The Legend of Zelda: A Link to the Past

The third installment in the Zelda series makes a return to the top-down 2D gameplay of the original. Link must travel between the Light and Dark Worlds in order to set things right in the kingdom of Hyrule.

Overview

Originally released in Japan in 1991, The Legend of Zelda: A Link to the Past was released in North America and Europe in 1992 on the Super Nintendo Entertainment System (SNES). This game featured the series trademark hero, Link, on a quest to save the Princess of Hyrule, Zelda, who had been kidnapped by the evil wizard Agahnim. The game marked a return to the series' 2D overhead roots, which Zelda II: The Adventure of Link departed from. It is considered by many to be the best game in the series, though it is not quite as popular as Ocarina of Time.

Story

Link battling Agahnim.
Link battling Agahnim.

The story of Link to the Past follows a young boy named Link who is contacted by a princess named Zelda. After rescuing her from a wizard named Agahnim, Link sets out upon a quest to retrieve the Master Sword and three mystical pendants. With the Master Sword eventually in-hand, Link defeats Agahnim, but is subsequently teleported into the Dark World version of Hyrule. Once there, Link sets off to find and defeat Agahnim yet again, but must first find the seven descendants of the Seven Sages throughout temples in the Dark World. After freeing the descendants throughout the Dark World, Link does battle with the Agahnim, and upon defeating him finds Ganon where Agahnim's remains lie. The final battle against Ganon ensues.

Gameplay

World map of the Dark World.
World map of the Dark World.

A major concept in Link to the Past is that a dark version of everything in Hyrule exists in a realm known as the "Dark World". This world was once a Sacred Realm until Ganon arrived and used the Triforce to bend the realm to his will, covering the land with darkness and despair. Throughout the course of the game, Link must travel between the Light World and the Dark World in order to complete certain puzzles and progress through the game's story. Some areas of the Light and Dark worlds are identical, but others have minute differences that alter Link's ability to travel through them. At first, Link is transformed into a reflection of his inner self whenever entering the Dark World, which leaves him unable to use items or wield a sword and shield, but eventually he collects an item that allows him to maintain his form while traveling through the Dark World (much to the surprise of the world's natural inhabitants).

World Map of the Light World.
World Map of the Light World.

About half of the game takes place in the Light World. Link must win three pendants in order to obtain the Master Sword, as well as defeat Agahnim at the top of Hyrule Castle. Most of the second half of the game takes place in the Dark World, where Link must revisit the seven temples which differ from their Light World counterparts significantly. While traversing the Dark World dungeons, it is sometimes necessary to travel to the Light World to manipulate an object, and then return to the Dark World where a consequence of that manipulation will allow Link to progress further. An example of this can be found when traversing the Dark World's water temple, as Link must first open two flood switches in the Light World's counterpart in order to allow him to venture further.

While this "parallel world" mechanic made its first appearance in Link to the Past, it certainly wasn't the last Zelda game to use it. Ocarina of Time and Twilight Princess both included the ability to travel between parallel worlds, and many believe that this mechanic played a significant role in the success of each of these Zelda games.

The structure of the game adheres to the formula of the series, of which this game is the prime example. Exploration of the towns and overworld is broken up by dungeon exploration, which involves solving puzzles and facing enemies, including a boss and a miniboss. In each dungeon, Link will find a new item that will allow him to solve puzzles or reach new areas, while also providing a key role in besting that dungeon's boss.

Equipment

Swords

  • Fighters Sword
  • Master Sword
  • Tempered Sword
  • Golden Sword

Shields

Link's tunic
Link's tunic
  • The Blue Shield protects against arrows and rocks. It can be eaten by Like Likes/Pickit Plants.
  • The Red Shield is an upgrade of the Blue Shield and protects against fireballs. It can also be eaten by monsters.
  • The Mirror Shield is the final upgrade to the shield. It can protect against lasers, and is unable to be eaten by monsters.

Armor

  • The Green Tunic is Link's initial armor and provides no extra protection.
  • The Blue Mail reduces damage taken by 25%.
  • The Red Mail reduces damage taken by 50%.

Pegasus Shoes

These shoes (renamed boots in the GBA version) allow Link to perform a dash. He will continue to run in a straight line until the player stops him or he crashes into an obstacle. The resulting crash can be used to break down certain walls or cause items to appear.

Gloves

  • The Power Glove allows Link to lift light-colored rocks.
  • The Titan's Mitt allows Link to lift dark-colored rocks.

Zora's Flippers

These flippers allow Link to swim. His purchase of these flippers also allows him to use whirlpools as warp points.

Moon Pearl

Possession of this mystical artifact allows the owner to keep his true form in the Dark World. If Link does not possess this item when entering the Dark World, he will become a pink bunny.

Items

Fire Rod
Fire Rod

Dungeons

Dungeons are where most of the major action takes place in this game. Between the two worlds of light and dark, there are a total of thirteen dungeons.

Light World

Hyrule Castle

Hyrule Castle is the first dungeon, entered shortly after the game begins. Castle soldiers bar Link's way as he makes his journey to rescue Princess Zelda from the dungeons, then escape through the dark, rat-infested sewers to Sanctuary.

Eastern Palace

Located in the east of Hyrule, this dungeon is home to cannon traps, stalfos and eyegores. At the end is the Pendent of Courage, which is guarded by a group of armos knights.

Desert Palace

Deep in the desert, this place is only reachable by the use of the Book of Mudora. Link journeys past the innumerable leevers and devalants to recover the Pendant of Power from the horde of giant lanmolas.

Tower of Hera

The tower awaits on Death Mountain, where switch puzzles and pit traps await. Hardhat beetles and moldorms will block Link's ascent to the top, ultimately defeating the giant moldorm to recover the Pendent of Wisdom.

Hyrule Castle (Revisited)

After attaining the master sword, Link returns to Hyrule Castle to do battle with the wizard, Aghanim. First, though, he must survive the waves of powerful soldiers who guard the upper levels of the castle. Upon victory, Aghanim has one last trick up his sleeve, and banishes Link to the dark world.

Dark World

Palace of Darkness

The first place that Link explores in the dark world. The Palace of Darkness is reached after navigating a maze of trees with the help of Kiki the monkey. After overcoming the threats of the terrorpins and helmasaurs, Link must face the helmasaur king to rescue the first maiden.

Swamp Palace

Entered by manipulating the Swamp Palace of the light world, Link must swim his way through the watery dungeon to reach the lair of the arrghus to rescue the second maiden.

Skull Woods

The entire forest is the dungeon here. Link must travers the trees and the caves both to reach the third maiden, who is guarded by the mothula in its hazardous lair.

Thieves' Town

Long ago in the light world, a thief called Blind ruled over the other thieves. One day, he disappeared completely. Now, he guards the fourth maiden of Hyrule, waiting for Link to challenge him.

Ice Palace

Not much can live in the frozen depths of the Ice Palace, let alone Link himself. Pengators and stalfos knights patrol the corridors of the palace. Link must get to the deepest level to defeat the icy Kholdstare and rescue the fifth maiden.

Misery Mire

As dismal as its name suggests. Wizzrobes, slugulas and zols are the most prominent threats that Link will face on his way to rescue the sixth maiden from Vitreous.

Turtle Rock

Turtle Rock is untraversible to anyone who does not wield the cane of somaria. If Link is able to get through this difficult dungeon, he will be able to defeat the dreaded trinexx and rescue the final maiden, Princess Zelda.

Ganon's Tower

The final dungeon of the game. After rescuing all seven maidens, Link is able to break the barrier around Ganon's Tower to do battle with Aghanim once again. Upon defeat, the wizard has yet another trick, revealing himself as Ganon.