A Link to the Past 100% Completion Walkthrough
- Princess Zelda Rescue : Infiltrate Hyrule Castle to rescue Zelda and kickstart Link’s epic quest.
- Eastern Palace : Solve Armos Knights’ traps in your first dungeon to claim the Pendant of Courage.
- Desert Palace: Navigate shifting sands and defeat Lanmolas to earn the Pendant of Power.
- Tower of Hera: Climb Death Mountain’s Tower to obtain the Moon Pearl and final pendant.
- The Master Sword & Hyrule Castle: Claim the Master Sword, confront Agahnim, and set your destiny in motion.
- Dark Palace: Explore the Dark World’s Palace and free the first Maiden from darkness.
- Light World Exploration: Unlock warps, collect hearts, and prepare for deeper Dark World dungeons.
- Swamp Palace: Use Cane of Somaria blocks to navigate the toxic swamp and rescue another Maiden.
- Skull Woods: Uncover hidden tunnels and puzzles among the skull trees to free a trapped Maiden.
- Gargoyle’s Domain: Enter via pitchfork statue, secure the Titan’s Mitt, and beat Blind the Thief.
- Ice Palace: Traverse icy floors, gain Blue Mail, and defeat a freezing foe.
- Misery Mire: Master Cane of Byrna and Ether Medallion to rescue another Maiden in the mire.
- Turtle Rock: Face volcano hazards and rescue the last Maiden within this volcanic fortress.
- Ganon’s Tower : Climb the tower’s gauntlet of traps and minibosses to battle Agahnim.
- Pyramid of Power: The Ultimate Showdown with Ganon.
With Princess Zelda safe in the Sanctuary and a fresh Heart Container in your inventory, it’s time to seek out the wise elder Sahasrahla, who resides near the Eastern Palace. From the Sanctuary, exit through the front doors to the path at the bottom of the screen and head east into the Hyrule Cemetery. Stick to the path to avoid obstacles. You’ll notice that the main path is lined with green fencing—follow this southeast path.


In the next area, you’ll be overlooking a high ledge near the Hyrule Castle moat. Move south down the winding ledge until you find a wooden bridge that crosses the river. Cross the bridge, watching out for Octoroks in the desert, and continue eastward through a wooded area with more basic enemies like Red Leevers. Hug the wall to your east until it opens up and head east to the next screen, then north.



Head up the stairs and head east, avoiding the living Armos Knights who spring to life when approached. Go up the two flights of stairs and you’ll arrive at the Eastern Palace entrance, a majestic temple structure surrounded by six Armos statues. Defeat or dodge the Armos guarding the front courtyard and step inside the palace.



Eastern Palace
Inside the Eastern Palace, the stone doors shut behind you. The entrance chamber is quiet. Lift the lone pottery jar in the center. Underneath is a floor switch; step on it to unlock the north door. The next area is a bridge with a few squirming Popo blobs. Defeat them with a quick sword slash (they often drop Rupees) and step on the switch to open the door. Proceed forward.


In the next hall, you hear a rumbling – a series of huge boulders hurtles toward you! Tip: Hug the walls in the narrow hallway to let the rolling balls pass safely, and be especially careful of the giant boulder that takes up the whole corridor. Once the danger passes, dash forward.
At the far end of the corridor, take a left and go south as soon as the wall opens. Climb the stairs on the left to a ledge. A wooden chest here holds 100 Rupees – a nice bonus for your trouble.


After looting the chest, backtrack and take the staircase on the north side of the hall to proceed deeper into the palace. In the upper chamber, you arrive on a balcony overlooking a central room. Several more Popos crawl here. You can optionally detour right for the dungeon map now. If you choose to do so, pick up a pot and press the floor switch beneath it to open the east door.


Run past the two hovering Anti-Fairies (they sap magic and health on contact) and go through the door at the north end. In the next room, ignore the blade traps and head through the north exit. Lift the middle pot in the small chamber beyond and step on the switch underneath to unbar the south door.


Enter it to find a chest containing the Dungeon Map. Now you can see the palace layout by checking your map screen. With map in hand, jump off the ledge and loop around to the left to return to the central room.


Back in the central room, take the west path this time. Lift pots to find another floor switch that opens the door ahead. In the next room a four Stalfos patrol the room, then nimbly hop away when you swing your sword. They’re evasive, so try cornering them or stun them with your Boomerang. You can avoid them if you wish, as well. Go through the door to the southwest.


In this next room, Salfos appear from the floor. A quick strategy is to pick up a pot and throw it as each Stalfos lands; the room’s abundant pots turn these bony foes into dust in one hit. Clear the room and continue north. Open the chest in the next room to claim the Compass, which will pinpoint the boss’s lair on your dungeon map.



From the compass chest, head down the ladder on the left and through the door on the right. Keep running through the door to the east, and you emerge back in the central chamber on the lower floor. Two one-eyed Eyegore statues patrol here. They awaken and charge if you get too close, and your sword won’t harm them while their eyes are closed. You’re not equipped to fight these yet, so dodge their slow hops for now. Run to the right side of the chamber and exit through the door to the east.



From there, go south and up the ladder and into the next room. The area is dark. Two Anti-Fairies float about – if you obtained Magic Powder earlier, you can sprinkle it on them to transform them into fairies for an easy health refill. Carefully step around or past them to the right side of the room and stand on the floor switch, which triggers the door at the top to open. Go through that north door into a small chamber where a couple of Stalfos drop in. Use your pot-throwing tactics to defeat the skeletons. Under the pot in the top-right corner, you’ll find a Small Key (Key #1). Now return to the previous dark room. Back in the dark hall, cross to the west side (watch out for any remaining Anti-Fairies) and unlock the closed door with your key.



You’ve re-entered the big rolling ball room, but now on the upper ledge. Simply dash straight across the narrow bridge – the balls here roll below you – and head through the door on the west side. In the next area, you’re greeted by two gooey Popos and two blue Stalfos. Take them out quickly. A green Eyegore statue sleeps at the north end of the hall, blocking the path. As you approach, its single eye opens, and the creature lumbers toward you. It’s tough, enduring about eight sword strikes to bring down.
However, one well-timed pot throw will destroy the green Eyegore instantly, so use the last remaining jar in the room as a weapon. When all enemies are defeated, four Anti-Fairies are released and begin orbiting the center of the room. They were circling a conspicuous pot – lift it to find a hidden switch. Step on the switch to make a big chest appear in a flash. Open this chest to obtain the Big Key, a master key that opens the palace’s big treasure chest and other locked doors.


Use the Big Key on the locked door to the north, and step through. (Notably, the floor tile in this chamber originally featured a Star of David emblem in the Japanese SNES release; it was changed in international versions to a generic symbol.) Push the obstructing block aside and go right to return to the central chamber – now on the upper platform with the sealed big chest in view. With Big Key in hand, you can now open that large chest. Inside, you finally claim the palace’s prized treasure: the Bow!


As you heft the Bow, a squad of gray Stalfos drops from above, rattling together from the ceiling. These new Stalfos pick up their own skulls and hurl them at you. Quickly take stock of your surroundings: you can fight back with your newly acquired bow (arrows or a spinning sword attack will dispatch them), or simply sprint for the door. Tip: You can also jump into the giant clay pots on either side of the chest platform before leaving – they hide Fairy fountains at the bottom, which is handy for catching Fairies in bottles or refilling your hearts.
Go through the door at the north end of the big chest room to enter another dark hall. This corridor is crawling with Popos and guarded by two green Eyegores. Now that you have the Bow, you can take the Eyegores out safely: when each statue awakens and its eye opens, hit it with a single Arrow for an instant kill. Clear out the Popos as well (lighting the two torches with your Lamp can help you see). When you defeat the Eyegore on the right side, it drops another Small Key (Key #2). You can use the open door on the east side of this hall to grab some extra Blue Rupees from a side room. Otherwise, unlock the door on the west side with the new key and descend the staircase to the basement.



At the foot of the stairs, you enter a chamber with more rolling balls careening from all sides. First, lift the bottom-left pot to reveal a switch and step on it – this opens the door forward. In the next chamber, three green Eyegores guard the area. You have room to maneuver here, so awaken one at a time and take each out with two well-placed arrows (or eight sword slashes each if you’re out of arrows). When the room is clear, step on the floor switch at the southern end to open the north door. Move through, and immediately start dodging – you’ve entered an open atrium where large balls roll freely from multiple chutes. Zigzag around the room to avoid getting run over. Work your way to the upper left corner and stomp on the floor switch there to unlock the next door.



In the following room, two Stalfos and a towering Red Eyegore await. Unlike the green variety, the Red Eyegore is completely immune to your sword. Equip your Bow and prepare to fire when its eye opens: it takes two direct arrow hits to bring this giant down. Defeat them and continue through to the final chamber before the boss.
This room teems with a swarm of Popos; if you charge up a Spin Attack you can cut down many of them in one go. Two Red Eyegores wait at the far end. It’s dangerous to face both at once, so try to draw one slightly toward you first. As soon as its eye flashes, loose arrows to take it out. Do the same with the second. With the room cleared, stock up using the four pots here – they contain arrows and hearts to prepare you for the battle ahead. When you’re ready, go north through the now-unlocked door to face the palace boss.


Boss: Armos Knights
Six giant soldier statues – the Armos Knights – spring to life and begin bounding around the circular arena. They first hop in unison in a wide clockwise circle pattern. Stand near the bottom of the room and fire arrows straight ahead; you can often hit multiple Knights as they loop around.


After a few seconds of circling, the Armos Knights line up in a horizontal row and charge downward toward you. Keep moving to avoid being trampled, and fire more arrows from the side. The Bow is the ideal weapon here – each Knight takes only three arrows to kill (versus a whopping 16 sword strikes each). One by one the statues will fall and explode.
When only a single Knight remains, it enrages and turns red. The last Armos Knight will start leaping high and trying to crash down on your position. Watch its shadow to see where it will land and quickly sidestep. One or two more arrows (or a few sword slashes) to its eye will finish it off.


As the final Armos Knight shatters, it leaves behind a shiny Heart Container. Pick it up to increase your maximum life by one heart (this should bring you to six total heart containers). Congratulations – you’ve cleared the Eastern Palace! Claim the green Pendant of Courage that descends in the middle of the room. In the original SNES version, the pendant is collected silently, but the Game Boy Advance port adds a triumphant musical fanfare and even a cheer from Link upon grabbing it. The moment you take the pendant, you are teleported outside the palace entrance.


Outside, Sahasrahla is now waiting for you nearby. The old sage is astonished and pleased that you defeated the dungeon’s trials. He reveals that only a true hero can wield the Master Sword, and to prove yourself worthy, you must obtain the other two pendants of virtue.


Sahasrahla marks the locations of the Pendant of Power and Pendant of Wisdom on your map and urges you to go after them next. As a reward for your courage, he gifts you the Pegasus Boots (called Pegasus Shoes in some versions), a family heirloom. This mystical footwear allows you to dash at high speed by holding the A button. With the Pegasus Boots, you can charge through enemies, smash into walls or trees (sometimes revealing hidden items), and generally travel Hyrule much faster. These boots will be critical for accessing new areas and treasures.
Hyrule Overworld Adventures (After Eastern Palace)
Armed with the Pegasus Boots and your new Bow, you’re well-equipped to explore more of the overworld. Before heading to the next dungeon in the desert, now is a great time to pick up a few upgrades and collectibles around Hyrule.
Heart Piece #5: Sanctuary Stones
A quick upgrade lies near the Sanctuary. From the Sanctuary, follow the path east (toward the Witch’s Magic Shop) and then north onto the high ground behind the Sanctuary. This narrow cliffside path runs along the north side of the building. Head west along the ledge and you’ll find a cluster of rocks in an odd place.


Back up a few steps, then dash forward with the Pegasus Boots to smash through the rocks. The impact reveals a hidden Piece of Heart #6 sitting on the ledge. Pick up the heart piece and celebrate your improved vitality. (This piece is only accessible now that you have the Pegasus Boots; it’s a good example of how the boots let you reach new secrets.)


Book of Mudora
Next, make your way to Kakariko Village on the west side of Hyrule. In the southern part of the village, find the building with a book symbol on its sign – this is the Library (House of Books). Inside, the shelves are packed with dusty volumes. On top of the tallest bookshelf, you’ll spot a green book titled the Book of Mudora.


This ancient book will allow you to translate the Hylian texts on monoliths and dungeon entrances. However, it’s just out of reach on the high shelf. To knock it down, stand below the shelf, line yourself up with the book, and use the Pegasus Boots to dash straight into the bookshelf. Slam! The impact jars the Book of Mudora loose, and it tumbles to the floor. Pick it up to add this important item to your inventory. (If you’re playing the SNES Classic or Switch Online version, remember you can quickly swap items with the shoulder buttons, a feature introduced in the GBA port for convenience.)


Now that you have the Book of Mudora, you’ll be able to enter the Desert Palace – but before you go, consider a few optional detours to further power yourself up.
Ice Rod (Optional)
One optional prize now within reach is the magical Ice Rod, a mystical weapon that fires a freezing blast. Sahasrahla himself hints at this treasure, noting it lies on the eastern shore of Lake Hylia. To find it, travel to the southeast corner of Hyrule, where Lake Hylia is located. Starting from the Floodgate area (south of Link’s House), head east through the marshes and around the south edge of the lake. Work your way to the northeast shore of Lake Hylia.



You’ll spot a cave entrance along the bank. Just to the left of that cave’s mouth is a suspicious pile of rocks on the wall. Plant a Bomb and blow open a hidden entrance in the wall. Enter this secret Ice Cave, where the air itself shimmers with frost. In the icy chamber beyond, open the waiting chest to claim the Ice Rod!


Item: Ice Rod
This powerful rod shoots a frigid beam that can freeze most enemies solid. (Frozen foes can be shattered with a hammer or picked up and thrown.) The Ice Rod consumes magic with each use, so use it sparingly. You won’t need the Ice Rod until much later in your quest – it’s required to defeat a certain fiery boss in the Dark World – but it can make some fights (like the Desert Palace boss) a bit easier. Having it now means one less thing to backtrack for later.
(While you’re here on Lake Hylia’s shore, you can also enter the first cave you saw to find a fairy fountain and a friendly cavern sprite. Try dashing into the fairy statue inside – a Good Bee will fly out! Catch it with your Bug-Catching Net and keep it in a bottle; this special bee will attack enemies for you and will return to this cave when lost. This is a fun secret, but not required for progression.)
Heart Piece #6: Drain the Floodgate Control Center
Your first stop is directly south of your house – return to Link’s House (you can Save and Quit, then choose Link’s House to restart there, or simply walk back). From your house, go south into the marshy area. You’ll find a small stone building next to a reservoir. This is the Floodgate control center.
Enter the building and you’ll see a row of switches and blocks. Push the center block upward, then push one of the side blocks aside to slip through. In the back room you’ll see two pull levers on the wall. Pull the right lever! Water drains with a rumbling sound from outside. (If you pull the left lever by mistake, a horde of snakes will drop from the ceiling as a trap – yikes!)
Exit the building to see that the nearby pond has been drained. In the muddy basin you can now pick up Piece of Heart #5. This fifth Heart Piece starts a new Heart Container (collecting four pieces will give you another full heart).


Heart Piece #7: Aginah’s Cave
Now that you have the Book of Mudora, you can enter the Desert of Mystery – but there’s a collectible to snag there before tackling the dungeon. Travel to the Desert of Mystery in southwest Hyrule (from Link’s House, go south and west past the swamp, or from Kakariko Village go directly south).


Along the north cliff wall of the desert (east side) you’ll find the entrance to a cave. Inside this cave you meet Aginah, an elderly sage (and brother of Sahasrahla). He hints that you need the Book of Mudora to access the desert sanctuary. Since you’ve already got it, you can go one step further – Bomb the cracked southern wall in Aginah’s cave to reveal a hidden room. Inside, sitting among the rocks and rubble, is Piece of Heart #7. Collect the heart piece, then exit.



With your new gear and extra health, you’re now fully prepared to brave the Desert Palace, the next dungeon on the quest for the Pendants of Virtue. When you’re ready, head into the desert and make your way to the massive stone entrance of the Desert Palace. Use the Book of Mudora on the inscription slab at the entrance to gain access. The desert winds beckon you onward, as another adventure and the Pendant of Power await inside… (But that is a story for the next chapter.)















