Still considered one of the greatest Legend of Zelda games ever made, A Link to the Past is almost thirty years old and still holds up to this day. This 2D top-down classic RPG tasks the hero Link with finding and rescuing the seven sages’ descendants and banishing evil from Hyrule, sending him through two alternate dimensional worlds of light and evil.
Throughout the adventure, Link visited many different locales and met some truly weird characters. Every part of ALttP has its charm, but some of the areas of the map have truly stuck with gamers for almost three decades.
10 Treasure Field (Dark World)
There’s something so special about the shovel from ALttP. Many players have fond memories of that satisfying thwack as they dug up holes all over Hyrule, just looking for a rupee here or an item there.
Those who really loved the digging mechanic could indulge in the gamble of the digging game near the Village of Outcasts in the Dark World. Called the Treasure Field, this small barren patch was full of goodies that Link could try and dig up for a small fee.
9 Misery Mire (Dark World)
At the time ALttP came out, it’d all been seen — volcanoes, icy wonderlands, dry deserts, and all the rest, especially given their prevalence in games like the Mario series and Dragon Quest. Of course, Zelda has always tried to have diverse areas and interesting concepts.
This could be seen with Misery Mire. This Dark World area was essentially a large swamp full of monsters and horrifying sights. The name is also used for the dungeon located here, with its haunting theme and mazelike structure.
8 Witch’s Hut (Light World)
Part of the Zelda franchise’s charm is that many NPCs have no backstory or clear origin — they simply exist to help Link on his quest (or hinder him) and leave the player wondering more about them.
One of the original characters to do this is the resident witch of Hyrule’s Light World, named Syrup. Located in the northeast portion of the map, this witch has a charming little hut in a nice wooded area alongside a babbling river. She’ll help Link with potions and give him the Magic Powder before making a few more appearances in later games.
7 Forest Clearing (Light World)
Before there was the titular instrument from the later Ocarina of Time, there was the Flute from ALttP. An early precursor to the Ocarina (and one of the original instruments that would come to define the series), the Flute had a simple purpose: transportation.
This Flute would call a duck to transport Link to a set of selectable points on the map. It was basically an early form of fast traveling. The location where it’s found is the Forest Clearing near Kakariko Village. This small clearing is filled with music and woodland creatures, giving it a positive charm.
6 Cemetery and Sanctuary (Light World)
After escaping the ill-fated Hyrule Castle and Aghanim’s clutches, Zelda and Link seek shelter in Hyrule’s Sanctuary. Here, Zelda stays with the resident priest for the time being.
This Sanctuary is gorgeous, even given the limited graphics of the time. It’s filled with stained glass windows, red carpet, and haunting choral music. Outside, one can find the Cemetery, filled with secrets and puzzles to solve. Together, they create a peaceful yet very interesting area of the game.
5 Zora’s Waterfall (Light World)
A regular presence throughout the Zelda franchise has been the Zora race. These water-dwelling fantasy creatures have made several appearances, with one of the first coming in ALttP. In this installment, the Zoras inhabit a beautiful water area simply called Zora’s Waterfall.
Despite the presence of some hostile Zoras, this area is lush and green with cascading water everywhere. It’s just absolutely gorgeous. In it, Link can find the Zora King and purchase the Flippers from him, giving Link the ability to swim.
4 Master Sword Grove (Light World)
Speaking of lush green areas — there is another that takes a spot on the list just for being gorgeous. In the deeper parts of the Lost Woods, Link can come upon a long, narrow grove lined with huge trees and foliage.
In this grove, the bearer of the three Pendants of Virtue can pull the Master Sword from its large pedestal. Like the Forest Clearing, this grove is filled with woodland creatures. This feels like a peaceful retreat, far from the troubles and toil of the rest of the world.
3 Death Mountain (Dark World)
At the opposite end of the spectrum from a lush thicket of trees is the Dark World version of Death Mountain. The Light World also has Death Mountain, but it’s much cooler in the Dark World.
This hazardous mountain is filled with monsters, broken bridges, sheer cliff drops, and a menacing tower at its peak. Dark colors dominate the palette while lightning and thunder crack in the background. It’s such a cool area with very intense music, making it a memorable spot.
2 Lost Woods (Both worlds)
Death Mountain is, of course, a classic Zelda area. But, so are the Lost Woods, which also make an appearance on this list. One could make the argument for the Light or Dark World version, but both are pretty cool.
In the Light World, they’re shadowy with bits of light poking through the tree canopy but still filled with thieves and enemies. In the Dark World, the Lost Woods are barren and brown, filled with decay and large skeletons.
1 Kakariko (Light World)
The top spot on this list has to go to Kakariko Village. This small town on the western edge of Hyrule just has so much to do and discover. Packed with lively people, a series of different houses with treasure, new faces, or items, a local tavern, a few vendors, and more, this village is just filled to the brim with great stuff.
Even the way Kakariko is situated into the surrounding world is great. It sits on the edge of the Lost Woods and alongside some water and cliff faces. The whole area is beautiful and just done so well. It gives Hyrule a sense of liveliness and familiarity.
NEXT: 10 Old Zelda Game Features We Hope To See in BOTW2