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< The Legend of Zelda: A Link to the Past
Revision as of 18:08, 17 July 2007 by Procyon (talk | contribs) (more info, up to Dark Palace walkthrough)
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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 moved in. With no upkeep, the garden maze has become overgrown and the halls of the palace have deteriorated.

Magic Medallions
There are medallions hidden throughout the land; in the hands of a Hylian magic user they can cause mystical events. Historians know of three such medallions in the land of Hyrule.

Points of interest

LoZLttP Dark Palace.png

The area near the Dark Palace features many points of interest. In the north is a circle of rocks home to a grumpy fish who likes his privacy. On the river shore is an opening where adventurers grapple across the water. There are also two caves, inhabited by a storyteller and a Faerie respectively.

Rock Circle

There is a curious rock circle surrounding calm waters in the river that flow north of the Dark Palace. A sign on the land near this formation reads "Curses to anyone who throws something into my circle of stones." If you are curious, throw the sign into the rock circle; a troubled fish will appear from below and give you a magic medallion, asking to be left in peace.

Item Shop

The shop to the north of the Dark Palace shares the same space with a Magic Shop in the Light World. While the Magic Shop offers three different kinds of Magic Potions, this shop sells only one kind of Potion plus a small Shield and clusters of Bombs. The Potion and Bombs are more expensive than those same items at specialty shops and the Shield was inferior quality. Several shops of this kind, all offering the same inferior wares for the same inflated price, are scattered throughout the Dark World.

Storytellers

Two hermit-like storytellers inhabit the area surrounding the Dark Palace. One of them lives in a structure near the palace. He warns visitors of Ganon's power and explains the legend of the Triforce. Another hermit, hiding in a cave south of the palace, tells a story about the circle of rocks in the north.

Faerie Fountain

A friendly Faerie offers visitors a chance to rejuvenate in a cave just south of the Dark Palace garden. It is a saving grace for many warriors who are wounded on their way through the palace grounds. With their energy restored to normal, these brace adventurers can continue their journey across the land.

Dark Palace Grounds

Dark World entrance
Explorers found a Warp Tile in the Light World, just south of the Eastern Palace. When they pounded the surrounding wooden pegs into the ground and removed the tile covering, they could warp to an area in the Dark World which was just south of the Dark Palace.

The overgrown garden maze of the Dark Palace befuddles many explorers who attempt in vain to reach the palace entrance. Those who make their way through the foliage say that the trick is to look for openings in the thorn bushes and to try various paths. A monkey named KiKi is said to live in a particularly thick section of brush. Adventurers who make friends with KiKi and give him the Rupees that he asks for are helped when they attempt to enter the palace. KiKi is a very shy monkey who runs when he senses danger.

The Dark Palace

The struggle to reach the Dark Palace

The Dark Palace, your first goal in the Dark World, is surrounded by a baffling maze of thorny bushes. The first part is easy; just follow the arrows. After that, it gets tricky. Look for small holes in the canopy of thorns that indicate a path. In the large central maze, enter from the top, and go down, left, down, right, up, and right. And monkey will guide you to the final stage for a price. The only way to open the Dark Palace entrance is to flip the switch on the roof.

Inside the Dark Palace

The passages inside the Dark Palace can confuse explorers even more than the maze on the grounds. Many adventurers get confused by the switches which open doors and move blocks up and down. In a room on the first floor, there is a Crystal Switch which can only be triggered by an Arrow, the Master Sword's beam, a Boomerang, or a Bomb. In another room, there is a door which stays open only when there is constant pressure on a switch on the floor. By moving a statue, explorers are able to venture into the next room.

Floor 1