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HYRULE ATLASTHE FAN ARCHIVE
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1986 · Famicom Disk System / NES

The Legend of Zelda

A sword, an open wilderness and eight scattered pieces of wisdom. Keep a map of the discoveries that turn wandering into a route.

Source & original artwork ↗
Nintendo artwork, archived by Zelda WikiImage source ↗1498 × 1279

Before you set out

Your journey, at your pace.

First Quest, original game. First released in Japan in 1986; the western NES cartridge followed in 1987. Second Quest layouts differ.

  • Find the Bow and buy arrows; shots spend rupees.
  • Keep bombs for walls and a potion for Death Mountain.
  • Five hearts qualify for the White Sword; twelve for the Magical Sword.
Begin the walkthrough ↓

From the beginning to the final encounter

A path through the story.

Story routes, puzzle solutions, boss tactics and collection planning. Linked references provide additional room maps and individual collectible locations.

0 / 27 steps completed

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01

A sword and the Eagle

0 / 3 steps

Claim the first Triforce fragment.

Route and puzzle solutions

  1. From the starting screen, collect the sword in the cave. Travel right once, north four screens and left once to find the bridge into the Eagle.

  2. Clear enemy rooms before trying their block puzzles. The Bow is in a side-view treasure chamber: collect it before leaving, even though this dungeon's boss does not require it.

  3. Keep track of locked doors and spend keys on unexplored branches. Defeat Aquamentus from beside the line of its fireballs, then collect both the Heart Container and Triforce fragment.

Chapter references

Checkpoints

A useful detail

Sword beams work only at full health.

02

The Moon and the Manji

0 / 3 steps

Open routes across the water.

Route and puzzle solutions

  1. Explore the Moon in the eastern woods with bombs available. Dodongo swallows a bomb placed in front of its mouth; attacking its armoured body with the sword is ineffective.

  2. In the Manji, approach Darknuts from behind or from their unshielded side. Retrieve the Raft from the basement before heading to the boss.

  3. Manhandla becomes faster as it loses heads. A bomb placed where several heads overlap can shorten the fight; retreat and reposition instead of trading damage.

Chapter references

Checkpoints

A useful detail

Bombs can quickly remove clustered enemies.

03

The Snake

0 / 3 steps

Obtain the Stepladder.

Route and puzzle solutions

  1. Stand on the dock on the western shore to let the Raft carry you to the island dungeon. Bring a candle to reveal enemies and exits in dark rooms.

  2. Find the Stepladder, then revisit passages interrupted by one tile of water. It works automatically at a suitable gap; it cannot carry you across a lake.

  3. Gleeok's severed heads remain dangerous. Concentrate attacks on heads still attached to the body while moving away from the detached ones.

Chapter references

Checkpoints

A useful detail

The ladder bridges short gaps; it does not grant swimming.

04

The Lizard

0 / 3 steps

Find the Recorder.

Route and puzzle solutions

  1. At the Lost Hills, take the northern exit repeatedly to reach the dungeon. Refill bombs first: several connections are concealed inside ordinary-looking walls.

  2. Use the underground passage network to reach the Recorder. Fight blue Darknuts patiently from their sides and avoid being surrounded.

  3. Play the Recorder in Digdogger's room to change its form, then switch back to the sword. If you have twelve hearts, the Magical Sword is a useful detour before the later levels.

Chapter references

Checkpoints

A useful detail

Refill bombs before the mountain journey.

05

The Dragon

0 / 3 steps

Secure fragment six.

Route and puzzle solutions

  1. Enter the graveyard-region dungeon with arrows and some rupees. Each arrow consumes a rupee, so purchasing arrows alone is insufficient.

  2. Watch where Wizzrobes appear, then attack between their volleys. Keep away from Like Likes, which can consume the larger shield.

  3. Find the Magical Rod in its basement chamber. Against Gohma, line up directly in front of its eye and release an arrow when the eye opens.

Chapter references

Checkpoints

A useful detail

Do not spend your final rupees before an arrow-dependent boss.

06

The Demon

0 / 3 steps

Drain the concealed entrance.

Route and puzzle solutions

  1. Purchase Food before travelling to the western pond that has no fairy. Play the Recorder on that screen to reveal the entrance.

  2. The hungry Goriya blocks progression until you give it Food. Use bombs to investigate dead ends and collect the Red Candle on the way through.

  3. Treat recurring bosses as resource checks: use the Recorder on Digdogger and attack Aquamentus from outside its fireball spread. Keep spare bombs for the hidden routes beyond them.

Chapter references

Checkpoints

A useful detail

The Red Candle permits repeated flames within one screen.

07

The Lion

0 / 3 steps

Complete the Triforce of Wisdom.

Route and puzzle solutions

  1. Burn the suspicious bush in the southeastern woods to uncover the Lion. Carry healing and avoid entering the hardest rooms with an empty bomb supply.

  2. Search the stair passages for the Magical Key and Book of Magic. The key handles locked dungeon doors without using your remaining small keys.

  3. Do not stop exploring simply because you have found the route to Gleeok. Take the dungeon treasures, defeat its multiple heads and collect the eighth Triforce fragment.

Chapter references

Checkpoints

A useful detail

The Magical Key removes the need to buy more dungeon keys.

08

Death Mountain

0 / 3 steps

Prepare the weapon that can finish Ganon.

Route and puzzle solutions

  1. Bomb the southern face of the western rock at Spectacle Rock. All eight fragments are required to pass the guardian inside.

  2. Map stair passages as pairs of connected rooms; their exits can be far apart. Defeat every enemy before testing movable blocks, and check bombable walls when the visible route ends.

  3. Collect the Red Ring and Silver Arrows before the final approach. The ring reduces incoming damage; the arrows are required for the finishing blow.

Chapter references

Checkpoints

A useful detail

Both upgrades matter more than rushing straight to Ganon.

09

The final arrow

0 / 3 steps

Rescue Zelda.

Route and puzzle solutions

  1. Bring medicine and enough rupees to fire arrows. Watch the origin of Ganon's fireballs to estimate his invisible position and strike with the sword.

  2. When repeated sword hits leave him red and vulnerable, fire a Silver Arrow immediately. Ordinary arrows cannot finish the battle.

  3. Collect the Triforce he leaves behind, enter Zelda's room and cut away the flames. The ending unlocks the separate Second Quest.

Chapter references

Checkpoints

A useful detail

Use your potion before a desperate final hit.

Collection field guide

Plan your final discoveries.

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

Heart Containers and permanent equipment

  1. Collect the Heart Container after each of the first eight dungeon bosses. Explore the overworld for the five additional containers; when an old man offers medicine or a heart, choose the heart for permanent completion.

  2. Use the Raft and Stepladder to revisit shoreline rewards. Check sword thresholds separately: five hearts for the White Sword and twelve for the Magical Sword.

  3. Buy the Blue Ring when your budget allows, upgrade bomb capacity in Levels 5 and 7, and check the equipment list before entering Death Mountain. The Red Ring replaces the Blue Ring later.

Chapter references

The Second Quest

  1. Start from the completed save or use the name ZELDA on a separate file. Treat this as a new journey: the First Quest's locations are not a reliable dungeon route.

  2. Some dungeon walls can be walked through without a bomb. Check the dedicated level references when a room seems sealed, and plan heart upgrades around this quest's changed locations.

Chapter references

Beyond the ending

Your route to 100%.

Prepare two separate journeys: the Second Quest rearranges the world and its dungeons.

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 dungeon and overworld layouts.

Choose your adventure

Compare editions & modes.

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

First Quest

Original dungeon and overworld layouts.

Second Quest

Use Second Quest locations throughout; progress is saved separately.

The tracked totals are the same. Read the edition notes: locations, controls or modes can still differ.

Collection targets by edition
Goal & referenceFirst QuestSecond Quest
Finish the main story ↗IncludedIncluded
Heart Containers collected ↗1313
Complete the permanent inventory ↗IncludedIncluded
Reach a capacity of 16 bombs ↗IncludedIncluded
Unlock the medicine shops ↗IncludedIncluded
Reveal caves and stairway shortcuts ↗IncludedIncluded
Check every dungeon ↗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.

Explore & collect

Your collectible atlas.

Keep track of individual locations and return to the ones still waiting for you.

No integrated coordinate map is documented for this edition. Use these detailed location references with the checklist below.

  1. Gather overworld hearts and defensive equipment before the later labyrinths.
  2. Finish Levels 1–8, then sweep the overworld with every tool.
  3. Audit the inventory before Level 9; use a separate checklist for the Second Quest.
0 / 7 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 ↗

Heart Containers collected

Five are hidden outside; eight come from dungeon bosses. Together with the starting hearts, these give 16.

Locations & reference ↗

Complete the permanent inventory

Collect the Magical Sword, Red Ring, Magical Boomerang, Magical Key, Red Candle, Book of Magic and Silver Arrows.

Locations & reference ↗

Reach a capacity of 16 bombs

Buy both permanent capacity upgrades from the hidden dungeon merchants.

Locations & reference ↗

Reveal caves and stairway shortcuts

Revisit the overworld using bombs, candle, recorder, raft and ladder.

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.

Keep the source close

Sources & further help.

Independent route notes written for this archive. For a specific room, collectible or alternate version, consult these credited references.

Game artwork and characters © Nintendo.
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