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The Legend of Zelda: A Link Between Worlds Guide > Walkthrough > DUNGEON: Tower of Hera

Preparations: You must have the Hammer in order to proceed here.


As soon as you enter, you will find that the Hammer gets heavy usage here. Pound the springs downward to access the crystal switch; hit it and move to either side once the blue walls are lowered. Hit the next switch to lower the red walls, and you will be at the north end of the room. Pound the springs in the left corner surrounding the high ledge, then stand on the depressed springs to get launched onto the ledge when they pop back out. Merge and pass through the nearby barred window to reach a chest outside containing 50 Rupees, then go back in and merge along the walls going counter-clockwise around the room. At the end, pound and launch from the smaller springs, then use the larger spring to reach 2F.

For the bouncy enemies up here, keep your back to the northern corner so you don't get knocked back down to the floor below when you attack. There is an opening in the middle of the floor; fall through to reach the chest below, which has the Compass inside. Use the large spring next to the chest to return to 2F, then use the large spring on the left side to land on 3F.

Up here, the blue walls are still raised from before, so merge along them to reach either of the crystal switches. Defeat the Mini-Moldorms and hit the next switch to re-lower the red wall ahead, then stand where the red wall was and trigger the nearby switch to raise the red walls. Walk onto the middle platform now to collect the Small Key, then unlock the east door to end up outside again. Walk onto the moving platform as it passes, then ride it around while defeating the crows along the way. When you reach the wall blocking your way, merge and move around to the opposite side, then pop back out onto the platform. As the platform passes the next wall, merge onto it then move onto one of the moving red blocks and ride it upward. Turn to face the ledge and pop out, then enter the tower again on 4F.

In this room, defeat the Stalfos (use the pots for an easier time), then hit the crystal switch if necessary to fight the Mini-Moldorms as well. Pound the large spring and bounce upward to 5F, which is actually a ledge between two lower ones. Lower the red walls via the crystal switch, then stand on the lowered red wall and hit the switch again to re-raise it. Drop off to the right to collect 5 Rupees from a chest, then stand on the blue wall and trigger the switch to raise it again. From here, merge into the upper wall and exit the room via the barred window to the right.

Outside again, ride the moving platform around while avoiding the spinning Blade Traps. At the south end, merge onto the wall that juts out to avoid falling, then climb to the west side and pop back onto the platform. Around the next corner, merge into the wall and move onto the red block when it comes down from above. Ride it upward and land on the ledge above, then enter the room on 6F. In there, defeat the several Stalfos; your Hammer may be helpful despite the slow execution time. After the enemies are cleared, the entrance warp will appear and a platform will start moving up and down. Ride it upward to 7F.

As soon as you arrive, move away from the platform so you don't go back downstairs by accident. There are several enemies here you can kill with your Hammer and sword, as well as plenty of crystal switches, red/blue walls, and cracked floor panels. You will want to move to the northwest and northeast corners of the room, then pound through the cracks to fall back down to ledges below. By doing this, you will be able to collect a Small Key and a chest containing Monster Guts. Use the large springs to return to 7F. When you have the key, get to the western locked door and emerge on another balcony ledge.

Back outside, step onto the moving platform with the large spring on it. When it moves around the corner, use the Hammer to pound it when the platform is about to stop, then bounce off it onto a high ledge on 9F. Before walking onto the next moving platform, merge into the wall and move to the right end of the south side of the tower. Then, pop out and you will fall to a ledge below on 7F with a chest; open it to get 100 Rupees. Merge back to the left and bounce back up to 9F, then ride the second platform to the right. You will see a square opening above that your platform passes under. You need to time your Hammer's swing so you hit it, then the spring recoils as you pass under the hole. That way you reach the ledge above, allowing you to enter the tower again.

In the next room, you will be faced with the classic flying tiles coming out of the floor. Simply stand by the entrance and hold your Shield in front of you to block them all. Once they are gone, a moving platform in the center will be revealed. When it moves upward, drop below it to a hidden room on 8F. You can capture faeries if needed and collect a cool 50 Rupees from another chest before returning upstairs via the warp tile. This time, ride the platform up to 10F.

On the tenth floor, you will face several bouncy enemies on the catwalk. Use your Hammer to quickly stun/crush them so you don't risk falling down. If you fall off the ledges, you will be able to get back up easily enough. Anyway, there are four switches to be activated, one at each end of the platform. Hit them all while avoiding the bumpers and the spring platform in the northeast corner will be lowered. Pound the large spring on it to get launched upward to 11F.

This floor features a single platform with two large springs moving left and right. You need to time your Hammer pounds so the platform is close enough to the side you are aiming to land on. First, get to the right ledge and open the big chest to receive the Big Key. Then, drop back down and get launched onto the left platform to unlock the boss door. You will of course end up outside yet again. Use the smaller springs to reach the larger one, which will send you upward to 12F.

When you land on 12F, you will find Blade Traps moving back and forth in the center of the area, with hearts along the outer walkway. Use any of the large springs in the corners to get launched onto the roof, 13F. You will meet the boss of the tower here: Moldorm.



Boss: Moldorm


This giant worm with an armored body and a weak point on its tail is the boss here once again. The platform you are on has no barriers, and a small gap in the middle, so you can get knocked back to the level below if you are not careful! The weak point is the glowing point on its tail, so you will need to hit that with your sword while avoiding other contact with the boss. It tends to move straight for a short period before turning, so watch for that when looking for an opening to attack.

After a few hits, Moldorm will change color and become a little bit faster. You will want to keep your distance so you don't get knocked off, and attack whenever the boss moves away from you or you have a good opening on the wide part of the battlefield. Luckily if you get knocked down to the floor below, you do not have to start the battle over again! It's really a simple battle, so you should know how this works from past games in the series.



Once the battle is over, collect your Heart Container and the Pendant of Power to exit the tower.

NEXT: Retrieving the Master Sword