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HYRULE ATLASTHE FAN ARCHIVE
Original fantasy illustration: a woodland fairy, sword and shield
← The Adventures of Zelda

THE COMPANION · SUPER NES · 1991

A Link
to the PastTwo worlds.
One legend to relive.

From the castle in the rain to the Triforce. A guide at your side, a map to explore and each discovery to keep.

Explore both worlds ↓
GUIDE EDITIONSuper NESOriginal route · no glitches
18 chapters57 floor maps0 / 24 Pieces of Heart found0 / 136 steps completedEditions & 100% review ↗

01 / THE TWO-WORLD ATLAS

The same place.
Another possibility.

Explore both worlds and find your route. Markers show locations or their outside entrances; floor maps show the dungeon interiors.

100 %
40 landmarks · Light World
Open my journal ↗
Map of Light World

Swipe to move; zoom in to read details. Maps: Ian Albert · game © Nintendo ↗

YOUR STORY TAKES SHAPE

The adventurer’s journal

Your milestones, your discoveries, your path.

Opening your journal…

The journal follows your existing save in this browser. Unchecking a discovery also removes it from the journal.

02 / THE ADVENTURE, STEP BY STEP

Every passage.
At your own pace.

Super NES quest walkthrough, essential puzzles, floor plans and boss strategies. The proposed order is classic; some dark dungeons can be done differently.

0 / 136 steps completed
01

LIGHT WORLD · The rain, the castle and the secret passage.

A Rainy-Night Rescue

Before you set outNo items required

RewardsSword, shield, lantern and Sanctuary Heart Container

  1. Open the chest in the house to take the lantern. Get out into the rain and head to the castle to the north.

  2. In the eastern garden, lift the lone bush and drop into the hole. Talk to your uncle to receive a sword and shield, then follow the underground passage into the courtyard.

  3. Enter the castle, go down to the dungeons and collect the keys from the guards. Take the boomerang to immobilize enemies.

  4. Throw pots at the ball-and-chain guard outside Zelda’s cell, or strike between his attacks. Collect his Big Key, unlock the prison cell and speak to Zelda.

  5. Return to the throne. Push the furniture to the right; cross the dark passage. Take the key from the chest, then the key from the rat in the sewers.

  6. Push the central block of the passage upwards. In the last room, pull the lever on the right. Listen to the wise man and take the heart container.

A hint for this chapter +

The path to Zelda begins next to the guarded door.

Reveal the solution

Go around the castle to the right and lift the isolated bush. After the rescue, push the piece of furniture behind the throne from its left.

Dungeon floor maps 5 floors

Choose a floor, then enlarge its map. Stairs, treasure chests and passages are annotated on the original game maps.

Open original ↗
A Rainy-Night Rescue — 1F, map annotated by Ian Albert
Game images © Nintendo · maps and annotations: Ian Albert ↗
Consult the reference of this chapter ↗

Progress saves automatically in this browser. This guide’s steps and map discoveries are included in “Take your progress with you” below. The earlier collection counters remain separate.

03 / BEYOND THE ENDING

One last treasure chest
may be waiting.

For 100% completion, check all 24 Pieces of Heart, four bottles, optional tools, weapon upgrades, armor and carrying capacities. Marking a location does not confirm that every dungeon treasure chest is open. Use the floor maps for a final check.

Do you play on GBA? The comparison below tracks GBA bonuses separately. The maps and guide above cover the Super NES version; some puzzles, especially in Ice Palace, differ on GBA.

Collection field guide

Plan your final discoveries.

Use these routes alongside the edition-specific counters. The references link to individual locations and additional maps.

A final circuit through both worlds

  1. Use the interactive map to finish the twenty-four heart pieces and four bottles. Return to previously blocked caves with the Titan's Mitt, Hookshot and Flippers.

  2. Check optional equipment as well as hearts: the Magic Cape, Cane of Byrna, Magic Powder, medallions and capacity improvements have their own uses.

  3. Temper the sword with the reunited blacksmiths. After the required crystal progress, escort the Super Bomb to the Pyramid and use the fairy's upgrades before the final battles.

Chapter references

GBA: Palace of the Four Sword

  1. Complete both A Link to the Past and Four Swords on the associated save, then pay the gatekeeper at the Pyramid's eastern entrance. Bring healing, magic and Silver Arrows.

  2. Clear the four branches and collect their blades. These rooms use GBA mechanics, including diving; the Super NES floor plans do not describe them.

  3. Pull Arrghus II's smaller enemies away with the Hookshot. Break Helmasaur King II's masks and finish the exposed eye with a Silver Arrow. Identify the real Mothula II among its copies.

  4. Against Blind II, return the detached heads to the body with sword hits. After collecting all four blades, enter the final chamber and fight the four Dark Links in succession, adapting to their added spin, jumping and rushing attacks.

Chapter references

Beyond the ending

Your route to 100%.

Use paired Light World and Dark World sweeps to finish the inventory.

This is a collection roadmap with editable counters and links to detailed locations. The bar measures completed checklist goals, not a percentage read from your game save.

Original adventure.

Choose your adventure

Compare editions & modes.

See what changes before choosing your checklist. Each column uses the edition’s own collection targets.

SNES

Original adventure.

Game Boy Advance

Linked Four Swords bonuses are tracked in addition to the original adventure.

Collection targets by edition
Goal & referenceSNESGame Boy Advance
Finish the main story ↗IncludedIncluded
Pieces of Heart ↗2424
Full hearts on the life meter ↗2020
Bottles ↗44
Final weapon and armor upgrades ↗IncludedIncluded
Maximum bomb and arrow capacities ↗IncludedIncluded
Half-magic upgrade and optional equipment ↗IncludedIncluded
Check every dungeon ↗IncludedIncluded
Palace of the Four Sword ↗Not includedIncluded
Hurricane Spin ↗Not includedIncluded

These are checklist targets, not an overall completion percentage. “Not included” means the goal is absent from that checklist. Hardware-dependent extras and additional runs are listed below.

  1. Collect nearby rewards whenever a new tool opens a route.
  2. Complete the seven crystal dungeons, then revisit both versions of each region.
  3. Finish weapon, magic and carrying upgrades before Ganon’s Tower.
0 / 8 collection goals completed

Saved separately for this edition, in this browser.

Finish the main story

Follow the story chapters above, take every boss reward and reach the ending.

Locations & reference ↗

Full hearts on the life meter

Include boss containers and the Sanctuary heart, not only quarter hearts.

Locations & reference ↗

Final weapon and armor upgrades

Obtain Golden Sword, Mirror Shield, Red Mail, Silver Arrows and Magical Boomerang.

Locations & reference ↗

Maximum bomb and arrow capacities

Use the Pond of Happiness until the capacities reach 50 bombs and 70 arrows.

Locations & reference ↗

Half-magic upgrade and optional equipment

Wake the bat and collect the medallions, both canes, Magic Cape and other permanent tools.

Locations & reference ↗

Check every dungeon

Compare each floor with its map; collect permanent equipment, maps, compasses and remaining treasure before leaving.

Locations & reference ↗
Take your progress with you

One file for all games, editions, map marks, story checklists and the N64 companion. Download it on the old address, then import it on the new one. Nothing is uploaded.

Sources for this edition

This archive’s guide draws on game mechanics, maps and the references linked in each chapter. Outside locations are marked on the 4096 × 4096 world maps; these markers do not show individual dungeon rooms.

Ian Albert — annotated world and dungeon maps ↗Thonky — walkthroughs and items ↗Zelda Dungeon — additional walkthrough reference ↗

Game maps © Nintendo. Assembly and annotations: Ian Albert. Original cover illustration created for Hyrule Atlas.