Level 1: The Eagle serves as the initial test of Link’s abilities within a dungeon environment. It introduces fundamental gameplay mechanics such as navigating interconnected rooms, solving simple puzzles, acquiring key items, and facing a boss enemy.
Getting to the Dungeon
From the game’s starting screen, the entrance to Level 1 can be reached by traveling one screen to the right, then four screens upwards, and finally crossing the bridge to the left. The dungeon entrance is concealed within a tree trunk.
Room-by-Room Guide
Room 1
Upon entering, Link will find himself in a room with twelve seemingly harmless stone statues. The north door appears to be locked. However, an unusual quirk allows progression: by exiting the room and immediately re-entering, the north door will become unlocked. Proceed through this now open doorway to the left. This peculiar behavior might be an intentional design to prevent early blockage or simply an oddity of the game’s programming, but it allows the player to continue without an immediate key.
Room 2
In the subsequent room, three Keese, bat-like creatures, will attack. Defeating all three of these enemies will yield a key. This key is necessary for unlocking doors within the dungeon. With the key in hand, backtrack two screens to the right. This initial encounter establishes the basic gameplay loop of defeating enemies to obtain keys for progression.
Room 3
This room is populated by Stalfos, skeletal warriors. Defeating them will reward Link with rupees and recovery hearts, replenishing his health. Importantly, one of the Stalfos in this room holds another key. After defeating all the enemies, return one screen to the left and then head up one screen. This emphasizes that not all enemies drop essential items, sometimes requiring the player to clear an entire room.
Room 4
The enemies in this room can be defeated if the player desires, but it is not strictly required for progression. Head up one screen to the next area. This suggests that the game occasionally offers optional combat encounters.
Room 5
Five more Stalfos inhabit this room. Defeating all of them will grant Link another key. For players who have bombs, a shortcut exists: the north wall of this room can be bombed open. However, for the standard walkthrough, head right one screen. This introduces the strategic use of bombs within dungeons to discover alternative routes.
Room 6
This room is filled with a multitude of Keese. Navigating to the far right of the room will allow Link to collect the Compass. The Compass is a vital navigational tool that reveals the location of the Triforce piece within the dungeon on the map screen. Additionally, there is another secret north wall in this room that can be destroyed with a bomb. After obtaining the Compass (and exploring the secret area if desired), return two screens to the left.
Room 7
Upon entering this room, the door behind Link will close, trapping him inside. To reopen the door and proceed, all six Keese in the room must be defeated. Once the path is clear, use a key to unlock the door and head through. This introduces a simple combat puzzle where clearing all enemies is necessary to unlock the way forward.
Room 8
Three Gel enemies, small blob-like creatures, reside in this room. Defeating them will cause the center block in the room to move, unlocking the door. Head left through this newly opened passage. In the next room, an Old Man will impart a secret hint. After receiving the advice, return to the room with the movable block and head right one screen. This introduces basic block-pushing puzzles, a recurring element in Zelda dungeons, and rewards the player with guidance from an NPC.
Room 9
This room contains Gel enemies that should be avoided. The primary objective here is to grab the Dungeon Map, located on the right side of the room. The Dungeon Map provides a layout of the entire dungeon, aiding significantly in navigation. The door to the right is locked, so first, head up one screen. Acquiring the map is crucial for efficient exploration of the often intricate dungeon designs.
Room 10
Three more Stalfos patrol this room. Defeating them will yield another key. Collect the key and use it to unlock the door leading up one screen. The consistent need for keys reinforces their importance for dungeon progression.
Room 11
A Goriya, a boomerang-wielding ape-like enemy, inhabits this room. Defeating the Goriya will reward Link with a key. Use this key to proceed through the locked door to the left. This introduces a new enemy type within the dungeon that also guards a key.
Room 12
This room contains dangerous Blade Traps that move along set paths. Exercise caution and quickly run to the left side of the room. Here, push the block to reveal a hidden staircase leading down to an underground area. This introduces environmental hazards that require careful movement and combines them with another block puzzle to access a secret area.
Underground Room
Upon descending the stairs, Link will find himself in a small underground passage populated by Keese. Defeat them and collect the Bow. The Bow is a significant weapon that, when used with arrows, is essential for defeating certain enemies and bosses. After obtaining the Bow, exit the underground room and return to Room 9, where the Dungeon Map was found. From there, proceed through the locked door to the right.
Room 13
Three more Goriyas roam this room. Defeating them will grant Link the Boomerang. The Boomerang is a versatile item that can stun enemies, retrieve items from a distance, and solve certain puzzles. After collecting the Boomerang, continue east to the next room.
Boss Room
As Link enters this room, the distinct growl of a boss enemy can be heard. Before facing the main boss, a Wallmaster, a hand-like enemy that can grab Link and return him to the dungeon entrance, will appear. Defeat the Wallmaster to obtain a key. Use this key to open the locked door leading to the final challenge of Level 1.
Boss: Aquamentus
The boss of Level 1 is Aquamentus, a large, one-horned dragon that shoots fireballs. These fireballs can be blocked with the Magical Shield or dodged by careful movement. To defeat Aquamentus, attack its head. This can be done with sword beams if Link is at full health, or with close-range sword slashes. Bombs can also be an effective way to inflict damage. A hit-and-run tactic with sword pokes can also be employed. After dealing enough damage, Aquamentus will be defeated, leaving behind a Heart Container, which will permanently increase Link’s maximum health.
Triforce Room
Beyond the boss room lies a chamber with no enemies. In the center of the room sits a shard of the Triforce of Wisdom. Collect this shard to complete Level 1. Upon taking the Triforce piece, Link will be fully healed and automatically warped back to the entrance of the dungeon.
Level 1: The Eagle serves as an introduction to the core mechanics of Legend of Zelda dungeons. Players learn to navigate interconnected rooms, solve basic puzzles involving keys and locked doors, acquire essential items, and engage in a straightforward boss fight. This initial experience lays the groundwork for the more complex challenges that await in subsequent levels.