Cheats and Guides for CD-i games
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Cheats and Guides for CD-i games
they're not widely available, are they.... If anyone has any, please post them!
Well, since you said to post them .
Table of Contents
Game path: Region 1 1
Map: Region 1 2
Game path: Shrine 1 3
Map: Shrine 1 5
Game path: Region 2 6
Map: Region 2 8
Game path: Shrine 2 9
Map: Shrine 2 12
Game path: Region 3 13
Map: Region 3 14
Game path: Shrine 3 16
Map: Shrine 3 18
Game path: Region 4 19
Map: Region 4 20
Game path: Shrine 4 21
Map: Shrine 4 23
Game path: Region 5 24
Map: Region 5 25
Game path: Shrine 5 26
Map: Shrine 5 28
Game path: Region 6 29
Map: Region 6 30
Game path: Shrine 6 31
Map: Shrine 6 34
Game path: Region 7 35
Map: Region 7 36
Game path: Shrine 7 37
Map: Shrine 7 39
End Game 40
Game path: Region 1
G23 - Zelda will start at Vision Henge. Move her to the right to H23.
H23 - The Wand weapon lies on stone. Zelda can take it by moving
over it. Go to spot D24.
D24 - You can see 1 Goriya throwing boomerangs. Killing the Goriya
make the Boomerang weapon appear at the left bottom corner.
Take it by moving Zelda over it. Go to spot J22.
J22 - Outside the Inn Zelda can see a Beggar woman. Give her 5
rupees to receive the Firestorm weapon. Enter the
Molblin Inn.
Inn - Lothar the Innkeeper and three customers are inside. Buy the
Calm Spell for 100 rupees. Go to Krebb the Weary (red
shirt) and listen to him. He will give you the Dagger. The
Woman at Table and the Defeated Soldier will also talk to
Zelda when they are touched. Leave the Inn and go to spot J24.
J24 - Take the empty water pitcher from Glebb the Thirsty
Woman. Go to spot F20.
F20 - Select the empty water pitcher and fill it with water in the
above part of the program. A full water pitcher will appear.
Take it by moving over it. Return to spot J24.
J24 - Give the full water pitcher to the woman and she will give you
a Vial of Wind in exchange. Go to spot F26
F26 - A Forest trader sells a Candle for 100 rupees and a Magic
Shield for 500 rupees. Gain the rupees by killing monsters
throughout the game. Go to spot F28.
F28 - Take the Ladder standing against the tree by moving over it.
Go to spot G32.
G32 - Zelda can enter two caves. Enter the upper cave to start
Shrine 1 (S1-01).
Map: Region 1
D
E
F
G
H
I
J
20
Fill empty pitch
21
22
Beggar woman: Firestone weapon (5r.)
Inside Inn: Spell of calm (100r.) + Dagger from person in red shirt
23
Shurmaks voice
Start: Vision Henge
Wand weapon
24
Boomerang after killing Goriya
Glebb: empty water pitch
Give full pitch to Glebb to receive Vial of wind
25
26
Trader: Shield (500r.)
Candle (100r.)
27
28
Ladder
29
30
31
32
Entrance Shrine 1
r.: rupees. They can be earned by killing monsters. Collecting a blue coin means 5 rupees. Collecting a gold coin will raise you r amount of rupees with 10.
Game path: Shrine 1
Shrine 1 - Shrine of Rock
G32 - Enter the upper cave in the NW corner of the wall.
Go to S1-02.
S1-02 - Zelda must use the Ladder to cross the gap. Go to S1-04.
S1-04 - When Zelda kills the monsters, they drop a Scroll. Take it by
moving over it. Go down to S1-05.
S1-05 - Kill the 3 bats to see the compass. Take it by moving over it.
Go ti S1-08.
Using the Compass from anywhere in the overworld will
place Zelda at the entrance to Shrine 1. It is useless inside
all shrines.
S1-08 - Go directly to S1-08. Down try to kill the South Sardak in
S1-07 at this moment. The Treasure chest will speak and
give Zelda the Jade Ring. Go up to S1-07.
S1-07 - The South Sardak can only be killed with the Jade Ring.
Go to S1-12.
Each of the 3 Sardaks must be killed to gain entry to
Llorts Lair.
S1-12 - Kill the middle Sardak with the Jade Ring to gain access
Llorts Lair further in the game. Go to S1-16
S1-16 - 3 Red Tektites guard the Red Boots. Kill the monsters and
take the red boots by moving over it. The red boots enable
Zelda to cross the river north of the henge. Go right to
S1-17.
S1-17 - Use the Candle item to light the room. Go up to S1-18.
S1-18 - Llorts first appearance. He speaks to Zelda, and hurries
away before she can fight him. Go to S1-20.
S1-20 - Kill the Northern Sardak with the Jade Ring. Watch out: the
Sardak throws spears at Zelda. After killing all three
Sardaks, a beam of light, that blocked the northern doorway,
will disappear. Go up to S1-22.
S1-22 - Zelda is locked inside the lair with Llort, the Shrine King,
who tosses axes at her. Zeldas Wand is the most
formidable weapon against him, although others will work
too. When he is killed the doors will open. If he kills Zelda,
she will return to cell S1-20. After killing Llort, go up to
S1-23.
S1-23 - Zelda can collect the first Celestial Sign atop the pedestal.
Take it by moving her over it. A sequence will be started.
After this sequence Zelda will return to G32.
Map: Shrine 1
S1-23
Take first celestial sign (Zelda returns to G32)
S1-22
Kill Llort with Wand
S1-21
S1-18
Llorts appearance
S1-19
S1-20
Kill North Sardak
with Jade Ring
S1-16
Red Boots
S1-17
Use Candle to light the room
S1-15
S1-14
S1-13
S1-01
S1-02
Use ladder to cross
S1-03
S1-04
Take scroll after killing monsters
S1-10
S1-05
Take compass after killing monsters
S1-11
S1-12
Kill Middle Sardak with Jade Ring
S1-06
S1-07
Kill South Sardak with Jade Ring
S1-08
Take Jade Ring
S1-09
Game path: Region 2
With the Red Boots you found in Shrine 1 you can cross the stream in the above part of region 1. Go to J-22 (Inn).
J22 - Go up to cross the river. Now you will enter spot J21 of region 2.
J21 - Enter the cave at the right side of the screen.
Cave - In the cave you can see the harp. Take it by moving over it.
Go back to J21 at the left. Dont leave the cave at the right
side of it because otherwise you will enter a dead end spot.
You cant leave this spot anymore and the monsters will kill
you.
J21 - From this spot go to K20.
K20 - In this place you can see a mushroom. It will speak to you.
Go to K15.
K15 - Kill the 2 blue Tektites that guard the Raft item. Take this
item by moving over it. Go up to K14.
K14 - The Shaggy Woman sits outside a vegetable stand. She is
selling a Candle for 100 rupees and a Potion of Life for 200
rupees. Most important thing to buy is the potion of life. She
will speak to Zelda when touched. A Villager will eventually
wander out from under awning to the west. Go up to K13.
K13 - A Lounger sits between two shops. A Dog darts around Zelda.
Enter the left shop and trade the Bone for an Axe. Enter the
right shop and buy the blue/turquoise ring for 20 rupees.
Go to L14.
L14 - Yvonne the Musician and the Twins (Eric and Ian) stand
outside a house. Listen to Yvonne. She will speak and give
Zelda a Flute. The twins can also speak to Zelda. Go to R9
of region 4 to get the spell of noise from Gwynla (Path from
L14 to R09: Up/Right(2*)/Up/Right/Up(2*)/Right/Up/Right(2*))
R09 - Here you will receive the spell of noise from Gwynla. Go
back to L14 (Follow the same path).
L14 - From here go to N11 (path: Up/Right(2*)/Up(2*))
N11 - Waldensop stands outside the White Steed Lodge along with
two horses. Zelda can enter lodge. He gives Zelda a Feather
after she goes into and comes out of lodge. Go up to N09.
N09 - Here you can see a mermaid. Go towards the mermaid and she
will restore Zelda to full health again. Go to P08
(path: Right/Up/Right).
P08 - Sir Basil will give Zelda a Broadsword on west side of
stream. Take it by moving over it. Go to L08 (4*Left) to play
Shrine 2. Before you will play Shrine 2 you can first go to 011.
O11 - Enter the Abandoned Mine.
Mine - Zelda can traverse hollow tree and get Secret Heart
Container to increase health capabilities.
Map: Region 2
J
K
L
M
N
O
P
08
Entrance Shrine 2
Sir Basil gives you Broadsword
09
10
11
Waldensop
gives you feather
Mine:
inside of it, take heart
12
13
Trade bone for axe
Left shop:
Bone (20r.)
Right shop:
Turquoise ring (20r.)
Jade amulet (100r.)
Magic fireball (150r.)
Inside:
Possession of coal? -> sell it:
999r.
Candle (100r.)
14
Shaggy woman:
candle (100r.)
Life potion (200r.)
Yvonne & twins:
Flute
15
Kill monsters and take raft
Alice
16
17
Farmer
18
19
20
Mushroom
21
Cave at right side
Harp inside cave
Dead end.
No returning possible
Game path: Shrine 2
Shrine 2 - Shrine of Illusion
L08 - Enter the tent to start Shrine 2.
S2-01 - Step before the mirror in the center of the ring, a trapdoor
drops Zelda into the next cell (S2-02).
S2-02 - Kill the monsters and go upwards to S2-03.
S2-03 - Kill the 3 monsters. Two doors, one heading west, the other
heading north will appear. Go left to S2-05.
S2-05 - The middle door is the only accessible door, the other two are
false. Go down to S2-04.
S2-04 - Kill the vire and it drops a Key. Take this key. (This Key
enables her to get through the door in cell S2-17.)
Move upwards to S2-06.
S2-06 - Kill the Vire and it drops the Map to Shrine 2. Move right to
S2-07.
S2-07 - Zelda needs the Noise Spell to kill the single Pols Voice.
S2-08 - Stepping stones appear and disappear one after the other
above a chasm. If Zelda falls into the chasm, she is returned
to the first cell of the shrine. The NE door is the only
accessible door. The others two are false. Go up to S2-09.
S2-09 - 2 Wizzrobes fire sound waves at Zelda. Use the Dagger to
kill them. They drop a Compass when dispatched. Take this
compass (compass for Shrine 2). Go up to S2-11
S2-11 - Zelda must carefully traverse a narrow and slippery path over
a chasm. 2 Wizzrobes fire at her from the east and west. If
Zelda falls into the chasm, she returns to the first cell of the
shrine. Go up to S2-13.
S2-13 - Kill the 4 monsters and they drop a Black Orb. Take it.
The door to the west is false. Go back to S2-09.
S2-09 - From here go right to S2-10.
S2-10 - 3 Wizzrobes fire sound waves. Kill them with the dagger.
Go up to S2-12.
S2-12 - Kill the 3 monsters. Only the center door is accessible.
The others are false. Go up to S2-14.
S2-14 - Place the Black Orb in the cup of the center of cell to open
the east door (to remove the bars). Go right to S2-15
S2-15 - Kill the 2 monsters and they drop a Knife. Take it and
cut an exit in the east (right) side of the tent. Go right to
S2-16.
S2-16 - Go down to S2-17.
S2-17 - Pasquinade speaks and disappears before Zelda can fight
him. Zelda can open the green SE door only if she holds the
Key from cell S2-4. Enter the green door to go to S2-18.
S2-18 - Dark room. If you holds a candle you can light the room. Go up
to S2-19.
S2-19 - Kill the monsters to remove the Spikes that block the north
exit. Door along west wall is false. Go up to S2-20.
S2-20 - Kill the monsters (they fire pearls at Zelda). She must kill
them to get a Key that will open the eastern door. Go right to
S2-21.
S2-21 - Kill the monsters and go to the right to S2-22.
S2-22 - 2 Wall Masters, ghostly hands, reach down for Zelda. If she
is touched, she is returned to first cell in Shrine 2.
Exit through the hole in the NE (top right) side of tent to go to
S2-23.
S2-23 - Kill the monsters and go up to S2-24.
S2-24 - Zelda faces Pasquinade inside his lair. The exits are barred.
He fires glowing balls at her. The doors open when Zelda
kills him. If he kills Zelda, she will return to S2-23.
If you kill Pasquinade go up to S2-25.
S2-25 - Collect the Celestial Sign atop the pedestal. Take it by
moving her over it. A sequence will be started.
After this sequence Zelda will return to L08.
Map: Shrine 2
S2-25
Second celestial sign (Zelda returns to L08)
S2-24
Kill Pasqui-nade
S2-21
S2-22
Ghostly hands
S2-23
S2-20
Kill monsters to get key
S2-13
Kill monsters and take Black orb
S2-14
Place black orb in cup
S2-15
Kill monsters and take knife
Cut exit
S2-16
S2-19
Kill monsters to remove spikes
S2-11
Slippery path
S2-12
S2-17
Pasqui-
nades appea-
rance
S2-18
S2-09
Kill monsters with dagger
S2-10
S2-06
Kill monsters and take map (opening right)
S2-07
Kill monsters with Noise Spell
S2-08
Stepping stones
S2-05
S2-03
S2-04
Kill monsters and take key
S2-02
S2-01
Trapdoor
Game path: Region 3
From L08 of region 2 go to Q15 (go through region 2: make sure you are above the stream)
Q15 - Spikes block the only passage through tollgate. Pay Yalzan the
Stern 10 rupees to pass. Go to U16.
U16 - Yelena stands before reed hut. She gives Zelda a map.
Go to the right to V16.
V16 - The Hooded woman gives Zelda Yellow Boots. Zelda can
walk into domed house. Go up to V14.
V14 - Giant swamp rat will sell Repellent for 100 rupees.
(green boots??). Go to U18.
U18 - Fox the Boatman waits on the dock with his boat. For 2
rupees, Zelda can take boat to Mystery Island.
Mystery Island - Boat stops at docks and Zelda can walk up onto it.
If she goes down she gets the Secret Heart Container. Take
the Secret Heart Container. It will increase her health by
1 heart. Take the boat back to U18.
U18 - From here go to Z05 to start Shrine 3.
Map: Region 3
Region 3 is so extensive that I had to use two pages for the map.
L
M
N
O
P
Q
R
S
11
12
Kron ->
life potion 200r.
13
14
Pay 10r. to pass the gate
15
16
17
18
mystery island ->
secret heart
19
T
U
V
W
X
Y
Z
01
02
03
04
05
Thabul gives advise
Bitterbeck
entrance shrine 3
06
07
08
09
10
Myntoll
11
12
13
14
rat -> repellent 100r.
15
16
Yelena ->
map
hooded woman
-> yellow
boots
inside ->
vial of acid
17
18
you must have spell of calm to pass here
Fox->2r.
for boat
19
Game Path: Shrine 3
Shrine 3 - Shrine of Air
S3-01 - The Condor drops Zelda off at the entrance to the Shrine of
Air. Go up to S3-02.
S3-02 - The 3 Blue Tornadoes can only be destroyed with the
Calming Spell. Go left to S3-03.
S3-03 - Kill the 4 Blue Tornadoes. Go up to S3-04.
S3-04 - When Zelda kills the 3 Loccasins, they drop a Bow &
Arrows. Take it and go to the right to S3-05.
S3-05 - Crystal shards fire at Zelda from the walls. Use the magic
shield. Go to the right to S3-06.
S3-06 - Crystal shards fly from the walls at Zelda. Again use the
magic shield. Go to the right to S3-07.
S3-07 - 1 Vapora hacks Zelda. Go to the right to S3-08.
S3-08 - 3 Patras drop the Shrine 3 Compass when they expire. Take
it and go to S3-13.
S3-13 - 2 blocks bar the exit to the west (left). Zelda must kill all 4
Dragonflies to remove the blocks.
S3-14 - 2 blue light beams block the north exits. Kill the Vapora to
remove the light beams. When it dies, the Vapora drops a
Magic Cloth. Go up to S3-16.
S3-16 - Push the lower block to the south (down) to remove the spikes
that bar the north exit. If she pushes the upper block to the
west, 3 Voltas materialize and attack. Go to S3-18.
S3-18 - Zelda must kill all 3 monsters to remove the spikes that
block the west (left) exit. Go left to S3-19.
S3-19 - A gaping hole lies in the floor between Zelda and the exit to
the west (left). Crystal shards fly from the north wall and an
animal skull floats from the north to south along the other
side of the hole. Shoot the skull with an arrow and a crystal
bridge appears, upon which she can cross the hole. Go left to
S3-20.
S3-20 - From here go upwards to S3-21.
S3-21 - Fight Avianne, the Shrine King, with the Feather weapon.
The doors will open when Avianna is dead. If Avianna kills
Zelda, she will return to Cell S3-20. If Avianne is killed go
upwards to S3-22.
S3-22 - Collect the Celestial Sign atop the pedestal. Take it by
moving her over it. A sequence will be started.
After this sequence Zelda will return to Z05.
Map: Shrine 3
S3-04
Kill birds ->
take bow & arrows
S3-05
S3-06
S3-07
S3-08
Kill monsters
-> take compass
S3-02
Kill Tornadoes ->
take map
S3-03
S3-09
S3-01
S3-11
S3-10
S3-22
Third celestial sign (Zelda returns to Z05)
S3-12
S3-21
Kill Avianne with feather weapon
S3-14
Kill vapora to remove light beams
-> take magic cloth
S3-13
Kill dragonflies to remove blocks
S3-20
S3-19
Shoot ice skull with bow to create ice bridge
S3-18
Kill voltas to remove spikes
S3-17
S3-16
Push lower block down to remove spikes
S3-15
S3-14
Game path: Region 4
From Z05 go to V05 of region 3.
V05 - Enter the cave. This is a shortcut to T06 of region 4.
T06 - From here go to S05 to enter Shrine 4 (door opening).
Map: Region 4
Q
R
S
T
05
Entrance shrine 4
06
Ethera with dog
shortcut to V05
07
08
09
Lonlyn -> gives 25 rupees
Gwynla -> gives spell of noise
10
Squire grip and Merribal (2 persons)
Game path: Shrine 4
Shrine 4 - Shrine of Destiny
S4-01 - Two doors lead to the NW and NE. Enter the NW door to go to
S4-02
S4-02 - Kill the 3 Pols Voices with Spell of noise.
Go left to S4-03.
S4-03 - 4 spiked blocks move north to south across the cell. Shoot
the blue globe in the SW corner and it turns red, the blocks
will disappear. Go left to S4-04.
S4-04 - Kill the 2 Pols Voices with the Spell of noise.
Go to S4-06.
S4-06 - Kill the 2 Gibdos and they drop the Shrine 4 Compass and the
spikes blocking the exit will disappear. Go left to S4-07.
S4-07 - When Zelda kills the 3 Gibdos, they each turn into dangerous
Jacks. Spikes blocking the west (left) exit will disappear
when Zelda successfully kills the Gibdos. Go left to S4-08.
S4-08 - 2 spiked blocks move north-to-south. Another one moves
east-to-west. Manoeuvre Zelda to S4-09 (down).
S4-09 - From here go down to S4-14.
S4-14 - 3 spiked blocks move north-to-south across cell. Manoeuvre
Zelda to S4-15 (right).
S4-15 - Kill the 2 Gibdos and go to the right to S4-16.
S4-16 - Zelda must carefully traverse a narrow slippery path over a
chasm. If she falls off, she returns to first cell of the shrine.
Kill the 2 Wizzrobes with the dagger. Go upwards to S4-17.
S4-17 - Zelda traverses narrow slippery path over chasm. She
returns to S4-01 if she falls off. Kill the 3 Wizzrobes with
the dagger. Go to the right to S4-18.
S4-18 - Narrow walkways over chasm. You can kill the 4 Romravens.
The pair of walkways leading south are dead-ends. So take
the lower path west(left) back to S4-17.
S4-17 - Go south (down) to S4-16.
S4-16 - Follow the path to the right to S4-19.
S4-19 - 2 Wizzrobes fire at Zelda from the narrow walkways over a
chasm. 1 blocks the east exit. The other is on the lower
walkway. Go to the right to S4-20.
S4-20 - Hit the first and third globes, and turn them red. This will
remove the spikes from the east doorway. Go to the right
to S4-21.
S4-21 - Kill the 4 Romravens. Zelda must turn the blue globe to red
to remove the spike from the east doorway. As soon as you
touch the globe, two Jacks will appear. Go to the right to
S4-21.
S4-22 - Kill Malmord, the Shrine King. She appears and disappears as
Zelda battles her. When she is defeated, the doors to the NW
and NE will open. If Malmord kills Zelda, Zelda will
reappear in cell S4-21.
Take the NE (left) exit to S4-23
S4-23 - Collect the Celestial Sign atop the pedestal. Take it by
moving her over it. A sequence will be started.
After this sequence Zelda will return to S05.
Map: Shrine 4
S4-12
S4-04
S4-03
Shoot blue globe to remove blocks
S4-02
S4-01
Two doorways
S4-11
S4-05
S4-08
3 spiked blocks
S4-07
Each monster turns into jack after killing it
S4-06
Kill 2 monsters -> take compass
S4-09
S4-17
wizzrobes
S4-18
S4-23
Celestial sign (Zelda returns to S05)
S4-14
3 spiked blocks
S4-15
S4-16
Kill wizzrobes with dagger
S4-19
S4-20
Hit 1 and 3 globe to remove spikes
S4-21
Hit globe to remove spikes (jack will appear)
S4-22
Kill malmord
Game path: Region 5
From S05 of region 4 go to L28 of region 5.
L28 - If Zelda has completed first 4 shrines, 2 seafarers will wait
with a raft at the dock. Zelda must give them a Vial of Wind
and 20 rupees. When Zelda steps onto raft it will automatically lead her to Shrine 5. If Zelda has not completed
first 4 shrines, the seafarers and their raft will not be there.
O28 - Before Zelda reach Shrine 5 a seamonster will attack the raft.
Kill this monster.
Q28 - This is the place where the raft will dock. Go to R29 to enter
Shrine 5.
Map: Region 5
K
L
M
N
O
P
Q
R
S
T
U
V
15
wo-man
16
17
slee-ping
man
18
19
20
house
Beachcomber->
candle
100r.
21
22
23
24
25
secret heart
26
house
27
house->
thief
seafarer
28
give vial of wind and 20r.
-> enter raft
raft docks
here
29
entrance shrine 5
Game Path: Shrine 5
Shrine 5 - Shrine of Water
S5-01 - Go to the right to S5-02.
S5-02 - Avoid the dangerous spears striking from above. Go to the
right to S5-03.
S5-03 - Avoid the spears striking from above and kill the 2 Zols.
Take the map and go down to S5-04.
S5-04 - Take the plank that lies amid the stalactites. Go down to
S5-05.
S5-05 - Place the plank across the hole to get across. Go left to
S5-06.
S5-06 - Kill the 3 Zols and go to S5-08.
S5-08 - Kill the southern Kelpi with the (blue) Turquoise Ring to
remove the spikes in the east (right) doorway. Go to the right
to S5-09.
S5-09 - Avoid the spears striking from the above. Kill the 2 Zols and
go to the right to S5-10.
S5-10 - Kill the Oktorok and go down to S5-11.
S5-11 - Kill the Oktorok and go to S5-13.
S5-13 - Kill the northern Kelpi with the Turquoise Ring in order to
remove the spikes from the passage to the east (right). Go to
the right to S5-14.
S5-14 - Avoid the spears striking from above. Take the Shrine 5
Compass that lies in the SE corner. Go through the middle
passage in the north (upwards) wall to S5-15.
S5-15 - Kill the 2 Giant squids and go upwards to S5-16.
S5-16 - AgWanda speaks to Zelda and disappears before Zelda can
fight her. Use the raft when AgWanda has
vanished. When Zelda steps onto the raft it will
automatically take her east downstream to S5-17
S5-17 - The raft stops at a small dock. Step onto the land here. Kill
the giant squid and go upwards to S5-19.
S5-19 - Again use the raft. The raft will lead you to S5-24. During
this short voyage you will pass the following spots: S5-20,
S5-21, S5-22 and S5-23.
S5-20 - Zeldas raft continues to drift. 2 Turtles will attack you.
S5-21 - The east Kelpi keeps guard will attack you.
S5-22 - 3 stingrays will attack you.
S5-23 - 1 giant squid will attack you.
S5-24 - Zeldas raft goes ashore along the SE corner. Go to the right
to S5-25.
S5-25 - Kill AgWanda, the Shrine Keeper. She will attack Zelda
with water weapons. The doors will open when AgWanda has
been defeated. Go to the right to S5-26.
S5-26 - Collect the Celestial Sign atop the pedestal. Take it by
moving her over it. A sequence will be started.
After this sequence Zelda will return to R29.
Map: Shrine 5
S5-01
S5-02
spears
S5-03
spears and map
S5-04
plank
S5-06
S5-05
place plank
S5-07
S5-18
S5-19
take raft
S5-20
S5-08
kill Kepi with turquoise ring
S5-09
spears
S5-10
S5-16
Take raft
S5-17
S5-21
Kelpi
S5-22
S5-23
S5-11
S5-12
S5-15
S5-24
S5-25
kill
Agwanda
S5-26
celes-tial
sign
Zelda returns
to R29
S5-13
Kelpi
S5-14
compass
Game Path: Region 6
From R29 of region 5 go to H9 of region 7. Here you will get the Jousting stick from a Goblin (this is needed to play Shrine 6).
From H9 go to AB17 of region 6.
AB17 - Now you can see the entrance of Shrine 6. If you are not at
full health you can go to spot AC18.
AC18 - There the mermaid pool restores Zelda to full health again.
AA15 - On this place you will receive a lump of coal. If you sell the
lump of coal in the blue shop of spot L13 you will receive 999
rupees.
Map: Region 6
X
Y
Z
AA
AB
AC
13
14
15
Lump of coal
16
17
Entrance shrine 6
18
mermaid pool
Game Path: Shrine 6
Shrine 6 - Shrine of Power
S6-01 - Stall keeper #1 will speak to Zelda when touched. Buy a
Red Ribbon for 50 rupees (which will be needed to fight in
the joust) and two other ornaments for 20 and 10 rupees. Go
to the right to S6-02.
S6-02 - Push the left block to the right and a Map of the Shrine
appears. Go back to S6-01.
S6-01 - Go down to S6-03.
S6-03 - A carny barker and a Water Bearer will speak to Zelda
when touched. If Zelda continues to touch the Water
Bearer, she will give her the Compass to Shrine 6. The
Pickpocket will lift 25 rupees from Zelda if he touches
her or she touches him. The Pickpocket will eventually
Wander around and out of the cell. Go to S6-05
S6-05 - A Thirsty Child beside a well will ask Zelda for help. Help
the child by touching the well and it will give Zelda the Gold
Necklace. Go to the right to S6-06.
S6-06 - A Female Trainer stands at a counter, behind which 3 target
bears move north and south. Zelda can shoot them if she has
the Bow and Arrow weapon. She will be awarded rupees
for each successful shot. Go down to S6-07.
S6-07 - A blue globe lies at the end of a short corridor. Shoot it from
a distance with a Missile weapon. When the globe turns red,
spikes cut off the corridor and a pair of spike blocks move
east to west. If Zelda doesnt shoot the globe, she wont be
able to get through the east door in the next cell. Go quickly
down to S6-08.
S6-08 - Two blue globes lie in the SW and NE corners of cell. Hitting
the SW globe causes spikes to pop up in the north doorway. Hit the NE globe and take the roar stick weapon that appears.
Go to the right to S6-09.
S6-09 - Stall keeper #2 will sell Zelda a Ticket to the jousting
match for 20 rupees. Buying the Ticket will cause the
spikes to disappear from east doorway.
Go to S6-12.
S6-12 - If Zelda has the Red Ribbon, the Red Knight will appear to
fight her. She must use the Jousting Stick against him.
Killing the Red Knight causes the spikes to disappear from
the east doorway. Go to S6-14.
S6-14 - Spikes block the north doorway and a blue globe sits in NE
corner. She must hit the globe from a distance with a
Missile weapon. When hitting the globe the spikes from the
door will disappear and will appear around the globe. Go to
S6-15.
S6-16 - Clear a path through the blocks by pushing the lowest one to
the right, the next one to the left and the one to the right. Exit up to S6-17.
S6-17 - Kill the 3 Iron Knuckles and go to the right to S6-18.
S6-18 - Stall keeper #3 will sell the Ticket to the Field of Swords
for 20 rupees. Buy the Ticket and the spikes in the north
doorway will disappear. Go to S6-20.
S6-20 - Use the Broadsword against the Blue Knight and go
upwards to S6-21.
S6-21 - Use the Broadsword against the Green Knight and go
to the left to S6-22.
S6-22 - If Zelda has not killed all 3 Knights, spikes will block the
north doorway. Go to S6-25.
S6-25 - Kill the 2 Iron Knuckles and go to the left to S6-26.
S6-26 - Kill the 2 Iron Knuckles to remove the spikes from the west
doorway. Go to S6-28.
S6-28 - Zelda is locked inside Ursalas lair. Kill Ursala, the
Shrine King to open the west and east doors. Go to the left
to S6-29.
S6-29 - Collect the Celestial Sign from its pedestal by moving over
it. A sequence will start and after it Zelda will return to
AB17.
Map: Shrine 6
S6-29
Celestial sign -> Zelda returns to AB17
S6-28
Ursula
S6-27
S6-26
S6-25
S6-24
S6-23
S6-22
S6-21
green
knight
S6-01
red ribbon
S6-02
map
S6-19
S6-20
blue
knight
S6-03
compass
S6-04
S6-05
gold
necklace
S6-06
bears
S6-17
S6-18
ticket
S6-07
globe
S6-15
S6-16
blocks
S6-08
globe
-> stick
S6-09
ticket
S6-10
S6-11
S6-12
red knight
S6-13
S6-14
globe
Game Path: Region 7
From AB17 of region 6 go to B7 of region 7.
B7 - This is the entrance of Shrine 7
Map: Region 7
A
B
C
D
E
F
G
H
I
J
07
Entrance Shrine 7
08
09
Goblin gives Jousting stick
10
Bridge
secret heart
11
Game Path: Shrine 7
S7-01 - Go to S7-03.
S7-03 - Kill the Blacksmith and go left to S7-04.
S7-04 - Kill the single Blacksmith who throws spears and he will
drop the Shrine 7 Compass. Take it and go upwards to S7-05.
S7-05 - Kill the 4 Crokarocks. They shoot rocks at Zelda. The door
in the NW corner is false. When Zelda kills all Crockarocks,
they drop the Map of Shrine 7. Take it and go to the right to
S5-06.
S7-06 - Kill the Crockarocks to remove the flames from the
doorway. Go upwards to S7-07.
S7-07 - Avoid the fireballs that leap from the lava and go to S7-09.
S7-09 - Kill the 4 Fireflies. The hole in the east wall is the only
exit (to S7-10).
S7-10- Kill the Romraven and go to the right to S7-11.
S7-11 - Kill the 3 Fireflies to remove the flames in the south
doorway. Go down to S7-12.
S7-12 - Warbane makes a brief appearance, speaks, and disappears.
He leaves behind a Hammer weapon. Take it and go to S7-15.
S7-15 - Kill the 4 Romravens and go to the right to S7-16.
S7-16 - Kill the Kannis and go to the right to S7-17.
S7-17 - Kill the Kannis and go to the right to S7-18.
S7-18 - Kill the single Kannis to remove the flames from the
northern doorway. Go to S7-20
S7-20 - Kill the 2 Bollas. They roll balls of flame at Zelda. Killing
them removes the flames from NW doorway. Go upwards to
S7-21.
S7-21 - Warbane makes a brief appearance, speaks to Zelda and
disappears. Zelda is held motionless and cannot fight him.
Go upwards to S7-22.
S7-22 - Maxus fires flaming arrows at Zelda. He must be destroyed
with the gold necklace. Spikes pop up from the floor and
west doorway. The spikes in the doorway disappear when
Maxus is killed. Go to the left to S7-23.
S7-23 - Zelda is trapped in Warbanes Lair. When Warbane, the
Shrine Keeper has been killed, the doors will open. Go
upwards to S7-24.
S7-24 - Zelda can collect the last Celestial Sign from the pedestal.
A sequence will start and after it Zelda will go to the end
game.
Map: Shrine 7
S7-24
Celestial sign->
Zelda goes to end game
S7-09
S7-10
S7-11
kill flies
to remove
blocks
S7-23
Kill Warbane
S7-22
kill Maxus with gold necklace
S7-08
S7-12
Warbane talks ->
hammer
S7-21
Warbane
S7-07
avoid
fireballs
S7-13
S7-14
S7-20
kill monsters to remove fire wall
S7-19
S7-05
Kill
crokarocks
-> map
S7-06
kill
crokarocks
to remove flames
S7-15
S7-16
S7-17
S7-18
kill monsters
to remove
flames
S7-04
Kill blacksmith
-> compass
S7-03
S7-02
S7-01
End Game :
*
Llort: The end game will start with Llort. As Zelda kill him she will
be taken to Pasquinade.
*
Pasquinade: When Zelda kills him she will be taken to Aviana.
*
Aviana: Kill her with the feather weapon. Zelda will be taken to
Malmord.
*
Malmord: Here Malmord is just standing still. Kill her and may
dragonflies will appear and start flying away. Each killed dragonfly
drops a heart. When the last dragonfly is killed Zelda will be taken to
Agwanda.
*
Agwanda: Kill Agwanda and Zelda will be taken to Warbane.
*
Warbane: Kill Warbane and Zelda will be taken to Ganon.
*
Ganon: Hit Ganon when he appears. Try to stay clear of the electric
spheres he throws. When you kill him you have won the game!!!
When Zelda is killed in one of these end games she will return to the first stage of the end game namely to Llorts room.
When Zelda has passed the end game the game is finished and the end sequence will play.
Table of Contents
Game path: Region 1 1
Map: Region 1 2
Game path: Shrine 1 3
Map: Shrine 1 5
Game path: Region 2 6
Map: Region 2 8
Game path: Shrine 2 9
Map: Shrine 2 12
Game path: Region 3 13
Map: Region 3 14
Game path: Shrine 3 16
Map: Shrine 3 18
Game path: Region 4 19
Map: Region 4 20
Game path: Shrine 4 21
Map: Shrine 4 23
Game path: Region 5 24
Map: Region 5 25
Game path: Shrine 5 26
Map: Shrine 5 28
Game path: Region 6 29
Map: Region 6 30
Game path: Shrine 6 31
Map: Shrine 6 34
Game path: Region 7 35
Map: Region 7 36
Game path: Shrine 7 37
Map: Shrine 7 39
End Game 40
Game path: Region 1
G23 - Zelda will start at Vision Henge. Move her to the right to H23.
H23 - The Wand weapon lies on stone. Zelda can take it by moving
over it. Go to spot D24.
D24 - You can see 1 Goriya throwing boomerangs. Killing the Goriya
make the Boomerang weapon appear at the left bottom corner.
Take it by moving Zelda over it. Go to spot J22.
J22 - Outside the Inn Zelda can see a Beggar woman. Give her 5
rupees to receive the Firestorm weapon. Enter the
Molblin Inn.
Inn - Lothar the Innkeeper and three customers are inside. Buy the
Calm Spell for 100 rupees. Go to Krebb the Weary (red
shirt) and listen to him. He will give you the Dagger. The
Woman at Table and the Defeated Soldier will also talk to
Zelda when they are touched. Leave the Inn and go to spot J24.
J24 - Take the empty water pitcher from Glebb the Thirsty
Woman. Go to spot F20.
F20 - Select the empty water pitcher and fill it with water in the
above part of the program. A full water pitcher will appear.
Take it by moving over it. Return to spot J24.
J24 - Give the full water pitcher to the woman and she will give you
a Vial of Wind in exchange. Go to spot F26
F26 - A Forest trader sells a Candle for 100 rupees and a Magic
Shield for 500 rupees. Gain the rupees by killing monsters
throughout the game. Go to spot F28.
F28 - Take the Ladder standing against the tree by moving over it.
Go to spot G32.
G32 - Zelda can enter two caves. Enter the upper cave to start
Shrine 1 (S1-01).
Map: Region 1
D
E
F
G
H
I
J
20
Fill empty pitch
21
22
Beggar woman: Firestone weapon (5r.)
Inside Inn: Spell of calm (100r.) + Dagger from person in red shirt
23
Shurmaks voice
Start: Vision Henge
Wand weapon
24
Boomerang after killing Goriya
Glebb: empty water pitch
Give full pitch to Glebb to receive Vial of wind
25
26
Trader: Shield (500r.)
Candle (100r.)
27
28
Ladder
29
30
31
32
Entrance Shrine 1
r.: rupees. They can be earned by killing monsters. Collecting a blue coin means 5 rupees. Collecting a gold coin will raise you r amount of rupees with 10.
Game path: Shrine 1
Shrine 1 - Shrine of Rock
G32 - Enter the upper cave in the NW corner of the wall.
Go to S1-02.
S1-02 - Zelda must use the Ladder to cross the gap. Go to S1-04.
S1-04 - When Zelda kills the monsters, they drop a Scroll. Take it by
moving over it. Go down to S1-05.
S1-05 - Kill the 3 bats to see the compass. Take it by moving over it.
Go ti S1-08.
Using the Compass from anywhere in the overworld will
place Zelda at the entrance to Shrine 1. It is useless inside
all shrines.
S1-08 - Go directly to S1-08. Down try to kill the South Sardak in
S1-07 at this moment. The Treasure chest will speak and
give Zelda the Jade Ring. Go up to S1-07.
S1-07 - The South Sardak can only be killed with the Jade Ring.
Go to S1-12.
Each of the 3 Sardaks must be killed to gain entry to
Llorts Lair.
S1-12 - Kill the middle Sardak with the Jade Ring to gain access
Llorts Lair further in the game. Go to S1-16
S1-16 - 3 Red Tektites guard the Red Boots. Kill the monsters and
take the red boots by moving over it. The red boots enable
Zelda to cross the river north of the henge. Go right to
S1-17.
S1-17 - Use the Candle item to light the room. Go up to S1-18.
S1-18 - Llorts first appearance. He speaks to Zelda, and hurries
away before she can fight him. Go to S1-20.
S1-20 - Kill the Northern Sardak with the Jade Ring. Watch out: the
Sardak throws spears at Zelda. After killing all three
Sardaks, a beam of light, that blocked the northern doorway,
will disappear. Go up to S1-22.
S1-22 - Zelda is locked inside the lair with Llort, the Shrine King,
who tosses axes at her. Zeldas Wand is the most
formidable weapon against him, although others will work
too. When he is killed the doors will open. If he kills Zelda,
she will return to cell S1-20. After killing Llort, go up to
S1-23.
S1-23 - Zelda can collect the first Celestial Sign atop the pedestal.
Take it by moving her over it. A sequence will be started.
After this sequence Zelda will return to G32.
Map: Shrine 1
S1-23
Take first celestial sign (Zelda returns to G32)
S1-22
Kill Llort with Wand
S1-21
S1-18
Llorts appearance
S1-19
S1-20
Kill North Sardak
with Jade Ring
S1-16
Red Boots
S1-17
Use Candle to light the room
S1-15
S1-14
S1-13
S1-01
S1-02
Use ladder to cross
S1-03
S1-04
Take scroll after killing monsters
S1-10
S1-05
Take compass after killing monsters
S1-11
S1-12
Kill Middle Sardak with Jade Ring
S1-06
S1-07
Kill South Sardak with Jade Ring
S1-08
Take Jade Ring
S1-09
Game path: Region 2
With the Red Boots you found in Shrine 1 you can cross the stream in the above part of region 1. Go to J-22 (Inn).
J22 - Go up to cross the river. Now you will enter spot J21 of region 2.
J21 - Enter the cave at the right side of the screen.
Cave - In the cave you can see the harp. Take it by moving over it.
Go back to J21 at the left. Dont leave the cave at the right
side of it because otherwise you will enter a dead end spot.
You cant leave this spot anymore and the monsters will kill
you.
J21 - From this spot go to K20.
K20 - In this place you can see a mushroom. It will speak to you.
Go to K15.
K15 - Kill the 2 blue Tektites that guard the Raft item. Take this
item by moving over it. Go up to K14.
K14 - The Shaggy Woman sits outside a vegetable stand. She is
selling a Candle for 100 rupees and a Potion of Life for 200
rupees. Most important thing to buy is the potion of life. She
will speak to Zelda when touched. A Villager will eventually
wander out from under awning to the west. Go up to K13.
K13 - A Lounger sits between two shops. A Dog darts around Zelda.
Enter the left shop and trade the Bone for an Axe. Enter the
right shop and buy the blue/turquoise ring for 20 rupees.
Go to L14.
L14 - Yvonne the Musician and the Twins (Eric and Ian) stand
outside a house. Listen to Yvonne. She will speak and give
Zelda a Flute. The twins can also speak to Zelda. Go to R9
of region 4 to get the spell of noise from Gwynla (Path from
L14 to R09: Up/Right(2*)/Up/Right/Up(2*)/Right/Up/Right(2*))
R09 - Here you will receive the spell of noise from Gwynla. Go
back to L14 (Follow the same path).
L14 - From here go to N11 (path: Up/Right(2*)/Up(2*))
N11 - Waldensop stands outside the White Steed Lodge along with
two horses. Zelda can enter lodge. He gives Zelda a Feather
after she goes into and comes out of lodge. Go up to N09.
N09 - Here you can see a mermaid. Go towards the mermaid and she
will restore Zelda to full health again. Go to P08
(path: Right/Up/Right).
P08 - Sir Basil will give Zelda a Broadsword on west side of
stream. Take it by moving over it. Go to L08 (4*Left) to play
Shrine 2. Before you will play Shrine 2 you can first go to 011.
O11 - Enter the Abandoned Mine.
Mine - Zelda can traverse hollow tree and get Secret Heart
Container to increase health capabilities.
Map: Region 2
J
K
L
M
N
O
P
08
Entrance Shrine 2
Sir Basil gives you Broadsword
09
10
11
Waldensop
gives you feather
Mine:
inside of it, take heart
12
13
Trade bone for axe
Left shop:
Bone (20r.)
Right shop:
Turquoise ring (20r.)
Jade amulet (100r.)
Magic fireball (150r.)
Inside:
Possession of coal? -> sell it:
999r.
Candle (100r.)
14
Shaggy woman:
candle (100r.)
Life potion (200r.)
Yvonne & twins:
Flute
15
Kill monsters and take raft
Alice
16
17
Farmer
18
19
20
Mushroom
21
Cave at right side
Harp inside cave
Dead end.
No returning possible
Game path: Shrine 2
Shrine 2 - Shrine of Illusion
L08 - Enter the tent to start Shrine 2.
S2-01 - Step before the mirror in the center of the ring, a trapdoor
drops Zelda into the next cell (S2-02).
S2-02 - Kill the monsters and go upwards to S2-03.
S2-03 - Kill the 3 monsters. Two doors, one heading west, the other
heading north will appear. Go left to S2-05.
S2-05 - The middle door is the only accessible door, the other two are
false. Go down to S2-04.
S2-04 - Kill the vire and it drops a Key. Take this key. (This Key
enables her to get through the door in cell S2-17.)
Move upwards to S2-06.
S2-06 - Kill the Vire and it drops the Map to Shrine 2. Move right to
S2-07.
S2-07 - Zelda needs the Noise Spell to kill the single Pols Voice.
S2-08 - Stepping stones appear and disappear one after the other
above a chasm. If Zelda falls into the chasm, she is returned
to the first cell of the shrine. The NE door is the only
accessible door. The others two are false. Go up to S2-09.
S2-09 - 2 Wizzrobes fire sound waves at Zelda. Use the Dagger to
kill them. They drop a Compass when dispatched. Take this
compass (compass for Shrine 2). Go up to S2-11
S2-11 - Zelda must carefully traverse a narrow and slippery path over
a chasm. 2 Wizzrobes fire at her from the east and west. If
Zelda falls into the chasm, she returns to the first cell of the
shrine. Go up to S2-13.
S2-13 - Kill the 4 monsters and they drop a Black Orb. Take it.
The door to the west is false. Go back to S2-09.
S2-09 - From here go right to S2-10.
S2-10 - 3 Wizzrobes fire sound waves. Kill them with the dagger.
Go up to S2-12.
S2-12 - Kill the 3 monsters. Only the center door is accessible.
The others are false. Go up to S2-14.
S2-14 - Place the Black Orb in the cup of the center of cell to open
the east door (to remove the bars). Go right to S2-15
S2-15 - Kill the 2 monsters and they drop a Knife. Take it and
cut an exit in the east (right) side of the tent. Go right to
S2-16.
S2-16 - Go down to S2-17.
S2-17 - Pasquinade speaks and disappears before Zelda can fight
him. Zelda can open the green SE door only if she holds the
Key from cell S2-4. Enter the green door to go to S2-18.
S2-18 - Dark room. If you holds a candle you can light the room. Go up
to S2-19.
S2-19 - Kill the monsters to remove the Spikes that block the north
exit. Door along west wall is false. Go up to S2-20.
S2-20 - Kill the monsters (they fire pearls at Zelda). She must kill
them to get a Key that will open the eastern door. Go right to
S2-21.
S2-21 - Kill the monsters and go to the right to S2-22.
S2-22 - 2 Wall Masters, ghostly hands, reach down for Zelda. If she
is touched, she is returned to first cell in Shrine 2.
Exit through the hole in the NE (top right) side of tent to go to
S2-23.
S2-23 - Kill the monsters and go up to S2-24.
S2-24 - Zelda faces Pasquinade inside his lair. The exits are barred.
He fires glowing balls at her. The doors open when Zelda
kills him. If he kills Zelda, she will return to S2-23.
If you kill Pasquinade go up to S2-25.
S2-25 - Collect the Celestial Sign atop the pedestal. Take it by
moving her over it. A sequence will be started.
After this sequence Zelda will return to L08.
Map: Shrine 2
S2-25
Second celestial sign (Zelda returns to L08)
S2-24
Kill Pasqui-nade
S2-21
S2-22
Ghostly hands
S2-23
S2-20
Kill monsters to get key
S2-13
Kill monsters and take Black orb
S2-14
Place black orb in cup
S2-15
Kill monsters and take knife
Cut exit
S2-16
S2-19
Kill monsters to remove spikes
S2-11
Slippery path
S2-12
S2-17
Pasqui-
nades appea-
rance
S2-18
S2-09
Kill monsters with dagger
S2-10
S2-06
Kill monsters and take map (opening right)
S2-07
Kill monsters with Noise Spell
S2-08
Stepping stones
S2-05
S2-03
S2-04
Kill monsters and take key
S2-02
S2-01
Trapdoor
Game path: Region 3
From L08 of region 2 go to Q15 (go through region 2: make sure you are above the stream)
Q15 - Spikes block the only passage through tollgate. Pay Yalzan the
Stern 10 rupees to pass. Go to U16.
U16 - Yelena stands before reed hut. She gives Zelda a map.
Go to the right to V16.
V16 - The Hooded woman gives Zelda Yellow Boots. Zelda can
walk into domed house. Go up to V14.
V14 - Giant swamp rat will sell Repellent for 100 rupees.
(green boots??). Go to U18.
U18 - Fox the Boatman waits on the dock with his boat. For 2
rupees, Zelda can take boat to Mystery Island.
Mystery Island - Boat stops at docks and Zelda can walk up onto it.
If she goes down she gets the Secret Heart Container. Take
the Secret Heart Container. It will increase her health by
1 heart. Take the boat back to U18.
U18 - From here go to Z05 to start Shrine 3.
Map: Region 3
Region 3 is so extensive that I had to use two pages for the map.
L
M
N
O
P
Q
R
S
11
12
Kron ->
life potion 200r.
13
14
Pay 10r. to pass the gate
15
16
17
18
mystery island ->
secret heart
19
T
U
V
W
X
Y
Z
01
02
03
04
05
Thabul gives advise
Bitterbeck
entrance shrine 3
06
07
08
09
10
Myntoll
11
12
13
14
rat -> repellent 100r.
15
16
Yelena ->
map
hooded woman
-> yellow
boots
inside ->
vial of acid
17
18
you must have spell of calm to pass here
Fox->2r.
for boat
19
Game Path: Shrine 3
Shrine 3 - Shrine of Air
S3-01 - The Condor drops Zelda off at the entrance to the Shrine of
Air. Go up to S3-02.
S3-02 - The 3 Blue Tornadoes can only be destroyed with the
Calming Spell. Go left to S3-03.
S3-03 - Kill the 4 Blue Tornadoes. Go up to S3-04.
S3-04 - When Zelda kills the 3 Loccasins, they drop a Bow &
Arrows. Take it and go to the right to S3-05.
S3-05 - Crystal shards fire at Zelda from the walls. Use the magic
shield. Go to the right to S3-06.
S3-06 - Crystal shards fly from the walls at Zelda. Again use the
magic shield. Go to the right to S3-07.
S3-07 - 1 Vapora hacks Zelda. Go to the right to S3-08.
S3-08 - 3 Patras drop the Shrine 3 Compass when they expire. Take
it and go to S3-13.
S3-13 - 2 blocks bar the exit to the west (left). Zelda must kill all 4
Dragonflies to remove the blocks.
S3-14 - 2 blue light beams block the north exits. Kill the Vapora to
remove the light beams. When it dies, the Vapora drops a
Magic Cloth. Go up to S3-16.
S3-16 - Push the lower block to the south (down) to remove the spikes
that bar the north exit. If she pushes the upper block to the
west, 3 Voltas materialize and attack. Go to S3-18.
S3-18 - Zelda must kill all 3 monsters to remove the spikes that
block the west (left) exit. Go left to S3-19.
S3-19 - A gaping hole lies in the floor between Zelda and the exit to
the west (left). Crystal shards fly from the north wall and an
animal skull floats from the north to south along the other
side of the hole. Shoot the skull with an arrow and a crystal
bridge appears, upon which she can cross the hole. Go left to
S3-20.
S3-20 - From here go upwards to S3-21.
S3-21 - Fight Avianne, the Shrine King, with the Feather weapon.
The doors will open when Avianna is dead. If Avianna kills
Zelda, she will return to Cell S3-20. If Avianne is killed go
upwards to S3-22.
S3-22 - Collect the Celestial Sign atop the pedestal. Take it by
moving her over it. A sequence will be started.
After this sequence Zelda will return to Z05.
Map: Shrine 3
S3-04
Kill birds ->
take bow & arrows
S3-05
S3-06
S3-07
S3-08
Kill monsters
-> take compass
S3-02
Kill Tornadoes ->
take map
S3-03
S3-09
S3-01
S3-11
S3-10
S3-22
Third celestial sign (Zelda returns to Z05)
S3-12
S3-21
Kill Avianne with feather weapon
S3-14
Kill vapora to remove light beams
-> take magic cloth
S3-13
Kill dragonflies to remove blocks
S3-20
S3-19
Shoot ice skull with bow to create ice bridge
S3-18
Kill voltas to remove spikes
S3-17
S3-16
Push lower block down to remove spikes
S3-15
S3-14
Game path: Region 4
From Z05 go to V05 of region 3.
V05 - Enter the cave. This is a shortcut to T06 of region 4.
T06 - From here go to S05 to enter Shrine 4 (door opening).
Map: Region 4
Q
R
S
T
05
Entrance shrine 4
06
Ethera with dog
shortcut to V05
07
08
09
Lonlyn -> gives 25 rupees
Gwynla -> gives spell of noise
10
Squire grip and Merribal (2 persons)
Game path: Shrine 4
Shrine 4 - Shrine of Destiny
S4-01 - Two doors lead to the NW and NE. Enter the NW door to go to
S4-02
S4-02 - Kill the 3 Pols Voices with Spell of noise.
Go left to S4-03.
S4-03 - 4 spiked blocks move north to south across the cell. Shoot
the blue globe in the SW corner and it turns red, the blocks
will disappear. Go left to S4-04.
S4-04 - Kill the 2 Pols Voices with the Spell of noise.
Go to S4-06.
S4-06 - Kill the 2 Gibdos and they drop the Shrine 4 Compass and the
spikes blocking the exit will disappear. Go left to S4-07.
S4-07 - When Zelda kills the 3 Gibdos, they each turn into dangerous
Jacks. Spikes blocking the west (left) exit will disappear
when Zelda successfully kills the Gibdos. Go left to S4-08.
S4-08 - 2 spiked blocks move north-to-south. Another one moves
east-to-west. Manoeuvre Zelda to S4-09 (down).
S4-09 - From here go down to S4-14.
S4-14 - 3 spiked blocks move north-to-south across cell. Manoeuvre
Zelda to S4-15 (right).
S4-15 - Kill the 2 Gibdos and go to the right to S4-16.
S4-16 - Zelda must carefully traverse a narrow slippery path over a
chasm. If she falls off, she returns to first cell of the shrine.
Kill the 2 Wizzrobes with the dagger. Go upwards to S4-17.
S4-17 - Zelda traverses narrow slippery path over chasm. She
returns to S4-01 if she falls off. Kill the 3 Wizzrobes with
the dagger. Go to the right to S4-18.
S4-18 - Narrow walkways over chasm. You can kill the 4 Romravens.
The pair of walkways leading south are dead-ends. So take
the lower path west(left) back to S4-17.
S4-17 - Go south (down) to S4-16.
S4-16 - Follow the path to the right to S4-19.
S4-19 - 2 Wizzrobes fire at Zelda from the narrow walkways over a
chasm. 1 blocks the east exit. The other is on the lower
walkway. Go to the right to S4-20.
S4-20 - Hit the first and third globes, and turn them red. This will
remove the spikes from the east doorway. Go to the right
to S4-21.
S4-21 - Kill the 4 Romravens. Zelda must turn the blue globe to red
to remove the spike from the east doorway. As soon as you
touch the globe, two Jacks will appear. Go to the right to
S4-21.
S4-22 - Kill Malmord, the Shrine King. She appears and disappears as
Zelda battles her. When she is defeated, the doors to the NW
and NE will open. If Malmord kills Zelda, Zelda will
reappear in cell S4-21.
Take the NE (left) exit to S4-23
S4-23 - Collect the Celestial Sign atop the pedestal. Take it by
moving her over it. A sequence will be started.
After this sequence Zelda will return to S05.
Map: Shrine 4
S4-12
S4-04
S4-03
Shoot blue globe to remove blocks
S4-02
S4-01
Two doorways
S4-11
S4-05
S4-08
3 spiked blocks
S4-07
Each monster turns into jack after killing it
S4-06
Kill 2 monsters -> take compass
S4-09
S4-17
wizzrobes
S4-18
S4-23
Celestial sign (Zelda returns to S05)
S4-14
3 spiked blocks
S4-15
S4-16
Kill wizzrobes with dagger
S4-19
S4-20
Hit 1 and 3 globe to remove spikes
S4-21
Hit globe to remove spikes (jack will appear)
S4-22
Kill malmord
Game path: Region 5
From S05 of region 4 go to L28 of region 5.
L28 - If Zelda has completed first 4 shrines, 2 seafarers will wait
with a raft at the dock. Zelda must give them a Vial of Wind
and 20 rupees. When Zelda steps onto raft it will automatically lead her to Shrine 5. If Zelda has not completed
first 4 shrines, the seafarers and their raft will not be there.
O28 - Before Zelda reach Shrine 5 a seamonster will attack the raft.
Kill this monster.
Q28 - This is the place where the raft will dock. Go to R29 to enter
Shrine 5.
Map: Region 5
K
L
M
N
O
P
Q
R
S
T
U
V
15
wo-man
16
17
slee-ping
man
18
19
20
house
Beachcomber->
candle
100r.
21
22
23
24
25
secret heart
26
house
27
house->
thief
seafarer
28
give vial of wind and 20r.
-> enter raft
raft docks
here
29
entrance shrine 5
Game Path: Shrine 5
Shrine 5 - Shrine of Water
S5-01 - Go to the right to S5-02.
S5-02 - Avoid the dangerous spears striking from above. Go to the
right to S5-03.
S5-03 - Avoid the spears striking from above and kill the 2 Zols.
Take the map and go down to S5-04.
S5-04 - Take the plank that lies amid the stalactites. Go down to
S5-05.
S5-05 - Place the plank across the hole to get across. Go left to
S5-06.
S5-06 - Kill the 3 Zols and go to S5-08.
S5-08 - Kill the southern Kelpi with the (blue) Turquoise Ring to
remove the spikes in the east (right) doorway. Go to the right
to S5-09.
S5-09 - Avoid the spears striking from the above. Kill the 2 Zols and
go to the right to S5-10.
S5-10 - Kill the Oktorok and go down to S5-11.
S5-11 - Kill the Oktorok and go to S5-13.
S5-13 - Kill the northern Kelpi with the Turquoise Ring in order to
remove the spikes from the passage to the east (right). Go to
the right to S5-14.
S5-14 - Avoid the spears striking from above. Take the Shrine 5
Compass that lies in the SE corner. Go through the middle
passage in the north (upwards) wall to S5-15.
S5-15 - Kill the 2 Giant squids and go upwards to S5-16.
S5-16 - AgWanda speaks to Zelda and disappears before Zelda can
fight her. Use the raft when AgWanda has
vanished. When Zelda steps onto the raft it will
automatically take her east downstream to S5-17
S5-17 - The raft stops at a small dock. Step onto the land here. Kill
the giant squid and go upwards to S5-19.
S5-19 - Again use the raft. The raft will lead you to S5-24. During
this short voyage you will pass the following spots: S5-20,
S5-21, S5-22 and S5-23.
S5-20 - Zeldas raft continues to drift. 2 Turtles will attack you.
S5-21 - The east Kelpi keeps guard will attack you.
S5-22 - 3 stingrays will attack you.
S5-23 - 1 giant squid will attack you.
S5-24 - Zeldas raft goes ashore along the SE corner. Go to the right
to S5-25.
S5-25 - Kill AgWanda, the Shrine Keeper. She will attack Zelda
with water weapons. The doors will open when AgWanda has
been defeated. Go to the right to S5-26.
S5-26 - Collect the Celestial Sign atop the pedestal. Take it by
moving her over it. A sequence will be started.
After this sequence Zelda will return to R29.
Map: Shrine 5
S5-01
S5-02
spears
S5-03
spears and map
S5-04
plank
S5-06
S5-05
place plank
S5-07
S5-18
S5-19
take raft
S5-20
S5-08
kill Kepi with turquoise ring
S5-09
spears
S5-10
S5-16
Take raft
S5-17
S5-21
Kelpi
S5-22
S5-23
S5-11
S5-12
S5-15
S5-24
S5-25
kill
Agwanda
S5-26
celes-tial
sign
Zelda returns
to R29
S5-13
Kelpi
S5-14
compass
Game Path: Region 6
From R29 of region 5 go to H9 of region 7. Here you will get the Jousting stick from a Goblin (this is needed to play Shrine 6).
From H9 go to AB17 of region 6.
AB17 - Now you can see the entrance of Shrine 6. If you are not at
full health you can go to spot AC18.
AC18 - There the mermaid pool restores Zelda to full health again.
AA15 - On this place you will receive a lump of coal. If you sell the
lump of coal in the blue shop of spot L13 you will receive 999
rupees.
Map: Region 6
X
Y
Z
AA
AB
AC
13
14
15
Lump of coal
16
17
Entrance shrine 6
18
mermaid pool
Game Path: Shrine 6
Shrine 6 - Shrine of Power
S6-01 - Stall keeper #1 will speak to Zelda when touched. Buy a
Red Ribbon for 50 rupees (which will be needed to fight in
the joust) and two other ornaments for 20 and 10 rupees. Go
to the right to S6-02.
S6-02 - Push the left block to the right and a Map of the Shrine
appears. Go back to S6-01.
S6-01 - Go down to S6-03.
S6-03 - A carny barker and a Water Bearer will speak to Zelda
when touched. If Zelda continues to touch the Water
Bearer, she will give her the Compass to Shrine 6. The
Pickpocket will lift 25 rupees from Zelda if he touches
her or she touches him. The Pickpocket will eventually
Wander around and out of the cell. Go to S6-05
S6-05 - A Thirsty Child beside a well will ask Zelda for help. Help
the child by touching the well and it will give Zelda the Gold
Necklace. Go to the right to S6-06.
S6-06 - A Female Trainer stands at a counter, behind which 3 target
bears move north and south. Zelda can shoot them if she has
the Bow and Arrow weapon. She will be awarded rupees
for each successful shot. Go down to S6-07.
S6-07 - A blue globe lies at the end of a short corridor. Shoot it from
a distance with a Missile weapon. When the globe turns red,
spikes cut off the corridor and a pair of spike blocks move
east to west. If Zelda doesnt shoot the globe, she wont be
able to get through the east door in the next cell. Go quickly
down to S6-08.
S6-08 - Two blue globes lie in the SW and NE corners of cell. Hitting
the SW globe causes spikes to pop up in the north doorway. Hit the NE globe and take the roar stick weapon that appears.
Go to the right to S6-09.
S6-09 - Stall keeper #2 will sell Zelda a Ticket to the jousting
match for 20 rupees. Buying the Ticket will cause the
spikes to disappear from east doorway.
Go to S6-12.
S6-12 - If Zelda has the Red Ribbon, the Red Knight will appear to
fight her. She must use the Jousting Stick against him.
Killing the Red Knight causes the spikes to disappear from
the east doorway. Go to S6-14.
S6-14 - Spikes block the north doorway and a blue globe sits in NE
corner. She must hit the globe from a distance with a
Missile weapon. When hitting the globe the spikes from the
door will disappear and will appear around the globe. Go to
S6-15.
S6-16 - Clear a path through the blocks by pushing the lowest one to
the right, the next one to the left and the one to the right. Exit up to S6-17.
S6-17 - Kill the 3 Iron Knuckles and go to the right to S6-18.
S6-18 - Stall keeper #3 will sell the Ticket to the Field of Swords
for 20 rupees. Buy the Ticket and the spikes in the north
doorway will disappear. Go to S6-20.
S6-20 - Use the Broadsword against the Blue Knight and go
upwards to S6-21.
S6-21 - Use the Broadsword against the Green Knight and go
to the left to S6-22.
S6-22 - If Zelda has not killed all 3 Knights, spikes will block the
north doorway. Go to S6-25.
S6-25 - Kill the 2 Iron Knuckles and go to the left to S6-26.
S6-26 - Kill the 2 Iron Knuckles to remove the spikes from the west
doorway. Go to S6-28.
S6-28 - Zelda is locked inside Ursalas lair. Kill Ursala, the
Shrine King to open the west and east doors. Go to the left
to S6-29.
S6-29 - Collect the Celestial Sign from its pedestal by moving over
it. A sequence will start and after it Zelda will return to
AB17.
Map: Shrine 6
S6-29
Celestial sign -> Zelda returns to AB17
S6-28
Ursula
S6-27
S6-26
S6-25
S6-24
S6-23
S6-22
S6-21
green
knight
S6-01
red ribbon
S6-02
map
S6-19
S6-20
blue
knight
S6-03
compass
S6-04
S6-05
gold
necklace
S6-06
bears
S6-17
S6-18
ticket
S6-07
globe
S6-15
S6-16
blocks
S6-08
globe
-> stick
S6-09
ticket
S6-10
S6-11
S6-12
red knight
S6-13
S6-14
globe
Game Path: Region 7
From AB17 of region 6 go to B7 of region 7.
B7 - This is the entrance of Shrine 7
Map: Region 7
A
B
C
D
E
F
G
H
I
J
07
Entrance Shrine 7
08
09
Goblin gives Jousting stick
10
Bridge
secret heart
11
Game Path: Shrine 7
S7-01 - Go to S7-03.
S7-03 - Kill the Blacksmith and go left to S7-04.
S7-04 - Kill the single Blacksmith who throws spears and he will
drop the Shrine 7 Compass. Take it and go upwards to S7-05.
S7-05 - Kill the 4 Crokarocks. They shoot rocks at Zelda. The door
in the NW corner is false. When Zelda kills all Crockarocks,
they drop the Map of Shrine 7. Take it and go to the right to
S5-06.
S7-06 - Kill the Crockarocks to remove the flames from the
doorway. Go upwards to S7-07.
S7-07 - Avoid the fireballs that leap from the lava and go to S7-09.
S7-09 - Kill the 4 Fireflies. The hole in the east wall is the only
exit (to S7-10).
S7-10- Kill the Romraven and go to the right to S7-11.
S7-11 - Kill the 3 Fireflies to remove the flames in the south
doorway. Go down to S7-12.
S7-12 - Warbane makes a brief appearance, speaks, and disappears.
He leaves behind a Hammer weapon. Take it and go to S7-15.
S7-15 - Kill the 4 Romravens and go to the right to S7-16.
S7-16 - Kill the Kannis and go to the right to S7-17.
S7-17 - Kill the Kannis and go to the right to S7-18.
S7-18 - Kill the single Kannis to remove the flames from the
northern doorway. Go to S7-20
S7-20 - Kill the 2 Bollas. They roll balls of flame at Zelda. Killing
them removes the flames from NW doorway. Go upwards to
S7-21.
S7-21 - Warbane makes a brief appearance, speaks to Zelda and
disappears. Zelda is held motionless and cannot fight him.
Go upwards to S7-22.
S7-22 - Maxus fires flaming arrows at Zelda. He must be destroyed
with the gold necklace. Spikes pop up from the floor and
west doorway. The spikes in the doorway disappear when
Maxus is killed. Go to the left to S7-23.
S7-23 - Zelda is trapped in Warbanes Lair. When Warbane, the
Shrine Keeper has been killed, the doors will open. Go
upwards to S7-24.
S7-24 - Zelda can collect the last Celestial Sign from the pedestal.
A sequence will start and after it Zelda will go to the end
game.
Map: Shrine 7
S7-24
Celestial sign->
Zelda goes to end game
S7-09
S7-10
S7-11
kill flies
to remove
blocks
S7-23
Kill Warbane
S7-22
kill Maxus with gold necklace
S7-08
S7-12
Warbane talks ->
hammer
S7-21
Warbane
S7-07
avoid
fireballs
S7-13
S7-14
S7-20
kill monsters to remove fire wall
S7-19
S7-05
Kill
crokarocks
-> map
S7-06
kill
crokarocks
to remove flames
S7-15
S7-16
S7-17
S7-18
kill monsters
to remove
flames
S7-04
Kill blacksmith
-> compass
S7-03
S7-02
S7-01
End Game :
*
Llort: The end game will start with Llort. As Zelda kill him she will
be taken to Pasquinade.
*
Pasquinade: When Zelda kills him she will be taken to Aviana.
*
Aviana: Kill her with the feather weapon. Zelda will be taken to
Malmord.
*
Malmord: Here Malmord is just standing still. Kill her and may
dragonflies will appear and start flying away. Each killed dragonfly
drops a heart. When the last dragonfly is killed Zelda will be taken to
Agwanda.
*
Agwanda: Kill Agwanda and Zelda will be taken to Warbane.
*
Warbane: Kill Warbane and Zelda will be taken to Ganon.
*
Ganon: Hit Ganon when he appears. Try to stay clear of the electric
spheres he throws. When you kill him you have won the game!!!
When Zelda is killed in one of these end games she will return to the first stage of the end game namely to Llorts room.
When Zelda has passed the end game the game is finished and the end sequence will play.
Okay, now your being silly
I've got a load of these Game Guides in a very raw state, it's what I used to assemble the Burn:Cycle Guide on Black Moon. When I get the time i'll definately knuckle down and get it in a suitable state for publication. First I might list what I have, if anybody has other Game Guides then by all means post'em here. I know McNo used to sell hard paper copies of Guides for various games but have an inkling they are the same as mine.
I've got a load of these Game Guides in a very raw state, it's what I used to assemble the Burn:Cycle Guide on Black Moon. When I get the time i'll definately knuckle down and get it in a suitable state for publication. First I might list what I have, if anybody has other Game Guides then by all means post'em here. I know McNo used to sell hard paper copies of Guides for various games but have an inkling they are the same as mine.
- Bas
- CDinteractive Admin
- Posts: 3041
- Joined: Mon Jun 20, 2005 11:14 am
- Location: the Netherlands
- Contact:
Maybe we can upload them to the new site, that would be great! I've seen them on eBay too, bought them and sold them by myself also... They were indeed used at the philips cd-i helpdesk ('consumentenlijn' in holland...), i have seen that with my own eyes..
Of how many games do you have these guides?
Of how many games do you have these guides?
Okay here's a run through of everything I have and native language:
- Alice In Wonderland (Dutch) (Full Game Guide)
The Apprentice (English) (Full Game Guide)
Atlantis - The Last Resort (English) (Brief Background Story)
Braindead 13 (English) (Full Game Guide)
Burn:Cycle (English) (FAQ/Full Game Guide)
Creature Shock (English) (Full Game Guide)
Crime Patrol (English) (Basic Game Guide)
Dimo's Quest (English) (Full Game Guide)
Dragon's Lair (English) (Full Game Guide)
Dragon's Lair 2 (English) (Full Game Guide)
Escape From CyberCity (English) (Fragmented Game Guide)
Flashback (English) (FAQ/ Full Game Guide)
Hotel Mario (English) (Full Game Guide)
Inca (English) (Full Game Guide)
Kingdom The Far Reaches (English) (Full Game Guide)
Kingdom The Far Reaches (Dutch) (Brief Background Story)
Kingdom II Shadoan (Enhglish) (Full Game Guide)
Laser Lords (English) (Full Game Guide)
The Last Bounty Hunter (English) (Basic Game Guide)
Lemmings (English) (All The Codes)
Link: The Faces of Evil (English) (FAQ)
Litil Divil (English) (FAQ/Full Game Guide)
Lost Eden (English) (Full Game Guide)
Lucky Luck (English) (Full Game Guide)
Mad Dog McCree (English) (Full Game Guide)
Mad Dog McCree 2 (English) (Full Game Guide)
Marco Polo (English) (Full Game Guide)
Megamaze (English) (Full Game Guide)
Merlins Apprentice (English) (Full Game Guide)
Myst (English) (Full Game Guide)
Monty Pythons Invasion From Planet Skyron (English) (Full Game Guide)
Scotland Yard Interactive (English) (Full Game Guide)
Secret Mission (English) (Full Game Guide)
The 7th Guest (English) (Full Game Guide)
Space Ace (English) (Full Game Guide)
Zelda: The Wand of Gamelon (Dutch) (Full Game Guide)
Zelda: The Wand of Gamelon (English) (FAQ)
Zelda's Adventure (English) (Full Game Guide)
- Bas
- CDinteractive Admin
- Posts: 3041
- Joined: Mon Jun 20, 2005 11:14 am
- Location: the Netherlands
- Contact:
can't i help with that...? I just noticed a post from back in 2002 where you're promising the same thing!
http://www.forumplanet.com/classicgamin ... tid=262078
http://www.forumplanet.com/classicgamin ... tid=262078