down the west passage and step on the switch in the
floor to open the door. You'll emerge in a sectioned-off portion of the second
room; just head down the north stairs, ignoring the Helmasaur, and step on a
switch hidden under the south-west pot to reveal a chest containing a Key. Go
back up the stairs and lift up the north-west pot to reveal the switch
returning you to the first room.
Back in the first room, go down the east passage and head straight for the
north stairs, ignoring the guarding Helmasaur. A Bubble guards this room,
where you step through the orange Warp Tile to proceed. The next room contains
two Bubbles and a weak south wall; use a Dash Attack to enter a passage guarded
by blue Birri. Use Sword Beam attacks if you can, or wait until the Birri stop
flashing to destroy them. At the end of this tunnel, use a Dash Attack to
destroy the east part of the north wall.
In this next room, there are three Mimic enemies, who will move as Link
moves. With green Mimics you simply need to herd them into a corner and use a
single Spin Attack. Red Mimics require Arrows and will fire an energy beam at
Link if he's directly in front of them. To destroy them: stand well away from
the Mimic with him either north or south of you. Face south/north towards the
Mimic, then draw your sword so that you face the same direction while moving.
Now move east/west as necessary to bring the Mimic in front of you; he'll be
within line of fire but the Mimic won't have faced Link and thus not fired upon
him. Now release the B button and unleash two Arrows at the Mimic. When all
three Mimics are down, the door will open.
The next room has a moving floor, several moving switchblades and blue and
red Birris. Red Birris are the same as their blue cousins but split into two
smaller ones when you hit them (hit the two small Birris to kill them), so
decide whether its best to ignore red Birris or destroy them. Anyway, work
your way to the north of the moving floor room (avoiding switchblades and
Birris) and go through the door. The next room holds three red Birris, the
chest containing the MAP, and two weak walls; west leads to a chest with a Key
while east leads to a Faerie Fountain.
After recovering the Key, backtrack through the three-Birri room, the moving
floor room, the Mimic room and the passage until you reach the room you
teleported to using the Warp Tile. Push the south block out of the way to
reach another Warp Tile, enter it and head up the north stairs, then lift the
north-east pot to reveal the switch leading back to the very first room.
Go along the middle route and after passing the locked door, go to the west
of the room (being wary of Birri, Turtles and beam launchers) and cross the
bridge over a chasm. Place a Bomb where the floor is cracked to form a new
hole and jump down it, landing on a narrow ledge. Follow the ledge to the
locked door and climb the stairs to reach the chest containing the BIG KEY.
Jump into the chasm to reach the lower level, lift the lone pot and step on the
revealed switch (beware of the four appearing Stalfos whose heads will chase
you) and grab the Key from the appearing chest. The north-east corner of this
room has a Warp Tile; after entering it, climb the north stairs and use the
switch under the north-east pot to escape.
You're now in the first passage (for the last time!), so head along the
middle entrance into the room where you Bombed the bridge. Instead of going
west to the weak bridge, however, go east to a bridge obstructed by blocks.
Push the south-most block into the chasm and proceed. When you enter the next
room, grab the Key from the chest and jump off the north part of the bridge to
reach the next gantry. Climb the steps and head west to the door, taking care
of Crystal Orbs as appropriate.
When you enter the next room, grab ONE pot and use it to take out the
Helmasaur, then walk across the bridge before it collapses (ignore the second
Helmasaur; he'll go parachuting). Take the west door into the dark maze and
follow this route: west, first north, west, south (beware two fire-breathing
Triceratops), then north-west to the chest containing Bombs. Now go south,
west, south, the last east turn-off, south (beware of Triceratops), west to a
chest containing a Key, then back to the last junction and go east to the weak
wall. Bomb it and enter the passage to recover the HAMMER, then backtrack out
of the dark maze.
Once out of the dark maze, go through the east door for a room with four
Turtles. You don't need to destroy Turtles here, but later on you'll need to
destroy them by pounding the nearby ground with the Hammer, then use the Sword
before they recover. The chest in this room contains the COMPASS.
Go down the stairs in the Compass room to reach a dark room guarded by two
Bubbles (the Turtles there are fenced in, so don't worry about them) with lots
of blue Rupees. The two chests here contain a single Arrow and a Key. Return
to the Compass room and go through the south door, lift the west pot and open
the chest (blue Rupee), then push the nearby statue to reach the south door
without getting harmed by the switchblades.
You'll be back in the first abyss room, so head for the arrow pointing south
but DON'T JUMP DOWN YET! First, wait for the crystal orbs to gather near where
you'll land, then use the Ether Medallion to freeze them. Jump down and use
the Hammer on them to get plenty of Magic Decanters. Now grab a pot and use it
to hit the Crystal Switch so it turns blue. Exit through the east passage,
then hit the Crystal Switch to make the orange blocks sink. Proceed north and
lift the east group of pots until you find a switch. Push the north-east
statue to hold the switch down, then go through the door to enter a room with
three Mimics. Destroy them as you did before and the door will open.
Wait for the switchblade to go past before you step into the next room, and
proceed east to the bright green Cyclops statue. Hit it in the eye with an
Arrow to make the wall move back, revealing a staircase (enter it from the
north). Use the Hammer to knock the purple obstacles down (along with the two
Turtles) and look along the north for a Crystal Switch. Plant a Bomb near it
and head west past the retracted blocks, then wait for the Bomb to go off and
trigger the Crystal Switch to reach the door.
The next room is a short dark passage with a single Turtle. The room after
this passage is dark but there are two torches there you can ignite with the
Lamp. There are LOTS of Turtles here, but keep the torches lit and they
shouldn't be too much trouble. Once the last Turtle is down the door will
open, revealing another dark room with two torches you can light, although the
light from the previous room carries over. Push the north-east block south to
reach the Warp Tile, then head north and look out for the two pairs of Turtles
on your way to the final door.
HELMASAUR KING
HK is probably the worst boss they could have designed; I say he's the
hardest in the game. This is bad news if you're stuck, but good news since
it's all downhill from here. Don't approach him without plenty of Faeries in
stock.
The main problem with HK is his tail, since when he swings it you'll have a
real hard time avoiding it. HK will also occasionally release an energy
sphere, which will then split into three more energy spheres; these three
spheres then detonate in sequence, sending deadly spheres in the four diagonal
directions. Avoid all where possible.
Hit HK once with the Hammer, then plant Bombs in his path. After three Bomb
blasts hit him, HK will lose his face mask and reveal a green jewel on his
forehead. Hit this jewel with eight Arrows or Spin Attacks to finish the
battle.
-BGS
__________________
[Credit for my Siggy & Avy goes to, Ignotus] ![]() [ZU Chatroom][ZeldaWiki][Forum Mods][Rules][Newbie Guide] [Lady Cortana is my adoptee. Mess with her, and you'll mess with a Mod] |

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Re: Official NES/SNES Zelda Gameplay Help
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PALACE 2: POWER GLOVE (Allows you to break stones with your
sword)
1
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2 - 3 - 4 - 5 - 6
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7 - 8 - 9 10 -11
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12 -13 -14 -15 16 -17
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18 -19 -20 -21
Keys can be found in rooms 4, 10, 15, and 17.
Locks are in rooms 5, 7, 9, and 20.
The Glove is in room 7.
The Boss is in room 21.
Best Path: 1-6-11-16-17K-16-11-10K-11-6-5L-4K-3-2-9L-8-7LI-8-9-
12-13-14-15K-14-18-19-20L-21B.
Other special rooms:
1: Be sure to stab the Ironknuckle statue at the start - a Red Jar lies
inside.
5: The flying heads will give you a problem, largely because they also
steal your hard-earned experience as well as life when they hit
you. However, do your best to kill them: Though it looks like
they pile in ad infinitum, there's only two of them, going out
one side of the room and coming in the other. Defeat both of
them, and they won't show up again.
8: Beware of those falling blocks. They can do two things: first,
getting hit by them causes an Excedrin headache, and also they
have a nasty habit of trapping you inside their created walls.
My hint for you on the way in is to blaze through without
abandon, but once you have the glove, take it easy. Wait until
the blocks are stacked three high, then break the ones at your
height and walk through the tunnel you create.
HELMETHEAD (Palace 2 boss): Same thing as Horse Head, except
you don't need to jump as high and you also have to watch for the other
heads shooting at you.
-BGS
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How to save on Zelda 1
As it turns out, the only way to save the game without dying in the original NES Zelda requires you to press Start to bring up the Options Menu(items, triforce, etc), then press Up+A on the second controller. Unfortunately, when you play again, you'll not have the health you had when you saved the game, only 3 hearts.
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Save File for NES Zelda 1
I just completed the first quest of zelda 1 for the nes, after the ending the game said something similar to "press start to start a new quest". As soon as I saw this, I hit the reset button b/c I was afraid the game was going to replace my first quest save file with a second quest savefile . Would this have happened? I want to save my first quest save file so I can roam around the overworld.
Thanks, cent208 |

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Re: Official NES/SNES Zelda Gameplay Help
The bosses haven't changed. The location of the dungeons, and the insides of the dungeons have changed.
http://www.zeldauniverse.net/images/...lanmitsugi.txt That should be all the help you need.
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Re: Official NES/SNES Zelda Gameplay Help
*Merges with NES/SNES Zelda gameplay help thread*
-BGS
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Re: Official NES/SNES Zelda Gameplay Help
I don't know if this was done, but I need help in LOZ.
I last played it when I was seven, and I hauled ass on Gannon then, but now, i can't even get through the first quest. I'm stuck in Dungeon Seven, and the walkthrough on this site doesn't have any mention of the grunt that stands there and says, "Grumble, Grumble..." And I can't find the map.
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Re: Official NES/SNES Zelda Gameplay Help
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Re: Official NES/SNES Zelda Gameplay Help
Use puntuation, spell properly, and use words in a complete sentence and I might be able to help.
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Re: Official NES/SNES Zelda Gameplay Help
I have a question:
In LOZ for Nes you can play the game after you beat it with harder dungeons and harder enemys in the dungeon. Can you do that in ALLTP? ( play the game with harder dungeons after you beat it? )
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Re: Official NES/SNES Zelda Gameplay Help
Where is the guy that sells medicine in LoZ? I need to stock up for Level 9, but I can't find him.
Never mind, I beat it. Ganon was pathetically easy. :confused: MINOR SPOILERS Those fireballs were powerful, though. 4 damage! Good thing I had a Red Ring! Did you ever actually use the Silver Arrow while fighting Ganon? I know you used it on the fires around Zelda, but I didn't seem to against Ganon. I'm not sure whether or not I did; whenever I hit him and made him visible, I blasted him with Silver Arrows. EDIT: Wow, this is a slow thread. ![]()
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