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Video Game: The Legend of Zelda: A Link to the Past

The third game in The Legend of Zelda series. A prequel to the NES installments, The Legend of Zelda: A Link to the Past (Triforce of the Gods in Japan) returned to the top-down adventure format of the first Zelda, as well as featuring more of an emphasis on puzzles rather than fighting.

The story begins with Link receiving a psychic message from Princess Zelda, telling him to come and save her from her imprisonment in the castle dungeon. Link's Uncle also receives the call but dies, so Link must take up the call. He discovers that the evil wizard Agahnim is capturing girls from across Hyrule, and learns that the only way to defeat him is to obtain the three Pendants of Virtue from dungeons across Hyrule, and then collect the Master Sword. Of course, saving the world isn't that easy... Link is eventually forced to travel to the Dark World, a parallel version of Hyrule distorted by Ganon's wishes after he was sealed in the Golden Land (that story would later be told in Ocarina of Time), to save the captured maidens and the Princess, and finally defeat Ganon. The basic plot formula of A Link to the Past (gather three items, get Master Sword, huge plot twist, gather more items, fight final boss), known to some fans as "the Legend," would be repeated many times throughout the series.

It was re-released in 2002 on the Game Boy Advance, sharing a cartridge with the multiplayer-only Four Swords. A sequel for Nintendo 3DS, A Link Between Worlds, was announced in a Nintendo Direct on April 17th, 2013. It has the general look and feel of the original except with 3D graphics (though still top-down) and features the same version of Hyrule with completely new dungeons.

There is also a comic adaption and an (unofficial) animated series is in the works.


This Game Provides Examples Of:

  • All There in the Manual: The backstory, and a sealed booklet explaining how to beat some of the tougher puzzles.
  • And I Must Scream: Some of the trees in the Dark World are actually people (and not to mention, they talk to you).
    • And the seven maidens, each trapped in a block of crystal after being sent to the Dark World.
  • Antlion Monster: Antlion-like enemies called Devalants in Hyrule's desert area. They bury themselves and create sand vortexes that they're visibly at the center of, and they try and get you to fall into. Some also shoot fireballs. You defeat them by attacking their heads while exposed.
  • Animated Adaptation: An adaptation of the manga is currently in the works, starring Todd Haberkorn as the voice of Link.
  • Arc Number: The number 8, as pointed out by Zetaplays in his LP of it.
  • Arc Words: See the page quote.
  • Bad Future:
    • Word of God stated in the timeline included in the Hyrule Historia that A Link to the Past (and by extension, the Oracle games, Link's Awakening, the now Link Between Worlds, the first Legend of Zelda, and The Adventure of Link) occurred had Link failed to defeat Ganondorf in the Adult Timeline of Ocarina of Time. While the sages still manage to seal Ganondorf away, presumably the Imprisoning War cost many more lives than would have been lost if Link had won.
    • While it is technically an alternate dimension, the Dark World certainly acts as this tonally. A dark copy of Hyrule which Ganon rules with an iron fist. It provides a real threat of what could happen to Hyrule if Link fails.
  • Baleful Polymorph: Most residents of the Dark World are at least somewhat displeased with having been transformed against their will. Link the pink bunny arguably handles it well, but given his Heroic Mime status, it's hard to know what he really thinks of the situation.
    • He doesn't seem ecstatic with the change, if this piece of artwork is any indication.
    • The missing dwarven blacksmith who works near Kakariko ended up in the Dark World trapped as a frog within a wall of heavy stones. Link has to escort him back to his partner in the Light World.
    • Use Magic Powder on the Cucco hiding in a pot in the house of the white-haired woman that sics a guard onto you in Kakariko. Said former chicken is not amused, and tells you so herself.
  • Bladder of Steel: Admittedly not as bad as some other examples of the trope. But if you want to have a file with "000" for the "Total Games" count, you'd better have a few hours of time set aside. Dying-and-saving and saving-and-quitting both increase the count.
    • The Virtual Console version makes this task much easier, thanks to save states whenever you quit out of the game using the Wii's Home button.
    • It's completely fixed in the GBA version. In that version only dying raises the count.
  • Bling Bling Bang: Link's strongest sword is made out of (presumably magical) gold.
  • Bonus Boss: The GBA version has four differently-colored Dark Links as the bosses of the Bonus Dungeon.
  • Bonus Dungeon: Palace of the Four Sword, in the GBA version.
  • Bootstrapped Theme: After its absence in The Adventure Of Link, this game recovered the old Title Screen/Overworld theme from the original NES game and turned it into the Main Theme of the whole series. A decade later, The Wind Waker turned it into Link's leitmotif as well; up to this day, the melody still maintains both functions.
  • Bubblegloop Swamp: It has several examples: The Great Swamp in the Overworld, which is portrayed in a more positive light but has no lack of critters and monsters like other areas. The Dark World, however, sports two: The Swamp of Evil and the unnamed, Dark World version of the Great Swamp, each with its own dungeon.
  • Call to Adventure: Zelda telepathically contacts Link in the beginning.
  • The Cameo: A pair of Chain Chomps appear in Turtle Rock.
  • Chain Reaction Destruction: It is known that perfectly good sandworms and other bosses are known to go down with series of small explosions.
  • Clear My Name: After helping Princess Zelda escape in the early part of the game, Link is accused of her abduction and the castle guards try to arrest him on sight. Certain villagers will also scream for the guards if Link approaches them, before running indoors and locking themselves in.
  • Color-Coded for Your Convenience: The armor of the enemy soldiers as well as Link himself is green for the weakest form, blue for the stronger version, and red for the even stronger version.
    • This also cooresponds the the ascending order of rupee values. Green is worth 1, blue is worth 5, and red is worth 20.
    • As well as the pendants you collect from the Light World dungeons to get the Master Sword.
  • Collision Damage: Obviously, Link will suffer this if he touches a monster. However, the Cane of Byrna allows Link to generate a magic force field that not only allows him to inflict this on the enemies, but also protects him from everything up to falling into pits. You'll still bounce (with no damage) off spikeballs, though.
  • Comic Book Adaptation: Three of them:
    • The western comic adaptation by Shotaro Ishinomori serialized in Nintendo Power and later published in graphic novel form.
    • The first manga adaptation by Ataru Cagiva published in Japan after the SNES release.
    • A second manga adaptation, this time by Akira Himekawa. It was originally published after the GBA release and was released in the states in 2010
  • Crystal Prison: The first in the series, and perhaps the Trope Codifier. The seven maidens are all put in giant, blue crystals.
  • Cutscene Power to the Max: When Ganon reveals himself in Ganon's Tower, Link uses the flute to summon the bird to give chase and take him to the Pyramid of Power. Not only can the bird not be summoned indoors, it can't be summoned in the Dark World period, being a denizen of the Light World.
  • Damsel in Distress: Seven of them, each trapped inside a crystal.
  • Dark World: Trope Namer
  • Death Mountain: The Trope Namer returns and even has a Dark World counterpart that it shares a name with.note  (Unlike the Light World counterpart, the Dark World counterpart has more ominous (but still catchy) music than the rest of its world's overworld to go with its more twisted nature.)
  • Decoy Damsel: Blind. You really ought to know better though; Unlike the other Maidens, 'she' is trapped not in a crystal, but a dingy cage, without even bothering with an explanation as to why she isn't in a crystal to boot.
  • Disc One Final Boss: Aghanim plays the part twice.
  • Disc One Final Dungeon: There's two: Hyrule Castle and Ganon's Tower.
  • Disconnected Side Area: The Swamp of Evil in the Dark World, which even has a sign indicating "No Entry, No Escape." You have to reach it via a transporter tile in the Light World, which can only be reached via Flute/bird transport. The Ice Palace requires a similar trick. According to the lore, it's because the swamp was overflowing with rain water that threatened to flood the rest of the land, so a mountain range was put up to prevent that from happening.
    • And earlier in the game, there's Dark!Death Mountain, which falls under the "sneak preview of a later area" category.
  • Distress Call: Zelda psychically sends one to Link and his uncle to start the game.
  • Doppleganger Attack: One of Agahnim's moves.
  • The Dragon: Agahnim, the first time in the series that Ganon has someone doing his dirty work for him. It is subverted late in the game that Agahnim is actually Ganon in a form which can travel to the Light World, though only with limited powers. On the other hand, the way Ganon reveals himself (his spirit rising out of Agahnim's body, with the latter not even disappearing when Ganon turns into a bat) would suggest that Agahnim was a victim of (or willing accomplice through) Demonic Possession.
    • Only semi-subverted. All adaptations in manga and comics make Agahnim clearly a separate being who serves Ganon. As well, in the original Japanese scripting,the Pre-Battle speech given in each battle have different attitudes toward Link; the first battle in the Light World is almost begrudgingly respectful of all Link has gone through and survived, while the second battle in Ganon's Tower is insulting.
  • Dual-World Gameplay: The Light World and Dark World. This would become a recurring theme in the series.
  • Dummied Out: In the original and Virtual Console releases, a skull statue that somewhat resembles the large skulls at the entrance of Yarna Desert in The Legend of Zelda: Link's Awakening (which didn't get Dummied Out) exists that was apparently planned for Dark World dungeons (most likely Skull Woods due to its name), as it is part of the tileset for Dark World dungeons, but it was never used... in those versions. About a decade later, these very statues could be seen in the GBA version's added optional dungeon, the Palace of the Four Sword, which is located in the Dark World. There is also a fully working and sprited Soldier with a Cannon, who simply is unused.
  • Earn Your Happy Ending: SO much so, it practically Tastes Like Diabetes. Put simply, EVERYONE who was killed because of Ganon is brought back to life and every single person you meet in the game goes on to have happy lives, even the random thief that hangs out in the forest! Justified, though, given that at the end the pure-hearted Link reaches the united Triforce and wills everything right.
  • Easter Egg: The Chris Houlihan room, an extremely well-concealed note  chamber filled with rupees that was named for the winner of a contest in Nintendo Power.
  • "End of the World" Special: Link gets the full Triforce at the end of the game.
  • Epunymous Title: For the English version at least.
  • Escort Mission: Rather brief compared to most examples of the trope due to how short the walking distance is, but in the Dark World, Link finds the missing blacksmith turned into a frog and trapped behind some heavy rocks (which he can lift with the treasure from the dungeon north of there) and has to take him back to his shop in the Light World. This is of course required to obtain the Infinity–1 Sword from the blacksmiths (which is upgraded to the Infinity+1 Sword later).
    • Averted when you must "escort" Zelda out of the castle dungeon. In fact, she's 100% invulnerable and the enemies don't even acknowledge her.
    • Another brief one is the old man on Death Mountain whom you lead home after he loses his lantern.
    • The disguised thief Blind has elements of an escort mission. One of the rare examples of the player escorting an enemy boss.
      • Thankfully all of these are very easy because all of the subjects are Invulnerable Civilians , which is GLORIOUS.
    • Two non-living examples: at one point, Link has the option to "escort" a locked treasure chest to a man who can open it, and later must "escort" a bomb to destroy a certain wall. Both of these are made slightly difficult because pressing "A" (e.g. to run or lift something) or running off a ledge will "disconnect" the item until Link walks back to retrieve it. And if one is not quick enough, the bomb will explode.
    • There is also the monkey that is needed to open the first dark world palace. While not a horrible example of an escort, he does require 10 rupees to just have him follow you and another 100 to open the palace. Compared to the other escorts, getting hurt does cause the monkey to run away. This means having to pay another 10 rupees just to get him back. Thankfully, there are about 3 enemies between finding the monkey and getting to the palace entrance, and it is possible to deny the monkey at first, then go ahead and kill the enemies before coming back.
  • Everything's Better with Monkeys: You have to bribe a cute little monkey to show you how to find the entrance to one of the dungeons.
  • Everything's Better with Spinning: This game introduced the signature Spin Attack, called the "Whirling Blade" in the US manual.
  • Evil Chancellor: Agahnim. According to the manual, after he miraculously fixed the numerous ills Hyrule was suffering at the time when he appeared, he more or less became the King's right hand man. This transitioned to Agahnim being the de facto ruler and finally "eliminating" the King.
  • Evil Sorcerer: Ganondorf, Agahnim
  • Evil Tower of Ominousness: Ganon's Tower.
  • Faceless Eye: Several of the bosses, most notably Kholdstare and Vitreous, who is nothing but a bunch of eyes in a pile of slime.
  • Fanfare: The first game in the series to play the overworld theme as such.
    • Likewise, the ending fanfare.
  • False Innocence Trick: This is how you trigger the boss fight with the boss underneath Kakariko Village. You are told he kidnapped one of the maidens, and in some way you can say he did, but he also disguised himself as her.
  • Forced to Watch: Agahnim waits until Link has arrived in his attempt to rescue Zelda before he banishes her, and does it while Link can only watch helplessly.
  • Free Sample Plot Coupon: Unlike in the game, the manga adaptation has Link getting the first pendant from Sahasrahla, instead of getting it after some difficult dungeon exploration as in the case of the other two pendants.
  • Fisher King: The Golden Land became the Dark World in reflection of Ganondorf's dark desires.
  • Fisher Kingdom: The Dark World transforms everyone into a form that reflects their heart (except for Link, once he acquires the Moon Pearl).
  • Game Mod: Parallel Worldsnote  and Goddess of Wisdom, among others. Made possible with Hyrule Magic and Black Magic editing programs.
  • Gold Colored Superiority: The Tempered Sword (an upgrade of the Master Sword) is red, but near the end of the game, even that can be upgraded to the Golden Sword.
  • Gotta Catch 'Em All: The three pendants in the Light World, and the seven maidens in the Dark World.
  • Grappling-Hook Pistol: The Hookshot, the first time such an object shows up in a Zelda game.
  • Guide Dang It: Two puzzles of note in Dark World dungeons have hideously obscure solutionsnote , the only way to really find them being (a) Try Everything or (b) consult an online guide. What makes them reach the Guide Dang It level is that the solutions to these are not even hinted at during the course of the game and that they're completely arbitrary things to do, especially the first one.
    • In a way, the game does sort of hint at the solution for the statue puzzle: The statue is shaped like an Eyegore, an enemy first encountered in the Eastern Palace, one kind of which (the red kind) can only be killed with an arrow to the eye.
    • It's much, much worse in some of the fan-made hacks. In Parallel Worlds, the combination for the Lost Woods isn't even hinted at in the game. The only ways to find it out are by trial and error or by looking it up on the internet (and this is even lampshaded in the game, which flat-out tells you the combination is nowhere in the game). And if you have the misfortune to enter the Ice World without getting the Cane of Byrna (which is only accessible through the Lost Woods), good luck beating the game. You won't be able to return to your homeworld until you've climbed the Parallel Tower, which will be quite a chore without the Cane. Some of the other dungeons are probably impossible without it (or the Magic Cape, which is in the Ice World, but is probably itself close to impossible to obtain without the Cane of Byrna).
  • Hero with Bad Publicity: Link is declared a criminal after he rescues Zelda in the introductory dungeon. Some citizens of Kakariko Village will actually call the guards if Link gets too close to them.
  • Hijacked by Ganon: Apparently played straight, then subverted. Agahnim is the main baddie through much of the early part of the game, but revelations from rescued maidens reveal that Ganon is behind it all, and finally Ganon himself says Agahnim was his alter-ego, meaning he was a disguise for Ganon, making Ganon the man behind himself - so there was no new villain, just an old villain in a new hat. Then again, the method that Ganon reveals himself does imply Demonic Possession.
  • Honest Axe: Used to upgrade the boomerang and basic shield at the beginning of the game, and to obtain the best sword and the silver arrows at the end. Also a way to get free magic-refilling potions if you throw in an empty bottle.
  • Iconic Logo: The first time the series' distinctive logo appears, with the title in front of a sword and shield.
    • Interestingly enough, the original Japanese version had a far more plain in-game logo with the title in front of the Triforce on a black background.
  • I Fought the Law and the Law Won: Averted, the guards who are called to arrest Link in Kakariko Village are some of the weakest enemies in the game, although the rarely-summoned trident-wielding variety is noticeably stronger than the normal variety with swords.
  • Improvised Weapon: To defeat Agahnim, you need to use the Master Sword to deflect his magic blasts back at him, but in a pinch the bug catcher's net will work just as well. It avoids Sequence Breaking by the fact that you absolutely need the Master Sword to break the seal on his chamber. This concept would become an Ascended Glitch, with Ocarina of Time, Wind Waker and Twilight Princess and Skyward Sword.
  • Infinity–1 Sword: The Tempered Sword is a result of skilled dwarven blacksmiths taking the legendary Master Sword and improving it. It even makes a more forceful-sounding sound effect when slashed. However, it would seem the blacksmiths still didn't unlock the sword's full potential:
  • Infinity+1 Sword: In this game, the swords don't get any better than the Golden Sword, which is more than just a prettier version of the Master Sword. One fansite did an analysis of all the swords in the entire series (up to The Legend of Zelda: Skyward Sword at that time) and found the Golden Sword to be the strongest of them all.
  • Insurmountable Waist-Height Stones: Par for the course for the series.
  • Invincible Minor Minion: The thieves.
    • Also, the Anti-Faeries that circle around blocks or walls in the dungeons though Magic Powder can turn them into normal Faeries.
    • The rodent-like Deadrock enemies that roam the Light World's Death Mountain can't be killed normally; they simply turn to stone after being struck. However, sprinkling Magic Powder on them changes them into Slimes, which are not only killable, they're also the least dangerous monsters in the game.
  • Invisibility: The Magic Cape. Comes with invincibility, allowing you to walk on Spikes Of Doom undamaged. Also good for hiding from enemies.
  • Item Get: When Link gets a new item, he usually holds it above his head while victory music plays. This is even Lampshaded by a merchant. He tells Link to hold the bottle he just bought above his head because it's good for business.
  • The Key Is Behind the Lock: There's one locked treasure chest whose only key, you are told, is inside the chest, and you can never open it. Fortunately you can drag it with you until you find a master lockpicker.
  • Killed Mid-Sentence: Your Uncle survives long enough to give you his sword, but dies as he tries to tell you something very important: "Zelda is your..."
    • He gets better after you beat the game, presumably because of Link's wish on the Triforce. We never find out what he was going to say, though. Guess it wasn't that important.
    • Averted in the GBA re-release which alters his "dying" speech and he actually manages to finish what he was saying before dying. In the new version, he basically tells Link that it's his destiny to save Zelda and that he really enjoyed their time together.
  • Last of His Kind: Link is "perhaps" the last one to carry the bloodline of the Knights of Hyrule.
  • Literal Genie: When Ganon obtained the Triforce (which, being an inanimate object, couldn't judge between good and evil), he wished to rule the world. So the Triforce made him the ruler of the Dark World where he was imprisoned.
  • The Lost Woods: As with Death Mountain, the Trope Namer returns. This time, it's significantly creepier in this installment than in their previous appearance in the original. Its Dark World counterpart, Skeleton Forest, is even creepier (and more confusing) and also shares its ominous-yet-catchy music with the Dark World's Death Mountain.
  • Magic Mirror: Used to create portals between the Light and Dark Worlds.
  • Magic Music: The Flute — whose design, interestingly, would later be reused for the titular Ocarina of Time and other ocarinas appearing in the series.
  • Magic Wand: The Rods of Ice and Fire and the Staves of Byrna and Somaria.
  • Mercy Invincibility: Useful for saving time and glitching your way past stronger enemies by getting hit by weaker ones. Also invoked when standing on lowered blue/orange blocks if you raise them by hitting a crystal switch... even though this doesn't actually damage you. This was most likely done to prevent the player from being stuck in a solid object.
    • You also get this when you come out of a portal or flute-transport, which is very important since you can easily drop on top of enemies/spikes/whatever.
  • Mission Control: Sahasrahla.
  • Mission Pack Sequel: The BS Satellaview Japan-only sequel, for the Super Famicom add-on. ALttP's Link is gone, and you are controlling a hero who must complete 8 dungeons to regain tablets needed to reseal Ganon. Also, you'll have to complete the game in under 4 hours. It featured a score counter, full voice acting for Zelda and Sahasrahlanote , guided you throughout the game with gameplay advice, sometimes triggered the medallion spells you couldn't use yourself, and rendered your bomb/arrow/heart count to be infinite for a couple of minutes.
  • Money for Nothing: The game can be finished with a minimum of 710 rupees, but the game loves giving out huge sums of money in treasure chests and dungeons throughout the second half.
    • Fortunately, there's a convenient and useful Money Sink in the Pond of Happiness. However, this is exhaustible, and once you've finished upgrading your bombs and arrows you'll basically have nothing to spend money on except medicine. If you're particularly obsessive about collecting rupees you'll probably have already bought everything you can buy by about the fourth Dark World dungeon (except for the Super Bomb, which only becomes accessible after completing the fifth and sixth dungeons, but that's only 100 rupees).
  • Mook Bouncer: The Wallmasters. This time, they drop from the ceiling to grab you instead of emerging from the walls. They are sometimes referred to as "Clutch."
  • Mythology Gag: In the GBA version, Link's Uncle's dying speech is rewritten to omit the infamous line, "Zelda is your...". But in the Palace of the Four Sword, Link will encounter Blind the Thief impersonating Link's Uncle who says the original dialogue including the infamous original line before apparently dying and transforming into Blind's true form. The reference is somewhat lost in the American localization which translates the original words more accurately, "You must rescue Princess Zelda... You are... the Princess's... ... ... ..."
  • Never Say "Die": Averted in the Japanese version - in the file select screen of all things! The "delete a file" option is written as "KILL" and is in English lettering to boot.
    • Averted in the American version, too. Death Mountain gets to keep its moniker, even in spite of Nintendo's censorship policies at the time.
  • Nice Job Fixing It, Villain: After his first defeat, Agahnim responds by pulling Link into the Dark World...thus enabling Link to rescue the Seven Maidens and foil Agahnim's plot.
  • No Delays For The Wicked: Subverted twice during the game:
    • At the start of the game, Zelda is the last maiden Agahnim needs to banish. When Link rescues her, she hides at the Sanctuary and Agahnim is forced to search for her, giving Link time to find the Master Sword.
    • Even when Agahnim banishes Zelda and breaks the Wise Men's seal, it takes time for the gateway between the two worlds to open completely. This gives Link time to rescue the maidens and confront Ganon before he can invade the Light World.
  • Not the Intended Use: Butterfly net on Agahnim.
  • Opening the Sandbox: After you complete the first Dark World dungeon, the game is as linear as the original Zelda.
    • In fact, completing the first dungeon isn't even necessary: once you have the Magic Hammer from it, the sandbox is busted wide open. You can even leave King Helmasaur for until you've gotten everything else in the game short of the Red Mail and a single Heart Container.
  • Pants-Free: The official artwork for this game makes it pretty clear that Link's not wearing any pants underneath that tunic.
  • Player Nudge: If you fall off the platform when fighting Ganon, you'll see a telepathic tile on the next screen telling you that you need Silver Arrows to defeat him; it's possible to not even have Silver Arrows yet.
    • However, thanks to what may be a glitch, this is actually a lie; if you repeatedly spin attack Ganon while he's attempting to teleport in the last stage of the fight, you can defeat him without Silver Arrows. It takes about five times more hits than if you're using Silver Arrows though.
  • Plot Hole: Due to the timing of when Ganon reveals himself, the nature of his and Agahnim's identity is ambiguous. On one hand, Agahnim is trying to break the seal on Ganon in the Sacred Realm, but as Ganon reveals Agahnim to be his "alter ego", Ganon is shown to be able to escape the Sacred Realm. This leads to two possibilities: 1. That Agahnim was possessed by Ganon with some power that could leak out of the Sacred Realm, or 2. That Agahnim is an alternate body created by Ganon that can escape the Sacred Realm but with limited power. Neither explanation is used in-game, but the Manga uses the former explanation.
  • Prequel: To the first two games.
  • Prison Episode: Early in the game, you break into prison to save princess Zelda.
  • Ribcage Ridge: Not really a ridge, but the Dark World's counterpart to The Lost Woods, Skeleton Forest, is named as such because of the large skeletons, which are in fact ribcages. Fortunately, whatever creature they came from is never seen living.
  • Schmuck Bait: "Curses to anyone who throws something into my circle of stones." You have to do it at least once to beat the game, though doing it again is rather funny.
  • Sealed Good in a Can: Both worlds have an example. In the Light World, the legendary Master Sword is sealed in its pedestal unless the three pendants are gathered. In the Dark World, Link has to rescue the seven maidens, who are descended from the seven sages in the game's backstory, due to the fact that Agahnim has imprisoned them in crystals scattered in the dungeons of the Dark World.
  • Second Coming: Agahnim sets himself up as this in the back story. In a period where Hyrule is simultaneously ravaged by plagues, famine, drought, and other hardships, he appears out of nowhere and works miracles to set things right. He becomes a hero to the people and the King declares him to be the second coming of the Sages of old and appoints him his priest and second-in-command. Granted, he does herald the return of someone from the past...
  • Sequel Difficulty Drop: While not an easy gamenote , it's still easier than the first two, a trend which has stayed so far.
  • Sequence Breaking: Though it seems like you need the Hookshot to access a significant part of the Dark World, there's actually a portal that takes you there if you take the time to explore. You also have a lot of freedom in the Dark World to complete the dungeons in the order you want, though the Palace of Darkness has to be done first, and most of the Dark World dungeon's items are required to either access or finish Turtle Rock (which is labeled in-game as being the last dungeon). In particular, completing Misery Mire (6th dungeon) before the Ice Palace (5th dungeon) gives you the Cane of Somaria, which creates a block when swung. This almost completely eliminates the need to do the block puzzles in the Ice Palace and makes it a lot easier to complete. (It doesn't hurt that the Ice Palace's treasure is just an armor upgrade, which simply reduces the damage Link takes rather than being used to get past obstacles or solve puzzles, so there's no rush to do it before the one listed after it due to this example of Sequence Breaking.)
    • The trick with the Pegasus Boots also makes the hookshot unnecessary in several places. Bombs can also be exploited, since the distance they throw you upon exploding can allow Link to cross gaps.
    • You don't actually need the Master Sword if you know how to do the Death Mountain Descent properly. Complete the Tower of Hera up until finding the Moon Pearl, escape said dungeon without bothering with the boss, descend... And start the Dark World progression as normal. You can upgrade to the Tempered Sword directly from your Uncle's sword, and get Ether for Misery Mire. The only thing that you can't actually get is the Piece of Heart from the Lumberjack's tree in the Light World, but you're otherwise good to go. note 
    • Aside from the fact that the Palace of Darkness has to be entered first, the order of the Dark World dungeons isn't as strict as those of the Light World. A popular order to beat the Dark World dungeons is 1, 4, 2, 6, 3, 7, 5, 8. This requires no backtracking, and gets you the nicest goodies as early as possible without having to half-finish dungeons.
      • Keep in mind also that you need only complete the Palace of Darkness enough to get the Magic Hammer. Actually defeating the boss isn't required to continue to the other dungeons.
  • Shifting Sand Land: The Desert of Mystery.
  • Shout-Out: The boss of the Desert Palace is a trio of worms named Lanmolas. They resemble the Spice Worms who live in the desert planet Arrakis from Dune.
    • Mothula, the Dark World dungeon 3 boss, is probably based on Mothra
    • In the Japanese version, the Magic Hammer is called "M.C. Hammer".
  • Socialization Bonus: The Bonus Dungeon in the GBA version, which can only be unlocked by linking up with someone else with the game and beating Four Swords.
  • Space-Filling Path: Various areas are bordered off by fences, cliffs, and trees, for instance, with only one direct pathway Link must get to in order to reach.
  • Spikes Of Doom: Averted; spikes only do minor damage.
  • Sprint Shoes: This was the first appearance of the Pegasus Boots.
  • Sprite/Polygon Mix: The Triforce in the intro is made of polygons. The crystals in which the maidens are imprisoned are also made of polygons.
  • A Storm Is Coming: The death of Link's uncle is heralded by a huge thunderstorm.
  • Stripped to the Bone: In the game's intro, the King of Hyrule, recently "eliminated" by Agahnim, is shown seated on his throne as a skeleton.
  • Swamps Are Evil: It's even called the Swamp of Evil.
  • Sword Beam: Link, fill up your hearts, so you can shoot your sword of power...
  • Sword of Plot Advancement: The Master Sword - you're finally worthy to wield the legendary weapon, probably a good time to go Save the Princess then, eh? Notable in that this is the first appearance in the series of the Master Sword.
  • Tactical Suicide Boss: You'd think that after the first time you reflect Agahnim's beam back at him, he'd only use the other two non-reflective attacks. It's even worse when you encounter him again in the Dark World, since there's two copies of him and all three versions still use the reflective attack, with both clones using only that, meaning that the fight can actually end up being easier than your first encounter with him.
  • Take Up My Sword:
    • Link's Uncle does this to him as the quest begins.
    • This is how Link gets the Bug-Catching Net.
  • Tele-Frag: Averted; if you teleport via Magic Mirror from the Dark to Light Worlds, you'll be kicked back to the Dark World if you wind up inside a solid object. Can be annoying, since if you first teleport from a spot next to a solid object in the Dark World, and then approach the sparkling gateway from the wrong side, you get forced back to the Light World to try again.
  • Tennis Boss: One of the oldest examples, and would start a trend in Zelda games.
  • Tube Travel: In the Turtle Rock dungeon.
  • Turns Red: Most boss fights have multiple stages (the boss might become faster and more aggressive after taking a certain amount of damage, or Link might have to kill a group of smaller enemies before he can attack the main boss), but the one which adheres most closely to this trope is the fight against the six Armos Knightsnote . At first, they jump around the room in fixed patterns, but when you have killed five of them, the last one turns from blue to red and actively tries to stomp Link.
  • Underground Monkey: Stronger varieties of soldiers simply have differently colored armor. Interestingly enough, the color coincides with the colors of Link's own armor upgrades obtained later in the game (green being the standard version, blue being stronger than green, and red being the strongest). The Dark World's version of soldiers, Tauruses, come in red and blue varieties, though the red ones are rarer, and unlike the soldiers their weapons are different (they wield tridents instead of spears).
  • Unexpectedly Realistic Gameplay: The entrance to the dungeon in the Village of Outcasts is blocked by a trident held by a statue. There's no switches to open it and none of your items can break it, so how do you get past it? Just pull it off.
  • Unique Enemy: The weird blimp-like creature on the southern shore of Lake Hylia is the only one of its kind, and Lynels appear only on two screens of Death Mountain. There are also a few dungeon-specific monsters like Freezors and the unnamed-in-English antlion-like enemies in the Desert Palace.
  • The Unreveal: We never do learn exactly what Link wishes when he touches the Triforce. Clearly it involves restoring Hyrule to its former glory, but it would have been kind of neat to see his actual choice of words.
  • Updated Re-release: The Game Boy Advance version released in 2002 added voice bits for Link (taken from Young Link in Ocarina of Time,) and a Bonus Dungeon unlocked after beating Four Swords. Also a new riddle sidequest for the Hurricane Spin.
  • Useless Useful Stealth: An aversion; the invisibility from the Magic Cape is quite useful to go through certain boss fights and other situations without taking any damage.
  • Video Game Cruelty Punishment: Go ahead. Keep attacking that cucco.
    • Also the first appearance of Cuccos and their punishment.
  • Villain-Beating Artifact: The Silver Arrows.
  • Warp Whistle: The Flute, again.
  • Weaksauce Weakness: Hey Mothula, have a look at this cute little bee I've found!
  • Weather Control Machine: The Ether Medallion functions this way to open one dungeon.
  • Where It All Began: You have to return to the introductory castle to get to the Disc One Final Dungeon, and near the end of the game you're transported to the same first location in the Dark World for the final battle as when you were sent there involuntarily.
  • World-Healing Wave: With the help of the Triforce.
  • You Are Too Late: Agahnim decides to wait until Link arrives so that he can send Zelda into the Dark World right in front of him. D'oh.
  • You Can't Thwart Stage One: Rather cleverly subverted. Although Link fails to prevent Stage One, he manages to delay it by rescuing Zelda from the castle dungeons at the start of the game. Hiding Zelda at the Sanctuary gives Link time to search for the Master Sword, and Agahnim doesn't find and banish Zelda until after Link finds it. If Zelda had been banished at the start of the game, Ganon's forces would probably have overrun Hyrule before anyone managed to get all of the Pendants and the Master Sword.
  • You Gotta Have Pink Hair: If you look closely, Link's hair in this game is pink (though official art shows he's supposed to be a muddy blond). The main reason for this is so that Bunny Link can share the same color palette as regular Link. A happy side effect of this is that his hair is easily distinguished
  • You Have Outlived Your Usefulness: Ganondorf killed his followers after they reached the Triforce.
  • Your Princess Is in Another Castle: LTTP inverts tradition by having Link rescue the princess in the opening act. Later, Agahnim's men storm the Sanctuary and drag her back to Hyrule Castle.

Do you understand?
->Yes

The Legend of ZeldaUsefulNotes/The 16 -bit Era of Console Video GamesThe Legend of Zelda: Link's Awakening
Zelda II: The Adventure of LinkFranchise/The Legend of ZeldaThe Legend of Zelda: Link's Awakening
Zelda II: The Adventure of LinkEveryone RatingThe Legend of Zelda: A Link Between Worlds
Zelda II: The Adventure of LinkFantasy Video GamesThe Legend of Zelda: Link's Awakening
The Legend of ZeldaVideo Games of the 1990sThe Legend of Zelda: Link's Awakening
Zelda II: The Adventure of LinkAction AdventureThe Legend of Zelda: Link's Awakening
The Legend of SpyroGame Boy AdvanceThe Legend of Zelda: Four Swords
Mirror BossImageSource/Video GamesThree-Quarters View
LagoonSuper Nintendo Entertainment SystemLennus II

alternative title(s): A Link To The Past; Link To The Past; The Legend Of Zelda A Link To The Past; The Legend Of Zelda Link To The Past
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