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=== Item Shop ===
=== Item Shop ===
Shields, Red Potions, and Bombs are again available for the same prices as in other shops in the Dark World.  While Bombs can be found under rocks and bushes, the other items can only be purchased.
Shields, Red Potions, and Bombs are again available for the same prices as in other shops in the Dark World.  While Bombs can be found under rocks and bushes, the other items can only be purchased.
=== Another Item Shop ===
There is another shop only available in the Game Boy Advance version. This shop sells a fairy (at 77 Rupees) and a bee (at 8 Rupees). There is also a Golden Bee listed, but the shopkeeper claims that "it is precious" and refuses to sell it. However, if Link somehow brings another Golden Bee (from Light World) to the shop, the shopkeeper will react "not so precious after all", and from next visit the Golden Bee can be bought with 88 Rupees.
* The prices of bees are based on the fact that "bee" and "eight" sound the same in Japanese.
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=== Stake Garden ===
=== Stake Garden ===
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;1C:This room serves as a portal between the lower and upper portions of the dungeon.  Like the first two rooms, this room contains "Bunny Beam" traps.  Unlike the first two rooms, they are not hidden under skulls.  Rather, they are hidden under certain bridges and come to life when you pass through a bridge that hides them.  They will chase after you, so try to steer them into a physical object like a stone face.  When you first arrive, you'll want to travel south as early as possible to reach room '''1D'''.  Once you have collected the Big Key, you will to return here and use it on the door in the upper right corner to enter room '''1E'''.  You can also bomb the crack on the left side of the north wall to gain entrance to an otherwise blocked-off portion of room '''1F''' that contains nothing more than blue Rupees.
;1C:This room serves as a portal between the lower and upper portions of the dungeon.  Like the first two rooms, this room contains "Bunny Beam" traps.  Unlike the first two rooms, they are not hidden under skulls.  Rather, they are hidden under certain bridges and come to life when you pass through a bridge that hides them.  They will chase after you, so try to steer them into a physical object like a stone face.  When you first arrive, you'll want to travel south as early as possible to reach room '''1D'''.  Once you have collected the Big Key, you will to return here and use it on the door in the upper right corner to enter room '''1E'''.  You can also bomb the crack on the left side of the north wall to gain entrance to an otherwise blocked-off portion of room '''1F''' that contains nothing more than blue Rupees.
;1D:Being careful of the blue Zahzak that you will probably run into when you arrive, climb up the nearest ladder (which should be straight ahead of where you arrived) and walk around the upper level counter-clockwise until you reach the treasure chest that contains the [[Image:Zelda ALttP item Map.png]] '''Compass'''.  Then jump off the bridge that connects you to the chest and head left through the lower level back to an isolated portion of room '''1A''' where you can collect the [[Image:Zelda ALttP item Big Key.png]] '''Big Key'''.  With the Big Key in hand, you can return to room '''1C''' above.
;1D:Being careful of the blue Zahzak that you will probably run into when you arrive, climb up the nearest ladder (which should be straight ahead of where you arrived) and walk around the upper level counter-clockwise until you reach the treasure chest that contains the [[Image:Zelda ALttP item Map.png]] '''Compass'''.  Then jump off the bridge that connects you to the chest and head left through the lower level back to an isolated portion of room '''1A''' where you can collect the [[Image:Zelda ALttP item Big Key.png]] '''Big Key'''.  With the Big Key in hand, you can return to room '''1C''' above.
;1E:This long, narrow corridor contains three Stalfos: two blue and one red.  At the very top before an open door is a skull that hides a [[Image:Zelda ALttP item Small Key.png]] '''Small Key'''.  Collect it, and explore the room above if you wish, but you will find it to be oddly empty.  You will return to this room when the time is right.  For now, run back down to the locked door on the lower left, and unlock it to enter room '''1F'''.  When you have the Titan's Mitt, and you have blown a hole through the floor in the room above, you can enter the top door to fight the boss of the dungeon.
;1E:This long, narrow corridor contains three Stalfos: two blue and one red.  At the very top before an open door is a skull that hides a [[Image:Zelda ALttP item Small Key.png]] '''Small Key'''.  Collect it, and explore the room above if you wish, but you will find it to be oddly empty.  You will return to this room when the time is right.  For now, run back down to the locked door on the lower right, and unlock it to enter room '''1F'''.  When you have the Titan's Mitt, and you have blown a hole through the floor in the room above, you can enter the top door to fight the boss of the dungeon.
;1F:In this small cramped room, you will have to face one red and one blue Zahzak, all the while avoiding the fire chain Winder that roams the room.  Some of the skulls in the corners have bombs.  Head through this room to the door on the left.
;1F:In this small cramped room, you will have to face one red and one blue Zahzak, all the while avoiding the fire chain Winder that roams the room.  Some of the skulls in the corners have bombs.  Head through this room to the door on the left.
;1G:In addition to the spike traps and the conveyor belt, you must concern yourself with a Bubble and a new enemy known as a Gibo.  Gibos have a solid red center that floats inside of a translucent outer shell.  The center is vulnerable to your attacks when it flies around the room outside of its shell.  There are two in this room.  Deal with them or avoid them (and sprinkle some Magic Powder on the Bubble if you're in need of a fairy) and head through the left door to room '''1H'''.
;1G:In addition to the spike traps and the conveyor belt, you must concern yourself with a Bubble and a new enemy known as a Gibo.  Gibos have a solid red center that floats inside of a translucent outer shell.  The center is vulnerable to your attacks when it flies around the room outside of its shell.  There are two in this room.  Deal with them or avoid them (and sprinkle some Magic Powder on the Bubble if you're in need of a fairy) and head through the left door to room '''1H'''.
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;2A:When you enter this room, there are two Zahzaks to deal with and a Stalfos.  Take care of them, and when you're done, the door to room '''2D''' will open.  You won't be able to lift the large block in the room right away, but you should be able to when you return here.
;2A:When you enter this room, there are two Zahzaks to deal with and a Stalfos.  Take care of them, and when you're done, the door to room '''2D''' will open.  You won't be able to lift the large block in the room right away, but you should be able to when you return here.
;2B:There's simply one Red Zahzak to deal with.  On your first time through, enter the right door to room '''2C'''.  After you've collected a Small Key, enter the left door to room '''2D'''.
;2B:There's simply one Red Zahzak to deal with.  On your first time through, enter the right door to room '''2C'''.  After you've collected a Small Key, enter the left door to room '''2D'''.
;2C:[[Image:Zelda_ALttP_rescue_girl.png|thumb|left|Rescue the girl that you find in the dungeon]] This is an odd room.  It appears to be a sequence of jail cells, one after the other.  In each one, you will find one or two Zahzaks to defeat, as well as a "Bunny Beam" trap under one of the skulls.  If you make it all the way to the back, you will find a little girl who's been locked away and needs rescuing.  After you talk to her, she will follow you throughout the dungeon.  In the treasure chest beside her, you will find a [[Image:Zelda ALttP item Small Key.png]] '''Small Key''' that you will need in a moment.  If you attempt to bring her out of the dungeon before you are through, or get her to Floor 1, she will complain about the light outside and offer to remain within. If you insist, she will disappear and respawn in the jail.  So let her tag along, and don't worry about bringing her to the Village.  Return to room '''2B''' and cross over to room '''2D'''
;2C:[[Image:Zelda_ALttP_rescue_girl.png|thumb|left|Rescue the girl that you find in the dungeon]] This is an odd room.  It appears to be a sequence of jail cells, one after the other.  In each one, you will find one or two Zahzaks to defeat, as well as a "Bunny Beam" trap under one of the skulls.  If you make it all the way to the back, you will find a little girl who's been locked away and needs rescuing.  After you talk to her, she will follow you throughout the dungeon.  In the treasure chest beside her, you will find a [[Image:Zelda ALttP item Small Key.png]] '''Small Key''' that you will need in a moment.  If you attempt to do the heroic thing and lead her out of the dungeon before you are through, she will complain about the light outside and offer to remain within.  So let her tag along, and don't worry about bringing her to the Village.  Return to room '''2B''' and cross over to room '''2D'''
;2D:In this room, perilously positioned conveyor belts rotate over a bottomless chasm.  You need to maintain your position on the ground.  You can cross over to the bottom and head through the right door to room '''2B'''.  When you return, use your key to unlock the door that leads to room '''2F'''.  Once you're back, You may be tempted to use your newfound power to lift the block and enter room '''2E''', but there is very little reason to do so.  Instead, just head back to room '''2A''' and bring the girl along with you to the floor above.
;2D:In this room, perilously positioned conveyor belts rotate over a bottomless chasm.  You need to maintain your position on the ground.  You can cross over to the bottom and head through the right door to room '''2B'''.  When you return, use your key to unlock the door that leads to room '''2F'''.  Once you're back, You may be tempted to use your newfound power to lift the block and enter room '''2E''', but there is very little reason to do so.  Instead, just head back to room '''2A''' and bring the girl along with you to the floor above.
;2E:This room is more of a dangerous trap than anything else.  Three blue Baris are floating around while two Bumpers rotate around the conveyor belt.  Once you enter the room, you must defeat the Baris (most easily done with the Hookshot), in order to open the door and return to room '''2D'''.
;2E:This room is more of a dangerous trap than anything else.  Three blue Baris are floating around while two Bumpers rotate around the conveyor belt.  Once you enter the room, you must defeat the Baris (most easily done with the Hookshot), in order to open the door and return to room '''2D'''.
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=== Boss: Blind the Thief ===
=== Boss: Blind the Thief ===
[[Image:Zelda_ALttP_Blind.png|thumb|left|Blind the Thief boss fight]]
[[Image:Zelda_ALttP_Blind.png|thumb|left|Blind the Thief boss fight]]
When you lure the little girl that you rescued (who refuses to leave the dungeon) to the shaft of light in the center of the room above '''1E''', she will shriek in anguish and transform into her true form as the boss of the dungeon, Blind the Thief.  This is a difficult fight as it's hard to dodge most of the attacks.  Bringing fairies in bottles is a wise strategy.  Blind moves left and right along the top and bottom of the room.  His head is his weak point.  He will either fire a laser at you, or shoot off small fireballs.  When you hit him in the head enough times, he falls down while his head roams free of his body.  His head will fly around the room independently and shoot fireballs at you, and there's little you can do about it.  Meanwhile, a new head will grow in the old one's place, and the battle will resume.  Strike the new head until that one is knocked off his body.  One final head will take its place while you avoid the attacks of the previous two.  Strike that head enough times until Blind is finally defeated, leaving a [[Image:Zelda ALttP item Heart Container.png]] '''Heart Container''' behind. A good strategy is to stand behind Blind and use the Magic Hammer for three hits per head.  Collect the Heart Container and the fourth crystal will drop from the ceiling.
When you lure the little girl that you rescued (who refuses to leave the dungeon) to the shaft of light in the center of the room above '''1E''', she will shriek in anguish and transform into her true form as the boss of the dungeon, Blind the Thief.  This is a difficult fight as it's hard to dodge most of the attacks.  Bringing fairies in bottles is a wise strategy.  Blind moves left and right along the top and bottom of the room.  His head is his weak point.  He will either fire a laser at you, or shoot off small fireballs.  When you hit him in the head enough times, he falls down while his head roams free of his body.  His head will fly around the room independently and shoot fireballs at you, and there's little you can do about it.  Meanwhile, a new head will grow in the old one's place, and the battle will resume.  Strike the new head until that one is knocked off his body.  One final head will take its place while you avoid the attacks of the previous two.  Strike that head enough times until Blind is finally defeated, leaving a [[Image:Zelda ALttP item Heart Container.png]] '''Heart Container''' behind.  Collect the Heart Container and the fourth crystal will drop from the ceiling.
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