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=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= *--------------------------------------------------* The Legend of Zelda: Oracle Of Ages FAQ/Walkthrough By: Dark Vortex (Quan Jin) darkvortex0012000@yahoo.com Version 1.1 *--------------------------------------------------* =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This guide may be found on the following sites: [http://www.gamefaqs.com]--------------------------------------------[GameFAQs] [http://www.gamespot.com]--------------------------------------------[GameSpot] [http://faqs.ign.com]------------------------------------------------[IGN FAQs] [http://www.neoseeker.com]------------------------------------------[Neoseeker] [http://www.dlh.net]--------------------------------------[Dirty Little Helper] [http://www.cheats.de]----------------------------------------------[Cheats.de] [http://www.supercheats.com]--------------------------------------[SuperCheats] [http://www.honestgamers.com]------------------------------------[HonestGamers] This guide is copyright (c)2005-2006 Quan Jin =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- Table of Contents ---- =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1. Introduction...............................................[1000] 2. FAQ........................................................[2000] 3. Controls...................................................[3000] 4. Character Listing..........................................[4000] 5. Walkthrough................................................[5000] 5.1. Spirit's Grave....................................[5100] 5.2. Wing Dungeon......................................[5200] 5.3. Moonlit Grotto....................................[5300] 5.4. Skull Dungeon.....................................[5400] 5.5. Crown Dungeon.....................................[5500] 5.6. Mermaid's Cave....................................[5600] 5.7. Jabu-Jabu's Belly.................................[5700] 5.8. Ancient Tomb......................................[5800] 5.9. Black Tower.......................................[5900] 6. Enemy Listing..............................................[6000] 7. Boss Listing...............................................[7000] 8. Item Listing...............................................[8000] 8.1. Standard..........................................[8100] 8.2. Rings.............................................[8200] 9. Heart Piece Locations......................................[9000] 10. Mini-Games...............................................[10000] 11. Version History..........................................[11000] 11. Legal Information........................................[12000] 13. Credits And Closing......................................[13000] To find a section quickly, press Ctrl-F and type in either the name of the section along with its content number (ie. 1., 2., 3., etc.) OR you can use the codes on the far right. Simply type in the brackets with the code number to get a jump. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 1. Introduction ---- [1000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= It's been a while since I've written for a Legend Of Zelda game. Although not as good as Link's Awakening, both the Oracle of Ages and Seasons have kept me occupied for a long time. A common misconception might be thinking these two games are the same thing. Nope, the two games are completely different from each other; only interconnected in very minor ways. This guide will walk you through the game as well as provide various appendices for your viewing pleasure. Hopefully, you find this FAQ useful. Enjoy! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 2. FAQ ---- [2000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= +-----------------------------------------------------------------------------+ [Q] Who is Maple? [A] Maple is a young witch who is constantly flying around. She is known to appear everytime you kill 30 monsters (15 with Maple Ring). Let her bump into you, and a bunch of items from the both of you will fall everywhere. It's a race between you and her to pick up as much as possible. On occasion, Maple will drop a Heart Piece and Gasha Seeds. She also plays a role in collecting the Noble Sword. So yeah, it's beneficial to find Maple... unless of course you lose more than you pick up. +-----------------------------------------------------------------------------+ [Q] What do those blue Owl Statues do? [A] If you use a Mystery Seed on them, they basically give you hints and stuff to help you through the game. If you're ever stuck, you might find it very useful to consult these wise statues. +-----------------------------------------------------------------------------+ [Q] How do you beat [Insert Whatever Here]? [A] There's a walkthrough, boss list, and enemy list right in front of you, my friend. +-----------------------------------------------------------------------------+ [Q] Where is the Lynna City "secret" shop? [A] At the shop in Lynna City, you might have noticed that it had two doors. This is the "secret" shop. Yep, it's plain in sight. In order to reach it though, you'll need the Tune of Currents. Get over to the past and use a Gale Seed or just go to the Ember Seed Tree at the South Shore. Go one screen north to reach the future site of the Lynna City shop. Note the mangled trees here. Stand above the left-most tree and use the Tune of Currents to warp to the present. You should hopefully find some flat ground (if you accidentally warp into the shop or the fence, just try again). Simply walk into the other half of the shop. +-----------------------------------------------------------------------------+ [Q] How do I get the Iron Shield? [A] When you get the Mermaid Suit, you can dive into the water surrounding Crescent Island. Make sure that you're in the past, and swim underwater to the cave southwest of the island. The Tokay here will give you an Iron Shield. +-----------------------------------------------------------------------------+ [Q] Where can I get the upgraded Seed Satchel/Shooter? [A] You need to talk to Tingle in the present. There's a cave on the South Shore (present time). Enter it. You need the Seed Shooter to bounce a seed off the wall and hit the switch on the other end. Cross the bridge and talk to Tingle. He'll upgrade your Seed Satchel/Shooter. 50 seeds is now the maximum. +-----------------------------------------------------------------------------+ [Q] How come you don't list Gasha Seeds?!?! [A] Half of that's laziness. Gasha Seeds are pretty annoying to find. Secondly, there's really no need for a Gasha Seed list. Although they are rare, you can find them all over the place. Many of them can be won over again and again from the same mini-games and you can obtain Gasha Seeds from bumping into Maple (rare however). If you're looking for an accurate list, consult Demajen and Shdwrlm3's fantastic Gasha Seed guide. It will be sure to help you. +-----------------------------------------------------------------------------+ [Q] How come I can't read a sign? [A] It would make sense to actually have Link stand in _front_ of the sign. If you attempt to read it from the side or back, it obviously will give you a "You can't read it from here!" message. +-----------------------------------------------------------------------------+ [Q] How come I can't open a chest? [A] Same thing as above. Make sure you open a chest from the FRONT! +-----------------------------------------------------------------------------+ [Q] How come you're so smart? [A] Because some of us actually go to school. +-----------------------------------------------------------------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 3. Controls ---- [3000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= _________________ | _______________ | || || || |--------Screen || || || || || || ||_______________|| | _ | | _| |_ _ | Directional-----|_ O _| _ |_|--------A Button Pad | |_| |_|--------B Button | _ _ | Select Button--------'-''-'--------Start Button | | '._____________.' Directional Pad --------------- ~ Moves Link through the overworld. ~ Allows you to move the cursor in the game menus. A Button -------- ~ Activates whatever item or weapon you have selected for it. ~ Opens treasure chests. ~ Interacts with various characters. B Button -------- ~ Activates whatever item or weapon you have selected for it. Start ----- ~ Bring up the in-game menu. Select ------ ~ Brings up the map of the overworld. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 4. Character Listing ---- [4000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Zelda: Oracle Of Ages has its fair share of people to know. The following are all main characters and villains and they each play a role of their own. [-----------------------------------------------------------------------------] Link ~ =--= You are he, Link, the soft-spoken elven guy. For some reason, trouble always seems to surround him. And it's Link's job to save the world from a certain demise... again. Link bears a green tunic and a sword. Nayru ~ =---= Veran has possessed the beautiful Oracle Of Ages and is now using her powers to travel through time. For this game, Nayru's the damsel in distress. In saving Nayru and stopping Veran, the world will become peaceful once more... or will it? Ralph ~ =---= Nayru's stupid friend won't help you too much. Apart from playing a small role in the storyline, he doesn't really serve much of a purpose. Well, he's Ralph. You just gotta deal with him. Veran ~ =---= Upon taking control of Nayru's body, Veran used her powers to travel back in time to change the future. By wreaking havoc on the past world, the present will be just as screwed over. She is your number one enemy this time around. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 5. Walkthrough ---- [5000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= "Accept our quest, hero!" Below is the walkthrough. It will efficiently lead you through the game, while picking up necessary items as you go. I strongly suggest you do exactly as the text says to avoid getting lost and such. Also, I'll notify you of Heart Pieces and Gasha Seeds, but I can't guarantee that I'll walk you through all of them. Check the separate Heart Pieces and Gasha Seed sections or use either of the in-depth guides on the subject. Those explain their locations much better than I ever could. That's really it so... * NOTE: Basic reading ability is required to fully use this walkthrough! * ANOTHER NOTE: Do not buy the Flute at the Lynna City shop unless you want to be very confused later on. ------------------------------------------------------------------------------- 5.1. Spirit's Grave [5100] ------------------------------------------------------------------------------- So, you start the game with nothing. Nice! Go north a little bit and someone will scream for help up ahead. Some woman is apparently getting victimized by a bunch of ugly monsters. Link, for some reason, scares them off. She'll tell you her name, Impa. She is out on a quest for Princess Zelda; looking for a singer by the name of Nayru. She'll ask you if you'd like to help her look. Since you can't say no, just have her follow you. Go north to find some monkies. You can't talk to them because... they're monkies. Head west from there to find an interesting rock. Move the rock out of the way for her, and proceed. Go north two screens to find Nayru singing to some talking animals. They're too into Nayru's music, so they won't budge. Talk to all of them and then talk to the bear. He'll be courteous and move over for you. Enchanting, no? Talk with Ralph and he'll say that he's one of Nayru's old friends. He'll tell you to scram, thinking that he can protect Nayru by himself. Pfft. All of a sudden, Impa will go crazy and an apparently evil being will appear. Her name is Veran and she has come to possess Nayru. Ralph decides to show some muscle, but backs down after realizing Nayru's predicament. Veran uses Nayru's powers to create a warp, and skedaddles out of there. With Nayru's warp, Veran travels to the past and starts wreaking havoc on the world. Ralph will be stupid and run off while Impa wakes back up. She'll tell you all that hero stuff and whatnot. Luckily, she gives you the Wooden Sword, of which actually allows you to hurt stuff, you know? Upon doing so, Impa will request that you see the Maku O-------------------------------------------O Tree in Lynna Village. Return | WOODEN SWORD | to the area where you started O-------------------------------------------O the game at. Cut away the | To use the Wooden Sword, just press the | bushes to the left and | button you have it assigned to. To | proceed. | unleash a devastating spin-strike, hold | | down the selected button and release. | This is Lynna Village as you O-------------------------------------------O can probably see. There are a few things you can do here. You can visit the shop, but a shield and some hearts aren't needed at the moment. Read the nearby sign to learn that the Maku Tree is north of here. Go north one screen to find the Ring Shop. Stop there and talk to the shop- keeper. Listen to his explanation on rings and take your Ring Box. He'll also give you one ring, but it needs to be appraised. Do just that, and you have yourself a Friendship Ring; Symbol of a meeting. In case you didn't notice, this ring does squat, so I O-------------------------------------------O don't even know why you have | RINGS | it. Oh well. O-------------------------------------------O | Rings are very special items kept in a | Leave the shop and continue | Ring Box. You can pick up rings through | north. The person will tell | the game in various locations, but in | you that the Maku Tree is at | order to actually use it, you need to | the far end of this cave. | get it appraised at the Ring Shop. You | Enter the Maku Road and keep | can carry up to a maximum of five rings | going north until you can | with the upgraded Ring Box. | leave. It's the great Maku O-------------------------------------------O Tree in all her glory. After a bit of talk, she'll suddenly vanish into thin air! Obviously, this is Veran's work here. Go east to find yourself on the ledge that Veran used to leave. The time warp is still there too. Ralph also managed to find his way up here and jumps into the warp. You should follow suit. And please, don't fall off the ledge unless you want to retrace your steps all the way back. Anyway, upon stepping into it, Link will time travel to the past. Head south, west, and south again to reach the Lynna Village of the past. Talk to some of the people around if you'd like. Head in the direction of Ambi's Tower (up the stairs onto the stone path) and follow the stone path to a bridge. Past it is a single house. Talk to the man inside and get your first Gasha Seed. If you plant Gasha Seeds, they'll grow into large trees that can bear special items. Head south one screen to find your first soft earth location. Plant the Gasha Seed if you'd like. Continue southbound until you reach the construction zone. When you can't go south any more, move one screen east and talk to the man. You'll learn about Queen Ambi a bit, and as the villagers call it, the Black Tower. He'll move over and let you go through. Do just that. Begin by heading east and following the linear path. You can chat with some of the workers, but they don't give you any important information. Keep an eye out for an idle worker by four holes in the ground though. He'll hand you the Shovel. O-------------------------------------------O That's all you really need | SHOVEL | here. Dig up the dirt nearby O-------------------------------------------O using your new Shovel and | With the Shovel, you can easily move | repeat the process some more. | clods of dirt that originally blocked | You'll reach the entrance | your path out of the way. | room. Now that you're back O-------------------------------------------O outside, check out the Piece of Heart to your right. Dig up the dirt so you can pick it up. With that picked up, return to Lynna Village. Get over to where the Maku Road was originally located (one screen east and noth of Lynna Village). Dig the dirt piles out of the way so you can access the cave. The first room of Maku Road has nothing so just continue into the next. Here, we actually have a *gasp* puzzle to solve. Well, it isn't really a puzzle. Simply push the block forward and the door will open. There are some Keeses here. If one flies by you, just slash it with your sword. Push the block that's in your way to the left or right. The door to your left requires a Small Key; something we do not have yet. Go east and through the open doorway. Defeat the three Small Blobs here to open the north door. Here, you can fall off the platform, so take caution. If you fall off, you'll just appear at where you entered the room. Push the block out of the way and head east. Here, push the left block up and the right block to the right. Press the switch afterwards to make a chest appear. Return to the entrance of this room and go west. Follow the path, making sure that you don't fall off, and open the chest for a Small Key. Backtrack through the last room and use your key on the locked door (to the west). In this room, you have a locked door and a bunch of blocks. In order to open the door, you need to step on the switch, but a formation of blocks are in your way; 1) ##SS## ## ## ## Push block above lower-right ## ## ## block one space left. ########## 2) ##SS## ## ## ## Push the block that was originally ## #### above it one space up. ########## 3) ##SS#### ## ## Finally, just push the block below ## #### the switch left. That will let ########## you access the switch. 4) ##SS#### #### You can now access the switch. ## #### ########## Press the switch and the door will open. Wow, who could have saw that coming? There are some Stalfoses in the next room that would like you to kick their ass. There's also a Heart Piece in this room. Get it by pushing the leftern- most block up and the other to the left. The other door is slammed shut, but by pushing the single block, you can open it. The stairs out of here are in the next room. Congratulations, you have completed your first dungeon. Well, hardly a dungeon. The Maku Sprout is apparently getting terrorized by some Moblins. Walk up to them and they'll start attacking you. Dispose of both of them and have a talk with the Maku Sprout. She'll repay you when she grows into a tree and opens a wall. Just as you leave though, she'll tell you that she's going to be your bride. I personally don't see how that will work, but that's just me. There's a warp just outside. Step into it and travel back to the present. Get yourself a Wooden Shield from the shop for 30 rupees. With the Shovel, you should be able to find some cash in the ground. Proceed to meet the Maku Tree once again. After some talk about marriage (?), Link tries to change the subject. The Maku Tree states that you will need the Eight Essences of Time. With them, the Maku Tree can regain her memory and learn the truth. Your first destination is Yoll Graveyard to the east. Before you go, the Maku Tree will give you a Seed Satchel and some Ember Seeds. Return to Lynna Village and O-------------------------------------------O head east. Head north to reach | SEED SATCHEL | that Triforce rock, then go O-------------------------------------------O east and south to find a tree | The Seed Satchel can carry seeds that | that can be burned down. Use | you have. There are five kind of seeds: | your Ember Seeds to get it out | Ember; These will light torches and burn | of the way and proceed. | plants and the like, Scent; Scent Seeds | | will lure monsters toward you, Pegasus; | There's another one just past | Will allow you dash, Gale; using it will | it, so burn it as well. You | warp you to a seed tree, And Mystery; | will appear in the Yoll | well, who knows? Try them on many things | Graveyard. Creepy, eh? You'll | and see the result. | find nothing if you head O-------------------------------------------O north, so just continue east- ward. Climb down the stairs to the south into the next area. There's a ghost here stuck within some walls. Ignore it, and proceed west. Some kids will doing some kiddy stuff. Whatever. As a side note, there's another soft earth location here. Walk south across the bridge and you should note a Heart Piece to the west. However, a heavy block prevents you from getting it. From here, just go east until you find two "burn"-able trees. Use an Ember Seed on the bottom one to reveal a staircase. You know what to do. It's pitch black in here. The fact that there are holes in the ground doesn't help either. Get to the first torch safely by walking right until you are in-line with it. Then walk up to reach it. Alternatively, you could just press Start and the room will light up a tiny bit. Light this lantern and repeat the process with the other one (opposite side). In doing so, you'll pick up the Graveyard Key. Backtrack to the trapped ghost and head north. Use the Graveyard Key to open the gate. You should see an entrance across the small stream. However, Link can't swim (for some reason) and you will lose a half-heart if you step into the water. Instead, just go south. Kill off some Crows and cross the bridge. __________________________ ---=| Spirit's Grave |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Welcome to your first main dungeon. It shouldn't be too tough for you. Start off by heading east. There are some Blobs in this room. When you split one, be sure not to let the Small Blobs get stuck to you. Defeating them will re-open the door behind you, but there's no need to go back. Push the block to the side and continue through. In the next room, push the strange-looking block into the hole surrounded by torches. The flames will come up, and the door will open. Look to your west and walk up the steps. You will find the Dungeon Map here. Jump off the ledge and do what O-------------------------------------------O you did before. Push the block | DUNGEON MAP | to the side and put the weird O-------------------------------------------O block in the hole. Go through | Use the Dungeon Map by pressing Select | the north door. Move the | while in the same dungeon. Rooms that | block and go left for a | you have visited are highlighted in blue | Compass. Don't leave yet! To | while other rooms are darkened. | the left of the chest is a O-------------------------------------------O vine. Burn it with an Ember Seed to reveal a secret O-------------------------------------------O passage. Here, cut away some | COMPASS | of the crystals and kill off O-------------------------------------------O the Snakes. | A Compass can be used in conjunction | | with the Map. A little flashing square | Climb up the steps and step | will indicate your current location. The | on the switch to have a chest | square-ish things represent chests and | pop up. Inside is a Ring. It's | the face represents the location of the | a level 1 Power Ring if you | dungeon boss. | were curious. Return to the O-------------------------------------------O previous room. The block will have reset itself, so you'll have to climb back over the Dungeon Map platform and jump off. Repeat and go through the open east door. There are two Stalfoses here. Either defeat them or avoid them. There are some Blobs that might pop up out of the ground. Careful. Head north and defeat the Ghost. A Small Key will land on the red tile. Pick it up and go west. Well what do you know? You're back in the Compass room. Push the block out of your way and head north. Unlock the door using a Small Key. Lacerate some Keeses and note the chest to the east. Push one of the blocks out of the way and access it. Yeah, a Small Key. Since Link is too weak to pick up those pots, just go west. There are some more Keeses here. See the group of blocks in a ¯| pattern? Push the bottom- most block left and push the block above it up. Follow the path until you hit a split. Go east. To create a path to both sides of the room with the blocks; 1) ## ## Push the middle block one ###### space up. #### #### 2) ###### Push the blocks that were ## ## originally to the left and #### #### right of the middle block outwards. 3) ###### Finally, push the upper-left ## ## and upper-right blocks toward #### #### the pit. 4) ## ## ## There's your path. ## ## #### #### First, hit the switch on the right to form a moving platform. Then press the switch on the opposite side to make a chest appear. Put two and two together and pick up your Small Key. Backtrack to the last fork and go north this time. To the west is a moving block. Don't cross the gap though. Just step on the platform, let it go up, and get off on the other side of the blocks. Push the block out of the way and proceed to the upper-right corner. Step on the switch to make a chest appear. Snag a Gasha Seed. Because the chest now blocks your way, walk past the switch and up the steps. Time it right and drop onto the moving platform. Keep going into the next room. Cut the bushes and unlock the south door. Mini-Boss : Giant Ghini ~ =---------------------= The Giant Ghini starts off by sending three smaller ghinis at you. They won't hurt you, but they will make it so that Link cannot attack. Defeat all three of them and then go after the Giant Ghini. You should be able to pull off two or three hits before it sends another batch of ghinis at you. Be careful when he charges you and repeat the same process to beat him. A warp will appear after defeating it. You'll also get a fairy to replenish your health. You can take the warp to return to the entrance. We don't need that yet, so just continue west. Defeat the two Moblins and head south. You will need to use your last Small Key for it. Push the two blocks next to the middle block down and then move the middle block to the left or right. Defeat the Stalfoses. There's a chest, but it's blocked off by heavy pots. Continue past it and go north. Light the two torches with some Ember Seeds and WHOA! Stairs! Just take them down and climb the ladder. Do the same with the other one and pick up the Power Bracelet! At least now you can pick up those heavy pots with no trouble. Now you can open O-------------------------------------------O the chest that was blocked | POWER BRACELET | off by pots. Return to it and O-------------------------------------------O lift your way to it. There's | With the Power Bracelet, you can pick up | another ring here (Discovery | and pushheavy pots and the like. Just | Ring). Don't forget to get it | have it equipped and use it. The Power | appraised later. Go south and | Bracelet can be upgraded later. | down the steps. Here, push the O-------------------------------------------O pot (push, not pick up) onto the nearby switch. The door will subsequently open. Slash away some Stalfoses. Do not leave without picking up the Boss Key. Common sense! Going further east will finally bring you back to the entrance. Step into the warp to appear where you fought the mini-boss. Simply go north and cut the bushes out of the way. Go up one more screen to reach the boss's lair door. Be wary of the Wall Masters (giant hands). If one manages to grab you, you will appear back at the dungeon entrance. Ouch. Unlock the door with your Boss Key and prepare to fight Pumpkinhead. Boss : Pumpkinhead ~ =----------------= The boss may appear menacing (somewhat), but it really isn't much of a threat. It will occasionally jump around and attempt to squash you. Pumpkinhead can also throw orbs at you that deal damage. First thing's first. Slash away at its body a few times to destroy it. Then quickly pick up the head with the Power Bracelet and throw it somewhere. If you're too slow, the body will simply regenerate. Upon exposing the tiny ghost underneath, just slash at it. If it manages to get back to its pumpkin, it will regrow a body. Do the same thing until you manage to vanquish it. After that pushover of a boss, you'll receive your first Heart Container. Pick it up and go through the opened door. On the pedestal is the Eternal Spirit; the first of the eight essences. Back outside, the Maku Tree will talk to you. She'll mention the Western Woods. I suppose that's our next destination, right? ------------------------------------------------------------------------------- 5.2. Wing Dungeon [5200] ------------------------------------------------------------------------------- Now would be a great time to get back to Lynna Village and get those two rings appraised. Either way, you need to get back there anyway. Before doing that though, you can lift the rock in front of the Heart Piece by the trapped ghost. Do just that. Once you get the Heart Piece, return to the trapped ghost (you have to approach him from the right side). Use your Power Bracelet to move the boulder and talk to the ghost. Then move the headstone and go downstairs. Converse with the ghost again to get the Poe Clock. Upon returning to Lynna Village, head southwest. You should be in the vicinity of the Black Tower. Just outside the entrance is a path leading west. Lift the rock out of the way and defeat the Octorok. Continue westbound and then south to the woods. Follow the linear path until you reach a fork. Go left one screen and north. Three fairies will appear, and you'll have to find them if you want to proceed. This forest can change its layout (much like the Mysterious Wood of Link's Awakening), so just follow these steps. - Go west two screens and cut away the southwest bush. The first fairy is located here. - Return to the beginning (to the east). Go west one screen and south one screen. Cut away the bottom bush to reveal the second fairy. - Find your way back to the beginning area. Go one screen up and then back south. The floor will change. Go one screen up again to find a rock that appeared out of nowhere (This is crazy). Lift it to find the final fairy. Now that the fairies are all found, they'll put the forest back to normal so you won't go crazy finding your way around. Go east and lift the rock. However, a quake will knock it down. The Maku Tree will recommend that you check in Nayru's House. If you don't know, Nayru's House is located at the upper-right corner of the Forest of Time (beginning area). Go past the Triforce rock and head in a generally northeast direction. Nayru's House is basically a tree, so be sure you don't miss it. Impa is here (for some reason). She'll mention possibly a hidden room somewhere. Indeed! Push the statue by Impa to the left and go through the vent. At the end of the path is the Harp Of Ages. Nayru will appear and explain what this O-------------------------------------------O item does. By playing tunes | HARP OF AGES | on the harp, Link can travel O-------------------------------------------O through time! She'll teach | The Harp of Ages allows you to travel | you the Tune of Echos, which | through time by playing the Tune of | allows you to travel through | Echoes. This tune will open portals | portals that you might come | allow you to travel through time. Later | across. | on, you will learn the Tune Of Currents, | | which allows you to _create_ a portal. | Leave Nayru's House and the | The final tune, the Tune Of Ages will | Maku Tree will talk to you | let you travel through time without the | once again. As you can | hassle of portals. | probably see, there's an O-------------------------------------------O in-active warp point next to Nayru's House. Play the Tune of Echoes and it will activate. Step into it and head west and south. You'll reach the Lynna Village of the past again. Before checking out the dungeon that crumbled in the future, go to the house west of the of the building that would be the shop in the present. Talk to the mailman and he'll complain about the time. Show him the Poe Clock that you should have picked up, and he'll trade you Stationery for it. Go west until you reach the toilet. If you planted a Gasha Seed here, it should be fully grown by now. Anyway, enter the toilet and walk to the hole. A hand will appear and ask for some paper. Give him the Stationery and you get a Stink Bag. Yuck! Go south one screen and lift either rock out of the way. For some reason, this area looks a lot different than the present. Go south at the end to come upon a fork. The upper path leads to a staircase that doesn't serve any purpose yet. Proceed by taking the lower path. You can talk to the old lady if you want, but she'll just complain about the Black Tower like everyone else. Go south into the next screen. The guard here will just mention the tremendous power of Queen Ambi's boobs, I mean bombs! Go west two screens and then north. Move the rocks out of the way and descend the staircase. Move the boulders for a Gasha Seed. Return to the surface and walk around the rocks and back north. Follow the pathway west. The guard will mention terrible hordes of monsters. Go south until you reach a split. Head west and burn the tree with an Ember Seed. Continue along and move the rocks out of the way. Go down the steps you find here. There are various Keeses and Blobs here. Cut the bushes to your right and continue this way. There's a staircase at the end, which will bring you back to the surface. There's a Seed Tree to the south bearing some Mystery Seeds. If you use one on the Owl Statue nearby, it'll say something. Backtrack the way you came until a guard comes. He'll notice that you have some Mystery Seeds. Apparently, Queen Ambi really loves them. He'll bring you to the palace to see her. The Queen will gladly take your Mystery Seeds. The scene that follows proves that the possessed Nayru is corrupting Ambi. Afterwards, you'll learn a bit more about Veran's true intentions. The guard will take you back outside and you're free to go. Now, while O-------------------------------------------O trudging through the woods, | BOMB | you might've noticed a cave O-------------------------------------------O that was sealed. If you | Put a Bomb down and it will explode | guessed it being the next | after a few seconds. You can pick up and | dungeon, you're absolutely | throw a Bomb by using the same button | correct. Return to the forest | you used to throw the Bomb. | and head one screen left of O-------------------------------------------O the guard (he's gone now) that originally told you about the Bombs. Drop one in front of the sealed door and watch it blow up. That's fantastic. __________________________ ---=| Wing Dungeon |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Begin by going straight ahead... because that's kind of the only way you can go at the moment. Flip the Spiked Beetles on their back to make them vulnerable. Go west and up the steps. The idea here is to push the block into the hole with red side up. Move it exactly two spaces down, three spaces right, three spaces up, one space left and down, and then push it all the way into the hole. If you mess up, just leave the room and re-enter. The door will be open. Proceed and push the middle block up. Then move the block to the right of it east. Just before the next set of steps is a bomb-able wall. You can tell by the cracks in it. Drop a Bomb and let it blow it up. You'll find the Dungeon Map in this room. Leave and go through the rest of the room. Train tracks? Hmm. Just go west to enter a pretty dangerous room. Watch the Sparks and make your way through the room. In the next, defeat the Moblins and others to make a Small Key drop from the ceiling. Backtrack to the room with the Spiked Beetles. To get past the blue blocks, just push the two blocks next to the middle one down and then the center block to the side. Defeat the Spiked Beetles once again and unlock the door to the east. There are a bunch of pits here and some Snakes, making this room very hazardous. Defeat the majority of them and bomb the cracked section on the south wall. If you have to, kill off the Moblins and Blobs. Descend the steps and you'll re-appear in a side-scrolling area. Climb a tiny bit to the right and fall onto the platform going up and down. Ride the horizontal platform to get across the gap. To get past the Thwomp, step under it and then get back. Wait for the Thwomp to re-align itself and cross under it while it goes back up. Finally, use the last moving platform to get on the ladder. Defeat the multitude of Snakes to make a chest appear. Open it for a Small Key. That's pretty much what we came here for, so just backtrack through the side- scrolling area to the room with the holes and Snakes. At the upper-right corner is a chest. If you can't get past this block puzzle by yourself, there is something seriously wrong with you. Open the chest afterwards for a Compass. Keep going north into the next room. There are a few Moblins here along with a chest closed off by some blocks. Open the door with a Small Key and continue. This is the fun part! Jump on the mine car; it will carry you along the tracks. Feel free to slash away at enemies that get too close to you. When your ride is over, go north through the open doorway. Uh oh! It's Swoop! Mini-Boss : Swoop ~ =---------------= Swoop starts off by slowly flying into the air. He'll stay up there for a little bit. But don't let your guard down as he'll suddenly drop on top of you. Quickly move out of the way and slash at his vulnerable state. Swoop will continue to do this until you hit him quite a few times. After that, he will start bouncing around after landing. Same drill. Just hit him with the sword after he lands. Be careful of the holes that he makes in the floor. Once he's out of the way, collect a fairy to replenish your health. You have two possible ways out. Take the upper doorway and go down the stairs. There are a few Sparks flying around along with some Cloaked Stalfoses. Get rid of the latter and go south. Stay along the wall of this room to avoid the holes. Avoid the arrows that the Cloaked Stalfoses shoot at you too. Just before the doorway on the east wall is a Blob. Defeat it and continue into the next room. Ascend the staircase you see. Here's another side-scrolling area. Kill the various Keeses flying around and use the same strategy you used before on the Thwomp. Just past it is the Roc's Feather. It lets you jump. O-------------------------------------------O Yeah, you can actually _jump_ | ROC'S FEATHER | now. Go figure. Now, let's O-------------------------------------------O try something clever. First, | The Roc's Feather allows Link to stay in | make the Thwomp come down and | the air for a bit. Use it and you can | quickly jump on top of it. | hop over enemies and obstacles. | Then jump to your left into O-------------------------------------------O the narrow niche. At the end is 30 rupees. Go back down the ladder to the last room. Below you is a yellow tile and red tile. Examine it from afar, as staying on the ground there too long will break it. Stand to the side of the yellow block and jump over it with the Roc's Feather. It'll turn blue. Jump over it again from the opposite side to turn it red. In turn, the door to the east will open. Proceed. In order to get through this room, you'll need to jump across all the gaps. Take caution, as it's very easy to fall off. Jump on the mine cart at the end. In the next room, hit the yellow switch to have the cart stop. Jump off and blow up the cracked wall nearby. Kill every enemy within this room to make a chest appear. Open it for a Small Key. Return to the previous room and examine the block. You want the cube to be blue when it lands in the hole. Do this by pushing it one space down, one space right, three spaces up, one space left, one more space up, one space right, and one space down. Push the cube into the hole and you got it! Hop back into the mine cart and ride into the next room. What you want to do is make the red tiles resemble the pattern to the left. Jump over the left side once and the right side two times to do just that. A Small Key will fall from the ceiling. Go west and take the stairs. Continue even further west to reach the mini-boss room again. This time though, take the lower-right path. Ignore the staircase and advance south. Carefully hope over the gaps and you'll reach a red tile. Jump over it two times to turn it blue and make the track thingy go up. Back- track to the mini-boss room and take the upper-right path again. Use your Small Key on the block. Use the mine cart and let it take you all the way to the end. First off, jump over the gap to the chest on the opposite side. Slay some Moblins and open the chest for a Gasha Seed. With that collected, continue northbound. Here, you'll need your Power Bracelet. First, get the lower-right pot out of the way by throwing it. Then push the pot above it five squares up. Then jump over the gap to the left with your Roc's Feather. Then push the pot two spaces right. Once more, hop over the gap above it. Finally, put it on the switch to open the door. This is a large chamber. Begin by going south, where you will find a puzzle. Turn the red tile yellow by jumping over it first. Common sense tells us that we should put the yellow statue in the middle first. Do just that. To fit the blue statues in, use the tile and turn it blue by jumping over it. Put them in their places. If you hadn't noticed already, your pattern is supposed to match the one on the left. Jump over the blue tile again to turn it red. At last, put those in place. That wasn't too hard. Take your Small Key prize and use it on the locked door to the northeast. This is an interesting room. Although you can't see them, this room is infested with a bunch of color-changing Blobs. As of now, they are all red. Jump over the tile in the middle to change the color of the room. For about a second, the monsters will be revealed. Quickly slash apart as many of them as possible before they change. Repeat this process until all of them are gone. Your prize for that is a Boss Key. Pick it up from the chest. Go back to the last room and open the door at the northwest corner. Avoid the Sparks and slay the Keeses. Pop open the boss's door and pick up all four chests for Bombs and a Fairy. Trust me, you want as many Bombs as you can hold. When you're ready, go upstairs. Boss : Head Thwomp ~ =----------------= You won't need your sword at all for this battle. This can be a very time-consuming fight depending on your luck. First, climb the ladder to the left. Take out a Bomb and throw it on his head. His head will begin to spin on four different colors. Each one will have a different effect. You'll want him to land on red as it will deal him damage. The different effects are as follows: blue; sends a bunch of fireballs that spin around him, green; fireballs come out of the top of his head, and purple; crash into the ground and have rocks fall from the ceiling. Since you probably won't have enough Bombs for this, look out for any Bombs or other goodies that the Head Thwomp drops. The safest place to be is at the top of the ladder as you can avoid most of the fireballs effortlessly. Keep getting him to land on his red face to eventually defeat him. Your prize, of course, is a new heart container. You want to pick this up obviously. When you're done, simply climb down the other ladder and proceed to pick up the second essence: the Ancient Wood. The Maku Tree, once more, will contact you. Crescent Island is the next place to be. Getting there might prove to be a bit difficult. ------------------------------------------------------------------------------- 5.3. Moonlit Grotto [5300] ------------------------------------------------------------------------------- Let's get ourselves another Heart Piece. From the entrance of the Wing Dungeon, go west until you reach a pit. Jump over it with your Roc's Feather and go one screen south. Burn the the tiny tree here to reveal a staircase. Go down and walk to the end of the cave. Slash away any Keeses that stunt your progress. At the end is another shiny Heart Piece. Assuming you followed the walkthrough, that should be your fourth -- meaning a NEW HEART CONTAINER!! Leave the cave now, and go back north. Just before the 2x5 path of grass though, there are two holes in the ground. Defeat the Octorok nearby, and hop over them. Go directly north, climbing the stairs and entering the cave. Here, just hop over the pits to your right. Watch the cracked floors, as they can cave in. Pick up the pot and throw it somewhere right before the Heart Piece. That's another one for you! Now leave. Make your way back to Lynna Village and head southeast. You should pass by a Seed Tree bearing Ember Seeds. Restock your supply if you need it. At the very southeast corner is a broken bridge over a stream. The Roc's Feather should let you hop hop over the gap. Go north to find Cheval's House. Enter and talk to him. He'll talk about his work on a device that allows one to swim in water. Interesting. Leave and Ralph will run in. He'll mention Cheval Rope. Seeing as this is the past, he also remembered seeing a gravestone with that name on that in the present. It's time to return to that time, now that I think about it. Use the warp by Maku Road. Of course, you need to play the Tune Of Echoes in order to activate it. Now that you're back in the present, make your way to Yoll Graveyard. Once again, Link is faced with rescuing a civilian from the clutches of some stupid monsters. These Ghinis are a wee bit difficult. About five slashes should take one down. Defeat all three and talk to the bear. He'll introduce himself as Moosh, and offer to give you a ride. Obviously, we'll need his help for something. Go back to the entrance of Yoll Graveyard and take the skinny, north path. Moosh will tell you that he can float if you tap A repeatedly. Try it out and get yourself past the pits. As you probably presumed, bears cannot hover for too long (Can they even hover at all? But then again, what kind of bear has wings?), so you'll need to be quick. Repeat this process until you reach the end. The last gap is a bugger because if you fall, you start back at the beginning. Once at the end, get off Moosh using the B Button, and push the tombstone out of the way to reveal a staircase. The Blobs should be no problem to defeat. The Hardhat Beetle, on the other hand, cannot be killed by your sword. Either ignore them, or whack them into the nearby water. Follow the path (don't fall into the water, dummy) until you see an orange switch to the east. Jump over the water and read the sign. It's a note left by the late Cheval. If you plan on getting those Flippers, equip the Power Bracelet and Roc's Feather. First, pull the orange switch out to move the blocks. When you let go, they'll slowly come back together. Quickly dash through the opening and pick up the Zora's Flippers. If the blocks closed on you, don't worry as you can just jump off the side O-------------------------------------------O of the platform. Before | ZORA'S FLIPPERS | leaving the cave, jump into O-------------------------------------------O water and go north. | The Zora's Flippers are automatically | | equipped so there's no need to assign it | There are little outcroppings | to a button. Use the B Button to dive. | that look like roots here. | That's really all you need to know. | Swim above them and continue O-------------------------------------------O west until you reach some dry ground. You'll find Cheval Rope here. Make your way back to Nayru's House and make use of the time portal here (Hint for those idiots: Use Harp Of Ages). Now that you're back in the past, head over to Lynna Village. As you probably already know, there's a stream running through the village. Go the house at the very bottom-left side of this stream. You'll need to take the path just right of the Black Tower. He'll notice your Cheval Rope, and steal it from you to finish his raft. It'd be great if you could use the raft, but you'll need a chart if you want to get anywhere. You can find this chart in the present, so run back to the time portal by the Maku Road. Ralph will run into you along the way. Haul your butt over to the Yoll Graveyard area to meet yet another animal. Ricky is a friendly marsupial who has lost his gloves. He won't help you out unless you find them. Head south one screen and cut away the bushes that block the dirt path. You'll notice a weird guy floating with a balloon. Err... more on that later! So yeah, follow the path down the stairs and you'll reach the shore. Go west and dig up the clods of dirt. Under one of them is Ricky's Gloves. Pick them up and return to the kangaroo. As a token of his appreciation, Ricky'll let you ride in his pocket. You can use the A Button to punch (hold it down for a tornado punch). Go south a screen and take the same dirt path as before. Now that you're on the screen as the weird man, jump onto the ledge by hopping into it. Ricky is obviously a multi-talented kangaroo as he can jump over holes too! Do just that and scale the final cliff before the balloon-man. Now that you're up here, get off. Use the sword in conjunction with the Roc's Feather to swing your sword while jumping. Link will pop the balloon and drop the guy. He'll introduce himself as Tingle and as you can see, he's a genuine fairy. Become his friend, and he'll hand you the Island Chart. Let's return to the past and get that raft. Use the portal by Nayru's House again and return to the raft-guy's house. He'll let you on. Controlling this thing is nothing difficult. For some reason, the water currents don't effect you at all. Strange. Go south two screens, east one screen, and north two screens. Try not to ride into the whirlpools as they'll suck you in. A storm will occur, and Link finds himself washed on Crescent Island. As you wake up though, a group of Tokays will steal all your crap. Well gee, doesn't that suck? From the starting position, go south one screen, east one screen, and south one more screen. The Tokay holding your Shovel is right here. One screen north of the Shovel location is a cave. Enter it and you should see your sword to the west. However, you can't get through the crystals because you _don't_ have your sword. Go to the upper-right corner and push the boulder out of the way Use your Shovel and dig away the dirt piles. Talk to the Tokay and he'll gladly hand it back. Return to the starting position and climb the nearby steps. There's a Tokay here who really doesn't serve a purpose. Go east and south one screen. Take caution with the Octoroks. Cut the bushes out of your way and continue east. Buy yourself a new Shield from the Deku Shrub here for 50 rupees. Go south two more screens and descend the steps. Proceed east and follow the shoreline. The Tokay's here don't have your stuff, so there's no need to talk to them. Continue all the way to the hut at the top. Cross the bridge and enter. It seems your Roc's Feather and Power Bracelet are here. Trade him your Shovel for your Power Bracelet. From the trading hut, go south three screens and west one screen. Simply climb the steps here and go right. Lift the rock out of the way with your reclaimed Power Bracelet and go down the stairs. You can't access the chest here because you have no Bombs. Push the bottom-most boulder to the right and the boulder above it in the same direction to make a path. Ascend the staircase and pick your Bombs back up. If you return to the chest in the previous room, you can blow up the boulders to reach it. It contains a Gasha Seed. Go back to the trading hut once again. Trade back your Power Bracelet for the Shovel and trade the Shovel for the Roc's Feather (what is his fascination with a Shovel anyway?). Equip the Roc's Feather and go to the south end of the shore. Climb up the same steps you took to get the Bombs and jump over the gap to your left. Go a screen west and north. Bomb open the cave (the bushes outside bear Bombs in case you ran out) and enter. Your Flippers are being held hostage by a Tokay to the right. In order to reach it, jump over the gap to your left. Place a Bomb to blow up the cracked rock. Unless you want your butt blown off too, jump back. Repeat this process until you get all the way around to it. Simply take your Flippers back. Return all the way back to the trading hut and get your Power Bracelet back by putting down the Roc's Feather. Return to the holes that you previously jumped over. One screen north of them are two rocks. Get them out of the way and proceed. Alas, you re-reach the same cave as before. This time, go to the northwest corner and move the rocks. With the Flippers, dive (B Button) in the darker-colored waters. Amazing! You can actually dive under the foundation. Swim through this area and climb the ladders at the end. Lift the rocks and take the nearby stairs. Left of your position is your Seed Satchel. Take it. One screen south of the trading hut is a "bomb"-able wall. Ascend the steps nearby, and nuke it. Read to do something cool? Talk to the oddly colored Tokay and he'll tell you what to do. You must throw meat at each Tokay that passes. You CANNOT let one pass without feeding it. Obviously, this might take a few tries. Keep in mind that you have to be running forward in order to throw a piece of meat. Beat it and you'll receive a Scent Seedling. You can also proceed to beat it multiple times for cool prizes. Eventually, you'll get another Gasha Seed too. From the starting position, go two screens east and lift the rocks out of the way. Talk to the Tokay here to plant your Scent Seedling, won in that hard mini-game. Return to the trading hut and get your Roc's Feather after paying 10 Mystery Seeds from your Seed Satchel. Now, head over to the cave that held your Flippers and led you to the Seed Satchel. One screen south of this cave is another. Enter this one and move the pots out of the way. Descend the steps and jump into the water. As you swim through the area, you'll pass by a moving block. Climb the ladder at the very end and hop onto this moving platform. Use your Roc's Feather and jump the next few gaps. If you mess up, just try again. At the end is another ladder leading to another part of the cave. Leave and take back your Harp of Ages from the Tokay. Now, we have all of our items back except for the Shovel. Before going back to the present, there are a few things to do. Return through the cave and backtrack to the other side. Now, head over to the cave that originally held your Flippers and go east. Lift the rocks out of the way and move the plant seedling two spaces up and four spaces left. It should now be right beside the cliff. Repeat this process with the seedling south of the beginning area. Push it two spaces to the right, under the cliff. Anyway, the time portal is beside the hut south of the trading hut. Play the Tune of Echoes to activate it. Step in to warp to the present. It seems that after all this time, the Tokays have still managed to stay alive. That's a surprise. Well, go south and enter the hut here. The Tokay cook needs something to clear up his nose. Hand him the Stink Bag that you should have picked up before. He'll give you some Tasty Meat. With that done, head over to where you planted that Scent Seedling. At the moment, it's already grown into a tree. Cut down some Scent Seeds. Now that you have some of those, return to the portal (right side of island). Play the Tune of Echoes and warp to the past. Go back to the trading hut and trade your Power Bracelet for your Shovel. Then give him 10 Scent Seeds for your Power Bracelet. Now that you have all your items back, it's time to find the third dungeon. There's another portal on this island that you should use for that. From the portal by the hut, go one screen south and one screen west. Climb the steps and hop over the holes. You'll find a cave on the next screen. Lift up the pots and proceed through this familiar area. Walk past the Tokay that originally had your Harp of Ages. Dig away the dirt and use the portal here after playing the Tune of Echoes. All you have to do now is head north past some Crabs. Follow the path through the brush and you'll reach the Moonlit Grotto. FINALLY! __________________________ ---=| Moonlit Grotto |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Upon entering this dungeon, go to the upper-left corner. Push the single block in-between the four blocks and then blow up the upper cracked block. There are two Pols Voices here (rabbits). They cannot be defeated by your sword, so throw some bushes at them. Better yet, play your Harp of Ages to make them die instantly. As you can see, Pols Voices DO NOT like music. Big ears! Pick up the Dungeon Map from the chest that appears afterwards. Now, return to the entrance (to get out, blow up the cracked block and push the upper-right block out) and head north. Defeat the Mini Moldorms to open the east door. There are two Iron Masks here. In order to defeat them, you need to hit them from behind. I would just ignore them and hit that crystal in the middle. After doing that, walk north to a big, weird thingy. Step into it and you'll be put on the east path. This is the only path you can take at the moment. Proceed into the next room if you don't mind. The objective here is to get to the crystal in the middle of this room. Go over to the east side of the room, where there are two cracked blocks. Bomb the first one, and then chuck a Bomb over the green wall. You want to hit the other cracked block as well. It isn't hard at all. Walk up and push the block down. Throw another Bomb over this green wall. It should just make it to the other cracked block. Now that those three blocks are gone, walk around to the south end and push the block (fourth block from the right) up. Hit the crystal. Before you go, push the block right of the (broken) crystal out of the way. Then push the green statue so that it's in pattern with the other green statues. Move it two spaces right, two spaces up, one space to the left, and one space down. After you get it where's supposed to be, take the Small Key that drops from the ceiling. Return to the previous room and take the spinney thingy. Go back south and backtrack two rooms. Use the Small Key on the door to the north. Continue. Drop down the hole in the middle of this floor. You'll fall in-between some Blobs and Tektites. Quickly get rid of the monsters and go south. Go south through the next door. Once again, play your Harp of Ages to kill both Pols Voices. Go north through the door that just opened. Ignore the closed south- west door for now. Proceed past it and climb the stairs. Up here is the third crystal. Slash it apart and return to the last room. In order to open the southwest door, the Mini Moldorm has to be killed. Throw a Bomb or two toward it. Head through the opened door. Here, just take the left path. In order to get the switch, you need a Bomb. However, timing is of the essence. An Armos Statue will come alive above you. Use a Bomb to clear it out and a treasure chest will appear. Inside is the Compass of the Moonlit Grotto. Head up the stairs to the next floor. Go south and left to reach a block puzzle -- well, hardly a block puzzle. Simply push the three upper blocks out. Move the upper block up, the left block to the left, and the right block to the right. The end result should be a crude hexagonal figure. Whatever. Just take the Small Key that drops from the ceiling. Go right again and jump off the ledge to the right of the stairs. If you absolutely must, defeat them with the Harp of Ages. I just bypassed them. Anyway, you will find yourself at the entrance again. Bomb the cracked block and push the other block right. Go north until you reach the room with the big pit in the middle. This time though, we're not going to fall through again. Instead, just go east to the spinney thingy (sorry, I can't come up with a better name). Walk into it and proceed southbound. Go west back to the entrance room. Then proceed north and east to reach the spinney thingy. Because we just re-configured it, stepping into it will let you go north. Do just that. The next room features a very annoying enemy. Avoid getting swallowed by the Like Like because they will steal your Shields. Go east two find four Armos Statues. Activate them by stepping on the switch at the upper-right corner. Defeat all four of them with Bombs. This might take you a while. Your prize for finishing them off is a Small Key. Go back a room and use one of your Small Keys on the door to the north. There are two ways to get by this room. Basically, a bunch of tiles appear from the middle and fling themselves at you. You can either run around the room clockwise and let the tiles hit the wall OR get in a corner and put up your shield to deflect the tiles. I would recommend the first method, as it won't put you in danger of getting hit by Blobs (considering how slowly they move). After getting rid of all the tiles and Blobs, go through the west doorway. If you need any hearts and such, cut away the bushes in this room to hopefully find some. Be wary of monsters hiding under the bushes though. Follow the path to the other side of the room. Before opening the door though, step onto the ledge and follow it to the end for 30 rupees. Unlock the door and continue. The next room features a torch in the middle that cannot be accessed right now. Bypass it and head left. All you have to do here is clear the various monsters hanging around. Mimics can easily be defeated by making them walk in front of you. Seriously, they don't even attempt to attack you. A chest will appear after the last of the monsters is out of the picture. Inside is a well-deserved prize; the Seed Shooter. And of course, you O-------------------------------------------O can try it out right now. Go | SEED SHOOTER | back to the last room and fire O-------------------------------------------O an Ember Seed at the torch. | The Seed Shooter launches seeds at very | | high velocity. If you fire one against a | The lantern will light and you | wall, the seed will ricochet. A seed can | can continue south again. | ricochet twice before losing its | Backtrack through the "U"- | "speed". | shaped room to the other end. O-------------------------------------------O Once again, dodge the flying tiles. Once it stops, head south. The fourth crystal can be found here. Stand to the southwest of it and aim the Seed Shooter diagonally toward the crystal. Fire one off to break it. It seems that something heavy has fallen! Go south to find that the spinney thingy is gone. In its place is a Gasha Seed. Whoo! Now, go one screen west and fall down the big pit. Go east to find that the spinney thingy has fallen here. Let it lead you south. Defeat the Iron Masks here and head over to the lower-right corner. Push the blocks into the pit and carefully aim your Seed Shooter. You want to light both lanterns by ricocheting the seeds off the walls. Once both are lit, a chest will appear. Inside is another Gasha Seed. Now that that's done with, go west and north to reach the room that you fell into. Go east to the spinney thingy and you'll be put on the northern path. Follow it up some steps to another room. Watch out for the Peahats and head north to reach the dungeon's mini-boss... Mini-Boss : Subterror ~ =-------------------= You'll need the Shovel, along with the sword for this fight. If you are quick enough, you shouldn't even lose any health. Begin by digging him up with the Shovel. You can see where he is easily. When he's up, use your sword to dish out as much damage as possible. Subterror will quickly go back underground though. Do the same "dig + sword" routine to take him out. Pick up the fairy if you need it. Head west and follow the path (don't fall into the pit). To get the Small Key, you must first kill off the two Mini Moldorms to the west. Stick along the wall and slash as much as possible. You should be able to get in a few hits through the blocks. After killing both, return to the four blocks with the green tile in the middle. Push the lower- right block left and pick up the key that falls. Return to the room that you dropped into (back through mini-boss room and south to the spinney thingy). Back here, kill off the monsters that _attempt_ to jump you and go north. Before crossing the narrow bridge, you might consider getting rid of the Peahat so it doesn't annoy you. Hit the switch to change the direction of the little bar. Make it \. Whip out your trusty Seed Shooter and fire off a seed right at it. It will bounce off and hit the switch below it. The result? A new bridge forms. With the blue switch, you're doing practically the same thing. Hit it until you get the red bar to look like /. Fire off another seed at it and hit the green switch. You can snag 20 rupees from the chest that it leads to. Before using your Small Key on the door, shoot another seed at the green switch to fix the bridge. That's better. Proceed through the unlocked door. Same thing here; except this time, both switches are out of your reach. First, shoot a _single_ seed at the round switch to make the red bar \. Then knock the green switch by bouncing a seed off the red bar. Cross the bridge to be on the same platform as the round switch. Hit it twice to make the bar /. Then hit the green switch to form the bridge. Heading north from here will bring you to the boss's lair entrance. Although you don't have the Boss Key, just push the block in front of the entrance to the right. Proceed east and go through the mini-boss room again. Go all the way south to the spinney-thingy. Assuming you didn't use it when you didn't have to, it'll take you to the east. In order to open the north door, the green switch must be hit. Repeatedly step on it until you get both red bars to //. Without getting off the switch, aim the Seed Shooter diagonally (northeast) and shoot a seed. If you don't hit the switch, try again. With the door open, advance through it and take the Boss Key from the chest. Make your way to the boss's lair door. You know what to do. Boss : Shadow Hag ~ =---------------= The Seed Shooter is required for this battle. At first, you have four shadows slowly creeping around the room. Do your best to avoid them and wait for them to come together. Once that happens, face away from the apparition that releases four butterflies. If you look at the Shadow Hag, she'll disappear. Instead, look away from her and shoot a seed into the wall. If you were perpendicular to the wall, the seed will bounce off the wall and back. The best time to launch a seed is right before she charges you. Once you figure it out, this fight becomes very easy. If you need seeds, kill the butterflies that the Shadow Hag releases. They occasionally drop seeds. Pick up your heart container prize for killing the Shadow Hag. You know what to do. Go into the next room and pick up the Echoing Howl. The game's not even halfway done yet, so yeah, I guess you can say that you have quite a way to go. After exiting the Moonlit Grotto, you'll witness a scene between Nayru (with Veran possessing her of course) and Queen Ambi. That Black Tower isn't looking too great, is it? Once again, the Maku Tree will give you some help on what to do. Next stop; Talus Peaks! ------------------------------------------------------------------------------- 5.4. Skull Dungeon [5400] ------------------------------------------------------------------------------- Simply follow the zig-zagging path out of here. After a bit of walking, you will come across two Tokays examining a creature that apparently washed ashore. Talk to either one and trade them some Ember Seeds for the "red fish". The braindead Tokays will then run off with their mouths alight. Very interesting. Talk to Dimitri and he'll offer you a ride on his back. You can reach Lynna Village again by going west and north. Dimitri will leave you and you're free to walk on your own. Head north and up the steps. Enter the cave and whip out your Seed Shooter. Stand where the [L] is and aim your Seed Shooter northwest. Fire off a seed and it will bounce off the north wall and hit the switch. A bridge will form afterwards. ________________.-- Wall Stairs ---- SS## ,'`. #### ,' [L] ---- Stand Here ## ,' ######## ,' ########## ' ############ Switch ---- XX ############ And who you find here? Yeah, it's Tingle and he's still here with that balloon. Jump up with the Roc's Feather and swing your sword to pop it again. Talk to him and he'll upgrade your Seed Satchel/Shooter. You can now carry a maximum of 50 seeds. This is not a bad deal at all. Jump off the ledge and you should be in a familiar area. Make your way back to Lynna Village once again. Do whatever there is to do in a town. Proceed to the west as if you were going to the woods again. There's a sign just outside Lynna Village that will point you toward Symmetry City. On your right is a bridge overflowing with water. Before doing anything though, turn left and enter the house here. The man here is apparently HUNGRY (as you can see). Give him the Tasty Meat (received from the Tokay on Crescent Island) and he will give you a Doggie Mask. Return to Lynna Village and go to the house west of the red-haired girl standing by the stream. This is Mamamu Yan's House. Talk to the woman inside and give her the Doggy Mask. She'll reward you with a Dumbbell. Only one though. Now, get your butt back to the incomplete bridge. Once again, use your Seed Shooter (Ember Seeds) to burn the small tree by the red switch. Another seed (hit the switch) will complete the bridge for you. Walk over it and continue along. Be careful not to hit the Shockers unless you want to take some damage. On the next screen, be wary of the Zoras lurking in the water. Simply follow this linear path until you reach some pits. Jump over the southern hole and over to the other side. Go north to find a fat man. Talk to him to learn his current predicament. His workers ran off to take a break without finishing the bridge. Ugh. Backtrack to Lynna Village, and one of those fairies will appear. It seems that a bearlike creature with wings (Mooshy, no doubt) has gotten stuck in their forest. It's your job to get him out. Make your way to the woods to the south again. You'll be greeted at the fairy, of whom tells you to follow her. Go south past the ruins of the Wing Dungeon and west. It isn't really that hard to find him. From the fairys' tree, go up, down, and up again. You will find our Moosh-y pal hanging out here. The fairys' will carry both of you out and apologize for the inconvenience. Mooshy realizes that you've helped him a lot, and gives you the Moosh's Flute. Afterwards, he allows you to O-------------------------------------------O ride him and help out. While | MOOSH'S FLUTE | riding Mooshy, return to the O-------------------------------------------O worker at the incomplete | If you use Moosh's Flute, he will appear | bridge (on the way to Symmetry | to help you. | Village). Talk to the him O-------------------------------------------O again and he'll ask if you can get the slackers back. Say yes and be off. Go east a single screen and use Moosh's butt-slam (Hold A Button and release) to get rid of the bush. Use Mooshy's hovering abilities (Tap the A Button to hover and move over the pits) to get over the first two pits and up the steps. Use Moosh's hovering ability to get over the next gap as well. This might prove to be a bit difficult. It took me roughly five tries. Anyway, north of here is the first slacker. Talk to him and he'll return. Backtrack over the last pit (ARGH!). Climb down the steps and go east (ignore the north fork for now). You should see the second worker on a cliff to the south. Have Moosh bring you over the gaps. If you want a Ring, get rid of the two bushes to the very east and continue south. Enter the cave and pick up a Ring. Now, back to the task at hand. Take the other path that leads west to find a staircase. Needless to say, you have a lot of jumping around to do. Climb up the steps and talk to the second worker. Carefully return to the fork and take the north path (that I told you to ignore before). You'll come to a staircase past some holes in the ground. Jump over them and land on the stairs. Go north a screen and east. Climb the steps here. If you'd like, enter the cave to have a fairy heal you. Advance south, and you'll see the third worker. Take out the Seed Shooter and get rid of the bush blocking the first gap (Ember Seeds). At last, talk to the last slacker and he'll return. They'll complete the bridge for you, and you're free to head over to Symmetry City. Excited? You better be. Go west and follow the path. Clear the Knights out of your way and ascend the steps. Upon entering the city, you'll see that it isn't really a pretty sight. There's a tree to the left bearing Gale Seeds. Then chop down the bushes around the tree to reveal not one, but two time portals! Play your Harp of Ages to activate both. Well, this city still looks craptacular, even in the past. Walk inside the house in front of you and talk to either of the women. The Tuni Nut of Symmetry City has broken. The reaction from the volcano will eventually destroy this city. Before leaving the house, go downstairs and talk to the man. Apparently, he wants a Dumbbell so he can grow muscles and get all the girls. Give your Dumbbell to this loser and he'll trade you a Cheesy Mustache. Wonderful! Leave the house and talk to the man inside the northeast house. Symmetry City has to live up to its name. (If you hadn't noticed already, the city is symmetrical). Therefore, he can't leave with the Tuni Nut unless his brother leaves on the opposite side. Since he's too hurt to get anywhere, he can't go. Wow, what a stupid rule. So yeah, it looks like you're the only who can save Symmetry City yadda yadda yadda. Leave his house and head due south down the steps. Kill off some Knights and climb the staircase to the immediate left. There are more Knights here. Avoid their arrows and slash them apart with your sword. Ascend the following steps and jump into the water. Head to the northwestern-most water tile and dive to go under. Get rid of the Cheep Cheep here and advance onto the next screen. Climb the ladder at the end to appear in Tokkey's house (Not to be confused with those brainless creatures, Tokays). Take out your Harp of Ages and play the Tune of Echoes. Be sure you stand on the green tile, or else Tokkey won't hear it. Afterwards, he'll go crazy and figure out the notes to the Tune of Currents; a very, very useful song. It will allow Link to go back and forward in time as he pleases. However, in order to return to the past, you need to step back into the portal that you created (A-la Link to the Past). Return through the underwater area and go south one screen. Walk into the shallow water to the right and continue west. Kill off all three Knights and play your Tune of Currents while standing to the south end of the ledge. You will warp to the present. Cross the bridge and pick up this Heart Piece. With that, return to the portal to get back to the past. Backtrack across the shallow water and proceed southbound. Watch out for the Knight's arrows. Here, just go west to find an owl statue along with a warp portal. Ignore that. Instead, stand at the south end of the ledge and play the Tune of Currents. Now that you're back in the present, walk down the steps leading south. Simply follow this path defeating any Moblins or Tektites that happen to get in your way. Soon enough, you'll reach a wide staircase next to some vines. Climb up the steps and lift the suspicious-looking rock to reveal a warp. Play the Tune of Echoes (not Currents) to activate it. Then step in the open portal to get back to the past. Go north, enter the cave, and head up the staircase. There are two ways you can exit; to the right or left. Opt for the exit on the right first. Push the weird rock left and the ground will change sides. Head back through the cave and walk down the staircase. Remember that vine in the present? Well, the plant at the moment is just a seedling. Push it from it's current location to the cliff on the right (there's an indent in it). After accomplishing that task, use the Harp of Ages (Tune of Currents) to return to the present. ... And of course, the vine is now on the right side. Climb it and continue east through the water. Ascend the upper staircase and go north. Watch out for the Tektites jumping around. Slay them if they get in the way. Go west one more screen and head down the steps. You will come across yet another portal. Use the Tune of Echoes to activate it. Step right in. Climb up the steps again and continue along. There are Tektites here, even in the past. Once you get to the water-filled area, take the stairs to the southwest. Defeat some Octoroks and continue east. Here we are, the Restoration Wall. Begin by climbing up the vines. Some boulders will fall toward you. These are kind of difficult to avoid. At the top is a cave. Inside is Patch. He can fix the Tuni Nut, but that would require some work on your part as well. Crap. Follow him down the stairs. Yes, it's Patch's Crazy Cart challenge! Talk to him and agree to participate in his "ceremony". The idea here is to push all of the Hardhat Beetles into the pits. Doesn't sound too hard. However, be sure to watch the mine cart as well. If it hits the Tuni Nut, it's game over for you. Make sure that doesn't happen by stepping on the switch. It will change the track so the mine cart flies right past it. Push all of the Hard- hat Beetles into the pits to finish it. After that rather difficult game, Patch will give you the fixed Tuni Nut. Now to return to Symmetry City. Do this by going east and falling off the ledge. Kill off the Knights and go up the steps to reach Symmetry City again. Head to the south-center building and put the Tuni Nut on the platform. Now, go directly north from the house to the *rather small* volcano. The volcano that once was is no longer. Enter the cindercone. __________________________ ---=| Skull Dungeon |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is the fourth dungeon. Excited? Anyway, begin by heading north. There is still some molten rock here. Watch out for the Fire Bird that will attempt to hit you. Take the skinny path to the west room. Defeat the Cloaked Stalfos and the other Stalfoses to open the door. In here, just use the Roc's Feather to jump onto the middle platform and then to the next one. Watch out for the Stalfoses' arrows. In the next room, be wary of the Spark and Fire Birds flying around. Navigate the blocks and leave through the opening. To obtain the Compass, just push the right-most block by the chest down or up. Upon doing that, go south again. Before doing anything, kill off the monsters here so they won't distract you. Now, hop over the lava and push the weird cube down four squares, one square right, one square up, one square left, one more square down, and two squares left. The blue side should be facing up when it hits the mark. Open the chest that appears for a Small Key. Continue by ascending the steps to the right. In the next room, just jump off the ledge. Return to the room after the beginning room (filled with lava). Follow the other path to the right side and enter the following room. First thing's first. Kill the various Fire Birds and jump (Roc's Feather) across two platforms to the southern area of the room. Do the same thing and get to the right side of the room and then to the center. The blocks prevent you from reaching the locked door (# = blocks); 1) ## ## ## Stand where the [L] is, and ## ## ## push the block to your immediate left to the left. ## ## [L] ########## ## 2) ## ## ## Stand where the [L] is, and ## ## ## jump north from where the block originally was. The ####[L] push the block right of you ########## ## out of the way. 3) ## ## ## Once that block is out of ## [L]#### the way, just go north to reach the locked door. #### ########## ## Unlock the door with your Small Key and proceed. There's a Stalfos party going on here as you can see. Kill them if you wish and avoid the Spark. Ready for some mine cart ridin'? First, hit the switch and then hop onto the mine cart. Take your well-deserved Dungeon Map and return to the switch by riding the cart back. Hit the switch _one_ time to change the track. Once again, hop onto the mine cart and let it take you to the next room. Ignore the switch you see on the way. When you reach the end, get off and take out your Seed Shooter. Stand by the edge of the lava and aim a seed southeast. The idea to to try to hit the moving switch. Keep doing this until you do. The Mini Moldorm might get in the way by eating some seeds that you shoot. Once you hit the switch, a chest will appear. It contains a Small Key. Now, jump back onto the mine cart. On your way back, quickly smack the switch to the left. You'll stop off in this room. There are some Cloaked Stalfoses here. For the most part, they shouldn't give you any problem. Make your way to the upper-right corner of this room to find a locked door. Use your Small Key on it. Head east and kill off a Blob. Before jumping over the line of lava, step in front of the Sensor Spikes so they are activated. When they go back to their original position, quickly walk past them and jump over the lava. Get rid of the Cloaked Stalfoses here and head north through the doorway. At the northeast corner of this room is a long switch. Equip the Power Bracelet and pull it out. When you reach the end, the floor will harden, making it safe to walk on. Let go and _quickly_ run to the northwest corner. Be sure that you don't take the short way. Walk AROUND the blocks or else you won't be able to continue. Onwards! These jumping Stalfoses are pretty annoying. They will jump away from your sword if you just slash at them. Defeat them by backing them into a wall and then cut away. Once all four are down for the count, head through the open west doorway. Jump over the lava and push all the Hardhat Beetles into the lava to take care of them. Go north to find yourself in front of a puzzle. Luckily, it's nothing difficult. All you have to do is make the red square the same as the square on the right. - Start on the middle square. Then jump up to turn the middle-north square yellow. Return to the middle square and jump up again. This will make the middle-north square blue. - Stand on the middle square. Jump to the left and make the middle-left square yellow. Repeat and make it blue. - Stand on the middle-left square (the square you just turned blue) and jump right over the middle tile. It will turn yellow. - Stand on the middle square. Jump to the right and make the middle-right square yellow. Repeat and make it blue. - Stand on the middle square and jump southwest. It will make the lower-left tile yellow. If you accidentally change the middle-left square, repeat it on that one. - Finally, jump over the lower-right tile once. It will turn yellow. Thus, completing the pattern. The door to the west will open after finishing that. As you enter this room, activate the Sensor Spikes and quickly run back a tiny bit, then walk past them. Alternatively, you can just jump over them with the Roc's Feather. Now, defeat the Cloaked Stalfoses. In order to get to the cube, you must first activate the Sensor Spikes. Run above them when they hit each other and get by the cube. Push it down two squares, five squares left, and two squares down. Jump onto the nearby mine cart and let it take you into the next area. Kill off the various Snakes and head east. Hop onto the moving platform. With the Seed Shooter, you're going to have to hit the switch on the other side. Aim it northeast and fire it off when the moving platform reachs the part where this diagram shows (@ = moving platform). ################ ## ,'`. ## ## @@ `. ## ## @@ `. ## ## ## `## ## ## ,'## ## #####'#### ## ####SS#### ## ########## After hitting the switch, a chest will appear. Jump back and pick up a Small Key. Go west two screens (ignore the mine cart). Here, kill some Stalfoses and unlock the locked block. Change the block to blue (jump over it two times) and return to the previous room. Now, take the left mine cart. When you get into the next room, equip your Seed Shooter quickly, and knock out all three Stalfoses. If you miss them, there's nothing more you can do but go back and then try again. Once they're all dead, the western door will open. Proceed through it. Simply jump onto the moving platforms and let them carry you to the southeast corner. Be very careful not to fall off. Since you don't have a Small Key, you cannot open the locked block. Bypass it and head south. In order to get the Small Key here, you have to match the lower platform of tiles with the upper line. This is easy enough. First, jump on the red tile to the far right (that's the only one you actually can jump on) to turn it yellow. Then jump to the green tile (middle) to make the second tile from the right yellow as well. From the green tile, jump to the far right to make both tiles blue. Hop back onto the floor and then jump onto the right-most tile to make it red. Repeat that on the other side and make a Small Key fall. Take it and return to open the locked block. Ride the mine cart and let it take you to the end. If you're lucky, the cart will crush the Gibdo, so you won't have to deal with it yourself. If not, just kill it anyway. Head west (ignore the steps for now) to meet the Armos Warrior. Mini-Boss : Armos Warrior ~ =-----------------------= To defeat the Armos Warrior, you'll need to use his stupidity against him. He won't actually wield his sword. Instead, it will fly around the room at you. The idea here is to get the sword to hit the Armos Warrior. Draw the sword (it will follow you) toward him and quickly get out of the way. The sword should go straight into him. Repeat this a few times. Note that he'll get a bit faster with each hit. His shield and sword will break. That, apparently, really pisses him off. From here, he'll just charge you. Let him do just do that and get out of the way before he hits you. The Armos Warrior should go right into the wall. In his stunned state, slash him with the sword. Rinse and repeat. Once he's gone, go south through the opened door. Kill the Stalfoses and head up the small steps. Defeat the Mini Moldorm here, and proceed southbound. Continue across the bridge to reach a cracked wall. Bomb it open and proceed into another puzzle room. You must turn the entire room red in one pass. From the first tile; go one square left, one square up, three squares right, one square down, and five squares right. Right now, you should be at the lower-right corner. Continuing; go two squares up, two squares left, one square down, two squares left, one square up, one square right, one square up, two squares right, one square up, one square right, and two squares up. At the moment, you should be at the upper-right corner. Go five squares left, one square down, three squares right, one square down, five squares left, two squares up, and one square left. Okay, now you're at the upper-left corner. From here, it should pretty much be a gimme. For those less intelligent out there, just go four squares down, two squares right, one square up, and one more square right. Here's the quickie direction list (L = Left, R = Right, U = Up, D = Down); L, U, R, R, R, D, R, R, R, R, R, U, U, L, L, D, L, L, U, R, U, R, R, U, R, U, U, L, L, L, L, L, D, R, R, R, D, L, L, L, L, L, U, U, L, D, D, D, D, R, R, U, R The chest that appears contains a Switch Hook. Pick it up and go west. Use it on the object across the gap O-------------------------------------------O to somehow switch places with | SWITCH HOOK | it. Don't ask me how this O-------------------------------------------O works. Anyway, trot down the | This interesting device is similar to a | nearby steps and head north | Hookshot (of other Zelda games), but not | back into the mini-boss room. | quite. Basically, you will swap places | | with whatever object you latch onto. | Exit through the other doorway O-------------------------------------------O on the right wall. Head north- west up the small steps. Kill the Stalfos here and look to the east. Use the Switch Hook to switch places with the diamond-shaped object on the other side. Defeat some Cloaked Stalfoses and continue south. Watch out for the Gibdos and proceed east. To get across the lava in your way, use your Switch Hook once again on the object on the other side. Kill off the Cloaked Stalfos and step onto the switch. It needs to be pressed down in order for the door to stay open. Use the Switch Hook on the diamond object to your right. It will keep the switch down, which in turn, keeps the door open. Go south through the open door of course. Go east and cross the bridge. Simply follow this linear path until you reach a staircase. Descend as necessary. Kill off the two Gibdos and continue north. There are some Snakes here that will probably get in your way. Dispose of them. Now, stand below the diamond-shaped object and use the Switch Hook to switch places with it. Afterwards, use the Switch Hook on the pot to the east. It will break of course. Here's what you need to do. Stand right next to the diamond-shaped object and use the Switch Hook on it so that you're on the left. Walk over to where the switch is and stand to the _RIGHT_ of it. Walk up to the diamond-shaped object (that should be right next to the switch) and use the Switch Hook again. Now stand to the _LEFT_ of the switch. The diamond- shaped object should be in range of your Switch Hook. Use it and it will appear to the left of the switch. Finally, stand on the switch and use the Switch Hook one last time. This will open the south door. Advance. Go one screen west and defeat the Mini Moldorm. Climb down the steps. You will put your Switch Hook to use here as well (PP = Pot) 1) PPPP [L]### Stand where the [L] is and use PPPP ###### your Switch Hook on the pot ###### across the lava. ###### ------ PP PP#### 2) PP[L] ###### Switch Hook the pot to your PPPP ###### immediate left. ###### ###### ------ PP PP#### 3) [L] ###### Switch Hook the pot to your PPPP ###### immediate south. ###### ###### ------ PP PP#### 4) ###### Now, use the Switch Hook to swap [L]PP ###### places with the pot to the ###### south. ###### ------ PP PP#### 5) ###### You should be exactly where the PP ###### [L] is. The last step is ###### switching with the pot to your ###### east. ------ [L] PP#### 6) ###### At last, climb the nearby steps PP ###### and continue south. ###### ###### ------ [L]### This next colorful room features hidden enemies. Use your Roc's Feather to jump over the tile in the middle to change the color scheme of this room. For a split second, the monsters here will be revealed. Quickly slash as many of them as possible before they change again. Really, it isn't that hard at all. When you're done, the two doors will open. Go west and hop over the lava. Watch out for the Sensor Spikes though. In the next room is another tile puzzle. Oh boy! From the starting tile, go one square left, one square down, one square right, three squares down, two squares left, five squares up, two squares right, one square up, one square left, one square up, one square right, and one square up. Check to make sure that you're at the upper-right corner. Continue by going two squares left, one square down, one square left, one square up, and nine squares left. This will put you at the upper-left corner. Go two squares down, one square right, three squares down, one square left, and three squares down. Now you're at the lower-left corner. Go one square right, two squares up, one square right, two squares down, seven squares right, two squares up, two squares left, one square down, one square left, one square up, one square left, one square down, one square left, one square up, one square left, one square up, one square left, three squares up, one square right, one square up, one square right, one square down, two squares right, one square up, two squares right, one square down, one square right, one square down, six squares left, one square down, one square right, one square down, one square right, one square up, four squares right, one square down, and two squares left. Once again, here's a quickie direction list (L = Left, R = Right, U = Up, D = Down); L, D, R, D, D, D, L, L, U, U, U, U, U, R, R, U, L, U, R, U, L, L, D, L, U, L, L, L, L, L, L, L, L, L, D, D, R, D, D, D, L, D, D, D, R, U, U, R, D, D, R, R, R, R, R, R, R, U, U, L, L, D, L, U, L, D, L, U, L, U, L, U, U, U, R, U, R, D, R, R, U, R, R, D, R, D, L, L, L, L, L, L, D, R, D, R, U, R, R, R, R, D, L, L All of that for just one Small Key. _Wow_. This game never ceases to amaze me. Anyway, continue through the north doorway. Kill off the Keeses and jump onto the first moving platform. Use your Switch Hook and hit the diamond- shaped object while still on the platform. Simply step onto the other one and let it take you to the other side. Ignore the Hardhat Beetle since it's too annoying just pushing him into the lava. Since we don't have the Boss Key, we obviously can't enter the boss's lair. Climb the staircase nearby. Watch out for the Keeses here. They can be pretty problematic if not taken care of. Ride up the first platform and jump onto the skinny ledge. Use the Switch Hook to switch places with the two pots. Climb the ladder at the end to leave. Unlock the locked block and go west. There's another Fire Bird here so keep an eye. Anyway, to get across this gap, just switch places with the first object and then switch places with the one across the chasm. Easy. Head west a screen to reach a split. Go south at the moment. Equip the Power Bracelet and pull the switch all the way out. The lava will harden. Let go and make a mad dash west (south of the blocks) and around. You should be able to _just_ make it. If you mess up, simply try again. Keep your Power Bracelet equipped and pull this next switch too. The lava will subsequently harden again. Once again, run onto the hardened lava. You'll be stopped by a bunch of pots. Pick this one up and STAY there. Now just use the Switch Hook on each pot to advance. Be sure the Keeses flying around don't push you into the lava. At the end of this line of pots, be sure to use the Roc's Feather to jump the final gap. Continue north. Trudge up the steps and jump over the lava. Get rid of the pot below you (you don't necessarily HAVE TO use the Switch Hook for this task). Now push (not break) the pot to the right over. Use the Switch Hook again on the pot north of your current position. Push the pot above the blue tile up one square. See the two pots by the north wall? Swap with the first and _push_ the second onto the switch. Just switch yourself back over and open the chest for a Boss Key. In order to get to the boss's door, jump off the ledge south- east of the chest. Go south from here past the orange switch. Then pull a right and cross the lava gap again using the diamond-shaped objects. Descend the staircase and simply use your Switch Hook with the pots to get across quickly. Climb down the ladder and FINALLY, you reach the boss's lair. Yum. Boss : Eyesoar ~ =------------= For a dungeon boss, Eyesoar doesn't look like much. To get to him, you must first catch him with the Switch Hook. Needless to say, you might find it best to get rid of at least one of the flying things circling him. Once you get a clean hit, Eyesoar will appear where you originally were. This is his vulnerable state. Run up to him and slash him as many times as possible before he gets back up. At the same time, be sure to dodge the flying things unless you want to lose a bunch of health. This is really all you have to do. Assuming you dodged most of the flying things, this boss fight should be no problem. Take a deep breath. You're done with this dungeon. Don't leave without your heart container! Proceed to claim your prize: the Burning Flame. The Maku Tree will contact you afterwards. The location of the next dungeon is the Rolling Ridge. ------------------------------------------------------------------------------- 5.5. Crown Dungeon [5500] ------------------------------------------------------------------------------- Step back into the portal and return to the past. Use a Gale Seed to warp to the Ember Seed tree at the South Shore. Now, you may have noticed a second door in the shop (present). With the Tune of Currents, you can reach that. So you're in the past at the Ember Seed Tree right. Walk one screen north and you will reach the future site of the shop. Stand just above the left-most tree and use your Harp of Ages to warp into the present. If done correctly, you'll appear in-between the fence and the shop. Walk into the other door and descend the steps to reach the secret shop. There are some interesting items here. Hopefully, you have enough money for the Heart Piece here. If not, guess you can't get it (duh!). Do pick up the L-2 Ring Box and the Gasha Seed if you're interested in that stuff. Anyway, once you're done with that, just step back into your portal and warp back to the past. Now back in the past, warp again to the present. This time, just make sure that you can access Lynna City itself. Walk west two screens and then north. Talk to the man here and he'll trade you a Funny Joke for your Cheesy Mustache. With the Funny Joke collected, return to the portal to get back to the past. Now, make your way to the place where the Funny Joke guy was standing in the present. There's a house here. Enter to find a depressed kid. Watch Link's failed attempt at telling the Funny Joke. You will get a Touching Book for your troubles. You can already see the trading process thing going on here, eh? For the next step, you need to run into Maple, the witch. By now, you probably ran into her at least once. For those that didn't, just know that she's a witch who appears randomly. Walk around to the entrance to Deku Forest and kill monsters until she appears. The Maple Ring will help if you have it of course. If you're too lazy to look for her, you can save this step for later. However, I highly recommend that you do this eventually. So if you don't feel like meeting Maple, just skip the next paragraph. When Maple appears, she'll of course, collide with you. Maple will then steal your Touching Book. How touching. Anyway, you'll receive the Magic Oar for that run-in. The last step for now is heading over to the raft guy's house at the mouth of the river. He will be interested in your Magic Oar and take it. Pick up the Sea Ukulele (some weird guitar) that he hands to you. Return to the present using the Harp of Ages. What you want to do now is head to Nayru's House. Once again, we'll be making use of her warp portal. The Tune of Echoes will do the trick. Step into the activated portal and return to the past. Go west and jump over the two pits with a Roc's Feather. Proceed a screen east, then head north. Follow this path until you reach a big pit. Use the Switch Hook to switch positions with the diamond-shaped object across the gap. Enter the cave you see to find some of those lovable rock-eating creatures, Gorons! It seems that the Elder Goron has been buried alive under the rocks. You need a Bomb Flower to help out. Leave the cave and use the Tune of Currents to warp to the present again. Re-enter the cave and proceed through it. Ascend the stairs at the bottom of this cave. Head west to find a single Goron. He'll talk about this weird building on the ridge. Climb up the small steps. Ignore the staircase you see here. Instead, continue east along the south wall to find another staircase. Descend. Proceed along this ledge and open the chest at the end for 50 rupees. Return to the staircase and climb back up. Now take the other stairset that you ignored before. Scan the eastern wall of this room and look for a cracked wall. Take out a Bomb and blow it up. There's a Heart Piece here if you're interested. After snagging it, just exit through the opening south of the staircase. Whoa! It's a Moblin party here. Go east and read the sign. Up the steps is the Great Moblin's Palace. Ignore the steps and head east until you reach a rock by a cave. Lift it up to reveal another warp portal. The Tune of Echoes will do the trick. Step in of course. Now, head west past some Tektites and climb the stairs that would have lead up to the Great Moblin's Palace in the present. Cross the bridge to the left to find a Pegasus Seed Tree. Cut some down. Why are these seeds so important? You'll soon see. Play the Tune of Currents and return to the present. Go south and east to reach the steps leading up to the Great Moblin's Palace. Enter through either opening and head toward the staircase. Take caution, as the floor will quickly drop. Use one of your Pegasus Seeds to outrun it before you fall. Assuming you were fast enough, you should reach the staircase just in time. The next room has nothing of interest, so just go up the stairs to meet the Great Moblin. Boss : Great Moblin ~ =-----------------= Quickly equip the Power Bracelet and start dodging the various bombs that are thrown at you. Look for the big bombs that the Great Moblin throws. Pick it up and wait a few seconds before throwing it back at the Great Moblin. If you throw it without waiting, the big bomb won't explode in time and he'll just throw it back at you. You can tell when the big bombs are about to explode, as they'll flash red. The regular bombs (being thrown by the other Moblins) will explode as soon as they hit their mark. Avoid these the best you can while chucking big bombs back at the Great Moblin. He'll go down pretty quickly. Upon defeating the Great Moblin, he'll flee from his palace. Some Gorons will come up and thank you. They'll also mention a young boy who had saved the Goron Elder many years ago. Who knows, that boy could be you. Well, it will be you in a little bit. Anyway, head over to the Goron Cave and descend all three flights of stairs. Leave the cave and make your way back to Nayru's House. Once again, step into portal next to her house. Head over to the Goron Cave and give your Bomb Flower to one of the Gorons. The Goron Elder is saved. You can't possibly expect to leave without being thanked of course. Walk up to him and he'll hand you the Crown Key. This key will undoubtedly allow you access to the next dungeon. Advance through the rest of the cave, climbing the three flights of stairs again to the top. Step up to where the Great Moblin's Palace would be situated. Play the Tune of Currents to warp to the present. Ignore the staircase and enter the cave here. Cut the two bushes to your left and right for some Pegasus Seeds. Equip those and the Roc's Feather. First, activate the Pegasus Seeds and run toward the gap. Quickly jump before you fall in. You'll land on the center platform. Before the effects wear off, you should be able to make it to the east platform too. Do just that and continue. Cut the bushes to the south out of the way. Once again, use the "Pegagus Seed + Roc's Feather" combination to clear the two south gaps. Exit through the opening at the southeast corner. Now that you're back outside, go west one screen to find the Crown Dungeon entrance. Use the Crown Key and enter. __________________________ ---=| Crown Dungeon |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Start off by heading north into the next room. Defeat the monsters here to open the door up ahead. There are some more monsters in here as well. There's a switch in the middle of the room that controls the blue and red blocks. You can try it out if you wish. Anyway, leave the red blocks down, and proceed westward. This room is pretty hazardous. You have a Moblin walking around inside along with a Laser Eye fixed in the middle. To add, there's also a Spark flying around. It would be best to just rush through this room. Defeat the two Moblins here and go north. Here, just kill off all four enemies to make a staircase appear. Kill off the Moblin and jump over the gap to the bottom platform. On this side, you have a switch that won't stay down. Whip out the Switch Hook and stand left of the switch and below the diamond object. Use it to get it to your side. Jump back over the gap. Step on the switch and swap places with the diamond-shaped object. Done. Continue south and avoid the Sparks and Like Likes. Climb the staircase here and you'll appear inside some blue blocks. Keep going south from here until you reach a switch. Hit it to lower the blue blocks to your right. Walk past the lowered blocks and kill the Moblin. In the next room, you have an orange tile and three "thingies" surrounding it. You have to be quick to do this. Stand in-between the bottom two objects. Take the out the Seed Shooter and aim a seed at the north object. Then shoot one at the left/right statue and let it bounce. You cannot fire RIGHT after firing one seed, so you'll have to wait a few seconds before shooting the second one. Even so, it should still activate the chest. If you weren't fast enough (or if you're just an idiot), the chest won't appear. Try again until it does. Open it for a Small Key. Anyway, return to the previous room and hit the switch once again. Walk over the lowered red blocks. Stand above it and fire off a seed toward the switch. The red blocks should be raised now (yet you're still on the other side). Proceed back north. The blue blocks should now be lowered here. Cross the chasm and kill off both Moblins. Then go north and west to the staircase you came from. With the blue blocks lowered, you can access the chest here. Snag the Small Key and return through the staircase. Go east through a Laser Eye room. Again, you'll find it best to just run through it without sticking around to get shot at. In the following room, it looks as if the red blocks are blocking you. Of course, that's easily fixed. Use the Seed Shooter to hit the switch across from you. Once you clear the blocks, just hit the switch again to raise the red blocks. From this room, you have three ways to go (not counting the way you came in). Take the southeast path behind the blue blocks. Follow the path (don't jump off the ledge) until you see a locked door. Bypass it for now. Go east to find another Laser Eye and a chest. Open it for a Dungeon Map. Before going back a screen, just remember that the boss door is here. As you can see, the lock is on the east wall. Back in the previous room, just unlock the door with a Small Key. Go down the staircase that appears right in front of you. In order to continue, you must light all four torches using the moving bars and the Seed Shooter (Ember Seeds). Here's what you gotta do and when to do them (TT = Torch); 1) TT `. TT Fire Ember Seed at the red ######## ######## bar to light northwest one. ###### ###### 2) TT ,' TT Fire Ember Seed at the red ######## ######## bar to light northeast one. ###### ###### 3) ###### ###### Fire Ember Seed at the red ######## ######## bar to light southeast one. TT `. TT 4) ###### ###### Fire Ember Seed at the red ######## ######## bar to light southwest one. TT ,' TT Once all four lanterns are lit, the west door will open. Step on the switch to catch the solution to a soon-to-come puzzle. Of course, it would be a great idea to memorize it or write it down. Hop over the gap and push the statues into their correct position. This is what the finished state should appear to be. Directions are underneath; Y B Y R R B - Move the upper-right statue (yellow) one square left and one square up. - Move the middle-right statue (blue) one square right, one square up, and one square left. - Move the bottom-right statue (red) one square up. - Move the middle-left statue (blue) one square right. Then move the upper yellow statue to the side so you can push the blue statue two squares down. (Be sure to put the yellow statue back in place.) - Move the upper-left statue (yellow) one square down to complete it. That was an easy puzzle. The chest that appears contains the Cane of Somaria. Pick up this wonderful tool O-------------------------------------------O and make your way back into | CANE OF SOMARIA | the previous room. Climb back O-------------------------------------------O up the steps. Here, just put | The Cane of Somaria creates a red block | three of the four statues on | that you can push around. It's a very | top of three switches. For the | useful tool, obviously. The somaria | last switch, simply use the | blocks works like any other block. You | Cane of Somaria to create a | can push it around, put it on top of | block. | switches, etc. | O-------------------------------------------O Push this somaria block (I will refer it to that from now on) onto the final switch. The reward for that is a Small Key. Now, head east and north. How do you get past those raised red blocks? Simply climb the steps and jump off the ledge. From the staircase surrounded by lowered blue blocks, head north one screen and west one screen. Be careful of the Laser Eye. On this screen is a staircase surrounded by red blocks. A bit to the west is a switch. Hit it to lower the red blocks and return to the staircase. Head down. In this room, you have two lines of red blocks and a single line of blue blocks. In order to get past this, stand on the lowered red blocks and hit the switch to lower the blue blocks. Jump off of the raised red blocks and onto the lowered blue blocks. Smack the switch again to raise the blue blocks. Finally, just jump off. Before continuing though, make sure that the _blue_ blocks are lowered (this means the switch is currently red). Be careful of the Mace Knight in the next room. Kill him when he isn't swinging his mace at you. Head down the staircase at the upper-left corner. Jump across the moving platforms (using the Roc's Feather of course) to get to the other side. Be careful, and try not to fall off. Simply climb the ladder at the end. You CANNOT see the path here. Even if you try to light up the screen, you'll notice that the path is invisible. The best way to go about this is using the Cane of Somaria and creating a somaria block. Push it around until you notice that it disappears. That means it fell off. Then face another direction and find the floor again by testing whether or not the somaria block falls or not. Here's where the path is (@@ = one square of pathway, CC = chest); S T A R T ##SS##@@@@@@@@ []####@@@@@@@@ @@@@ @@@@ CC @@@@ @@@@ @@@@ @@@@@@@@ @@@@ @@ @@ @@@@@@@@@@@@@@@@@@ Pop open the chest for a Small Key. Upon taking that, you should have three Small Keys. Use the Switch Hook to easily get back to the entrance by hitting the diamond-shaped object ([] on diagram) north of the chest. Return through the moving platform and backtrack to the three lines of blocks. You know what to do. Get across, and make sure that the red blocks are lowered before continuing back up the stairs. You should now be one screen east of a switch. Go west and hit it to lower the blue blocks. Now return to the staircase surrounded by the red blocks (you just used it a few seconds ago). From there, proceed east past a Laser Eye, and head south. Descend the stairs surrounded by blue blocks. Quickly lift up the pots nearby before the Laser Eye fries your butt and head down the stair- case on the opposite side. Watch out for the Keeses down here, and continue until you reach a wall that cannot be scaled. Simply solution; Cane of Somaria. Create a somaria block and use as a step to get up. Watch out for the Spark here and jump over it. Create another somaria block (to get up) and climb the ladder at the end. In this room, you have some red blocks to your right and a switch above (past some blocks). Make your way southwest of the switch and aim a seed at it. It will lower the red blocks. Now walk past the lowered blocks, and shoot another seed at the switch to lower the _blue_ blocks. Leave the blue blocks down and continue. First, hop over the gap. These statues are interconnected in a way. If you push one, the other will also move. You can probably tell that you'll need to make use of the Cane of Somaria for it. First, put either statue on one of the tiles. Now, you need to put the other one on the other. Place a somaria block to prevent the statue already on the tile from moving. You'll have to do this twice. Once both statues are on the tiles, a chest will appear. Go ahead and pick up yet another Small Key. That last key should have been your fourth. Make sure that that's how many you currently have. Now, simply go back south. Shoot a seed at the switch again to lower the red barrier. Before leaving, shoot the switch one last time (stand to the southwest) to lower the blue blocks. Then head back down the stairs and through the basement of the dungeon. Climb the ladder at the end, pick up two more pots, and return through the other stairset. Assuming you put the blue blocks down, they should be down now. If not, return and fix it. From your current location, go north and east. In order to clear these gaps, you need the Pegasus Seeds to help out. Use them in conjunction with the Roc's Feather to clear the next two gaps. All you have to do now is open the locked door to the southeast. Meet the ball-lovin' creature, Smasher. Mini-Boss : Smasher ~ =-----------------= This is an easy peasy mini-boss. You'll need the Power Bracelet for this. Smasher starts off with a big, iron ball. He'll throw it at you of course. Dodge it and then pick it up yourself. Simply throw it back to damage him. That's all there is to it. When you have the ball, Smasher will actually _RUN_ away from you. Keep in mind that the ball will disappear after a while. When this happens, look for it as it appears somewhere else in the room. Once Smasher is taken care of, continue north. Put a somaria block on the switch to extend the bridge. Simple as that. To access the chest below, use a Switch Hook with one of the diamond-shaped objects. It contains the Compass of the dungeon. I have no idea why it's found so late in the dungeon though. Anyhow, proceed north and take the staircase. First, jump onto the platform and use it to get to the other side. In the second part, hop from one platform to the other (when they're in jumping range obviously). Climb down the ladder at the end. Defeat the Knights and Moblins here, and head up the steps on the other side. Stand on the blue blocks and shoot a seed at the switch. Even though the blue blocks go up, you should still be standing on them. Don't fall off, and just go west. Don't fall off the blue blocks or else you will have to redo the whole thing. Jump off the blocks at the end and go south. Unlock the block with a Small Key and walk over the red blocks. You should find another locked block a bit ahead. Crack it open and hit the switch here. The red blocks will now be raised. Now, climb the small steps to the southeast. Jump off the ledge and _onto_ the red blocks. In doing so, you'll be walking on top of the raised red barrier. Follow it to a square of lowered blue blocks and jump off onto it. Go north to find another Laser Eye. Don't wander into its gaze, of course. You will find a staircase at the upper-right corner. Take it downwards. It's hazardous to attempt to walk up to the switch here due to the bed of spikes. If you don't feel like losing some hearts, just use your Seed Shooter to lower the red blocks. While standing on top of the now lowered red blocks, shoot another seed at the switch to lower the blue blocks. Continue to the west after cracking another locked door. Take caution around the Mace Knight and open the chest for 50 rupees. To access the other staircase, return to the previous room and shoot one last seed (while standing behind the blue blocks) at the switch to lower them easily. With that done, take the staircase in the other room. Here, just use your Cane of Somaria to make a step for the platform. Be careful of the Spark as well. Make your way up the exit ladder into the following room. The idea here is to push all of the statues onto the tiles surrounding the Owl Statue. This is nothing difficult. However, you still have to contend with the "move one statue and the other moves too" scheme. There are many, many ways to solve this. Here's one possible solution (B = Blue, Y = Yellow, R = Red, O = Owl); 1) B First, push the bottom-most of B Y the two red statues up to put R B O Y it in place. The other red Y statue should have moved up of R course. Because of the yellow statue blocking the lower one, you don't need to worry about it moving. Push the other red block right and into place. 2) B With the two red statues in B R Y place, you won't have to deal B O with them anymore. Push the R Y right-most blue statue one square right. Put a somaria block below its current position to prevent it from moving. Then push the middle blue statue down three squares. Remove the somaria block and push it right and into place. 3) R Y Now, put a somaria block one B O Y square below the Owl Statue to B R Y prevent the middle blue statue B from moving. Now, push the last blue statue three squares right. Remove the somaria block and push it up into place. 4) R Y Move the bottom-most yellow B O Y statue one square up and one B B R Y square left to put it in place. Now push the upper- most yellow statue one square left. Put a somaria block below the right-most yellow statue and push the left-most one square down. Then push the last yellow block in. 5) R Y Y That's that. Be sure to pick B O Y up the Boss Key from the B B R chest. Now it's time to get over to the boss's lair. Backtrack through the staircase into the room with the Mace Knight. Bypass him and walk east. Use your Seed Shooter again to lower the blocks and get past it. Before taking the next staircase, hit the switch again to lower the blue blocks. In this Laser Eye room, proceed southbound and up the small steps. Jump off the ledge and hit the switch to put down the red blocks. Follow the now-lowered red blocks down. Look along the eastern wall and climb up the small steps. Head north and hop off the ledge on top of the blue blocks. Go east to finally find the stairs you're looking for. Descend. The other staircase is to the south if you remember correctly. Take them as well to reach a side-scrolling area. Jump the moving platforms, making your way to the other side. Climb up the ladder and hop off the ledge. South of here is the mini-boss room. Take the warp to return to the entrance of the dungeon. Go north, kill some enemies, and proceed through the opened door. Hit the switch if the blue blocks are not lowered, and follow the south- east path. Go two screens east, two screens south, and then east again. The boss door is at the very end past a Laser Eye. Good luck. Boss Fight: Smog ~ =--------------= This is a very annoying fight. Smog will first carry you in-between two sets of blocks. This first set is pretty simple. Smog is in two parts. Put a somaria block in-between to have the two forms meet. Smog will subsequently appear. Quickly slash at him with the sword. After a few hits, he'll disappear. The next phase is in three parts with three sets of blocks. Place a somaria block to the bottom left of the right block so it resembles a backwards "L". This will cause the middle and right Smogs to combine. If they aren't aligned with each other, you can stop one with your sword to wait for the other. When they combine, they'll form a bigger Smog. In order to finish it though, you need to get the last Smog together. Place a somaria block to the right of the left-most block formation. Just as the third Smog hits the somaria block, place another one to the immediate right of it to get the Smog to the middle platform. Finally, put another somaria block at the upper-left of the middle block. Put the small Smog and big Smog together to get him to form. Once again, deal as much damage as possible when he appears. Your next job is getting two more Smog pieces together. However, these two are spread far apart. First, put a somaria block to the left of the right platform. Wait for the Smog on the right to touch this somaria block and quickly put another one to the left of it. If done right, you should have gotten the Smog on the right to hug the middle blocks. From here, it's just the simple task of getting the left Smog to the middle. Once more, slash away at Smog when he appears. The final stage requires you to put together three Smogs again. You want to get all three forms to the middle collection of blocks. Do this by slowly forming somaria blocks to it. Once all three are together, use your sword to finish Smog off once and for all. After that exasperatingly difficult boss fight, you can finally proceed. Pick up the heart container and snag the Sacred Soil. That's five dungeons down. Whoo! And upon exiting, the Maku Tree will state that there appears to be another essence still on Rolling Ridge. A Goron will also appear to tell you that games are apparently the new fad here. Interesting. ------------------------------------------------------------------------------- 5.5. Mermaid's Cave [5600] ------------------------------------------------------------------------------- I guess you can say this part of the game will be pretty fun. After all, you will be playing a helluva lotta mini-games. Anyway, head east to find two caves. Head through the new cave on the right and continue through it. Watch out for the many Keeses around here. Head down the staircase you find at the end. I assume you can get yourself out of this place by pushing the rocks out of the way. Exit the cave and head east. North of your position is another cave. Enter it and descend the following staircase. Step on the switch (no annoying somaria block or whatnot required!) to complete the bridge. Cross the bridge and kill the Mini Moldorm. Continue west and leave through the south exit. Go south one screen to come to a fork. It doesn't matter which way you take, because they both lead to the same place. Yanno what I'm sayin'? Anyway, follow this path eastward and kill some Octoroks on the way. You will soon reach a small tree on the ground. You don't want to burn it, because the guy living under it will steal 100 rupees for "fixing his door". Anyhow, just ignore it and continue north. You'll come to two caves. There's another cave to the west. This is the Mermaid's Cave, but you don't have the stupid key. Just remember where it is. Back to the task at hand now. So you have two caves in front of you. One of them leads to some fairies and the other will bring you to the games. It's a win-win situation! So enter the cave on the right if you want to proceed or the one on the left if you need some healing. The Goron that's blocking the steps to the right is not going to budge yet unless you show him that you're worthy. Just go north to come to your first game. The blue Goron is a great dancer, as you can see. If you show him your dance skillz, he'll give you a special item. Pay him 10 rupees to give it a try. It might be best to have the Goron teach you how this works. "You'll hear the rhythm as the dance begins. You must repeat that rhythm." Pressing the B Button will have Link move to a sound (listen!!). Pressing the A Button will hold a pose. It's not hard to understand. Try your best to do just as the blue Goron does. Listen closely to the music to know your cue. You have three chances. If you mess up on all three, you're gone. Hopefully, this shouldn't be too difficult for you. It just takes a little while to figure everything out and time it right. Your reward for winning is the Brother Emblem. You can keep playing for other prizes. If you do exceptionally well on the Gold level, your prize will be a Gasha Seed. Not bad! Talk to the Goron blocking the staircase and he'll let you pass with the Brother Emblem. However, there's no need to head up just yet. Leave the cave and head west to the Mermaid Cave entrance. Cut down the single bush to reveal a warp portal. Use the Harp of Ages to activate it and step in. The waterfall that once was is now here. Swim east two screens and head south to find the same tree as before. Burn it and descend. Instead of stealing 100 rupees from you, he'll give you 200 rupees. Whoa! Go back north to the cave. The Gorons are still here. Converse with the Goron blocking the staircase and show him your Brother Emblem. Climb the steps and head to the south end of this room. Use the Pegasus Seeds and the Roc's Feather to jump across every gap. You might need more than one for this, so keep that in mind. Proceed and use the staircase. The single Goron here will tell you a secret about Lava Juice, and its energizing capabilities. Leave the cave afterwards. See the seedling to the south? Use the Switch Hook to move it under the indent in the ledge. Note that if you attempt to push it, it will get stuck at the corner. Once it's in place, play the Tune of Currents to warp to the present again. Climb up the nice-looking vine you created on the ledge and enter the cave one screen east. Welcome to Target Carts! Talk to the Goron and begin playing. This game works with you riding in a mine cart. You have to use your Seed Shooter and hit all 12 targets. This isn't anything tough. Just aim the Seed Shooter and fire. The only one that might get to you is the target at the lower-right corner. Since it's at the corner, you'll have to aim diagonally to hit it. Keep that in mind. Your first prize is a Rock Brisket. Now, if you remember correctly, the Goron that was originally blocking the staircase in the present was very hungry. This will come in handy later. Note that you can keep playing for various prizes. Leave the cave and lift the nearby rock to reveal a warp portal. Use it and you'll appear outside another cave. This is a separate mini-game. Pay 20 rupees to play a game of Goron Gallery. By hitting the ball at targets, you can get points or lose points. Fairies = 100 points, blue = 30 points, red = -10 points, imps = -50 points, and missing the ball altogether takes away 50 points. Therefore, the only two "safe" targets are the fairies and blue blocks. If you stand to the left of the machine, you'll hit the ball right. If you stand to the right, you'll hit the ball left. If you stand right in front of it, the ball will go sailing forward. The more points you gain, the better. Assuming you did pretty well, the Lava Juice will be yours. Play some more for other prizes. If you score exceptionally high, you will O-------------------------------------------O get the Boomerang. Trust me, | BOOMERANG | you want this item. O-------------------------------------------O | The Boomerang, when thrown, works by | Leave the mini-game and drop | stunning enemies right in their tracks. | off the ledge nearby. There's | This projectile will come right back to | a Seed Tree here along with a | when thrown. | cave. If you're hurt, have the O-------------------------------------------O fairy heal you. With that done, fall off the next ledge to get back to the Dancing Goron cave. Use the Tune of Currents and warp to the present. Walk inside and hand the Goron standing by the stairs the Rock Sirloin. Your reward for that is a Goron Vase. Step back outside and into the portal you just created. Re-enter the cave and give THIS Goron standing by the steps the Goron Vase. You get a Goronade for your troubles. Again, step outside and play the Tune of Currents. _Once_ again, re-enter the cave. This time though, ascend the stairs you see. You should be able to figure out how to get through this room. Use your Switch Hook on the diamond-shaped objects and cross to the other side. There's a staircase there. If you read the sign here, it will point you in the direction of two mini- games. Walk up the steps and go north to find a rather tired Goron. The Goronade will easily refresh him, allowing you to play the Big Bang Game. Bombs will drop from the ceiling. The idea is to avoid all of them. If you get hit, then it's game over. The floor will be moving, making the task somewhat difficult. Use Pegasus Seeds to stay out of the bomb's way and get by the annoying floor. Your prize is the (Old) Mermaid Key. However, it won't work for you. You need to get it renewed. Anyway, go back south and take the stairs on the right. The chest there contains a Gasha Seed. Snag that and exit to the southwest (the southeast opening is inaccessible at the moment). Go west, enter the cave, and head down the staircase. Complete the bridge, head west, and leave. You should have been here before, so it's all good. Follow the path to the end, where you will reach the entrance to the Mermaid's Cave. Use the warp portal underneath the bush and shoot back to the past. Enter the cave with the Dancing Goron again. Climb the stairs, past some Pegagus Seed + Roc's Feather jumped gaps. At the end, you will reach a Goron who would really like some Lava Juice. Hand that over to him, since you have no other use for it, and you will get the Letter of Introduction. Now, BACKTRACK back to the Goron Dancing Game and talk to the Graceful Goron. After another round of some dancing, you'll get the Mermaid Key at long last. Leave the cave and head west. You can swim RIGHT into the waterfall. Underneath is the Mermaid Cave door... (Note: If you want a Heart Piece before going in, you can collect it from here. Head one screen east and then north. Enter the cave you see here. Follow it to the very end (cross the gap with the Switch Hook) and leave the cave. Now, head east and cut away the bushes. Stand at the upper-right corner and play the Tune of Currents. Assuming you did it right, you will appear right by a Heart Piece.) __________________________ ---=| Mermaid Cave |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's dungeon #6! It's going to get a bit more complicated here, so I'll warn you beforehand. This dungeon will require a lot of warping back and forth from the present and past to collect different items and the like. To begin with, head north into a room with some Cloaked Stalfoses. Kill them if necessary, and head west. There are some camouflaged monsters here (you've experienced these a few times already). Hop over the tile in the middle and quickly slash away as many blobs as possible before they re-arrange their color. There really aren't that many; about four or so. A chest will appear once they're all gone. Open it for a Compass and return to the dungeon entrance. Along the east wall is a cracked portion. A well-placed Bomb will blow a nice chunk out of it. Proceed through the opening and defeat all of the Wizzrobes here. Wait for them to appear and stand to the side. Then attack them. Upon defeating both of them, a chest will appear. This one contains a Gasha Seed. In the next room, shoot an Ember Seed at each of the Candles and quickly get away. They'll start bouncing around and explode. You might find it best to use a Pegasus Seed to outrun them. The door will subsequently open once all three are melted. There sure is a lot of water here. Jump in and begin swimming due west. Watch out for the Sparks flying around. You're very vulnerable in the water. The Dungeon Map can be found in the chest at the far end. Once you have that, return to the entrance of this room and make your way over to the southeast corner. There are four torches here. Shoot them in this order; left, upper- middle, lower-middle, and right. Keep in mind that you'll have to bounce an Ember Seed off of the east wall to get the upper-middle torch. Once all four are lit, the wall will _move_ out of the way! You need the Mermaid Suit to get through here. Since you obviously do not have that, return to the entrance. Go north two rooms. There's a locked door to the left and some Cloaked Stalfoses hanging around. Take caution around the pink Sparks floating on the walls. Hop off the ledge and proceed northbound. The door to the east won't open until all enemies are taken care of. There are some Keeses and Candles here. Ember Seeds on the Candles, and just use the sword to vanquish the Keeses. Once again, watch out for the explosion that each Candle ends with. Once the door opens, you can continue. There are some holes here. Hop over them and kill off both Cloaked Stalfoses. Jump back and open the chest containing a Small Key. Backtrack through the various rooms until you reach the locked door again. Pop it open with the Small Key and continue. There's at least one Wizzrobe in here. It's not imperative that you kill him, but it would make life easier. Use one somaria block and place it on the first switch. In order to keep the second switch down, you need to make use of one of the pots. The only one that can be pushed onto the switch without getting stuck at a corner is the middle one. Break the other ones and push it down to the left switch. Once that's done, just hop over the gaps and go through the open the door. There are three Wall Masters here. Do not let one touch you unless you want to make your way back here from the entrance. Kill every monster here and start bombing away at the blocks. All you need to do is clear a path to the north end. Use your sword and start poking it all the north wall. Simply hold it forward into the wall and it will tap it. Somewhere along the line, you should hear a hollow sound instead of the normal sound. Even though there aren't any cracks, place a Bomb here to blow an opening up. What you want to do now is make your way back to the entrance. Yes, you have to leave this dungeon for now. Once there, go ahead and (you should be outside the waterfall altogether) play the Tune of Currents and warp to the present. The waterfall is gone, but the cave is still here. Re-enter it and use the Mermaid Key on the lock. Try not to wander into the dark water at the upper- left corner. Enter. Apart from a different color scheme, this dungeon doesn't look all that different in the future. Anyway, head north and watch out for the Snakes that appear. The torches will also shoot fireballs at you. Avoid them and continue north into the next room. Watch out for the Wizzrobes and such and head west. If you use the Switch Hook on the diamond-shaped object across the gap, you can go and pick up a Dungeon Map. Apart from that, there's nothing you can do here at the moment. Return to the previous room. Continue by heading north. You have a switch here floating above a gigantic pit. Shoot a seed at it to fix up the floor a bit. Make your way to the north- east corner and shoot another seed at the switch. The floor will change again, and you can continue east through the doorway. Do just that. To obtain the chest here, you need to kill off all three Snakes across the barrier. However, the blocks makes that impossible... or not? Use a Scent Seed and watch as the Snakes attempt to reach it, but fall into the pit. Ouch. Pick up the contents of the chest (Small Key) and return to the big room with the gigantic pit. Stand at the northeast corner and shoot another seed to change the floor again. This time, move over to the southwest corner. When you're safely secure there, hit the switch again. The result? A path will form to the doorway on the west wall. Head through it and be wary of the Wall Masters and Wizzrobes here. Of course, it might be best to kill those off. Look along the south wall for two blocks. Place a Bomb in-between them and blow an opening. You know what do. You will appear in the Dungeon Map room. However, you can now access the bomb- able wall at the south end. Use your Switch Hook with the diamond-shaped objects and cross the chasm. Bomb the south wall and enter the next room. Oh boy, a puzzle! Using the cube in the center, you must put it on each tile with the exact same color (with the tile, respectively). It's not that difficult. Push the cube one square down and two squares left to get the red tile. Now, push it two squares right, one square up, one square left, one square down, two squares right, two squares up, one square left, one square down, one square left, one square down, and three squares to the right. That's for the yellow tile. Now move it one square left, two squares up, two squares left, two squares down, one square right, one square up, one square left, one square up, one square right, and one square up. The blue tile will disappear too. Open the chest for a Small Key and backtrack through the last room using your Switch Hook again. Back here, use the Roc's Feather to get over the gap. Head north to find two of those spinny thingies first found in the Moonlit Grotto. Step into the first one and then step into the second one. Continue northward and jump off the ledge. Double around by heading south back to the revolving thingies. Once more, step into both of them. This time though, you will be facing south. Follow this path to the end. Watch out for any Gibdos that stray into your path. There also will be a few Wizzrobes hanging around. You will find a chest upon reaching the end. Jump off the ledge nearby and kill the Gibdos. Advance along this path back to the spinner. Step into it and head north. (If you aren't facing north, just follow the path again to the end and make your way back to the spinner.) Jump off the ledge again and make your way south so you'll reach the first spinney thingy again. Walk into it and you SHOULD be facing east. If not, just repeat the same process. Follow the pathway along this ledge, being very careful not to fall off. Unlock the door you come across to find the very batty Vire. Mini-Boss : Vire ~ =--------------= This is a very straightforward mini-boss. There's no special trick you have to pull off or anything. Just stand in the middle and wait for Vire to charge you. Use your sword to simply bat him off (terrible pun, I admit it). His fireballs are basically his only means of attack. Simply get rid of those by hitting them with your sword. Go ahead and attack Vire when he gets close. He likes to charge you as well, so be wary of that. The more you damage him, the angrier he'll get. Vire will get a tiny bit faster, but that's really. Keep it up to knock him out. He will split into two bats that you should immediately take down. That's it. After getting rid of that nuisance, proceed east into the next room. There are some Wizzrobes here. Dispose of them as you see fit. Take out a Bomb, but wait a few seconds before chucking it at the cracked blocks in the middle. The Bomb should explode as soon as it hits the cracked block. Time it right to destroy it. Upon doing that, use the Switch Hook on the diamond-shaped object in the middle. Pop open the chest for the Mermaid Suit! O-------------------------------------------O Head back a screen to the mini- | MERMAID SUIT | boss's lair. Use the warp O-------------------------------------------O in the middle to get back to | This special item will allow you to swim | the entrance. For now, you | in the deepest of waters. Swimming is | want to head due east. There | much easier and faster. | are some of those Candles O-------------------------------------------O again. Kill them off with Ember Seeds like always. Of course, be sure to skedaddle out of their way before they explode. Upon accomplishing that, you can advance into the next room. Now THAT'S a big razor! To avoid it, begin by heading north and walking behind the razor. Make your way to the locked door at the north end of the room. Open it and jump off the ledge. To move in this deep water, you have to tap repeatedly on the button in the direction you want to go. Dive under the Tektites so they don't hurt you and head east. At the end is a staircase that you should head down. Jump across the first few platforms. Don't fall down or else you'll have to eat some spikes. At the next screen, Jump onto the moving platform and let it take you to the other side. Climb the following ladder to leave this place. Unlock the block to the north and continue. Soon enough, you will reach two switches. As far as I can see, this room is very random. In order to obtain the Boss Key, you will have to continually pull both switches until the chest appears. Everytime you do, Snakes will fall from the ceiling. Keep pulling the switches until eventually, the chest pops up. With the Boss Key in your pocket, backtrack to the staircase. If you feel like risking a bunch of hearts for 10 rupees, you can take the south path and follow it to a chest for that. However, be forewarned. You will cross paths will some Gibdos, Wizzrobes, and a Laser Eye to boot. Kind of crazy for just 10 rupees, eh? Either way, make sure you descend the staircase in the end. You might get stuck here. You need a somaria block to jump the final wall at the end of this side-scrolling area. Climb the ladder and jump back into the water. Swim through these perilous waters while diving under the monsters. Soon enough, you will come to the room with four torches spitting fireballs at you. Oof. Just head south from there to reach the exit. Before returning to the past, head over to the dark patch of water at the northwest corner of the cave. Dive down to find a chest with a Ring inside. Leave this area and head back outside. Step into the portal and re-enter the past version of Mermaid's Cave. Remember where you lit four torches to move a wall? To reach that area, head two screens east from the entrance. Once again, you'll be obligated to vanquish some more Candles. Use Ember Seeds again, but try not to stray into the path of a rampant Candle. Upon taking down all three of them, go through the opened door. Jump into the water and advance in a generally east direction. At the end of this is some dark water. Simply swim into it and dive underneath. Swim west and then east around the blocks. Watch out for the Jellyfish hanging around. If you touch one, not only will you be hurt, but also shocked! When you hit the southeast corner, head down the staircase there. Traverse through this underwater area and exit through the opening at the top. Swim to the west and go north. Be very careful not to fall into the holes or touch the Jellyfish here. In this room, switch to your Seed Shooter (yes, you can use that underwater) and kill both of the Snakes. A chest will appear in the middle. It contains a Small Key. Make your way into the previous room and return to the staircase. Backtrack through this area and the next and return to the entrance room. From here, go north two screens and then east. You should know what to do here already. Put a somaria block on the right switch and push the other pot on the left switch. Hop over the gaps again and go through the opened door. Do not allow yourself to be grabbed by the Wall Masters. Also watch out for the Wizzrobe floating around. Bomb a hole in the wall of cracked blocks and proceed past it. Go through the opening that you should have already bombed the last time you were here. Oh noes! It's a big spinney thingy again! By now, you should definitely know how these things work. Step into it and you will be facing left. Walk around the blocks so you can enter the spinner from the north end. You should be facing right again. Now walk around AGAIN to the north end and it will make you face eastward. This is what you want. Make your way to the west side of the room to find a locked door and some deep water. We'll deal with the lock later. For now, dive into the water. If you want 30 rupees, go north from where you started down here. On the left is a skinny path. Take it to find a chest. Be wary of the Jellyfish. If you feel like losing some hearts, you can swim right past the arrow-launcher to the right. If you'd rather take the safe way, swim back and around. Proceed east to find some tough currents and a fireball-spitin' statue. Head over to the northeast corner and go through the opening. Kill off both Snakes with the Seed Shooter and swim past the arrow-launchers. In order to get the Small Key in this next room, you must get all of the diamond-shaped objects on the yellow-ish tiles. Obviously, the Switch Hook will do the job here. Once all of them are in place, you can snag the Small Key from the chest. Now, swim back through this underwater area and get back to the surface from where you entered. Back up here, unlock the nearby door and continue. Defeat some Keeses and get rid of the locked block. You want the red bars to look like // in order to hit the switch. Step off and step on until you get the red bars to ||. Then put a somaria block on it to leave it slanted. Shoot a seed _in- between_ the bars to hit the switch. The bridge will form afterwards. Go ahead and open the door to the boss's lair. Boss : Octogon ~ =------------= Quickly get onto the middle platform and STAY there at the moment. Octogon has a big shell that prevents any direct attacks to his head. When he turns around to spit a rock at you, slash the vulnerable part with your sword. When Octogon flips himself over (so his head is in the water), jump in and dive down. Slash him as many times underwater as you can before he can surface again. From here on out, that's basically all you need to do. Try not to get hit too much though. (Note: Alternatively, you can use the Seed Shooter for an easier fight.) You know the drill, yadda yadda. Pick up the heart container and head east to pick up your sixth essence; the Bereft Peak. The Maku Tree will present you some good news. Queen Ambi has apparently left her palace. We actually have a shot at saving Nayru now! Get your butt moving. ------------------------------------------------------------------------------- 5.7. Jabu-Jabu's Belly [5700] ------------------------------------------------------------------------------- You should still be in the past. The quickest way to get back to Lynna Village is by using a Gale Seed to get to the Seed Tree southeast of the village. Before continuing to the Black Tower, you will want to pick up the Broken Sword. From the Ember Seed Tree, go north until you reach the Maku Tree. Then begin heading east and north. Jump over the gap to the right and move a screen south. The gigantic pit can be crossed using the Switch Hook. Grapple onto the diamond-shaped object. A little bit past this gap is a cave. Enter it to find a very old Zora. Hand him the Sea Ukulele (which reminds him of the sea). This is the second to last step in obtaining the Noble Sword. But since the Broken Sword is umm... broken, you need to get it fixed. The answer to this is Patch's (patented) Crazy Cart game at the top of Restoration Wall. You can get the sword repaired there. Be warned however, the mini-game you'll be forced to play will be harder. Instead of four Hardhat Beetles, you have a lot more to push into the hole. Apart from that, it's basically the same thing. Anyhow, with that done, you now have the Noble Sword, of which is infinitely cooler than that stupid Wooden Sword. At full health, the sword will shoot beams from its tip. Needless to say, it will make future battles much, much easier. Return to Lynna Village in the past, and head over to Ambi's Palace. If you don't remember where it is, look at your map. It's a bit north of Lynna Village. Upon reaching the entrance, who do you find but Ralph? Getting into the palace itself might be harder than you might have expected. Whatever. Just follow him into the palace until you reach a grove of trees. To your west is a Scent Seed Tree. Stop there if you feel like it. All you really have to do here is hit four switches; there's one at each of the four corners. However, two soldiers will guard each area. If you wander into one's sight, you'll be kicked out. You still won't lose your progress though. For example, if you managed to hit three of the switches without getting caught, but get caught on the fourth one, the other three will still be activated. Once you manage to move all four statues using the switches, cut the bushes and descend the staircase that appears. Here, just jump into the water and dive down. Go west to find a line of whirlpools. Maneuver yourself so that Link doesn't happen to get sucked in. Make your way to the other side and resurface. The staircase in this room will bring you into the palace itself. Begin by pushing the blocks out of the way and heading east. Storming the castle will probably be a lot easier than you might've expected. Sure, there are guards, but they don't really pose a threat. If you're seen, the guards' reactions will be to repeatedly run into you. I don't see how that really _hurts_, but you still lose hearts. It'd be best to avoid them anyway. Dispatch the guards by slashing them with your sword a few times. Go north to find a chest with a Ring. Return to the stairs and head west now. This room consists of two guards and a staircase. Make your way to the opposite end of the room and take the staircase. In this room, work around the guards and exit at the upper-right corner. Repeat this process in this next room, using the blocks as cover. Finally, you will reach some bushes and water (wonder how bushes got in here). Follow the red path up north to find Nayru. No doubt that Veran is still possessing her. Guess what happens next. Boss : Veran + Nayru ~ =------------------= You're not allowed to hurt Nayru. Well, you can still swing your sword at the possessed Nayru, but it won't deal any damage (???). Equip your Seed Shooter and Switch Hook and wait for her to stop moving. Quickly shoot a Mystery Seed (yes, that's the only thing that works) to get Veran out of her body. Then use the Switch Hook to "pull" her out. Since it's no longer a danger to Nayru, go ahead and shoot as many seeds at her before she finds her way back to Nayru's body. You might find it better to switch to the sword and using that. That's all you need to know. Repeat the "Mystery Seed + Switch Hook" scheme until Nayru is defeated... for now. Luckily, Queen Ambi will walk in. But worse comes to worst as Nayru then possesses Ambi herself. And of course, who could forget Ralph, who makes his way in a few seconds afterwards. Nayru will transport the three of you out of there and forward in time to the Maku Tree. So you saved Nayru! Yay, the world is saved. Yippee! Joy! Woohoo! ... Or not. Veran is still in the past, so the present is still screwed. Your quest is not yet over. Nayru will teach you the Tune of Ages, which will allow you to travel in-between time without the use of portals and whatnot. This is very, very useful. A weird guy will come in afterwards. It seems that Veran is still continuing her evil scheme. And last but not least, the seventh essence is inside a fish. Ooh. With the Mermaid Suit, you can pick up some important items. The Magic Potion is crucial to your quest (it requires 300 rupees though), so try to finish that first. - MAGIC POTION: Make your way to the Yoll Graveyard (in the present). Of course, burn the tree out of the way using an Ember Seed. Head over to the gate that was unlocked with the Graveyard Key, and proceed past it to the northeast corner of the graveyard. You will notice a house there. This is Syrup's House, and you can buy two things; a Gasha Seed and the Magic Potion. But 300 rupees? Ouch. Still, you need it for your quest, so make sure you do get it. (As a side-note, DO NOT die. The Magic Potion will kick in by itself, and it will be wasted. You need it for someone else later.) - IRON SHIELD: The Mermaid Suit also allows you to cross the sea between Lynna City and Crescent Island. Use your map and find your way over there. Use the Tune of Ages to get to the past and head over to the southwest corner of the island. You will notice a cave that looks inacessible. Dive into the water and swim to it. Re-surface and enter the cave to find the Tokay that stole your shield a long, long time ago. Wow. Anyway, since he's been shining it so much, it becomes an Iron Shield. Personally, I don't see how wood can just _turn_ into iron like that, but oh well. - HEART PIECE: In the present, head one screen north of the Moonlit Grotto. Dive into the water, swim one screen up, two screens right, and a few screens down until you reach a four-way intersection. Getting through this area can be a major pain in the ass. First, go down and watch out for the whirlpool. From there, go west to reach another intersection. Opt to go down and follow that path. Take the left fork to find a cave. Be careful of the whirlpools and enter the cave. The Heart Piece is in the chest. (Note: If you didn't notice, the Heart Piece is directly underneath the Moonlit Grotto.) Got that done? Good. Now, make sure that you're in the present, and start swimming into the water south of Lynna City. To the southwest of Lynna City and directly west of Crescent Island is a small house. Climb onto dry land. This is your cue to play your Tune of Ages. You might notice that the house is now on your left. It seems that water currents really play a role here. Anyway, climb down the steps and back into the water. Since the way west is now clear, begin to head in that direction until you cannot go any further. Climb up the steps above you and stay on that island. Play the Tune of Ages and return to the present. You will notice that the island you were just on had shifted over. From where you are, dive into the water. There's actually an underwater path here (the dark blue patch). Swim north and then east to find a diamond-shaped object. Because you can't cross the blobs, use the Switch Hook (assign to A Button) and use it to get over. Now on the other side, go ahead and resurface beside a small island. Once again, play the Tune of Ages. The result? It seems the island's gone. Very interesting. So swim west two screens and then south. There's another island here. Stand ONE square in front of the staircase. Whip out the Harp of Ages again and get back to the present. Assuming you stood where I told you to, Link should not be on the gooey stuff. Dive into the water again. Go south and use your Switch Hook to get over the barrier. To the west is Zora Village. Yes, it's all underwater. First, head northward to King Zora's Palace. Before ascending the staircase though, be sure to pick up the 200 rupees from the chest. But guess what. There's no king. The Zora King had fell ill a long time ago. Since then, there was no one to succeed him. Leave the palace, head two screens south, and surface. You will find a Gale Seed Tree here. (At least next time, it won't be so difficult getting to this village.) While at the Gale Seed Tree, play the Tune of Ages to warp to the past. Jump back into the water and return to King Zora's Palace. The king is there, but boy is he huge. If you didn't waste that Magic Potion (assuming you bought it in the first place), you can give it to the King Zora. Do just that and the King will drink it. I personally don't see how it's possible to just drink something out of a bottle while underwater, but oh well. But anyway, you have just saved the royal Zora line. That's good. You can find Jabu-Jabu (If you hadn't already realized by now, we have to go _inside_ it for the seventh essence) at the northwestern corner of the village. However, it's far too small to actually enter. Re-surface at the Gale Seed Tree and use the Tune of Ages again. Now in the present, pay the King Zora a visit again. He'll recognize you, despite having a long time pass. Link asks to get inside Jabu-Jabu, but you can't just do that. First, you must clear the poison from the seas to save the guardian fish. You will get a Library Key. Getting to this ultra-cool library is no difficulty. First, leave the palace and take the skinny path to the east. Watch out for the poisonous blobs here. At the end, get back to the surface and climb onto the island. However, there is no keyhole in sight. Warp back to the past (Tune of Ages) to get it to appear. Ah, there's the keyhole! Use the Library Key to open the doors. Don't enter just yet though. Instead, head back west and use your Switch Hook to get to the opposite ledge. Enter the cave to find an Octorok... that talks! It seems that Veran has changed the Queen Fairy into a monster. You need Fairy Powder to change her back. Now, return to the library, but warp to the present. Because you already unlocked it, the library will still be open. (Meaning anyone could have just entered it without a key. That's pretty stupid.) Anyway, there are some people hanging around here. Enter the back room, and talk to the cloaked man. You will receive the Book of Seals. With that book in your inventory, leave the library and return to the past. There are some people here, but they say nothing of interest. Enter the back room to find a podium that'll hold the Book of Seals. It will list arrows and numbers. These arrows are the direction you are to walk and the numbers are how many squares to move. The path is obviously invisible. You will reach a book each time you complete a set. The idea is the repeat until you reach the end. - PATH ONE: Right 4, Up 2, Right 2 - PATH TWO: Up 2, Left 1, Up 2, Right 1, Up 1 - PATH THREE: Left 2, Up 1, Left 3 - PATH FOUR: Down 1, Left 3, Up 1, Left 3 - PATH FIVE: Down 1, Right 1, Down 2, Left 2, Down 3 - PATH SIX: Right 1, Down 1, Right 2, Up 1, Right 1, Up 1, Right 2 At the end, you will reach a cloaked man. After all that crap, you at least get your reward: the Fairy Powder. You can go ahead and see the Great Fairy again. Sprinkle the Fairy Powder on her and she'll transform back to her original form. Now, no longer will be you be stopped by a barrier of deadly goo. No doubt those Zoras will be happy as well. Speaking of which, you can return to King Zora (in the present, as Jabu-Jabu isn't big enough in the past) and get his permission to enter the fish. If you didn't know, you will find Jabu-Jabu at the northwest corner of the village. __________________________ ---=| Jabu-Jabu's Belly |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Let's begin. From the entrance, swim west to a puzzle. The idea is to put a diamond-shaped object in front of each statue using the Switch Hook. The upper two and lower-right are already done for you. Keep in mind that you can actually swim over the holes in the ground, so no worries there. Of course, note that the diamond-shaped objects cannot be put into the holes. Once all objects are in place, go ahead and pick up the Small Key that subsequently drops from the ceiling. Head north into another room. Be careful of the Jellyfish hanging around here. There are two switches. Ignore them at the moment and go east into a room full of enemies. Be careful of the Like-Like of course. A chest will appear upon completing your task. Open it for a Compass. Return to the previous room (west) and look for the lightly colored square of floor. Press the B Button to surface here. Go ahead and climb out of the water, but take caution around the Sparks flying around. Head east and be careful not to step on the spikes. The few Crabs here are no match for your sword. At the far left is a chest containing a Dungeon Map. Pick that up and exit at the northeast corner. There's some water here, along with two possible exits; left and north. Continue northward to find a Like-Like with some Iron Masks. Using your Switch Hook, you can pull off their masks; thus, making them vulnerable from all sides. Keep going north until you find some patches of water. Try not to wander too close to them, as Leevers will pop out and hurt you. Move the two blocks out of your way and proceed. Here, be careful not to get hit by the spinning blades. There's a locked block to unlock. Do just that and climb the stairs. Kill off the Mini Moldorm as you enter the third floor and head south. Clear out any monsters that happen to get in your way. Soon enough, you will find a switch surrounded by red tiles. Step on it to drain all the water from the first floor. Backtrack to the stairs leading back to the second floor. Descend and head south. There's a big hole here along with a smaller hole to the right. Fall down the small hole. Be careful not to fall off the ledge (unless you want to give up a Ring), and use the Switch Hook on the pot to your left. Use it again on some more pots further to the left. You can open the chest here for a Ring. With that collected, fall off the ledge and head south. See the chest? Move the block below it and access it for a Small Key. Now, go east and use the Switch Hook to get past the diamond-shaped object. Swim over to the switch. It must be held down to keep the door open, so create a somaria block to do that. Head east past the opened door to find some more open water. Swim through it and climb up onto dry land. Further west is a staircase. Ascend it. Go north and you'll come to a split. Take the path on the right and follow it until you reach a pot on a platform. Break it and use Switch Hook on the other pot further to the left. Go west into another room. You want to reach the staircase in the middle. However, the spikes will make sure that you don't just waltz over to it. All you really have to do is use the Switch Hook on the diamond-shaped objects scattered around the room to eventually reach it. Here, simply go north and then west. Get rid of the Iron Masks and unlock the door. Back in this room, step on the only switch that is accessible. This will make the water flood back into the first floor. Return to the staircase you just took. From there, just use the Switch Hook on the diamond-shaped object to the right. You don't have to waste your time going all the way around the room. Climb onto the platform with a pot and drop off. Exit this room at the southeastern corner. Follow this path back to the other staircase (it would lead to the first floor). The area below it is filled with water. Ignore the staircase and jump into the water. Swim eastward and enter the next room. Getting the Small Key here requires both Mini Moldorms to be defeated. Kill them and pick it up. Backtrack to the staircase (the last one you saw) and go north again. This time, take the path on the left. Jump into the water at the end and make your way around to the chest. It contains a Gasha Seed. Afterwards, just descend the stairs by it. Slay the Cheep Cheeps if they get in the way. Make your way to the end and leave this area to find... Mini-Boss : Angler Fish ~ =---------------------= It looks like Jabu-Jabu consumed quite a fat fish here. The Angler Fish is a pushover anyway. First off, equip your Roc's Feather and Seed Shooter (Scent Seed) and try to avoid the Angler Fish's bounces. Be careful of the bubbles that it sends out as well. Aim well, and quickly launch a Scent Seed at the Angler Fish. The shock (shock?) will cause it to deflate for a few seconds. Equip your sword and deal as much damage to it before it inflates itself again. Just repeat this until it's dead. After the fight, a ladder will appear for you to climb. Use your only Small Key on the locked block to access the chest. Inside is the Long Switch, a nice upgraded version of the Switch O-------------------------------------------O Hook. Note the diamond-shaped | LONG SWITCH | object below you. Use the Long O-------------------------------------------O Switch to switch places with | The Long Switch is virtually the same | it. | thing as the Switch Hook. However, it | | can extend much longer than the previous | I don't know if you recognize | Switch Hook. | this room or not, but just O-------------------------------------------O know that you came here when the water was actually gone. While still on the higher platform, head west past the staircase and follow this path. Drop off the ledge to appear by the staircase that originally led to the Angler Fish. The warp will also be here (the same warp that appears everytime a mini-boss is defeated). Upon dropping off, make your way to the southwest corner and exit the room through this doorway. Get the diamond-shaped object out of the way so you can proceed west. In the room with the Jellyfish, just head north to find another staircase. Take it down to reach a side-scrolling area. The Cheep Cheeps can be killed easily using the Long Switch. You should notice a pot after swimming a bit to the left. You can't reach it from here, so swim right (on the upper path) to reach a ladder. Make your way over to the pot. While standing at the edge, use the Long Switch to grapple onto it. Now on the other side, simply swim to the end. There's nothing hard about that. As soon as you enter the next room though, get out of the Snake's way as he'll come charging at you. Kill all the monsters here with the Long Switch. You can use the sword, but it's just plain easier with the former. Don't forget to kill the flower spitting fireballs at you (fireballs underwater?). Snag the Small Key that drops from the ceiling and go south. You can surface in this room (only on the light tiles). Do just that and head north through this familiar area. Of course, avoid the Leevers in the puddles of water. Push the two blocks out of the way and proceed eastward. Once again, avoid the spinning blades and ascend the staircase at the end. Now, make your way to the room with the switches that drained the water. You should reach the one surrounded by red tiles. With the water drained from the first floor, you can backtrack the last staircase. Take it back upstairs and go south. Fall down the hole on the right. Hop off this ledge and head south two rooms. There are two switches here. You will have to get the diamond-shaped object onto one of them. First, stand at the southwestern corner of the room and extend the Long Switch to it. Then grapple onto the pot to get back into the main part of the room. From here, it should be no trouble getting the diamond-shaped object onto one of the switches. For the other, just use a somaria block. Easy. Take the Small Key from the chest that appears. With that, you should have two Small Keys. Go east and then north. You should be in a room with a line of water and a switch in front of a door. Use a somaria block to keep the switch down (just like before) and proceed east through the doorway. You have probably been in this room at least three times by now. Make your way onto land and head up the staircase. From here, just go north and take the right fork. Follow this path until you reach that pot again on the platform. Get rid of it and grapple onto the other pot to the left. Back in the spikey room, just use the Long Switch on the diamond-shaped object below the staircase. There's no need to go around the room anymore. On the next floor, head north and west. Once more, step on the switch here to flood the first floor with water again. Exit this room and walk to the left of the gigantic pit. Use the Long Switch on one of the diamond-shaped objects across the gap. While on the other side, simply head north. There are a few Crabs here, but they won't pose too much of a problem. Go west and unlock the block. Proceed in this direction until you reach a path leading south. Take that path to reach the upper-most of the three switches. Step onto it to flood the second floor. Head back north, east, and south. Equip the Long Switch and hit the diamond-shaped object over the yellow barrier to get past it. Then proceed south to reach the staircase again. Bypass it for now and go south one more screen. Get on the ledge that holds the chest you see. Use the Long Switch to get to the platform to the left. Although you can't see it, there's another diamond-shaped object right below the yellow platform. This will put you by the chest. Walk over to it and take the Small Key. Jump off the ledge, go back north, and descend the staircase. As I said before, this floor will be flooded. However, the spikes will still hurt you. Use the Long Switch on the diamond-shaped object to the right. Then exit this room. Climb up the steps to the pot and hop off this ledge. Proceed south two screens to find a staircase leading to the first floor. Continue past that and over the hole (you won't fall of course). In the room with the Leevers, head west. Go past some monsters to reach some pots blocking a ledge. Get rid of the pots and fall off. Exit this room at the lower-left corner. Be careful of the spikes and continue north. There's a fireball-spitting statue (again, fireballs underwater??), but those are easy to avoid. Go left one more room to find a chest. Use the Long Switch on the single diamond- shaped object and pop open the chest for a Small Key. That makes three! Return through the same doorway you came in and go south to the spikey room. From there, head east. Climb up to the platform at the upper-right corner and use the Long Switch on the pots to the south. Then proceed east. From here, just backtrack to the staircase leading to the third floor. Keep in mind that in order to get back on the ledge (that you jumped from), you have to first get onto the northeast platform and then use the Long Switch to bring yourself to the ledge. You should have no trouble making your way back. When you reach it, go upstairs. Yay, no more water crap. Anyhow, just go north and stand to the left of the water. Once again, use the Long Switch to get to the other side and head north. From here, make your way to the west. There, you will find a locked door. Open it and go right through. The following chest contains a Gasha Seed. If you want it, pick it up. If you don't want it, pick it up anyway. It's not gonna to kill you or anything. Unlock the following door, as well as the third one. Finally, you will reach the Boss Key. Now, just use the Long Switch on the single diamond-shaped object to your southwest. Go west a screen and south until you reach the staircase. Descend. Now that you're back in this spikey room for the umpteenth time, just use the Long Switch to clear spikes. Proceed east and jump off the ledge with the pot. Go south. This time though, head all the way to the west end of this room. Dive down the hole in the ground here and then go over to the green-ish tiles to the west. Re-surface (although you won't really be getting out of the water, just back to the second floor) and step onto the ledge. Follow the path (don't fall off!!) all the way to the boss's lair... AT LONG LAST!! Boss : Plasmarine ~ =---------------= Without a doubt, the Long Switch will be incorporated in this fight. Plasmarine is a giant jellyfish. What a shocker (terrible pun)! Since you can only use one item (underwater, remember?), equip the Long Switch for the A Button. Plasmarine, after moving around a little bit and attempting to rush you, will shoot an energy ball at you. Wait a second; a very SLOW-MOVING energy ball at you. Stay where you are and switch places with the Plasmarine. The energy ball will, in turn, hit Plasmarine. Be careful when he flashes with electricity. Needless to say, touching him at that point will hurt quite a bit. This isn't really that difficult of a fight. Go ahead and pick up your heart container. Afterwards, just enter the next room. Once again, the same thing that has happened *counts on fingers* SEVEN times already will happen again. The essence inside Jabu-Jabu's Belly? Why, it is none other than the Rolling Sea. When you exit Jabu-Jabu, something strange will happen. A cloaked weirdo will tell you that the Black Tower has been completed. Damn, is that a tall tower or what? A cutscene will ensue, showing Queen Ambi (Veran inside her body, of course) doing her standard bad-lady talk. Bad stuff will happen to the world once again. The Maku Tree will then contact you. She doesn't offer much help (Well, she never really offers that much help). However, she does believe the final essence can be found in Labrynna. Well... that's probably true... ------------------------------------------------------------------------------- 5.8. Ancient Tomb [5800] ------------------------------------------------------------------------------- By now, you're probably inching to get the final dungeon out of the way so you can finally confront Veran. As you try to leave the village, a Zora will stop you and hand over the Zora Scale; a charm of the sea. You can tell that these big items will play a role later. Anyway, re-surface where the Gale Seed Tree would normally be. Play the Tune of Ages to warp to the past. Then, re-enter Zora Village. Find the exit of the village, and begin swimming eastward. The poison has been cleared, so you should have trouble navigating the area. Soon enough, you will reach a single Zora guarding the Sea of Storms. But upon noticing the Zora Scale, he will allow you to pass. Re-surface within the area he was guarding. Climb onto land here and go east. Jump back into the water and explore the Sea of Storms. Well, it's pretty small for such a dangerous sea. You're looking for a pirate ship. When you see it, just swim into (surprisingly, Link can swim faster than it) it to enter. Luckily, these pirates are obviously very belligerent as they make no attempt to kill the cretin that just boarded their ship. Walk to the upper-right corner to find the cap'n. Apparently, he has wandered into the Sea of Storms, and cannot find his way out. Give him the Zora Scale (which will calm the whirlpools) and he'll answer your gratitude with a Tokay Eyeball. It will supposedly open the way to the Ancient Tomb. You will want to make your way to Crescent Island now. Use a Gale Seed and warp to the closest Seed Tree to Crescent Island (South Shore by Lynna). Make sure you are in the past, and find the past version of the Moonlit Grotto. It is really hard to miss with its missing eye and all. Walk up to it and place the Tokay Eye in the eye socket. The mouth will open. Enter and prepare to show your Courage, Wisdom, and Power (the capitalizations are there to make it sound important). Make your way along the path to the first chamber. There are at least five Gibdos here. Assuming you picked up the Noble Sword (L-2 sword), killing these freaks will be no problem. Even if you don't have it, just work through them. They won't actually attempt to hurt you. With that completed, you can continue into the next area. Equip the Power Bracelet and lift the first pot out of the way. Quickly run past the spinning blade and place a Bomb by the cracked block. If you were quick enough in running past the blade, it will just stop. Keep your Power Bracelet equipped and activate the trap blade. While it's moving back, quickly run past it and lift the pot out of the way. If the Hardhat Beetle gets in the way, just bat it away using your sword. Watch out for the other trap blade as well. Be careful of the cracked floors. If you absolutely MUST get rid of the Hardhat Beetles, just break the floor (without falling in) and push them into them. Proceed into the next chamber. Remember the Crown Dungeon and its invisible floor room? Well, guess what you are up against here. The only safe way, I believe, is using the Cane of Somaria to find the path. When it falls off (it will disappear), you will know that the square that it fell off of is NOT safe. (@@ = one square of pathway, SS = stairs, BB = boulder); BB @@ @@SS@@ @@ BB @@ @@@@@@@@@@ @@ @@ S @@ @@ @@@@@@@@ T ##@@ @@ @@@@ @@ A ####@@ @@@@@@@@@@@@ @@ R ##@@@@BB @@ T @@ @@@@@@@@@@ @@ @@ @@@@@@@@ @@@@@@@@@@@@@@ Descend the stairs upon reaching them. In this side-scrolling area, just climb the various ladders and swim through the water. There's nothing INCREDIBLY hard about that. Upon exiting the cave, you will be underwater. Go to the surface and you will appear by three "dead" Armos Statues. Push the middle one in-line with the others to form the path. Up ahead is a maze. At the end of it is the eighth dungeon. Be careful of the monsters here (Savages and Knights). They will probably give you some problems. (LL = ledge, #### = path); E N D ###################### ######## ################## #### ## ############################ #### ## LLLL #### #### ######################################## #### #### #### #### #### #### #### #### #### #### #### #### #### ############ #### ############## #### #### ## #### #### #### ############## #### #### LL #### #### LLLL #### #### ###### ######## ########## #### #### ###### ######## #### #### ########## ######## ###### ######## #### #### ########## ######## ## ## #### ## #### ## ## #### ## #### ## #### ################ ########## ######## ## #### ## #### #### #### ## #### #### ########## ## #### #### ########## ############ #### ## #### #### #### #################### S T A R T After that maze, you will reach the Ancient Tomb. There's no turning back, unless you want to go through all of that other stuff over again. Whatever, just enter the stupid dungeon. __________________________ ---=| Ancient Tomb |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The final dungeon is the longest and most difficult of them all. Needless to say, you'll need to do some thinking for once. But then again, you have a guide right in front of you. From the first room, go due north into a dark room. There are a bunch of Ghinis floating around. Dispose of them as necessary. Now, head over to the northwestern corner of the room and push the statue out of the way. Tapping the wall here will create a hollow sound. You know what to do. Blow up the wall with a Bomb and proceed through. At least this room is brighter. Be wary of the Wall Masters that pop up from the ground. If they catch you, it's back to the dungeon entrance. Bomb your way through the cracked blocks and pick up the Small Key in the chest. Use said key item to unlock the south door. Here, use the Long Switch to get the diamond-shaped object at the northwest corner onto one of the switches. Then place a somaria block on another. Before stepping on the final switch, light the torch to the east with an Ember Seed. You'll have to bounce it off a wall using the Seed Shooter. With that done, step on the last switch to form a staircase. Do the smart thing and take it. There will be a locked block to the right. Because you don't have a key, there's no need to waste time with it. Proceed northward to come across another one of those spinners. Step right in to be put on the west path. Continue and kill off some Ghinis. Then push the single block in any direction to form another staircase. If you choose to take it, a Dungeon Map will be your prize. Go back upstairs and head north. There is just one chest here containing a Small Key. Backtrack through the spinner and to the locked block you saw before. Unlock it and continue. You will come to another spinner. It will put you on the south path. Go ahead and enter the next area. As you can see, there's another Ghini party going on here. Get them out of your way and head west. Ignore the raised blue blocks for now, and exit at the northwestern corner of the room. While following the red path, climb the steps to left and onto the platform. Clear the Knights out of the way, and inspect the south wall. You should notice a cracked piece. Bomb it to create an opening. Would you look at all those trap blades? Ouch. Use a Pegasus Seed and run through them. Then make your way to the northeast corner of the room. There's a Small Key here within a chest. Take caution around the spinning blade. Now it's time to exit this room. Once again, use a Pegasus Seed (or not if you feel like wasting a few hearts) to get past the trap blades. Back in the previous room, just go east one screen. Take note of the switch on the ledge to the east. Continue southward one screen and head one screen east. Walk north from there and follow the ledge to reach the switch. Hit it. Return to the previous room (the room with the blue barrier and the chest behind it) and open the chest for a Compass. Upon collecting that, head east and north again to reach the spinner. Let it put you on the west path and proceed. Ignore the staircase here and continue north to reach the other spinney-thingy. I find it best to just ignore the Ghinis in the next room. With the blue blocks lowered, you can go north. Do just that and follow the path to reach some Stalfoses. As you can probably see, one of them is holding a Small Key. Kill it and pick it up. Easy. Go south a screen to reach the spinner again. Don't step in it though. Instead, climb the small steps to the left. Hit the switch to make a staircase appear. Now to cheat the system. Enter it from the north end so it will put you on the west path. Then climb up the steps and go back around north and step in it again. The change in direction will put you on the east path. Nothing left to but keep going. More Ghinis? Yeah. Anyway, unlock the north door with one of your two Small Keys. Watch out for the Ghinis here as well. The blue blocks to your right should be lowered. If not, then you screwed up. So head east and then south. Defeat the two Knights and hit the switch to lower the red blocks. Now, stand on the red blocks and hit the switch again. They should raise with you standing on top of them. While still on the red blocks, go north while still staying on the red blocks. Follow them, being very careful not to fall off. At one point, you will have to jump from one red block to the other. This will put you at the upper-left corner. You can go ahead and fall off onto the blue block. Then head west. Simply follow this skinny path along the upper portions of a few rooms. Eventually, you will reach a staircase. Take it down to find yourself by some Gibdos. After finishing them up, head east to enter a generally empty room. Proceed past it to reach the totally radical (or not) mini-boss of the Ancient Tomb. Mini-Boss : Blue Stalfos ~ =----------------------= If you beat Agahnim (A Link to the Past), you should already know how to beat this pushover of a mini-boss. The Blue Stalfos has two modes of attack; one is a round-ish energy ball, the other is a six-piece projectile that will explode in different directions. The latter of the two is the one you want to avoid. However, you can easily "bat" the round, energy balls right back at the Blue Stalfos. When you manage to reflect an energy ball back at him, he'll turn into a bat. This is your cue to slash him as many times with the sword as possible. Repeat this process until he is dead. Also, if you are hit by a round energy ball, you will turn into a baby who can't do anything for a few seconds. Oof. That shouldn't have been too hard. After the fight, head south. Those Wizzrobes are back again! Kill them or ignore them, your choice. Go west and south to find the "Slate Room" as I call it. Hidden through this dungeon are four Slates that must be found before you can access the staircase in the middle. From there, go south. There are a few Knights here a well. From here, the only other accessible doorway is to the east. Hop over the gap and go through. There's some ice here along with a mine cart that's currently stuck. Great, just great. Well, you can head north and kill off some Candles. I assume you already know how to defeat them (Launch Ember Seeds at them with the Seed Shooter). Due to the ice though, avoiding their blast might be a bit difficult. Survive through it and once all four Candles are eliminated, the east door will open. Kill the Gibdos if you feel like it and head downstairs. Swim through the area to reach a submerged portion of the Ancient Tomb. The underwater rule still applies. You can only use one item, and that item must be assigned to the A Button. First, get rid of all three Jellyfish to open the door. Go as far north as possible until you reach the end. You will have to swim into the currents, as you can see. At the same time though, you have to avoid getting pulled into the "holes" around. For the first part, you should swim in a zig-zagging pattern to hopefully clear every one of those holes. At the end is a staircase. Don't worry if you mess up more than you'd like. I messed up about a gajillion times, myself. Go ahead and descend the stairs into another water-filled area. From the beginning of this side-scrolling area, drop all the way down to find a small niche in the wall. Follow this until you reach some dry land. You can obtain the first of the four Slates from the chest. Yippee...? Go ahead back down the stairs. This time, instead of swimming back to where you originally came from, proceed all the way left and surface here. Simply step on the switch to form the steps necessary to climb down. Be careful of the Wizzrobes and go west two rooms. Kill off the Knights and head over to the end of this room. Use the Long Switch on the diamond-shaped object and climb the small steps. Then go north. Don't fall off the ledge of course, and go west. Three Blobs will appear just as you are about to exit. Don't let them catch you off guard. In this room, proceed to the end of the path while killing off any Gibdos getting in your way. Remove the pot and stand at the edge of the path. Use the Long Switch across the gap to grapple onto a diamond-shaped object that you can't see (from your perspective, of course). With that done, just climb down the steps and head north. There is a Small Key in a chest in this room. You'll have to navigate the block-path to get to it. It's not complicated at all. However, the spinning blades hanging around might give you some problems. When you see one coming at you, just jump over it as it passes underneath. Don't leave without the Small Key. In the next room is another chest. Inside is the second Slate. That's two down. Only two more to go. Climb onto the ledge to the right and proceed southward. Drop off the ledge and get rid of the Gibdos here. Now it's just a matter of backtracking to the room where you place all four Slates. From your current position, head a few screens east to reach the mini-boss room. Now go one screen south, one screen west, and one more screen south to reach your destination. Now back here, go ahead and put two of the four Slates in. Upon completing that, go west. Kill the Snakes here, along with the harmless Mimics. Then head south through the doorway. There's some lava here, along with a switch and a locked block. Unlock it and continue west and south. Then pull out the switch (using the Power Bracelet) all the way to harden the lava. You've done this before. The idea is to dash across the hardened lava before it becomes liquid again. If you aren't quick enough, Pegasus Seeds will save the day. Also, you might find it useful to kill the Keeses first before they mess you up. You can continue east into the following room to find a third Slate. Pick it up and climb the steps at the northeast corner. Proceed onto the screen. Drop off the ledge so that you don't _fall_ into the lava. Head north and up the steps. Go as far left as possible and use the Long Switch on the diamond-shaped object. You will reach a staircase on a ledge. Go ahead and climb it. Push the blue block out of the way of the steps and go down. Then head east. Using the Seed Shooter, hit the switch across from you. It will lower the red blocks. Follow the path of red blocks to a room full of Ghinis. From there, proceed east, down the steps, and north to reach the spinner once again. When you step into it, you should be put on the east path. The enemies here consist of some Snakes and a Laser Eye in the middle. Unlock the south door and advance. Yes, it's another one of those tile puzzles. It might be a good idea to try to take out as many Mini Moldorms as possible. They can easily push you off track when doing this. From the start, go one square right, three squares down, two square right, two squares up, one square left, one square up, and three squares right. Up to this point, you should be at the upper-right corner. Now go two squares down, one square left, one square down, one square right, one square down, three squares left, one square down, two squares right, one square down, one square right, and one square down. This will put you at the lower-right corner. From there, head three squares left, one square up, one square left, one square up, one square left, three squares up, one square left, two squares up, one square left, three squares down, one square right, one square down, one square left, two squares down, two squares right, one square down, and five squares left. Make sure that you are at the lower-left corner of the room. Go one square up, two squares right, one square up, one square left, one square up, one square left, one square up, one square right, one square up, one square right, one square up, two squares left, and one square up. There ya go. Here's the quickie direction list (L = Left, R = Right, U = Up, D = Down); R, D, D, D, R, R, U, U, L, U, R, R, R, D, D, L, D, R, D, L, L, L, D, R, R, D, R, D, L, L, L, U, L, U, L, U, U, U, L, U, U, L, D, D, D, R, D, L, D, D, R, R, D, L, L, L, L, L, U, R, R, U, L, U, L, U, R, U, R, U, L, L, U That's it for that puzzle. A chest will subsequently appear. It contains a Power Glove, an upgraded version of the Power Bracelet! Backtrack to the spinner thing. If the door on O-------------------------------------------O the left is closed, that means | POWER GLOVE | you have to defeat all the O-------------------------------------------O monsters here (bar the Laser | The Power Glove is the upgraded version | Eye of course). Step into it | the Power Bracelet. It can lift those | to be put on the south path. | tall, blue statues. Apart from that, it | | isn't really anything special. | In the next room, ascend the O-------------------------------------------O small steps and go west and then north again. You should be on the lowered red path. Climb onto the ledge and go as north as possible. While standing at the end of the ledge, use the Long Switch to grapple onto the diamond-shaped object across the gap. Follow this path until you hit the end. Once more, use the Long Switch to get across the gap. Now proceed west and down the small steps. Congratulations. You've reached the spinner again. Don't enter it from the west though. Instead, step into it from the north (using the steps you created) and then double back around, stepping into it from the north again. You want to make it so that you're going east. So head east and north. Be careful of the Ghinis hanging around as always. With the Power Glove, you can move that gigantic blue statue at the lower-right corner. Do just that and proceed. Here, just go south to reach the switch controlling the blocks. Stand on the lowered red blocks, and hit the switch while still standing on it. For the second time, you should be walking atop the red blocks. Be careful not to fall off and jump the gap at the end using the Roc's Feather. Drop down onto the lowered blue block and continue. From here, just head west until you reach a staircase. Descend. Get rid of the Gibdos here if they get in your way. Go east two rooms to reach the mini-boss room once again. Then head south, west, and south again. This is the Slate room. Place your third Slate in and go south one more screen. There's a hidden staircase under one of the statues. Lift the lower-left one to reveal it. Why don't you do something intelligent with it and head down? Just left of you is a diamond-shaped object confined within some blocks. Push the two lower blocks out of the way (bottom one left and top one up). Stand at the northwestern-most point on that ledge and use the Long Switch on the diamond-shaped object above you. On this very easy-to-miss platform is a chest containing the Boss Key. You will obviously benefit from picking this up. Now, grapple back to the previous platform and proceed east. A few Keeses might bother you, but by now, those bats should be no problem to take down. When you reach the other staircase, go ahead and climb it. Push the cube three squares down and then one square to the left. This will put it in the hole (the blue side will be facing up). Jump into the mine cart (you have to hop over the gap in the floor to reach it) and ride it into the next room. Oh no! It's another barrage of Flying Tiles. The safest thing to do would be to stand at the closed door and face up. Slash your sword rapidly to dispose of each tile before they hit you. Once all of them are finished, the south door will open. Before you go, you might want to snag a Gasha Seed from the chest (to the north). You sure are getting a bunch of these today. Afterwards, go ahead and head south. There are many traps in this room (spinning blades, trap blades). The to getting through unscathed is the Roc's Feather. Simply jump over the dangers on the ground whenever you pass them. Follow the block-path until you reach a switch at the upper-right corner. Hit it to _move_ the wall. It will create a new path. Continue eastward. It's another icy room with a Mace Knight at the center. You've fought these bad boys already, so you should know what to do. The ice will make matters a bit more difficult though. The final Slate can be found in the room north of here. The door will only open after destroying the Mace Knight. Don't forget to pick it up. Hop on the mine cart, and it will take you to the Flying Tile room. Ignore them and jump onto the other mine cart. From here, head west. Hop over the gap and go north. Place your final Slate in to form a staircase. Head down and make your way through this very simple side-scrolling area. Upon exiting, go east to find the boss's lair. First though, you have to clear out the obstacles so you can actually access it. Slash away the crystal with the sword. Then blow up the cracked block using a Bomb. Light the torch nearby using the Seed Shooter (Ember Seed). A small bridge will form in front of the blue statue. And at last, lift the statue out of the way with the Power Glove. The way is now clear... If you were expecting an easy boss, just know that you were dead wrong. Ramrock is the most complex boss up to this point. Boss : Ramrock ~ =------------= Ramrock begins the fight with two stone arms that will launch out at you. In order to hurt him, you will have to bat these arms back at him. Since it's almost impossible to do this from the other end of the room (Ramrock is constantly moving), you will need to get up in his face. It's not all that difficult. As long as you bat each arm away, you shouldn't lose a single heart. After about three rebounds, Ramrock will replace his arms for two pieces that crush whatever is in-between them. With it, he'll go around the room trying to crush you. Use a Bomb and place one RIGHT before his hands clamp together. This is easy enough to do. A few more of these will change him again. The third form has Ramrock with two shields for hands. A frontal blow won't deal any damage because of them. If you can possibly get behind him with the sword, I believe you can deal damage. However, it's a LOT easier using the Seed Shooter. Bounce a seed off of the north wall. If you aim well, the seed should hit Ramrock in the back. Finally, Ramrock will sport two gigantic balls (WOW!). He will only launch one at a time. Avoid the first one, and quickly run up to the unlaunched one. Pull it all the way back (Power Glove) and release. Assuming you brought it all the way back, it will fly back and smash Ramrock in the face. Once you understand that, the remainder of the fight will be simple. As a side-note, there's a line of holes along the north wall. Since stepping here would hurt, try to avoid it. Also, there are two regenerating bushes at the lower-right and lower-left corners. They sometimes hold Bombs or seeds. Therefore, you can never run out of supplies to defeat Ramrock. Once you've defeated our rocky friend (or not), proceed west into the final room. The final essence; the Falling Star, is waiting here. Wield it with pride. After leaving, the Maku Tree thanks you for your services and asks of you to visit her in the present... ------------------------------------------------------------------------------- 5.9. Black Tower [5900] ------------------------------------------------------------------------------- Make your way over to the Maku Tree in the present. Since you probably don't want to backtrack through the Sea of No Return, just use a Gale Seed to warp to the nearest Seed Tree (South Shore). Don't forget that you have to be in the PRESENT. The Maku Tree will state that you've collected all Eight Essences of Time!! Only the hero could take the Maku Sprout. She'll give you the Huge Maku Seed. But disaster strikes (again), and that cloaked figure appears. The Twinrovas (two Gerudo Witches) will appear and tell you to stop while you're behind. The only thing left to do now is conquering the Black Tower. Make your way over there. Play the Tune of Ages to warp to the past, and enter. Ho, it's Ralph again. He claims that he will do anything to vanquish Veran, even if that means killing Queen Ambi. But he also realizes that destroying Queen Ambi will also destroy himself. Why? Because Ralph is a direct descendant of Queen Ambi. Without her, the entire generation of Ralph will disappear. But then again, who cares? Impa and Nayru will come in and tell you to stop Ralph before he kills himself. Afterwards, just go ahead and enter the Black Tower. __________________________ ---=| Black Tower |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There's a single worker here. He'll explain that monsters ravage the next few rooms. It's dangerous to continue. Prove him wrong, and head east into a seemingly empty room... until some Blobs pop up. They're no match for your sword. From here, it's just following the path. For each room, you will face an entire group of enemies. The first few will be easy. They include Octoroks and Tektites. However, they will soon get tougher with Gibdos, Wizzrobes, Knights, etc. It's not imperative that you defeat every one of them. In fact, I'd suggest running through most of the rooms to save hearts. Soon enough, you will come to three doors. Link will automatically take out the Maku Seed. The essences will appear and the three doors will turn into one. You will reach the Black Tower Turret (wow, you climbed practically the entire Black Tower already). It's a maze here with many, many, many staircases. Of course, they all lead to the second floor. However, you will have to climb each of them in a special order to reach the final door (SS = stairs, EE = end stairs, #### = path); F I R S T F L O O R SS######## SS SS#### SS #### ## ## ## SS#### SS######SS ## ## ## ## SS#### SS######SS ## SS ## #### ######## SS ## SS ## ###################### SS ####################SS S E C O N D F L O O R SS#### ## SS SS######SS ## ## ## ## SS ## SS ## SS#### ## ## ## SS ####SS EE SS## ##SS ## ## #### SS###### ##SS## ######## ###### SS######################SS It's really not all that difficult to understand. In order to make it through the maze, you have to ascend and descend various staircases to eventually reach the "EE" or the end staircase. There are multiple ways to do this. I am pretty sure you can find your own using the map given. Anyway, upon reaching the next area, you will come across four flames. The idea is the follow the left flame. If you don't feel like doing that, just take the staircase left of the southeastern corner. Break the four pots around you for some supplies that you probably need. Head up the steps. Veran can be found in the door north of the ledge you are on. Head down the small steps and make your way around and to the door. Be careful of the monsters hanging around here. When you're ready, head through the doorway to find Ralph and Queen Ambi. Ralph will attempt to kill the Queen, but he ends up losing in the end. Who could have seen that one coming? Nothing more to do but confront her, eh? Go north into the next room... Boss : Veran ~ =----------= The first part of this battle is similar to the first Veran battle you played out. You must first shoot a Mystery Seed at Queen Ambi to force Veran out of her. Then use the Long Switch and pull Veran away. Switch to the sword and dish out as much damage as possible before she returns to Queen Ambi. While in her body, Veran can send out multiple fireballs. These can be difficult to avoid, especially when you're only a few feet away. If possible, keep your distance when using the Seed Shooter. A few more of these will take care of her at the moment. Veran will leave Ambi's body and take you in her true form. As a fairy, she can be pretty dangerous. To make matters worse, four Dark Links will appear to get in your way. They won't actually try to attack you though. Rather, they get in your way by mimicking your moves. Luckily, they can be defeated with a bunch of hits from the sword. Veran will just fly around launching fireballs and the like at you. Do your best to avoid them and slash her with the sword whenever she draws near. If you aren't careful, you will lose a ton of hearts. Deal as much damage as possible, but don't stand in her way when she passes. That's just a stupid thing to do. Soon enough, you will stop Veran. However, she isn't going just yet. Pulling you out of the Black Tower, she'll fight you again while alternating between three forms. The first will be a turtle. She's invincible while inside her shell, but you should be able to see when she pokes her head out. Use the sword to deal damage. When she jumps, get out of the way to avoid the impact. Her next form is a bee. Use your sword to deal damage. However, do watch out for her stinger attack. The last one is a spider. You want to avoid the web she shoots at you. In order to stun it, you need a Bomb. Throw one to make her vulnerable. Then slash away with the sword to do the trick. Once you deal enough damage, she will, at last, be defeated. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 6. Enemy Listing ---- [6000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This game has a bunch of monsters inhabiting it and making your life miserable. Here's a list of every monster you may encounter while playing. [-----------------------------------------------------------------------------] Armos Statue ~ =----------= I've always hated these statue things. They cannot be defeated with a sword, and can deal heavy damage if Link comes in contact with them. Use Bombs. Blob ~ =--= Blobs come in two flavors; red and green. They'll both hurt you, but if you strike a red Blob, it will split into two Small Blobs. Cheep Cheep ~ =---------= These fishy creatures can be found swimming through many watery areas. They really won't attempt to attack you, so just attack them with your sword or ignore them. Candle ~ =----= These rare monsters are basically white candles, with a wick included and all. Light it up with an Ember Seed from the Seed Shooter and get out of the way before it starts bouncing around. The Candle will explode afterwards. Crab ~ =--= Crabs are commonly found along shorelines and the like. Apart from being very tasty snacks,they can obviously hurt Link with their pincers. Just slash them away with a sword. Cloaked Stalfos ~ =-------------= These Stalfoses bear a green cloak. That doesn't really make a difference though. Slice them up with your sword or any other weapon. Crow ~ =--= These black birds are usually found roosting on trees or some sort of object. They will fly at you if you get near them. Just keep your sword in front of you when they charge you to kill them easily. Ghini ~ =---= These one-eyed apparitions can be pretty annoying. They can take a bit of damage before falling. Just cut one up with your sword to defeat it quickly. Guard ~ =---= The Guards of Queen Ambi's Palace can do two things. For one, they can just kick you out the castle. However, the Guards INSIDE the palace won't kick you out, but just attempt to kill you. You won't be able to kill them, but you can make them run away by slashing them repeatedly. Gibdos ~ =----= Gibdos are basically mummies. They can be somewhat tough to defeat. A few hits from your sword will kill it. Fire Bird ~ =-------= Fire Birds are basically flames with wins. They can be found in the Skull Dungeon. Fire Birds attack by flying into you. Cut them down before they reach you. Fire Monster ~ =----------= You can these Fire Monsters in Symmetry Village before calming the volcano. They lurk the streets and appear to blow fireballs at you. A bunch of sword slashes will take one down. Flying Tile ~ =---------= Occasionally, you might come across a floor that has tiles flying at you. Avoid these easily by holding up a shield or walking clock- wise/counter-clockwise around the room. Hardhead Beetle ~ =-------------= Hardhead Beetles are invulnerable against a sword, but if you manage to push them into a hole, they are easily vanquished. Iron Mask ~ =-------= In order to beat these mask-bearing monsters, you will have to hit them from behind. Hitting them with the sword in the front will do squat. With the Switch Hook/Long Switch, you can pull off their masks, making them vulnerable. Keese ~ =---= Keeses are basically bats. They are easy to defeat; requiring only a single slash to be put down with. Keeses are usually found in dungeons. Jellyfish ~ =-------= These Jellyfish can be found in some underwater segments of dungeons. Avoid swimming into them unless you like a little electricity shifting through your body. Knight ~ =----= Knights are pretty tough. They can wield both arrows and swords and are capable of dealing quite a bit of damage to Link. A few hits from your sword will put one of these down for the count. Laser Eye ~ =-------= Laser Eyes are invincible, rotating eyes that are usually fixed into the middle of a room. If you get in the way of its eye, it will shoot off a laser at you. It's best to just stay out of its view to avoid losing hearts. Leever ~ =----= Leevers are worm-like creatures with gigantic jaws. They like to hide in holes or puddles of water and just jump out at you. It's safer just to ignore them, but if you can get a few hits with the sword before they jump back in, you can kill it easily. Like Like ~ =-------= These marshmallow-looking thingies aren't particularly dangerous. They don't hurt you, but if they manage to swallow you, they'll steal your Shield! DO NOT let that happen. Just slash them apart with your sword. Mace Knight ~ =---------= These Knights wield a shield and a gigantic mace. They'll swing it around their body and fling it at you. Avoid getting hit and move in for the kill when the mace isn't flying into your face. Also keep in mind that the mace (somehow) goes through blocks and obstacles. Mimic ~ =---= Mimics are some of the easiest enemies you'll ever come across. These dudes won't put any effort in trying to hurt you. Nope, they do exactly what you do. Just get them to face you and slay them with your sword. Mini Moldorm ~ =----------= Mini Moldorms of miniature versions of Moldorm, a boss of whom does not appear in this game (???). Anyway, these worms are easily recognizable due to their three-part bodies. They can take quite some punishment from your sword. Moblin ~ =----= Moblins are pig warriors who obviously do not like you. These pig warriors can wield a variety of weapons. They don't pose much of a danger, so that shouldn't matter. Octorok ~ =-----= This is a common monster in many Zelda games. Octoroks resemble spiders in a way and will spit rocks at you. Defeat them with a sword or most weapons. Peahat ~ =----= Peahats resemble revolving flowers. They can be found in a lot of dungeons. Basically, they are only vulnerable when on the ground. When they start floating, you cannot hurt them. Wait for them to get back on the ground and then slash them apart. Pols Voice ~ =--------= These rabbit-ty looking things cannot be defeated with your sword. They can be killed by throwing pots, bushes, etc. at them though. Better yet, play your Harp of Ages and they'll die instantly. Interesting... Savage ~ =----= The Savages are very rare enemies, that are found in the Sea of No Return. From the side, their posture makes them resemble tigers and the like. They wield two knives, that hurt a lot, and can shoot arrows at you. Yikes! Shocker ~ =-----= These green, walking blobs cannot be hurt with the Wooden Sword. If you attempt to strike them, they will deliver some damage. Defeat them with some other weapon (Seed Shooter, etc.) or just bypass them. Small Blob ~ =--------= Small Blobs will prevent you from slashing your sword, but don't deal any damage. They usually appear after slashing at a red Blob. Spark ~ =---= These happy little (sun-looking) things hug the walls of some dungeons. They will hurt Link if he touches them. They cannot be defeated with your sword. Snake ~ =---= Snakes are pretty dangerous as they will charge you. This can be difficult to avoid at times, so make sure you slash apart a Cobra before it hits you. Spiked Beetle ~ =-----------= Spiked Beetles can be taken down easily by flipping them over with your shield. Their fleshy underside is vulnerable to most weapons. Stalfos ~ =-----= Stalfoses are the famous skeletal warriors of many Zelda games. They come in two forms; one with arrows and one with a sword. Both are easily defeated with your sword. Tektite ~ =-----= These insectoid creatures like to hop around and tantalize Link. Luckily, they are easily defeated with a few slashes from your sword. They are only problematic in large groups. Thwomp ~ =----= Thwomps are gigantic things that drop down whenever Link passes by. The best way to avoid them is to trick them into dropping by stepping under and then quickly stepping back. Cross it when it's going back up. Wall Master ~ =---------= Wall Masters are pretty easy to notice. They're basically giant hands that either drop from the ceiling or hang around on the floor. Don't let one touch you or it will carry you back to the entrance of the dungeon. This is obviously NOT fun. Wizzrobe ~ =------= Wizzrobes are magic-casters (pointy hats and mage clothing) that appear only when they attack. Watch for their flashes and quickly get out of one's sight, as a Wizzrobe will launch a projectile to hurt anything in front of him. Stand to the side of an appearing Wizzrobe and deal as much damage before he disappears again. Zora ~ =--= Whenever you see a whirlpool in water, watch out, as it could be a Zora. When their heads pop up, Zoras will launch a fireball at Link. They can easily be defeated with any weapon. (Note: These river Zoras are not the same as the Zoras you meet in the Zora Village.) =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 7. Boss Listing ---- [7000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= All bosses and mini-bosses are listed here. Included are locations and strategies on defeating each. They are listed in the order of appearance. [-----------------------------------------------------------------------------] Pumpkinhead ~ =---------= Location: Spirit's Grave Description: The boss may appear menacing (somewhat), but it really isn't much of a threat. It will occasionally jump around and attempt to squash you. Pumpkinhead can also throw orbs at you that deal damage. First thing's first. Slash away at its body a few times to destroy it. Then quickly pick up the head with the Power Bracelet and throw it somewhere. If you're too slow, the body will simply regenerate. Upon exposing the tiny ghost underneath, just use your sword to damage it. If it manages to get back to its pumpkin, it will regrow a body. Do the same thing until you finally manage to vanquish it. Head Thwomp ~ =---------= Location: Wing Dungeon Description: You won't need your sword at all for this battle. This can be a very time-consuming fight depending on your luck. First, climb the ladder to the left. Take out a Bomb and throw it on his head. His head will begin to spin on four different colors. Each one will have a different effect. You'll want him to land on red as it will deal him damage. The different effects are as follows: blue; sends a bunch of fireballs that spin around him, green; fireballs come out of the top of his head, and purple; crash into the ground and have rocks fall from the ceiling. Since you probably won't have enough Bombs for this, look out for any Bombs or other goodies that the Head Thwomp drops. The safest place to be is at the top of the ladder as you can avoid most of the fireballs effortlessly. Keep getting him to land on his red face to eventually defeat him. Shadow Hag ~ =--------= Location: Moonlit Grotto Description: The Seed Shooter is required for this battle. At first, you have four shadows slowly creeping around the room. Do your best to avoid them and wait for them to come together. Once that happens, face away from the apparition that releases four butterflies. If you look at the Shadow Hag, she'll disappear. Instead, look away from her and shoot a seed into the wall. If you were perpendicular to the wall, the seed will bounce off the wall and back. The best time to launch a seed is right before she charges you. Once you figure it out, this fight becomes very easy. If you need seeds, kill the butterflies that the Shadow Hag releases. They occasionally drop seeds. Eyesoar ~ =-----= Location: Skull Dungeon Description: For a dungeon boss, Eyesoar doesn't look like much. To get to him, you must first catch him with the Switch Hook. Needless to say, you might find it best to get rid of at least one of the flying things circling him. Once you get a clean hit, Eyesoar will appear where you originally were. This is his vulnerable state. Run up to him and slash him as many times as possible before he gets back up. At the same time, be sure to dodge the flying things unless you want to lose a bunch of health. This is really all you have to do. Assuming you dodged most of the flying things, this boss fight should be no problem. Great Moblin ~ =----------= Location: Great Moblin's Palace Description: Quickly equip the Power Bracelet and start dodging the various bombs that are thrown at you. Look for the big bombs that the Great Moblin throws. Pick it up and wait a few seconds before throwing it back at the Great Moblin. If you throw it without waiting, the big bomb won't explode in time and he'll just throw it back at you. You can tell when the big bombs are about to explode, as they'll flash red. The regular bombs (being thrown by the other Moblins) will explode as soon as they hit their mark. Avoid these the best you can while chucking big bombs back at the Great Moblin. He'll go down pretty quickly. Smog ~ =--= Location: Crown Dungeon Description: This is a very annoying fight. Smog will first carry you in-between two sets of blocks. This first set is pretty simple. Smog is in two parts. Put a somaria block in-between to have the two forms meet. Smog will subsequently appear. Quickly slash at him with the sword. After a few hits, he'll disappear. The next phase is in three parts with three sets of blocks. Place a somaria block to the bottom left of the right block so it resembles a backwards "L". This will cause the middle and right Smogs to combine. If they aren't aligned with each other, you can stop one with your sword to wait for the other. When they combine, they'll form a bigger Smog. In order to finish it though, you need to get the last Smog together. Place a somaria block to the right of the left-most block formation. Just as the third Smog hits the somaria block, place another one to the immediate right of it to get the Smog to the middle platform. Finally, put another somaria block at the upper-left of the middle block. Put the small Smog and big Smog together to get him to form. Once again, deal as much damage as possible when he appears. Your next job is getting two more Smog pieces together. However, these two are spread far apart. First, put a somaria block to the left of the right platform. Wait for the Smog on the right to touch this somaria block and quickly put another one to the left of it. If done right, you should have gotten the Smog on the right to hug the middle blocks. From here, it's just the simple task of getting the left Smog to the middle. Once more, slash away at Smog when he appears. The final stage requires you to put together three Smogs again. You want to get all three forms to the middle collection of blocks. Do this by slowly forming somaria blocks to it. Once all three are together, use your sword to finish Smog off once and for all. Octogon ~ =-----= Location: Mermaid Cave Description: Quickly get onto the middle platform and STAY there at the moment. Octogon has a big shell that prevents any direct attacks to his head. When he turns around to spit a rock at you, slash the vulnerable part with your sword. When Octogon flips himself over (so his head is in the water), jump in and dive down. Slash him as many times underwater as you can before he can surface again. From here on out, that's basically all you need to do. Try not to get hit too much though. (Note: Alternatively, you can use the Seed Shooter for an easier fight.) Veran + Nayru ~ =-----------= Location: Ambi's Palace Description: You're not allowed to hurt Nayru. Well, you can still swing your sword at the possessed Nayru, but it won't deal any damage (???). Equip your Seed Shooter and Switch Hook and wait for her to stop moving. Quickly shoot a Mystery Seed (yes, that's the only thing that works) to get Veran out of her body. Then use the Switch Hook to "pull" her out. Since it's no longer a danger to Nayru, go ahead and shoot as many seeds at her before she finds her way back to Nayru's body. You might find it better to switch to the sword and using that. That's all you need to know. Repeat the "Mystery Seed + Switch Hook" scheme until Veran is defeated... for now. Plasmarine ~ =--------= Location: Jabu-Jabu's Belly Description: Without a doubt, the Long Switch will be incorporated in this fight. Plasmarine is a giant jellyfish. What a shocker (terrible pun)! Since you can only use one item (underwater, remember?), equip the Long Switch for the A Button. Plasmarine, after moving around a little bit and attempting to rush you, will shoot an energy ball at you. Wait a second; a very SLOW-MOVING energy ball at you. Stay where you are and switch places with the Plasmarine. The energy ball will, in turn, hit Plasmarine. Be careful when he flashes with electricity. Needless to say, touching him at that point will hurt quite a bit. This isn't really that difficult of a fight. Ramrock ~ =-----= Location: Ancient Tomb Description: Ramrock begins the fight with two stone arms that will launch out at you. In order to hurt him, you will have to bat these arms back at him. Since it's almost impossible to do this from the other end of the room (Ramrock is constantly moving), you will need to get up in his face. It's not all that difficult. As long as you bat each arm away, you shouldn't lose a single heart. After about three rebounds, Ramrock will replace his arms for two pieces that crush whatever is in- between them. With it, he'll go around the room trying to crush you. Use a Bomb and place one RIGHT before his hands clamp together. This is easy enough to do. A few more of these will change him again. The third form has Ramrock with two shields for hands. A frontal blow won't deal any damage because of them. If you can possibly get behind him with the sword, I believe you can deal damage. However, it's a LOT easier using the Seed Shooter. Bounce a seed off of the north wall. If you aim well, the seed should hit Ramrock in the back. Finally, Ramrock will sport two gigantic balls (WOW!). He will only launch one at a time. Avoid the first one, and quickly run up to the unlaunched one. Pull it all the way back (Power Glove) and release. Assuming you brought it all the way back, it will fly back and smash Ramrock in the face. Once you understand that, the remainder of the fight will be simple. As a side-note, there's a line of holes along the north wall. Since stepping here would hurt, try to avoid it. Also, there are two regenerating bushes at the lower- right and lower-left corners. They sometimes hold Bombs or seeds. Therefore, you can never run out of supplies to defeat Ramrock. Veran ~ =---= Location: Black Tower Description: The first part of this battle is similar to the first Veran battle you played out. You must first shoot a Mystery Seed at Queen Ambi to force Veran out of her. Then use the Long Switch and pull Veran away. Switch to the sword and dish out as much damage as possible before she returns to Queen Ambi. While in her body, Veran can send out multiple fireballs. These can be difficult to avoid, especially when you're only a few feet away. If possible, keep your distance when using the Seed Shooter. A few more of these will take care of her at the moment. Veran will leave Ambi's body and take you in her true form. As a fairy, she can be pretty dangerous. To make matters worse, four Dark Links will appear to get in your way. They won't actually try to attack you though. Rather, they get in your way by mimicking your moves. Luckily, they can be defeated with a bunch of hits from the sword. Veran will just fly around launching fireballs and the like at you. Do your best to avoid them and slash her with the sword whenever she draws near. If you aren't careful, you will lose a ton of hearts. Deal as much damage as possible, but don't stand in her way when she passes. That's just a stupid thing to do. Soon enough, you will stop Veran. However, she isn't going just yet. Pulling you out of the Black Tower, she'll fight you again while alternating between three forms. The first will be a turtle. She's invincible while inside her shell, but you should be able to see when she pokes her head out. Use the sword to deal damage. When she jumps, get out of the way to avoid the impact. Her next form is a bee. Use your sword to deal damage. However, do watch out for her stinger attack. The last one is a spider. You want to avoid the web she shoots at you. In order to stun it, you need a Bomb. Throw one to make her vulnerable. Then slash away with the sword to do the trick. Once you deal enough damage, she will, at last, be defeated. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 8. Item Listing ---- [8000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Through the length of your quest, you'll pick up various items. Each one serves its own purpose, and you'll need most of them to beat the game. Listed here is every item you will find in the Oracle Of Ages (non-secret). ------------------------------------------------------------------------------- 8.1. Standard [8100] ------------------------------------------------------------------------------- Book of Seals ~ =-----------= Location: Eyeglass Island Library Description: This book is required to get the Fairy Powder from the Eyeglass Island Library of the past. Bomb ~ =--= Location: Ambi's Palace Description: Bombs are as useful as tools, as they are weapons. Not only do they deal heavy damage to enemies, but they can blow up cracked walls or blocks. Some bosses even require Bombs to defeat them. You can always pick up a Bomb after dropping it, but make sure you aren't near it when a Bomb blows. Boomerang ~ =-------= Location: Rolling Ridge Description: After being won in a mini-game, this Boomerang is a very useful tool. It will stun enemies if it hits them and comes right back to you. Boss Key ~ =------= Location: (Dungeons) Description: All Boss Keys will open the big door leading to the boss's lair. Brother Emblem ~ =------------= Location: Rolling Ridge Description: This Goron proves you are a Goron (not literally). You need this trinket to proceed past the Goron blocking a staircase. Cane of Somaria ~ =-------------= Location: Crown Dungeon Description: The Cane of Somaria creates a somaria block when used. This block acts like any other block and can be pushed, picked up, etc. Cheval Rope ~ =---------= Location: Yoll Graveyard Description: Cheval's special rope. It's very sturdy and won't rot. Give this to the man building the raft to get it. Compass ~ =-----= Location: (Dungeons) Description: A Compass works by pinpointing your location on the map of a dungeon. You will also be shown the location of chests and the dungeon boss. Crown Key ~ =-------= Location: Goron Cave (Rolling Ridge) Description: You will use this key to open the door to the fifth level (Crown Dungeon). Dungeon Map ~ =---------= Location: (Dungeons) Description: To use a Dungeon Map, press Select while in the respective dungeon. Rooms you have visited are blue while unvisited rooms are dark. Fairy Powder ~ =----------= Location: Eyeglass Island Library Description: This powder will remove the curse on the Great Fairy, which in turn removes all the poisonous blobs from the sea. Goronade ~ =------= Location: Rolling Ridge Description: A quick sip will keep you awake. Give it to the tired Goron to play his Big Bang mini-game. Goron Vase ~ =--------= Location: Rolling Ridge Description: It's a very ancestral vase. Hand it to the Goron who wants a piece of history to get the Goronade. Graveyard Key ~ =-----------= Location: Yoll Graveyard Description: You will use this key to open the gate leading to the first level (Spirit's Grave). Harp of Ages ~ =----------= Location: Nayru's House Description: The Harp of Ages has three distinctive tunes; Tune of Echoes, which activates any time portal through the world; Tune of Currents, of which allows you to travel through time without a portal (but you need to step into a portal you created afterwards); and the Tune of Ages, which allows you to travel through time without worrying about open portals and the like. Island Chart ~ =----------= Location: Forest of Time Description: Received from the famous Tingle, the Island Chart will be crucial in navigating the seas. Lava Juice ~ =--------= Location: Rolling Ridge Description: A very hot drink (obviously). It will energize any Goron. Give it to a Goron, trading it for a Letter of Introduction. Letter of Introduction ~ =--------------------= Location: Rolling Ridge Description: The Letter of Introduction will introduce you to the Graceful Goron. Library Key ~ =---------= Location: Zora Village Description: The Library Key is required to open the door to the Eyeglass Island Library. Long Switch ~ =---------= Location: Jabu-Jabu's Belly Description: The Long Switch is an upgraded version of the Switch Hook. It can extend much longer now to grapple onto far away objects easily. Magic Potion ~ =----------= Location: Yoll Graveyard Description: You can buy the Magic Potion for 300 rupees from the witch at the northeastern corner of Yoll Graveyard. Not only will the Magic Potion revive you after losing all hearts, but it is required to save the King Zora from death. Maku Seed ~ =-------= Location: Maku Tree Description: The Great Maku Tree will hand you the Maku Seed before making your way into the Black Tower. It will lift the curse on the doors. Mermaid Key ~ =---------= Location: Rolling Ridge Description: You will use this key to open the door to the sixth level (Mermaid Cave). Mermaid Suit ~ =----------= Location: Mermaid Cave Description: The Mermaid Suit can be considered Flippers L-2. This suit allows you to swim in deep waters and fast-moving currents. You can even use items while in the water now. Moosh's Flute ~ =-----------= Location: Fairies' Woods Description: After rescuing Moosh from the confusing woods, he'll give you his flute. You can use it to call him whenever you need his assistance. (Note: If you buy the Flute from the shop, you will get Dimitri's Flute after rescuing NOT Mooshy, but Dimitri.) Power Glove ~ =---------= Location: Ancient Tomb Description: This is an upgraded version of the Power Bracelet. Those tall, blue statues can easily be lifted using these gloves. Power Bracelet ~ =------------= Location: Spirit's Grave Description: The Power Bracelet allows you to pick up and push heavy objects such as pots. It can be upgraded. Ricky's Gloves ~ =------------= Location: South Shore Description: In order to get the great Ricky to help you, you must first find his gloves. Return them to their rightful owner. Ring Box ~ =------= Location: Lynna Village Description: This Ring Box will hold rings for you. A ring must be appraised before it can be used. The L-1 Ring Box can only hold one ring, but it can be upgraded if you choose to. Roc's Feather ~ =-----------= Location: Wing Dungeon Description: The Roc's Feather allows Link to "hop" over obstacles and holes. It is a very important item that will be used often throughout the game. Rock Sirloin ~ =----------= Location: Rolling Ridge Description: Hand this to the hungry Goron to get a Goron Vase in Rolling Ridge. Seed Satchel ~ =----------= Location: Maku Tree Description: The Seed Satchel can carry seeds that you have. There are five kind of seeds: Ember; These will light torches and burn plants and the like, Scent; Scent Seeds will lure monsters toward you, Pegasus; Will allow you dash, Gale; using it will warp you to a seed tree, And Mystery; well, who knows? Try them on many things and see the result. Consider it to be the Magic Powder of Oracle of Ages. Seed Shooter ~ =----------= Location: Moonlit Grotto Description: The Seed Shooter launches seeds at very high velocity. If you fire one against a wall, the seed will ricochet. A seed can ricochet twice before losing its "speed". Shield ~ =----= Location: Lynna City Description: This Wooden Shield can be bought from the Lynna City shop at the beginning of the game. The Shield is important as it can deflect monsters and is required to beat a certain enemy. The Wooden Shield can be upgraded. Shovel ~ =----= Location: Black Tower Description: Using the Shovel, you can dig holes in the ground and get rid of patches of dirt. When digging, you can find some goods such as rupees, hearts, etc. Slate ~ =---= Location: Ancient Tomb Description: Four of these ancient Slates are required to create the staircase that leads to the boss of the Ancient Tomb. Small Key ~ =-------= Location: (Dungeons) Description: Small Keys can open locked doors or blocks. How do you know if a door is locked? Well, it would have a keyhole on it. Small Keys cannot open big locks. Switch Hook ~ =---------= Location: Skull Dungeon Description: This device allows you to switch places with the object that the Switch Hook touches. For example, say that there's an object across a gap. If you hit it with the Switch Hook, you would have gotten to the other side. The object is where you originally were. Sword ~ =---= Location: Forest of Time Description: The Sword will be your main weapon throughout this game. Just use it to slash it. Hold down the button and release to pull off a spinning move that deals heavy damage. The Sword can be upgraded to the Noble Sword. Tokay Eyeball ~ =-----------= Location: Sea of Storms Description: After getting the Tokay Eyeball from the pirate captain, you can open the way to the tests, which in turn, will lead you to the Ancient Tomb. Tuni Nut ~ =------= Location: Symmetry City Description: It's your job to get this Tuni Nut fixed so the volcano would stop in Symmetry City. Take it to Patch at the top of the Restoration Wall. Zora Scale ~ =--------= Location: Zora Village Description: A charm of the sea. The Zora Scale will allow you to get past the Zora guarding the Sea of Storms. Zora's Flippers ~ =-------------= Location: Yoll Graveyard Description: With Zora's Flippers, Link can swim in water. Press the B Button to dive. ------------------------------------------------------------------------------- 8.2. Rings [8100] ------------------------------------------------------------------------------- * NOTE: The majority of these rings were collected using a hacking device (GameShark). 100th Ring ~ =--------= Description: 100 rings appraised. Armor Ring L-1 ~ =------------= Description: Damage taken v ; Sword damage v Armor Ring L-2 ~ =------------= Description: Damage taken vv ; Sword damage vv Armor Ring L-3 ~ =------------= Description: Damage taken vvv ; Sword damage vvv Blast Ring ~ =--------= Description: Bomb damage ^ Blue Holy Ring ~ =------------= Description: No damage from Zora's fire. Blue Joy Ring ~ =-----------= Description: Beasts drop double hearts. Blue Luck Ring ~ =------------= Description: 1/2 damage from beams. Blue Ring ~ =-------= Description: Damage taken 1/2. Bomber's Ring ~ =-----------= Description: Set two bombs at once. Bombproof Ring ~ =------------= Description: No damage from your own bombs. Charge Ring ~ =---------= Description: Spin attack charges quickly. Cursed Ring ~ =---------= Description: Sword damage 1/2 ; Damage taken x2 Dbl. Edge Ring ~ =------------= Description: Sword damage ^ ; But you get hurt. Discovery Ring ~ =------------= Description: Sense soft earth nearby. Energy Ring ~ =---------= Description: Beam replaces spin attack. Expert's Ring ~ =-----------= Description: Punch when not equipped. First Gen Ring ~ =------------= Description: Become something. Fist Ring ~ =-------= Punch when not equipped. Friendship Ring ~ =-------------= Description: Symbol of a meeting. Gasha Ring ~ =--------= Description: Grows great gasha trees. GBA Time Ring ~ =-----------= Description: Life Advanced! GBA Nature Ring ~ =-------------= Description: Life Advanced! Gold Joy Ring ~ =-----------= Description: Find double items. Gold Luck Ring ~ =------------= Description: 1/2 damage from falls. Green Holy Ring ~ =-------------= Description: No damage from electricity. Green Joy Ring ~ =------------= Description: Find double ore chunks. Green Luck Ring ~ =-------------= Description: 1/2 damage from traps. Green Ring ~ =--------= Description: Sword damage ^ ; Damage taken v Heart Ring L-1 ~ =------------= Description: Slowly recover lost hearts. Heart Ring L-2 ~ =------------= Description: Recover lost hearts. Light Ring L-1 ~ =------------= Description: Sword beams at -2 hearts. Light Ring L-2 ~ =------------= Description: Sword beams at -3 hearts. Like Like Ring ~ =------------= Description: Become a Like Like. Maple Ring ~ =--------= Description: Maple meeting ^ Moblin Ring ~ =---------= Description: Become a moblin. Octo Ring ~ =-------= Description: Become a octorok. Peace Ring ~ =--------= Description: No explosion if holding bomb. Pegasus Ring ~ =----------= Description: Lengthen Pegasus Seed effect. Power Ring L-1 ~ =------------= Description: Sword damage ^ ; Damage taken ^ Power Ring L-2 ~ =------------= Description: Sword damage ^^ ; Damage taken ^^ Power Ring L-3 ~ =------------= Description: Sword damage ^^^ ; Damage taken ^^^ Protection Ring ~ =-------------= Description: Damage taken is always one heart. Quicksand Ring ~ =------------= Description: No sinking in quicksand. Rang Ring L-1 ~ =-----------= Description: Boomerang damage ^ Rang Ring L-2 ~ =-----------= Description: Boomerang damage ^^ Red Holy Ring ~ =-----------= Description: No damage from small rocks. Red Joy Ring ~ =----------= Description: Beasts drop double rupees. Red Luck Ring ~ =-----------= Description: 1/2 damage from spiked floors. Red Ring ~ =------= Description: Sword damage x2. Roc's Ring ~ =--------= Description: Cracked floors don't crumble. Rupee Ring ~ =--------= Description: 10,000 rupees collected. Sign Ring ~ =-------= Description: 100 signs broken. Slayer's Ring ~ =-----------= Description: 1000 beasts slain. Snowshoe Ring ~ =-----------= Description: No sliding on ice. Spin Ring ~ =-------= Description: Double spin attack. Steadfast Ring ~ =------------= Description: Get knocked back less. Subrosian Ring ~ =------------= Description: Become a Subrosian. Swimmer's Ring ~ =------------= Description: Swimming speed ^ Toss Ring ~ =-------= Description: Throwing distance ^ Whimsical Ring ~ =------------= Description: Sword damage ^ ; Sometimes deadly. Whisp Ring ~ =--------= Description: No effect from jinxes. Zora Ring ~ =-------= Description: Dive without breathing. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 9 Heart Piece Locations ---- [9000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Pieces of Heart can be found in many different areas. Upon collecting four of them, you will gain an extra heart container. Listed below is the location of each and every Heart Piece. There are 12 Pieces Of Heart. Do the math, and you'll realize that by collecting all 12, Link can gain three extra heart containers. Not a bad deal at all if you decide to go out of your way for them. [-----------------------------------------------------------------------------] Piece of Heart #1 ~ =---------------= Location: Outside Black Tower (past) Description: With the Shovel, just dig up the dirt by the Heart Piece outside the Black Tower. The Heart Piece is a tiny bit to the left of entrance area. Piece of Heart #2 ~ =---------------= Location: Maku Road (past) Description: In the room after the switch-block puzzle, you have two Stalfoses and a Heart Piece in the northwest corner. Get it by pushing the leftern-most block up and the other to the left. Piece of Heart #3 ~ =---------------= Location: Yoll Graveyard (present) Description: This Heart Piece is located a screen left and one screen south of where the trapped ghost originally was. (If you might recall, helping this ghost would have given you the Poe Clock.) You need the Power Bracelet to lift the rock out of the way though. Piece of Heart #4 ~ =---------------= Location: Deku Forest (past) Description: Two screens west and one screen south of the Wing Dungeon is a small tree. You'll need the Roc's Feather to jump over the gap. Burn the sapling and go down the stairs that it reveals. At the end of this cave are some Keeses and a Heart Piece. Piece of Heart #5 ~ =---------------= Location: Talus Peaks (past) Description: One screen west of the 2x5 patch of grass (Deku Forest) are two pits. Jump over them and you'll enter a part of the Talus Peaks. Climb the stairs directly in front of you and enter the cave. Hop over the gaps with a Roc's Feather and use a Power Bracelet to lift the pot just before the Heart Piece. Simply jump over to it. Piece of Heart #6 ~ =---------------= Location: Talus Peaks (present) Description: You can get this Piece of Heart right after learning the Tune of Currents. Southwest of the water passage- way to Tokkey's pad are three Knights. Along the right side of the screen is some shallow water. Cross it to the next screen. Stand along the bottom and play the Tune of Currents to warp to the present. Cross the nearby bridge and snag this Heart Piece. Piece of Heart #7 ~ =---------------= Location: Rolling Ridge Base (present) Description: You will find this Heart Piece in the present version of the cave where the Elder Goron was trapped under some rocks. Go up three flights of stairs. On the eastern wall of this room is a cracked wall. Use a Bomb to blow it open. There's a Heart Piece inside. Piece of Heart #8 ~ =---------------= Location: Rolling Ridge (present) Description: Beginning at the Mermaid Cave in the _PAST_, head one screen east and then north. Enter the cave you see here. Follow it to the very end (cross the gap with the Switch Hook) and leave the cave. Now, head east and cut away the bushes. Stand at the upper-right corner and play the Tune of Currents. Assuming you did it right, you will appear right by a Heart Piece. Piece of Heart #9 ~ =---------------= Location: Crescent Island (present) Description: Head one screen north of the Moonlit Grotto. Dive into the water, swim one screen up, two screens right, and a few screens down until you reach a four-way intersection. Getting through this area can be a pain. First, go down and watch out for the whirlpool. From there, go west to reach another intersection. Opt to go down and follow that path. Take the left fork to find a cave. Be careful of the whirlpools and enter the cave. The Heart Piece is in the chest. Piece of Heart #10 ~ =----------------= Location: Gasha Tree Description: It is possible to get a Heart Piece from a Gasha Tree. From what I've heard, this is completely random. Just keep planting Gasha Seeds and checking up on them until you manage to find one. Piece of Heart #11 ~ =----------------= Location: Maple Description: As you probably already know, Maple is a witch who hangs around the world. She'll collide with you and cause items (from both her and Link) to go flying. Sometimes, she drops a Heart Piece. Keep an ear out for a change in music and an eye out for a shadow moving around sometimes. Piece of Heart #12 ~ =----------------= Location: Lynna City (present) Description: You can buy this Heart Piece in the Lynna City "secret" shop. Directions to it can be found in the FAQ section. A Heart Piece can be bought from this shop for 500 rupees. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 10. Mini-Games ---- [10000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Many mini-games can be found throughout Oracle of Ages. Playing them can be very helpful to your quest and net you awesome prizes. (Gasha Seeds, etc.) I would believe all of the mini-games must be completed during different times in the game to actually proceed with the quest. [-----------------------------------------------------------------------------] Tokay Meat Throwing ~ =-----------------= Location: Crescent Island Description: This interesting mini-game requires you to pick up and throw meat at each passing Tokay. If you miss one, it's game over. Yeah, you have absolutely NO room for error. Needless to say, this isn't a very easy mini-game. Try to make sure that your throws are accurate. A missed piece of meat does nothing. Patch's Crazy Cart ~ =----------------= Location: Restoration Wall Description: The idea here is to push all of the Hardhat Beetles into the pits. Doesn't sound too hard. However, be sure to watch the mine cart as well. Whatever you're trying to fix (Tuni Nut or Broken Noble Sword) must not be hit by the mine cart. Stepping on the nearby switch will change the cart as long as you step onto it. Of course, this can be somewhat difficult do to the Hard- hat Beetles that are mobbing you. Goron Dancing ~ =-----------= Location: Rolling Ridge Base Description: This game can be somewhat difficult to get at first. Basically, you have two different moves. Pressing the B Button will have Link move to a sound (listen!!). Pressing the A Button will hold a pose. It's not hard to understand. Try your best to do just as the blue Goron does. Listen closely to the music to know your cue. You have three chances. If you mess up on all three, you're gone. Hopefully, this shouldn't be too difficult for you. It just takes a little while to figure everything out and time it right. Target Carts ~ =----------= Location: Rolling Ridge Description: This game works with you riding in a mine cart. You have to use your Seed Shooter and hit all 12 targets. This isn't anything tough. Just aim the Seed Shooter and fire. The only one that might get to you is the target at the lower-right corner. Since it's at the corner, you'll have to aim diagonally to hit it. Keep that in mind. The next few times you play it, the targets will move. Not so easy anymore, eh? Goron Gallery ~ =-----------= Location: Rolling Ridge Description: By hitting the ball at targets, you can get points or lose points. Fairies = 100 points, blue = 30 points, red = -10 points, imps = -50 points, and missing the ball altogether takes away 50 points. Therefore, the only two "safe" targets are the fairies and blue blocks. If you stand to the left of the machine, you'll hit the ball right. If you stand to the right, you'll hit the ball left. If you stand right in front of it, the ball will go sailing forward. The more points you gain, the better. Big Bang Game ~ =-----------= Location: Rolling Ridge Description: Bombs will drop from the ceiling. The idea is to avoid all of them. If you get hit, then it's game over. The floor will be moving, making the task somewhat difficult. Use Pegasus Seeds to stay out of the bomb's way and get by the annoying floor. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 11. Version History ---- [11000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Version 0.1 -- Guide skeleton is complete. 9 KB Version 0.2 -- Walkthrough is completed past Level 1. 45 KB Version 0.3 -- Walkthrough is completed past Level 2. Various appendices work done. 65 KB Version 0.4 -- Walkthrough is completed up to Level 4: Skull Dungeon. 109 KB Version 0.5 -- Skull Dungeon is complete along with some work on the appendices. 133 KB Version 0.6 -- Walkthrough is completed up past Crown Dungeon. 167 KB Version 0.7 -- Walkthrough is completed up past Mermaid's Cave. 203 KB Version 0.8 -- Walkthrough is completed up past Jabu-Jabu's Belly. 230 KB Version 0.9 -- Walkthrough is completed up to the Black Tower. 256 KB Version 1.0 -- Walkthrough is completed along with appendices. For now, the guide is complete. 281 KB Version 1.1 -- Legal Information updated. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 12. Legal Information ---- [12000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This FAQ is the property of its author, Quan Jin. All rights reserved. Any stealing, selling for profit or altering of this document without the author's expressed consent is strictly prohibited. You may download this file for personal and private use only. The Legend Of Zelda: Oracle Of Ages is a registered trademark of Nintendo. The author (Quan Jin) is not affiliated with Nintendo in any way or form. All other trademarks are the property of their respective owners. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 13. Credits And Closing ---- [13000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= It's been fun writing this thing. But even so, I'm glad it's finally over. Hope it helped. Until next time, I'm out of here. "Tingle, Tingle! Kooloo-Limpah!... These are the magic words that Tingle created myself. Don't steal them!" ~ Tingle [-----------------------------------------------------------------------------] AstroBlue - Very, very, very, very, very, very, very useful puzzle diagrams. They really helped out in solving a few of Zelda's more annoying tile puzzles. GameFAQs - The largest FAQ archive on the net. Thanks to CJayC for accepting this piece of work. He hasn't failed us yet. Y.T.W.S.R. - Only a few selected people might know what I'm talking about here. Since I'm not one to give it away, I would still like to thank this group for their support and motivation throughout the lifespan of this entire FAQ. The FCSB - They didn't help too much but what can I say, where would I be without a few of them? Major props to these great board members who are also prized FAQ writers. Some examples being; Crazyreyn, Psycho Penguin, Gbness, Karpah, SinirothX, Meowthnum1, Guitarfreak86, Joni Philips, War Doc, Merca, and last but definitely not least, Gobicamel1. You all rock! - All outside sources which have contributed to the making of this guide in some form have been cited in this section. Any sources that have provided any information at all are listed in the credits. I am not taking credit for others hard work and I hope they do the same. Not giving proper credit is plagiarism and it's against the law. [-----------------------------------------------------------------------------] ____ __ _ __ __ / __ \____ ______/ /__ | | / /___ _____/ /____ _ __ / / / / __ `/ ___/ //_/ | | / / __ \/ ___/ __/ _ \| |/_/ / /_/ / /_/ / / / ,< | |/ / /_/ / / / /_/ __/> < /____.'\__,_/_/ /_/|_| |___/\____/_/ \__/\___/_/|_| -= Game on Forever =- | Zelda walkthrough search:
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