LINK'S AWAKENING DX FAQ/WALKTHROUGH
By Karl Schaumann (the Last Avenger)
Link's Awakening is an adventure game, with enemies, puzzles, and a
plot that slowly unfolds as you progress throughout the game. The main
idea is to awaken the Wind Fish in order to return home from an island
which you landed on after being shipwrecked (incompetent sailors, these
days.) Now that that's out of the way, we will go into the beginning
stuff that you should know.
First of all, you can use up to two items at a time. Normally, this
would not be good, but the game is specially suited that you only
really need two items at a time. You can assign different items to
buttons by pressing Start, and going over the item you want and
pressing the button you want to assign it to. Plain and simple.
Just so you know exactly what can be equipped, I've compiled an
inventory list of what you can use, as well as the effects it has and
where to find it.
Shield (Level 1): Tarin gives it to you at the start; otherwise you can
buy one at the shop or win one at the Trendy Game. This will block most
attacks, keeping you safe from the front and in one case from the sides
as well. Press the button and hold it to keep the shield in ready
Sword (Level 1): You can find this in Toronbo Shores (refer to the
walkthrough below to find out how to get it.) This is your main weapon,
and it is used to cut down bushes, grass, as well as attack enemies and
some other uses. You will have this throughout the game.
Roc's Feather: You find this in the first dungeon, Tail Cave. This item
is essential, as it allows you to jump, over pits, over enemies, or
snag items that are floating in the air. Just press the button assigned
to it to leap high into the air. Once you get the Pegasus Boots, you
can jump 3 tiles. One full leap takes you approximately two tiles.
Power Bracelet (Level 1): You can find this in the second dungeon,
Bottle Grotto. This item will allow to lift a wide variety of objects,
allowing you access to many places you could not go before. You can
lift up something by pressing and holding the button next to it and,
while still holding the button, try to move in the opposite direction.
You will pick the item up. Press the button again to throw the object.
Sometimes, liftable objects have stuff under them, like arrows or
bombs. You can collect these as normal.
Pegasus Boots: This is found in the third dungeon, Key Cavern. These
boots allow you to run super fast, and if you have your sword as your
other item you can make a charging attack. This can break a specific
obstacle, which will be referred to later.
If you have the Roc's Feather as your other item, you can jump much
farther than normal. Simply hold down the Pegasus Boots, and when you
reach the edge of the pit (or whatever) you want to jump over, press
the Roc's Feather. This allows you to clear about three tiles if timed
Flippers: These are "always" equipped, meaning that you use them
automatically when you enter the water, and are not assigned to any
button. These are found in the Angler's Tunnel, and allow you to reach
many areas. When swimming, press A to move faster and B to dive, which
will make you temporarily invincible and can sometimes uncover objects.
Hookshot: This handy tool has many uses, but its main purpose is to
allow you to cross chasms. Just press the button assigned to it and the
chain will extend. If it hits a "grabbable" object, you will pulled
right next to it, otherwise, nothing will happen. This can also grab
objects dropped by enemies and attack them as well. Some enemies won't
take damage but will freeze, allowing you to slip through them. This is
found in level 5 after defeating Master Stalfos for the fourth time. Be
careful with this if used as a weapon, because recovery time is slow
and you may take damage while you're waiting for the hookshot to reset
Power Bracelet (Level 2): Found in the six dungeon, the level 2 power
bracelet does nothing more than allow you to complete that dungeon by
lifting the elephant statues. Other than that, it does not increase
range or damage inflicted by hurled objects.
Shield (Level 2): This is found in the Eagle's Tower, level 7. It
actually is not all that much different, but it covers a wider radius
and can reflect laser beams and fireballs.
Sword (Level 2): Received in the Seashell Mansion after collecting 20
secret seashells, the level 2 sword is twice as powerful and shoots a
laser beam when you have full health.
Magic Rod: All right! This baby shoots fireballs which defeat most
enemies in one hit, and allows you to light torches on top of that.
Recovery time is great, as you don't stop moving when firing, so it
takes very little time to shoot another fireball. This is found in the
eighth dungeon, after defeating the hardest miniboss in the game,
though, so it's a little late.
Magic Powder: You can find this in the Trendy Game or, the real way to
do it is to find the mushroom and have the witch make some for you.
Lights torches, hurts some enemies
many uses. Not used all that often,
Shovel: What do you think this does? You can sometimes find items while
digging. Note that you can't dig certain types of grounds. This is
bought at the Tool Shop for 200 rupees.
Bow and Arrows: This set is horribly expensive (980 rupees!) You
probably won't use it much, but it's the best ranged weapon next to the
Magic Rod. However, unlike the Magic Rod, which has unlimited shots,
you can only shoot arrows if you have them. You can carry up to 30
arrows, and can by more at one rupee per arrow (bought in groups of
Bombs: Though these can be used to attack enemies, their main use is to
blast holes in dungeon walls. Set one, and throw it. It will explode
after a few seconds, but you cannot get hurt even if you are in the
blast radius. You can buy these at the same price as arrows once you
have bought the shovel. Absolutely essential in some dungeons.
Boomerang: You find this in Toronbo Shores after finding the magnifying
glass. There is a bombable wall around there. Bomb it and the guy
inside will trade you something for the boomerang. You cannot trade
something with numerical uses like the bow or magic powder, but you can
trade anything else. Trade the shovel, and you get the boomerang. It
has good range, picks up items like the hookshot, destroys bushes like
the magic rod, damages like the bow, and recovers very quickly. It can
also hit enemies on the way back so if your first throw misses, the
second one may hit if the enemy comes into the line of fire.
Ocarina: Some sort of instrument you can find in the Dream Shrine. It
plays up to three different songs that do a variety of things: Marin's
Song (Ballad of the Wind Fish) which is used to wake the Wind Fish,
Manbo's Song, which will warp you back to Crazy Tracy's house, or in
the case of a dungeon, back to the beginning. And the last is Mamu's
Song, which "livens things up", used to revive a
Blue/Red Suit: You get one of these after you complete the Color
Dungeon. The blue suit halves the damage you take, and the red one a.
doubles your attack power and b. gives you a permanent Strong Blow (see
Battle Strategies below for information about what Strong Blow is.)
That's it for the inventory list. Now, we go to the other list, which
is stuff that enemies sometimes drop when you defeat them. This applies
only to certain enemies, and with the exception of fairies, never
bosses or mini bosses.
Piece of Power: This resembles a flashing triangle. Pick it up, and
your sword will begin to flash, too. Damage with your sword will be
doubled, and you seem to move a little faster too. Can often help when
fighting bosses as it halves the amount of hits they need. The Strong
Blow ability is activated as long as your Piece of Power is active.
Guardian Acorn: This resembles, well, an acorn. Pick it up and all
damage against you will be halved. Note that if an attack seems to do
zero damage to you, the attack actually does a quarter of a heart but
you can't see it. Not as useful with the bosses, but can be good if you
are at low health and need protection while searching for hearts. If
you combine this with the blue suit, you can get temporary
invulnerability against monsters who deal ½ heart of damage.
Note that both Guardian Acorns and Pieces of Power will last until you
enter a dungeon, beat a boss, or get hit a few times. If you pick up
one, and then the other, the second one will cancel the effects of the
first, so only the second will take effect.
Rupees: This is the currency in almost every Zelda game. You use these
to buy stuff and services. They are very common and can be found in
many chests. Defeating enemies and slashing bushes can uncover rupees,
but only one at a time. You get TONS of these in the game.
Hearts: You lose all of these, you die. Fortunately, enemies and bushes
sometimes reveal hearts, which restore one heart (duh) of damage. In
dungeons, the "winged" hearts restore three, which can be quite handy.
Fairies (rare): Some of the stronger enemies will release fairies
instead of hearts, which will restore up to six hearts if you catch
one. However, their orientation skills totally stink and won't always
come to you. Mini-bosses always drop these and sometimes you can find
them by charging into trees or lifting pots.
Now the dungeon item list. You can use these items to help you conquer
the dungeon. Each dungeon has its own map, compass, stone beak, small
keys, and Nightmare Key. However, only the item corresponding to its
dungeon can be viewed; for example, if you have the map from Tail Cave
you cannot use it in Bottle Grotto.
Compass: This is used for three things; locating the Nightmare,
locating chests, and alerting you to a chest in a room, whether it's
visible or not. It alerts you with a tone when you first enter if a
chest is hidden.
Map: This shows all the rooms and the layout of the dungeon. The bright
white rooms are the rooms you have been to and the small dark ones are
rooms that you have not yet visited. Note that it does not reveal
secret or underground passages. If you have both the map and the
compass, you have a complete guide to the dungeon.
Stone Beak: These are used in conjunction with the owl statues
throughout the dungeon. They supposedly give you hints, but they really
aren't all that useful, because 1) it's obvious or 2) it's too cryptic
to be of any use. Get it if you want, though.
Small Keys: You find these in dungeons. You can use them to either open
a locked door or get rid of blocks getting in your way. That's all
there is to it.
Nightmare Key: You need each and every one in order to fight the eight
bosses. There is one Nightmare Key in each dungeon, and you use that to
access the Nightmare's lair. Refer to the walkthrough below for
information on where to find these.
Winged Items: Found mostly in the later (and especially last) dungeons,
these winged supply depots can be very handy. The winged hearts will
refill three heart containers as opposed to one when you defeat an
enemy or slash a bush or crystal. The winged bombs, arrows, and magic
powder give you 10 bombs, arrows, and doses of powder respectively.
This game is crawling with all sorts of enemies who will basically make
life difficult for you. Some require special methods of defeating,
while others are dead with a swing or two of a sword. This is an
attempt to list all enemies in the game.
Moblin: You find these aplenty in the Mysterious Woods. They look sorta
bluish, and they walk around. If you touch them or are hit by their
arrows, they take away ½ heart. Two slashes finish them off, but
anything else can take them out in one hit.
Armored Moblin: These guys look like normal Moblins except they have a
sword and shield. Attack them by hitting them on the shield twice, as
they cannot defend with it. Don't try to whack them on their sword
because it won't do anything. Watch out because they often chase you
and you can take heavy damage.
Keese (Bats): There are a lot of these, and are found in almost every
cave and dungeon. They fly in circular patterns and contact results in
half heart loss. One hit does them in, and they often drop Rupees and
Green Slime: These little green blobs are also common. They wait until
you get right next to them, then they pop out the ground and attack.
One hit with a sword is all you need. They also drop Rupees often.
Red Slime: Same thing as the Green Slimes except when hit they split
into two smaller versions. The little ones can't hurt you but they slow
you down and prevent you from using items if they latch onto you, which
lasts about three seconds.
Walking Slime: These aren't as common as the green slimes, but they are
far deadlier. They look like little green peas with a pair of eyes and
legs. They deliver one full heart of damage, and if you attack with a
sword, the screen does this weird black and white thing and you take
one heart of damage as well. An arrow will kill them, as well a magic
rod or magic powder. You can also use the Hookshot to freeze them for a
while as you slip by.
Flying Mushroom: Yes, the name sounds funny but the enemy isn't. They
look like flying red mushrooms and throw bombs at random. They take two
hits with a sword, but hitting them is quite difficult as they often
move out of range. The hookshot is ineffective as well, but the bow and
magic rod work well against him. He's a fairly common, so be careful.
Sea Urchin: These little guys are only found in Toronbo Shores. They
stay still but hurt you if you touch them. Use the sword to defeat them
with one hit or the shield to push them aside if you don't have your
Burrowing Spikes: These are found in Toronbo Shores, Yarna Desert, and
the entrance to the eighth dungeon, Turtle Rock, They look like sea
anemones with spinning spikes. They take two sword swipes but can
burrow into ground and pop out somewhere else. Be careful if you have
not recovered your sword yet.
Crabs: Also unique to Toronbo Shores. These guys are found near the
beach and are always in pairs. Two sword slashes gets rid of them, but
they can charge at you, so be careful.
Pea Shooter: Found mainly in and around Toronbo Shores, these pink guys
spit rocks at you. One hit kills them, but watch out for their
Winged Pea Shooter: Same as above, except if you slash they jump around
behind you can shoot from there. The best way of dealing with them is
to predict where they'll land and swipe there as soon as they touch
ground before they can jump again.
Fireball Fish: I know it sounds stupid, but their fireballs aren't.
They are found in water, and when you walk by, you might see a small
whirlpool. If that happens, hold you shield up because soon the fish
will pop out and spit a fireball at you. You can't usually kill them,
because they are out at sea, but the fireballs are easily blocked or
Pit Pincer: Found in Ukuku Prairie, these guys can be a nuisance. When
you walk by a pit, if you see a pair of eyes appear, get out of the
way. The pit pincer reaches out with surprising range, but often miss
if you move quickly. Two hits will do them in.
Pit Spider: This enemy is only found in Ukuku Prairie. They crawl out
of a hole and attack you. Actually, there is only one place where they
appear, so they really aren't super difficult. Watch out though,
because there is an unlimited supply of them and can do damage quickly.
Green Stalfos: It's a
hopping skeleton. They try to leap up on top if
you and bite you or something. Face them to block the attack. Two sword
swipes will finish them off, but be careful, because they often jump
out of range.
Red Stalfos: Same as the green except for in the later dungeons they
throw bones at you if they jump over an attack.
Stalfos Knight: Exactly the same as a Moblin, except for they look
different. They look like blue-robed guys with screaming faces.
Stalfos Swordsman: Same thing as the armored moblin except looks
different. Refer to the above description for details.
Spiked Mole: These are only found in Tail Cave and Angler's Tunnel.
They charge at you and do damage, plus they can't be hurt unless you
hold you shield up. Touch one with it and it will flip over. Whack it
twice to finish it off.
Shelled Mole: Fortunately, these enemies are somewhat rare. They can't
be hurt by anything, but a sword slash will knock them back a ways. The
best (and only) way to get rid of them is to knock them into a pit. Use
the Hookshot to paralyze them if you want to get away. Be careful
though, because they always reappear when you re-enter the room.
Worm: Only found in Tail Cave, Face Shrine, and a few spots in Tal Tal
Heights. They look like black worms that fly around. Two hits to the
head takes care of them, or one shot with the bow, hookshot, or magic
Mimics: Very rare. They look like Stalfos Knights except they are in
red. Every time you move, they move too. Work it out so that you and
they are close back-to-back and use the whirling sword to kill them.
Bean Mimics: These are common in the Dream Shrine, but there are a few
in Turtle Rock as well. They're essentially the same as above, but in
the Dream Shrine the floors are cracked so you probably won't have
enough time to position yourself and power up the sword. Instead,
charge straight at them with the Pegasus Boots and sword.
Pols Voice: Don't ask me why they're called that. They look a lot like
bunnies. If you don't know what a bunny is, go look it up. You see
these in Bottle Grotto and Face Shrine. In the former level, throw pots
at them. In Face Shrine, play 'Ballad of the Wind Fish' on the Ocarina
and they will self-destruct.
Zombies: Why are these found in the graveyard? Let me think about that
for a moment
anyhow, they look like super-deformed red cat things.
They are constantly appearing and reappearing but they usually drop
Rupees and only take one hit.
Ghost: Also exclusive to the cemetery, the ghost hangs around
gravestones, and touching some of them sometimes releases more ghosts.
These guys are quite hardy, taking eight hits before dying. Sometimes,
if one dies, all other ghosts will, but not always.
Big Ghost: If you touch a gravestone, instead of a normal ghost, a big
ghost will sometimes appear. They seem to be exactly the same, as a
normal ghost, though
Crows: These birds hang out around the graveyard, but there is one near
Kanalet Castle, which you can defeat to get a Gold Leaf. Walk up to
them, and as they take flight and attack, hit them twice. If they fly
off the screen, if you go back that screen it will be back.
Telepenguins: These are unique to Key Cavern, and they're pretty tough.
As soon as you go near them, they blink out and reappear somewhere
else, after which they will through a star-like projectile at you.
To kill them, find out where the will teleport to and as soon as they
appear, whack them before they can throw their stars. Two hits each
will finish them off, and a Piece of Power is highly desirable when
I'm almost there
Just a few more to
Starfish: These look like starfish that zoom across the screen. One
trusty sword swing will take care of them.
Specter: Easily the most annoying enemy in the entire game! They look a
little like staticky balls that orbit around a set place, or sometimes
around the entire room. They drain one half heart on contact and are
undefeatable. Be careful around them.
Skull Specter: Same as above, except that they are square, have a skull
design in the middle, and bounce wildly about the screen.
Wizards: Most common in the Face Shrine, these green wizards pop out of
the floor, throw an energy bolt at you, and go back down. To kill them,
set a bomb where they appear just after they burrow down inside and you
cannot see them. If they're close enough together, you can kill two
with one bomb.
Slug: Kill then with one sword swing.
Flying Flowers: Another stupid name, but it does the job. They lift up
above the ground and float there in a helicopter-like fashion. They
don't follow you but can be annoying. Don't waste anything on them as
Armored Moles: There are a few in Angler's Tunnel and Catfish Maw. They
have these big masks in front of them which makes them invincible to
all attack except from the back. Hit them twice to kill them.
Sea Anemones: Found in Goponga Swamp, these small flowers guard the
entrance to Bottle Grotto. You can't kill them until you get the
Hookshot, or BowWow. Refer to the walkthrough to find out more.
Fireflinging Flowers: A cool name for once! These big flowers are
extremely rare and are only found in Goponga Swamp. When the spot you
they open up and shoot a fireball at you. Easily dodged or blocked.
Shark: You can find these in many caves and tunnels. You can only see
the top fin until they leap. Hit them when they're in the air to
Hopping Spider: Found mainly in Tal Tal Heights, these red spider guys
try to hop on top of you, much like the Green Stalfos. Two hits to
kill, two hits to kill.
Goompas: Recognize these from Mario? Slash them once to kill them, or
jump on top of them with the Roc's Feather to receive a heart.
Carnivorous Plants: Also from Super Mario. These man-eating plants come
up through tubes and eat
air. Hit them twice to vanquish them.
Spirit Bubble: There are two spirit bubbles, and they are both in an
underground passage in Face Shrine. They are big and reasonable fast,
and do ½ heart per hit. Fairly easy, but not smack-you-in-the-face
easy, to dodge.
Kirby: I think Nintendo has a little problem with originality, don't
you? He is from Kirby's Dreamland, obviously, and tries to suck you in.
Run away from him and avoid his touch.
Laser Turret: These are located in Eagle's Tower for the most part,
although there is one in Face Shrine, and a couple in Turtle Rock. When
it sees you, it fires a green laser at you. Dodge it, or if you have
the Mirror Shield (level 2 shield) block it. Like the specters and
flying flowers, you cannot destroy it,
Earthworm: Found mainly in the outskirts of the Mysterious Forest,
these pink wrap-arounds cannot hurt you. Instead, they "eat" you so
that you cannot move. After about five seconds, it will let you go, but
if you have a shield equipped, you have to pick it up.
Bushcrawler: This rare fellow hides under bushes and charges toward you
if you come within range. One sword swing gets rid of him.
Rockcrawler: A harder version of the previous that hides under rocks
and charges toward you protected by its rock. The only way to kill him
is to lift the rock from over him and slash him, but it's easier to
dodge him instead.
Skullcrawler: Same as above, except it hides in green skull pots
instead of boulders.
Cactus Snake: Found in Yarna Desert, these three-piece cactus snakes
require two hits to knock the two pieces off, and another two to the
Pigman: Same thing as Moblin.
Armored Pigman: Same thing as armored Moblin.
Archer: Found around Kanalet Castle. Exact same thing as Moblin.
Swordsman: Also around Kanalet. Same as armored Moblin.
Walking Bomb: There are a few of these in Key Cavern, right near the
beginning of the dungeon. Hitting them will make them go bouncing all
over the place and will eventually explode. Hold your shield up right
after you hit them and hope that you're somewhere else when they
Homing Bomb: A more powerful version of the Walking Bomb, the homing
bombs are found in a group of three in one room. If you whack one, it
will grin evilly for a while, and then there will be a 3-2-1-0
countdown. My suggestion for beating these is to equip the Roc's
Feather and the Level 1 sword. Try to hit all three at once, and go to
the left, where the door is. As soon as they're about to explode, jump
to the right as much as you can. Even if you get hit, you will only
take one heart of damage, as opposed to three hearts if you took them
out one by one.
Tractor Beam Tile: There are a few of these throughout some dungeons,
but only one of them is defeatable, and that one is in Key Cavern.
These tiles suck you toward them, but it is possible to counteract this
by moving in the opposite direction. To kill the one in Key Cavern,
charge it with Pegasus Boots + Sword.
Possessed Floor/Pot: The possessed floor tiles are in Face Shrine and
Eagle's Tower. The possessed pots are found only while fighting the
boss of Face Shrine. To beat them, swing your sword like heck or hold
up your shield, which, for some reason, will offer complete protection
from the sides as well.
Water Strider: These are mostly in Angler's Tunnel. They walk over any
water, shallow or deep, but only take one hit to defeat.
Jellyfish: There are two in Catfish Maw, I believe. Use the sword or
Angel Fish: Four of them in Catfish's Maw. Shoot them with an arrow to
Mummy: Look, it's
a mummy (what did you expect?) Very rare, you only
fight three on Eagle's Tower and two in Turtle Rock. They take eight
hits like the ghost but watch out, as they do not recoil if hit by a
sword (a.k.a. if you whack one and it's coming toward you get out of
there!) The Hookshot will paralyze them and the Magic Rod will turn
them into red Stalfos.
Spike Star: Somewhat common, these enemies are usually found in two,
but in line with each other. If you get near enough, they abruptly
charge forward at the same times and effectively form a barrier. Get
past them by waiting until they have charged together, and as they're
going back run by.
Demon: There are a few demons throughout Turtle Rock and they can be a
pain if you do not have the Magic Rod yet, which you probably won't. At
any rate, they spit two energy balls at you, block them with either
sword or shield. Sometimes, he will charge at you. Hit him with your
sword, but he sometimes balks halfway through, so your sword swing will
miss. Real pain in the neck, too.
Falling Rock: These are found just before the cave leading to Turtle
Rock. They look like rocks
they do damage
done. Dodge them
as you cannot block them (It rhymes!) Their direction is sort of
random, so take care when dodging them.
Color Goon: Unique to the Color Dungeon, these things hide in colored
tiles. When you get close enough, they chase after you and turn into
big scary monsters. Hit them once with the sword.
Skull Flier: Also in the color dungeon, the skull fliers fly around and
drop bombs. Hit them once to turn them into bouncing skull men, or just
use the boomerang/arrow.
Bouncing Skull Man: The easiest way to defeat them is to just let them
bounce on a red tile and they'll fall through a pit (dimwit).
Otherwise, hit them with your sword twice or use a missile weapon.
Color Spinners: Again, the color spinners only show up in the color
dungeon. They look like weird things with two discs that will either be
red, blue, or green. Hit them and their discs will contract. Pick them
up with the Power Bracelet and throw them into their corresponding
color hole. If they land in it, they will stay there. Once you have
done so with all of them, you will get something (a small key, access
to the next room, etc.)
Card Penguins: These are found in groups of three. You can't really
defeat them; you have to whack them. The suit on their bellies changes
every half-second or so. Every time you hit one, it will freeze on the
suit they are on. Get all three on the same suit and they will
disappear, leaving something behind either a stone beak (Tail Cave,
Eagle's Tower) or chest (Eagle's Tower.) If you stop all three on
hearts, they turn in to hearts. If you stop them all on diamonds, they
leave behind rupees.
Stone Knight: These enemies are found only on your way to the Southern
Shrine. Some of them are inanimate, but other come alive (by shaking a
little) when you nudge them. The arrows will kill then in one hit, plus
they leave one behind so that you will never run out. The boomerang
will kill them in two hits. The hookshot will paralyze them for five
seconds, where they cannot move or hurt you even if you touch them,
allowing you to slip by.
Whew! That was excruciating! Did you know that you just read through
descriptions of 66 different enemies? Thanks for sticking with me
through it, we can now mosey over to the weapons list!
How to use this list: This list is arranged as such. The "Attack" score
refers to the amount of damage the item inflicts, using the level 1
sword as the base of 1 hit point of damage. The "Range" row refers to
how far away the weapon can be used at effectively. The lag time and
recovery time refer to how much time it takes before you can move again
and how much time it takes before you can use the same weapon again,
respectively. The faster and more range, the better. Slow lag time
means that you stop moving for several seconds, whereas slow recovery
time means you have to wait a while before you can use it again. Medium
lag time means that you pause while moving for about half a second.
Fast lag time means that you do not stop moving if you use it, and fast
recovery means that you can attack again very quickly.
Level 1 Sword
Lag Time: Medium
Recovery Time: Fast
Comments: This is your main weapon until you get the level 2 sword.
Despite its seemingly low scores it is quite useful, and is the only
thing that can cut down grass and bushes instead of just bushes.
Lag Time: Fast
Recovery Time: Fast
Comments: Not really a weapon, this is not used often. It has poor
range and attack power can vary according to the enemy. However, it is
essential to the game.
Thrown Item (pots, boulders, etc.)
Range: around 3
Lag Time: Fast
Recovery Time: ---
Comments: This isn't really a weapon either. You don't need to throw
things to defeat much in the way of enemies. Overall, just easier to
use the sword.
Charge (Pegasus Boots + Sword)
Range: Not applicable
Lag Time: Not applicable
Recovery Time: Medium
Comments: You probably will overlook this attack as it isn't used
often. However, it is needed to defeat a boss and possibly a miniboss.
Not too useful, although it can mow down several enemies at once.
Lag Time: Slow
Recovery Time: Slow
Comments: The hookshot isn't really meant for use as weapon. It is slow
to extend and come back, but after careful observation, I found that as
long as it is being used, you are invincible to everything! It can also
freeze certain enemies and is handy against those masked moles.
Bow and Arrow
Lag Time: Fast
Recovery Time: Fast
Comments: Probably the third best missile weapon in the game, the bow
costs a LOT of money, but is probably worth it. With low lag time and
recovery, this is also good because you can shoot arrows ridiculously
fast. The unlimited range helps too.
Lag Time: Fast
Recovery Time: Slow
Comments: Though this is a decent weapon, I was slightly disappointed
with this. It can pick up items like the hookshot and has the best
attack power, but it does not have the recovery time or range of the
bow. Still a good weapon in a pinch, though.
Level 2 Sword**
Lag Time: Medium
Recovery Time: Fast
Comments: This laser is a pretty much essentially the same as the bow
with lowered attack power and times. However, it does have unlimited
shots which does give it a definite advantage over the bow.
Lag Time: Fast
Recovery Time: Fast
Comments: You got the Magic Rod! Now you can burn things! Burn it!
Burn, baby burn!
*The Hookshot does not affect stronger or flying enemies than the
spiked moles and freezes walking slimes, mummies, and shelled moles.
**This refers to the lasers the sword shoots out when you have full
health. In all other respects save attack, it is the same as the level
Link's Awakening FAQ
In the first section, I will explain a little about the dungeons, the
mini-bosses, and their bosses and instruments. Also included is a
"Getting There" section which tells you exactly how to get there,
either from Mabe Village or the last dungeon you went to (it's not
reasonable to expect me to tell you how to get to Turtle Rock from the
Level 1: Tail Cave
Main Treasure: Roc's Feather
Mini-boss(es): Rolling Bones
Instrument: Full Moon Cello
Getting There: Well, to get here you need the Tail Key, which is found
in Mysterious Woods. Once you have that, go back to the village and
find the library (it's the screen with the two kids playing catch). Now
go down one screen, then go right. Kill the pea shooter and continue
right for two screens. Destroy the bushes and pea shooters and go left
this time. Knock the enemy into a pit, then go down. If you see one
tree in the lower-left area of the screen, you're on the right track.
Go right. Insert your key in the middle slot and the gate will open.
Enter the cave.
From the start, you can go either forward or left. First, go left.
Knock the two shelled moles into the pits on the sides of the room and
claim your first small key. Continue left. At first, nothing seems to
be in here, but go in a little ways and the door will slam shut behind
you. Try to open the treasure chests and four green slimes will ambush
you. Kill them quickly or the torches will shoot fireballs at you. Once
they are gone, your way out of this room will be accessible. But before
you do, open the chest for the Compass.
Now, go right and ignore the shelled moles. Go right and you should be
back at the entrance. Now, go up. Get rid of the shelled mole and small
red slimes and step on the button. After about a second, another chest
with the second small key will appear. Go right. Kill the Stalfos and
Keese and get the map from the newly appeared treasure chest. Go up and
get rid of some more enemies, and now go left. Kill the worm and dodge
the specters, opening the treasure chest for the last small key of this
level. But now, continue left, kill the worm again and get twenty
rupees from the treasure chest. If you go down, you fight some Keese,
but don't do that yet. Instead, go up. Dodge the spike trap and
continue forward, opening the locked door. Go right, dodge the
specters, and take the upper path that leads back left. Find the lone
block in this level and push it upward. Go left again and kill the
spiked moles, and a staircase will appear. Go down it. The side-
scrolling level should be no problem. When you emerge, go forward (you
don't exactly have much choice) and ignore the heart for now; you can't
get it yet. Go up, trick the spike stars, and open the chest for the
Roc's Feather. Equip this and you can bypass most of the obstacles in
this dungeon. Now go back down and jump when you're below the winged
heart and you will be restored to full life.
Kill the spiked moles again, or just go right (I can't remember if you
have to kill them for the door to open.) You can simply jump over the
pit here, so do that and go down. Dodge the spike star and Keese and go
down again. Get rid of the worm if you want to, and go right. Now look
carefully. To continue right, there are two paths, one near the top and
the other near the bottom. Take the top one. From here, go up. Jump
across the pit and open the block. Go left, and open the chest for the
Nightmare's Key. Go right, down, left, and take the lower path this
time. Go right, kill the enemies if you wish, and if you want the stone
beak go up and kill the Card Penguins. But when you're done, jump
across the pits, unlock the door and you get to fight Rolling Bones. He
rolls this spiked rolling pin at you. Jump over it and hit him from
close up with your sword as many times as you can. Continue to leap
over the pin and hit him when you're able
he shouldn't be much of a
problem. Now, go up, dodge the spikes, and unlock the door leading to
the Nightmare's lair. Go up, and you face the boss of this dungeon.
With an angry buzz, this giant worm will fly around the room. Get to
the center of the room with your shield up and hit him on the glowing
spot on the tail when it becomes exposed to you. If you get pushed into
a pit, you will fall into Moldorm's dungeon. Go right and up the
ladder, then go up and try again. Whenever you hit him, he will fly
around really quickly. Dodge him as best you can and hit him as much as
you can. After four hits, he will vanish and leave behind a heart
container. Pick 'er up and go north for the Full Moon Cello.
Boss 1 Data:
Hit Points: 4
Items needed: Shield, Level 1 Sword
Level 2: Bottle Grotto
Main Treasure: Power Bracelet (Level 1)
Instrument: Conch Horn
Getting There: Okay, first you need to save BowWow from the Moblins.
Then, go left and then down. You will see part of the swamp but two
boulders block your path. Now, go left three screens (the last one will
be where you got the Tail Key. Go left here.) Do not jump over the pit.
Get rid of the Moblin and go up. You will see a house and some pits
guarding it. Do not jump over these. Instead, go right. Again, ignore
the pits, kill the earthworm and Moblin and continue right.
Congratulations! You've made it to the swamp! Go up now. BowWow will
probably eat the shark. Now take the path that goes down (next to the
flower) and BowWow will eat the shark. Go right again, shark gets
go up. The big flower will shoot fireballs at you if you wait
too long so hurry past it (BowWow will eat this but not always.) Go
right. Ta Dah! See the entrance? Have BowWow eat any of the flowers
around it, and go in.
Is it just me, or does that music creep you out? Anyway, ignore the
treasure chest, as you can't lift up the pots. Go up. Sprinkle some
Magic Powder on the torches on the pedestal in the center of the room
and go right. Kill the Stalfos and get your key. Now go right. Whack
the crystal switch so the barriers are down. Go down. The Stalfos
Swordsman should be no trouble at all. Open the chest for another small
key. Again, hit the switch so that the barriers are down and now go
right. Jump across the pits and step on the switch. Jump upward to find
a key-containing chest and open it. Make your way up. Kill the Mimics
and go back all the way around and get the fourth key. Now, find your
way back to the Mimics room and go right. You don't have to kill the
spiked moles, so just unlock the door. Go up. The Keese will be little
challenge to a warrior such as yourself. Push the blocks so they are
together and a staircase will appear. Go down it and travel the amazing
depths of easy-dom and go up the stairs. Jump across the pits (you may
have to light one of the torches) and take the spinning door to face
the mini-boss of this level.
Hinox seriously needs some mental aid. Help him out by swinging your
sword until your arms ache. He throws bombs at you, or will even charge
and throw you instead. If he throws you onto a cracked floor, you will
probably fall through. Fortunately, there are no special methods of
defeating him, just whack him to oblivion. It's easiest if you get him
against a wall so you don't have to chase him around. Okay, once he's
gone to cyclops heaven go right (boy, right is popular in this
dungeon!) and jump across the pits. Go up, and just let the tile suck
the Keese in (the chest contains the map- be careful if you decide to
get it) and continue upward. Unlock the door to your left and go in.
Defeat the ghosts by sprinkling Magic Powder in the lanterns, then hit
them with your sword. The chest with the Power Bracelet will appear.
Open it and don't argue with me. Go back and have a grand ol' time
throwing pots around for no particular reason. No wait, you need to do
this. Take the upper path. Fool around with the switch until you can
get to the chest. Open it for yet another small key. Now go back and
take the lower path. Continue right and defeat the enemies here. Jump
across the pits and go right
again. Open the locked door, and tackle
this puzzle as follows: Kill the Pols Voice, then the Keese, and
finally the Stalfos Knight. Piece of cake. The chest contains the
Nightmare Key and it really wouldn't hurt to open it. Now go up, and
right. Kill all the enemies in this room, go down the staircase, and
get through this pathetically easy side-scrolling stage. You will end
up below the room where you face the Nightmare.
The Genie is harder than Moldorm, but not overly frustrating. He starts
by throwing eight fireballs; simply run from side to side and you
should be okay. After a while, he retreats inside his bottle. Pick it
up with the Power Bracelet and throw it against the wall. Rinse and
After the third time, he will get mad. (Ooooooooh, the poor wittle baby
wost his botto! He even goes Waaaaaah! Sad!) Then he does this fade
trick and tries to surprise you. Jump over his fireballs with the Roc's
Feather and hit him. Six hits will do him in.
Boss 2 Data
Hit Points: 3, then 6
Items needed: Sword, Power Bracelet (part 1) Roc's Feather (Part 2)
Level 3: Key Cavern
Main Treasure: Pegasus Boots
Mini-boss(es): Dodongo Snakes
Boss: Slime Eyes (EEEEEEWWWWWW!)
Instrument: Sea Lily Bell
Getting There: First you must complete Kanalet Castle. Once you have
done so, talk to Richard back at his villa. He moves aside. Push the
crate to the right and go in the staircase, taking the left path for a
seashell or the right path to get the key. Push the blocks around and
exit the cave. Maneuver through the pothole field until you reach the
owl statue. Dig right in front of it and the Slime Key will be found.
Get it. Now go back to Richard's Villa. Go up three screens. Insert the
key into the statue and the gate will open. Go down three screens and
get back to Richard. Go right, up, up, and you should see some water.
Jump to the small island with the Roc's Feather then make your way
there from here.
Ever wonder why the key to this level is called the Slime Key? It's
because it would sound stupid if it was called the Key Key. Anyhow, the
only enemies to watch out for are the walking and homing bombs as well
as the telepenguins. Similarly, there are lots of keys in this level
and guess what? The cavern is shaped like a key! Isn't that COOL?
There are two floors to this place as well.
From the start, you can either go up or right. Unfortunately, the door
going up will close no matter what. Don't go right yet. Instead, lift
up a pot and throw it against the closed floor. It will open. Go up,
and watch out for the bombs. Kill all the enemies and a key drops. Pick
it up. Now go up, and kill the two Stalfos. Go up again and down the
Right off the bat, a group of green slimes will attack you. As soon as
you descend, hold down the sword button and when it's powered up
release. The sword will swing around and kill all the enemies
instantly, even if they weren't yet touched. Interesting
Now open the
locked door that leads left. There are two slimes and a pair of
telepenguins in here. It helps if you kill the slimes first. If you're
low on health, grab the winged heart. Jump over the long black stripe
(it's a pit) and kill both telepenguins. Grab the key before it falls,
otherwise if it does, exit the room and come back in and jump over the
chasm to get it. Now, exit this room and open the upper door. Kill both
enemies in the room, get another key, and hit the switch once. Note: If
you want the key and Stone Beak, go back upstairs. If you're perfectly
content how you are, go down two screens, unlocking the bottom door.
The telepenguin, Stalfos Knight, and a few slimes are hidden on the
complicated series of conveyor belts. Kill all the enemies except for
the telepenguin, and throw a pot at it from a distance to kill it. Get
fourth key, and open up the last door, to your right. The
telepenguin shouldn't be any trouble as the stars it throws will be
blocked by the crystal things. Watch out for the Keese in this room
(and in all the dungeons, in fact) because they're a little hard to
spot. Go up the staircase. Kill all the slimes in this room (you will
have to walk all the way around) get the key, and go up. The Stalfos
Knights patrolling this area shouldn't hinder you at all. Go left. A
whole group of slimes is present. Make them into Slime Jelly, and here
you have to choices. One is to go up, the other is to continue left. If
you go up, make sure you have 20+ bombs. I'll start by going left. Kill
the telepenguins and get a key. Go up, kill the Stalfos and slime, and
continue up. The enemies here might take a bit of maneuvering to kill
but they won't be too difficult. Go around the barriers and pots, and
go down. The chest contains 50 rupees, grab it if you feel like it, and
go down again. Push the block downwards and now go up to fight the
There is only one way to hurt these guys, and that is to force feed
them a handy little explosive the world calls a bomb. You have to set
one right in front of it, but watch out because they have this VERY
annoying habit of either missing it or turning toward a different
direction just as they're about to eat it. You might run out of bombs;
if you do, you will have to go all the way back to Mabe Village so use
your bombs wisely. Three bombs in each snake and these slithering
suckers will be no more.
Go right. To open the chest, push the lower block left and the middle
one up. The chest contains the treasure of this whole cavern, the
Pegasus Boots. Get rid of the green
things, I guess, and push the
block to the side, and go right. The enemies here are very easy. Kill
them and go up. The Homing Bombs here are a little tough, so watch out.
Once you have killed them all, go left. The chest contains the compass,
and some slimes are hiding around it. The Stalfos Knight is in your way
so kill. Now, find the weak point in the left wall and bomb it. Kill
the enemies here for a key. By now, you should have three small ones.
Find the room with the two Stalfos Knights in it and bomb between the
torches. Long jump across the chasm and go up. Jump again and open
sesame for the Nightmare Key. Go down and jump down the ledge. Now, you
need to go back to the beginning. Just do it. From the very beginning
room, go right. Charge the tile, it might be hard because it often
forces you into pits but hopefully you won't have much trouble. Open
the chest for the fourth key. Now go all the way back to the room south
of the snakes. There is a block here. Unlock and follow the path,
unlocking the other blocks. Go down the stairs. The big block here is
"defeated" by charging it. Once you have done so, jump across the huge
pit, avoid the plant, and go down. Now that you have the Pegasus Boots,
charge the penguins before they can teleport. If you are in need of
life, grab the heart here. Go left, and unlock the door, killing all
the Keese for an extra key. The Nightmare's Lair is right before your
The Slime Eyes might give you some trouble, so you might want Crazy
Tracy's medicine before fighting him. Start by charging the wall
opposite you. The slime eyes will come down.
In its first form, it is quite slow and won't be able to do much
damage. Charge it right between in the middle several times and you
should see it start to separate. The thing that is frustrating about
this form is that he moves around and come back together if you
hesitate, which you will if you get off-center.
Anyhow, once you have separated them, they become slightly faster.
Equip the Roc's Feather and Sword. Each eye will take about three hits,
but every time you hit one it will jump up high in the air. When you
see it's shadow, quickly jump to one side, thus avoiding the eye and
getting knocked down.
Once you have killed them, pick up your heart container and go north to
find the Sea Lily Bell.
Boss 3 Data
Hit Points: 3 per eye, about six the first time
Items needed: Pegasus Boots (Part 1), Roc's Feather (Part 2), Sword
Level 4: Angler's Tunnel
Main Treasure: !!!Flippers!!!
Mini-boss(es): Cue Ball
Boss: Angler Fish (surprise!)
Instrument: Electric Guitar (just kidding, it's Surf Harp)
Getting There: All right, this is a long one. First off, find the warp
point in Ukuku prairie. From here, go right and follow the trail until
you reach the tree with Tarin next to it. Talk to him and he will try
to knock the honeycomb (I like Basic 4 better) out of the tree. The
bees will chase him off. Pick up the honey and now find your way back
to the area where you first jumped to an island to get to Key Cavern.
Now, go right. From here, go down, and right. If you see a lone bush
next to some trees, you're in the right place. Otherwise, go down and
then right. Regardless, once you get there, cut down the bush to reveal
the staircase. Go right, destroy the crystals, then go up. Go down two
screens and avoid the slimes. There should be four bushes in a square
pattern and some grass. Go right. You are now in Animal Village. Go to
the lower-right hand corner of the village and go in the house. The
bear there wants to trade your honeycomb for his pineapple. Do it and
don't argue with me. Now, you need to go all the way back to Mabe!
Fortunately, south of the bear's house, a trail leads into the water,
where you can find a warp point.
No, Marin is NOT in Mabe. She's conveniently gone all the way down to
Toronbo Shores. To find her, follow the sandy (not beach, it's the area
where Sales is) until you see the treasure chest with a few rocks
around it (it contains fifty rupees, get it if you want) then go south.
Marin will be there. Approach her and say yes to her question.
Evidently some plot is supposed to be being expresses here but it's
just boring so just get through it as quickly as possible (say yes when
she asks if you're listening) and after a while you get her to follow
you. Now go to Animal Village! Come on, man, you can do it
warp point if you want. Now, take the exit south of the village (not
next to the bear's house) and follow the trail. A huge walrus is
blocking the path. Marin will sing her song and the walrus will wake up
and jump into the water. Now, one of those irritating bunnies will take
Marin away from you. Not that you liked her anyway
anyway, go right
and you're in Yarna Desert. This area is only eight screens big so you
should have little trouble exploring it. When you reach the upmost area
to the left, something will say "Annoyance! You are only getting in the
way!" and you have to fight a worm-like creature. He burrows under the
sand and occasionally pops out and travels to another area. Do not get
sucked into the middle or you have to start over. Hit him on his head
eight times and he will be destroyed. You get the Angler's Key. This is
only half the battle though. Getting there is just as complicated
you it was long.
Okay, now you have to get to Bottle Grotto, or more accurately the
screen with the entrance. Once you get there, you should see four
boulders on the right side. Lift the two boulders that will give you
access to the upper path. Do not go up any staircases, you will need to
later. But follow the path until you get to the area with two Pigmen
and a boulder. Lift the boulder and continue along the upper path. You
will eventually see the keyhole but there are no gates yet, just a
waterfall. Well, just insert your key into it and the waterfall will no
longer fall and reveal a tunnel in the shape of a fish's mouth. Yes,
this is Angler's Tunnel.
Now go left until you see another staircase. Climb up it. The music
will change and you will see a cave entrance surrounded by boulders.
Lift up the boulders and follow the cave until you find the entrance.
But go through it and you will only find a fifty rupee chest. Go back
in and destroy the crystals. You will see another exit. Get out of here
and you will be on a small plateau. Go down the stairs. The ground here
is covered with water. Go left until you see a cave. Follow it and when
you exit, you will see Papahl. He's lost. Give him your pineapple and
he gives you his hibiscus. You will use this later. For now, jump back
down to the water area. Follow it until you see two caves in the cliff
and a large ledge. Jump down it. You will land in front of the Angler's
Tunnel. Told you this would be long.
If you're wondering what the fuss about the flippers is, the reason is
as follows: these are very, very, useful. They will allow you to get
several secret seashells, swim, dive, and sometimes find stuff. You
need these to get two of the Heart Pieces as well.
The main enemies to watch out for are the flying flowers and once you
get the flippers, the water striders. Without the flippers, the latter
isn't much of a nuisance but since you can't attack in the water they
can do damage quickly.
From the starting point, go up (you don't have any other choice.)
Remember those spiked guys from Tail Cave? They're back. Use the shield
and sword technique to defeat them. Kill the slime here, and go up the
staircase and onto the catwalk.
Follow it upward, and it will end at the treasure chest containing a
map. Go back down to the second room. Now, go right. More spiked guys
await, but you can kill them easily. A specter is around too. Open the
chest for the compass. My, that was quick!
Go down from this room, and make your way down to the treasure chest.
Don't fall into the darker water. When you open it, you'll get a key.
Go back up and open the door to the right. Looks like you need another
key, so go left two rooms and go back onto the catwalk. When you get
the cross-shaped it, long jump (Pegasus Boots + Roc's Feather) over it
and follow the trail. Bomb the cracked block and push the solid one
into the water, then open the treasure chest for a key. But we're not
done yet. Go up. Avoid the enemies here and make your way to a chest
and the third key of the dungeon.
Now go back to where you were before (the room where you couldn't pass)
and open the door with it. Long jump over the chasm you find and go up.
Kill the slime here, and unlock the block. Push the other blocks around
too get access to some more enemies and the next room. Don't take the
Go left. Kill the two slimes; a key will fall, but down a pit
we'll have to go get it later. Go down. Dodge or kill the enemies and
continue downward. Avoid some more foes and go left. Again, avoid the
spiders (or kill them) but don't try to access the locked door. If you
do, you'll get trapped in an un-winnable game.
Anyhow, go left. Wait for the flying flowers to give you a clear
passage, then go up. Kill the enemies and open the chest for a key
think, I haven't played this dungeon for a while.
Go all the way back to where the key fell down the pit. Unlock the door
to the north to fight Cue Ball!
Cue Ball looks tough (not to mention ugly) and the only thing that can
hurt him is the sword. For the long way, equip the Pegasus Boots and
the Sword and chase him around the screen. He will take eight hits, not
four, using this method. The other, slightly more risky, method is to
stand in one side of the screen and as he comes to you, jump over him
and hit him from behind. If you hit him before he turns the corner, he
will come toward you, allowing you to hit him again and again. At any
rate, he is really quite easy.
Go north again. This is tricky. You have to squeeze between the two
blocks before they block the left passage. If you hit the specter,
you'll lose time, so try not to hit it (easier said than done, I know.)
Once you go left, kill the two slimes. The torches won't shoot at you
anymore. Open the chest for
Go down. Five tiles and some enemies are present
see the Catfish Maw
FAQ to find out how to kill them. Anyhow, these tiles give you an
"order" of how to step on them. Practice, if you will. It often starts
with the center tile, then the glittering one shows you which one to
step on next. Memorize the order they are in to open the door. Go back
up, and follow it back to the room where you got your last key. Go
north. Step on the tiles in the correct order to unlock a staircase. Go
down it and make it through the side-scrolling area to get either the
Nightmare Key or the small key, I can't remember. Go back up, and go
The walkthrough for this ends here folks
I've given you enough to
figure the rest out, but I haven't played for months and my memory has
deserted me. Good luck.
Too bad you don't have a fishing rod, or you could just fish out the
boss of this tunnel
no, you have to do it the hard way. Jump into the
water and go down. A huge fish will be waiting for you, and with a cry
of "Fooooooooood!" you get to fight him.
Since you can't move very fast in the water, your best bet may be to
equip the Roc's Feather and the Sword. Just hit him on the glowing
thing on his head as much as you can, and don't worry too much about
damage. If he's really beating you up, use the Roc's Feather as it
allows you to rise quickly and avoid his charges. Watch out for the
small fish that are in the water and swim by, as they drain health.
Boss 4 Data
Hit Points: 10
Items Needed: Sword, (Roc's Feather recommended)
Level 5: Catfish's Maw
Difficulty: Moderately Difficult
Main Treasure: Hookshot
Mini-bosses: Master Stalfos, Giant Spiders
Boss: Slime Eel
Instrument: Wind Marimba
Getting There: Well, this is really quite easy. All you must do is go
into Martha's Bay (there are lots of methods of getting here and a
river that leads to it so get there yourself) and swim around until you
see the big Catfish with the wide open mouth (it's directly south one
screen of the mermaid if you entered from there.) There are several
cracked rocks blocking it that you cannot get past. But to get there,
you must. So find the rock in the lower-left hand corner and dive near
it. If you chose the right one the screen will change. Otherwise try
again. Once it changes, swim under the big wall then go up. You will be
right in front of it.
Note: If the spirit is with you, it will not allow you to enter, so get
him to his house then his grave quickly.
Go left from the entrance. You can't do much at the moment besides kill
enemies, and that's just what we're going to do. Go left. Kill the bats
and the armored mole, and go left yet again. The chest contains the
compass. Get it, and then go down the stairs.
This is a fun little puzzle. Step on one block, and the other rises.
Once you learn the timing of this, it's quite easy. Now go left. More
of this, but with four blocks this time. My order is step on the first
one for a second, leap onto the second only as long as it takes you to
jump to the third, and the fourth should be high enough to get you to
the top. It's really a matter of timing.
Once you go up, you'll get to fight some Stalfos! Kill every single one
of them and slash apart all the crystals. Push the two blocks together
for a small key.
Now go back out until you're back in the compass room. Go right, and
then up. Kill every single itty bitty foe, and continue upward. More
Stalfos will challenge you
deal with them as you dealt with every
other Stalfos before them. Go upward to face the mini-boss.
Master Stalfos looks really hard but he actually isn't. The first time
you fight him, you might have some difficulty. You have to hit him from
the side, but I don't know exactly where. Once you have hit him, he
will kind of fall to the ground in pieces (heck, he's a skeleton.)
Plant a bomb near him, rinse, and repeat. A good way to kill him
quickly is to hit once, plant a bomb, and stand above him to the right.
As soon as he gets up, whack him again. If you timed it correctly and
are in the right place, you can hit him again.
Once you kill him, he actually RUNS AWAY complaining that he cannot
what a chicken.
After you beat him once, go right but Master Stalfos will have looted
the chest already. The four pots in the upper right hand corner will
give you two bombs and a heart if you lift them all, and to stock up
just go down the stairs and then go back up.
Go up from this room. Push the block upward and go left, avoiding the
specter. Now go back right. Push the center block to the right, and
then step on the button. Now go down, up, push the block up, and it's
time to visit Master Stalfos again.
The second time you fight him he's easier than before, taking only two
bombs. Watch out though, because his sword swing does have okay range
Now go left twice (you'll have to push the block around a few times
before you can access it.) Avoid the specter and go upward, I think.
You should be in a room divided in half, with you in the lower left
hand area. Kill the slime, and make your way to the other half (I can't
remember how to get there, and I can't find the cartridge
thing I do remember is that you go up from the four passage room.)
Go upward. Master Stalfos will attack you again. He only takes two
bombs, and then runs off AGAIN. He looks intimidating, and then he just
takes off like that
what a weirdo.
Now, go back to the compass room. Go down the stairs, do the block
challenge again, and from the Stalfos room go left. Guess who appears?
The fourth time he is exactly like the first. Beat him, and then claim
your prize, the Hookshot! This will be very handy during the next
levels, where you need it very often.
Sorry folks, my memory is getting worse and worse
my final few tips
are to hookshot to every single chest, because otherwise you can't get
the hooks need to be hookshot-ed to form a bridge, and so on.
Eventually, you'll make it to the real mini-boss, the big spiders.
The spiders are pretty insignificant compared to Master Stalfos. When
their eye opens, either shoot an arrow into it or use the Hookshot. In
either case, quickly move to one side as they shoot a fireball at you.
Kill the bottom one first and then go for the top. Six hits each with
the hookshot or three with the bow.
From here, figure out the rest yourself. I'm really having trouble
remembering. And by the way, the nightmare key is accessed by diving
into the room that it ENTIRELY water. Good luck.
When you first enter the Slime Eel's lair, his tail will smash four
tiles in the center of room and will begin rotating, while the head
pokes four holes in the corners of the room. Hug the right or left
walls to avoid getting hit by his tail. Even if you do get hit, he only
takes off ½ heart, and by now this should be mostly inconsequential.
When the head pops out, shoot the hookshot into his mouth to pull him
out and hit him on the heart in his
neck. Later on, he does this decoy
thing that explodes after going around the room, not often hitting you.
The Slime Eel's tail will often get in the way, and his hit point count
is pretty high, so this fight may take a while.
Boss 5 Data
Hit Points: 16 (wow!)
Items Needed: Hookshot, Sword
Level Six: Face Shrine
Main Treasure: Level 2 Power Bracelet
Mini-boss(es): Smasher, Dodongo Snakes
Instrument: Coral Triangle
Getting There: Well, this is complicated, but at least you're not going
from one end of the world to the other. First of all, find the
staircase which you first used to get to Animal Village. From here, go
up, right, and right. The owl will come and annoy you. Go right again.
Kill the spiders, lift up rocks, etc. until you can go right again.
Dodge the flying mushroom and go down. Maneuver through the armies of
slimes and stone knights until you can reach the southern shrine. Go
into it. This is incredibly short; in fact, the boss is in the next
room! Defeat him by pricking him full of arrows
if he jumps up, use
the Roc's Feather to avoid being knocked down when he lands. After
about twelve arrows, he surrenders the Face Key. You can go forward and
read the relief (after lighting the torches) but I don't think you need
to. Now, make your way back to the staircase where you first got to
Animal Village. Jump into the water and go up, right, and right. Nudge
the knight to the left and kill him or paralyze him, I don't care. Go
down the staircase he reveals and then follow the cave until you're
outside again. Take the narrow right path and stick your key into the
weird keyhole. Now, go down and up the stairs and the Face Shrine
Shaped like a face, this dungeon can be very difficult. The Wizards are
the most annoying enemy, even surpassing the specters if you don't yet
have the Boomerang, which you likely won't have. The main treasure
isn't very important, as it only allows you to lift the big elephant
statues and nothing more.
You do need many bombs to survive here. There are four instances in
which you need them; for the wizards, for one crystal switch, for two
walls, and for the boss. Arrows can also hit the wizards, but they
require four, so using the bombs is a lot easier.
From the beginning, you need to go left. When you reach the room with
the four blocks and the crystal, set a bomb next to it when the blocks
are down. Then stand on the upper right block and go north, bombing the
wall where the path dead-ends.
When you reach the room with the two red slimes and the shooting
torches, find the weak point in the north wall and make your way from
there, throwing a pot at the treasure chest you cannot open yourself.
Smasher is one strange creature. It throws its ball at you over and
over. You must equip the power bracelet and when you get the chance,
pick up the ball and throw it at his head. Sometimes it misses and
other times Smasher "catches" it, but he only takes four hits, and give
you two fairies when you beat him. From here, go north until you reach
the room with the elephant statues surrounded by tiles. Lift the left
one and go down a staircase, otherwise you get caught in a repeating
loop. The Dodongo Snakes are the exact same as the ones in Key Cavern,
but there is the added danger of pits.
As soon as you enter Facade's lair, lift up one of the pots in the
corner and discard it. Then, hold up your shield to block the tiles and
pots, then stand on top of him, dropping bombs whenever he appears.
Five bombs gets rid of him for good. Extremely easy boss.
Boss 6 Data
Hit Points: 5 (bombs only)
Items Needed: Power Bracelet (initially) Shield, Bombs
Level 7: Eagle's Tower
Difficulty: Very Hard
Main Treasure: Mirror Shield
Mini-boss(es): Grim Creeper, Hinox
Boss: Evil Eagle
Instrument: Organ of Evening Calm
Getting There: Getting there is a multi-step process and will take you
a while, so be patient. Fortunately, the key is pretty close by and not
directly across the map from the dungeon.
Okay, first you will need to learn the final song on your Ocarina from
a frog in order to get the key. Yes, a frog. But to do this, you need
to complete the Signpost Maze. To do this, find the first warp point
(directly east of Mabe) and go down, then left. There should be a bunch
of grass and a few winged pea shooters. Get rid of them and go down.
You can kill the pigman here but it isn't necessary. Long jump over the
three pits (take the middle or right "paths" obviously) and go down.
Here's how the Signpost Maze works: You read a sign, and if it is the
right one it tells you which way to go. Then, you find the next correct
sign, and follow the directions, and the next, and so on.
Find the first one in the first screen, as it's not too hard to find
(if you have to Try Again From the Start, just keep looking at them
until you find the right one.) From here, go straight to the right and
you should end up close to another sign. Read it and go down. Read the
sign that's in front of the bush (the bush is a bush crawler) and go
left. Slash the bush, and hookshot over the chasm. Lift the boulder,
and now go up. Read the sign in the grassy part of this area and again
go straight to the next one. Read it and go down. Read the sign that is
to the right of the boulder and go up. Read the sign that is closest to
the path, go left, and read the sign next to the pit, then read the one
directly below it (on the same screen) and go right. Read the correct
sign, go down, lift the boulder, read the sign above it, go left, read
the last sign and a staircase will appear. I'm not sure if this
walkthrough is correct but it is roughly the best way to complete it.
Go down the stairs and talk to the frog. He will charge you 300 rupees
for THE WORST SONG IN VIDEO GAME HISTORY! I mean, how off-tune can you
get. Anyhow, learn this awful tune and go back up the stairs. Make your
way to the rooster memorial in Mabe Village. Push it upward and go down
the stairs. Follow the path and go up the stairs next to the pile of
bones. Play your new song and blue rooster (BLUE!) will now follow you
around. Grab it with the power bracelet and the little dude picks you
up and flies you around. However, you can't fly over ledges or to the
next screen, so it's not all that useful. You need it though.
Now find the hen house. To get there, find the place where you leaped
off to get to level 4. From here, go right. There is a big staircase.
Go up it and then go left, across the bridge. Go left and you will be
at the hen house.
But don't go in it. Instead, see the cave on this screen? Go into it.
Follow it and you will come upon a ton of rocks and pits. There is a
diagonal path here; push the rocks into the adjacent pits and fly the
rooster so you can go up. Fly across the huge chasm and onto solid
ground. Go left, and jump (or fly) over the pit and claim the final key
of this game, the Bird Key! YAY! No more keys!
Okay, exit this tunnel and go back down the huge staircase. Go right.
There is a cave here. Go through it, and for the next few minutes, you
will be navigating through various caves.
Once you come out of the house-like entrance, go left. There is a big
tower here. Pick up the boulder in front of the keyhole and insert the
key. The dungeon will start to turn around
It's facing you! That's a
In my opinion, this rates as the most annoying dungeon, even more so
than level 8. It is a four floor complex and you're always hopping
around rooms trying to knock down the four pillars.
Not many new enemies here; aside from the mummies, you've pretty much
encountered everything. Watch out for the Kirby type enemies and avoid
the laser turrets they frequent.
Here is a room-by-room walkthrough but only because you're too lazy to
figure this out on your own. From the start, go right. Jump over the
spikes, even the ones on the ground because you take damage even if
they are down. Go right again and kill the two earthworms to get a key.
Take the upper right path (unlocking the door as you do so) and you
will be greeted by the sight of a treasure chest surrounded by raised
barriers. Go up one, and tackle this room as follows. Grab the ball
from the alcove and bring it to the lower-right hand corner of the
raised platform, then throw it. This should put it in a convenient
location for picking it up. Now, pull the lever back all the way and
run through the blocks on the left, picking up the ball as you do so.
If you make one mistake, you cannot make it. When you've made it, kill
the slimes and throw the ball at that pillar. It will collapse. Leave
it where it is and fall down one of the pits in the backward L
position. You will land in a room with two earthworms and a red
Stalfos. When you have gotten rid of them, go right, then hit the
switch so that the single block in this room is down. Go up, avoid the
turrets and Kirby, and then go left, dodging the turret and going up
the stairs. Solve the horse head puzzle and get a map. Now, go down.
The barriers blocking the way down should be down. Take the ball and go
down, collapsing this pillar as well. Now, go down with the ball again,
then throw it over the barrier. When you go up, make sure the barriers
are down, using the crystal switch below if they aren't. Now, fall down
one of the pits in the upper-right hand corner. Go right and get rid of
the mummy, taking care to dodge the spikes. Go down. It isn't necessary
to kill the earthworms. Take the upper right corner, take the stairs,
open the treasure chest and take
(dramatic pause) The Mirror Shield!
It doesn't reflect things except for the lasers, and it seems to cover
a greater area than the level 1 shield. Now, raise the block (be sure
you're on them) and go down. Go left and claim your ball. Continue
left, and you get to fight some Card Penguins.
When you get rid of them, a chest will appear but for now you can only
look at it. Don't take your ball but continue left. You get to fight
Hinox again! I'm really not in the mood for a dramatic fight, just hit
him twice with your arrows. Go back right, pick up the ball, and go to
the Hinox room. From here, go up and go through the one-way door on the
north wall. Throw the ball into a corner and survive the possessed tile
room. It might be easier to swing your sword really fast, as if you use
the shield, the skull specter might "pick you up" and dump you into a
pit, in which case you have to do the Card Penguins (very annoying!)
all over again. Well, once you can, go left. Knock the pillar down.
You're almost there! Just one more
Push the block in the lower-right hand corner and throw your ball over
the pit. Jump over after it. The barriers will be up again, and now you
have to repeat the process you used when knocking down the first two
pillars. Anyhow, make your way (with the ball) back to the Card
Penguins room. Kill them, see the chest again, and now go up to the low
barrier. There will be a pit then another barrier across the pit. You
can throw the ball over both barriers (in fact, you have to) and make
your way to the room with the third pillar in it. Bomb the south wall
between the torches, go down, and bomb the south wall again. Go down,
and hookshot over the chasm using the chest as an anchor. Open the
chest and get
a bomb. Oh, THAT was really rewarding. Anyhow, go up
with your ball and knock down the final pillar. You will see a cutscene
with part of the tower collapsing. If you have the map and look at it,
you will notice that it now has three floors instead of four.
YAY! You're done with the toughest part of the game! I knew you had it
ah, but the dungeon isn't over yet. Fortunately, you don't need
the ball anymore. Go back the room south of the second pillar (east of
the Card Penguins room, there is a crystal switch in the upper center,
low barriers surrounding it
find it yet?) and go up the stairs. Kill
the masked moles and go north. From here, go right. A skeleton dude
(Grim Creeper) will be standing out of danger in the upper center and
will insult you. Why the little
you have to show him that insulting
people is NOT nice. Take your position in the right center and just
swing your trusty sword. If you have the lasers with the level 2 sword,
they will pick off most of the bats Grim Creeper calls on. If you miss
one, they will regroup (all will return) and attack again. Once you
have defeated them all, Mr. Creeper will retreat. Seriously, what's
with all these retreating skeletons? First Master Stalfos, now this
Go up. Dodge the specters and push the center blocks to the middle.
Open the chest for your nightmare key, and whack the crystal switch on
your way out. Now, go left two rooms and open the nightmare door. But
there aren't any nightmares yet, instead there are several Goompas.
Jump on them for health if you need it, then go up. There is a raised
platform in the upper-left hand corner. Get up on it and hookshot to
the right, across the room. Go down and up the stairs. Climb up the
ladder to fight the boss.
It looks like Grim Creeper wants more of you. Unfortunately, he's MUCH
harder than before. He summons a giant bird and the battle begins.
The Evil Eagle has three "modes". The first is a simple glide overhead.
Hit him on the beak with the hookshot or laser beam from the level 2
sword, or just whack him if he's low enough. The next is the dive bomb.
He will take a position left or right of you and charge down at you.
Chances are it won't hurt you and you do get a chance to hit him
Now the last attack. He takes a position similar to the dive bomb but
flaps his wings and sends you back. When he does this, hold your shield
up and run toward him. You won't move toward him but your progress
going back will be slowed. The shield will block the feathers. Don't
try to hit him or you will be blown off the tower and will have to
The most effective way to beat him is to stand in the middle of the
tower with the shield up AT ALL TIMES. When he uses his Gust and
Feather attack, if you move fast enough you won't get blown off. If he
hits you, he will drain two hearts so switch to the hookshot if you are
using the level 2 sword and get hurt.
The Evil Eagle will take a long time to beat, but your reward is
heart container. Same as always. Go back down the ladder and down the
stairs, jumping over the right ledge and going up to claim the Organ of
Boss 7 Data
Hit Points: 6 (harder than it looks!)
Items Needed: Mirror Shield, Level 2 Sword/Hookshot
Level 8: Turtle Rock
Difficulty: Very Hard
Main Treasure: Stinky Socks (no, it's Magic Rod)
Mini-boss(es): Smasher, Hinox, Rolling Bones, Cue Ball, Blaino
Boss: Hot Head
Okay, this is it. The last dungeon in the game. Turtle Rock is an
inhospitable place to elves with swords so we have to tame it a little
bit, don't we? Yes, we do.
Getting There: From Eagle's Tower, jump down the ledge on the right. Go
through the caves until water is on the bottom when you come out. Go
left some more until you see the big staircase. Climb up it and go
left. When you see the Hen House, go left. Hookshot across the chasm
and continue left. Marin will be trapped on a section of bridge. You
can Hookshot to her, or Pegasus Boots + Roc's Feather across. If you do
the latter, she will float across the chasm and stare up at the sky
while thanking you
whatever. Tarin will call her down, blah blah blah
and the owl will come down
and will start talking about stuff
you don't need to know because you're a cheat, not an adventurer. Now,
when you get to the small section of land with the bush on it, thwack
the bush to reveal a staircase. It would be a good idea to go down it
just my opinion and all
Once you make it out, falling rocks will attack you. Go left and go up
the stairs, dodging the rocks. Go right again and up the big stairs. Go
left, across the bridge, and jump down. Kill the earthworm and Stalfos
Knight, and bomb the north wall with the cracked wall. Go inside, and
up. A crack in the wall is shooting flames, and the only way to surpass
it is to hold up your Mirror Shield while making your way to the
staircase. When you exit the cave, go left, down, left, left, and you
will be there. Unfortunately, a big turtle head is in the way. Play the
frog song and it will wake up. Hit it four or eight times and it
vanishes. Now, you are in Turtle Rock.
May I say
tough level. The normal enemies here are pretty tough. The
demons are basically mini-bosses. The other enemies here that are
really worth paying attention to are the Slugs, which though are very
weak charge at you and do damage. The other thing you will notice is
that some of the mini-bosses show up here. Not only that, they return!
Fortunately, you don't have to fight them much.
All right, now you have to show the inhabitants of this lava mountain
that sword-swinging elves are COOL. Go up and kill the demon, then go
right. There are a bunch of pots here and two specters. To proceed,
make your way to the pot that is in the backward L position in the
upper left hand corner and lift it up. Step on the switch and go down.
This is an annoying room. Generally, the weapon to use is the sword.
The charge here isn't terribly useful because you need time to power
up. Similarly, the whirling blade is hard to use because the fireballs
that the torches shoot at you often hit it and disrupt it. The lasers
from the level 2 sword work well on them.
Go down the staircase. The side-scrolling level here is amazingly easy.
When you come up, you will be in a room with a laser turret and a pot.
Go to the pot, dodge the slimes, lift up the pot, step on the switch,
dodge the laser turret. Go down. You get to fight Smasher again! He's
exactly the same as before, four hits with his ball and he's gone. Now,
go left. There's a cake block or something like that here; once you
push it, it creates land wherever it touches and you control it like
you would your character. I recommend pressing the direction button
before it reaches the place where you want it to go or it crashes and
you have to go back and try again. Once you fill in the floor, you get
a small key. Now go left again and again. Kill the demon and this time
continue left. Kill the three slugs and go up to fight Hinox
really am getting sick of this guy, just use the bow or something. Now
go left. See, left is good. Fill in the pits to get 20 rupees but this
should do almost nothing at this point and there is nothing more to
purchase. Go down. The chest contains some more money. Go left to fight
Rolling Bones. All right, show this new guy how much you have improved.
If you have the lasers from the level 2 sword, keep firing the lasers
and he won't be able to do anything. This is so much fun, isn't it? Yes
Go up, kill the demon, and get another key. Man, these are hard to
find. Now go down twice. Kill the warp tile and slimes then open the
chest to finally pick up your compass.
Go back to the first demon room and go up (it isn't necessary to
kill the demon.) Go right from here and push the cake block so that it
connects to the left path. Follow it. There is a treasure chest, but
three block guard it. Push the top and bottom blocks to the left and
the center one up. Now, pick up your map at last. Look at it and it's
a turtle! Wow, that's surprising.
Now , find the point in the north wall that is weak. Bomb it. Go up and
down the staircase.
You will end up in a room with four slugs and a few pots. The chest
contains a stone beak, which is useless. Kill the slugs and go up.
Looks like Smasher's back for more, so let's give him some more! Go
left again, and left, and left. You will be in the first demon room. Go
up, left, and connect the cake block between the two blocks in the
upper-left hand area. Push the right block in to the lava and go up.
Unlock the block, and go right. Don't kill the demon because it's just
boring. Unlock the door in here and go up. Ignore the staircase for
now. Go up and kill the four slimes, then go up again. The mummies are
on precarious ground so be sure to keep moving while fighting them.
Kill them and you get another key. Go left. You don't need to fight the
Dodongo Snakes again, just dodge them and continue left. Go up the
We're outside again! Breathe the fresh air, then go right. You will see
the last warp hole. Go right, kill the Stalfos Knight, then go back in.
Now this is a new way to fight snakes- drop bombs on them. This easy
actually, just pick the bombs up and throw it at 'em. Once they are
gone, open the chest for another key.
Go left from here, then jump down. Leap across the lava and dodge the
slimes. Now make life easier on yourself by unlocking the door. I
forget where you go now. Just find the first demon room, go up, left,
and connect the cake block to the upper path you used before and you
will end up in the slime room. Now find the weak point in the west
wall, bomb it, and go in. It's dark in here. Jump over the pits and go
left again. I think you have to unlock a block here, but I'm not sure.
Kill the slug and continue left. There is yet another weak point in the
west wall. You know what to do.
Whoa! Careful! There is lava right off the bat here. Jump over it and
shoot an arrow into the eye of the statue but watch out because the
specters block arrows if you try to shoot them. Once you succeed, jump
back in. Find the staircase and go up it, then go right. Hookshot
downward and unlock the block. Go down the stairs and when you come
out, go down to face Blaino.
Make no mistake. This boxing penguin is VERY hard. He drains one heart
on contact, not too bad. He sometimes draws back with a mega punch that
will leave you stunned. If you see him winding up get out of there or
you will wind up in the beginning of the level. You will want the level
2 sword and the red suit here, as Blaino will only take two hits with
To beat him, equip your sword and shield. Use the shield to block his
normal punches and keep him at a safe distance. Sometimes, he will do
this rapid series of punches, which is your cue to whack him from
behind or the sides. He will likely take a while to defeat, but be
patient. This is the last mini-boss of the game.
Oh no! The raised blocks are guarding the treasure chest. Find the cake
block room west of Smasher then bomb the north wall. Whack the switch,
then go back to Blaino via the warp tile. Open the chest and you get
the Magic Rod! This will be fun to use here because almost all the
enemies will die in one hit, including the demons.
I don't remember exactly what you do to get here, but when you find the
room with the two slugs and the torches guarded by barriers, use the
magic rod to light them and get a key.
Now, go back to the first demon room, go up, and go left. Connect the
cake block to the staircase and go up them.
Here, you need to solve some ice block puzzles. The first one is easy.
Simply shoot the magic rod at the bottom row and kill the goompas. The
next one is only slightly harder. Just jump up and eliminate all the
top row ice blocks and jump on them.
When you exit, jump down and unlock the door. Cue Ball is here! He's
still really easy. You can't use the Pegasus Boots here so jump over
him instead and hit him four times (eight with the level 1 sword) and
he releases a fairy. Go up. Fill in the pits to get the Nightmare's
Key. Now find your way back to the first demon room
I really don't
feel like giving you directions again. When you reach the cake block,
connect it to the exposed path on the right. Jump and get the heart if
you need it, then go up the staircase.
For the first one, just eliminate all the blocks and jump to the next
room. Then, for the second one, create a staircase. Very easy. "Climb"
the stairs and go down.
Unlock the nightmare's door and enter. Looks like Hot Head's in a bad
mood, just like everyone else in this rock. You know, I'M in a bad mood
too because Blaino was such an annoying little creep. So anyway, Hot
Head really isn't too hard. He jumps around in his lava. When he lands,
four drops of lava splash out. If these hit you, they do FOUR hearts of
damage, and the shield doesn't block them. Jump over them or dodge
these drops instead. I personally think Blaino was WAY harder, but hey,
at least you don't have to fight his big brother
No real strategies here. When he is in the air, shoot him with the
Magic Rod and he will start zooming all around the room. KEEP SHOOTING
NO MATTER WHAT. Even if it looks like he will hurt you, keep firing
because he cannot hurt you when he's in the air.
You need to hit him about eight times and you have about five or six
seconds to do it. If you fail, he jumps back in and heals himself.
Once you hit him eight times, his shell breaks off and you see his true
self. Just hit him twice more and he's gone. Claim your Heart Container
and go up for your final instrument, the Thunder Drum.
Boss 8 Data
Hit Points: 10
Items Needed: Roc's Feather, Magic Rod
Well, you're done with the game, right? Wrong. You still have to go to
the Wind Fish's Egg and play the first song on the Ocarina. After the
song plays, part of the egg explodes and reveals a passage, then that
pesky owl will come down and annoy you by perching on the egg. Go
inside. You need the directions from the eighth book in the library, so
go up and fall into the pit, then follow your directions. If you did
them right, you will see another pit. Fall into it. Now, you have to
fight six final Nightmares before that dang Wind Fish will wake up.
Form #1: Buzz Blob
This guy requires three sprinkles of the magic powder. Careful, because
if you get hit by him you lose health, and since magic powder has such
stinky range, you might get touched a few times.
Form #2: Agahnim's Shadow
I think this guy is from Zelda 3. He creates energy balls and throws
them at you. To beat him, go opposite him as far as you can. When he
shoots his thing at you, swing your sword like a baseball bat and hit
back at him. Sometimes you will miss and if you're too far away he
fades and goes somewhere else. Sometimes he shoots a jack-shaped
projectile at you. Dodge it, because if it touches you it does damage
no matter what you do to it. It also spreads out when it hits the wall
so be careful.
Form #3: Moldorm
He's a replica of the first boss but requires seven hits (double that
with the normal sword) to kill. Hold up your Mirror Shield at all times
and you should be fine.
For #4: Ganon
The last boss from Zelda 3, Ganon is evidently less tough. Just charge
him with the Pegasus Boots and your sword. He requires about twelve
hits with the level 1 sword, six with the level 2. He will call forth
his Burning Bats and will hurt you but don't worry. If you're using the
level 1 sword, he throws his staff at you so watch out.
Boss #5: Lanmola
Same thing as the guy you fought when getting the Angler Key. ONE shot
from the Magic Rod or Hookshot will kill him.
Boss #6: Dethyl
This is the final boss. He has these two swinging arms that you must
jump over. When his eye opens, shoot as many arrows as you can into it.
He requires somewhere between 16 and 20 arrows so make sure you're well
stocked. Or you can use the boomerang to kill him in one hit but it
must be a direct hit. Watch out when you're using the arrows because he
speeds up every time you hit him.
Best Weapon: Level 2 sword
Why? Simply because all the other weapons with a higher attack and
lower times are pretty much strictly linear, meaning they travel in a
straight line. This means that you have to be on the same axis as the
enemy, which can leave you vulnerable. The Level 2 sword, while its
lasers are the same way, is a ninety-degree swing which hits all
enemies within its range, so you can be diagonal from them and still
hit provided they are on the right side. The swipe itself goes
clockwise, so if you're heading upward, maneuver the enemy so they're
to the left of you and swing.
Best Missile Weapon: Magic Rod
While the Boomerang comes close, the Magic Rod edges it out in my mind
by having a faster recovery time and better range. The Magic Rod also
cuts down any bushes in its path, making it useful for clearing out
large clumps of them. The Boomerang does the same but with lower range.
The advantages that the boomerang has over the Magic Rod is that it
picks up smaller items like rupees and fairies and can also strike
enemies on the way back, though maneuvering to achieve this is
difficult. The Bow is the third best, because though its recovery time
is faster than that of the Boomerang, the Bow has a limited number of
shots, but this can be corrected by visiting the Mad Batter.
Most Useful Tool: Hookshot
The Hookshot has the most functions of any item in the game. It can
attack enemies, flip inaccessible switches, and let you cross chasms.
It also retrieves small items. Though its times are hideously long, it
is still a good item because it is long range and if you use it at
short range its times get better anyway. Less useful is what I call its
"teleport" function. I use this to dodge enemies, most often those
annoying shelled moles. You get in line with a grabbable object with
your sword and hookshot equipped, then use it right as the enemy is
closing in with you. This will rocket you past it and allow you to
attack it from a different side.
This section will help you get more out of your weapons to use them
with maximum effect. These are strategies to use, which will make your
journey much easier, though some are more useful than others.
Whirling Blade: This is the only move described in the manual. You hold
down the button after a normal strike, then it starts to flash. When it
does this, release the button and the sword swings all around and
inflicts more damage to all enemies around you, and it can't be
blocked. Add the level 2 sword and the red suit and this will do 6
damage, which nothing else can match. It will allow to defeat ANY mini-
boss in two hits and any random enemy (excluding ghosts and mummies.)
However, there are problems with this method. First of all, it takes a
few seconds to power up. Secondly, with the exception of the shield,
you cannot use any other item while doing this, which leaves you
vulnerable. Thirdly, if any enemy touches it, it only does normal
damage and the move is wasted. Also, if a fireball or demon ball
touches it, the latter will be blocked but the move will be disrupted.
Half Moon Slash: This will allow you to hit all enemies to the front
and sides of you faster than the whirling blade. Simply face left and
slash, then right and strike very rapidly. This will form a semi-circle
of protection and will hit multiple enemies easily. It can be hard to
keep up though.
Stab: Weren't you always annoyed by those enemies that kept jumping out
of your way whenever you tried to hit them? Here's a way to remedy this
problem: Hold down the sword as if you were going to do a whirling
blade. The sword will be in front of you. Now just move forward toward
the Stalfos or winged pea shooter or whatever. It will hit and the
enemy will not jump out of the way so it is pretty much a guaranteed
hit against them. Not only that, you can hold your shield up in front
of you to make you invulnerable from the front
very nice. Kind of
awkward looking though, and only faces one direction so there's a
chance that they will move out of the way and you will have to start
Whirlwind: Though this does not attack with the speed of a whirlwind,
it will allow you to strike down enemies quickly. Start by using a
whirling blade. While the sword is going around you, hold down the
button assigned to it. The whirling blade will end but in front of you
which allows you to power your sword up again much more quickly. Add to
the fact that most enemies are pushed back with every sword swipe and
this will allow you to hit repeatedly.
Jumping Slash: This can be used only after you have the Roc's Feather.
All you have to do is jump and while you're in the air attack with a
normal sword blow. Unlike a standard sword blow (from the ground) this
will not make you stop and so is useful for getting past large expanses
of grassy areas without slowing down. Will also hurt enemies if they
are hit. Only do this on one hit point enemies. If you do it on
creatures with more, you will land on them and take damage. Once you
power up your attack power, you can go for more hit points. One of the
most useful attacks in the game.
Invulnerability: This does not confer complete invulnerability, only to
the front. It is simple, effective, and you can use it very early on.
Simply hold your shield up at all times. Slash when you need to and you
will do damage, but retaliation like enemy arrows or rocks will be
blocked. Very useful in the beginning parts of the game when you don't
have as many hearts.
Strong Blow: This is only an effect of the red suit or piece of power.
When you hit an enemy, they will be blown way back. This can be good
and bad. It's mostly good for those shelled moles, as when you hit them
with this, they will go all the way across the screen and into a pit if
you're lined up correctly. Also, enemies taking many hits (like ghosts
or mummies) will be sent out of range and give you some breathing room.
However, it can also send some enemies out of the screen or in
inaccessible places (such as cavern walls, this is mostly the case with
Keese) so be careful.
Missiles: This can only be done with the bow (duh) and bombs. Equip the
bombs and the bow. Press the bomb button and before anything even
happens press the bow button. The bomb will be attached to the arrow
and will have the range too, plus the area effect. Also detonates on
impact. Pretty cool move.
Stone Smash: You know those Stone Knights in the southern shrine? Well,
you can paralyze them with your hookshot but this is only temporary.
You can kill them by shooting them with one arrow. Not only that, they
also drop an arrow you so you will always have the same number of
ammunition. If you have the boomerang, you can stock up this way but
they take two hits with this method.
Teleport: See the description for 'Best Tool' above.
Mask Pull: This is meant as a technique to defeat the masked moles in
level 5. Simply get within range and fire away. This will 1) make them
vulnerable from any side or 2) kill them outright if you are facing the
Snag: Not really useful in battle. When you defeat an enemy, they will
sometimes drop hearts, rupees, etc. To get them from far away, face the
object and use the Hookshot. It will grab the object and come back to
MAGIC ROD TECHNIQUES
Burn: After you get the Magic Rod, try shooting it at a wall. You'll
notice that when the projectile hits it, that area sets on fire for
about a second. Well, if an enemy touches that section, they start on
fire! Not very reliable because it has a very short life span, but
still sort of neat for the novelty.
Lawn Mowing: Cuts down bushes. Fire this and all bushes (not grass) in
your way will be cut down.
Fairy Heal: Need some health? Find a specter or flying mushroom and use
the boomerang on it. It will turn into a fairy and heal six hearts
worth of damage. Very nice.
Endless Assault: You can only do this while you have the flying
rooster. Use the boomerang but before it comes back to you, grab the
rooster. The boomerang will orbit below you and hurt anything that
touches it, while making you invulnerable. Fun to use on the dogs in
Multiple Hits: This can be used on almost any enemy that requires more
than one hit with this useful weapon. Try to maneuver yourself so that
the target is between you and the boomerang. The weapon will come back
to you and hit the enemy as well. If you're far enough away, the enemy
will be blown back but still in the line of fire and get hit again. If
more than one enemy is present, you can hit all of them, too. I did
this once and killed three red slimes in one throw. Very cool.
Eight-way Throw: Unlike all other missile weapons, you can throw the
boomerang diagonally. Practice this first, though, because it's quite
tricky. But anyway, find a spot that is clear and enemy free (the field
above the Trendy Game is ideal.) Now, go to the top of the screen. Go
down, and when you're ready turn left or right. But before you even
turn, throw the boomerang. If you timed it correctly, it will fly
diagonally. This works while you're going up, too.
Back Protection: Throw the boomerang behind you and quickly turn around
and attack the frontal enemy. The boomerang will hit anyone sneaking up
on you from behind.
I hope this will be useful to you during your quest.
Quick Fix for Tricky Bits
So, you need help do you? I may be able to help you out here. This
section will cover all of the dungeon puzzles and tell you where the
keys and Nightmare Key are hidden.
Q: How on earth do I get the Roc's Feather?
A: First of all, you have to find the room with the two specters and
two small slimes in it. Dodge these guys and go left. There is one lone
block. Push it upward and the door will open. Kill the enemies here and
a staircase will appear. Follow the trail where this leads and you will
find a treasure chest. Inside it is the Roc's Feather.
Q: How do I even get there? I know where it is, but can't find the key.
A: Go to the Mysterious Woods and be sure to have some Magic Powder
handy. Find the screen with the raccoon that tries to make you get
lost. Sprinkle some Magic Powder on him and it will turn into Tarin.
Now go up and open the chest for the Tail Key.
1) Knock two shelled moles into a pit to get a small key.
2) Kill two red slimes, knock a shelled mole into a pit and step on the
switch. A chest containing a key will appear.
3) Dodge the specter orbiting around the chest and open it for the
third key of this dungeon.
4) From the third key location, take the upmost path that leads to the
right. Jump over the pit and unlock the block. Go up the staircase
and go to the left. The chest contains the Nightmare Key.
Q: How can I get in? Flowers that I can't destroy guard the entrance!
A: You need to rescue BowWow first. Once you have done that, go to the
entrance. He will eat some of the flowers around it, allowing you
Q: What's the deal with the darkened rooms? I can't see a thing!
A: You must sprinkle Magic Powder on the torch boxes to light up the
room. In the second room, you have to do this to proceed.
Q: How do I defeat those ghosts?
A: You must sprinkle some Magic Powder on any of the two torches. To
keep them at bay, hit them repeatedly with your sword. Once you light a
torch, hit them once each to make a chest appear. This contains the
treasure of this level, the Power Bracelet.
1) Kill two Stalfos for the first one.
2) Open a chest for another
3) Kill two Mimics and the key drops on the other side of the wall. Go
back around to get it.
4) Step on a switch next to a crystal and jump across, opening the
chest for a key.
5) To get the Nightmare Key, you have to find the room with the trapped
Pols Voice, the Stalfos Knight, and the Keese. First of all, free
the Pols Voice by pushing around blocks. Once he is free, pick up a
pot and bash him. Then, get rid of the bat and lastly the Stalfos.
Q: How do I kill those blasted penguins? Every time I get within range,
they teleport away.
A: The method that seems to work very well is to shoot arrows at them.
However, you do have a limited supply and may run out before you kill
them all. Generally, try to predict where they will reappear and go to
that spot before they do, slashing like mad. The stab technique will
not work, as they blink whenever you get close, not if you slash at
them. Once you have the Pegasus Boots, you can simply charge them and
they won't have enough time to blink out.
Q: I can't defeat the Dodongo Snakes! Every time I set a bomb, they
keep moving away!
A: I've found that you have to set a bomb very close to one of them,
and not far away or they will avoid it for sure. Try tracking one at a
time and literally putting a bomb in their mouth when they come to you.
Unlike other mini-bosses, these guys allow you an escape route to get
more bombs if you need them, though boss damage will be reset.
Q: How can I avoid the living bombs? Every time I hit one, they almost
always end up hurting me!
A: I know how you feel, this happens to me a lot too. With the ones
that go bouncing out of control, there is no sure way to avoid them,
but you can hold up the shield to make them bounce away. However, even
the shield will not block the explosions. With the ones that follow
you, try this: Try to get them all close together, and hit them all at
once. Position yourself to he left of the room, and just when they
start exploding, run toward the right. Hopefully, you will avoid the
explosions. Even if you do get hit, you will only take one heart of
damage as opposed to three as if each of them hurt you. Another, far
less reliable method is to enter the room BUT DO NOT EXIT THE DOORWAY.
This way, the doors will remain open. Wait until a homing bomb goes
into one of the open doorways, and while it's in there, go fully into
the room. The door will close and the bomb will be trapped! Hit him and
he does the usual countdown but you can go to the other side of the
room and won't be able to hurt you.
1) Kill two walking bombs and a Stalfos swordsman to reveal a chest
containing your first key.
2) Kill the two slimes and telepenguins by jumping over the chasm.
3) Defeat a green Stalfos and a few slimes to get another key.
4) Kill two slimes, a Stalfos Knight, and a telepenguin and get the key
before it falls into the chasm.
5) Kill several slimes to get your fifth key
6) Defeat two telepenguins and yet another small key drops from the
7) Kill three walking bombs and the seventh key will come to you
8) Defeat the warp tile near the start of the level and get another
small key (wow!)
9) The Nightmare Key is found by bombing a wall, long jumping over two
chasms and opening a chest.
Q: What's the deal with the five tiles?
A: There's a special pattern you need to learn after you get the
flippers. Go down from that room and you should see a few masked moles
and slimes. Kill them. Now, you should notice that one of the tiles is
glittering. Step on it and a chime will sound and the glitter will
appear somewhere else. Memorize this pattern (it changes with each
game, though it usually starts with the center) and find the same room
but with water in it. Step on the correct tiles and a staircase leading
to either the Nightmare's Lair or Key will appear, I don't remember.
1) Open a chest surrounded by blue crystals for your key, then kill the
remaining water striders to exit the room.
2) Bomb a cracked block, then push the adjacent block into the water to
open the chest with the small key in it.
3) Bomb yet another cracked block and open the chest for number 3 small
4) Open a treasure chest but watch out for the fireballs!
5) Go down some steps with the flippers then retrieve the key that is
in the passage.
Q: Those masked moles are really giving me trouble. What should I do?
A: Well, my preferred method is to get the level 2 sword and use the
lasers to kill them in one hit. However, if they are facing the laser
head on they won't get hurt. Another problem is that if you're hurt the
lasers won't fire. But even if you do get hurt, you only need to hit
them from the back once instead of twice. And once you get the
Hookshot, you can pull their masks away or kill them outright if their
back is to you.
Q: Where's Master Stalfos? I can't find him!
A: Guess what? You have to fight this guy no less than FOUR times
before you get your prize. But there are four rooms which he appears in
(indicated by the number of blocks in the corners: for example one
block is the room where you first fight him, two blocks is the second,
etc.) The first time, you'll meet him as you're exploring, so it's
really not hard to find. The second time, you must first go east from
the first room, up, and find a way to press the switch and open the
door to the right. Once you do that, go in there and Master Stalfos
will be waiting. The third time, you have to do as follows: take the
upper path from the "way point" which is the area with five blocks and
two specters and make your way from there. The last time, you must do
some backtracking. Go to the room with the four Stalfos and lots of
blue crystals (also the location of the first key) and go left. When
you kill him for the final time, he drops the hookshot.
Q: The big spiders never seem to open their eyes. Is there any way to
make it go faster?
A: It's been said that if you play 'Ballad of the Wind Fish' it makes
them open their eye, but I've never tested this out, so don't blame me
if it doesn't work.
1) From the start, go left, left, and down the stairs, using the
weights to get around. When you emerge, kill all the Stalfos,
destroy the blue crystals, and push the upper blocks inward so the
four blocks form a square. A key will drop.
2) Hookshot across a chasm using a treasure chest as an anchor and open
3) Hookshot across the pits with the spikes guarding it and make your
way from there for the last small key (that was short.)
4) Find the only room all water in it. Dive in the section of deep
water, and when you come out, hookshot the bridge, follow it, and
open the chest for the Nightmare's Key.
Q: I'm running out of bombs! Are there any ways to conserve their uses?
A: Yes, you do burn through many bombs in this level. Here are some
tricks that will help you use less bombs: For the wizards, either use
one bomb to kill three (you must place it correctly) or shoot them with
four arrows. When you get to the room with the crystal switch in the
middle and four blocks, you can use the boomerang instead of a bomb
though this is a little hard.
Q: Okay, so I defeated Smasher. But when I go up, I'm getting caught in
an endless loop! How do you break it?
A: Hmmmmm, I hope you have the level 2 power bracelet handy. Go up
until you see the two elephant statues surrounded by tiles (there is
also a floating bomb, which will restore ten bombs which you will
probably need.) Lift the left elephant statue. It will reveal a
staircase. Follow it and you will break the loop.
1) Find the room where cubical barriers completely cover the room,
except for in two spots. These spots are home to some wizards, and a
skull specter flies around here too. Kill the wizards and a key will
2) Follow a watery path and open a chest for key number two.
3) Once all of the possessed tiles have been destroyed, a key will drop
from the ceiling.
4) The Nightmare's Key is found in the room with all the pots and stuff
around it. You can't open it normally, so you must throw a pot at it
instead. I think Nintendo's getting lazy, as the last levels don't
have many keys.
Q: Blaino is starting to get on my nerves! How can I beat him?
A: I know how you feel, it took me over twenty tries to beat him. He's
by far the hardest miniboss, but you probably knew that. One site
recommended using the Roc's Feather to "stay out of danger." In my
opinion, that is probably the stupidest idea in the world. First of
all, Blaino is really fast and if you try to jump over him you will
land on him and take damage you didn't intend to take. Second of all, I
find it easier to use the shield to block his normal punches. But even
the shield won't protect you from his Super Punch (leaves you dizzy)
and his Super Uppercut Punch (sends you back to beginning of level.)
However, the uppercut is easily dodged as he takes so long to pull it
off. But this is where the programmers play really cheaply. If you hit
him while he is executing the uppercut, you get sent to the beginning
even if you are below him! I once tried this once I had him down to 1
hit point, and I hit him while he was doing this, and I had to start
over! Needless to say, I was furious. However, to make this easier, get
the red suit and the level 2 sword. If you can pull it off, also a
Piece of Power. With these three things, he will only take one hit.
However, if you don't have the piece of power, he will require two, but
that isn't too bad.
This walkthrough was written by Karl Schaumann (the Last Avenger) in
2000-2001. All walkthrough information is more or less correct, and I
completed the dungeons using those methods. Please do not copy me; it's
my work, and it took me almost a year, and if you do copy me I'll track
you down and send you tons of Emails to clog up your online mailbox
As of yet, this walkthrough is permitted only on the following sites:
Use any information to help you with the game, but do not give it to
anyone else or otherwise plagiarize
you know the routine.
Copyright 2000-2001 by Karl Schaumann
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