Link Sets off to Meet His Destiny
Not all paths are open to the hero when he first ventures forth from North Castle. The map that follows reveals the limits of his wandering, from Ruto in the mountains of the northwest to Rauru in the east. Parapa Palace is within reach if he travels to the northeast. And yet in this region of Hyrule, buried in the hills and deserts, hidden away in forests and caves, can be found items essential to Link’s quest. It is but for him to find them.
From North Castle
Always will Link’s journey begin here where Zelda sleeps. Should he fall during his journey, he reawakens at this location to start his adventure anew. Only while Link retains a life does he continue at the place where he falls.
Desert Cave
Far across the burning sands of Tantari Desert lies a deep cave in which it is rumored there rests the statue of a Goddess and a great prize to he who wins it. But the prize must indeed be won, for the quest is never easy.
Parapa Palace
To the north and east, beyond mountains and deserts, is set Parapa Palace. Only columns of marble rise above the lonely sands. But below, in the great halls and passages, it is said that a candle awaits.
Ruto
Nestled between northern peaks, the village offers rest and aid to weary adventurers.
From Ruto came the statue of the Goddess. Return it for a rich reward.
Rauru
Near the forest east of North Castle, Rauru offers lessons in magic!
Here dwell folk with powers to restore spent life and magic.
Secret 1
Under the eaves of this isolated forest, look for a Treasure Bag worth 50 points.
Parapa Cave
This dark passage leads to the desert, but beware: a lone Lowder lurks within.
Link First Visits Rauru
In the quiet town of Rauru, Link approaches and speaks with many people (get close and press B). Some know nothing but town gossip, while others help with guidance and words of wisdom. Here, too, Link may restore both his life and magic.
From a wise man in the town, he may learn a secret of magic power. Here, in Rauru, Link need only discover the whereabouts of this sage old man. But in all other towns, secret lessons are offered only to those who have proven their valor and good nature. By finding treasure objects lost, and by doing valiant deeds, Link gains the trust of the townsfolk, who then reveal the home of their local magician. Much evil has come to pass due to Ganon’s henchmen, and many wrongs must be righted in Hyrule. So this, too, is Link’s fateful task.
Cautiously Link Takes the Dark Path
Carved from the roots of the mountains, the tunnel to the desert remains the only way open to Link. There darkness hangs like a cloak, and so too lurks a Lowder that Link must pass. Although in the blackness, he still catches glimpses of the creature’s feet.
Parapa Palace
The screen switches to Side View as Link reaches the palace in the desert. Cautiously he passes a silent guardian of stone and moves swiftly to the lift, which takes him below. There, in the ancient hallways, the servants of Ganon roam, ever searching for the key to revive their dark master. Long has it been since adventurers dared to enter this shadowy ruin, and few know to fear heroes such as Link. Branching tunnels, stairways, and deep shafts all are there to be explored. Treasure, too, lies buried in the vaults, but with each step Link takes, new terrors may awaken seeking his end.
To the Statue Link Returns the Crystal
Each palace holds a statue that resembles a face of mystic origins. Together they create a binding force that locks the Great Palace. The crystals destroy the statues, palaces, and the force.
Only after Mazura is defeated can Link place a crystal in the statue.
The Desert Cave
In a cave in the Tantari Desert, north of North Castle, a statue of a Goddess awaits the hero. It is more perilous than the other caves Link has visited, for invisible holes pit its floor, and dreadful creatures rush and swoop at Link. With the Candle from Parapa Palace, the way is made easier.
Whispers in Ruto Tell Link Much
Link listens well to all those he meets in this village. Some speak of a mysterious stolen statue that can be traded for magic.
Southwest of North Castle is the cave to which Link must now go. With the Candle in hand, Link can navigate the cave safely.
Midoro: The Swamp Palace
With the Candle and a greater sense of confidence, Link now seeks the second palace. Through a cave he must pass and there defeat a fierce, boomerang-wielding Goriya. He must also have earned the magic of the High Jump to escape. Once outside, he finds himself on the south side of the mountains in a new land. Here the Midoro Marsh stretches wide before him. First south, then east and north, finally turning back to the west he must travel. Through a narrow gap in the mountains, he struggles on through the swamp until there ahead he sees the palace. When he has increased all his levels at least to three, Link enters this new maze. He has heard that a Handy Glove is somewhere hidden in the second underground level to the far left and that one cannot proceed far without it.
Island Palace
Off the shore of Hyrule, protected by mist and sea, a rocky island is home to the third palace. Neither boat nor bridge avails Link as he attempts to cross the channel. Instead, he must take another, darker path. One day, he wanders directly south from the King’s Tomb, and suddenly he is falling through the earth! He has stumbled upon an ancient tunnel linking the mainland to the palace. Picking himself up, he makes toward the right and the Island Palace.
Link Uses Down Thrusts to Reach the Key
Having learned the Down Thrust attack from a swordsman in the Harbor Town of Mido, Link uses it on these fragile blocks. Digging away, he eventually reaches a Key.
Palace of Maze Island
Sailing east across the sea, Link comes to the second continent of Hyrule. Here he encounters more of Ganon’s servants, new villages, and puzzles to solve. One of the most intriguing is the puzzle of Maze Island. Connected by a bridge to the mainland, the island is the home of the fourth palace, wherein live a host of Wizards and other beings. For a time Link wanders through the maze. In a few places he uncovers secrets, and with luck and patience he eventually arrives at the entrance to the palace. But that is only the beginning. The maze outside is nothing compared to that which awaits Link within the palace walls; it is his greatest challenge yet. Hidden pits drop into fiery pools, and no path, it seems, is free of the Wizards.
To Defeat Doomknocker
Link must face many who have the strength and cunning of Ganon. Doomknocker is one such enemy. Alone the Shield is not enough. Link must use Reflect magic.
Preparations
Link now makes his way to the fifth palace, located on a storm-battered island off the coast of Hyrule. Already his thoughts have turned to the hidden sixth palace, but an item of great importance must first be found if he hopes to unlock the palace’s secret location.
As he continues, enemies become meaner and the palaces more puzzling. Link must make preparations before heading any farther.
He looks at his trusty map, taking account of all the places he has visited and the secrets he has found. He takes this time to visit any areas he left untouched that may have treasures hidden within them.
The Ocean Palace
Off the coast of East Hyrule lies the island of the fifth palace. Inside Link encounters the Fiery Moa, and though later he does battle with this creature, for now he decides to leave it alone. Somewhere ahead he also walks through a wall as in The Legend of Zelda.
Experience Wanted!!
In the room where blocks rain down, Link can greatly increase his Experience Points. With each shot he can earn 50 or 200 points.
Strategy Change
Back in the fourth palace, Link learned to use Reflect against Wizards. Here it might be a waste of time…
It Looks Like a Dead End, but It Isn’t
Ironknuckle seems to be guarding a blank wall, but Link presses on undeterred.
Beyond Ironknuckle and the walkthrough wall, Link finds Keys and an ancient Flute, the latter of which is the prize of this Island Palace. With the Flute, Link can reach southeast Hyrule and Old Kasuto.
Three-Eye Rock Palace
The home of Barba the dragon extends seven levels deep, with many secrets and pits to trap the unwary. In places, Link must use Fairy magic to continue, and throughout the maze he must battle enemies with his other magical options. It is vital that he keeps his magic levels filled, as he must be ready at every moment to use Reflect, Jump, or Shield. Studying the map, he plans a route to Barba. He also makes notes as he passes through the maze on where the pits are located, because a hole may turn out to be bottomless if he is not careful. Since Link built up his Attack, Life, and Magic back in the fifth palace, he is ready to begin.
The Pit!
Not far away from the entrance, Link finds an endless pit that passes through four levels of the maze. He will keep falling over and over through those four rooms unless he sails to the right where, in the third room, he can land on a ledge and duck through a door.
On to the Great Palace
Link can sense the end of his journey nearing, but even with victory in sight, he faces a great many more challenges. He uses his map to find his way along the path to reach the Great Palace.
Trap 17
Trap 18
Trap 19
Trap 20
Cave 7
Cave 8
The Great Palace
Link has arrived; the massive Great Palace stands before him. His journey has been long and arduous, but through perseverance and unparalleled skill, he has conquered all the obstacles in his path and was led here, to his final destination. He doesn’t know what to expect, but he knows that after everything he’s faced, he is ready for anything.
Thunderbird: The Final Guardian?
A massive creature known as Thunderbird guards the Triforce Chamber. Link tries his best to wound the foe, but none of his attacks work. Even worse, he has no way to reach the creature when it flies high up into the room.
To reach Thunderbird, Link uses Jump magic. He also uses Shield and Reflect magic to lower the intensity of Thunderbird’s attacks. But he still isn’t sure how to wound the foe.
With quick thinking, Link uses the Thunder magic he found in the deserted town of Old Kasuto. Using Thunder on an enemy named “Thunderbird” seems counterintuitive, but it works like a charm! Thunderbird reveals its face, and Link uses his Jump magic to leap into the air and strike it!
The End?
Having defeated Thunderbird, Link enters the Triforce Chamber, but what happens next is uncertain; the rest of the pages of this story are blank.
It’s up to you to determine Link’s fate. There is one more challenge Link must face to prove his worthiness to possess the Triforce. Use all your skills and cunning to overcome this final challenge and finish the book titled The Adventures of Link. You can do this!