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.
Finding the First Key and Dungeon Map
You enter the Tower of Hera, the third Light World dungeon, determined to claim the final Pendant. The moment you step inside (on 2F), you see a barrier of blue raised blocks. A lone crystal switch nearby glows orange. Strike the crystal switch with your sword (or Boomerang) to toggle it blue – this lowers the blue blocks and raises orange ones. With the path open, head left and descend the staircase to the first floor (1F).


On 1F, you find yourself in a chamber with a Mini-Moldorm scuttling about in a pen and a pair of skeletal Stalfos knights lurking around. You can fight or ignore them, but your goal is the small key glinting in the Mini-Moldorm’s enclosure. Target the key with your Boomerang and snatch it over the low barrier. You’ve obtained Key #1 (Tower of Hera), a Small Key crucial for unlocking further doors. Pocket the key and head back up the stairs to 2F.


Back on 2F, you need to reach a locked door at the northwest corner. First, hit the crystal switch again with your boomerang to swap the blocks (orange down, blue up) so you can traverse north. Be wary of the two red Kodongos in this area – reptilian statues that spit flames across the room. Dodge their fireballs and run to the north end. There, a treasure chest awaits; open it to claim the Dungeon Map for the Tower of Hera. With map in hand, use Key #1 to unlock the door in the northwest corner and descend the next staircase, which leads to a secluded side of 1F.


Solving the Floor Switch Puzzle for the Big Key
You emerge in a dim hall just as the floor tiles begin to rattle. Suddenly, Flying Tiles rip from the floor and hurtle toward you one by one! Hold your ground by a safe wall and slash them with your sword or simply dodge until the enchanted tiles exhaust themselves. Once the last tile shatters, the sealed door to the right clicks open. Before moving on, flip the crystal switch to blue (lowering blue blocks) so you can access the doorway. Proceed into the next chamber.


The adjacent room (still on 1F) is patrolled by more Mini-Moldorms – three of them, though two are safely penned behind barriers. One Mini-Moldorm roams free near you. Dispatch it with a couple of sword strikes, then hit the crystal switch in the center of the room to lower the orange blocks and release the other two critters. Carefully fend off or evade the bouncing Mini-Moldorms as you make your way south into the final room of 1F.
In this candlelit chamber, two red Stalfos drop from the ceiling, blocking your path. Use your Boomerang or sword to deal with these skeletal foes quickly; once defeated, you have a moment of peace. Four unlit torches in the corners hint at a puzzle. Equip your Lantern and light all four torches in quick succession. As the last torch ignites, a hidden chest materializes in the center of the room. Open it to obtain the Big Key of the Tower of Hera. This important key will open the big chest and the dungeon’s boss door.


With the Big Key in hand, it’s time to explore the tower’s upper levels. Return to the previous room and backtrack north to 2F. (If any crystal switches were toggled in the interim, adjust them as needed: the goal is to leave the 2F blue blocks raised so you can reach new areas.) Now use the Big Key to unlock the big door on 2F, granting you access to the tower’s central staircase. Climb the stairs to the third floor (3F).


Upper Levels and Acquiring the Compass
The third floor (3F) greets you with crumbling floors and new enemies. Two armored Hardhat Beetles charge at you as soon as you arrive. These beetles are sturdy and will knock you back with force. Hold your ground and strike each Hardhat Beetle until they tumble into the nearby pits or are defeated.
The next area is a maze of holes and star patterns on the floor. Three more Hardhat Beetles skitter around here. Defeat them or lure them into pits, but be mindful of your footing – the gaping holes will drop you down a level if you misstep. Notice the conspicuous Star Switches embedded in the floor. Stepping on a star symbol magically shifts sections of the floor, changing where the holes are located. Use this to your advantage: carefully step on the available star switches until a clear path opens through the maze. With the floor rearranged, navigate through the gaps and continue to the next room.
Alternatively, if you’ve been following our guide and/or have the upgraded Magical Boomerang, you can step across the down Blue Switches to hit the switch across the gap.


On the fourth floor (4F), you find yourself on a ledge surrounding a central pit. This floor’s layout looks like a fractured checkerboard of holes. Immediately, a couple of Mini-Moldorms wiggle about amid the broken floor tiles. Use caution and swipe at them (or even fling a nearby pot to take them out safely). Once the room is free of pests, make your way to the center where a treasure chest beckons. Inside is the Compass of the Tower of Hera. The Compass will mark the boss’s lair on your map (though it’s no surprise that Moldorm waits at the very top of the tower). With the map, Big Key, and compass now collected, you’re well-equipped to grab the tower’s magical treasure.
How to Get the Moon Pearl (Puzzle Solution)
The Tower of Hera’s prized treasure is the Moon Pearl, an artifact that will protect you from Ganon’s curse in the Dark World. You likely spotted the big treasure chest earlier, sitting tantalizingly on 4F behind a barrier of raised blocks. Reaching it isn’t straightforward – no switch will give you direct access. The solution lies one floor above. Navigate to the northwest corner of 4F, avoiding the lingering fireballs of any Kodongos on patrol, and ascend the staircase to 5F.


The fifth floor is a wide open chamber with more Hardhat Beetles and a spinning firebar (a Guruguru Bar) sweeping the floor in circles. Keep your shield up and take out the Hardhat Beetles carefully so you don’t get knocked into one of the many pits. To retrieve the Moon Pearl, you must drop through a specific hole on this floor that will deposit you onto the ledge with the big chest below. First, locate and step on the Star Switch near the Guruguru Bar when it’s safe. This will rearrange the pattern of holes on 4F to create the correct landing spot.


Next, move to the north side of 5F. Just north of a central bumper obstacle, you’ll see a single gap in the floor. Approach that hole from the north side (this alignment is crucial) and step into it. You plunge down through the tower and land perfectly on the isolated ledge of 4F, right in front of the big chest. Use your Big Key to unlock the ornate chest and claim the Moon Pearl!



With the Moon Pearl in hand, you’ve secured all the dungeon’s treasures. A glowing warp tile appears nearby, but ignore it for now – it’s a shortcut back up if you fall down. Instead, step on the floor switches to reopen the path and climb back to 5F via the northwest stairs.


(Optional: If you need to restore your health or capture fairies, the Tower of Hera hides a secret recovery room. On 5F, in the northwest corner, there’s a pit against the north wall. Falling down that specific north wall pit will send you tumbling through a series of pots all the way to 2F, where you’ll find a hidden fairy room! Two fairies flutter here – scoop them into bottles or use them to heal. A warp tile in this room will magically transport you back up to 5F. Additionally, on 5F’s east side, under a cluster of pots behind the orange blocks, are 12 recovery hearts (one under each pot). Take the time to refill your health if needed. When you’re ready, return to the upper floor to face the boss.)


Boss Battle: Moldorm Strategy
Fully prepared, you ascend the narrow staircase to the sixth floor (6F), the summit of the Tower of Hera. The atmosphere crackles with anticipation. In a small antechamber, you see a raised platform ahead. To engage the boss, you must leap off the ledge to drop into the central arena. Bracing yourself, you hop down onto the platform – and Moldorm, the giant armored worm, erupts into action.



Moldorm is an enormous version of the Mini-Moldorms you’ve battled, but don’t underestimate it. It whips across the platform with erratic, unpredictable movements, its long body slithering rapidly. The creature’s only weak point is the bright red tail; striking any other part of its body merely bounces your sword off harmlessly. You must chase and corner Moldorm carefully, but the true danger isn’t its bite – it’s the arena. The platform has no walls, and Moldorm’s bulk will knock you back with tremendous force, much like a Hardhat Beetle. One careless hit and you’ll tumble off the edge into the floor below, forcing you to climb back up and restart the battle from scratch (Moldorm will fully recover health each time you fall). To avoid this fate, use the arena’s layout to your advantage: stick near the center or against the southern wall, where a railing can catch you so you don’t bounce into the abyss.
Adopt a patient strategy. Rather than chasing Moldorm recklessly, let it come to you. One effective tactic is to wait on the right side of the platform, which offers a bit more room to maneuver. When Moldorm charges or turns its tail toward you, quickly swipe at the tail. A well-timed spin attack (hold your sword to charge) can deal double damage, but it leaves you momentarily vulnerable, so use it only if you’re confident. Alternatively, you can even use the Pegasus Boots: a daring dash through Moldorm from behind can clip its tail, though this is risky. After a few hits, Moldorm grows agitated – its speed increases, bouncing around frenetically. Stay focused and keep your footing. It takes six sword strikes with the basic Fighter’s Sword to defeat Moldorm, so count your hits and remain calm. With persistence and careful movement, you will land the final blow on the giant pest.


As Moldorm collapses, the reward for your triumph appears. Heart Container #4 materializes where the boss once wriggled – your health increases by one full heart when you pick it up. This should bring you to a new maximum (if you’ve collected all previous heart containers). Next, the third and final Pendant of Virtue gently descends from above. Grasp the blue Pendant of Wisdom to complete your collection of pendants.


The ancient magic of the pendant whisks you out of the crumbling tower, transporting you back outside to Death Mountain’s summit.





