the hero fights through the various dungeons, the land of Hyrule lends its powers to the child at certain pre-set points in the that controls the youth's access to the land. Aginah and the fortune teller explain these matters to the youth whom Zelda identifies as the spoken of in legends. Thus, the Hero of Light sets out to collect the Ancient Stone Tablets, traveling in the same Hyrule depicted in A Link to the Past. After collecting the Tablets and drawing the Master Sword from its pedestal in the Lost Woods, the Hero of Light, along with Zelda, climbs to the summit of Death Mountain to an ancient monument. Zelda translates the tablets using the Book of Mudora discovered in the basement of Link's House and the monument then cracks, revealing the Silver Arrow and Sacred Bow. This, Zelda says, is what the Hero of Light needs to defeat Ganon. Finally, a red portal opens up and reveals the way into the Dark World, where Ganon resides. The Hero of Light enters Ganon's Tower and battles Ganon, defeating him with the Silver Arrow. After retreating back to Hyrule, Zelda reveals that although Link had sealed Ganon's body away forever in the Dark World by defeating him 6 years ago, Ganon's malicious essence had not been sealed. It was through this evil energy that the Hero of Light was pulled into Hyrule. The Hero then returns the Master Sword to its resting place in the Lost Woods, leaves Zelda and Aginah, and returns to The Town Whose Name Has Been Stolen in a flash of light. Gameplay The gameplay dynamics of BS Zelda: Inishie no Sekiban are most closely comparable to A Link to the Past. However, as with the previous BS Zelda titles, there are a number of major differences that make play-through for the two games substantially different. Notable among these were the renewed uses of streaming SoundLink vocal data and strict time limits and the game's episodic nature, as previously featured in the earlier BS Zelda games. The use of SoundLink in Inishie no Sekiban demonstrated a degree of maturity over the previous BS Zelda games, insofar as they allowed a more natural and flowing playthrough without the pauses and delays that characterized vocal messages in BS Zelda. Rather than displaying a "Listen Closely" sign and pausing gameplay, the player could continue to move about during voice