The Legend of Zelda: A Link to the Past/Death Mountain: Difference between revisions

Jump to navigation Jump to search
No edit summary
 
(5 intermediate revisions by 4 users not shown)
Line 10: Line 10:
{{-}}
{{-}}
=== Mountain caves ===
=== Mountain caves ===
The caves, long thought to be refuge for early Hyruleans, have been taken over by mountain beasts.  Many of them still hold treasures and tools left by the Hyruleans when they moved to lower ground.  Some of the caves were single dwellings, but others are multi-leveled networks of rooms.  You should also seek refuge and treasure in the caves during your long climb to the top of Death Mountain.
The caves, long thought to be refuge for early Hylians, have been taken over by mountain beasts.  Many of them still hold treasures and tools left by the Hylians when they moved to lower ground.  Some of the caves were single dwellings, but others are multi-leveled networks of rooms.  You should also seek refuge and treasure in the caves during your long climb to the top of Death Mountain.
 
=== A tower of terror ===
=== A tower of terror ===
{{sidebar|width=250px|title=Door to the Dark World|contents=When you finally discover how to use the mysterious Warp Tiles, it opens up a whole new world: the Dark World.  You will find, though, that in the Dark World, all beings, including yourself, are transformed into creatures that reflect what is in their hearts.  You become a rabbit and are unable to wield your weapon, so you are not able to battle evil forces there — unless you find a way to retain your human form.  The solution to this problem, comes by way of a telepathic message from Sahasrahla, the Elder.}}
{{sidebar|width=250px|title=Door to the Dark World|contents=When you finally discover how to use the mysterious Warp Tiles, it opens up a whole new world: the Dark World.  You will find, though, that in the Dark World, all beings, including yourself, are transformed into creatures that reflect what is in their hearts.  You become a rabbit and are unable to wield your weapon, so you are not able to battle evil forces there — unless you find a way to retain your human form.  The solution to this problem, comes by way of a telepathic message from Sahasrahla, the Elder.}}
Line 45: Line 46:
Head through, and you'll encounter a room with three Tail Worms, two of which are located behind orange blocks.  You can take them on at whatever rate you are comfortable, but you'll need to hit the orange Crystal Switch at some point to make the lower door accessible.
Head through, and you'll encounter a room with three Tail Worms, two of which are located behind orange blocks.  You can take them on at whatever rate you are comfortable, but you'll need to hit the orange Crystal Switch at some point to make the lower door accessible.


When you enter through, you will see two Stalfos, and four unlit touches.  Destroying the Stalfos does nothing to change the room, but there is one other trick to try.  If you recall, lighting all four torches was the key to completing the Desert Palace dungeon.  That trick works here too.  Quickly light all four torches to make a treasure chest appear.  Open it up, and discover the [[Image:Zelda ALttP item Big Key.png]] '''Big Key''' inside.  Now you have a choice.  You may either return to the 2nd floor the way that you came, or take a little shortcut back to the entrance, courtesy of the Magic Mirror.
When you enter through, you will see two Stalfos, and four unlit torches.  Destroying the Stalfos does nothing to change the room, but there is one other trick to try.  If you recall, lighting all four torches was the key to completing the Desert Palace dungeon.  That trick works here too.  Quickly light all four torches to make a treasure chest appear.  Open it up, and discover the [[Image:Zelda ALttP item Big Key.png]] '''Big Key''' inside.  Now you have a choice.  You may either return to the 2nd floor the way that you came, or take a little shortcut back to the entrance, courtesy of the Magic Mirror.
{{-}}
{{-}}


Line 96: Line 97:
As Moldorm wiggles and writhes across the floor, you must do your best to situate yourself behind him in order to strike his tail.  This is no easy task, as Moldorm never holds still, and rarely travels in a straight line.  He prefers to turn frequently, and his motion is hard to predict.  Naturally, if you want to get through this fight fairly quickly, the biggest thing you'll want to avoid is getting pushed over the edge and down to the floor below.  You will be able to return if that happens, but Moldorm will return to his full strength if you leave the room.
As Moldorm wiggles and writhes across the floor, you must do your best to situate yourself behind him in order to strike his tail.  This is no easy task, as Moldorm never holds still, and rarely travels in a straight line.  He prefers to turn frequently, and his motion is hard to predict.  Naturally, if you want to get through this fight fairly quickly, the biggest thing you'll want to avoid is getting pushed over the edge and down to the floor below.  You will be able to return if that happens, but Moldorm will return to his full strength if you leave the room.


One effective way is to wait by the edge facing inward and wait for Moldrom to charge straight for you. This is the only time he straightenes himself. Use the pegasus boots to dash quickly, and you will go through Moldrom without getting knocked aside and pierce through his tail. Be sure to stop before you charge off the edge of the stage and face inward again. Doing this horizontally seems to be more comfortable than vertically.
One effective way is to wait by the edge facing inward and wait for Moldorm to charge straight for you. This is the only time he straightens himself. Use the pegasus boots to dash quickly, and you will go through Moldorm without getting knocked aside and pierce through his tail. Be sure to stop before you charge off the edge of the stage and face inward again. Doing this horizontally seems to be more comfortable than vertically.
 
Another effective strategy is to charge your spin attack and approach while holding B. As long as you are moving towards him, and are facing him with your sword, he will be unable to harm you.  You will keep your charge if you strike the head, and you won't fall from those rebounds as long as you are moving away from the edge.  This allows you to safely move towards the tail.  Once you do strike the tail, back off, and charge your spin attack again.


Once you manage to land six blows to his tail, he will be destroyed, leaving behind a precious [[Image:Zelda ALttP item Heart Container.png]] '''Heart Container'''.  Once you collect it, the final pendant, the '''Pendant of Wisdom''' will drop from the ceiling.
Once you manage to land six blows to his tail, he will be destroyed, leaving behind a precious [[Image:Zelda ALttP item Heart Container.png]] '''Heart Container'''.  Once you collect it, the final pendant, the '''Pendant of Wisdom''' will drop from the ceiling.
Anonymous user

Navigation menu