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The Legend of Zelda: Oracle of Ages ----------------------------------- Copyright 2005-2006 Brian McPhee Author: Brian McPhee (Kirby021591) E-mail: Kirby0215@aol.com Most Recent Update: April 30, 2006 Originally Created: September 6, 2005 Version 1.0 ----------------------------------------------------------------------- ---------------------------Table of Contents--------------------------- ----------------------------------------------------------------------- Section 1* Introduction* Navigation* Storyline* Section 2* Spirits Grave* Wing Dungeon* Moonlight Grotto* Skull Dungeon* Crown Dungeon* Mermaids Cave* Jabu-Jabus Belly* Ancient Tomb* The Black Tower* Section 3* Linked Games & Changes* Linked Secrets* Heros Cave* Room of Rites* Section 4* Pieces of Heart* Gasha Seeds* Magical Rings* Bipin & Blossom* The Trading Sequence* Equipment & Upgrades* Enemy Index* The Zelda Timeline* FAQ* Section 5* Credits and Legal Information* ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 1*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= =============================Introduction*============================= ======================================================================= Finally! Yes, I have had a very long period of... inactivity. No, I was doing all sorts of stuff since February 13, 2005. I had every intention of writing a guide for the Oracle Zelda games starting the next day. But, things got a little out of hand. Considering a long Mario binge, as well as taking a month to reformat all of my old guides, I had to put off writing for the Zelda series for quite some time. But, today, on July 17, 2005, I am finally finishing what I started and writing this guide! As for the Oracle of Seasons, I plan to release that guide on the same day as this. After all, I need to use them to write the connectivity sections, now dont I? Now, enough of my ramblings. Lets get down to the review. Oracle of Ages was released during the Game Boy Colors last days alongside Oracle of Seasons. After the success of Links Awakening, the other portable game in the Zelda series, the oracle games had to live up to their predecessor. I think that they did. Oracle of Ages takes place in the land of Labrynna. It is there that a famous singer named Nayru was abducted by an evil sorceress named Veran. Unbeknownst to the others, Nayru is actually the Oracle of Ages. As such, she can control time within Labrynna. Veran plans to use her to change the past so that she can rule the present. But, using a strange harp that Link finds, he can travel between the present day and the past to save Nayru and defeat Veran. Many Zelda games work with two main elements that Link must manipulate to beat the game. In A Link to the Past, there was the Light/Dark World. In Ocarina of Time, there was childhood and adulthood. Majoras Mask actually had four different forms Link could assume. Minish Cap had size miniature or regular. Oracle of Ages has the past and present, and it works out very well. Actions in the past affect the present, and items gained in the present age can be used in the past. Similarly, the game changes with animals. You can pick any of three partners to help you at certain times in your adventure. Some are definitely better than others, but the game changes depending on which you take (certain screens will change to require certain animals). The other innovation in this game lies in its counterpart, Oracle of Seasons. If you connect the two games, you can exchange passwords to unlock new things and unlock a new ending that ties together the two stories. In password games, you can get new rings equip-able items that have specified effects on you as well as other, better items. In my opinion, Oracle of Ages is a harder game than its counterpart. This is a very puzzle-oriented Zelda game with lots of action, but puzzles take priority. If you like the post-Game Boy era of Zelda games (those after Links Awakening), this is really your cup of tea. Unlike Seasons, Ages focuses on All and all, though, this game is so complex and long that itll take you quite some time to finish it, which is never a bad thing. Its another Zelda game. Need I say more? By the by, should you see this guide on any site other than GameFaqs and its affiliates, please contact me at the address listed at the top of the screen. With your help, we can end plagiarism... to this guide. Thanks a million, my friend! ======================================================================= ==============================Navigation*============================== ======================================================================= This guide is pretty big, and navigating it can be a hassle. For that reason, a navigation system is implemented. If you press CTRL and F at the same time on your keyboard (its Apple and F on a Mac), youll bring up a Find/Search box. Type in the name of the section, asterisk (*) and all, and click Find/Search. Youll be taken first to the Table of Contents. Click it again to go to the beginning of that section. Easy, right? The asterisks are there to distinguish the titles of sections from times I might say the names of sections in text. After all, heaven forbid I say navigation to disrupt your navigation in reaching the section entitled navigation. ======================================================================= ==============================Storyline*=============================== ======================================================================= Although I kind of revealed it in the Introduction, heres the storyline of Oracle of Ages, in my own words. +-------------------------+ | Storyline Summary | +-------------------------+ Link was summoned to the Triforce one day, which he had assembled in Hyrule Castle. It transported him to a strange land, and he awoke in a forest. Ahead of him, a group of monsters were attacking a woman. The monsters fled as Link approached, and he found the woman to be Impa, the nursemaid of Princess Zelda of Hyrule. Impa stated that she was attacked while searching for a young singer named Nayru. They continued through the forest to find a large stone bearing the mark of the Triforce. Impa did not touch it; she instead asked Link to move it for her. Link did not hesitate, and he moved it for her with ease. Beyond it was Nayru, the singer they were looking for. As she sang, a group of animals had gathered by them to hear her beautiful voice. But, it was disrupted by a peculiar laugh. It was from Impa. Impas body was engulfed in a shadowy aura. The darkness rose from her figure. What came was Veran, Sorceress of Shadows. After referring to Nayru as Oracle of Ages, Veran lunged at her and was assimilated by the young singer. A brilliant flash of light marked their union. Veran was in control of Nayrus body. Veran cackled again and claimed that she could now travel through time as she pleased. She vanished shortly afterward, and left Link and Ralph, Nayrus childhood friend, alone in the forest. The Oracle of Ages could control time within Labrynna, and Veran now had control of the oracle the unwitting Nayru. Veran would go to the past to change the present and bring about an age of shadows in Labrynna, the land that Link had been taken to. Clearly, the Triforce had taken Link here to stop Veran, and so begins a new chapter in The Legend of Zelda. I was on the edge of my seat! Okay, calm down... Now that we know what happens, lets go over the important characters, listed in order that the manual lists them. Of course, I will leave out some important characters that the manual lists, like Bipin & Blossom. +----------------------------+ | Important Characters | +----------------------------+ Link: A young hero from the land of Hyrule, the Triforce transported him to the mysterious land of Labyrnna. There, it has become clear that he must rescue a young singer named Nayru from a sorceress named Veran. But, does this new adventure have any significance to Hyrule or the sacred Triforce? Perhaps young Link does not realize the gravity of his mission. Nayru: In Hylian myth (which is actually their religion in Hyrule), three goddesses created the world and left behind a mark of their visit before ascending to the heavens, the Triforce. The goddesses were named Nayru, Din, and Farore. In Labrynna, a young singer named after the first goddess is in fact the Oracle of Ages. The oracle can control the currents of time in Labrynna, an envious power that can change history. Little did she know that an evil sorceress named Veran would attempt to take this ability from her. Ralph: The childhood friend of Nayru, he is loyal and hot-tempered. Though he is an unlikely and hasty hero, Ralph has determined that he will rescue Nayru from Veran. Veran: The self-proclaimed Sorceress of Shadows, she has possessed the Oracle of Ages. Now she can travel to the past and change the course of history to make herself all-powerful in the present. But, perhaps she has other ulterior motives that we are unaware of... Ambi: Queen Ambi is an ancient ruler of Labrynna long since dead. In the past, she was responsible for building Ambis Tower, a great monument to her reign. But more recently, the people have begun to refer to it as the Black Tower. What has become of her once kind nature? Is it connected to Verans recent intrusion into the past? Impa: The nursemaid and protector of Princess Zelda of Hyrule, Impa was sent to bring Nayru back to Hyrule to protect her. Zelda had a premonition of evil, shadows surrounding Nayru, but Impa arrived too late. Her body was possessed by Veran, and the possessed Impa used Link to gain access to Nayru. After abandoning Impas body, Veran took Nayrus. Afterward, Impa aided Link by giving him the Heros Wooden Sword. Maple: Hardly an important character, but Maple is a young witch. As an apprentice to her grandmother (named Syrup, who runs a shop in Yoll Graveyard in Labrynna), she often sneaks out to hone her flying skills. If she flies into Link, their items would be scattered all over the place. In the game, a Maple appearance is triggered by Link defeating 30 enemies and then entering an appropriate screen. Maku Tree: The guardian and symbol of Labrynna is a giant tree with a feminine personality. She seems to like Link for something he did in the past. In Holodrum, there is a male version of the Maku Tree. And obviously, the Maku Trees name is based off of the Deku Tree, a wise guardian of Kokiri Forest from Ocarina of Time. And there you have it the important characters. Now, lets get to the good stuff the walkthrough. May the way of the hero lead to the Triforce. ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 2*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ============================Spirits Grave*============================ ======================================================================= +----------------------------------+ | The Oracle of Ages & Veran | +----------------------------------+ Walk north twice after landing from your fall. Youll hear someone cry for help before coming to Impa. Three enemies around her flee as you come, and she notices your hand. It bears the mark of the Triforce... She realizes that youre a Hyrulean hero! She is looking for a singer named Nayru, and she joins you for safety. Go north again and then head west once. Youll come to a stone bearing the mark of the Triforce. She doesnt want to touch it, but shell have you push it aside. Do so by stranding to a side and walking against it. Now go north with her. The music changes in this screen; go north again. If you try to talk to the animals here by pressing A by them, theyll be absorbed in the song. Talk to the bear twice and it moves to let you join in. Do so and a short cinema breaks out showing Link listening to Nayru sing. The boy to the right, named Ralph, realizes that you are messengers from Hyrule Impa and Link. Apparently, Zelda had a dream that terrible things would happen in Labrynna, and Nayru has been concerned. As they finish conversing, Impa steps forward and starts cackling. A shadowy figure rises from Impas body and assumes the form of Veran, Sorceress of Shadows. She thanks Link for dispelling the barrier the stone that we pushed that she could not touch. She then reassumes shadow form and launches herself into Nayru, now possessed by Veran. Ralph draws his blade to attack Veran, but he cannot; it is still Nayru within. Veran reveals that Nayru is in fact the Oracle of Ages, one who can control time! And now that Veran has possessed her, she can now manipulate time. She casts a spell to create a portal to the past and enters it. She will do as she pleases! Ralph always knew that Nayru was the Oracle of Ages. But he has failed to protect her. He vows that he will save her in the past, and he takes off hurriedly. Perhaps this is why Link was brought to Labrynna. +------------------------+ | The Wooden Sword | +------------------------+ Link goes to examine Impa, collapsed since Verans possession ended. Impa came to bring Nayru back to Hyrule because shadows were surrounding her, but now this has happened. Noticing the mark of the Triforce on your hand, Impa gives you the Heros Wooden Sword. To use it, press Start to reach a sub-screen. Assign the sword to either A or B and then press A or B on the action screen. I prefer using the B Button for the sword myself, but its your choice. If you hold the sword button until it flashes and then release it, youll do a spin attack as strong as two normal slashes of the sword. Impa inquires if you know the Maku Tree in Lynna Village. The Maku Tree is the guardian of Labrynna, this land were in. She can help. For now, Impa will leave for Nayrus House to the east. +------------------+ | Lynna City | +------------------+ Go south twice the way you came to reach the barrier stone. Go south past it to reach a dead-end screen full of shrubs and grass. If you slash either, you may be rewarded with rupees, the official currency of Labrynna and other lands. Now slash the three shrubs to the left to create an opening to Lynna Village, the village that the Maku Tree can be found in. Of course, the first man in the village calls it Lynna City. Whatever... Enter the shop. They are selling a shield for 30 rupees and recovery hearts for 10 rupees. Recovery Hearts fills your heart meter, your life force in Zelda games. It is found in the upper-right corner of the screen. You lose hearts when you take damage. Lose them all and you get lose your life. Currently, we cannot afford any; leave the shop. Go west and then north. The man here says that people have been vanishing or turning to stone lately. Quite odd. Enter the house to meet Plen, the mayor of Lynna City. In ancient times, it was called Lynna Village. I see. Exit the house and go west again. In this house, the ladys grandson has turned to stone. And outside, theyre telling awful jokes. If you go south, a woman tells you that theyre building a tower across the river. Do not enter the water; youll be hurt and lose half a heart. Go north and west twice now. Heres the hut of a few smart birds. Talk to them to learn some hints about the game. North of here is the home of Troy. He studies animals and monsters, and he knows quite a bit about them. Go east twice from there to reach a house. This is the home of Bipin & Blossom. Bipin is an expert arborist who plants Gasha Seeds. But, he recently had his first child. If you talk to his wife, shell ask you what name youd give the child. After coming up with a name, give it to the baby boy, mind you. Naming the child helps the game generate codes for your game. Exit the house and go east again. Here, a man says that the Maku Tree is beyond this cave, Maku Path. Before we enter, lets go south. Here is the home of Vasu, a jeweler. He explains that rings made from Mystical Seeds have mystical powers. Wearing them gives you powers. But, you must keep it in your Ring Box, and rings powers gradually weaken to the point that you cant wear them. Vasu sees that you have no Ring Box, and so he gives you one. Its L-1. It can hold one ring, and Vasu gives you a ring for it to hold. You must get rings appraised by Vasu to reveal their power. This is the Friendship Ring. It is the symbol of a meeting and has no powers outside of that. Since youre a n00b, hell appraise this one for free, but all after it cost 20 rupees, and hell pay you 30 rupees if its a duplicate ring. Furthermore, you have a list of rings that Vasu keeps for you. Talk to him to access it and move rings from your list to your box and vice versa. There are a total of 64 rings to collect. You can also talk to Red and Blue Snake or read their books to learn more. +-----------------+ | Maku Tree | +-----------------+ Exit and go north to Maku Path, which is actually named Maku Road. Naming discrepancies aside, go north inside to a new screen. Continue north past the rock to another new screen. Go north again and take the stairs up to reach another flight of stairs. They lead out to the Make Tree, a female tree guardian of Labrynna. She explains that you must stop Veran from spreading sorrow across the land, and quickly. But, in order to stop her, youll need... huh? The Maku Tree is vanishing! Something is happening to her in the past! When she has left, go right to find Ralph. He says that Veran must be responsible. Veran just leapt through this Time Portal, and we can use it to enter the past. The man here in the past sees you come. Ever since Nayru came, weird things have been happening. Follow him south and then go west into Lynna Village. Everything is... old. A man here says that lots of rubble has been around since they started working on Queen Ambis Tower a while ago. Youll need a Shovel to get around here... Heres a building with a shop and a mini-game in it. The shop is only open to you if youre playing on the Game Boy Advance (this was released very late in the Game Boy Colors lifespan). Go west to find a girl who explains that Ambis Tower is being built as a lookout of sorts. The queens boyfriend sailed away one day and never returned, and she wants to use the tower to search for her lost love. If you go west thrice (three times) more and then south, youll find the entrance to Ambis Tower. Go south twice and then east to find a man in front of the entrance. A cinema shows that this tower was originally built to guide Ambis love safely back from sea. But when Nayru came, the sun never sets and they must work forever. The disgruntled workers have begun calling it the Black Tower, but you may enter if youd like. He moves aside to let you in. Go north and enter the tower. Inside, go east twice and then north. Now go west once. Here, go left to a guard and go down to find a supervisor. Talk to him and hell give you a Shovel to help you work. Dig the dirt to the right and then go south, digging it there, too. Go south now to exit the tower. Go south and dig the dirt to the right to get a Piece of Heart. If you collect four, you can add a Heart Container to your meter, making you harder to defeat. Now exit the tower area and go north three times to reach a house where a farmer lives (named Pippin, the ancient ancestor of Bipin). Talk to him and hell give you a spare Gasha Seed. If you plant these in soft soil, theyll grow. Go south after exiting his house and press A by the square-shaped soil here to plant it. Now go north again and then east. Here, two guards wont let you into Queen Ambis Palace unless you have a rare item to give her as tribute. Head east again, go south, east, and then north to reach the Maku Road entrance screen. Dig up all the dirt here to enter. Youll find things were much tougher in the olden days. Go north to a new room. Here, the door is locked. Push the block forward (just walk into it from the south) and the door will open. Now go through it. Here, push the block aside. Youll find bat enemies in this room called Keese. If they fly near you, you can defeat them by slashing them with your sword. Youll find that they leave good spoils items after being defeated. The door to the west is locked and requires a key; go through the eastern opening. Youll find small gel enemies called a Gel. Slash it to defeat it (otherwise, it jumps onto you to slow you down). Defeat them to go north. Push the block here forward and go right. Follow the path, avoiding pits (falling in one will lose you half a heart and return you to the door), to reach two blocks. Push the left one forward and the right one right. Walk onto the switch to the left now to make a chest form. Return to the start of the room, follow the path left, and youll reach the chest. Open it for a Small Key. These can be used to open locked doors within this mini-dungeon. Now return to the door and exit it. Return to the room with the locked door we saw earlier. In this room, walk up to the left arrangement of blocks, push the middle block on the right side left, push the one above it up, and push the block to the left over. Step on the switch and go north. In here, youll encounter two new enemies. Both are Stalfos, skeletal knights. They will try to jump on you; just slash them once to defeat them. Now push the lower-left block in the upper-left corner forward, the block next to it left, and take the Piece of Heart. Now push the lone block to the right over to open the door. Go through it to the right. Take the stairs up here twice to reach where the Maku Tree rests. Gasp! The Maku Tree is but a little sprout now, and two enemies, called Moblins, are trying to rough it up! They were ordered by Veran to take care of the infant Maku Tree so that it could not help Link in the future. We must stop these Moblins from attacking! Walk up to them and they come forward. Slash them once to defeat them and the Maku Tree is happy. Being a little girl, she finds you very cool. She introduces herself as the Maku Tree, and commends you for your mad skill. She says that the Oracle of Ages convinced Queen Ambi to build the Black Tower. The young tree suspects thats who made them attack her. Shell never forget you rescuing her, though! When she grows up, shell repay you. For now, all she can do is open the gate to give you easy access to her. Come see her when shes older! Now go south. As you leave, she claims that some day, shell be your bride! Link really has a way with the ladies. Go south to find a time portal here. Enter to go back to the future. Now in present-time, go north to see the adult Maku Tree. She seems to have lost quite a bit of her memory, but she remembers you. After all, shes only had a few hundred years to think about you... Kind of creepy, really. She seems to recall Link saying When I grow up, Ill marry you, which he certainly did not. Shes been waiting for 400 years! Link hates to break her heart, but hes not here for that. Veran can do what she wants now if she gains power in the past. The Maku Tree asserts that we must stop Veran and save Nayru. Will do. Her memory is a little foggy, but she thinks that you need the eight Essences of Time hidden in Labrynna to defeat Veran. The essences let one see the truth, and the Maku Tree needs them to restore her memory. To learn how to beat Veran, we must find the essences. First, she asks us to go to Yoll Graveyard to the east. She thinks the first essence is there. Also, before you go, she drops down an item the Seed Satchel! In the Oracle games, seeds are used to do a variety of things. The satchel lets us carry them. Right now, we only have Ember Seeds, but we can find more. Ember Seeds can illuminate the darkness and burn small trees. Pick up the satchel and be proud. Right now, you have 20 Ember Seeds. Thanks, bride to be... I mean, Maku Tree! +------------------------------------------+ | Yoll Graveyard the Graveyard Key | +------------------------------------------+ Go right of the Maku Tree and flip over the ledge. When you see a ledge or ridge, you can walk against it to jump over it to the lower level. However, it does not work in reverse. For now, go south down the left path twice to the Triforce-marked stone. Go east from there and then south once more to reach a sign. It says that Yoll Graveyard is to the east. Set the Ember Seeds to either button your sword isnt using and press it by the tree to burn it down. Now go right into the graveyard. Burn down the next tree and go east. Then head south and west. Youll reach three boys daring each other to enter the grave beneath the tree. After they chicken out and run away, go south on the bridge. Then go west to find two small trees. Burn the lower one to uncover a staircase. Take it down to the grave... Its dark in here, but its of no concern. Walk forward so that youre aligned with the torch ahead of you and then walk up to it. Use an Ember Seed there to light the room. Now head right across a bridge to another torch; use an Ember Seed on it, too. Now that the room is lit, a key falls to the left. Take it for the Graveyard Key! Its used to unlock a lock in Yoll Graveyard. Now exit this grave from the staircase you came by. Go west to the bridge, head north across it, go east, go north twice, and youll reach a lock. Press B against it to use the Graveyard Key and unlock it. Now go right a screen, down another, and youll reach enemies called Crow (sometimes called Takkuri as well). If you approach their trees, they will fly at you. Just avoid them and go south again. Now take the bridge down to a new part of the screen with the grave beneath the tree in it. Go around the bend and enter the strange structure here. +----------------------+ | Spirits Grave | +----------------------+ This is Level 1, and it is indeed a dungeon. So, whats a dungeon? Those loyal to the Zelda series would know that dungeons are the primary scenes of action in Zelda games. Link must clear all of them, each of which have a boss at the end and a new item within, to get an item at the end like an essence, in this games case. There are many locked doors, and those can be opened using Small Keys. There are also a few generic dungeon items found in each. Dungeon Maps show the layout of the rooms in the dungeon. Compasses show the location of treasure chests and the boss chamber. They also make a chime when you enter a room with a Small Key in it. Boss Keys open the door before the boss. In some Zelda games, which includes this one, there are also mini-bosses. Your goal is to reach the boss, defeat it, and claim one of the eight Essences of Time. Good luck. Start by going right to a new room. Here, youll encounter enemies called Zols. They are large versions of Gels, but they dont cling onto you. They hit you. Slash them and they turn into Gels. If you use a spin attack, you can defeat them without having them leave Gels. When youve defeat them all, push the block to the right over and go north. Heres a block. Push it forward into the hole. Now go left, take the ladder south, and youll come to a treasure chest. Open it to get the Dungeon Map. Just like the map of Labrynna, you can access it by pressing Select. Dark rooms are ones you havent visited yet. Jump off the ledge below you and push the block to the right aside. Go north back into this room and push the block here forward to a hole. The torches will light blue and open the door to the right and north. Go through the north opening to a +-shaped room. Push the block ahead forward. Now go left to a chest. Open it for the Compass. Now that we have it, return south. Go south again, jump off the ledge, push the block to the right over, go north, push the block forward into a hole, and the door to the right will open. Take it. Here, go north after defeating a few common enemies to reach another new room. To the left is a Ghini, ghost enemies. Slash it a few times and it will die, um, again, and a Small Key falls down. Score! Take it and go left. Were back at the hub room. Push the block to the left to the left and then go north to a locked door. Take it. Up! The Compass chimed, meaning a treasure is present here. Defeat the Keese here if they get in your way and push the block to the right down. Go up to a chest, open it for a Small Key, and push the next block down. Lets go left a room now. Push the lower block over, the one above it up, and go left through the narrow passage. At the end, go right past a doorway to a new room. Follow the path here and go north to another new room. In here, push the blocks that can be pushed to form two paths to the left and right. Go right, step on a switch, and repeat this to the left. Now board the moving platform for and take it to a chest with a Small Key in it. Take the platform down and exit the room. Go left to a new room and then go north. To the left is a slowly moving platform. Step onto it, let it rise, and get onto the upper-right path. Push the block to the right here and follow the newly formed path to a switch. Press it to make a chest appear. Open it for a Gasha Seed. Now go around to the switch and head left. Jump off the ledge to the moving platform. Get on it and cross the pit, going left a room when it is lined up. Slash the shrubs here and head through the locked door to the left. ---------------------- Mini-Boss: Giant Ghini ---------------------- This is an... interesting battle. Basically, you have a gigantic ghost that creates smaller duplicates of itself. These duplicates act like Gels; they slowly get onto you to slow you down. Giant Ghini then charges at you to hit you. And while the smaller ghosts are latched onto you, you cant draw your sword. So, to beat this thing, you must slash it repeatedly. After being slashes, it opens its mouth and tries to tackle you again. Avoid it at this point and continue attacking. When it creates its smaller counterparts, just slash them once to destroy them. Note that Giant Ghini keeps them in supply and may use them as shields. Just try to stay away from corners and youll do fine. When youve hit it enough times, it explodes. It leaves behind two things a fairy and a portal. The fairy will heal you completely, and the portal is a shortcut to the mini-boss room that connects the first room with this room. Now exit this room to the left. ---------------------- There are two boomerang-wielding Moblins in this room. Defeat them with two swipes of the sword. Now use the key to take the door to the lower-left. Now go down to a block arrangement. Push the two side blocks and then the middle block to the left or right. Now go south. Defeat these initial Stalfos and go right to a few more. Slash them and go north. Beat them as well. See the torches here? Light them with Ember Seeds and a staircase forms. Trek down it. Its a 2D screen! Gasp! Head down the ladder and go right to another one. Climb it and go left to take the... Power Bracelet! Its the dungeons prize. Select it with A or B and press those buttons in front of a stone or a pot to lift them. Yes, Link is too weak to lift them on his own. Take the ladder back up to the overhead view. Lift the jars around you for rupees, recovery hearts, what have you, and then go south. Lift the pots here, too, to reach a treasure chest. Open it for a ring. Remember, well have to get it appraised by Vasu before we can use it. Now head south to a new room. Here, jump over the ledge to find a pot. Do not lift it. Instead, push it right twice onto a switch to keep it pressed. Then go right through the door there. Lift a pot, chuck it at one of those jump-happy Stalfos, and pick up the pot in front of the treasure chest here. Open it for the Boss Key! With it, we can open the Boss Door. Go right one more screen to appear in the starting chamber. Yes, we traveled in a complete circle. Step into the portal to be transported to the mini-boss room. From here, go north into an old room. Slash the shrubs ahead of you and take the door to the north. Beware! This room is not as innocent as it looks. It is actually home to a Wall Master, morbid hand monsters that drop down and take you back to the entrance of the dungeon. No matter how many times you defeat them, they reappear. To prevent them from taking you, just keep moving (for the record, they take two hits and leave pretty good rupees). Now go right through the Boss Door... +--------------------------+ | Boss: Pumpkin Head | +--------------------------+ In the Zelda tradition of beheading bosses, started by Gleeok in the first game but continued in many later games, this is a gigantic ghost with a clothed body and a giant pumpkin for its head. Although I admit that its terrifying, its pretty easy to beat. Pumpkin Head has two attacks. It walks around and jumps on you, and it sends fireballs at you. Either way, it makes little difference. Approach Pumpkin Head with a charged sword for a spin attack and unleash it. Itll be hit. Continue this and its head will drop. Pick up the pumpkin and a small ghost (the actual boss) flees. From here, you have two options for defeating it. Either slash the ghost, a Mini-Ghini from our battle with Giant Ghini, a few times, trying to prevent it from returning to its head, or lift the pumpkin and toss it at the ghost (which takes two hits. I prefer it). When it explodes, a large heart remains. This is called a Heart Container. Pick it up to add one heart to your meter. Now go north to the essence room. Walk up to it and it drops to you. This Essence of Time is the Eternal Spirit. Even after life ends, it speaks across time to the heart. You appear at the entrance of the dungeon and the Maku Tree contacts you. She hears an essence echoing in the Western Woods this time. That must be where the second dungeon is. Well, judging by our experience in Spirits Grave, well come out of that dungeon smelling like a rose, too, with one more Heart Container and item to boot. ======================================================================= =============================Wing Dungeon*============================= ======================================================================= +----------------------------+ | Yoll Graveyard Items | +----------------------------+ As long as were here, lets finish up in the graveyard by collecting as many items as we can here. Go north of the dungeon. Here, youll have your first run-in with Maple, the Great Witch Syrups Apprentice. Maple is looking for a picture book, and she will crash into you on her broom (shes quite inexperienced), causing your items to be scattered. Pick up as many as you can (mostly rupees). If you see a red bottle, nab it quickly. Its a fairly rare Magic Potion, and it revives you if you lose all your hearts. You can tell by Maples response whether you gained or lost items. From now on, Maples appearances will be random. and then go left to find a ghost. Lift the stone here with the Power Bracelet and talk to it. A gravestone is blocking his way to the afterlife (youre talking to an illusion, the real ghost is below the headstone), and hed like you to move it for him. He disappears, letting you push the gravestone forward. A staircase! Take it down to find him within. Talk to the ghost and hes excited that you moved it. Now he can ascend to the afterworld. Surface and talk to him. Hes moving on now and has no need for it, and so he gives you the Poe Clock. It lightens hearts, I guess. Its actually a trade item. It is interesting that they refer to the clock as that of a Poe, the N64 name for ghosts, even though ghosts are called Ghini, the traditional name for ghosts, in this Zelda game. Lift the rock to the right and go east, then north. Avoid the Crows here and go north again. Head west now, and follow that up by going south twice. Head west again to reach soft soil. Plant the Gasha Seed we got in Spirits Grave here. Now go south. Lift the rock to the left up to reach a Piece of Heart. We havent gotten everything in Yoll Graveyard, but weve gotten all that were going to get now. So, leave the graveyard and head for Lynna City (from the graveyards exit screen, north, west, south, west). +-------------------------+ | The Wooden Shield | +-------------------------+ While in the dungeon and in getting to it, youve probably amassed quite a few rupees. Well, its high time we purchased a shield from the shop in Lynna City. It costs 30 rupees, chump change in this game. To buy it, walk up to it, press A or B, bring it to the cash register, and press A. Now say OK and you seal the deal. The Wooden Shield is pretty good for certain situations. Not only does it match your sword, but it can also block enemy attacks. Hold it with whichever button you assign it and you can walk facing a certain direction with your shield covering the front of your body. It can also deflect certain projectiles. Its well-worth the price. However, it can be eaten by one type of monster a Like Like. For this reason, you may have to buy another later on (they keep them in stock). While youre in town, you can do a few new things. First, go to Vasu. For 20 rupees, you can appraise any rings you came by. The ring from the dungeon is the Discovery Ring, and it senses soft earth. Its far better than that useless Friendship Ring; why not put it on? If you go north of Vasu to the Maku Road entrance, you can burn a tree to the right. Take this path to a chest containing 30 rupees (in case you were short any). Now, on with the show! Go west as far as you can to the screen that you can enter the Black Tower area by. Go left from here to enter the Nuun Highlands. +---------------------+ | Fairies Woods | +---------------------+ Pick up the rock here and chuck it at the enemy here, an Octorok. These enemies, which have appeared in every Zelda game to date, shoot rocks at you. Slash them once to beat them. Now go left and south to Fairies Woods, an annoying place to say the least. Defeat the Octoroks and go right. Take down a Moblin and the Octoroks with it to go south. Now head west and south. A fork in the road! Lets try going west and north. Hey look! Its our good friends, a group of fairies. Theyre Majoras Mask-styled, too. Its their playground, they say, and they want to play Hide n Seek with you. If you dont win, you cant go on! Drat. Its kindergarten all over again. You know what I think? I think ITS GO TIME!!! ITS ON!! The forest is jumbled up, meaning that you should just wander around aimlessly to find the screens that theyre on. One screen has six shrubs arranged in a diamond shape. When you find that screen, slash the bushes here and youll uncover one of them. One screen has a treasure chest against the water. Slash the shrubs there to uncover another. The last one is a bit hard to find. You want to look for one with two mounds in it and a rock that you need to lift to uncover the third. The disappointed fairies decide to put the forest back in order. For now, lets head right to find a sign by the Ancient Cave. The sign warns that it crumbles easily, and it does when you lift the rock. At this point, the Maku Tree contacts you. The stone we lifted was a support rock; the cave has crumbled. Unfortunately, that was the dungeon containing the second Essence. We cant get in now. She wonders what Nayru would do if she was here... Lets go see her house to see if she had any notes about this sort of thing. +------------------------+ | The Harp of Ages | +------------------------+ To Nayrus House! First, we must exit the forest. Go north from the Ancient Cave screen and then north again to Nuun Highlands. Go right of it twice to return to Lynna City. From there, go to the Maku Tree (dont go on Maku Road; go through the gate she opened in the past). Now go right of her to hop down to where you first met Nayru. From here, go south, east, and north. This is Nayrus House. Enter to find Impa staring at the fairy statue. She suspects that theres a hidden room in here. She felt drafts from above. Push the statue to the left and take the stairs up. Now head down the next flight and youll come to a secret room. Touch the glowing object to claim the... Harp of Ages! Nayru appears before you to explain it. She, as you know, is the Oracle of Ages. And it is not a coincidence that you possess the Harp of Ages. You are a hero chosen by the currents of time. She is not in this age any longer, and so she hid her harp here in case this would happen. She entrusts the harp to you. By playing certain tunes on this mystic Harp of Ages, you can travel through time as though you were the oracle. She will now teach you the Tune of Echoes! She plays the song for you. If you play that song, you will unlock the power of Time Portals across Labrynna. Step into a Time Portal to travel back in time, 400 years into the past. As you continue your travels, youll learn new tunes. Good luck, chosen hero. +--------------------------------+ | Ancient Cave in the Past | +--------------------------------+ Exit Nayrus House and the Maku Tree contacts you. She says that the Ancient Cave containing the second essence has crumbled in this age, but it is sturdy in the past. That in mind, head over to Lynna City. Go to the Maku Tree and go right to find a circular symbol. This is a sleeping Time Portal. Play the Tune of Echoes on it with the Harp of Ages to awaken it, transporting you to the past. Head south and go left to enter Lynna Village. Go west to where you planted the Gasha Seed earlier. Its grown into a tree! Slash it for a Gasha Nut. Within this one is a ring. Now go south to find two rocks. Lift them and go left to West Lynna. Head left and then south after that. Welcome to Deku Forest! In the past, this was a haven for Deku Scrubs, a race of forest-dwellers. Go east through the lower route and youll find an old man. Her husband is off working at the Black Tower, even though he paid tribute to Queen Ambi. Remember those guards we met earlier who said that Ambi needed something rare as tribute to let us in? Well, its in this very forest. Go south now, and then head west once. A man here thinks theres treasure in the cave, but it cant be opened. If only he could blast it away. Funny, the man to the east said that Ambi had bombs. Go west once again to find a boy and an old man. There are mystical seeds in here that make statues move! Follow the path to the old man and then go right of him to go north. Here, lift the rocks to the left and take the staircase down. First, defeat the Zol to the right. Now push the block to the left down. To the right is a cluster of rocks, correct? Push the first one aside and the next one down. Now, two blob-like enemies are pursuing you. They are called Hardhat Beetles, and they can be defeated only by knocking them into a pit. Slash them so that theyre knocked into one, and then proceed left. Follow this path to another block, which you should push down. Then push the one right of it down. Tada! You can now open the chest. Do so for a Gasha Seed. Now exit this cavern and go south. This time, go north to the left. The soldier warns that beasts are ahead. Go left a screen. Here we see Moblins throwing/shooting arrows/spears. Slash them twice and head south twice. Burn the small tree to the left and take the stairs down. Go right from here one screen to find a Piece of Heart. Now exit this cave through the staircase you came from. Go left one screen. A Moblin is here, as well as a Business Scrub, Deku Scrubs that sell items (for this one, a Wooden Shield for 50 rupees. No one said they were cheap). Burn the small tree right of it and go north through that passage. Then go east and north once more. Heres another Business Scrub, this one selling its shields for 30 rupees apiece. Continue going north to find a Moblin behind two stones. Lift a stone, hurl it at the Moblin, and take the stairs down. Lift the rock to the left to access a chest containing 30 rupees. In case you didnt get the shield when I advised you to earlier, use these 30 rupees to buy a Wooden Shield from that Business Scrub I pointed out earlier (only if you didnt buy one from the shop at Lynna City). Now go left to a few plants. Clear them with your sword and go down, defeating the enemy there, too. Now go left, lifting the rock as you go, one screen. Take the stairs here to the surface. Go south once to find... a tree! In the shape of a question mark! Slash it to receive its seeds the Mystery Seeds. You get 18 at first. Try these on many things for varied effects. Basically, theyre this games Magic Powder (if you play Zelda games, youll know what I mean). Use them on owl statues to make them give you hints. Go north to the stairs; take them down. Go right, around the turns, and take these stairs up as well. Now go south once to the Business Scrub. As you do, a soldier approaches you. Those are the Mystery Seeds Queen Ambi has been demanding! He takes you to Ambis Palace to reward you, and they take to the queen. Shes outside standing there, and the guard transfers your Mystery Seeds to her. Nayru wanted these... To reward you, she gives you ten Bombs! The guard then rushes you out of the palace, your guide through it. We then cut to a scene with Ambi. She asks if youll be able to return, and a guard answers that you will. Then Nayru, who we know to be tainted by Veran, steps forward. Nayru laughs. First Link let her through the barrier, and now hes brought her Mystery Seeds! She seems to dislike the Mystery Seeds... Lets keep note of that. Nayru then speaks to Queen Ambi. With her powers, she can make a day that never ends so that the people will never stop working on the tower. The tower will reach the heavens, and Ambi will be the greatest queen ever (I dont really see the connection...). When the guard hears this, he rushes south to explain it to the others. Ambi then leaves, and Nayru talks to herself. The Age of Shadows is closer, but still a ways off. The Black Tower must first reach the heavens... And at its highest turret, Veran will rain down sorrow. Thats right! Cackle all you want, Veran, but were going to stop you! Wait, am I typing this? Regardless, were back in Lynna Village. Plant your Gasha Seed in the soft soil by the house to the southwest (that is, if you already took the Gasha Nut of the old one). Now, return to Deku Forest. Take the lower route east and go south. To explore, go south again, then west until you must stop, then north, and then east to reach the Ancient Cave, not so ancient in the past. Note that youll need Mystical Seeds before entering. Even though Ambi took them, we still have a spot for them in our Seed Satchel. Walk around, slashing shrubs, to find Mystical Seeds (take many maybe 20 to be safe). Now, go to the Ancient Cave and set a bomb in front of its opening (to set a bomb, press the bomb button again after lifting it out of your Bomb Bag). Step away from the bomb and it will explode, opening the path to Level 2. +--------------------+ | Wing Dungeon | +--------------------+ Our second dungeon isnt that tough. In the first Zelda game on the NES, all dungeons were shaped like some object (an eagle, a moon, a manji, etc.). This is shaped like two wings. Youre going to want to have the Wooden Shield, by the way (its why the Business Scrubs were pushing it on you). Go north one room to see new enemies Spiked Beetles. They charge at you. As the owl in the first room said, defend with your shield. Theyll be flipped over. Now your chance to slash them! Defeat all three in this manner to open the door to the left. In here, we must push the block into the hole so that the red side shows. Push it right three times, down once, left once, up once, and then left to the hole. Now go north. Hop over the ledge ahead of you to find a bunch of snake enemies called Ropes. They move vertically slowly, but can charge you quickly. Luckily, they take only one hit. Afterwards, go north. Here, we must go left. In this room, youll meet an annoying new enemy the Spark. They just move about the edge of whatever object theyre on (for this one, the blocks and wall) to hit you. Move out of their way and go left to a new room. Here, youll see a Moblin with a sword. In fact, youll find two. Having a sword doesnt make them any stronger, though. Slash each once (the same goes for the two Keese in here) to beat them. A Small Key falls down when were done. Take it and return to an earlier room, the one with the Ropes in it. Climb the stairs onto the ledge here and then go right. See the wall? Its weak to the right. Bomb it there to create an entrance to the room to the right, which contains a chest. Open it for the Dungeon Map. See? Its shaped like a birds wings. Also, its the first dungeon to have two floors. Return to the second room, the one with the Spiked Beetles in it (to bypass the block arrangement in the Rope room, push the two side blocks down and the middle one over). Once there, defeat the enemies if theyve respawned and then use the Small Key on the door to the right. Welcome to the real Rope room! Aside from all the pits, its a breeze. Stand in one column/row with an extended sword and wait for the Ropes to come to you. Theyll slide right into your blades edge. Now, go right along the southern wall. Bomb it where its weak (if you really cant tell, nudge the wall with your sword. Where you hear a different sound is where it can be bombed). This creates an opening; go through. Here we have a few arrow-throwing Moblins and some Zols that release Gels. Defeat them all to take a staircase down. Its a 2D screen! Defeat Keese if you can throughout. Climb right on these ladders and drop to the main platform to the right. Wait for the next one to come to you and take it across the gap. From there, go right to another section of the screen. Go right to see a Thwomp, a Mario enemy in a Zelda game (of course, the Zelda type have one eye). Drop near it, but not under it, and it crashes down. As it rises, walk right under it. Now take this rising platform up to the ladder, which you should take up. Defeat all the Ropes in this room that ambush you to make a chest appear. Open it for a Small Key. Now return to that room full of Ropes we saw earlier, the one with all the pits. Push the lower block aside and go up to a chest. Open it for the Compass. Only three chests left already! Great. Now go north. Defeat two sword- wielding Moblins to go left to a locked door; use your Small Key on it. To the right is a mine cart. Hop in and youll start riding down the tracks through several rooms. Hit enemies as you go and youll stop at the Spark room. Go north from it to the mini-boss room. ---------------- Mini-Boss: Swoop ---------------- Swoop is pretty confident for a giant bird, but hes quite easy. It says that you cant win because you have no wings, and promptly rises into the air. Walk away from it and keep moving, avoiding Swoops shadow. It will eventually lunge in at you and drop, hoping to crush you. Slash it a few times while its on the ground and continue the process (I recommend storing up a spin attack to hit it with). Note that it leaves holes in the floor, and falling in them will make you battle through a few rooms to reach Swoop again. As the battle progresses, Swoop gets faster and may bounce after landing to try to hit you. It will stop when you hit it, though, which makes it a wasted effort on Swoops part. When youve beaten it, take the Fairy, note the teleport, and take the upper of the two doors to the right. ---------------- Use the stairs and youll appear in a room with new enemies Whisps in it. Whisps are like Sparks but they bounce around the room. Also, hitting them will leave you unable to draw your sword for a while. There is also a Stalfos in here, the hooded variety that throws/shoots spears/arrows. Either way, go south. Use your shield to block any arrows that might hit you as you walk around this path. At the end, go right a room. Here, defeat two Stalfos to reach a staircase. Take it to a side-scrolling area. Go right, defeating Keese as you go, to see a Thwomp. Get near it so that it drops, and then walk right under it as it rises. Youll come to the blue feather. You got Rocs Feather! Using it, you can jump (in all Zelda games, Link cannot jump until he gets one of these (or reaches a ledge). And in some games (not this one, though), Link can get Rocs Cape, an almost flying item. Note that a roc is a monstrous bird in Arab mythology. Go left a screen to the Thwomp. Let if fall, jump up the steps, and exit (note that you can ride the Thwomp up to a 30-rupee bundle). Back in this old room, get onto the yellow tile. Jump at the red block, jump back to the yellow one. It turns blue. Repeat this and it turns red, opening the door. Now go through it. Jump right, upward, right, down three times, and then wrap around the bend to a mine cart. Jump in. Hit the switch as you go to raise a bar and change the tracks, letting you get off in this room. Defeat any enemies present and go to the block. Push it forward so that its red. Now push it left once, down once, right once, and up once to make it blue. This raises the bar, letting you advance along the tracks. But first, go to the right side of the room and bomb the wall there. This leads to a hidden room. Here, defeat the Stalfos Knights and the Keese to make a chest form. Open it for a Small Key. Now go left to the old room. Jump into the mine cart and youll be ejected in a new room. In here are two Peahats, old Zelda enemies. Slash them when they stop moving to defeat them. In here, you must make the tiles match the blocks. For the left two tiles, jump on and off of them to make both yellow. For the right two, do the same to make them blue. That way, theyll match the blocks to the left. This makes a Small Key fall; take it. Now go left to the old Whisp room. Go through it to the left and take the staircase. When you emerge, use your Small Key on the key block to the right. Now we can use a new mine cart, but trying to take it only leads to a bar and a dead-end. So, lets go back a bit and change this. Jump off the lower ledge on the raised platform here and go south. Jump across the platforms here to reach the tracks. From it, jump left to a red tile. Jump from it to the blocks below to it to the blocks below to it. This changes it from red to blue, thus raising the bar for you. Jump back to go north, go left to the mini-boss room, go right through the upper door, and go further right to the mine cart. Youll exit in a new room. Go right, jump across the pit, take down two Moblins, and open the chest for a Gasha Seed. Now then, lets jump north to a new room. First things first. Take out the trash by defeating the enemies Moblins and Peahats, two each. This clears the way for moving a pot onto that switch. Now jump to the entrance of the room. Lift the first pot and then push the one above it forward five spaces. Jump over the pit and push the pot right three times. Now jump above it and push it down twice. Jump left of the pot and push it right thrice (three times) onto the switch. Finally! Go right through the now-open door. Go south to a tile puzzle. First, clear out the enemies. It does not involve much jumping, though. Instead, see the statues? You must push them so that they match the statue arrangement to the left. However, you can only push statues when the tile by the torch matches their color. So, jump from that tile and back to it to change the color, and then push the statues accordingly to make them match. Now take the Small Key that falls and go north. Were going to spend our first key to go east. Welcome to a strange room. Everything is colored red, and there are several color-changing Gels camouflaged here. And while they match the tiles, theyre invincible. So, jump onto the central tile and the color changes. Quickly attack the Gels before they change color. Repeat until youve beaten them all. A chest forms the last one containing the Boss Key. Take it! Exit this room to the previous and use your last Small Key on the door in the northwest corner. All you have to do is get through here taking as little damage as possible. Stand on the left side of the square- arranged blocks and wait for two Sparks to pass the door. Follow the second one through the room, defeating Keese as you go, to reach the Boss Door. Use the Boss Key here. Before continuing, lift the pots for bombs and a Fairy. The owl statue hints at defeating the boss. But, where is it? Take the stairs and find out. Boss battle in 2-D! +-------------------------+ | Boss: Head Thwomp | +-------------------------+ Really, its bad enough having Thwomps, Mario series enemies, in a Zelda game, but it is terrible making one a boss! Head Thwomp launches fireballs that resemble Podoboos, also from the Mario series, from his crown, and it switches faces to attack. Quickly take the ladder up and go left to another one. Climb to the top and stay there. Head Thwomp launches fireballs from side to side as its primary attack. When its not attacking, pick up a bomb and run forward. Chuck it into its crown and a roulette face-wheel of sorts starts up. If it stops on the red face, Head Thwomp takes damage. If it lands on the blue face, youre in trouble. Get dead below Head Thwomp to avoid it. If it lands on the purple face, Head Thwomp crashes down and causes rocks to start falling. Avoid them by staying under one of the platforms to the side of the ladders. If it lands on the green face, dont move from the top of the ladder. Should you run out of bombs, wait for Head Thwomp to launch them out with his normal fireballs. The same goes if youre low on hearts (it drops them after being hit). After hitting Head Thwomp on the red face four times, you win the bout. It drops, explodes, and leaves behind a Heart Container. Take it and climb down the ladder to the right. Now go right a room to find the Ancient Wood, the second Essence of Time. It whispers only truth to closed ears from out of the stillness. When you appear outside Ancient Cave, a.k.a. the Wing Dungeon, the Maku Tree tells you that she senses an essence on the south seas Crescent Island. We can find a way there from Lynna Village/Citys coast. ======================================================================= ===========================Moonlight Grotto*=========================== ======================================================================= +---------------------------------+ | The Trade Sequence Begins | +---------------------------------+ Exit the forest (east, north, west, north, east, east) to Lynna Village. The Gasha Seed I instructed you to plant before going off to Deku Forest should be grown; slash it for a Gasha Nut. This ones a ring. Go north and then return south to plant the Gasha Seed we got in Wing Dungeon there. Now, go north of the mermaid statue and enter the house to find the postman. With the day never ending, he cant know when to deliver mail. Show him the Poe Clock we got earlier in Yoll Graveyard and hell reward you with Stationery. Perhaps someone else could use this. Go west twice and enter the house. Its an outhouse, I guess, in which a ghastly hand named ??? lives (its a character from Majoras Mask, and not one Id expect to see out of the Stock Pot Inn, let alone in a different game). It needs ahem paper for some reason, and so give it the Stationery. It gives you a... Stink Bag. I cant believe this is in a Zelda game! Perhaps we could find someone who could put this Stink Bag to good use. The Trade Sequence has a purpose for later in the game. But for now, lets move on. +-----------------------+ | The South Shore | +-----------------------+ Go south of where you met the postman to a mermaid statue. Continue south of it until to reach an old woman. Cross a bridge here and continue south from there to reach water and a house. Enter it and talk to the man here. His name is Rafton, and his dreams is to build a raft. However, rope decays in water, and he cannot find suitable rope to build his raft. Cheval, a man living on the east side, is working on it, but he wont finish for a long time. Exit the house and go north to the old woman. Cross the bridge and go south, this time turning east to a new screen. Go north to find an Ember Seed tree, and then return south. Go east. A sign here states that Chevals house is to the east. Use Rocs Feather to jump across the watery gap here and go north. This is the house of Cheval the inventor. He is busy working on items that work in water. Before he dies, he must complete two projects rope that does not decay in water and flippers used for swimming. Unfortunately, we dont have enough time to wait for him to invent these things. Exit his house. Hey! Its Ralph, Nayrus friend who vowed to save her. He asks what were looking for, which is Cheval Rope. Hes heard that name before... yeah! Theres a grave in the present age of a guy named Cheval. But, hes busy, he declares, and with that he rushes off. Thank you, Ralph. Youve just given us the clue to finding Chevals greatest inventions. +------------------+ | Meet Moosh | +------------------+ In Labrynna, Link has no Epona to ride (shes still in Hyrule). Here, he must find a new animal to take him around the land. But, there are three pets available to you. Depending on how you get a special flute, youll get a certain animal partner. The default pet is a flying bear named Moosh. He is a lazy bear with wings whose only attack is stomping the ground. In my opinion, hes the worst of the possible pets, and the hardest to use. Then you have a kangaroo named Ricky. With boxing gloves to fight enemies and a pouch to carry Link in, he can get around with a great jump. Also, consider the third option, Dimitri. He looks like a red Dodongo and will swim through water with Link on his back. Whoever you choose, note the different ways to get them. For now, though, we will be meeting the first candidate (youll meet all of them before you have to choose), and thats Moosh. From Chevals house, go south, jump across the water, and go north until you reach the people playing ball. Then go west into Lynna Village. Play the Tune of Echoes on the Time Portal to go the future. Now go south to Vasu Jewelers. Appraise your rings if youd like and continue south to the shop. They now sell bombs there for 20 rupees. Regardless, exit Lynna City in this screen to the east. Go north, east, and south. Enter Yoll Graveyard here, burn down the tree with an Ember Seed, and go right one screen. Thats Moosh, sucking his paw as three Ghinis harass him. Links Awakening-style mini-boss music starts playing, and you must defeat the Ghinis. Slash them up and talk to Moosh. He explains that he can float if you tap A repeatedly. Hold A to release him for a shockwave-emitting slam. Go left a screen and then head north. Here are pits we could never cross on our own. Tap A repeatedly and move around to hover over these pits. Ill say, this is hard. If you mess up, you reappear at the beginning of the screen and have to do it all over again. When you get it (its all about fast-paced A Button mashing), hop off Moosh with B and lift the rock to the left. Now you can take a shortcut by jumping over the first gap. Then push the headstone forward to reveal a staircase. This is Chevals grave! Go north once and then head right, south, and south all the way. Jump over the water here to the ground to the right. Repeat this to reach a sign. Cheval made it. He will entrust his invention only to one with light feet and might. Lucky for us, we have both. Hop over the water to the left and bust out the Power Bracelet. Pull the switch here back to cause two blocks blocking the flippers to the right to separate. Press Start and exchange the Power Bracelet for Rocs Feather once youve pulled it all the way out, and then jump right to the staircase. Rush up it before the blocks close and grab the item here. You got the Zoras Flippers! Now you can swim in shallow water. In water, press A to swim forward and B to submerge. Jump into the water to the left, swim north a screen, swim right around the object here in the water, swim around the bend, go left, and youll reach stairs. Climb them and youll reach Cheval Rope! Its one rope that wont decay in water, letting you build a raft. +----------------+ | The Raft | +----------------+ Exit the grave and go south. Moosh wishes you well and takes off. Return to Lynna City and go to the past (the time portal is one screen right of the Maku Tree). Go southwest to Lynna Village and go to Raftons house (hes a few screen south of the mermaid statue). Give him the Cheval Rope and he gets excited. He can finish his raft! Since you provided, hell let you test it out. But, well need an Island Chart if we want to go rafting. Hell be constructing the raft while we get a chart. Otherwise, wed have no way to navigate the high seas, now would we? Go north and youll find Ralph. Well, if it isnt Ralph! He comes to see what were doing (dawdling he calls it). Looking for an Island Chart? Well, Ralphs heard that that weird guy has sea charts to the secret isle in the present age. But, hes too busy saving Nayru to help you. He leaves, and we have our hint. Go to Lynna Village and use the time portal before the Maku Tree to return to the present age. Go to Yoll Graveyards entrance. Its Ricky! Hes a kangaroo and a potential pet. Normally, he can clear cliffs and pits with the greatest of ease, but hes not in a good mood. He lost his gloves on the beach... Where could they be? He left them by the tree. Go south and slash the bushes to the left to go west. Now go south, jumping over the pit, to go south again. Now go left to a tree on the beach. Bring out the Shovel and start digging. Rickys Gloves are under one of the piles of sand. Return to Ricky and give him Rickys Gloves. Now in his pouch, he shows you around. Press A to punch or build up power to unleash a tornado. Also, he jumps if you move him around. Go south, punch through the shrubs, and go west. Ricky will jump up the cliff if you get near it, he says. Do so and he leaps up. Now head south, following the path. Approach the pit to clear it, and then hop up the cliff. Heres the strange chart-drawing weirdo were supposed to meet. Hop out of Rickys pouch (B) and jump with Rocs Feather. In the air, slash your sword to pop his balloon. The green-clothed cartographer falls to the stump. Green clothes? You must be smitten with forest fairies! This is Tingle, the fairy-obsessed, 35-year-old, map-drawing weirdo. His first appearance was in Majoras Mask in which he drew maps from his lofty aerial position and sold them to Link. In this game, Tingle is alienated from Lynna City. He will be your friend if you want. Accept him and he is so happy that he gives you the Island Chart. Tingle, Tingle! Kooloo-Limpah! Ricky cant stand Tingle, and hes leaving. Hop down the cliff as well, take the stairs down, lift the rock to the right, jump across it, and continue to Lynna City. Warp to the past and head for Raftons place. What took you so long? Hes set up the raft and everything. Exit through the right door and step onto the raft. Explore if you want, but were going straight to Crescent Island in the guide. Sail south twice, then east, north, and north again. A storm starts! The wind pins Link against a wall, and lightning destroys his raft. When he awakens, hes on Crescent Island, a bunch of weird things steal your stuff! +-----------------------+ | Crescent Island | +-----------------------+ The Tokay are a reptilian race of creatures residing on Crescent Island. And they have no moral problems with robbing you blind, as several did when you washed up on the island. Its like when we met Impa, only now we can press Start. Climb the stairs to the right and talk to the Tokay here. Clearly, they dont get many visitors. It asks if Link is a long-eared Tokay. Since you have no weapons, I hope you brought a good ring with you. We need our sword or the monsters here will rip us to shreds. Jump off the cliff below and go right. Enter the cave you come to. A Tokay is hiding here with our Wooden Sword. But, well need our Shovel to reach it. Exit the cave and go south. Aha! The Tokay with our Shovel is hiding here! Talk to it and it claims to have found it by a Tokay with no tail. Likely story... He realizes that was you and gives it to you. Maybe other Tokay have your stuff, too, he says. Go north and enter the cave. Walk to the north wall and push the block here to the left. Dig through the dirt here and go down to talk to the Tokay with your sword. For now, lets exit the cave. The sword will protect us for now, though. Go left and north to a staircase. Climb it and go east. Here youll find two Octoroks and a new enemy a Leever. Defeat the Octoroks as you normally would and then take on the Leever. These annoying creatures shift through the sands to hit you when you least expect it. Slash them twice to beat them. Now go east. Were going to need the Power Bracelet to reach that Tokay... Go west and south. Slash the shrubs to the right and go right to a new screen. A Business Scrub here is willing to sell a Wooden Shield to us for 50 rupees. If you want it now, spend an extra 50 rupees and take it instead of waiting to return to Lynna City to buy it for 20 rupees left. Go south twice now to a set of stairs. Take them down and go right. Here, talk to the Tokay. He says that their guardian is at the center of the island, but you cant reach him when the sun is high. Go north repeatedly until you reach a tent in the water. A Tokay here made off with both our Power Bracelet and our Rocs Feather. Hell trade you one of the items for one of yours. For now, give him your shovel for the hoop, a.k.a. your Power Bracelet. Now that we have it, much of the island is open for exploration. Go south to the waters edge, and then go west. Climb the stairs and go east along a narrow path. Follow it to a stone; lift it with the Power Bracelet. Enter the cave here. Right now, we dont have our bombs to use on the blocks here, but we can push the lower one and the one to the upper-right of it over to reach another staircase. Take it to the chicken tent. Go left, take the Bombs back, and take the stairs back. Bomb the cracked blocks here for a Gasha Seed in the chest. Now exit the cave. Go south, west, and north. Lift the rocks to the left and go west. To the north is a weak wall; slash the shrubs and bomb it. Enter the cave to see a Tokay with your Zoras Flippers. We cant reach it, though; exit the cave. Go right a screen, lift the rocks, and go north to a Business Scrub. Go left from there and then north. Head right a screen, lift a rock, and talk to the Tokay. If he had a Scent Seedling, he could grow a Scent Tree... That in mind, jump off the ledge to the right and go right. Enter the tent and exchange the Power Bracelet for Rocs Feather. Now go south as far as you can and west. Take the stairs up, jump over the pits, and go west. Then head north; enter the cave. Chuck a bomb across the water to blow up the blocks, hop across the water, hop right, throw a bomb to the south, hop there, and then go around to find the Tokay with your Zoras Flippers. Now that we have them, go to the screen with the tent that you exchange items in. Give him Rocs Feather back and take the Power Bracelet. Go south of it and climb the stairs to reach a weak wall. Blow it up and enter to play the Wild Tokay. Fit Tokay, like this yellow one, can play. Todays prize is the Scent Seedling! Thats what the one at the Tree Nursery wanted. Pay 10 rupees (if you dont have enough, dig around for them with the Shovel) and lets play. The object of the game is to throw a hunk of meat to each Tokay that passes by in the right and left lanes. Feed each one and you win. Its actually pretty easy if you have a good strategy. Pick up the meat as it comes and throw it at the slow-moving Tokay to either side. The key is to throw it at them from the center of the room where the meet falls. When the red one takes his, youve won. Now that we have the Scent Seedling, give it to the Tokay in the Tree Nursery. He plants it, but itll take a few hundred years to grow into a tree. Now that were done planning for the future, go to the cave we got the Flippers in. With the Power Bracelet and Flippers, we can reach a new area. Swim to the northwest corner, lift the rocks, and dive in the deep water there to enter a 2D screen. Swim down, go right, and take the ladders up to another cave segment. Lift the rocks and take the other set of stairs up. On the surface, go left to the Tokay. Talk to him and hell return your Seed Satchel. Yes! Now we can finish this scavenger hunt up. Go to the Tokay Trader tent and trade 10 Mystery Seeds for Rocs Feather. Now that we have both Rocs Feather and the Power Bracelet at once, we can get our remaining missing items (note that well have to leave the Shovel with him for now). Go to the cave where you got the Flippers, but do not enter. Instead, go south. Enter the cave here and lift the pot here to take the stairs down. Drop into the water, swim left a screen, and climb the ladder. Jump to the moving platform and then jump up the steps to a ladder. Take it up and go outside the cave at the end. Talk to the Tokay here for your Harp of Ages back. Excellent! Now we can finish up this chain of events. Go north, west, and south. A Time Portal is here, but we need the Shovel. Lets keep note of this. Before we go back to the future, we need to set up a few shortcuts. Go to the screen you were first shipwrecked in. Go south and push the vine sprout here right twice. Then go north, east, south, east, and south. Push the vine sprout here up twice and left four times. Now go south, east, and then north. Use the Harp of Ages at the Time Portal to warp to the present age. All of those vine sprouts we left (well, both of them) have grown into vines for shortcuts. For now, go north. The Wild Tokay game is now a museum to the sport (although it looks like the same Tokay is host, or at least its descendant). If you go north and west, youll see that the Scent Seedling is now a Scent Tree. And we can trade that Tokay ten of those seeds to get our Shovel back, and thus reach that Time Portal we saw on the west side of the island. Lets go. Go east and then south twice. In here is a Tokay with a cold. I know! Lets give him the Stink Bag to clear his nose! Do so and it starts hopping around madly. It trades you Tasty Meat for your Stink Bag. A good trade, no? Now exit the house and go west. Head north twice, go west, and climb down the vine. The Tokay warns you that it takes a long time to grow that; you could wreck it. Now go west and climb the vine here. Head east a few times to reach the Scent Tree. Now weve added Scent Seeds, which attract monsters, to our repertoire of seeds. Huzzah! Hop the cliff and go right. Head south to a Time Portal; use it to return to the past age. Go north a few times to find the Shovel in the Tokay Traders tent. Give it ten Scent Seeds for access to your digging device (first give him the Power Bracelet back, and then give it the seeds for it). We now have all of our old items back, and new seeds! Score! Return to the Tokay we got the Harp of Ages back from. Go north, west, and south. Dig your way to the Time Portal, play the Tune of Echoes, and well reach the present age on the west side. Start by going north, east, and south. Enter the cave, a Fairy Fountain, and be healed. Now go north and west. Defeat the crabs (one slash), go north twice, east once, and go south. Follow the winding path down into Level 3, within the guardian of Crescent Island. +----------------------+ | Moonlit Grotto | +----------------------+ Go to the northwest corner and push the block aside (the one beneath the upper cracked one). Now go west. Here, youll find monsters called Pols Voices. With their sensitive ears, just play the Tune of Echoes and they explode. Collect their drops and open the chest for a Dungeon Map. Just like the second dungeon of The Legend of Zelda, the first game in the Zelda series, this is shaped like a moon in the crescent phase. So is the basement floor. Go right to the first room, bomb the block, push it aside, and go north to a new room. Here are two worm enemies called Mini-Moldorms, but Ill just call them Moldorms from now on. Defeat both with four hits and the door to the right opens. Go through to a new room. Here are new enemies as well, called Iron Masks. They are invulnerable to frontal attacks, but theyre rears are wide open to your sword. Now defeat both. See that Blue Crystal (1)? Slash it. The floor rumbles and you hear something far-off loosen. Now go north. Welcome to the dial, the turntable of the dungeon. Step into the dial (it will turn right due to the arrow pointing) to go right. Now go right a room. Here, walk around the path to the northeast corner. Bomb the block to the lower-left and then throw a block left of where it was into the aisle it was blocking. Now go there, push the block down, and get in front of the aisle. Throw the bomb here down it to blow up a cracked block near the crystal. Now go around to the southwest corner; push the block to the lower-left of the block forward and youll be able to reach the Blue Crystal (2). Slash it. Two down, four to go. Push the block that was next to it forward. Now push the statue here over to the middle tile. Push it up twice, push it left once, and push it down once. A Small Key falls; take it. Return to the previous room, the turntable. Turn in it and go south, then west. Youre in the Moldorm room. Use the Small Key on the door to the north. Here, drop into the pit. You are surrounded by Zols and Tektites, jumping spider-like enemies. Now that weve cleared them out, head south. A Moldorm... I dont like its face. Slash it! Get behind the rail and defeat it. The door to the lower-left opens. Head through the opening to the lower-right and play the Tune of Echoes on the Harp of Ages. On the north wall now, go through the left door. We must defeat the Moldorm again. Throw two bombs into the relative center to hit it twice. Now go through the lower-left door. Take the left door now. Go to the south wall. See that switch? We must hit it. Stand in line with the tile, lift a bomb, wait one second, and throw it forward to hit it. This brings the Armos, a statue to the north, to life. This one cant be beaten with a sword; you must let it be caught in a bomb explosion. This makes a chest containing the Compass appear. Take it. Now go to the northwest and use the stairs. Here, go west to a small room. Push the upper block up and the ones to its side left and right against the wall so that the room is symmetric. A Small Key falls down to you. Grab it. Now go east and take the stairs again. Bomb the block, push the other one forward, and go east. Now go north twice to another staircase. Take it and go forward to hit a Blue Crystal (3). Now push the block to the right. Defeat the Zols and go right a screen. Enter the dial. It will turn you right. Good... Go to the Moldorm room and go north, then east. Enter the dial again and youll be emitted to the north. Go north to find new enemies. These are the dreaded Like Likes I name-dropped earlier. These enemies eat shields. Beat them carefully with sword slashes. Now go to the left side of the room. Heres the final Blue Crystal, but we cant hit it yet. So, lets go east through the exit there. Press the switch in the northeast corner and the Armos statues come to life. To beat them, lay bombs in their path and hope they get hit. To get a good head start of sorts, leave one bomb by them before you hit the switch and press the switch just before the bomb explodes. If you run out of bombs, leave the screen and restock at the shrubs. When you defeat all of them, a Small Key drops. Take it and go left a room. Now go north. Here, the tiles start flying at you. Quickly defeat the Zols and then get out your Wooden Shield. If you have it for the A Button, stand in the southwest corner. If B, the southeast. Let all fly and crash into your shield and the door to the west opens. Take it. Beware monsters under the bushes and go south. Raze down the bushes here, conscious of monsters, and go north on the left side of the room. Repeat the bush process here and climb the stairs. Go south here, open the chest for 30 rupees, and go north. Take the stairs to the left down and use the Small Key to go north. Go west now to the tip of the crescent on the map. Here, you must defeat several enemies. One is the Arm-Mimic, an enemy that moves opposite you. Defeat it with sword slashes, and then take on the Moldorms. Afterwards, a chest forms in the center of the room. Open it for this dungeons prize the Seed Shooter! With it, you can launch seeds as projectiles. They ricochet all over the room. Go east and use the Seed Shooter to launch an Ember Seed into the torch. Now go south. Take the stairs up, jump over the ledge to the right, and go right. Get through the tiles here and go south. Now, to take down the final Blue Crystal (4). Stand against the rail there that touches the wall, point the Seed Shooter right, and let a seed fly into the crystal, busting it open. It sounds as though something fell below... Go south to find a Gasha Seed in the chest here. Now go left. Fall into the pit here, take down those sorry Tektites and Zols, and go right a screen. The turntable fell! Walk into it and go south. Defeat the Iron Masks and go to the lower-right corner. Push the two upper blocks into the pit. Stand in the upper one and aim the Seed Shooter down. Shoot an Ember Seed and it should light the far torch. Stand down and aim it up to light the close one. Take the treasure that appears a Gasha Nut. Now go west, north, and east. Enter the dial and go north. Defeat the Peahats here and go north. -------------------- Mini-Boss: Subterror -------------------- While our last mini-boss was airborne, this one fights underground. Subterror is a mole, and his attack pattern would be: burrow to you, poke you with spiky nose, repeat. However, its quite easy to avoid and beat. One of the only bosses youll ever use a Shovel against, dig him up and rush him. Slash as many times as you can as Subterror crawls about until he starts burrowing again. Repeat the process until youve beaten it. As you go, it increases speed, but its all very simple. When youve won, take the Fairy and note the portal. Go west. -------------------- Go north and defeat the Moldorms. Now push the lower-right block left to make a Small Key fall down. Take it and go southeast to the mini- boos room. Go south twice. The turntable should be blue. Go north twice now to the mini-boss room and teleport back to the start of the dungeon. Go north twice from here and fall down that hole. Go east to the dial and enter it to go south. Now go west. The dial is set well; go through the process to reach the stairs to the left in here (go south) and take it. Go east to the first room now, enter the portal, and go south twice. Take the dial to go east. In this room, go right to a switch. Press it so that the boards here point toward the switch diagonally and shoot a seed with the Seed Shooter from the switch, pointing it diagonally to the right, and launch it. It will hit the switch, opening the door to the north. Walk forward in it to find the Boss Key. Take it. Jump left off the ledge and go west. Go south, step into the dial and go west to a pack of enemies. Go north now to the bridge room. Use the Seed Shooter to hit the switch to the right to make a bridge form. Cross it and then shoot the switch across from you to make a board ahead of you turn. Shoot a seed into it when it is pointed diagonally to the upper-left and lower-right to hit the switch again. Cross the bridge and stop. If you change the board with the switch to the right and shoot the switch again, you can go down a bit to open a chest for 20 rupees. Now go north over the bridge and use your Small Key here. Shoot the switch across from you and then shoot board to hit the switch. Cross the bridge, hit the switch until the board is pointed correctly, shoot a seed at it, and cross the next bridge. Go north to the Boss Door. Open it. +------------------------+ | Boss: Shadow Hag | +------------------------+ This is the toughest boss yet, but not hard if you know what youre doing. Shadow Hag will disappear if you look at her, forming into four shadows. Avoid these shadows as well as you can (Rocs Feather can be used here) until they form into one. Rush the dark butterflies that are emitted and slash them up. Do not turn around. Shadow Hag will try to tackle you now that youre distracted by the butterflies. You have to hit her with a seed when shes materialized and trying to tackle you. Repeat this until you win. I find it easier to stand away from the butterflies, on second thought, facing away from them until she appears, then launching the seed (and moving out of her way in case you miss). When she finally explodes, take the Heart Container and go west. Take this Essence of Time, Echoing Howl. It echoes far across the plains to speak to insolent hearts. Now you reappear in front of the dungeon. Suddenly, we see a new scene. Ambis Tower will soon be completed, a monument to Ambi. The Maku Tree contacts you to say that the Black Tower is near completion and hears an essence northwest of Lynna City. ======================================================================= ============================Skull Dungeon*============================= ======================================================================= +-----------------------------------+ | To South Shore with Dimitri | +-----------------------------------+ Go south, west, north twice, and youll find a Tokay. A huge fish washed ashore, it says. The Tokay here is so excited to eat it. Talk to the one left of the fish and it asks you for ten Ember Seeds. Theyre red and must have an exciting flavor, right? When they eat it, they go running due to the heat. Now talk to the fish. It introduces itself as Dimitri. Going somewhere? It can give you a ride. Press A to chomp and swallow enemies, and he can swim like a fish even up waterfalls. If you swim right through Crescent Strait, youll reach a few shrubs that cover soft soil for to plant a Gasha Seed (there are other, more convenient places, though). Now swim west to South Shore. When you reach land, Dimitri deposits you and swims off. Now that youve sampled each pet, which would you like? Moosh, Ricky, or Dimitri? +------------------------+ | Tingles Upgrade | +------------------------+ As long as were in the South Shore area, go to see Tingle. Just go north of the screen you landed on with Dimitri and enter the cave you find. Here, use the Seed Shooter to hit the crystal switch to the lower-left. This makes a bridge form; cross it to reach a staircase. Here, talk to Tingle (burst his balloon first, though). Using his magic, Tingle can increase the number of seeds you can carry. After casting a spell, you can now carry 50 seeds at once, 30 more than before! Now that we have that, return to Lynna City. Tingle, Tingle, Kooloo-Limpah! +--------------------+ | The Decision | +--------------------+ Youve met Moosh in Yoll Graveyard. You met Ricky in South Shore. You met Dimitri on Crescent Island. Who did you like the best? Your choice will change the very map of Labrynna (literally, the map changes slightly depending on who you choose to make it easy for your animal partner to get through it). To make your choice, you need to obtain that animals flute. Each is gotten in a different way. Mooshs Flute: You find Moosh in Fairies Woods and he gives it to you. Rickys Flute: You just have to win at the shooting gallery mini-game in the past age in Lynna Village. Its north of where the present age shop is built. It can be done. You need to hit the ball with your sword into the blue blocks or Fairy blocks to get a score over 200. Dimitris Flute: This one is quite obvious. In the shop in the present age of Lynna City, the three recovery hearts has been replaced by this flute. However, it costs 150 rupees. Pretty steep, but it makes things very easy. Moosh is the default partner, and therefore I am forced to get him for the purposes of this guide. But, be aware that you can still get the others. +---------------------+ | Getting Moosh | +---------------------+ Exit Lynna City to the southwest and go west and south to enter Fairies Woods. If you go east and south in here, you can use Rocs Feather to jump to the chest in here for 50 rupees. Now return to the screen just west of Lynna City (from the forest entrance, north and east). Go up the stairs here and go west to find a man that resembles the Happy Mask Salesman in Majoras Mask/Ocarina of Time. Hes very hungry, and you have Tasty Meat from Crescent Island. Trade it for a Doggie Mask. This will come in handy somewhere... Now exit the house and go east. Bust out the Seed Shooter, equip it to Ember Seeds, and shoot the small tree across the water. Then shoot the switch to make the bridge complete. Cross it and go north. These are Buzz Blobs, and you cant defeat them with your sword or youll electrocuted. For now, use the Seed Shooter. Go west and north, avoiding the fireballs of the aquatic Zolas here, and go east a few times. We come to a few holes. Jump across them to go east, north, and west to a bridge where youll see a man standing shaking his head. Talk to him. Hes building a bridge to Symmetry City Ruins, but his workers ran off. Yep, thats the head carpenter from Ocarina of Time, among other games. And hes right. We cant navigate this terrain. Head south and return to Lynna City. On your way there, a fairy catches up with you. Its been wanting a rematch of Hide n Seek ever since you won. No, thats not it. Apparently, they have an intruder in the forest your animal friend that cant get out. Shell be waiting at the forest entrance for you to come and haul it out. The fairy guides you south. Go south and west to find the fairies gathered in one spot. The forest is jumbled, and so just go north and south randomly until you come to a screen with your animal character, in this case Moosh, in it. The fairies transport both of you out and Moosh is very grateful for you helping him twice. To repay you, he gives you Mooshs Flute. Play it when you want him to come. Now, return to Nuun Highlands. Specifically, return to the head carpenter... with Moosh. +----------------------+ | Nuun Highlands | +----------------------+ NOTE: Because Moosh is the default animal partner, this guide will cover the path through Nuun Highlands with him. However, if you choose to get Dimitri or Ricky, the path does not change next. Only this section will be different for you if you choose to get Ricky or Dimitri. After that, its all the same for the rest of the game. Note that if you decided not to get Moosh, it will be Ricky or Dimitri in Fairies Woods, not Moosh. The highlands are filled with holes, and we must use Moosh to cover them (if you use Ricky, you just jump around to find the slackers; if you use Dimitri, you just have to swim to look for them). From where you got Moosh, go east, north, across the bridge, north, west, north, east three times, north once, and then west. Were back at the head carpenter. Talk to him and hell ask you to find those slackers for him. Agree to do so and hell have you catch all three of them. Then he can get back to work on this bridge. Go east and slash the bush. Hover across these pits to the stairs; land on the steps. Now fly across this hook-shaped pit, pressing A quickly to do so, and go north. Dismount and talk to the carpenter here. When you talk to him, he jumps over the ledge to join his boss (who does no work and complains all the time, he says). One down, two to go. Go south, fly over the pits, and go east a screen. Here, we see a carpenter, but it will be a long while before we reach him. Get up to the first pit and fly over it two spaces. Then fly forward for three after that. Here, fly down and around the rock to land on safe ground. Slash the bushes below and go south. Fly over these first few pits and then fly left over another three. Fly over the next one and go west. Fly up the stairs, go east (wary of Leevers) and then north to find the carpenter. Talk to the disgruntled employee and hell hop over cliff to rejoin his co-workers and boss. Just one more left. On your way back down past all those pits, be sure to enter the cave to find a ring for appraisal. Then exit it, get back on Moosh, and fly north. Get through this mess of holes to go left a screen, and then head north. Fly to the staircase and go north from there. Peahats... Go east. Take the stairs down and go left to the cave. Enter it, a Fairy Fountain, to be healed. Now exit it and east, then south. Theres the last carpenter. Theyre pretty athletic to get all the way over there. Use the Seed Shooter to launch an Ember Seed across the gap and at the bush to burn it down. Now fly over the pits, dismount, cut down the bushes to the right, and talk to the last carpenter. He stops hanging out and jumps back to work. Now that all three are there, and they get to work with no breaks until the bridge is done. They finish it in a few seconds before leaving for the next job. A carpenters work is never done... Take the bridge to Symmetry Village Ruins. +------------------------------+ | Symmetry Village Ruins | +------------------------------+ Here youll find two Kanalet Soldiers, basically harder versions of Moblins. Slash them a few times and theyll die. Now go north to the real ruins. The only inhabitants of this village are monsters (Podoboos-Geldarm mixes?). Go west to see... a tree! Hit it for new seeds Gale Seeds. Using them, we can transport ourselves around the map! Neat-o! Slash the bushes on either side of the Gale Tree to reveal Time Portals. We shall use it to return to the past when Symmetry Village was at the peak of its power! +------------------------+ | Tuni Nut Mending | +------------------------+ Play the Tune of Echoes to awaken the portal. Well, it would seem that the village has always been volcanic. It periodically rumbles. Enter this house and talk to either girl here. It seems that the Tuni Nut is broken. Without it, the city falls out of balance and the volcano will erupt. The laws of Symmetry City (oh, not a village, make up your mind) state that left and right must be in perfect balance, thus making everything symmetrical. But the Tuni Nut is broken! The eruptions of the volcano will destroy us all! Her husband went to see Patch atop Restoration Wall to mend the nut, but he cant climb it. Explore the city, but youll eventually have to go to the upper-right corner house. Talk to the man within. This is Symmetry City, and he cant move unless his brother does. His brother, though, was hit by a rock during an eruption from the volcano, and he cant move, which means this brother cant either. Hell give you the Tuni Nut to take to Patch in his stead. After all, Link isnt a citizen, and he can ignore the rules. Take it to Restoration Wall to the south where Patch lives, and from there well set it on the pedestal in the central house. Got it! Go to the lower-left corner of the city and go south from there. Here youll find blue Kanalet Soldiers. Their blue-colored armor makes them require even more hits than usual. Afterwards, go west and then north twice. Youll run into a few minor enemies along the way, but its all quite plain. Here, swim right to some shallow water. Walk along it to the corner patch of water and dive down to a 2-D screen. Here is a Cheep-Cheep, old Mario enemies. Swim past it and go right a screen. Slash the next one with your sword and climb the ladder. Its Tokkey! He researches time, and he thinks hes one step away from perfecting a tune that lets the user move forward in time, but not backward. He has Echoes produce waves... but hes not sure what it all means. Pull out the Harp of Ages and treat him to a session of Tune of Echoes. Due to his bad hearing, youll have to play on the tile. He is inspired, and he plays you his now complete song. Its the Tune of Currents! Play it to move from anywhere in the past to the future. Now we can fix the Tuni Nut. Exit this screen to the south and go west. Stand low here in the left part of the screen and play the Tune of Echoes to warp to the future. Go right, pick up the Piece of Heart, and go left. Return to your portal to go back to the past. Return to the screen just south of Symmetry City and go west three times. Heres a Time Portal, but its useless. Go south of it to the lower-left corner and play the Tune of Currents there. Go south from that point. Defeat/avoid the Tektite and go right once, then down the stairs. Go west now to fight two sword-wielding Moblins and dual Tektites. Beat the lot of them and go south twice down these steps. Now go right a screen. Climb the vine here on Talus Peaks. Armos statues are flooded here... Take it down and go north with the stairs. Lift the rock here to reveal a Time Portal. Use it with Tune of Echoes. Now go north and enter the cave. Take the stairs and exit with the left cave. Push the block to the left here and the water changes sides. Now go down to the cave and play the Tune of Currents when you emerge. Go south now and climb the vine to the left. Go left and read the sign. Dont drop anything in there. Throw a bomb in and approach the water. A fairy appears to ask if you dropped a golden or silver bomb into the water. Answer A regular one honestly. She likes honesty, and will reward you with a bomb bag upgrade. You can now carry 30 bombs instead of 10. Hee-yah! Go right, enter the portal to return to the past, and push the vine sprout to the right below the eastern cliff. Play Tune of Currents now and travel north up the vine in the present age. Swim right, head up the stairs, and go north again. Defeat the Tektites, go west, and head down the stairs. Play the Tune of Echoes on this Time Portal and go north in the past. Head east after that and then travel south twice. Swim left to a staircase, walk down the steps, and youll reach a new area. Walk right, go north, and youll have finally reached Restoration Wall. Start climbing and boulders will begin to roll down the vine wall. Avoid them if you can and youll reach a cave at the end. Enter it to find Patch, the fixer. Let the restoration guru take the Tuni Nut. He suggests a restoration ceremony. Follow him down to the basement. Talk to him and he welcomes you to Patchs Crazy Cart. Choose to participate. Basically, all you must do is knock a ton of monsters into a hole while he chants the ceremonys various verses. But, the Tuni Nut is on the tracks. As long as you stand on the switch, the cart wont hit it. Venture off of it, though, and the nut is destroyed. You need to win! The fate of Symmetry City rests in your hands. Its really quite difficult. Stand on the switch as it starts and charge up a spin attack. Let it hit the first Hardhat Beetle and hopefully hit it to a hole. The key is to press the switch when the cart is about to hit the Tuni Nut. This lets it travel away from the Tuni Nut, buying you more time. Try to knock a bunch of them into the hole at once. When you finally win, he gives you the mended Tuni Nut. Refer to him for any future fixes, he says. Yeah right... +-----------------------+ | Opening Level 4 | +-----------------------+ Exit Patchs cave and play the Tune of Currents (just to get this space on our maps). Then return to the past and go right a screen. Drop down over the ledge and take the stairs up to Symmetry City. Here, go left and enter the house. Place the Tuni Nut on the pedestal. The volcano should calm down now that balance has been restored to the city. Now that weve stopped the volcano in the past, Symmetry Village wont suffer in the present age. Use the Tune of Currents to return to the modern era. Yep. The lava has been replaced by water (also, there are no longer Symmetry Village Ruins; the village exists in modern times). Enter the watery cave that was buried by the lava of the volcano to reach Level 4. +---------------------+ | Skull Dungeon | +---------------------+ Pretty good music for a dungeon. Go north to see that the lava truly is flowing. Go west to find a few Stalfos to rough up. Defeat all three and go left a room. Shoot Gale Seeds at the Stalfos across the lava to carry them out of here and then jump across the lava to go north. Youll find a Spark in this room. Wait against a wall that its not on right now for it to pass and then follow it out of the room. Go south at the end. Here, push the block down to reach a treasure chest. Open it for the Compass. Now go south. Defeat the Zols and Stalfos to clear the room. Now we have another block puzzle on our hands. Jump over the lava to get behind the block. Push it down four times, right once, down once, left once, up once, and left twice. Open the chest that appears for a Small Key. Now go right up the steps and north. Hop off of the ledge here, go east two rooms, and then go east once again to a new room this time. Note that if you need to kill a Fire Keese, use a jumping attack with Rocs Feather. Jump right onto the floor, jump down, walk right, jump up, right, head up, jump left onto the platform there, jump in-and-out of the blocks, and youll be under the middle block. Push the one to the side over and go north to a locked door. Deploy your Small Key on it and pass through. Here, a Whisp is bouncing around by a few Stalfos. Carefully pass through here, defeating the skeletal knights and avoiding the Whisp, to reach the door. Defeat the Zol at the end and pass through the opening. Hit the switch here and jump into the mine cart. Youll be taken to the far side of the room and pass through a one-way door to a secret area. Here, jump left and open the chest for the Dungeon Map. Yes, it is shaped like a skull. Now take the cart back to the previous room. Throw the switch again and enter the cart again. Youll end up in a new room this time by a Moldorm. Use the Seed Shooter to send four Scent Seeds into the Moldorm, thus killing it. Now use the Seed Shooter to hit the moving crystal switch. Stand in one place, aim diagonally, and hope for the best. If you hit it, a chest containing a Small Key forms. Take it and ride north on the mine cart. Hit the switch along the way and youll be deposited in this room. Head to the lower-right, defeating any Stalfos in your way, to reach a locked door. Spend a Small Key on it and pass through it. Here, go east. You cant tell due to the limited view, but there are monsters on the other side of that stream of lava. Shoot them up with the Seed Shooter if you want. Now, do you see those blue objects between the blocks? These are Razor Traps, and theyre quite bothersome. Get used to them. Walk up to the line between them to trigger them. They rush in on you; move out of the way. As they slowly recoil, pass by them and jump over the lava stream. Take care of any lingering enemies and go north to a new room. Theres no floor to walk on here. Go forward, defeating any Keese (theyll wait for you to be pulling something to attack), and pull the lever ahead back all the way. This cools the lava into rock for the time being. Quickly rush across it to the northwest exit. Shortly afterward, it will revert to lava. For future shortcuts, push the block sticking out to the left down. Now go north. We just have to defeat a few Stalfos. This type can throw bones, by the way. Spin attack them (they require two hits) and head west. A few Hardhat Beetles are assembled to intercept you. Its pretty easy, though. Throw a bomb past them and it will explode, knocking them into the lava. Jump over the stream and go north to a new puzzle. Its simple, though. We need to change the tile colors so that they match the blocks to the right. Walk up to a tile and jump onto it to change color (red -> yellow -> blue -> red, etc.). When they all match, the door to the west opens. Head through it and jump immediately to avoid a razor trap. Defeat the Stalfos and then walk to the block in the northeast corner. Stand below it and step forward to trigger the Razor Traps. Quickly jump in and push the block down twice. Now position yourself over the weak floor when the Razor Traps are retracting and push it forward twice. Push it left four times more now and down twice to make the light green. Jump into the mine cart and youll end up in a room of Ropes. Defeat them and go east one room. Defeat any Keese that get in your way and jump onto the moving platform. Get out the Seed Shooter and aim it to the upper-right (stand on the upper end of the platform). When the platform nears the wall, shoot. The seed should ricochet into the crystal switch, making a Small Key chest form. Take its contents and go west twice. Use your key on the block here, and then jump onto the tile to change it from red to blue. Double back to the previous room, get in the lower cart, and youll wind up in a room of Stalfos. Get ready for target practice; pull out the Seed Shooter. As you ride, you must shoot the three Stalfos ahead of you. Each takes one seed to beat. When youve beaten all three, the cart stops. Go west from here. This room can be tough. Jump to the first platform, then to the second, to the third, and to safe ground. Move south a room. Here, defeat the Peahats if necessary. Then jump to the red tile to the left. Jump to the second from there, and alternate between them until the second is blue and the first is red. Then jump to the third until it is blue. A Small Key falls down for you to take. Do so and exit north. Use your key on the locked block here and jump into the mine cart. Enjoy the ride. Youll be dropped off in a room with a Gibdo in it. Gibdos are mummies in Zelda games, and they took several hits to defeat. What makes them difficult is that they dont react to being hit; they dont get knocked back like were used to. After testing my statements on the Gibdo, head west. ------------------------ Mini-Boss: Armos Warrior ------------------------ Much like the Armos Knights in A Link to the Past, this is an Armos Warrior. The difference? I suppose this warrior has better weapons (he calls them mighty a few times), as you cant really hurt it directly. He throws his mighty sword at you and it begins to chase you. It will make one dive at you, stay in place for a while, and attack again. For this part of the battle, just walk behind Armos Warrior without touching him. And by behind, I mean on the yellow tiles. The sword should dive at you and hit Armos Warrior instead of you. He speeds up; lure the sword to him again, and again! Three hits of this break the mighty sword and shield. Now hes mad. Hell charge at you. Dodge him and he hits a wall. Hell be stunned for about a second; slash him or spin attack him. Repeat this until he explodes. Now take the Fairy, use the warp portal here if you die later, and be proud. Whos mighty now, huh? ------------------------ Go south to a room of Stalfos and Moldorm. Defeat them all and go south again. Here, cross the bridge to a weak wall. Bomb it and pass through this opening. Welcome... to the room of fancy footwork! Each tile you step on lights. You might reach the center of the room, lighting each tile, without ever stepping on another one. Ah, dont worry. You have a guide, remember? From the starting tile, go one left, one up, three right, one down, all the way right, two up, two left, one down, two left, one up, one right, one up, two right, one up, one right, all the way up, two left, two down, one left, two up, two left, one down, one right, one down, three left, two up, one left, down as far as you can go without stepping red, two right, one up, and one right. This makes a chest form. Open it for the Switch Hook! It is like the Hookshot, but this switches places with the object you shoot it at and you. Go west and test it out on the diamond across the gap. Afterward, go down the stairs and go north to the mini-boss room. Go right from here and climb the steps you come to. Walk north, switch with the diamond across the gap. Defeat the Stalfos here and go south. Kill the Gibdo if youd like and pass through the doorway to the east. Here, switch with the diamond across the lava, defeat the Zol and Stalfos, and follow the path to a switch. Stand on it, switch with the diamond, and go up the stairs to go south. Now go east a few times, then north a few, and then west. Here is the staircase to the basement. Go north of these Gibdos to a room with Ropes in it. Defeat them and then go stand between the blocks in the lava (that is, stand below them). Launch the Switch Hook from here to switch with a diamond. Now switch with the pot to the right. Now walk down the path to the diamond. Switch again with it and walk all the way left so that youre left of the switch. Switch with the diamond now and go left to stand on the switch. Switch once again so that the diamond is on the switch and then go south and west. Beat the Keese and Moldorm here and go down the steps. Switch with a pot to the left, first of all. Then switch with the pot left of it. Switch with the jar to the south next, and then once more to the east. Now you can go south to a colored tile room. But, weve done this before. Jump onto the central tile to change color. Then slash the Gels before they change color. Repeat until youve beaten them all and go west. Take care of the Peahats here and jump over the lava stream. Jump over the next few razor traps and go west to another fancy footwork room. This time, from the starting tile, go one left, one down, one right, all the way down, left twice, up five, right twice, one up, one left, one up, one right, one up, left twice, down once, left once, up once, left all the way, twice down, right, down three times, one left, three down, once right, up twice, right, down twice, right seven times, up twice, left twice, down once, left once, up once, left once, left once, up once, left once, up once, left once, up three times, right once, up once, right once, down once, right twice, up once, right twice, down once, right once, down once, left six times, down once, right once, down once, right once, up once, right four times, down once, and left twice. Open the chest that appears for a Small Key. Now go north. Here, jump onto a moving platform and use the Switch Hook to switch with the diamond. Now jump/step onto the next platform. When the Hardhat Beetle isnt in the opening, jump to it. Now knock the beetle into its fiery grave, and then hike up the stairs. Its a 2-D screen. Jump up the steps and get onto the platform. Ride it up, switch with the next two jars, and jump to the ladder. Take it up to the first floor. Switch the diamonds ahead here twice and go west. Take the stairs down here and pull the lever with the Power Bracelet. Walk across the floor, using Rocs Feather toward the end if needed, and go north. Defeat the Keese and go forward to a lever. Do not push the block to the right out; the Spark will prey on you if you do. Pull the lever back and run onto the lava. Use the Power Bracelet to lift the first pot and get onto its ground. Now Switch Hook your way to a point that you can jump north from to a new room. Step up the stairs and jump right across the lava. Switch Hook the pot and then Switch Hook the one to the right after that. Go right a bit, Switch Hook the pot north of you, and then push the pot north of you against the wall. Then switch with the pot to the left of it, push the next pot to the left onto the switch, and then switch with the pot you pushed earlier to the right. Open the chest for the Boss Key. Now go right, hop over the ledge, and go south twice. Go east now, switch twice with the diamonds, and go right to a staircase. Switch with the next two pots here in 2-D and then jump your way to the ladder. Take it down. Lift the pots to recover any lost health. The Boss Door is to the left. Unlock it. +---------------------+ | Boss: Eyesoar | +---------------------+ I got to hand it to Nintendo; only they could come up with such a great pun. However, they didnt come up with a hard boss for this LONG dungeon, which is actually quite nice for us. Eyesoar is sort of like Patra, old enemies from the first Zelda game. He has four miniatures of himself fly around him as a shield and projectiles. Switch Hook them to beat them instantly. You want to keep using the Switch Hook until you switch with Eyesoar itself. Itll be confused and the miniatures scattered. Run up to it and slash away. Whenever Eyesoar is open, Switch Hook with it and slash. Its quite easy to switch several times in a row, and soon Eyesoar will explode. Take your Heart Container and go north take the fourth Essence of Time, Burning Flame. It reignites wavering hearts with a heros burning passion. And the Maku Tree chimes in to say that her memory is improving and that the ridge north of Nayrus House must be related to the essences. Thanks for the tip, Maku Tree! ======================================================================= ============================Crown Dungeon*============================= ======================================================================= +-----------------------+ | The Great Trade | +-----------------------+ With the Switch Hook added to our inventory, we are now able to complete the trade sequence we started with the ghost in Yoll Graveyard so long ago. First, let us return to Lynna City. Rather than walking like suckers, lets use a Gale Seed. Sprinkle it from your Seed Satchel and you can use one. It lets you warp to any seed-bearing tree weve seen (so far, an Ember Seed one south of Lynna City, a Scent Seed-bearing one in Crescent Island, a Gale Seed one in Symmetry Village, and a Mystery Seed-bearing one in Deku Forest in the past). Go north into the village and let the trade begin! For those just tuning in, Ill list all the steps of the trade here, even though weve already done a few in the guide. 1) Go to Yoll Graveyard in the present age, northwest of Spirits Grave (Level 1). Here, lift the rock and talk to the ghost. Youre speaking to an illusion; the real ghost is under the grave. It is trapped there and cannot go to the afterworld, and so it would like you to push its grave open. It disappears, letting you push the grave over and take the stairs down. Talk to the ghost and it happily exits the grave. Before departing for the afterworld, it lets you have its one material possession the Poe Clock. After all, it wont need it in the afterlife, now will it? 2) In the past age, go to the home of the postman. Because Veran has made a never-ending day to erect Ambis Tower, he cant tell what time it is and cant tell when you to deliver the mail. Give him the Poe Clock and hell be ecstatic. He rewards you with Stationery. 3) Go west to a shack in the past ages marked Toilet on the map. Enter and a strange hand emerges from a hole in the ground. Thats how it was done in the old days, after all. It asks for paper, and so give it the Stationery. It returns a little later with a Stink Bag. Hooray! 4) On Crescent Island (use Gale Seeds to go there if need be) in the present age in the southeast corner in a tent is a Tokay chef with a cold. It cannot cook well if it cant taste. Let him have a whiff of the Stink Bag and his nose is cleared immediately. To thank you and take the Stink Bag off your hands for future colds, it gives you Tasty Meat, just like in the Wild Tokay game. 5) West of the bridge you made in Nuun Highlands using Ember Seeds is a house. Enter and meet the Happy Mask Salesman, a demented freak obsessed with masks. Hes hungry at the moment, though; let him chow down on the Tasty Meat. Surprised that youre so greedy as to ask for something in return, he gives you the Doggie Mask, the worst one. Normally, I would be outraged and send a firm but polite letter to him, but we havent the time. Just take it. 6) Near the river in Lynna City, present-day, is a house. It is home to Mamamu Yan, the resident dog-breeder of the city, and her shy pooch. The dog is so shy that it wont show its face in public. Give the Doggie Mask to trick it into thinking its hidden. You get his dog toy back a Dumbbell. Now the dog runs all over. 7) Use a Gale Seed to go to Symmetry City. Yes, the past. Enter the building the Tuni Nut is in and go downstairs to see a thin man practicing weight training with only one dumbbell. Why not use two to make those sways really count? Plus, now he can abide by the laws of symmetry here. Now that hes working out, he should rip off his mustache. He does so and you get a... Cheesy Mustache. Now hes going to be a real ladies man! 8) While he lost it to get girls, someone could use it for laughs. In the screen with a bridge across a river in it in Lynna City, that is, the present age, are two comics. They have lame jokes like What kind of candy is always late? Choco-late! Needless to say, hes washed up. Give him the Cheesy Mustache, though, and he puts it on. Its hilarious! A real riot! If only he knew it came off of someone who lived 400 years ago in a basement. He teaches us his funniest gag and gives us a bowtie called Funny Joke. Will we be a big hit? 9) I bet that joke would perk up a depressed person. Go to the past age in Lynna Village and find a house with a darkened room and a depressed kid in it named Dekadin. Tell him the Funny Joke and Link does a bizarre skit for him. He doesnt get it at first, but then he realizes. It was so funny he forgot to laugh. You can take any of his books. Lets take the Touching Book. What that means exactly, Im not sure. A Nintendo DS manual? OK, bad joke. Its probably just written in brail. And its said to be a sad story. 10) You need to run into Maple, the witch that appears semi-randomly. To trigger a meeting, defeat 30 enemies and go to a screen Maple can appear in. This time, when she bumps into you, the Touching Book pops out. She reads it quickly and sniffles. How touching... She gives you the Magic Oar in return. Its the first one she made, but Syrup never gave her any compliments on it. Shes keeping the book, though. Take that, Syrup! 11) Rafton likes aquatic things. Go to him on South Shore in the past and he tells you that hes been considering entering rafting races, but hasnt been able to find a descent oar. Well, Rafton, youre in luck! Give him the Magic Oar in exchange for the Sea Ukulele. He says that lazily playing guitar while gazing at the moon is great. Who could want this? It has a sweet sea smell... 12) Exit Lynna Village and go east (in the past). Now go south. Switch Hook across the gap and go south. Enter the cave to meet an old Zora elder. He misses the smell and sound of the sea. Give him the Sea Ukulele, which he says has the spirit of the sea. He sees youre on an adventure, and so he gives you the Heros Sword that a hero gave his ancestors long ago. You got the Broken Sword! If only we could fix it... The trade is over, but this quest isnt done yet. Its time to mend the ancient Heros Sword so that it might punish evil ones once again. +-----------------------+ | The Noble Sword | +-----------------------+ Know who can fix things? Patch. As crazy as he is and as tough as it is to navigate your way through Talus Peaks to Restoration Wall, its worthy of the effort. Warp to Symmetry Village (in the future, and then go to the past). Now work your way back to Restoration Wall. Climb it and go to see Patch in his home. Play his Restoration Ceremony game and follow him to the basement. Its Patchs Crazy Cart! Its almost the same as last time. But now, new monsters appear as time goes on. The longer you take, the harder it gets. The key is to gather them into one group and then slash them all into the same pit at once. Then a second group appears. All the while, you must go to the switch to press it when the mine cart is about to hit the Broken Sword. When you succeed in destroying the second group, you get the Heros Sword fixed. You got the sacred Noble Sword! Its the L-2 blade, and its one and a half times as strong as the Wooden Sword. And not only is it much stronger, but it can send sword beams for long distances as projectile weapons when Link has full health. It will make the rest of our quest much simpler. Thanks, Patch! And be sure to see him for all future fixing needs. Now, onto the next dungeon. Note: In a main-linked game, the Noble Sword becomes the Master Sword, a stronger blade from A Link to the Past. In a return linked game, you get the Biggorons Sword, the strongest of them all. I will assume you have the Noble Sword for the rest of the guide, though. +------------------------------+ | The Rolling Ridge Base | +------------------------------+ Go to Nayrus House and play the Tune of Echoes at the Time Portal to return to the past. Go left, jump the pits, and go right a screen. Now go north and west. Switch Hook across the gap and go west; enter the cave (note that a bush here conceals soft soil to plant a Gasha Seed in it). Gorons! These creatures, introduced in Ocarina of Time, have been successes since. But, two things are wrong. First, the Goron Elder is buried alive under a pile of rocks. Second, they have no Bomb Flowers, the traditional crop of the Goron race. We cant save them in this time, but perhaps we could in the present age. Exit the cave and use the Tune of Currents. Now enter the cave to the north. Walk around the be and go right to see two staircases to the north and south. Take the southern steps and go left to take some steps up. A Goron near here says that someone called the Great Moblin built a strange structure here that in their way. Take the stairs to the right. Climb the stairs to the left, go around the bend, and blow up a wall near the Goron to make a cave. Go through, take the Piece of Heart, and exit to the south. There are some Moblins below; go east. Take the stairs north to the Great Moblins Palace. Let storm the tower! +-----------------------------+ | Great Moblins Palace | +-----------------------------+ As you go forward, the floor starts to crumble. You cant escape it; you fall down to a 2-D screen. Defeat a few Keese and go right to a ladder. Climb it, moving from ladder to ladder and in between them to avoid flames. Now go right to a ladder. Climb it and go right to a moving platform. Jump on, get onto the floating block, jump onto the top of the platform, jump right into the water, and head right to a ladder. Take it up to a room with a ring in the chest. Now head back down the stairs and swim down to go right. Swim up and go right to a ladder. Jump to it and take it up. Here, blast your way to a ladder. Take it up and out of there. Obviously, we cant do anything in there yet. +-------------------------+ | The Pegasus Seeds | +-------------------------+ From the tower, go south and east as far as you can. Enter the cave here to be healed at a Fairy Fountain. Now exit and lift the rock outside to reveal a Time Portal. Play the Tune of Echoes there and go west as far as you can. Then go north once to a new tree type. Slash it to get Pegasus Seeds! They increase your speed for running. Also, we can now warp to this tree using Gale Seeds. You can explore if you want to, but we cant do much else right now. As long as were exploring, return to the present age and go south of where the Pegasus Tree would be. Take the stairs here down, press the switch, and cross the bridge to take another flight down. Here, go south a bit to open a chest for 30 rupees. Now go right to the staircase. Take it down and, when you emerge, go around the bend to go east a screen. Take these stairs, go west, and open the chest for 50 rupees. Now, let us return to Great Moblins Palace. This time, were seeing the Great Moblin himself. +------------------------+ | The Great Moblin | +------------------------+ Enter the palace and use a Pegasus Seed on yourself immediately. Run up the path and the floor begins to crumble. Keep running and youll reach the staircase before the floor catches up with you. Now take the next set of stairs up to the big pig himself. He admits to collecting the Bomb Flowers (he stole them to have a monopoly on the market), and hes determined to stop you, pilfering thief! The battle begins. He throws a large bomb at you. Pick it up with the Power Bracelet and wait for it to begin turning red to throw it at Great Moblin. This deals damage. Do it five times to send the pig packing. The keep explodes, revealing a cave it was blocking, and the Moblins run away. A group of Gorons then come to thank you for driving the wretch off the ridge and then give you a Bomb Flower, the prized crop of the Gorons. Now we can save the elder. They scatter and the Maku Tree contacts you. Apparently, your name appears in old Goron tales as a great hero who saved the Gorons in their hour of need. In any case, we have an elder to save. +---------------------+ | The Crown Key | +---------------------+ Go south of where the palace once stood and hop off the ledge to a lower level. Now hop right and go east and south to Nayrus House. Use the Time Portal here to return to the past. Now go west, south, east, north, and west twice to reach the entrance to the ridge. Enter the cave and go over to the rocks the Goron Elder is buried beneath. A Goron will take the Bomb Flower from you and he sets it by the rocks, causing them to crumble. Talk to the elder, who looks strangely like Darunia (related?), and he rewards you with a shiny key he found on Northern Peak. Its the Crown Key. Well have to use it access some dungeon in the future... Return to the present age. Enter the cave that was uncovered from blasting Great Moblins Palace to oblivion. Here, use the Pegasus Seeds on yourself and jump forward. Youll go much farther when jumping now. Work your way up and go right a screen. Jump across the platforms on the lower level to go right to the caves exit. Leave this place behind, go left, and use the key to enter Level 5. +---------------------+ | Crown Dungeon | +---------------------+ Go north of the starting room to one with three Moblins in it. Take care of them to go north again. Defeat two Moblin swordsmen here and go west without hitting the crystal switch. Here, youll meet a Beamos, enemies that rotate about and shoot lasers at you when their eye spots you. Go west again and defeat two Moblin swordsmen. Now go north to fight off four Moblins to make a staircase appear. Take it. Hop over the gap here, defeat the Moblins, and then switch yourself with the diamond to get it across the gap. Now jump over the gap again and move down to the switch to the lower-right. Use the Switch Hook to force the diamond onto the switch and keep the door to the south open. And now, go south. As of right now, the chest here is inaccessible. Well be back, though. Take the stairs out of here to be surrounded by blue blocks. Go south across a narrow bridge and then go south once again. Here is a crystal switch. As you may know, hitting these makes the red and blue blocks rise or fall. When its blue, the blue blocks are up and the red are down. When red, the opposite is true. Hit it and go east to three eye statues. You just have to open all their eyes at once. Shoot a seed (using the Seed Shooter) between the bottom two horizontally, and then quickly turn north and shoot it to make a chest form. Open it for a Small Key. Go west twice to the crystal switch. Hit it and go north of it. Stand north of the red tiles and use the Seed Shooter to hit the crystal switch across them. Then go north and traverse the blue-tiled bridge to the right. After crossing it, go north. To the west is a staircase leading to the basement; take it. The chest is no longer surrounded by blocks, and we can open it for a Small Key. Take the stairs back up and go east twice to the crystal switch room. Use the Seed Shooter to hit the switch. Now go through the northeast exit. The stairs are open; take them down to the basement. Here we see a few Keese and three rows of red and blue blocks. Stand on the red row, hit the switch, go left to the blue row, hit the switch, and go left to be off the blocks completely. Take the western route out of here. This is a Ball & Chain Soldier. Its pretty strong, and theres also a Like Like in here. Hug the wall and walk north, then west, to reach a staircase. Take it to escape your enemies. Jump across the platforms and youll emerge in a new room of the basement. A pair of Moblins are walking around the pit! Ah, so there are tiles... theyre just invisible. For now, let us count the width of Links body one space. Stand in the lower-right corner and go right three spaces and down four spaces. If at any time you can Switch Hook the Moblins to reach the chest, do so. Now, go down a bit more until youre about two spaces below the chests level. Then go left so that youre about two spaces to the right of the chests level. Now use a Pegasus Seed on yourself and leap left to the chest. From there, try to switch with the diamond by the stairs and take them back to the Ball & Chain Soldier room. Go east, pass the three block rows, and take the stairs up to the first floor. Run past the Beamos and dual Zols here to go east once again. Here, actually run with Pegasus Seeds to bound over the pits. At the end, slash a few Keese and use a Small Key at the door to find the... ------------------ Mini-Boss: Smasher ------------------ Those who have played Links Awakening, the first portable Zelda game, would know that this loser is not an original mini-boss. He was first a mini-boss in Face Shrine (although he was based on another mini-boss named Rolling Bones from the first dungeon). Well, theyve brought him back from the games of the past to fight you here. Only Smasher has improved quite a bit now. Its strategy consists of lifting a giant metal orb, pelting you with it, and then picking it back up to repeat the process. Lets give it a taste of its own medicine! Use the Power Bracelet to lift up its ball and then chase after. Throw it back at it and it takes a hit. However, I said earlier that Smasher improved from his first appearance in Face Shrine, and I did not lie. Although his ball is lighter than it was in Links Awakening (you had to use a L-2 Power Bracelet, the worst dungeon prize in the history of Zelda games), but he can magically warp the ball around the room every so often. He throws it, you pick it up, and it warps out of your hands to let Smasher reclaim it. Its particularly frustrating when you throw it at him and its about to hit when he warps it. Nonetheless, keep trying. His warps are often very bad and are easy for you to pick them up first. After several hits, Smasher explodes. Take the fairy to heal yourself. ------------------ Enter the portal to return to the first room. Go north twice and hit the crystal switch so that it is red and the blue blocks are down. Take the southeast path and go east until you can go south. Continue south to see a locked door to the west. Unlock it and enter. While we cant solve this puzzle just yet, we can get the means to do so shortly. Take the stairs down to a new room. This is a relatively simple puzzle (but kill off the Zols before attempting it). Stand in the center of the room and face down with the Seed Shooter out and using Ember Seeds as ammo. Let the boards change, fire at them to light the torches on either side (fire when the boards are positioned diagonally), and then turn around and repeat this to the north. The door to the west opens; head through. If we press the switch, a pattern of tiles appears that looks like so: +---+ | Y | +---+ +---+ | B | +---+ +---+ +---+ | Y | | R | +---+ +---+ +---+ | R | +---+ +---+ | B | +---+ Where Y is yellow, R is red, and B is blue. Now hop the gap to the left. Arrange the blocks like that (to do it, push the right yellow block left and up, the lower-right block right, the right blue block up, push the right red block up and left, push the left blue block right, push the left yellow block down, and push the left blue block down twice) and a chest forms. Open it for this dungeons prize the Cane of Somaria! It is used to create blocks. Now go west and up the steps. Here, we must press down all four switches at once. Push the three statues here onto switches and press the last one with the Cane of Somarias red block. Open the chest that forms for a Small Key. Go east twice to find the Dungeon Map within a chest. This has been quite a prosperous paragraph. The dungeon is shaped like a crown, of course. And to the right is the Boss Door. Too bad we dont have the key yet. Trust me, we still need some more practice with our new cane. Go west and then north. Climb the small set of stairs and hop off the ledge to the right past the red block barrier. Use the stairs. Quickly run left and lift the pot to get into a safe hiding place from the Beamos. Lift the next pot and stand where it was (youre still safe from laser fire). Wait for it to miss you and quickly run into the stairwell to the left. Go right down these ladders to reach a jump you cant make. Use the Cane of Somaria to leave a block here and use it to jump right a screen. Jump right, use the block to make the jump, and take the ladder up and out of here. Lower the red blocks to the right by using the Seed Shooter to hit the crystal switch above. Go right to a few pots, restock on seeds here, and shoot the switch again to lower the blue blocks. Go north. Now heres a puzzle! The two blocks here move as one and must be placed on the red tiles. Use the Cane of Somaria to plant a block right of the upper statue, and then push the lower one right four times. Now push it left twice. Place a block one space above the upper block and push the lower block up once. Place a block below the right one and push the other one down once. They should now both be on the tiles. Open the chest that forms for a Small Key. Go to the first room of the dungeon now and warp to Smashers old lair. Let the cane create a block on the switch here. Now cross the bridge and switch yourself with the diamond to reach the chest here containing the Compass. Of course, this far into the dungeon it does little for us. Only two chests remain unopened. Hop across the platforms in this 2-D screen and take a ladder down at the end. Decimate the archers and swordsmen in here if you so desire, and then go north to a staircase. Take it up to the tip of the crown on the map. Hit the switch here to lower the blue blocks to the left and go west out of the room. Follow the path south here to a room with a Whisp. To the right is a short set of stairs leading to the elevated tier of the room. Take them up and go north, then east. Defeat the Kanalet Soldier here and then use the Seed Shooter to hit the crystal switch from this point. Return to the Whisp room to the southwest. Use a Small Key to unlock the locked block to the left and then go north through that opening. Go west along the depressed red blocks and spend another Small Key in the new room you come to at the locked block. Hit it now so that the red blocks rise. Take the stairs to the lower-right up and then jump onto the raised red blocks. Go north from there onto the blue tiles and then into a new room. Ignore the Beamos and Kanalet Soldier to take the northeast stairs down. Defeat two Zols and Keese before standing left on the blue row of blocks. Shoot a seed at the switch to the right, then fall right and shoot again. Go west to a new room using your final Small Key. A Ball & Chain Soldier is present to make life difficult (the same goes for the Whisp). Run past them to the northwest corner. Take the stairs down (note that if you want it, you could have shot a seed at the switch in the previous room again to access a chest containing 50 rupees, and then gone right again to shoot it once more to reach the stairs). In this 2-D screen, create a block with the Cane of Somaria one space away from the tip of the tip of the platform here. Jump onto the block, wait for the Spark to fall, and run right, jumping to the ladder to avoid the Spark at the last second. Take the ladder up to the last room of the basement. Jump south to the main platform. Here, we must move all the statues around the owl statue. Push any red block up now. All move at once. Now push the upper red block right so that its directly above the owl statue. Now push the lower red statue down. Then push the yellow blocks to the left until they are all on a block. Place a cane block above the upper red statue and push the lower red one up. Now the right and middle columns are filled with statues. Now go left to the blue statue group. Push it down once and then go left to the leftmost blue statue. Push it right until all of them are lined up on that row. At the end, you should have: B R Y B O Y B Y R Of course, B = Blue, R = Red, O = Owl Statue, and Y = Yellow. Open the chest that forms for the Boss Key. Excellent. Return to the first room and go north twice. In case youre wondering, yes, we are going to the room with the map. From here, hit the switch so that the blue blocks are lowered. Go right through the southeast corner and go east, south, south, and east. Use the Boss Key at the Boss Door... +------------------+ | Boss: Smog | +------------------+ Ill say, weve had some original bosses in this game, totally unlike normal Zelda bosses. This guy takes the cake, though. Were going to play a little game with him. He splits apart and you have to force him back together and blow him away. Do so and it ends. Note that if at any time you want to restart, you can step on the switch in the northwest corner. Note that the entire time, the little Smog parts will be spitting fireballs at you. Phase 1) Let the battle commence! There are two block arrangements this time, and its quite simple. Place a block in between them (in the center) so that they collide. Slash the new Smog without touching it and the second phase begins. Phase 2) A bit more complicated, but still simple enough. Place a block on the right side of the leftmost arrangement. When the Smog miniature is on the block, create another block right next to it so that the Smog boards the middle arrangement. Repeat this to the right (only do it to the left) and they will collide into one giant Smog. Attack it until it explodes. Phase 3) But the game must go on. This ones easier. There are two miniatures. Push the lowest block forward to make a central block pair, and then use blocks to lead the miniatures to it. When there, theyll combine into Smog. Quickly slash it and itll vanish for a moment before placing you into the starting point of the final round. Phase 4) The last and toughest round has come. Go to the right and lay a cane block in the missing slot in the diagonal line of blocks to combine the two Smogs there. It is so big that it will transfer to various blocks as it moves, and it will soon combine with the third miniature. Defeat Smog with three more slashes and he fades away permanently. Take the Heart Container that results and go north. This is the fifth Essence of Time, Sacred Soil. All that lies sleeping in the bosom of the earth will know the nourishing warmth of the Sacred Soil. This is probably a nod to Oracle of Seasons. And of course, the Maku Tree contacts you after that lethal battle. She still hears an essence near Rolling Ridge, she says. Two in one place? A Goron comes to find you. While digging a new tunnel, he ended up here. What are you doing here? Dont you know? Games are the new fad on Rolling Ridge! With new tunnels completed, the Gorons have new dwellings and thus new shops. Forget the sixth essence! Its game time! ======================================================================= ============================Mermaids Cave*============================ ======================================================================= +-----------------------------+ | The New Rolling Ridge | +-----------------------------+ Go east of the Crown Dungeons entrance and take the right cave the new tunnel. Walk right past the Keese and take the stairs down. Now push the blocks aside or into holes and exit the cave to the south. A whole new region is now open to us (as if the ridge wasnt confusing enough). Go right a screen and then north. First, go west along the bridge. The cave here is residence; nothings inside. But, outside, lift the rocks to reveal a Time Portal. Play the Tune of Echoes there and enter the cave. The Goron here asks for 20 Bombs and 20 Ember Seeds to find treasure. Let him have them and exit. Go west and dig between the bushes to reveal soft soil. Now go east and check in with the Goron. He might be done by now, and hell let you pick a chest. Either way, take one and exit the cave. Were done in the past for now. Play the Tune of Currents in front of the cave. Now go east. Enter the cave, which leads to the base of Rolling Ridge, and take the stairs down. Press the switch to the left and a bridge materializes. Cross it and go southwest out of there. Apparently, a new Goron Dance is all the rage to the east. Follow the path south for several screens, then east, and then north to a Like Like by two cave entrances. Note that there are Leevers all the way through. To the north is the Goron Dance Hall. The blue-green one is Graceful Goron, the fifth generation of graceful dancers. If you dance well, you get the Symbol of Brotherhood. Play his dancing game and show him the moves! It can be hard. You need to press the buttons in the right order at the right times to imitate Graceful Goron. The short chimes have you press B, the long ones A. Keep at it (it costs 10 rupees per go) and youll get it. You are allowed to make two mistakes out of the eight rounds. Many rounds, if youre lucky, are simple combinations you can do easily like B -> B -> A. If you get six, you become a brother to the Gorons and receive the Brothers Emblem. The emblem lets you access the upper story. Talk to the Goron guarding the stairs, which his family has done for years, and he lets you through. But, hes very hungry, if you could help him (he cant leave his post. Go upstairs and Switch Hook your way to a chest containing 10 Bombs. Then Switch Hook across the pit to take the stairs to the south up. Here, you can either take the stairs up to the Big Bang Game owner (who is tired and needs an Energy Drink, if we ever come by one) or another route entirely to the Crazy Cart game. If you take the stairs in here up and then take the next set up, hop right and open the chest for a Gasha Seed. Then exit the cave to the south and go west. Were back on Rolling Ridge in familiar surroundings. Remember when we went outside to Rolling Ridge Base? Before going to the Goron Dance Hall? Go there and go left of the cave that leads to the Goron Dance Hall to Dry Falls. Right now, we cant do anything inside. But outside is a Time Portal beneath the shrub. Why not take it to the past. Play that Tune of Echoes! +------------------------------------+ | The Mermaid Keys Old & New | +------------------------------------+ Back to the past age already. Go left and then north to find a cave door. Enter (it looks similar to how it did in the present age) and go to the northwest corner. Use Bombs to reach the chest, which contains a Gasha Seed. Now go right here. Switch Hook across the gap and go down. Switch Hook back across it to reach a chest. Take the treasure, switch back over the gap, and take the stairs to the north. Exit the cave to the south to be in the great outdoors here on Rolling Ridge. Go right to the upper-right corner of the map and set a Bomb in front of the Gorons face. Enter to find 100 rupees in the treasure chest. Now exit and go west, then south, and over the ledge you go. Enter the cave here and the Goron says that hes a friend of the Graceful Goron (the first), and that he wants Lava Juice because G.G. uses it to get energy to dance. In any case, switch with the bush to the right to reach the chest for another 100 rupees. Now take the stairs down. Heres the Goron Elder, determined as ever to plant Bomb Flowers all over the place. Use a Pegasus Seed and jump right over the gaps to reach a staircase. Take it downstairs and talk to the Goron. Since you have the Symbol of Brotherhood, you may pass. But, he has a problem. He needs an heirloom that will teach his descendants the value of life. He wants something unique. OK, we have many favors to do now. To the north is Graceful Goron, the first generation, if you want to play a dancing game. Exit the cave to the south and go south one screen. If you burn the tree here, youll meet an old man. He gives you many rupees. Oddly, if you do this in the future, he makes you pay for his door. Time made him sour (hes much like the old man in The Legend of Zelda). Return to that friend of Graceful Goron you met earlier. Exit the cave and go south. Here, we need to move the vine sprout beneath the cliff. Kill the Tektites and get out the Switch Hook. Switch with the sprout to get it into position. Go right to see a Mystery Seed-bearing tree. Now we can warp here using Gale Seeds if we ever need to. Then go left and use the Tune of Currents to return to the present age. The sprout has grown into a real vine. Climb it and enter this cave. The Goron here says that his grandfather ran a different shop a long time ago. Great. Now go right. Lift the rock to find a Time Portal. We wont be using it yet, though. Welcome to Target Carts! Use your Seed Shooter to hit targets as you travel in a cart. It costs 10 rupees to play, and you get 20 rupees if you win. You can miss up to three, but no more than that. The prize this time is... Rock Brisket. But thats only if you hit all 12. Wait to be right up to the gem to shoot. For the last three, hit them in succession as you pass by shooting diagonally after passing them. If you miss, you wont be able to shoot until the seed stops ricocheting, meaning youll miss many. Once you get a perfect score, take your Rock Brisket and exit the cave. Play the Tune of Echoes on the Time Portal to go to the past. The store is now the Goron Gallery, a copy of a similar mini-game in Lynna City. If you get an excellent score, theyll give you Lava Juice. Its pretty simple. A ball is thrown at you and you need to hit it with your sword into various blocks. Fairy Blocks are worth 100 points. Blue Blocks are worth 30, but Red Blocks take away 10 points. Miss the ball or hit an Imp Block and you lose 50 points. You have ten balls to hit. Basically, if you want to hit a ball to the left, stand to the far right and hold your sword out so that it hits the tip. The same goes for hitting it to the right, only reverse the directions. To hit it straight forward, stand directly in front of the ball-shooter with and slash when it comes to you. To hit it to the far right and left (that is, the lowest blocks in the game), youll have to turn in that direction to hit the ball. If you get 100 points or more at the end of ten rounds, you win the Lava Juice. Jump over the ledge south of Goron Gallery to reach the Mystery Seed tree. Slash it, enter the cave, a Fairy Fountain, and go south again to the cave entrance to Goron Dance Hall. Play the Tune of Currents and enter. Give the Goron guard here your prime Rock Brisket and he gives you his ancestral Goron Vase. Exit the cave and enter the portal you created with the Tune of Currents to return to the past. Enter the cave and talk to the Goron guard who wants a family heirloom. Exchange it for Goronade, an energy drink (clearly a pun on Gatorade). Now we have several items to hand out. Return to the present age via Tune of Currents. Enter the cave and take the stairs up. Switch Hook left and take another set of stairs up. Take these stairs up to reach the Big Bang Game owner. Give him Goronade and he perks right up. Hell even let you play for free! The game entails dropping bombs on you and you avoiding them through the game. It can get difficult toward the end, though. Rocs Feather is very good to use to dodge them. If you win, you get the Old Mermaid Key. It is used to access the next dungeon, but we still have another key to get. Go to the past and go to see the friend of Graceful Goron that wanted the Lava Juice. Give it to him and hell give you the Letter of Introduction. If we show it to Graceful Goron, he might give us the key he has thats similar to our Old Mermaid Key. Go to Graceful Goron and give it to him. If you have a dance-off and you can match him move-for-move, youll win the Mermaid Key. Get ready! Its basically the same as a normal dance game only youve the Mermaid Key on the line. Lucky for you, you play on the Silver level, making it very easy. If you win, you get the Mermaid Key. Why two? Because... the next dungeon is beaten both in the past and the present! Oh, I so cackled after I typed that. But, Im not lying. Lets get ready for some unpleasantness. Make it the present age and go left of the cave that leads to Goron Dance Hall to find a waterfall (in the present age, its called Dry Falls). Swim forward, dive under it B), and youll come to a secret cave. Use the Mermaid Key to enter Level 6... +---------------------+ | The Boomerang | +---------------------+ Yes, I realize that Mermaids Cave should start here, but there is an item we can get now. In the present age, return to the Target Carts mini-game and win with a perfect game. Youll be rewarded with a new item the Boomerang. Theyve changed the rupee locations, and the Boomerang wont always be the prize, but you might get it eventually. To use it, throw the Boomerang forward. It will go forth a bit, then return to you. If it hits an enemy, the enemy will either by stunned (immobile for a few seconds) or be destroyed (in the case of really weak enemies like Keese). +-----------------------------+ | Mermaids Cave Past | +-----------------------------+ Fortunately, this place is pretty small (since youll be exploring it twice), and its really a relatively easy dungeon. We can tell by the eye blocks here that this is the main dungeon, in the past, although the present one will be used to get certain things. Well be defeating the boss in the past, not the present. This is the real dungeon, like the Spirit Temple in Ocarina of Time (only in that game, the future had the boss). First, bomb the wall to the east. Youll meet new enemies, classics, too. They are Wizzrobes, sometimes spelled with one z and sometimes with two. They magically teleport around the room, appear, and cast spells at you. To defeat them, anticipate where they will appear and slash them when they do. Defeat all three and a chest forms. Open it for a Gasha Seed. Go east once again. Here youll see new enemies, not just the first time weve seen them but their first appearance in a Zelda game. They are Candleheads, and theyre beaten as youd expect. Light their wicks with an Ember Seed shot from the Seed Shooter and they frantically run about until they explode. Defeat the trio and exit north. Ah, a Stalfos Knight to our left. Jump in, the waters fine, and swim west a screen past the Whisps to a chest. Open it for the Dungeon Map. Not too big, and thats a good thing. Swim east, diving under Whisps if they approach, and youll come to a dead-end screen with three torches in it. Use the Seed Shooter (Ember Seed ammo) to light them in the correct order. First, light the leftmost one. Then stand in line with the leftmost torch in the middle of the strip of land and shoot a seed to the lower-right. It will ricochet to the middle torch. Then light the lower torch, followed by lighting the last torch, the far- right one. Like in A Link to the Past, this makes the wall to the right pull back. Its a puddle of dark water, the kind we cant swim in. Weve already reached a dead end. Return to the first room and go north, then west. Its a color- changing room with Gels. Jump onto the central tile, quickly kill the un-camouflaged Gels, and open the chest that appears for the Compass. Now go east and north twice. In here, youll face off against a few Candleheahds. Light their wicks to defeat them and go east. Knock these enemies into the pit or defeat them normally and a chest forms. Open it for a Small Key. Now go west, south, and west with the Small Key. Here, use the Cane of Somaria to drop a block on the right switch. Then go to the northwest corner, lift all the blocks but the one that touches no walls, and push it onto the left switch. This opens the door; jump to it and go north. Here, defeat three Floor Masters and a Wizzrobe. Then blow up blocks to the north wall. Bomb it to make an entry. This entry is important to beating the dungeon in the present age. Were done here. We cant go on in the dungeon due to a lack of the dungeon prize. Maybe it will be different in the present age. Exit the cave and play Tune of Currents. Enter the cave door here in Dry Falls and use the Mermaid Key to enter the cave. +--------------------------------+ | Mermaids Cave Present | +--------------------------------+ Maybe well have better luck here. Notice the eye blocks are broken, bashed in by the looked of things. We mustve really trashed this place in the past. And of course, it has its own Dungeon Map and the like. Its not going to be fun... Go north and several Ropes fall down to you. Slash them or ignore them (note that the torches send fireballs at you as well) and go north. Avoid the enemies here and head west. Deploy the Switch Hook on the diamond to the left and open the chest above for the Dungeon Map. Return to the previous room. Defeat the Ropes and Wizzrobes if you really hate them and go down the steps to the right. Head into the water and swim onto dry land to walk north. Here, we can change the floor by shooting the crystal switch to the left. Do so, walk across the new strip of floor, and shoot it again at the end from the right of it. This lets you take the eastern exit out of here. We must defeat the Ropes to the right, but cant do it with our weapons. Remember long ago when we got the Scent Seeds on Crescent Island? The game said that their smell attracts monsters. Lay one down and the Ropes are attracted to it, so much so that they fall off a ledge trying to reach it. Defeating the monsters earns you a Small Key. Return to the previous room. Get against the north wall and shoot the crystal switch. From there, cross the strip of floor and go to the southwest corner. Shoot the switch from there and the floor expands. Take the western route out of here. We encountered Wall Masters briefly in the room before we fought Pumpkin Head in the first dungeon. However, these are Floor Masters. They appear from the floor, come to you, and then pick you up; they dont fall from the ceiling. Now set a bomb to the south between the blocks. Switch across the pit and youll reach another wall to bomb. Do so and go south again to a block puzzle. We must push it onto each color of tile. Push it down once and left twice to cover the red tile. Now we must hit yellow. Push the block right twice, up once, left once, down once, left once, right twice, up once, left once, down once, and right three times to the yellow tile. Push the block left twice, up once, right once, down once, left once, and up three times to the blue tile. Huzzah! Take the Small Key that results with you to the first room of the dungeon. Go east to three Candleheads. Set them afire, watch the fireworks, and the eastern door opens; head through it. Here youll see a few giant Razor Traps. After they pass you, go down the bottom route, wait below the block here for the next to pass you, and go north to a locked door. Open it using one of your two Small Keys. Use the Switch Hook to cross the gap (switch with a jar). Once across, head right to find a treasure chest containing the Compass. Only three treasures remain. Flip off the ledge south of you and enter the stairwell. 2-D! Jump across the blocks, keeping sure not to let any Keese knock you down (dont look down; there are spikes below), and youll come to a second screen. Jump to the block here, ride it right, and climb the ladder here out of the 2-D screen. Defeat any Wizzrobes that irritate you and travel west (not using the key yet) past a Beamos to find a chest with 10 rupees inside. Now return east. Use your Small Key on the locked block. Now saunter left past Wizzrobes and Gibdos to reach a passage north. Head that way, of course. Like in the Sanctuary in A Link to the Past, there are two levers here. Pulling one leads to misfortune, the other brings good luck. Pull one and a bunch of Ropes fall down. Slay them all. Repeat this for a few rounds of snakes until a chest appears. Open it for the Boss Key. Its used in the past version of this dungeon. Double back to the first room of the dungeon. From it, go north three times and west once. We never really explored this area. If you blew up the wall to the north in the past, it will be open now. Head north through it to a crazy double dial room. Pass through each and go north. Follow the path, hop off at the end, and go right. Enter the dial again and curl around again. Repeat this until you exit the dial to the south. Go west from there, head north a few times to reach the treasure chest; open it for a Small Key. Hop off the platform and go south, then east to the dial. Youll turn north; jump off the platform and go south. Enter the dial and repeat the cycle until the eastern dial turns you east. Go north along this path, head east, turn around the bend, and use the Small Key at the locked door. --------------- Mini-Boss: Vire --------------- This is Vire, Verans loyal henchman. He heard someone was trying to stop Veran, but its just a kid! Hell kill you anyways. Vire is not an original enemy. In The Legend of Zelda, the first Zelda game made, Vire was a common enemy. When slashed, it released Keese. It reappeared as a tough enemy in Links Awakening in a few rooms of Turtle Rock. This is its first reappearance since. Hes pretty much a coward. Stand in the center of the room and let him come to you. Hell flee if you try to chase him (Vire can fly over the walls). Charge up a spin attack, move around to avoid the blasts it fires at you, and spin attack it when it comes at you. For the last few attack, it circles around and fires fireballs at you. Keep attacking (Scent Seeds might attract it) until Vire splits into two Keese. Kill them both with one slash and Vire reappears. He paid for his overconfidence, and hell report this to Veran! He takes off, leaves a Fairy, and a portal appears. --------------- Go right a room to the last one of Mermaids Cave (Present). Defeat the Wizzrobes and stand one space away from the rails in the center of the room. Pick up a bomb, hold it for about two seconds, throw it right, and, if your timing was good, the block explodes. Switch with the diamond and go north to a chest. Open it for the Mermaid Suit! Its the prize of the dungeon. You can use A for items, B to dive, and swim with the control stick, even in deep waters. Although it seems a little lame, it is really quite useful. Remember: a game can make any item as useful or unusable as they want. Weve explored the dungeon, which slightly resembles a mermaid, and weve taken all its treasures, including the prize and the Boss Key to use in the past. Exit the cave and enter the deep water in the cave outside Mermaids Cave. Swim to the chest and open it for a ring. Now exit this cave to the outside. +----------------------------------------+ | Mermaids Cave Past Completion | +----------------------------------------+ Now that we have all the dungeon items, theres nothing left to do but reach the Boss Door. However, reaching it isnt that easy. Return to the large lake that spans three rooms (from the first screen, go east, east, and north), and swim to the eastern side. Dive in the dark water. Welcome to the basement! Swim left a room and swim down, then east. Continue east (if you must, slash jellyfish when they are not electrically charged) to a staircase. Take it, swim right (avoiding Whisps) to reach a ladder. Take it up and swim left, avoiding holes, to go west a screen. Now go up a bit and take the doorway north. Defeat these underwater Ropes (the sword must be equipped to A) and a chest forms. Open it for a Small Key. Return to the first room of the dungeon. Go north twice and then west through the door we unlocked earlier. Here, lay a cane block on the right switch, push a jar onto the left switch, and jump your way to the north door. Defeat the enemies here and blast your way north through the barrier. Welcome to the dial room! Its pretty simple, though. Go through it three times to exit to the right. First, lift the pots here for recovery items. Then go left and enter the deep water to reach a new region of the basement. Swim north through the left exit, open the chest ahead for 30 rupees, return south to the previous room, take the right exit, and swim east once. Use the conveyor belts to swim north. Here, swim to the northwest wall and quickly swim right (after destroying the Ropes) past a few auto-archers to reach a new screen. This is a simple puzzle. You must assemble all six diamonds here on the six tiles to the north. Just switch with them, moving the upper row onto the uppermost row and the bottom the bottom. Open the chest that appears for a Small Key. Return to the upper floor and use the Small Key to go west. Here, use a Small Key on the lock block to the left. Let the Cane of Somaria cover the switch here, pull out the Seed Shooter, and shoot the crystal switch by aiming diagonally and shooting through the boards. This forms a bridge across the pit. Cross it, lift the jars for extra health if you need it, and pass through the Boss Door. +---------------------+ | Boss: Octogon | +---------------------+ You need your sword set to A. Stand in the center of the room. The jars to your left and right prevent Octogon, a monstrous octopus mixed with an Octorok, from firing at you from the side. When it comes below or above you to shoot, slash its face several times. Your shield should block the rocks it fires at you. Also, if you want to hit it as its moving around the platform, you can use the Seed Shooter to land even more hits. Eventually, it submerges below the water. Dive down yourself using the Mermaid Suit and slash its face, not its hard shell, until it surfaces. When underwater, it can fire a bubble at you to force you to surface. Repeat until you win, making this one of the easier boss battles in the game. After many slashes, Octogon explodes, leaving behind a Heart Container on the central space of the strip of land in the water. Swim west to the room with the essences to find the sixth, Bereft Peak. It is a proud, lonely spirit that remains stalwart, even in trying times. Now the Maku Tree contacts you, this time using different leaves than normal (since its a child, even though they used the adult leaves after we went to Ancient Cave). Great news! Queen Ambi just left her palace. Nows our chance to find Veran and take her out! Now, to save Nayru! If only Ralph were here to help us in our battle... ======================================================================= ==========================Jabu-Jabus Belly*=========================== ======================================================================= +---------------------+ | Ambis Palace | +---------------------+ Warp to Lynna Village and go to where the guards normally stand to bar off entrance to Ambis Palace. Its Ralph! He insists that if anyone is going to save Nayru, its him. He wont let you beat him to it! There should be a hidden entrance from the palace garden... Hell enter through there. Im coming, Nayru! he says, and with that hes off. Lets enter, too, to a mini-dungeon. Enter and go north all the way. No use... the guards throw us out. Reenter and go north, then west. Here, slash the Scent Seed tree so that its on our list of warp locations. Then go south to see two guards and a blue switch. When they are both on the left side of the screen walking north, run down and press it (1). A statue moves somewhere in the palace gardens. Return north, careful not to be caught by the guards. Go north twice of the last switch now to see two more guards and another blue switch. When the left guard is walking down at first, quickly run to the left side of the screen, walk up, and then turn to press the switch (2). Youll probably be caught after that. From the Scent Seed tree, go east twice. These are the statues weve been seeing. Go south now and quickly run down through the gaps to the south wall. When the guards arent looking your way, run right onto the third blue switch (3). Another statue moves, up this time. Go north two screens from the last switch to see the fourth and final one. From the start, run up through the left opening to get against the north wall and run right to the step on the final switch. Now go south to the statues. Pass through the opening theyve made and slash the shrubs to reveal a staircase. Take it down and walk right into a pool of water. Submerge to be in an underwater tunnel. Swim left, avoiding whirlpools as you go, to reach a dead-end. Surface here and take the stairs up and into the palace itself. Push the middle block below you down and the block to the left over. Now go east. If a guard sees you, they will chase you and attack until you die. They cannot be defeated. Go north of this room to see another pair of guards patrolling about a rectangular block arrangement. Go west, following the guard here until you can slip into the opening. Take the ring from the chest and hide behind it. When you see a guard to the south reach the southwest corner, quickly run out of the rectangle and follow the guard to the right out of here. After going south (you can go south again, but theres nothing important there), go east into the main room. Go west this time. Quickly run down the southwestern path to another rectangle within the blocks. Before taking the stairs, go north. Here, heal up with the Fairies and slash the shrubs for seeds and whatnot. Then head south and use the staircase. Go down and right along the lower route. When the guard ahead turns to the south, rise up and go east. Here, just avoid two walking guards and a centrally turning guard to go east again. The red carpet room! Slash the bushes for health you mayve lost and go north. +---------------------+ | Nayru Veran | +---------------------+ Its Nayru, possessed by Veran! Shes amazed youve come this far. Link stands against her, but Veran rises from Nayru. Do you mean to turn your sword against Nayru? Thats her human shield, the perfect one. But, we must ignore it! Veran must be stopped! Remember earlier when we brought Queen Ambi that which she desired? They were Mystery Seeds and Nayru didnt like the smell or feel of them. This is her weakness. Lets take full advantage of it. But first, we need an opportunity to hit this hyper oracle. Her only attack is to warp around the room, have an orb appear above her, and release several small fireballs in every direction. Note that if you are too close to her warp point, she warps to another position. She stands still while releasing the fireballs; its your only chance. Equip the Seed Shooter with Mystery Seeds and shoot! Verans spirit rises from Nayrus body, but shes still within Nayru. Not for long. Use the Switch Hook to displace the Sorceress of Shadows, and then run in to slash her. After one hit, shell return to Nayrus collapsed body to begin the cycle again. After several hits, Veran commends you for defeating her, but just wait until next time! Link stands before Nayru and she awakens. Queen Ambi enters the room to ask what all this commotion is about. Veran darts into the queens body and threatens you with... being petrified turned to stone like the others! Six of her elite guard enter the room, and so does Ralph. Nayru! Is it really you? Before the guards could attack, Nayru casts a spell to return the trio to their own age before the adult Maku Tree. Huzzah! Now all the strange things that have been happening should come to an end. Veran is confined to the past, and she cant do much more harm. Those turned to stone return to their normal states, those who disappeared exit again. But, if Veran is still in the past, she might cause something to happen that affects the present... A 400-year age of darkness? Ralph apologizes to Link; you did all the saving and he did the running. But, know that Ralph, not Link, will stop Veran! Nayru will help in what ways she can. For now, let her teach you the true power of the Harp of Ages by teaching you the Tune of Ages! It can be used to warp anywhere between past and present! HUZZAH! What the...? Someone calls Link a fool and suddenly appears before the Maku Tree. Hmm, she seems familiar. Veran has filled the past age with sorrow, she says, extending the reach of the Dark Realm just as they wanted. Spread sorrow she says! Hey, I know who that is. That was Twinrova from Ocarina of Time... Ralph rushes off to stop Veran, and Nayru returns to her house for the time being. The Maku Tree is concerned. What does it mean if that person is behind all these evil acts? In the mean time, she hears the next essence... from inside a fish? Where in Labrynna could that be? +-----------------------+ | The Secret Shop | +-----------------------+ With the Tune of Ages added to our list of songs (okay, we couldve done this with the Tune of Currents, too), we can access a new shop. In the past age, if you go to the screen that corresponds with the shop in the present age (north of the Ember Seed tree) and play the Tune of Ages one space north of the edge of the left tree here so that you appear within the fenced-in area in the present age. Enter the shop now, go through the door and down the stairs, and youll find a secret shop! Here, you can buy the L-2 Ring Box, which lets you hold three rings at a time, for 300 rupees. You can buy Gasha Seeds here for 300 rupees (then 500), and a Piece of Heart for 500. After you buy the Piece of Heart, it is replaced by a ring that can be bought for 300. The L-2 Ring Box is really useful, trust me. After buying everything, a chest game appears in which you can win a prize by picking the correct chest between two three times in a row. +---------------+ | The Sea | +---------------+ Weve explored almost all the map, except for the southwest corner. That is where the sea lies, and weve never been able to swim in it. Thats all changed with the addition of the Mermaid Suit to our inventory. Go to South Shore and take a dip (in the past age, of course). Swim around, add to your map, and explore. Note that you can submerge to look around, too. But, when ready to continue with the guide, go to a place on your map called the Sea of Storms. It is a large rectangular area filled to the brim with whirlpools. Swim to the southwestern screen of the Sea of Storms and go west. Dead-end. Go north and then west (be on the surface) to see a house. Climb the steps and enter. The resident says that her family has been fishing these seas (youre in Zora Seas right now) since her grandpas days. But, it used to be farther east; its drifting west as the years go by. While this would be a great opportunity to go into a boring lecture about how the earth is always changing, Ill just keep writing the guide. Play the Tune of Ages outside the house. Its true. The house is slightly more to the east than before. Enter and talk to the grandpa. Wait a second... How can three generations live over 400 years? Exit the house and swim left. A sign on the seabed says that Zora Village is west of here. Continue west and stop. Its a dead-end anyways. Swim north along the surface and step onto the island. Play the Tune of Ages on it. Dive down to the seabed when you reappear and swim north. To the east is a diamond; Switch Hook with it. Now surface. Climb up the steps here, play the Tune of Ages, and swim west until you must go south. Then climb the steps and play the Tune of Ages on the steps themselves. When you reappear in the present age, dive down and swim south along the floor of the sea. Use the Switch Hook on the diamond across from you and swim left into Zora Village. +--------------------+ | Zora Village | +--------------------+ First, we need a quick warp point. Surface and swim around to find a Mystery Seed tree. Hooray! Then dive down in that screen and go west once. A chest is across those lampposts. Surface, climb over them on land, and dive down to open the chest for a Gasha Seed. Now surface, head over the land, dive down, and go east. Head north to reach a fork in the road. To the west is a path that leads to Jabu-Jabus Shrine (Jabu-Jabu is the local deity, and a gargantuan fish). If you go to see him, surface and go on land. Bomb the wall here to find strange coffins. Very odd... Now go north in the water. Were in Fairies Woods! Swim east and open the chest for a ring. Remember seeing that all that time ago? Then swim south a few spaces, dive, and go north. This is King Zoras Palace. Open the chest to the left for 200 rupees and go right. The Zora here says that this was the palace of King Zora long ago, but he fell very ill. Of the many responsibilities of the king, one was to look after the key to the Eyeglass Isle Library. It was lost when King Zora became sick. Ever since, the Zoras of Labrynna have had no king. Swim left and take the stairs up. Sure enough, the throne is empty. Exit the palace, go south, surface, go north, and play the Tune of Ages on land. Enter Zora Village in the past. Things arent as good around here as they used to be, err, are going to be. The water is filthy. Go north to King Zoras Palace. All of the Zoras are worried about the kings condition. King Zora has no successor, and if this illness claims him, it will be the end of the royal line. Some Zoras say that only a Magic Potion could heal him now, but where could they find a magician to create such medicine? Its up to you now. Lets heal that king! +----------------+ | Dr. Link | +----------------+ Before leaving Zora Village, surface and explore the top of the water. Theres a Mysterious Seed tree youll want to slash to get on your warp register, and soft soil in the southwest corner (weve now been to every corner of the map). Now, use a Gale Seed to warp to Lynna Village. Make it the present age, first of all. Then exit and go to Yoll Graveyard. From the starting screen go east, north, and east. Swim across the river and enter the house. This is the Great Witch Syrup, Maples grandmother. She sells Magic Potions for 300 rupees (and you thought you got lucky finding that 200-rupee treasure chest! Ha!). Unless you already have one from a Gasha Nut or Maple, buy the Magic Potion. Now warp to Zora Village, play the Tune of Ages, and drop into the murky waters. Swim north into King Zoras Palace. Take the stairs up and talk to the pained King Zora. Give him the Magic Potion and he guzzles it down. Yuck! Its awful. But, it has healed him! The royal line is saved! First he thanks you. Then he decides that the filthy water that flowed in from the east did this to him. When King Zora asks what Link would like, he is surprised to hear a big fish. Do you mean... Jabu-Jabu? That fish is the guardian of the Zoras. Watch your language (calling him fish is insulting)! Well, at least we saved his life. +-----------------------------+ | Eyeglass Isle Library | +-----------------------------+ Swim east a few screens of King Zoras Palace and surface at a dead-end. Take the steps up and go east. The library door is locked. Go west and Switch Hook across the gap. Now go west to a cave. Inside is an Octorok. Slash it! Wait, it says its the Queen Fairy. Veran made her this way, and Veran poisoned the seas to kill all living things in the waters. But, if we find Fairy Powder and use it on her, she can put an end to this. Well keep that in mind. Exit and play the Tune of Ages. Sure enough, there is no Queen Fairy in the cave. Jump into the water and swim west to King Zoras Palace. King Zora is still alive after 400 years! And he calls you great healer. He asks what you want, but does not permit you to enter Jabu- Jabu. The filthy seawater has left him near death. If we must enter Jabu-Jabu, sacred guardian of the Zoras, we must first find a way to clean the water. Accept the quest and King Zora gives you the Library Key. Now we can enter Eyeglass Isle Library. Swim east to the library and play the Tune of Ages to return to the past. Unlock it and enter. Its a bunch of old men. If you talk to the one to the back, he says that the Fairy Powder is stored in the back, but you need the Book of Seals to reach it. Exit the library and warp to the present age. Go to the north room and talk to the old man here. He says that this Book of Seals was once part of a set, but how they were used is an eternal puzzle. When Link suggests that he could solve the riddle, the man laughs. This should be interesting. Exit the library, make it the past age, and reenter it. Go north and set the Book of Seals on the podium. It gives directions. Follow them, moving that many spaces in those directions, to reach another book. Read it and follow its instructions. If youre very cautious, you can use the Cane of Somaria to see where gaps are. Continue this to reach an old man guarding the Magic Powder. The Old Man acknowledges your courage, commends you for reaching him, and gives you the Fairy Powder. Hooray! Exit the library and go west. Switch Hook across the gap and go west again. Enter the cave and talk to the Octorok, err, Queen Fairy. Sprinkle Fairy Powder on her and she cleanses the seas of evil. Now all the jelly puddles are gone, meaning you can swim quite easily through the screens now! Plus, we have fulfilled our promise to King Zora. We can now enter the Jabu-Jabu. Go see King Zora in the present age and he dubs you Zora Hero. You may now enter Jabu-Jabu as you please. Go south of King Zoras Palace, then west, and finish off with taking north twice. Jabu-Jabu opens his mouth. Enter Level 7, courageous Zora Hero. +-----------------------+ | The Iron Shield | +-----------------------+ As a quick side quest before trying to tame this beast they call a dungeon, lets go to Raftons house. From it, get into the water and go south twice, east, north, east, south twice, and submerge to the seabed. Swim right under the rocks (not there underwater) and then surface. Enter the cave and swim around to find... its that Tokay that stole our Wooden Shield all that time ago! Now we can truly say that weve gotten all our items back. But, polishing it for so long has made it better. Its the Iron Shield! Now its bigger and better, L-2. Hooray! Now, sorry to distract you; enter that fishs belly. +-------------------------+ | Jabu-Jabus Belly | +-------------------------+ Get ready for the worst dungeon in the game. It is underwater, difficult, and unlikely that such an expansive dungeon could exist in the belly of a fish. Verans cursed water made the dungeon grow with him, but this is ridiculous. You must drain or pump water to make it certain areas accessible. I like the old-fashioned dungeons a lot better. Remember Spirits Grave? That was so easy. This is not. Head west a screen. All you must do is arrange the diamonds so that they touch the yellow statues. Remember, you can swim over pits, but the diamonds cannot fall into them. When four diamonds touch four statues, a Small Key falls. Take it and go north a room. Remember that while underwater, only the Sword and Hook Shot are of any use to you. Go east of here to find a few Crabs, which are basically aquatic Ropes. Defeat both of them, as well as a Like Like to the south, and a chest appears. Open it for the Compass. Obviously, we still have many left to go. Go west and swim to the yellow square. Press B to surface to the dry floor, the second floor. Go west a room to find a chest among two Crabs. Defeat the crustaceans and open the chest for the Dungeon Map. Things are going smoothly, right? Dont mind the fact there are three floors to this dungeon! I guess the middle one very, very loosely resembles Jabu-Jabu, if the side rooms were fins, but none of these look like much of anything aside from a T. Go north to a lake in the room. You can dive hear to the lower level, but thats not in our best interesting right now. Swim across the water, avoiding the fire of the torches, and go north. We have two Iron Masks and a Like Like to destroy. Note that you can use the Switch Hook to de-mask the Iron Masks and then slash their bodies. Go north to a room full of Pincers. Just avoid them and go right to a pair of blocks. Push one forward and the other up. Afterwards, go east. Here, trigger these blade traps and run down, turning right at the corner. Use the Small Key on the locked block and take the stairs up to the third floor. Defeat the Moldorm here and travel south. Walk around the pit, defeat the Like Like and Iron Masks, and go north twice. Here, hit the red switch. A gushing sound is made. The water is drained from the dungeon! The effects arent visible yet, though. Exit to the second floor and go to the room that had the large lake. Drop into the hole and go east. Here, push the block forward. Then go right and push another block to access a chest. Open it for a Small Key. Go east and switch with the diamond. Use the Cane of Somaria to press the switch down and go right through the door. Swim forward, take the steps up, and go left to some stairs. Take them up, too. Go north and then along the east path to go north. Climb up the steps here when the Sparks are away and Switch Hook left to the jar. Now go west a room. Here, Switch Hook several diamonds to pass the spikes and reach a staircase. Take it to the third floor. Here, avoid the Whisp and go north. Use your Small Key to go west. Welcome to the flooding and draining room! This time, step on the blue switch to flood the first floor. Go east, south, and down the stairs. Now go east out of here using the Hook Switch. Go south again here, also utilizing the Hook Switch, and head north this time. Here, swim around the block to a chest containing a Gasha Seed. Then take the staircase down to a 2-D screen. Defeat the Cheep-Cheeps, go right past the ladders, and go right a screen. ---------------------- Mini-Boss: Angler Fish ---------------------- Angler was the boss of his own dungeon in Links Awakening. In fact, it was even named after him (Level 4 Anglers Tunnel). That boss fight was easy, and so is this. Angler is a fish out of water, and it bounces around trying to hit you. Keep Rocs Feather handy to dodge it. Angler Fish also releases bubbles to hit you, but they are so slow and obvious that youll have no trouble dodging them. Just remember that they do bounce back to hit you if they hit walls. To hurt the fish, get out the Scent Seeds and Seed Shooter. Shoot Angler Fish as it bounces and itll deflate, falling to the ground. Hack it with your sword until it revives. Continue this until Angler Fish explodes, releasing a Fairy and letting you take the ladder up. ---------------------- Switch Hook south and take the stairs to the left. Swim across the water to go east a room. Defeat both Moldorms here for a Small Key. Then return to the room after the mini-boss (go west, north, west, in the water, down the stairs, through the 2-D screen, and up the ladder). Unlock the locked block to the left and open the chest for the Long Switch! Its much longer than the Switch Hook! Now, go to drain the water in the first floor at the red switch. Now go to the first room. Go north and west to a room that we can now complete. NOTE: You can now get a ring on the first floor. If you go to the golden stairway on the second floor that leads to the red switch and go south of it, youll see a pit along the east side. Fall in to be in a lower room. Long Switch the pot to the left, then repeat this, and open the chest for a ring. Go to the left side of the room, Long Switch the diamond, switch with the jar ahead of you, switch with the diamond to get it onto a switch, press the other with the Cane of Somaria, and open the chest that results for a Small Key. Now go east and north. Use the Cane of Somaria on the switch, take the right opening east, and take the stairs up. Go north, north (through the eastern exit), west, up the stairs, and north. Here, use the Long Switch to cross the gap and go north. Use a Small Key on the block to the left and go west, then south. Press the switch here to add water to the dungeon. Now go down to the first room. Go north, west, and north twice. Take the staircase here and swim left, defeating Cheep-Cheeps as you go, until you can rise up. Go right from there, climb the ladder, and go left. Long Switch across the gap and swim down, left a bit, and up out of this side-scrolling screen. Here, shoot the flower to the south with the Long Switch, slash the Rope, and defeat the jellyfish. Now take the Small Key that falls and go south. Now go to the first room, use the portal to transport yourself to another room, and take the stairs down here. Get through the 2-D screen like usual and switch south. Take the stairs, go north twice, cross through the Spark room to the west, use the Long Switch to switch with the diamond across the rail, take the stairs, go north, head west, and press the blue switch. Now go east and south twice. Long Switch with the diamond to the left, switch with the diamond to the south, and walk around the bend to a chest. Open it for a Small Key. Go north and take the stairs down. Swim right a small bit, Long Switch over the spikes, and go east, then south. Here, go south again past the Whisps and take the stairs down. Hop over the ledge and go west. Here, Long Switch with the diamond to go west again. Then go south and press B in the yellow tile to go up a floor. Swim west, north, and west. Here, switch with the diamond a bit to the south and swim left to a chest. Open it for a Small Key. Go to the screen west of the switch room. Long Switch across the gap, go north, go west twice, and use a Small Key on the door to go east. Open the chest for a Gasha Seed. Now go east again, using another Small Key. Go right again, using your last Small Key, and youll reach the treasure room weve been hunting for so long. Open the chest for... the Boss Key! Huzzah! Now to find the boss! Go to the first room and use the mini-boss warp. Swim left to blue tiles. Press B to surface there. Take the stairs to the south and go east, south twice, and west along this path. Open the Boss Door. +------------------------+ | Boss: Plasmarine | +------------------------+ It took me a little while, but, once you figure out to hurt Plasmarine, its easy to beat. Equip the Switch Hook to A. The giant jellyfish appears and uses two attacks. It will lunge in at you and electrocute you (swim to avoid this) and fire a projectile attack. When it does the latter, use the Long Switch to switch places with it so that its own energy orb hits it! After six tastes of its own medicine, Plasmarine explodes. Take the Heart Container and go west. Claim the seventh Essence of Time, Rolling Seas. The mystical song of the sea roars into a crashing wave that sweeps heroes out into adventure. When you exit Jabu-Jabus Belly, Twinrova comes to great you. The Black Tower has already reached the heavens! And at the top is Queen Ambi, possessed by Veran. She calls into the skies for power, and she receives it. Now, even without Nayru, she can stop time (how this happens exactly Im not sure). She then says that she will light her Flame of Sorrow. The people turn to stone, and dread spreads across Labrynna. The Maku Tree contacts Link. Saving Nayru isnt enough. The Maku Tree cannot hear the last essence at all, but it is somewhere in Labrynna. Everyones counting on you, Link! ======================================================================= =============================Ancient Tomb*============================= ======================================================================= +-------------------------+ | The Sea of Storms | +-------------------------+ Swim out of Jabu-Jabus Belly and go south a screen. A Zora approaches you. Youve done so much for the Zoras! Their seas are clean, their king well, and their guardian healed from the inside-out. They give you a symbol of heroism the Zora Scale. Now that you have the Long Shot, if you go to the house we saw earlier, make it the past, and dive down, youll find a cave. Long Switch with the diamond to the right and swim to the chest for a ring. Now travel to the southernmost row on the map. Here youll see a Zora guarding the entrance to the Sea of Storms. Its too dangerous for a mermaid like you to handle. When he sees you have the Zora Scale, though, he lets you pass. Surface and go right, then north into the Sea of Storms... Dive down and look for a cave. Enter and open the chest for a ring. Now surface. Look for a pirate ship sailing through here. Touch it to climb aboard. Theyre skeletal pirates! Talk to the captain and he asks you for the Zora Scale to quell the Sea o Storms. Now that he has it, theyre off to Olodrum, the land o seasons. As a sign of thanks, the pirate captain gives you a jewel called the Tokay Eyeball. Its said to be the thing that opens the way to the ancient tomb. Thank him and leave Sea of Storms (he has, so why not we?). Go to Crescent Island, to the small island that the large guardian head is on. It is the entrance to Moonlit Grotto in the present age. Put the Tokay Eyeball into the socket and the mouth opens. Enter. Note: In case you didnt understand from meeting him, Capn, the leader of the pirates, is Queen Ambis long lost lover. He sailed off, got caught in the Sea of Storms, and never returned. If he hadnt gotten lost, the Black Tower wouldve never been built. In any case, this is greatly implied by what one underling pirate says in Oracle of Seasons Cap'n got a special someone he can't forget. What's more, she's said to be the queen of some great land. +----------------------------------------------+ | The Test of Courage, Wisdom, and Power | +----------------------------------------------+ A voice announces that only by proving his courage, wisdom, and power can Link continue to the past. Link has more tests of these three virtues than I care to count... First, defeat the several Gibdos in here. If you want, you can burn the Gibdos with Ember Seeds to make them into Stalfos. Now go east once. The wisdom test is easier, but probably more dangerous. Smash the pot and trigger this trap. Run past it (you may want to leave a block behind as a shield with the Cane of Somaria) and blow up the block at the end. Then go down a bit. Trigger the razor trap, run right as it retracts, and go east despite the Hardhat Beetles to the courage test. This is the hardest. We must use the Cane of Somaria to find our way through. To get through here most easily, jump right a space from the start and go north to the wall (using the Cane of Somaria to be sure that you dont fall off). At the end, use a Pegasus Seed and jump right to the staircase. Go through this empty 2-D screen and youll find three Armos. Push the right one into the line and go north out into the Sea of No Return, which is actually an elaborate maze. +-----------------------------+ | Into the Ancient Tomb | +-----------------------------+ So, this is what Yoll Graveyard looked like 400 years ago. Here, youll meet fierce new enemies Lynels. They were the strongest in the first Zelda game, and they return as super-monsters for this game. Lets get to the next dungeon (safety!) as soon as possible. Go north and west. Defeat this Kanalet Soldier as quickly as possible. Now head south and north, defeating two Kanalet Soldiers along the way. Go north again and then east. Go east, south, and west. Then go down a bit, east, and south. This is your first Lynel fight. Dont stand in front of it or you might be hit by its piercing arrows. Slash it thrice with the Noble Sword, thats three times, to defeat it. Now go north to fight a blue Lynel, basically a monster on steroids. Give it four quick slashes and it dies. Go north again and then west. This is the entrance to Level 8... +--------------------+ | Ancient Tomb | +--------------------+ Although it isnt particularly challenging, it is the largest dungeon in the game with its four floors. However, its all length, not much challenge (if youre using a guide. It can be quite a maze if youre not). Lift the jars in the first room to recover any lost health. Go north. In here, use Ember Seeds to light the torches to give light to the darkness. Now defeat the Ghinis. Push the statue in the northwest corner up once. Bomb the wall it was guarding and pass west. Wait here and defeat three Floor Masters. Then bomb the cracked blocks to reach a chest; open it for a Small Key. Then bomb the other blocks to reach the locked door leading south. Unlock it. Here, use the Long Switch to move the diamond onto the switch. Now go right. Light the torch using the Seed Shooter (ricochet an Ember Seed at it). Then go south of the diamond. Set a block of the Cane of Somaria here. Then step on the other switch. A staircase forms. Take it to the first basement level. Go north to a dial room. Enter it and go west afterward. Here, defeat a few Ghinis and go north. Open the chest here for a Small Key. Now return south. Push the block here to make a staircase form. Take them down and open the chest for the Dungeon Map. The tomb is quite large. Like Level 9 in The Legend of Zelda (the original), it tries to derive challenge from the pure size and complexity of the dungeon itself. Go back upstairs and go east. Enter the dial, go south, and use the key to go east. Here, enter another dial and go south. Defeat the Ghinis if you want and go west. Then go north along the red tiles. Follow it up with a west to two Kanalet Soldiers. Defeat them and bomb the south wall. Quickly get out Pegasus Seed and run south past the Razor Traps. Then go right, dashing past the blade trap, to a chest. Open it for a Small Key (theyre just giving these away). Go to the left side of the room, recover lost health with the jar contents, and go north. Go east a screen, south a screen, and east a screen. Now go north and west to the crystal switch. Hit it to make the red blocks rise; go east, south, and west. Open the chest here for the Compass, the last one in the game. Now exit this room to go through the previous dial. Then go west and north through the other dial. Now go west, then north, then east. Defeat the Stalfos here and one drops a Small Key. Take it and go south. Climb the steps and press the switch. There are now two ways to enter the dial. Alternate between them to manipulate the dial into depositing you to the east. When you do, go east. Here, defeat the Ghinis and unlock the door to the north. Head through it. All is not well here, though. Well need something to the south. Return south and go south again to a dial. Manipulate it to go east and youll come to a room with a Beamos and a few Ropes in it. Defeat them and go south. Here, from the first space, go right once, down twice, left twice, up twice, left once, down three times, right five times, up twice, left once, up once, right three times, down twice, left once, down once, right once, down once, three left, down once, twice right, down once, right once, down once, three left, up once, left once, up once, left once, up once, left twice, down twice, right twice, one down, left five times, up once, right twice, up once, once left, up once, once left, up once, once right, up once, right once, up once, twice left, and one up into the corner. Open the chest that results for the Power Glove. Now you can lift very heavy objects! Go north of this room and then go west through the dial. Then head north twice through the door we unlocked earlier. Now go west and south. Go right, hit the crystal switch to lower the red blocks, move onto the red blocks, and hit the switch. Now you should be walking along the raised blocks. Walk along it, following the path and jumping at the break, and youll reach the end of it. Drop left and go west a screen. Walk west past these red blocks and youll eventually reach a chest we opened earlier and a staircase. Take it down to the second basement level. Defeat the Gibdos and travel east a room to a new room (theyre all new, of course). Go forward and slash the jars in hopes of finding usable items. Then go right a room. ------------------------ Mini-Boss: Death Stalfos ------------------------ LETS ROCK!!! Were up against a Grim Reaper-impersonating Stalfos. It sends energy attacks at you that revert you to an infant (baby Link? A diapered Link crawls around to avoid the scythe). Lets give him a taste of his own medicine! This boss fights much like Agahnim in A Link to the Past. Aside from its orb attack, it has a scatter attack that is sent at you. If it hits your sword, it splits into six blasts in separate directions. Never slash one of these attacks; just dodge it. To beat Death Stalfos, slash its age orb back at it. Death Stalfos turns into a bat (his infant form). Now run up to that bat and teach it some manners! Give the old one-two slice! If you hit him enough, he can be killed in the first transformation to a bat. If not, repeat the process until Death Stalfos explodes, releasing a fairy and creating a portal. Congrats; youve beaten the last mini-boss of the game. ------------------------ Go south to a room chockfull of Wizzrobes. Defeat them or skip them and go west again. Head west again and defeat two Kanalet Soldiers. Now Long Switch across the rail and go up the steps and go north. Then head west. Take the path around here, defeating Gibdos and hitting the jar, to reach a dead-end. Switch with the diamond to the right and then go around to the steps and go north a room. Here, get through the passages by triggering the traps and hiding in the alcoves in the block path. Remember that you can use the Cane of Somaria to stop them in their tracks. At the top, open a chest for a Small Key, and then go east. Now open the chest here for a Slate (1). What do these do? Either way, hit the jars in the southwest corner for recovery items and go south. Now go back east to the Spark room. Go east, south, west, and south to another stairway room. Place a Slate in the hole and two fires light up. We must light all four using the Slates! Head south of here and pick up one of the coffins to reveal a staircase. Then push the lower block left and the next block up. Now go left, Long Switch across the gap, and open the chest for the Boss Key. Yes, we already have it! However, we arent anywhere close to the boss itself. Now go right along this path to another staircase. Take it up to another room on B2F (basement floor two). Here, push the block down to the pit and then left. Now hop the pit and jump into the mine cart. Here, get against the door, hold your Iron Shield up to defend yourself, and open the chest to the north for a Gasha Seed. Then go south. Immediately run left into the slot here to avoid a blade trap. Make your way through, avoiding traps or using the Cane of Somaria to stop them, and press the switch in the northeast corner. This opens the wall; go right through the opening. Its an icy room and you must fight a Ball & Chain Soldier (which is pretty tough). The best strategy is to use a Pegasus Seed, circle the soldier, and slash it from behind afterward. Go north from there and open the chest for a Slate (2). Take the mine cart to the left and take the next one to the left to the old block room. Go left from there to a previous room. Go north of here and place a Slate in a slot. Go west and defeat the Ropes. Now go south to a lava room. Use a Small Key on the locked block and pull the lever back (also, smash the pots before doing this). Use a Pegasus Seed and run right into the gray floor. Run down it and go north. Long Switch with the diamond to the left and take the stairs upstairs. Push the block right and take the stairs down. Defeat the Kanalet Soldiers and lift the coffin to reach a chest containing a Gasha Seed. Take the stairs back down back down, flip over the ledge, and go south. Head west and slash the pots to recover lost items/health. Then go south and pull the lever back. Use a Pegasus Seed to dash right at the end to a new room. Open the chest here for a Slate (3). Afterwards, go north, east, and north to the slate room. Place this one in a slot. Only one remains now. Go south of the slate room, the atrium of B2F, and jump over the pit to go right. Go north here to a bunch of Candleheads. Light them afire and wait for them to explode. Then go right a room. Defeat the Gibdos if you want and take the stairs down to an underwater screen. Jump swim right and swim up. Its official. Were underwater. Long Switch the enemies and go north to exit this room. Go north again and turn around into the watery conveyor belts. Weave in and out of the pits to go south. Swim east right off the bat and continue right one screen to reach a staircase. Take it down. First, swim left and surface. Press the switch to the left to form a staircase shortcut here. Now take the staircase back down and swim all the way right before surfacing. Go north and open the chest the last in the dungeon to obtain the final Slate (4). Huzzah! Return to the slate room utilizing that shortcut we made just a little earlier (from that shortcut room, go west and south). Insert this slate (and the others if you havent) into the four slots along this central tier. The slab is cut in half and the way to the fourth basement level, B3F. Take the stairs down. Take the ladder down to the floor level. Since we already have the Boss Key, all thats left to do is go for the boss. Go east a screen. Slash the crystals, bomb the block, and light the torch to the left. This creates a bridge. Lift the coffin and use the Boss Key on the Boss Door. Head north. +---------------------+ | Boss: Ramrock | +---------------------+ This guy isnt that hard, but its no walk in the park. Like Smog, there are four phases to this battle. Ramrock itself is a floating rock sculpted in the shape of a screw, and he summons two hands that float by his body to use in the battle. Yeah, well, this is going to be your ancient tomb, Ramrock! Oh, I was saving that one. Phase 1) Not terribly difficult, but Ramrock will hover over a pit against the north wall and hurl his hands at you. Use your sword to cast them back at him. Like in the Goron Gallery game, you can kind of determine their direction by hitting them from different angles, although its easiest just to hit them straight forward. If one hits him, he takes damage. Three hits and Ramrock changes tactics. Phase 2) New hands drop down to Ramrock, and these are studded with spikes. Youll need bombs for this phase; if you run out, slash the bushes to the left and right to restock. He floats up to you and tries to crush you between his spiked hands. To damage him, throw a bomb between his hands before he crushes them together. Its not that hard. Try luring Ramrock to the north and coming back south so that Ramrock is north of you, making it easier to land bombs between those hands. After three hits, the rock changes strategies. Phase 3) His hands are now long, narrow, and red, like a shield. He moves them in front of his face to protect himself, but his back is vulnerable. Get out the Seed Shooter and equip Ember Seeds (again, if you run out, use the plants). If you shoot an Ember Seed north, hope that it hits him in the ricochet. And if youre a really talented shooter, you could shoot a seed diagonally so that it bounces against the wall and into his back. Either way, each hit to the back causes damage. Three to four hits convince Ramrock that his game plan isnt as solid as he thought. But, in the meantime, his new attacks include sending homing orbs at you and laser eyes (just move against the east or west wall to avoid lasers). Phase 4) Ramrock is getting physical for this round of the match. Two new hands fall down giant cannonballs attached to elastic chains. He will launch them at you. Dodge them and let them fully extend. Theyll be stuck there for a second; pick up the sphere close to his body with the Power Glove, stretch it back to the wall, and release it. Itll spring right back and hit Ramrock square in the face. This counts as a hit, and three hits will bring Ramrock down. But, Ramrock has no new plan of attack this time. He explodes. Take the Heart Container that appears afterwards and go west. Go left and take the eighth and final Essence of Time, the Falling Star. The eternal light of this heavenly body acts as guide to the other essences. The Maku Tree contacts us to say that youve collected all the Essences of Time. Now she can create something that will aid you. Please visit her in a while. For now, lets just warp out of this joint. ======================================================================= ===========================The Black Tower*============================ ======================================================================= +---------------------+ | The Maku Seed | +---------------------+ Return to the present age. First, go to Mayor Plens house. In it, Long Switch with a jar and open the chest there for a ring. Now exit the mayors house and see the Maku Tree. Youve collected all eight Essences of Time and know their power. The Maku Tree remembers all that she had forgotten. She is the guardian of Nayru, and her Maku Seed can be used only by a hero who knows the powers of the Essences of Time. That hero sees unwavering truth across time and space. If you can take the Maku Seed, then you can stop Veran. The seed falls down. You got a Huge Maku Seed! This can penetrate evil forces, letting us enter the Black Tower. Suddenly, a witch appears. Twinrova! She tells you that your efforts are wasted. They are the Gerudo witches, Kotake and Koume, Twinrova! No matter how we struggle, the Dark Rites will soon begin. Remember their name as if it were sorrow. Twinrova! They fly off and leave the Maku Tree whimpering. Who thought she would appear? What is her plan in this, and why does she care so? We cant give in! We must scale the Black Tower and stop Queen Ambi, and thus Veran, from spreading sorrow across the land. YOURE GOING DOWN, VERAN! +----------------+ | Pit Stop | +----------------+ In many games, the last boss is very easy. This has plagued Zelda games, each and every one of them before this, for a long time. This is not an exception, but, while not being hard, you may die during the long battle. Youll want insurance for the upcoming battles; bring a Magic Potion with you. Remember that you can get Magic Potions from Syrups shop in Yoll Graveyard, from Gasha Nuts, and from Maple. Because... It pays to expect the worse. And I stole that line from the admirable Kammy Koopa of Paper Mario (N64). +-----------------------+ | The Black Tower | +-----------------------+ Return to the past. In the southwest corner of Lynna Village is the entrance to the Black Tower. Go south to find Ralph. Hes about to go in... to destroy Queen Ambi and Veran! Dont forget him, he asks. He considers you a friend... Well, he takes off to the tower. Go south a bit and two voices call you. Its Nayru and Impa! While researching the past, Impa discovered something awful! Ralph is a descendant of Queen Ambi! If he kills her, Ralph will vanish. Nayru asks you to stop the tragic hero... Ambi mustnt die! You are the only one who can save Ralph and the people of Labrynna. With that motivational pep talk, go south, east, and north. Enter Ambis Tower... the Black Tower. A worker here says that its dangerous past this point. Beasts are roaming about, and its a maze toward the top. Whats happening? Go east a room past several Zols. Go north to meet a few Octoroks (monsters will get progressively harder here). Now go west and defeat two Ropes along the way. Go west again to defeat a group of Tektites. Defeat the Moblin swordsmen here to take the stairs up a floor. Defeat the Stalfos Knights and go north. Pass the Beamos and go east again. Past the Gibdos, go east once more. This room is full of Like Likes. Go south, avoiding them or engaging them all the way, and youll find a few Kanalet Soldiers, the archer type. Pass them and take the stairs up. There are more Kanalet Soldiers here, but they have swords instead of arrows. Travel north of them to find more Kanalet Soldiers, only blue archers. Pass them to the west; destroy these Wizzrobes to go west. Here, we fight a few sword-wielding Kanalet Soldiers with blue armor. Go south of them to fend against a duo of red Wizzrobes. Then go east to three doors. Link uses the Maku Seed and the Essences of Time to dispel the barrier here and show him the true path. Take the door here to the Black Tower Turret. It is a maze of staircases that can be quite frustrating. Youre quite lucky to have a guide for this. Heres how were going to get through here. 1) Take the staircase to the far west. 2) Youre only option is the stairwell above you. 3) Fight off the Kanalet Soldier and use the stairs in the northwest corner. 4) Head south here, defeating the Wizzrobes along the way, and take the eastern stairs down. 5) Go right three spaces to take these steps up a floor. 6) Theres only one staircase available from here; go east and take it. 7) Defeat the Kanalet Soldier and go north to the set of stairs here. 8) Use the stairs to the lower-left. 9) Take the north staircase up. 10) Go straight south and take this staircase out of this maze. We arrive at a new maze of staircases. All but one of these 32 staircases lead to a room full of enemies that loops back here. When the flames scatter, go to the south wall. Take the second set of stairs from the right. In other words, take the staircase left of the staircase in the southeast corner. Youll arrive at the top of the room of Lynels I was talking about. Slash the pots for a Fairy and Mystery Seeds. Now go north, up the stairs, to the highest room of the tower. I suggest saving the game. Take the steps down and go left or right to a screen of Lynels. Ignore them and go north to see a Ball & Chain Soldier. Just avoid it and go east/west, depending on which direction you took, and then go north. Its Ralph and Ambi/Veran! Ralph has his sword up to her body. She toys with the idea of Ralph fighting her. Fool! This is the body of his ancestor, and slaying her would do the same to him. But, if Ambi kills Ralph, nothing happens to her... Ralph has nothing to lose, while Veran stands to lose everything in this fight, if she loses. Ralph makes a speech about how he will not live for nothing! He will destroy you and save the people of Labrynna! He charges Ambi with sword drawn and is cast down. With a bolt of lightning, it seems, Veran knocked the would-be hero out of commission. She then notices Link. Out of kindness, she has spared this fool (actually, she kept him for insurance so that Link wont try to kill her host). But, if you intend to fight Ambi, Ralph will vanish permanently! She warps out of the room and leaves Ralph there. Hes failed. You have to stop her. Go north. Veran is there, and is surprised that you are, too. Do you not value the life of your friend, or are you a mere fool? Regardless, she will show you no mercy. You cannot stop Veran, Sorceress of Shadows! +-------------------+ | BOSS: VERAN | +-------------------+ This is basically the same fight as the one we had with possessed Nayru, but with a few differences. Aside from being slightly faster in Queen Ambis body, Veran can also summon spiders down to attack you as she warps around the room. She also can use the same scatter orb attack that she used last time. But, your strategy should be the same as before. Nail her with a Mystery Seed from the Seed Shooter and then Long Switch with Veran to drag her out of the body. Then go buck wild on Veran, slashing her relentlessly. Its quite annoying the way she teleports behind pillars, and the spiders really complicate things. But, after three hits, Veran vanishes. She never expected to be beaten by this boy... Queen Ambi awakens. She feels as though pure evil had inhabited her body. She must leave at once. She exits and Veran appears. She assumes her true form. She will try to possess you now, and start by beating you down. Youll regret making her show her true form. Get ready for Round 2! Veran is pretty easy right now. She appears as a butterfly (she will fight as an insect now) and summons four clones of you Dark Links to the fight. The Dark Links move opposite you, just like the Arm- Mimic enemies we fought in a few earlier dungeons. They are there to limit your movement. First and foremost, move into a corner and walk into it so that all the Dark Links gather into the same spot. Now its like having only one Dark Link to contend with, not four. Then approach the gathered Dark Links and use a spin attack and an additional slash to defeat them all at once (they leave behind recovery hearts, too). Now you can focus on Veran. For this fight, she acts much like Vire. She skits into the room from over the walls, launches a fireball, and leaves. As she comes near, slash her. Twelve hits from the Noble Sword will defeat her. If she stops near you, make sure to hit her as much as possible. Avoid the walls (stay in the center of the room to more easily dodge fireballs), watch out for her scatter attacks, and Veran will go down easily. This should not have happened to her. She explodes, finally, and the world is saved! Nayru comes in and asks if youre alright. Ralph comes in too to congratulate you. Hes going to train so that he can protect her from now on. The chaotic flow of time shall end, and they shall return to Lynna Village. As you leave, Veran shouts out that its not over. The tower begins to crumble and a red hand appears to grab you. You reappear in a dark room and Verans face appears before you. How cold of you to leave her all alone. But, you are a courageous one. Youve spoiled her plans... and she will make you suffer for it. She did not want to expose this vile shape to you, but you leave her with no other options. Now you shall taste despair... and the fear of death! Veran is more insect-like than ever. She comes in three separate forms as an insect Beetle, Bee, and Spider Veran. She will switch between them as she pleases, and each is hurt in a different way. Beetle: In this form, the easiest of the three, Veran will jump into the air and come crashing down, inflicting damage on you if you are in the vicinity. After landing, she reveals her face to check to see if you are injured. That is your chance to rush in and slash her. Do it anywhere from one to three times and then retreat to avoid further crushing. After being hit, she may transform into another insect incarnation. Bee: This is a harder form, but probably average. She flies around with several attacks. She can launch stingers at you, usually vertically, and you must move to avoid these. She will more often fly up to charge. However, she is very easy to hit in this form. She flies around and is vulnerable to sword swipes on any part of her bees body. Also, you use the Seed Shooter to launch seeds around the room to hit her from a distance. Again, shell probably change shape after a few hits. Spider: This is the hardest of her forms. She shoots webs around the room and will often scurry to your position to tackle you. If you get caught by a web sling, shell retract it and then slam you into the ground for massive amounts of damage. She can also use webs to sling up onto the roof and drop onto you. Hurting her can be a hassle, too. Throw a bomb at her and hope it explodes in her face. She winces and drags her body upward; slash now to deal damage. After many hits in her various forms (hits dont have to be distributed equally between the forms), Veran will speak. She may wither, but you are too late. Her role was to disrupt the currents of time and to flood humanity with sorrow. Despair has already passed through this tower and onto Twinrova. She sees it... burning blue... the Flame of Sorrow!! She dies laughing, and we win... or do we? Link exits the tower, now sealed off by rubble, using bombs. Nayru is glad youre safe, and Ralph congratulates you on beating Veran. He hears that Queen Ambi saw you get shut in and ran. When you exit, Queen Ambi is assembled outside with her guards. Ralph approaches to fight her, but Ambi speaks. Shes glad youre safe; she was just calling in her knights to help show Veran what-for. Thanks to you, Link, everything and everyone is back to normal. Those in stone are once again alive, and Ralph congratulates you on outdoing him. Then Queen Ambi sees that Ralph is her grandsons grandsons grandson. You, Ralph, shall be the pride of the people. Nayru is reluctant to part, but we must return to our own age. Youll never be forgotten, Link. But, Twinrova is watching... through a blue flame. Does it truly end here? The troubles Veran caused fill the land... the Flame of Sorrow is ignited. Now to light the Flame of Destruction! They reappear in the present age before the Maku Tree. Theres a statue of Link here, and Ralph gets jealous. Nayru sings before the animals (and Maple), and Link trains Ralph the art of swordsmanship. Another statue of Link is built in Ambis Palace (its the same one, actually, built for the Maku Tree), and the credits roll. CONGRATULATIONS! You beat the game. But, you havent truly beaten the game until you foil Twinrovas plot, and there are still many items to collect. As the game says: To be continued in The Legend of Zelda: Oracle of Seasons. ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 3*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ========================Linked Games & Changes*======================== ======================================================================= One of the big things in the Oracle games is their connectivity; you can use passwords from one in the other to unlock secret events, items, and an alternate ending. To really experience Oracle of Ages, you have to do it with passwords. It greatly enhances the game with many useful items and interesting side quests. As you may know, defeating Veran in the final battle unlocks the Holodrum Secret to make a linked game. Well, defeating General Onox, the antagonist of Oracle of Seasons, unlocks the Labrynna Secret. Using it when you make your file, you can continue your original quest from Holodrum. This changes the game quite a bit, for the best, really. Here are the differences in a password game. +-----------------------------------------------------+ | Differences Between Linked & Non-Linked Games | +-----------------------------------------------------+ - Youll start off with the same name as you had in Oracle of Seasons. Also, you start out with the sword; Impa gives you the Wooden Shield this time. Also, you start with four hearts instead of three. - The name you gave to Bipin & Blossoms child will be the same. The child will now be a man with a certain career. - You will get the same animal as you had in Oracle of Seasons, regardless of how you play the game. - A few scenes are changed so that the shrouded Twinrova figure is now Kotake and Koume. The intro is now changed so that it includes the Gerudo witches, and so is the cinema after you use the Maku Seed in the Black Tower. - Maple now flies on a flying saucer, making her faster. - Several new characters have appeared to give passwords. - Rosa, the Subrosian pop star Link dated in Oracle of Seasons, appears throughout the game in multiple places. She actually gives you the Shovel instead of one Tokay who stole it. Subrosians also appear in the Goron Dance Hall. - The Zora guarding the Sea of Storms has been moved to the present, and so has the pirate ship. The past chest now contains a Gasha Seed instead of a ring; the future one contains a ring ready for appraisal. - There is now a Heros Cave by the entrance to the Maku Tree. Its a super-tough mini-dungeon full of puzzles with a pretty great prize at the end. - There is now an alternate ending. If you see the Maku Tree after beating Veran in the final fight, youll be transported to the Room of Rites to fight the final boss... - If you enter the Black Tower after Moonlit Grotto, youll see Princess Zelda. You can rescue her from Vire in a Donkey Kong setting for the Blue Joy Ring. Just use Rocs Feather to jump over his fireballs and reach Zelda. Ladders arent always safe to use; fireballs sometimes travel down them. Its a cool mini-game, but it can be dangerous. - If you beat a Linked Game, you will get the Heros Secret at the end instead of the Holodrum Secret. If you use it to start a file, the only difference is that you start with four hearts instead of three (and that you begin with the Victory Ring). And there you have it the differences between playing a password game and playing a normal game. It really should be tried if possible; the alternate ending is great. ======================================================================= ============================Linked Secrets*============================ ======================================================================= Aside from the passwords, there are also many individual passwords. When you play a password game, new characters appear in places they previously were not. Talk to them and they will give you a password. Then, in the other game, you can give it to Farore, Oracle of Secrets (living inside the Maku Tree in the present age; take the door), or other recipients, to trigger events or receive items. In more detail, the cycle works like so (assuming youre taking secrets to a Seasons game). 1) Beat Veran in the final boss fight and youll receive the Holodrum Secret. 2) In Oracle of Seasons, start up a new file and select Secrets. Input the Holodrum Secret. You will now begin a file with the same name as you had in the Oracle of Ages (see the above section for a list of those differences). 3) There will be several new characters in the Seasons games that arent normally there. Talk to them and theyll give you secrets directed at someone in Oracle of Ages. 4) Return to Oracle of Ages and talk to the person that the passwords were meant for. Give it to them and theyll give you a new item. After receiving the item, talk to them again for another secret. 5) Take the new secret back to your Oracle of Seasons file and give the new password to Farore, Oracle of Secrets, inside the Maku Tree (use the door in its trunk to find her). She will give you the upgrade/item that your other file got. You cannot transfer rings this way, though. To transfer rings, talk to the Red Snake at Vasu Jewelers and use that secret to transfer the ring. Also, note that it works in reverse, too. And thats how the password system works, but below Ill outline how each individual password works who to get it from, who to give it to, and what you get from it. Password names come directly from the game. There are two ways to get each upgrade/item from secrets from the characters (step # 4) or by using the return secret (step #5). Ill list the fourth step first, and then list the other secrets for # 5. +--------------------------------+ | Direct Secret-Collecting | +--------------------------------+ ----------------------------------------------------------------------- Name of Secret Received From (Ages/Seasons): Given To (Ages/Seasons): Reward & Process: ----------------------------------------------------------------------- Above is the setup to this section, and below is the actual list. In this section, I cover what secrets can be gotten in the Seasons game, how theyre used in Ages, and then tell you to use a return secret to transfer the upgrade to your Seasons file. Its the main method for obtaining upgrades in Ages, but an alternate method in Seasons. ----------------------------------------------------------------------- Labrynna Secret Received From (Seasons): Once you have finally rescued Din from Onox, General of Darkness, the credits play and all is good. At the end, youll see this secret displayed. Given To (Ages): Once more, nobody receives this secret. Instead, you must enter it when making a file. Select the secret option and fill out the long script. When done, pick OK. Reward & Process: You begin a linked game, which differs from normal ones in several ways. Check out Linked Secrets to learn exactly how it differs. But, the thing to remember is that youre continuing your quest in Labrynna, and residents of Holodrum/Subrosia might pop in from time to time. Well, mostly Subrosia. Also, for your information, this has no return secret, although you need to it to collect many secrets as it is. ----------------------------------------------------------------------- Heros Secret Received From (Ages/Seasons): You dont receive this from any person, but instead by beating the final boss in a linked game of either game. Theyll show it after the credits. Given To (Ages/Seasons): Actually, this can be used in Ages or Seasons. Its used to start a new file (called a main-linked game), in which Link has four hearts instead of three (only difference). Use it in the password option when creating a new file. Reward & Process: Like I said, you use this to start a new file in which Link has four hearts instead of three. Also, you begin with the Victory Ring, a sign of having beaten the final boss (the true final boss). ----------------------------------------------------------------------- Ring Secret Received From (Seasons): Talk to Red Snake, who lives in the red vase in Vasu Jewelers (Horon Village). Let him recite this little number to get the secret. Given To (Ages): Talk to Red Snake, who lives in the red vase in Vasu Jewelers (Lynna City, present). Hell perform a most valuable service for you after listening the code. Reward & Process: This secret enables you to trade rings between your Oracle games. Without it, you could never get such rings as the Subrosian Ring, the Red Ring, or the Sign Ring, to name a few. ----------------------------------------------------------------------- K Zora Secret Received From (Seasons): While most would think that a not single Zora inhabits Holodrum, there is one to be found in Heros Cave of a linked game. The Zora is in one room of Heros Cave reachable after Level 3. Hes searching for a new domain, but has not yet found one exceeding Labrynnas seas. The secret he gives you serves as his report. Given To (Ages): Let King Zora (Zora Village, present) hear this report. Hell thank you for relaying it to him and reward you with a nice prize. Reward & Process: He decides to sharpen your sword! It becomes the Master Sword, L-3, two and a half times as strong as the Wooden Sword! Note that if you did not have the Noble Sword at the time, youll only be rewarded with the Noble Sword. But, the Broken Sword in the trade sequence will become the Master Sword in its place. King Zora will also teach you the secret to sharpening your blade in Holodrum, a return secret. ----------------------------------------------------------------------- Library Secret Received From (Seasons): A ghost gives this to you from within the house north of the Piratians ship in Western Coast, the one thats normally uninhabited that leads to the stump in the coast. The ghost appears as soon as you can reach the house. Given To (Ages): This is for the mysterious Old Man in the Eyeglass Isle Library that gives you the Fairy Powder (past), the one you need the Book of Seals to reach. Its a bit of a hassle reaching him, but thats how it goes. Reward & Process: The Old Man bribes you to keep that secret quiet by giving you the L-3 shield, the Mirror Shield! The ghost says that he worked in Labrynnas library long ago, and since he heard the secret, he has become this... Did the Old Man whack him? Regardless, we got the Mirror Shield through blackmail. Huzzah! The Mirror Shield can block many more attacks than the Iron Shield, such as the lasers of Beamos. It even matches your Master Sword. You can use a return secret to get it in Seasons, too. Remember that if you only had the Wooden Shield when you used the secret, youll only get the Iron Shield. But, the Tokay who would normally give you the Iron Shield will give you the Mirror Shield instead. ----------------------------------------------------------------------- Troy Secret Received From (Seasons): After taking the third Essence of Nature from Poison Moths Lair, a man appears in Eastern Suburbs by Guru-Guru (the organ man). Talk to him, the senior pupil of Dr. Troy in Labrynna, and hell request that you send this report to his teacher. Given To (Ages): Dr. Troy left his home in Lynna City to study the Gorons in Rolling Ridge. Let him hear the report and hell be pleased that his pupil is studying biology in Holodrum. Hell even reward you. Reward & Process: But he wont let you get this prize that easily. Hell force you to play Target Carts until you hit all twelve targets in one game with the Seed Shooter. It can be difficult, but youll accomplish it with a bit of practice. Just remember not to shoot unless youre sure youll make a hit, as you cant shoot two seeds at once, and seeds take a while to disappear if you miss. After proving yourself a worthy gamer, Dr. Troy rewards you with a nifty little device called the Bombchu! Plus, he gives you a return secret to get it in Holodrum. Bombchus, which first appeared as items in Ocarina of Time, are rat-like, mobile bombs that keep going after you fire them, making them a tad unpredictable. Plus, theyre really pricy. Its 20 rupees per Bombchu, sold at Syrups Potion Shop in Yoll Graveyard. ----------------------------------------------------------------------- Tingle Secret Received From (Seasons): There is a cave in the Woods of Winter, right of Snakes Remains, thats normally empty. In a linked game, theres a fairy inside once youve beaten Snakes Remains. She wants you to tell a secret to a man who thinks hes a fairy in Labrynna. Given To (Ages): Give this to Tingle, the man who gives you the Island Chart on the rim of Lynna Village (north of South Shore). When he hears your secret, he decides that you must be way cooler than him, and so he decides to give you a nice reward. After all, only select people are cooler than Tingle. Reward & Process: The fairy-obsessed Tingle lets you carry many seeds up to 99 of each! He also lets you transfer them to your Seasons game with a return secret. Note that if you did not get the previous Seed Satchel upgrade (also from Tingle), youll only be raised to 50 seeds, but the next upgrade you get from him goes up to 99. ----------------------------------------------------------------------- Symmetry Secret Received From (Seasons): In a linked game, youll find a girl in Hollys House who isnt normally there. She appears after youve cleared out Snakes Remains. Given To (Ages): The authors of her favorite book were two twins who lived in Symmetry City ages ago, and she wants to tell them a touching secret, but she fears that theyre dead by now. Go to Symmetry City (past age) and enter the central house, the one housing the Tuni Nut. Talk to the girls here and theyll be amazed that others know the strength of symmetry, too. Reward & Process: For letting her know that secret, she readjusts your ring box to hold five rings! Now you have the L-3 Ring Box! If you dont have a ring box, she gives you the L-1, and if you only have the L-1, she gives you the L-2. However, if this does happen, the other upgrades can be gotten from the secret shop beneath the Lynna City (present) shop and from talking to Vasu. Of course, they also give you a return secret. ----------------------------------------------------------------------- Fairy Secret Received From (Seasons): Pay a visit to the woman at the fountain south of the Clock Shop in Horon Village. She saw your statue in Lynna City and just had to meet you. To commemorate this occasion, she teaches you the secret to happiness, the same one she learned from the three fairies in Fairies Woods in Labrynna. Note that the woman appears after youve met with the Maku Tree. Given To (Ages): To become even happier, she recommends you tell it to the fairies in the woods (present age). Head over there and track down the blue fairy. She (for I assume its a she) will make you happy, too. Reward & Process: You get a Heart Container! Now thats happiness in a nutshell! And you can use a return secret to carry it over to Oracle of Seasons. Happiness all around! ----------------------------------------------------------------------- Elder Secret Received From (Seasons): After giving Biggoron his Lava Soup, a red Goron appears in Goron Mountain, right outside the entrance to the cave. As it turns out, this Goron is descended from the Goron Elder, one that watched over Rolling Ridge long ago. While reading his diary, this red Goron learns that he came to Goron Mountain from Rolling Ridge many years ago to begin the Goron population there. Theres a series of symbols in his diary, and he wants to know what the secret is. Hed like you to research its meaning. Given To (Ages): Go to see the Goron Elder in the past age (on Rolling Ridge). Hes all over the place in that game, planting Bomb Flowers supposedly, but youll find him in the Goron Gallery (sword baseball kind of mini-game in the past age, where Target Carts is in the present). Give him the secret and hell thank you. Its a secret that he will pass down through Goron generations. What could it be? Reward & Process: In thanks, hell give you Biggorons Sword... at a price. You being a weak Hyrulean, you might be not strong enough to wield the blade. To test you, he has you play the Goron Gallery mini- game. Get 300 points and the sword is yours. If your Fairies are lined up correctly, this can be done with relative ease, but it may take you several tries. Either way, the Biggorons Sword must be wielded with two hands (meaning you cant use any other item while using it), and its very powerful with a wide range. But, the Master Sword is better, in my opinion. Either way, you can transfer this to Holodrum with the return secret he gives you. ----------------------------------------------------------------------- Tokay Secret Received From (Seasons): After defeating the Great Moblin at his keep in Natzu Prairie, head on over to Sunken City. Visit Great Moblin in the usually abandoned house in the southeast corner (you can even bomb the pile of bombs theyre making to forcefully evict them from the house, but be sure to run out of the house before it explodes). After doing this, a Moblin appears in the Ruined Keep. Given To (Ages): The Moblin heard a rare secret in connection to the Tokay, the race of creatures residing on Crescent Island in Labrynna. Go to Crescent Island (present age) and enter the Wild Tokay Museum, the cave where the Wild Tokay mini-game is located in the past age. And thats the legendary Wild Tokay secret! He wants you to help resurrect the game so that Tokay of todays generation can play it, too! Reward & Process: And to do that, youll be the first person to play the game in many, many years. You must win the Wild Tokay mini-game, throwing the meat to Tokay on both sides. Its pretty simple, and you can try again if you lose. Upon winning, you receive the bigger Bomb Bag, which can hold up to 50 Bombs at once! If you didnt have the upgrade to hold 30 yet, youll receive it instead (but you can still get the 50 bag from the fairy in Talus Peaks). ----------------------------------------------------------------------- Plen Secret Received From (Seasons): After youve added the blessing of an autumn breeze to the Rod of Seasons, a golden Subrosian appears in Lava Lake. Mayor Plen of Lynna City has done so much for him, but hes too embarrassed to thank him in person. Could you tell him the secret? Given To (Ages): Go see Mayor Plen in Lynna City (present age). The secret comes from the oddly dressed out-of-towner who came there. Out of gratitude for relaying the message to him, Plen decides to give you a small present. Reward & Process: Its a ring! When appraised, it turns out to be the Spin Ring, letting you use your spin attack twice in a row. Its quite handy against bosses, and it can be handy in Holodrum, too, if you make use of the Ring Secret; he gives no return secret. ----------------------------------------------------------------------- Mamamu Secret Received From (Seasons): On your way out of Spool Swamp after beating Poison Moths Lair, go to the Floodgate Keepers house. A woman is now there. It is the mother of Mamamu Yan, the top dog breeder in Lynna City. The Floodgate Keeper is also from Labrynna, dont you know? She wants you to tell her daughter a secret. Given To (Ages): Head over to Mamamu Yan in Lynna City (present age). After hearing about her young-at-heart mother wandering around Holodrum, her thoughts return to her missing pooch. Will you help her? Reward & Process: You just have to find her dog. Search all over Lynna City (he appears randomly; keep looking and youll eventually run into him) to find the puppy, and then lift it with your Power Bracelet. Back in Mamamu Yans house, shes so overcome with joy that she gives you the reward posted for her dog a ring. Appraise it at Vasu Jewelers to learn that it is the Snowshoe Ring, which prevent sliding on icy surfaces. She gives no return secret, but you can use the Ring Secret to acquire the ring. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And thats all there is to know about getting secrets in Oracle of Seasons and using them in Oracle of Ages. Moving on, there is one other way to get these upgrades, some the only way to get them, and thats through return secrets in Oracle of Seasons. +--------------------------------+ | Return Secret-Collecting | +--------------------------------+ ----------------------------------------------------------------------- Name of Secret Received From (Ages/Seasons): Given To (Ages/Seasons): Reward & Process: ----------------------------------------------------------------------- Above is the setup to this section, and below is the actual list. In this section, I cover what secrets can be gotten in the Ages game, how theyre used in Seasons, and then tell you to use a return secret to transfer the upgrade to your Ages file. Its the main method for obtaining upgrades in Seasons, but an alternate method in Ages. ----------------------------------------------------------------------- Holodrum Secret Received From (Ages): Nobody, really. You get this after defeating Veran in the final battle in the highest chamber of the Black Tower. Youll have to sit through the credits, though. Given To (Seasons): Again, not a soul. Enter this at the beginning of the game, when making your file. You have to enter this under the secret option when creating a new file, and it cannot be given to Farore or anyone else. Reward & Process: This time you play through Oracle of Seasons, its in a linked game. Its the first step toward getting passwords, and youll find a lot of info about this secret in particular in Linked Secrets of my guide for Oracle of Seasons. This secret cannot be transferred back to Ages. ----------------------------------------------------------------------- Heros Secret Received From (Ages/Seasons): You dont receive this from any person, but instead by beating the final boss in a linked game of either game. Theyll show it after the credits. Given To (Ages/Seasons): Actually, this can be used in Ages or Seasons. Its used to start a new file (called a main-linked game), in which Link has four hearts instead of three (only difference). Use it in the password option when creating a new file. Reward & Process: Like I said, you use this to start a new file in which Link has four hearts instead of three. ----------------------------------------------------------------------- Ring Secret Received From (Ages): Talk to Red Snake, who lives in the red vase in Vasu Jewelers (Lynna City, present). Hell give you this useful secret if you request it. Given To (Seasons): Talk to Red Snake, who lives in the red vase in Vasu Jewelers (Horon Village). Let him hear this little number to get the reward. Reward & Process: This secret enables you to trade rings between your Oracle games. Without it, you could never get such rings as the First Gen Ring, the Blue Ring, or the Armor Ring L-3, to name a few. ----------------------------------------------------------------------- Clockshop Secret Received From (Ages): An old woman shows up by the Ember Seed-bearing tree south of Lynna City (present age) after youve cleared the Skull Dungeon; she tells you to give the secret shes about to tell you to a friend of hers beneath the clock shop in Horon Village. Given To (Seasons): Use the Shovel to dig behind the Clock Shop in Horon Village to uncover a flight of stairs. Theres an Old Man down there; he will take the secret given to you from the old hag. In that case, you may take his test... Reward & Process: Agree to be tested and 12 beasts appear. Slay them all in 30 seconds without being slain yourself and you shall prove your strength. It should be pretty easy to do, and you may try again if you fail to meet the time limit. He decides that the old hag has chosen well, and he decides to aid you in your quest by strengthening your sword. You get the Master Sword (L-3 Sword)! With its legendary power, your sword is two and a half times stronger than the Wooden Sword. The Old Man also gives you a return secret to transfer the upgrade to Oracle of Ages. By the way, if you only had the Wooden Sword when you did this, youll only get the Noble Sword. But, the trade sequence upgrade will be replaced by the Master Sword; it all equals out in the end. ----------------------------------------------------------------------- Smith Secret Received From (Ages): Once youve beaten Smog in the Crown Dungeon in a linked game, a Subrosian standing by the Mystery Seed-bearing tree in Rolling Ridge comes out (past age). Talk to it; the Subrosian says that the best defense is a good offense, and hed like to share with you the one thing you must know to survive. Hed also like you to tell it to the master at the Subrosian Smithy. Send the master his regards! Given To (Seasons): Tell the secret to the master at the Subrosian Smithy and hell say Close enough. They decide to help you out in terms of defense, but they dont abide by the the best defense is a good offense line of thought. Reward & Process: They give you the Mirror Shield! Its the best shield in the game (L-3), and it blocks many attacks, including lasers from Beamos. The master also gives you a return secret to transfer the amazingly fine shield to Labrynna. Note that you cant get this if you have no shield at the time. If you only have the Wooden Shield when getting this, youll receive the Iron Shield instead. But, youll get the Mirror Shield from Hard Ore shield-forging. ----------------------------------------------------------------------- Pirate Secret Received From (Ages): Theres a girl in South Shore, south of Black Tower and northwest of Raftons house, you should talk to after nabbing the Essence of Time in the Wing Dungeon. She wants to share the secret of luck with an unlucky guy who went to Holodrum. His luck is so bad that he could end up a bag of bones. Given To (Seasons): When Capn left the House of Pirates, he left two sailors on the upper floor behind accidentally. One sailor blames his own bad luck for the ship sinking and being left behind. If only he had known the secret to good luck... Let him in on the secret and hell be ecstatic. Reward & Process: But then again, by telling him the secret to luck, it seems that your luck has run out. Prove that youre still lucky by, oh, I dont know, collecting 777 Ore Chunks! Dig around until you get just that many (if you go over, buy something from the Subrosia Market), and then talk to the formerly unlucky sailor. Yep, youve still got it, and he thanks you for reversing his fortunes by giving you a Bomb Bag upgrade! You can now carry 50 bombs instead of 30. And with the return secret, you can be lucky in Labrynna, too! If you had the beginning Bomb Bag, the one that can only carry 10, when you got this, youll only get the 30-bomb upgrade. But, the best upgrade can still be gotten from whats normally the middle one buying it in Subrosia Market. ----------------------------------------------------------------------- Deku Secret Received From (Ages): When youve cleared Spirits Grave, a Deku Scrub that isnt normally in Deku Forest appears (hes against the west side of the map). The Deku Scrub just loves the newest, hippest song: Love the Seed! Its just so good! Hell tell you the next part if youd like, and request that you let a Deku Scrub living near Sunken City know about it. He would just love it! Given To (Seasons): In Natzu Prairie is a Deku Scrub in a cave. It cant remember the ending to its favorite song. It goes Love, love the seed!, but what comes after that? Tell it the secret and it all comes rushing back. Love, love the seed! Reward & Process: First, the Deku Scrub wants you to return to it with your Seed Satchel full with each type of seed (50 Ember Seeds, 50 Mystery Seeds, etc.). Then talk to it to increase the number of seeds you can carry; it rises all the way to 99! Yeah, thats what Im talking about! You can also transfer the upgrade. If you havent already bought the bigger Seed Satchel from the secret shop beneath Horon Village, youll only be able to carry 50 seeds. ----------------------------------------------------------------------- Ruul Secret Received From (Ages): Right after youve beaten the Wing Dungeon, Mayor Plens kindly old mother (or at least it looks that way) moves in with him. Ha, ha! He lives with his mom! Anyways, shes glad she ran into the savior of Holodrum, and itd be great if you could run over to Horon Village and tell the mayor there, named Ruul, the secret she tells you. Given To (Seasons): Our target? Mayor Ruul, the resident Gasha fanatic of Horon Village (hes giving Bipin a run for his money). Hes happy to hear from his old Labrynnian friend, so much so that he feels like resizing your ring box. Reward & Process: He makes it so that you can carry even more rings! Its the L-3 Ring Box! It can hold up to five rings at once. If you didnt have the L-1 Ring Box, he gives it to you instead. Didnt have the L-2 Ring Box and he gives it to you in its place. This makes the other ring box upgrades (from Vasu and the isolated red Goron in Goron Mountain) move up in number of rings they give you. Oh, and dont forget the return secret he tells you. Its the key to carrying more rings with you in Labrynna. The L-3 Ring Box for the hero on the go! ----------------------------------------------------------------------- Graveyard Secret Received From (Ages): A Ghini appears outside Syrups Potion Shop in Yoll Graveyard once youve taken the first Essence of Time from Spirits Grave. First, he asks if you believe what you see. Answer Yes (the ghost IS right there, right?) to learn a secret. There is a Graveyard in Holodrum... In it is a single grave with no flowers... Tell the one within the secret he will shortly tell you... And I will stop talking like this... Given To (Seasons): South one screen of Explorers Crypt, dig in front of the grave with no flowers to unearth a staircase. Descend down it and speak with the Ghini here. He will give you the life he no longer has... if you can pass a test. After all, you seem sure of your judgment, claiming that some Ghini from Labrynna sent you... Reward & Process: Red and blue copies of the Ghini will appear and then disappear. Its up to you to count them and then say which there were more of red or blue. If youre able to pass the test three times, youll be rewarded with another Heart Container! Now that was easy! Better yet, you can transfer it to Oracle of Seasons with a return secret! Its like a two-for-one special for crying out loud! ----------------------------------------------------------------------- Biggoron Secret Received From (Ages): Along the northern edge of the Labrynnian map, theres an abandoned cave atop Rolling Ridge. Once youve beaten Crown Dungeon, it becomes occupied by a Goron. He says that it takes a skilled Goron to forge the legendary two-handed sword. It is said that such a Goron, as big as a mountain, exists in Holodrum. Affirm that this is true and hell ask you to take a secret to the giant. Given To (Seasons): Biggoron watches over Goron Mountain. Once youve given him Lava Soup, talk to him. Hell take your secret, as hes always wanted to know how to forge the legendary sword, and hell get started right away. First, Goron Steel... Reward & Process: Huzzah! The Gorons Great Sword is finished! It was created in the same way that the Gorons of old forged their swords. In any case, its a very powerful weapon that must be held with both hands (in other words, you cannot hold two items at once). He also lets you in on another secret a return secret. With it, you can use the Biggorons Sword in Labrynna, too. ----------------------------------------------------------------------- Subrosian Secret Received From (Ages): Once youve beaten Crown Dungeon, a Subrosian moves into Rolling Ridge. It inhabits a cave one screen east of the Target Carts game (present). Talk to him and hell feel as though he must help you as best he can. He claims that his brother is a Subrosian living in the Subrosian Volcanoes region of Subrosia, and that furthermore you should tell him the secret hes about to give you if youd like a nice reward. Given To (Seasons): From the Woods of Winter portal to Subrosia, go south once and west next to find a cave. Enter to find a golden Subrosian in a grassy cave. Let him hear the secret report and hell make small chat about his brother doing well in Rolling Ridge. Then he challenges you to a little game. Reward & Process: He wants you to cut all the grass in the room, but he wants you to do it with your Magical Boomerang, and in only three throws. Now, hes a nice guy, and he will give you a second chance if you fail, but you want to win eventually. It can be tough, but I suggest shooting the boomerang forward along the edge, moving right a bit and cutting down a row of grass at least two spaces to the right, and then coming back to cover the middle. Tough indeed, but youll eventually win, and winning earns you Bombchus! Now dont get me wrong, I think theyre alright, but Syrup sells them for a really high price. You shouldnt buy much. Back on track, they cost 20 rupees per Bombchu, which is pretty steep. They are simply mobile bombs based off rats, and arent worth it, really. ----------------------------------------------------------------------- Diver Secret Received From (Ages): Youll find a diver on the surface of Zora Village (present age). Hes the senior pupil of the Master Diver in Sunken City, and hed like you to relay his secret to your mutual master. Given To (Seasons): To Master Diver! Talk to the old coot in his house (right at the entrance of Sunken City) and let him hear the progress report. Isnt it great having pupils scattered all around the world? But, to the matter at hand. Hes in a good mood, and so hes devised a test for you to take. Simply swim through his obstacle course in under 30 seconds. To get this prize, you must prove your pupil-hood. Reward & Process: Take the stairs down and get through this obstacle course as quickly as you can. Beat a time of 30 seconds and youll end up getting a nice prize... a ring. Get it appraised at Vasu Jewelers; its a Swimmers Ring. It makes you swim faster, but a pupil of the Master Diver barely needs it. It cannot be transferred with a return secret, but you can always use the Ring Secret if you want it in Oracle of Ages. ----------------------------------------------------------------------- Temple Secret Received From (Ages): Upon defeating the boss of Wing Dungeon and claiming the Essence of Time there as your own, a Great Fairy appears over the rubble that was Ancient Cave (which is the present age name for what used to be the Wing Dungeon). She is intrigued that youve come to Labrynna, and would like you to tell her friend a secret. She lives behind a waterfall in the Temple of Seasons. Thanks in advance. Given To (Seasons): Go to the chamber of the Temple of Seasons that the Season Spirits gave you the Rod of Seasons in. See that waterfall? Walk right into it. Youll pass through to a new room, one that another Great Fairy inhabits. She listens to the secret and then thanks you in the only way Zelda characters can with goods. Reward & Process: She gives you a Magical Ring and suggests that you appraise it at Vasu Jewelers. It turns out to be the Heart Ring L-1, which slowly restores your health as you walk. Pretty nice, hmm? Well, you could do better, really. Since theres no return secret, youll have to use a Ring Secret if you have any hopes of using this in Oracle of Ages. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And thats it! Now that you know how to do everything secretive, lets move on with this. Next stop? Explaining Heros Cave. ======================================================================= =============================Heros Cave*============================== ======================================================================= In linked games, there is a cave opposite Maku Road known as Heros Cave. It is a nightmarish puzzler of a mini-dungeon, but it is optional. Your incentive? Theres a worthwhile ring hidden at the end of the dungeon, and you might want to get it (or challenge yourself). Heros Cave is a fairly linear two-floor dungeon in which you must advance through each room to find the way to the next room. In any case, you can attempt this dungeon any time after beating Level 7. Still, heres a list of equipment you will need. - Sword (as upgraded as possible) - Shield (as upgraded as possible) - Seed Satchel (as upgraded as possible) - Power Bracelet (or Power Glove) - Bombs (as upgraded as possible) - Rocs Feather - Seed Shooter - Long Hook (L-2) - Cane of Somalia - Boomerang - Mermaid Suit If youre lacking any of those items (by the way, the Noble Sword and Iron Shield at least are recommended; I also suggest that you get the maximum seed and bomb upgrades to carry 99 and 50 of each, respectively). If you run out of supplies, you wont have much luck at finding them within Heros Cave, and so it pays to come well-supplied. Also, gather up all the Heart Containers you can muster, as well as a Magic Potion in reserves and possibly the Blue Ring (with that combination, its like you have four lives). You probably wont need it all, but you know what they say: Alls fair in love and war. Also, they occasionally say: Better safe than sorry. Keeping these principles in mind, enter... Heros Cave! +-------------------+ | Heros Cave | +-------------------+ The cave is opposite Maku Roads opening in the present age. I feel I should mention that, even though this is Heros Cave, the map of the level calls it L-8: Ancient Tomb. Now, lets get on with the show. The first room has three jars in it by two torches. Lift the former and light the latter using the Power Bracelet and Ember Seeds, respectively. The door opens to the north; take it. Here, walk to the left and then up to another pot. Push it right and then walk up where it was to a block. Push that block up to make a narrow passage leading to the switch. Now push that pot left once, up three times, right three times, and up once onto the switch. Moving on, return to the door (dont take it) and go right to find another switch by a pot. Disregard the pot, though. Use the Cane of Somaria on the switch and a chest forms. Open it for a Small Key, and use it on the door to the right. Use a Pegasus Seed on yourself and leap over the pit. Now, to the right are two jars. Below them is a block that you want to push right. Now bust through those pots and push the rightmost block down. Then return to the other side and push the block that was next to it to the right, forming a nice path for you to take. Walk along it to a pit. Take out a bomb, hold it for about two seconds, and throw it at the cracked block. It should explode before it falls into the pit. Now walk back around, push the block to the upper-right of the blue statue down, and then push the statue onto the switch. A chest containing a Small Key results; use it to go north. This room is a bit tricky. First, dispose of the Tektites and Moldorm (you can hit the switch to destroy the bridge theyre standing on if you want). Now, to get the contents of the treasure chest. First, make sure the switch is hit so that it points right (meaning the upper bridge is made). Then stand left two spaces from the first space of the bridge, face left, and shoot a seed (Mystery Seeds and especially Gale Seeds are disposable ones in here) to the lower-left. Now, immediately use a Pegasus Seed on yourself and run across the bridge. If done correctly, youll cross the bridge before your seed bounces into the switch. Now take the next bridge down to a chest. Open it for a Small Key! After taking it, push the block to the left and go west. Obviously, the first thing to do here is defeat the Like Likes and Spiked Beetles. I suggest drawing the Spiked Beetles toward you to kill them first. Once theyre all dead, we can turn our attention to the formidable puzzle in this room. Set your two items to Seed Satchel and Seed Shooter, shooter set to a disposable seed (Mystery or Gale), satchel set to Ember Seeds. Stand left of the uppermost statue and point the Seed Shooter to the lower-left. When you shoot, the seed will ricochet off the lower three statues. Before its done, turn to the right and use a seed on this statue with your satchel. All four eyes are open and a chest appears. Inside is a Gasha Seed. More importantly, a mini-boss-style warp cloud appears. Walk into it to appear in a new room. First of all, there are a few Stalfos to be dealt with. Once theyre out of the way, notice the statues to the left. Theyre arranged in a colored formation around a block. And that means we must mimic it. Here are the steps involved in solving the puzzle. 1) For starters, push the blue statue in the upper-right corner down three times. 2) Jump right of the locked door and push the yellow statue here down twice and right three times. 3) Push the remaining yellow statue left once, down twice, and right once. 4) Push the leftmost red statue up twice, and right all the way against the wall. 5) Go to the now leftmost right statue and push it up four times. After that, push it right once. 6) Lets just push the lowermost red statue right once and up four times. 7) Finally, jump down one space of the block to the far-left. From there, push the lower-right blue statue in the original formation right six times. A chest forms containing a Small Key; open the chest and go north using its prize. In this new room, walk left around the path here to reach two pots by a switch. Push the left pot down once. Then Long Switch with the pot to the right of you. Now walk right of the switch and push the lower block left, the upper up. Step on the switch and a chest will form. Long Switch with the pot to the left and youll be able to reach the chest, which contains 200 rupees, by the way. Now that were done with that room, go east. First, note the presence of Fire Keese in this room. Youll want to jump and hit the high-flying bats using Rocs Feather. Afterwards, leap across the gap with a Pegasus Seed and the aforementioned feather. Now, walk into the lower-right corner of the room. Long Switch with the diamond there and long switch again with the diamond to the left. Then walk right of the blue space and long switch with the two diamonds again to get back into the main part of the room. From there, walk to the lower-left corner and push the blue statue onto the panel. From there, stand left of the other blue statue. Long Switch to the south to switch with a diamond, and then Long Switch to the right. Walk back to the other statue, switch with it so that its to the upper-right (two spaces up) of the statue, and then walk to the northeast corner. Switch with the diamond so that its in the upper-right corner. Push the blue statue up once and right all the way to the wall. Now switch back with the diamond so that youre above the statue; push it down twice. A Small Key falls to you, and you want to use it go north. First off, defeat the Tektites. Then walk to the upper-left of the western switch. Push the blocks above it down (the left and right ones) and over (the middle one). Now press that switch to make a bridge materialize. Now stand below the other switch and push the block there up. Use the Cane of Somaria to place a block on the switch (the cane extends past the block, you see), making appear. Walk across the bridge and use a Pegasus Seed plus Rocs Feather to jump in and out of the blocks and reach the chest, which holds a Gasha Seed. Note that a portal has formed for shortcut purposes. Now that weve gotten our seed and shortcut, advance west into a tile room. Its a bit less complex than others, and we only have a few Arm-Mimics to contend with, too. Go down four times, left to the corner, up to the corner, and right to another corner. From there, go down three times to have made a complete rectangle. Go left, down four times, left ten times, up six times, and right once. Go down four times, right once, up twice, right once, down twice, right once, up to be between the Armos and yellow tile, left once, up once, left once, up once again, right twice, and down once. Go right twice, up once, right once, down once, right once, up once, right twice, down once, left once, down once, left once, down once, right once, down twice, left once, up once, left once, down once, left once, up once, left once, up once, and right twice. Use the Cane of Somaria on the last blue tile to make a chest form. Open it for a Small Key and use it on the locked door to the north. Step into the water and dive down to the basement. Swim left past the jellyfish and surface on the blue tiles. Slash the crystal switch at the top, push the jar right once, up twice, and down three times, go up past the blue block, and then slash the crystal switch again to raise the blue block. Now stand on the red tile to the right and get out a bomb. Toss it left so that it lands near the crystal switch. Walk over the red tile before it explodes and the blue should be down. Head right to the switch, press it, and a chest appears. Long Switch with the jar to the left. Long Switch back to the left with the other jar, and slash the crystal switch to reach the chest. It contains a Small Key. Use the key on the locked block to the lower-right. Enter the water and dive down into the basement. First, destroy the jellyfish in here. Next, Long Switch with the diamond ahead and then with the diamond to the left. Swim left from there, attacking any other jellyfish that stand in your way, to reach a diamond puzzle. Here, Ill number the diamonds like so: 1 S 2 S S 3 S 4 Where S is a switch and the numbers are diamonds. First, switch with 1 from atop the uppermost switch. Then swim down into the corridor below and switch with # 1 again. Now switch # 2 onto the northern switch. Switch # 3 and # 4 onto the side switches, and then get onto the southern switch and hook # 1 to the south. This makes a chest form; open it for a Small Key. Use it on the locked block above, surface to the first floor, and walk left into a warp portal. Now heres a challenging room. Note that if you mess up, youll have to warp back and forth (not to mention that youll do it automatically if you fall into lava), making this one annoying room. You must pull a lever back with the Power Bracelet to make the floor solid, and then push a block (for speed reasons, use Pegasus Seeds before acting) around an otherwise lava-filled room to land on three colored panels. Heres how its done. The numbers represent each pulling of the lever. Note that if you or the cube fall into lava, youll have to start all over again. 1) Right x 2 2) Left x 2, Up x 1 3) Left x 1, Up x 1 4) Up x 3, Right x 1 5) Down x 2 6) Right x 6, Up x 2, Down x 4 7) Bomb the Cracked Blocks 8) Right x 3 9) Up x 1, Left x 1 10) Left x 1, Up x 4 11) Right x 2 12) Up x 1 A staircase will form; take it to a 2-D screen. First, defeat the Spark with the Boomerang. Then get onto the strangely shaped block formation. Jump off of the tip, pull back on the control pad, and you should land in the hole on the right side. From there, Long Switch with the blue vase ahead. In the next part, you can reach the red rupee by setting your items to Rocs Feather and the Cane of Somaria. Jump in the middle of the opening, use the Cane of Somaria below you, and a red block forms as a stepping stool right beneath your feet. Jump to the red rupee to get an extra 200 big ones, and then climb the ladder to the right to reach a new room. Hop into the mine cart and ride it to reach three Gibdos and a chest holding a Gasha Seed. Now step back into the mine cart. When you hop out, pull out a bomb and jump back in. When you reach the turn in the tracks, throw the bomb forward to blow up the cracked block ahead. Now ride it back and Long Switch with the diamond to the south. Now walk right around the block and hop the pit. Here, jump in a half-square motion around the block to reach ground. Next up is the difficult part. Use a Pegasus Seed on yourself and jump across the gap. After that, wait for the Pegasus Seed to wear off. Now jump in that hook-shaped fashion around the next few blocks. Youll reach a portal at the end. The portal leads to the last room of the dungeon. First, note that this is a Wall Master room; they can drop down on you at any time and take you to the first room of the dungeon. Of course, this being a portal room, thats not too threatening. Then there are Wizzrobes and Kanalet Soldiers; just defeat them all. After destroying them all (two Wall Masters in total), a staircase forms leading to the chest in this room. It is a ring. If you appraise it at Vasu Jewelers, itll turn out to be the Armor Ring L-3! It seriously reduces the damage you deal, but also seriously reduces the amount of damage you take. Its very nice, but not worth it once youve gotten the Blue Ring, which doesnt reduce damage quite as much but doesnt have the nasty side effect of making your sword puny. CONGRATULATIONS! You beat Heros Cave, one of the toughest mini- dungeons in Zelda history. Hopefully, the Armor Ring L-3 will aid you in the future, and it might just come in handy in the... ======================================================================= ============================Room of Rites*============================= ======================================================================= Anyone who pays any attention at all to the cinemas in this game will realize that theres more to the story than we hear. Throughout the game, a shrouded figure (alternately in linked games, Twinrova as two witches) appears and speaks ill of Links quest. Well, as some mightve guessed, Veran (and Onox) is merely a side quest in the true adventure. Below is a summary of events in the linked game. After freeing Din in Holodrum, Link journeyed to Labrynna. Nayru was abducted by Veran, Sorceress of Shadows... After much struggle, Link killed her, and he greeted Nayru, Ralph, and Ambi in Lynna Village after his success. At first, all seemed well, but then Impa arrived. Zelda had been kidnapped! While comforting a boy outside the village whose father had been turned to stone by Verans dark magic, lightning rained from the skies and the Gerudo witches, Kotake & Koume Twinrova, flew in. They kidnapped Princess Zelda, and then they escaped to the Dark Realm. You must rescue the princess, as she is a symbol of hope for not only Hyrule, but all the lands of the world! Din and Nayru combine their powers to deliver you to the place that Zelda has been taken to, into the Room of Rites within the Dark Realm... But meanwhile, the plot thickens. Twinrova used Onox and Veran as their instruments of destruction and sorrow. Onox unleashed destruction upon Holodrum, and Veran spread sorrow throughout Labrynna. And by abducting Princess Zelda, Twinrova has brought forth despair. Even though their pawns, Onox and Veran, are now dead, their deaths were not in vain. Their Dark Rites are nearly complete. Onox lit the Flame of Destruction, Veran ignited the Flame of Sorrow, and now the Flame of Despair burns bright because of Twinrova. And now all that remains is the sacrifice of a legendary figure, and then the Evil King Ganon can emerge from the depths of the Dark Realm where he had been cast in his death... They plan to revive Ganon, Great King of Evil. That is why Vire kidnapped Zelda earlier... and it is for all this that Link has ventured into the Room of Rites. Zelda mustnt be sacrificed, and Ganon cannot return... May the divine protection of the Triforce be with the hero of the Essences of Time and Nature! +---------------------+ | Room of Rites | +---------------------+ You warp to the Room of Rites via a portal by the Maku Tree. In the first room, go north once. The room is filled with statues, their eyes spinning madly. This puzzle, the Eye of Deceit, is a bit complicated. They eventually stop moving and focus their eyes on one direction. They will look in three different directions (either north, south, east, or west). Whichever direction no statue is looking in, take it. Do this seven times to reach the third room. In here, simply go north again. The torches! And Zelda! There they are... the Flame of Destruction is red to the southwest. The Flame of Sorrow is blue to the southeast. And the Flame of Despair is white to the north. Walk toward Zeldas collapsed body. You become dizzy, and you are dropped to a new room. A voice sounds. Youve finally reached the altar, but they wont let you continue. So theyve isolated you here. The three Flames burn bright now, and the Evil King Ganon approaches. The Holy Sacrifice, Princess Zelda, is all that remains for the resurrection to be completed. Ganons spirit shall soon move into its vessel, it will all be over... There is nothing you can do to stop them. Prepare to meet your doom. En garde! +----------------------+ | Boss: Twinrova | +----------------------+ Kotake Twinrova, the Gerudo witch of ice, and Koume Twinrova, the Gerudo witch of fire, are the great puppeteers in this insidious play. Together, they are the surrogate mothers of Ganondorf Dragmire, the King of the Gerudo, a tribe of thieves dwelling in the deserts of Hyrule. And theyre now out to kill you before their son returns from the darkness that is death. However, these twin sisters are weak to each other. Fire is hurt by ice and ice is hurt by fire. So, to apply this to the current situation, you need to use your sword to knock the attacks of the fire witch, Koume, and the ice witch, Kotake, into the other (you can tell by their coloring). All this games at the Lynna Village targeting games have really paid off, eh? If you have the Mirror Shield, you can block their attacks, by the way. After a measly three to four hits, the witches go down. You know what they say: Divided we fall, united we stand. Well, Twinrova abides by this proverb in the fight. After claiming not to be defeated like Knox (this is the second time they misspelled his name) and Veran, they merge into their true form Twinrova. Combined, the witches are a half-ice, half-fire fury. Theyve decided to sacrifice you! Combined, Twinrova is a lot stronger than before. There are three forms to this phase of the fight. First, there is Twinrova, a balance of ice and fire. Then there is the fire-dominated version, which makes use of fire only. Then theres the ice-dominated version, and it uses ice attacks. Now, lets discuss the forms. Note that lava fills the room when the fire form is active. Since getting hit will often knock you into it, the Steadfast Ring can come in handy here. First, the fire type attacks by firing embers at you. If they miss you initially, they will hit the wall and split into three attacks. Either dodge them by walking between the fire or jump over them. The fire form also has the irritating habit of summoning Fire Keese. They will dive at you once (fortunately for you, they dont return). In any case, you need to attack Twinrova with sword attacks. Yep, thats it. She floats around the room, and sometimes shell move into you, but youll have to make that sacrifice if you want to score damage. After taking enough of it, shell revert to the ice form. The floor is covered by a sheet of ice, making it harder to move. I suggest keeping Rocs Feather out for easy maneuvering. You have to slash her in this state, too, but she has a new set of attacks. First, she fires ice crystals around the room. They slide on the floor and bounce off the wall, but can be deflected with your sword. Jump to avoid them (or slash them). Note that she fires three when very weak. Then, because this game does not include Ice Keese, Twinrova can also fire an orb of icy energy at you. Defend against it with your blade. After enough hits in either form, shell revert to the balanced form, the normal Twinrova. Thats when shes weak. Shoot her (if the floor is of ice, use an Ember Seed. If its lava-filled, shoot a Mystery Seed. But, you can use Scent Seeds more effectively in either case) while shes vulnerable to deal damage. After many hits, Twinrova will admit defeat. They cannot destroy you, and thus their rites have failed, but there is still an alternative... They will sacrifice their own body in place of Zeldas! The power of the Flames of Destruction, Sorrow, and Despair gather into their body, and it ignites into a blue fire. And from it comes Ganon, King of Evil. Whats on the agenda today? Destroy... all... Kill ALL! +-------------------+ | BOSS: GANON | +-------------------+ Yes, Ganon is a gigantic pig (much like a Moblin, only more sinister). And he is one of the hardest bosses in the game. First off, let me say that only the Master Sword (see Linked Secrets) can harm Ganon. If you have the Wooden Sword (good luck...) or the Noble Sword (still bad chances), youll be forced to use a ton of spin attacks to hurt Ganon. And no, the Biggorons Sword cant hurt the fiend. But, thats the trick hurting Ganon. He warps all around the room, and so it can be a challenge. On the other hand, Ganon sure does have many ways to hurt you. Ganon loves two things energy attacks and using the Magic Trident against you. First, theres his triple energy blast attack. He appears, fires one ball straight down slowly, and then releases two quick balls to the lower-right and left. Block them with your Mirror Shield, or just physically dodge them. He will also pound the ground to stun you and then launch a huge energy attack to take advantage of your immobility. Jump before he slams his fist into the ground, but be prepared for the giant energy attack that follows. Lastly, Ganon sometimes turns the screen blue to disorient you. The controls will be reversed (up is down, left is right, etc.), probably causing you to slip up, but Ganon is really vulnerable right here to multiple attacks. Then, Ganon will combine his Magic Trident with his energy attacks. When it is surrounded by four small energy orbs, get ready for a circular release of twelve tiny energy spheres. The other attack Ganon uses, which might be his most frequent, uses the Magic Trident. He appears, holds it back, and then drives it forward into you. Block it by jumping back (I recommend keeping Rocs Feather equipped throughout the bout to avoid attacks and move more quickly) or putting forward your sword. And, needless to say, all of these attacks do a lot of damage (which is why I suggest you keep the Blue Ring equipped). But, after many, many spin attacks or Master Sword slashes, Ganon will be defeated. The screen flashes white as he disappears in an explosion, and a staircase forms. Take it up to the altar. Approach Zelda and she speaks. She is glad that youve halted the completion of the rites. Without sacrificing Zelda, Ganon was brought back mindless and raging. With power, wisdom, and courage, you sealed him back in the Dark Realm and prevented Twinrovas planned resurrection. Now peace shall return to the hearts of all the people. You are a true hero! Ah, but the Room of Rites begins to quake. It is crumbling because the powers of shadow begin to wane. They must get out of there. Suddenly, the Maku Tree calls to you. She knew youd succeed! Leave the rescue to her. She brings you out of the Dark Realm and welcomes you back. Nayru is glad to see all of you back safely, and Din offers to dance with you! Meanwhile, Impa congratulates you and thanks you deeply. And Zelda reveals that the symbol on the back of your hand is the mark of the hero whose fate it is to appear when peace crumbles in Hyrule. With the Essences of Time and Nature, as well as the virtues of the Triforce, you have fought off the powers of evil! Link gets a kiss from Zelda and the credits roll! In some strange place (Hyrule?), we see Nayru and Din. Moosh has his Spring Bananas, Dimitri rolls in to greet you, and Ricky gives you a good-spirited punch. And Zelda looks over her kingdom from Hyrule Castles balcony. Once the credits are done with, you see the Triforce in the sky above. And Link is sailing away from Holodrum and Labrynna to his home in Hyrule. It is The End. You receive the Heros Secret as your reward. CONGRATULATIONS! Youve truly beaten the game! Now, you can use the Heros Secret to start a new quest in Holodrum or Labrynna! Check out Linked Secrets to learn more. May the way of the Hero lead to the Triforce. ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 4*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ===========================Pieces of Heart*============================ ======================================================================= You can get a total of 14 hearts in your life meter. You start with three, get eight from defeating bosses, and that leaves three hearts left to get. Ever since A Link to the Past, Link could collect Pieces of Heart, quarters of Heart Containers. When you collect four Pieces of Heart, you add one heart to your meter. So, using our advanced mathematical skills, three times four equals twelve. Yep, there are 12 Pieces of Hearts scattered about Labrynna, and you might want to start collecting some. Here, Ill list where to find them. ----------------------------------------------------------------------- #) Location Notes: ----------------------------------------------------------------------- Above is the setup, and below is the actual list. ----------------------------------------------------------------------- 1) Black Tower (Past Age) Notes: After getting the Shovel from one of the workers in the Black Tower, go outside. One screen south of the entrance, you can dig your way to a Piece of Heart in plain sight to the right. It is very likely that this is your first piece. ----------------------------------------------------------------------- 2) Maku Road (Past Age) Notes: If you go to see the Maku Tree, take the stairs down and go west from the room you come down to. This room has two Stalfos in it and a block arrangement in the northwest corner. Push lower-left block up and the lower-right block left to access the Piece of Heart. ----------------------------------------------------------------------- 3) Yoll Graveyard (Present Age) Notes: After getting the Power Bracelet, return to the entrance of the graveyard. Go east, south, west, and south. Now lift the rock here and take the Piece of Heart. ----------------------------------------------------------------------- 4) Deku Forest (Past Age) Notes: This is fairly easy to get. If you go left two screens and south one of the Ancient Cave housing the Wing Dungeon in it (in Deku Forest), youll find a small tree that can be burnt down with Ember Seeds. Do so and take the stairs that you uncover down to a cave. Go right until you reach the previously tantalizing Piece of Heart. ----------------------------------------------------------------------- 5) Talus Peaks (Past Age) Notes: Lets start at the screen containing the entrance to Maku Road. Go south twice, west five times, and pull out Rocs Feather. Use it to jump a gap and go north. Now go north again up a few steps to reach a cave. Enter it. Jump across the platforms here, lifting the pots if youd like, and youll jump right to a Piece of Heart. You can exit the cave by jumping south, lifting the pot, and jumping right to the entrance. ----------------------------------------------------------------------- 6) Talus Peaks (Present Age) Notes: Make it the past age and go to Symmetry Village. From the house that contains the Tuni Nut, go west, south, west, north, and west. Stand in the southwest corner of the screen and play the Tune of Currents/Ages. Go right a screen from here, now in the present age, to find the Piece of Heart in question. ----------------------------------------------------------------------- 7) Lynna City (Present Age) Notes: Go north of the Ember Seed tree. Make sure its the past age. Stand so that youre touching the upper-left corner of the leftmost tree and play the Tune of Currents/Ages. Youll reappear in the fenced-in part of the shop in the present age. Enter, go north again, and take the stairs down. Welcome to the secret shop! You can buy a Piece of Heart here for 500 rupees (as well as other good items, like a L-2 Ring Box). ----------------------------------------------------------------------- 8) Rolling Ridge (Present Age) Notes: Go south once of the Pegasus Seed tree on Rolling Ridge in the past and play the Tune of Currents/Ages. Enter the cave here and take the steps up. Walk around the path here to reach a Goron; blow up the wall by it. Go through the opening you forced into existence and youll uncover yet another Piece of Heart. ----------------------------------------------------------------------- 9) Rolling Ridge (Present Age) Notes: Go to Crown Dungeon in the present age (having beaten it) and go right once. Take the cave to the right to its end. When you exit, go right, north, and right. Play the Tune of Ages south of the cave entrance here. Now slash the bushes to reach the corner of the map. Play the Tune of Ages again to warp back to the present age where youll pick up a Piece of Heart. ----------------------------------------------------------------------- 10) Crescent Island (Present Age) Notes: Go one screen north of the island guardian (the entrance to Moonlit Grotto) so that youre in the water. Dive down and swim right once, north once, right again, and south twice. Welcome to the Crescent Island underwater maze! Its just another one of the many secrets of the island. From this intersection, go south, west, south, west, north twice, and into the cave. In this cave, beneath Moonlit Grotto, open the chest for a Piece of Heart. ----------------------------------------------------------------------- 11) Random Notes: This one pops out of Gasha Nuts. Remember, you can plant Gasha Seeds in soft soil, return a little while later, and slash the nut to get the content. The Gasha Ring, as well as advancing in the game and defeating enemies, greatly increases your chances of getting this Piece of Heart. Good luck. ----------------------------------------------------------------------- 12) Random Notes: Maple will drop a Piece of Heart randomly when you bump into her in screens she appears in. This can be past or present. To increase the likelihood of running into Maple, and thus of her dropping this, try wearing the Maples Ring or play for a very long time. Remember, Maple appears every 30 enemies you defeat in appropriate screens. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- But, dont stop yet. There are actually two more Heart Containers you can get. It is possible to get a total of 16 (only 15 if you use no password to start your game), if you use the right moves. Heres how. +---------------------------------------------+ | 16 Heart Containers Non-Linked Game | +---------------------------------------------+ - You start out with 4 Heart Containers if you use Heros Secret to start a game (otherwise, you can only get 15 Heart Containers). - You can collect 8 Heart Containers through dungeon bosses. - 12 Pieces of Heart provide you with 3 more Heart Containers. - The last Heart Container is gotten through the Graveyard Secret (use a return secret; see Linked Secrets). +-----------------------------------------+ | 16 Heart Containers Linked Game | +-----------------------------------------+ - You start with 4 Heart Containers. - You earn an additional 8 Heart Containers from dungeon bosses. - Three Heart Containers are obtained through Pieces of Heart. - Get the Fairy Secret in an Oracle of Seasons file and use the code to earn another Heart Container. And there you have it how to collect all 15/16 Heart Containers. May they serve you well, grasshopper. ======================================================================= =============================Gasha Seeds*============================== ======================================================================= Not an integral part of the game, but Gasha Seeds do have their place in Links inventory. As we have seen, Labrynna is more than a little seed-obsessed, and the most plentiful seeds are Gasha Seeds, which have been planted by farmers for centuries in Labrynna. When planted in soft soil spots, Gasha Seeds developed into Gasha Trees that bear Gasha Nuts, and inside is a reward item. Wearing the Gasha Ring, defeating many monsters, continuing in your quest, and helping people all increase the chances of your reward being a good one. This is not a guide to getting all 30 of the hidden Gasha Seeds (because you can easily win them at mini-games an infinite number of times and they really arent that hard to come by) in chests and the like, but actually a guide to the soft soil locations where you can plant them. There are sixteen such spots, and you are encouraged by the game to plant them in all the hard-to-reach places. This section is largely a result of the Discovery Ring, a useful ring that chimes (like the Compass does for a key) when you enter a screen that has soft soil in it. ----------------------------------------------------------------------- #) Location Notes: ----------------------------------------------------------------------- Above is the self-explanatory setup, and below is the list. Lets get to it. ----------------------------------------------------------------------- 1) Lynna Village (Past Age) Notes: One screen south of Pippins house, by the Toilet. Its in plain sight. ----------------------------------------------------------------------- 2) Yoll Graveyard (Present Age) Notes: From the entrance of the graveyard, head east, south, and west. Again, the soft soil is not concealed. ----------------------------------------------------------------------- 3) Fairies Forest (Present Age) Notes: In the southwestern corner of Deku Forest, play the Tune of Currents/Ages to warp to the present day, where a bush is all that stands between you and soft soil. ----------------------------------------------------------------------- 4) South Shore (Past Age) Notes: Go north and west from Raftons house. Go left, jumping over the pits, and head west again. Now swim across the water here and dig in the space surrounded by dirt piles. ----------------------------------------------------------------------- 5) Crescent Island (Past Age) Notes: Go south a screen of the guardian the entrance to Moonlit Grotto in the present age, a road to the Sea of No Return in the past age and dig around to find the soft soil. ----------------------------------------------------------------------- 6) Crescent Island (Present Age) Notes: The Tokay Traders hut becomes a pile of bushes over 400 years. Reach it by swimming through Crescent Straight and cut down the bushes there to uncover the soft soil. ----------------------------------------------------------------------- 7) Crescent Island (Present Age) Notes: In the present age, in the same screen (but on the other side of the coconuts) as a Fairy Fountain on the west side of the island, you can climb a few vines and go right to two rocks and two bushes. Lift a rock to unearth the soft soil. ----------------------------------------------------------------------- 8) Nuun Highlands (Present Age) Notes: In the northwest corner of the highlands, you can dig for this one using the Shovel. ----------------------------------------------------------------------- 9) Talus Peaks (Past Age) Notes: From soft soil spot # 1, go west twice and jump the pits to go north. Go east, north twice, and youll reach four rocks. Lift one and dig in the center to uncover this soft soil. ----------------------------------------------------------------------- 10) Talus Peaks (Present Age) Notes: In the past age, go to the screen with the Owl statue that is the dead-end (the owl statue has a Time Portal by it; its one screen south and three screens west of the southwest corner of Symmetry City). Play the Tune of Ages to be able to go south in the present age. Now play the Tune of Ages here to return to the past. You want to do it so that you land on top of the ledge here. Slash the bushes to reveal soft soil. ----------------------------------------------------------------------- 11) Talus Lake (Past Age) Notes: In the present age, to the northernmost two screens outside of Symmetry Village. In the east one, play the Tune of Ages in the northwestern corner to appear on a high ledge in the past. Lift the rock here to uncover the soft soil. ----------------------------------------------------------------------- 12) Rolling Ridge Base (Past Age) Notes: Right outside the main entrance of Rolling Ridge (the one that leads to where the Goron Elder was trapped under a pile of rocks) are a few bushes; slash them to reveal this soft soil. ----------------------------------------------------------------------- 13) Rolling Ridge (Past Age) Notes: This is in the screen that Crown Dungeon is in the present age. To reach it, either use Tune of Ages or (after beating Crown Dungeon) use the cave to reach the dungeon, take the cave right of the one you exit by, and use the Time Portal under the stone to go to the past. Then go west. Either way, its youll find the soft soil between the three bushes here. ----------------------------------------------------------------------- 14) Rolling Ridge (Present Age) Notes: In the screen you need to grow a vine in to reach the Goron Gallery, lift the rocks to find this little number, a patch of soft soil. ----------------------------------------------------------------------- 15) Zora Village (Past Age) Notes: In the southwest corner of the map, right by a few trees is a group of shrubs. Trim the hedges to discover soil, soft soil. ----------------------------------------------------------------------- 16) Sea of Storms (Present Age) Notes: In password games only can you access the central screen of the Sea of Storms. If you do, you can reach a tempting bit of soft soil on an island there. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And thats where you can plant your Gasha Seeds. Although the soft soil patches are evenly spread out between the ages, chances are that your game will have the majority of them in the past due to the inaccessibility of the Sea of Storms in the present age. ======================================================================= ============================Magical Rings*============================= ======================================================================= There are 64 different rings in the game (64 is Nintendos lucky number ever since the Nintendo 64 came out), and many have beneficial effects (thats not to say that all do, however). Rings do not come with name and effect ready from the chest. First, you must appraise them for a 20-rupee fee. And you can do that at Vasu Jewelers, one screen south of Maku Road in the present age. Talk to Vasu and you can appraise any rings you have, and then access your list of rings. You must talk to Vasu to even be able to collect rings. He gives you the L-1 Ring Box, capable of holding one ring in it as you travel, and he gives you the Friendship Ring to start out your collection. You can get many more rings as well as two upgrades to your ring box over the course of the game. There are essentially four ways to get rings. First, you can get rings from Gasha Nuts. Second, rings often scatter after you run into Maple. Third, you can often find rings in treasure chests or by completing certain events. Fourth and finally, you can exchange rings via passwords using the Ring Secret (see Linked Secrets). Unfortunately, most rings are gotten through Maple or Gasha Nuts (note that rings acquired through the chest mini-game in the secret shop are all able to be gotten through Gasha Seeds and Maple as well), and some rings arent available to you unless you trade them over from Oracle of Seasons. Still, Ill guide you to each of the rings, numbering them as the game does. Lets get this started. ----------------------------------------------------------------------- #) Name of Ring Gasha/Maple: Yes/No Notes: ----------------------------------------------------------------------- Above is the setup, and below lies the list. And, go! ----------------------------------------------------------------------- 1) Friendship Ring Gasha/Maple: No Notes: Simply go to talk to Vasu at his store, Vasu Jewelers. Hell give you a L-1 Ring Box and this ring, the symbol of a meeting, to go along with it. The Friendship Ring has no effect, however. ----------------------------------------------------------------------- 2) Power Ring L-1 Gasha/Maple: No Notes: This ring is not available in Oracle of Ages; youll have to use the Ring Secret to get one. If you do get it, it raises the damage you deal a bit but also raises the amount of damage dealt to you as well. ----------------------------------------------------------------------- 3) Power Ring L-2 Gasha/Maple: Yes Notes: This is simply an amplified version of Power Ring L-1; it doubles the effects of that ring by increasing the damage you deal but also lowering your defense twice as much as your offense gains. ----------------------------------------------------------------------- 4) Power Ring L-3 Gasha/Maple: No Notes: This ring does not appear in Oracle of Ages, which means that the Ring Secret is necessary for it to see Labrynnian soil. ----------------------------------------------------------------------- 5) Armor Ring L-1 Gasha/Maple: No Notes: This is in the basement of the Great Moblins Palace. Either fall through the floor when its there or take the stairs down after blowing it up. After a long 2-D section, youll reach a room with a chest in it. Open the chest for this ring. You will lose attack power but will take slightly less damage from enemies. ----------------------------------------------------------------------- 6) Armor Ring L-2 Gasha/Maple: No Notes: This ring will not appear in an Ages game. Only the Ring Secret will allow you to add this one to your ring list. Anyways, if worn, you will decrease your attack power but up your defense twice as much as Armor Ring L-1 does. ----------------------------------------------------------------------- 7) Armor Ring L-3 Gasha/Maple: No Notes: This is inside Heros Cave (please see that section for details). Use it to weaken your attack power but increase your defense. In fact, your defense is increases triple the amount it is from Armor Ring L-1. ----------------------------------------------------------------------- 8) Red Ring Gasha/Maple: No Notes: For some reason, it was decided that offensive rings were for Seasons, and defensive for Ages. To obtain this one, youll need to use the Ring Secret. This handy ring doubles attack power, no strings attached. The Red Ring is originally from The Legend of Zelda. In that NES classic, Links defense power was quadrupled and his clothes were turned red when he wore this, but now the Red Ring doubles attack power, which makes more sense to me. ----------------------------------------------------------------------- 9) Blue Ring Gasha/Maple: No Notes: This great ring, which halves the damage that you take, is in a tough spot to reach. From Ancient Tomb (Level 8), jump off the ledge to the lower level, go right, south, left, right (lower route), and lift the sarcophagus to reveal a chest. Open it for this. Half damage is great news in my book. In its first appearance in The Legend of Zelda, the Blue Ring played the same role doubling defense - and turned Links mail blue. It wouldve been cool if Links tunic could change color in this game, but alas, it cannot. ----------------------------------------------------------------------- 10) Green Ring Gasha/Maple: Yes Notes: Increases your offensive power 1.5 times and you take only .75 times the damage you normally would. Its a mix of the Red Ring and Blue Ring to make the perfect color for Link green. The Green Ring was probably supposed to be the banner ring of the third Oracle title, but that game was cancelled because the password process wouldve been too complicated between three games. ----------------------------------------------------------------------- 11) Cursed Ring Gasha/Maple: Yes Notes: Attack is halved and damage is doubled. Its really quite a terrible ring, like the reverse of Green Ring only worse. It is cursed I tell you! ----------------------------------------------------------------------- 12) Experts Ring Gasha/Maple: Yes Notes: Link can punch forward when no item is equipped to the buttons you press (for example, press B when nothing is equipped to A or B to let Link punch). These blows are stronger than those of the Fist Ring, making this is a sort of Fist Ring L-2. ----------------------------------------------------------------------- 13) Blast Ring Gasha/Maple: No Notes: This cannot be gotten in Ages. Only with the Ring Secret can you hope to ever wear it. Using the Blast Ring increases the strength of your bombs so that they inflict more damage on enemies. ----------------------------------------------------------------------- 14) Rang Ring L-1 Gasha/Maple: No Notes: For a reason unknown, only a Seasons game can have this. Ring Secret could let you have this almost useless ring, though. It is used to strengthen the Boomerang, but the rang will still be too weak to damage the majority of enemies. ----------------------------------------------------------------------- 15) GBA Time Ring Gasha/Maple: No Notes: If you are playing Oracle of Ages on a Game Boy Advance (like I said, this was released late in the Game Boy Color lifespan), then the door next to the Lynna Village mini-game will be open. Inside is the Advance Shop, in which everything costs 100 rupees. Buy a ring there and appraise it for this ring. It does nothing but take up a slot on the list. ----------------------------------------------------------------------- 16) Maples Ring Gasha/Maple: Yes Notes: Normally, youd have to kill 30 enemies in order to make Maple appear. With this ring on, that number drops to 15. This ring is great to use for collecting other rings. ----------------------------------------------------------------------- 17) Steadfast Ring Gasha/Maple: No Notes: This cannot be gotten in Ages without using the Ring Secret. Its effect makes Link rather Gibdo-like. Link isnt pushed back as far from being hit by enemies. Also, no kickback when you slash things. ----------------------------------------------------------------------- 18) Pegasus Ring Gasha/Maple: No Notes: This ring doubles the length of time that the Pegasus Seed effect lasts. It is found in the Sea of Storms in a cave (past age for most games, but present age and in a different chest in password games). ----------------------------------------------------------------------- 19) Toss Ring Gasha/Maple: Yes Notes: This can be gotten underwater (dive in the deep water outside Mermaids Cave in the present age). This doubles the distance you can throw objects, such as bombs and rocks. ----------------------------------------------------------------------- 20) Heart Ring L-1 Gasha/Maple: No Notes: This recovers hearts as you walk. It can be gotten through return linking, or giving Farore a password you used in Seasons. For this particular one, use the password that the Great Fairy in the Temple of Seasons (in Oracle of Seasons) gives you if youre playing in a password game (in Seasons). ----------------------------------------------------------------------- 21) Heart Ring L-2 Gasha/Maple: Yes Notes: This ring recovers hearts over time, but rather slowly. ----------------------------------------------------------------------- 22) Swimmers Ring Gasha/Maple: No Notes: This can be gotten through return linking (see # 20). This password comes from the mini-game played in Sunken City. It lets you swim faster than normal. ----------------------------------------------------------------------- 23) Charge Ring Gasha/Maple: Yes Notes: Spin attacks charge much more quickly than normal. Its almost instantaneous. ----------------------------------------------------------------------- 24) Light Ring L-1 Gasha/Maple: No Notes: This is gotten in a cave in Nuun Highlands. It lets you shoot sword beams even at -2 hearts (whereas normally you have to have the meter full to shoot beams). This only works with the Noble Sword or Master Sword. ----------------------------------------------------------------------- 25) Light Ring L-2 Gasha/Maple: No Notes: This is won in the sword mini-game in Lynna Village. This lets you fire sword beams when you draw your Noble/Master Sword as low as -3 hearts instead of keeping your meter full. ----------------------------------------------------------------------- 26) Bombers Ring Gasha/Maple: No Notes: This lets you set two bombs at once. It can be won through Goron Dancing. ----------------------------------------------------------------------- 27) Green Luck Ring Gasha/Maple: No Notes: This can be gotten in Mayor Plens House. It halves the damage you take from traps, but it isnt all that useful once you have the fix-all Blue Ring. ----------------------------------------------------------------------- 28) Blue Luck Ring Gasha/Maple: Yes Notes: You take half damage from the lasers, mostly those of Beamos (but there are other enemies that fire lasers, like Ramrock). Aside from rings with no effects, this must be up there are one of the most useless rings. ----------------------------------------------------------------------- 29) Gold Luck Ring Gasha/Maple: No Notes: This is gotten in Queen Ambis Palace. Please see Jabu-Jabus Belly for details on that. This halves the damage from falls so that you lose only a quarter of a heart from them. Not exactly the most useful thing around. ----------------------------------------------------------------------- 30) Red Luck Ring Gasha/Maple: Yes Notes: This is gotten in the sword baseball mini-game in Lynna Village. This halves the damage you take from spikes, but spikes are pretty rare anyways. Again, the luck rings arent all that useful. ----------------------------------------------------------------------- 31) Green Holy Ring Gasha/Maple: Yes Notes: This is most easily gotten in Zora Seas. It prevents damage from electricity, which only two enemies Buzz Blobs and jellyfish can produce. No, its not a very useful ring. ----------------------------------------------------------------------- 32) Blue Holy Ring Gasha/Maple: Yes Notes: This ring isnt the best either; youll take no damage from Zoras fireballs. River Zoras are pretty rare as it is, and this would seldom be useful. ----------------------------------------------------------------------- 33) Red Holy Ring Gasha/Maple: Yes Notes: This prevents damage from small rocks (like those that Octoroks fire). Yep, its pretty useless. But, you can also get it in Zora Seas (past age) if you dont want to try Maple or a Gasha Nut. ----------------------------------------------------------------------- 34) Snowshoe Ring Gasha/Maple: No Notes: This can be gotten through the Mamamu Secret. See Linked Secrets for details on that. This makes you lose no traction on ice. Unlike A Link to the Past, which had a whole dungeon devoted to ice, this game has very few instances where the floors are covered by ice. But, it could be used in the Room of Rites as well (youll know what I mean when youre there). ----------------------------------------------------------------------- 35) Rocs Ring Gasha/Maple: Yes Notes: You could find this useful, I guess. Cracked floors dont crumble when you wear this. Cracked floors are very rarely a problem in this game, though. Still, not too good. ----------------------------------------------------------------------- 36) Quicksand Ring Gasha/Maple: Yes Notes: You can also win this in the Big Bang game on Rolling Ridge (present). This prevents sinking in quicksand. In other words, it is pretty much worthless in Oracle of Ages. ----------------------------------------------------------------------- 37) Red Joy Ring Gasha/Maple: Yes Notes: When you defeat enemies, they drop double the normal amount of rupees. It can be used for making money if you arent any good at mini-games. ----------------------------------------------------------------------- 38) Blue Joy Ring Gasha/Maple: No Notes: This can be gotten in password games only. If you enter the Black Tower after Level 3, youll fight Vire to save Princess Zelda in a Donkey Kong-style boss fight. She rewards you with this ring, which doubles the hearts that enemies drop. If you dont have the Blue Ring, use this, I guess. ----------------------------------------------------------------------- 39) Gold Joy Ring Gasha/Maple: No Notes: This doubles all items that you find. Double your seeds and bombs! This is found in an interesting way. Heres how its done. Go to the entrance of Rolling Ridge (the one the Goron Elder was trapped in) during the present age. Walk forward, go east, and take the lower staircase. Now bomb the center of the wall to the right to reveal a hidden opening. Go through it and open the chest for a ring. Appraise it to get the Gold Joy Ring. ----------------------------------------------------------------------- 40) Green Joy Ring Gasha/Maple: No Notes: This isnt available in Oracle of Ages. Use the Ring Secret with an Oracle of Seasons game to obtain it. It lets you find double Ore Chunks, which arent even in Oracle of Ages anyways. In case you were interested, Ore Chunks are the currency of Subrosia, a secret world beneath Holodrum in Oracle of Seasons. ----------------------------------------------------------------------- 41) Discovery Ring Gasha/Maple: No Notes: This ring can be gotten from a chest in Spirits Grave. It chimes like the Compass when you come to a screen with soft soil in it, which makes it useful to find soft soil (if you dont use this guide), but useless after youve found it all. ----------------------------------------------------------------------- 42) Rang Ring L-2 Gasha/Maple: Yes Notes: Since the Boomerang is so weak already in Oracle of Ages, this is an almost useless ring. It strengthens your Boomerang, you see, but its still too weak to damage most enemies. ----------------------------------------------------------------------- 43) Octo Ring Gasha/Maple: Yes Notes: It turns Link into an Octorok (kind of cheaply, though. He turns back into Link as he walks through doors). As such, Link only looks like one, and he can use no items or do anything an Octorok can but scuttle around. However, he is immune to Like Likes in this form. You can also win this at the Lynna Village mini-game. ----------------------------------------------------------------------- 44) Moblin Ring Gasha/Maple: Yes Notes: Link is a Moblin! As a Moblin, you have no attacks or anything like that. But, if attacked by a Like Like, nothing happens to Link. This is just a novelty ring. ----------------------------------------------------------------------- 45) Like Like Ring Gasha/Maple: Yes Notes: This can also be gotten in a chest in Jabu-Jabus Belly. Why anyone would want to parade about as a shield-eating Like Like is beyond me, but this form does make you resistant to other Like Likes shield-eating habits. ----------------------------------------------------------------------- 46) Subrosian Ring Gasha/Maple: No Notes: This cool ring isnt in Oracle of Ages, but Ring Secret can fix that. It makes Link look like Subrosians, the hooded figures that live in Subrosia in Oracle of Seasons. ----------------------------------------------------------------------- 47) First Gen Ring Gasha/Maple: Yes Notes: Just barely beating out the Subrosian Ring, this little number turns your characters sprite into that of Link from The Legend of Zelda in 1986 on the NES! Its 8-bit goodness. ----------------------------------------------------------------------- 48) Spin Ring Gasha/Maple: No Notes: This can be gotten in Oracle of Ages, but only through considerable difficulty. You need to use the Plen Secret to get it. This lets you use a spin attack twice in a row, which is very useful against bosses. ----------------------------------------------------------------------- 49) Bombproof Ring Gasha/Maple: Yes Notes: You can win this in the Goron Dance Hall (present) if you get a perfect score in the Gold difficulty, too. It makes you invulnerable to the explosions of your own bombs. It can be used against Armos, but theyre rare as it is. ----------------------------------------------------------------------- 50) Energy Ring Gasha/Maple: Yes Notes: You can fire a sword beam instead of using the spin attack. Now, why would you want to use a sword beam that is weaker than a normal attack when you could use an attack twice as powerful as a normal slash? If you want to use it, though, be my guest. ----------------------------------------------------------------------- 51) Dbl. Edge Ring Gasha/Maple: Yes Notes: Your sword is very strong, but it consumes an entire heart per drain. It could be useful if used for limited times in boss fights, but I prefer other rings, like the Red Ring. ----------------------------------------------------------------------- 52) GBA Nature Ring Gasha/Maple: No Notes: This ring cant be gotten in Oracle of Ages unless you use the Ring Secret. It is useless, anyways, having no effect. ----------------------------------------------------------------------- 53) Slayers Ring Gasha/Maple: No Notes: Vasu gives this to you once he sees that youve killed a total of 1000 monsters. It does nothing, but it might strike fear into the hearts of your enemies. ----------------------------------------------------------------------- 54) Rupee Ring Gasha/Maple: No Notes: After getting a total of 10,000 rupees, talk to Vasu. This ring is proof that youre a tycoon. It has no use, though. ----------------------------------------------------------------------- 55) Victory Ring Gasha/Maple: No Notes: You automatically obtain it when playing a new game with the Heros Secret. It is proof of your victory over [the final boss; see Room of Rites], and has no use aside from that. ----------------------------------------------------------------------- 56) Sign Ring Gasha/Maple: No Notes: This ring cannot be gotten in an Ages game through normal circumstances, though it can be gotten using the Ring Secret. It does mark the occasion of having destroyed 100 signs, though. ----------------------------------------------------------------------- 57) 100th Ring Gasha/Maple: No Notes: This ring is given to you after youve had 100 rings appraised. Just think of how many rupees youve spent appraising and collecting rings. It has no use aside from that, though. ----------------------------------------------------------------------- 58) Whisp Ring Gasha/Maple: Yes Notes: Jinxes, which dont let you draw your sword, no longer affect you. This isnt a great ring. ----------------------------------------------------------------------- 59) Gasha Ring Gasha/Maple: Yes Notes: It increases the likelihood of getting good items from Gasha nuts. I suggest using it while trying to get the Gasha Seed-related Piece of Heart. ----------------------------------------------------------------------- 60) Peace Ring Gasha/Maple: Yes Notes: Dont you hate it when a bomb explodes in your hands? Wouldnt it be great if you had more time to position your bombs? Well get this! New, from Vasu, the Peace Ring! It prevents bombs from exploding until set on the ground! Now defeating Armos statue is fun for the whole family! Order today! ----------------------------------------------------------------------- 61) Zora Ring Gasha/Maple: Yes Notes: With this, you can dive (B) underwater indefinitely. It might help you out in Mermaids Cave, but you might as well use the Blue Holy Ring for every other enemy but Water Tektites. What I want to know is how Link can stay underwater on the seafloor forever but he cant dive in rivers for more than a few seconds. ----------------------------------------------------------------------- 62) Fist Ring Gasha/Maple: Yes Notes: If you dont have an item equipped to A or B, press the vacant button to throw a punch. This is nice, but its replaced once you have the Experts Ring, a stronger version of this. Its close range, though, and you might want to stick with the sword. ----------------------------------------------------------------------- 63) Whimsical Ring Gasha/Maple: Yes Notes: I dont suggest using this. The attack power of your sword drops a lot, but you sometimes inflict critical damage on enemies. The cons outweigh the pros, though, as most of the time you attack like a weakling. ----------------------------------------------------------------------- 64) Protection Ring Gasha/Maple: Yes Notes: With this, damage taken is always one heart. While this could be useful against very powerful enemies/bosses, it also gives weak enemies a chance to beat you down. Since most enemies cant inflict more than two hearts damage anyways, you might as well just wear the Blue Ring. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And if you get two of the same ring, Vasu will buy it from you for 30 rings. Those are all the rings, 64 in all, but I can tell you which is the best right off the bat. The Blue Ring is the best in Ages, and the Red Ring in Seasons. Notice that the official color of Oracle of Ages is blue, while Seasons is red. Well, onto the next section. ======================================================================= ===========================Bipin & Blossom*============================ ======================================================================= In present-day Lynna City, there lives a farmer. He is a simple man in a long line of farmers, and he is descended from Pippin. His name is Bipin, his wife Blossom, and these two have just recently had a son. You can influence their son greatly by talking to Blossom at different times in the game. How you answer her questions determines what career he will take up, and how he is raised will earn you a reward. Its time to put those parenting skills to the test and see if youve got what it takes to raise Bipin & Blossoms son. You stoked? You should be. +----------------+ | The Name | +----------------+ When you first enter Lynna City, look around to find the home of Bipin & Blossom (east of Dr. Troys house), and the home of their new son. Blossom is quite excited, but she cant think of a new name for her baby boy. She asks you for advice and you get to enter a name youd like to give the baby. You can name it anything you want, whether you name it Pippin after their ancestor (of course, due to the five-letter limit, you cant fit in the extra p), Mistake as a cruel joke (really, you cant fit that many letters, but you can put in Error), or some other name (mine is Kafei). The names not important, as a son by any other name still has the same text. +-------------------+ | The Ailment | +-------------------+ After beating Level 2, the son will become sick. Blossom needs money to take him to the doctor, and its up to you to make a kind donation. Give her either 1, 10, 50, or 150. This choice, like the others, will affect the sons career. +--------------------+ | The Insomnia | +--------------------+ Blossoms baby boy wont fall asleep, and she needs answers. This occurs after beating the Level 4, by the way. You have to choose whether Blossom should play with him, to wear him down, or sing him to sleep. What you do affects who he will be. +---------------+ | The Kid | +---------------+ The son will have a miraculous growth spurt, transforming into a kid. Depending on how you answered questions will determine what he looks like and asks you. Note that this occurs after Level 1 in a linked game (Bipin & Blossom move after you beat the game, which is why their house is empty). - If you told Blossom to play with him, hell be energetic. Hes curious as to whether or not you have a girlfriend, and how you answer this question will determine his future. - If you gave Blossom 1 or 10 rupees and told her to sing to the baby, hell be a curious child with rosy cheeks and a smile. He asks, in confusion, which came first, the chicken or the egg. - If you pampered the baby with 50 or 150 rupees and got her to sing to him, hell become a shy kid (who runs from you) wearing glasses. He wants to know if youre strong or not because he wants to defend his family (from what? Link?). And no matter which kid it is hyper, smiling, or shy Blossom will ask you a series of questions. She asks if you were energetic. If you say yes, she stops. Say no and she asks if you were quiet. Say yes, and she stops asking. Say no and she asks if you were weird. Say yes to end the occasion, or say no for a none of the above answer. +------------------+ | The Novice | +------------------+ Depending on how you many rupees you gave, how you told Blossom to cure his insomnia, how you answered the boys questions, and how you answered Blossoms string of questions, the youngster will take up a profession. Hell be a man by the time youve beaten the third dungeon in a linked game. While hes only a rookie, hes got lots of questions for Link that will not influence his career path but instead determine what reward he gives you. Below are the various careers he could have, as well as how you need to answer the questions to make him take up these careers. The below chart is the setup for all questions. +--------+--------+-----------+--------------------+----------------+ | Path # | Rupees | Play/Sing | Links Personality | Sons Question | +--------+--------+-----------+--------------------+----------------+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | +--------+--------+-----------+--------------------+----------------+ - There are multiple ways to earn each career, and each is numbered (hence the Path #). - Rupees determines how many rupees you can give to the boy to treat his sickness. - Play/Sing shows how you should answer that question to put him to sleep, and then we get to the kids questions. - Links Personality is what Blossom asks you about your personality. It is answered with either Energetic, Quiet, Weird, or None of the Above. - Finally, we have the sons question. If you have the energetic kid, answer him with Girlfriend, or No Girlfriend. The curious boy will want to hear Egg or Chicken. The shy boy will ask if youre strong; answer Strong or Not Strong. - Note that Either or Any means that it does not matter which is chosen. The right combination turns him into a farmer, a hero, a singer, or a slacker. After answering their questions, beat another dungeon and return to get a reward based on how you answered. +------------------+ | The Farmer | +------------------+ If you want Bipins boy to take up farming, hell be a pro on all things Gasha and make his old man proud. If you want to continue the family tradition, answer questions like so: +--------+--------+-----------+--------------------+----------------+ | Path # | Rupees | Play/Sing | Links Personality | Sons Question | +--------+--------+-----------+--------------------+----------------+ | 1 | 50 | Play | Energetic | Girlfriend | | 2 | 150 | Play | Energetic | Either | | 3 | 150 | Play | Quiet | Girlfriend | | 4 | 150 | Sing | Energetic | Strong | +--------+--------+-----------+--------------------+----------------+ Oddly, the farmer career path is the hardest to achieve, and it has the fewest ways to do it. As a farmer, the son wants to cover the world in greenery. He gives you a Gasha Seed to help him accomplish this goal. It may not be the best reward, but at least it continues the tradition. Also, if you talk to him from then on, hell give you advice pertaining to Gasha Seeds. +----------------+ | The Hero | +----------------+ If you answer the questions correctly, hell have dreams of becoming a legendary hero, just like Link! He wants to travel the worlds lands and save the worlds people. But, if thats ever to happen, youll have to answer the questions like so: +--------+--------+-----------+--------------------+----------------+ | Path # | Rupees | Play/Sing | Links Personality | Sons Question | +--------+--------+-----------+--------------------+----------------+ | 1 | 1 | Play | Energetic | No Girlfriend | | 2 | 10 | Play | Energetic | Either | | 3 | 10 | Play | Quiet | Girlfriend | | 4 | 50 | Play | Energetic | No Girlfriend | | 5 | 50 | Play | Quiet | Either | | 6 | 50 | Play | Weird | Girlfriend | | 7 | 150 | Play | Quiet | No Girlfriend | | 8 | 150 | Play | None | Girlfriend | +--------+--------+-----------+--------------------+----------------+ The little soldier wants advice on how he can become mighty (from the expert, of course). If you tell him Daily Training, hell later reward you with 100 rupees. Say Natural Talent and hell refill one of your hearts (one of the worst rewards). Answer A Caring Heart for one full heart meter refill. Lastly, answer No to all of them to get one measly rupee. As we can see, its all about the daily training. +------------------+ | The Singer | +------------------+ The baby you knew becomes a guitarist, who does his own vocals, if you answer the questions in certain ways. The singer career is okay in terms of reward, but you could do better. To make him a musical superstar, answer like so: +--------+--------+-----------+--------------------+----------------+ | Path # | Rupees | Play/Sing | Links Personality | Sons Question | +--------+--------+-----------+--------------------+----------------+ | 1 | 1 | Sing | Any | Egg | | 2 | 1 | Sing | Weird | Chicken | | 3 | 1 | Sing | None | Chicken | | 4 | 10 | Sing | Quiet | Egg | | 5 | 10 | Sing | Weird | Either | | 6 | 10 | Sing | None | Either | | 7 | 50 | Sing | Any | Not Strong | | 8 | 50 | Sing | Weird | Either | | 9 | 50 | Sing | None | Either | | 10 | 150 | Sing | Quiet | Not Strong | | 11 | 150 | Sing | Weird | Either | | 12 | 150 | Sing | None | Either | +--------+--------+-----------+--------------------+----------------+ Hes busy writing his first song, one of praise for Link, the great hero. He wants to know whats more important, love or courage. Of course, Link would answer Courage, but its your choice. No matter how you answer, the reward is the same. Every time you go to see him after that, he plays his song and fills all your hearts, as if it was a Fairy Fountain. However, depending upon which answer you pick, the song is different. +-------------------+ | The Slacker | +-------------------+ Unfortunately, the easiest career path is that of the slacker. This guy never grew out of his childhood, and he idles the days away listening to music, wearing shades, and saying dude and other words those cool kids say. Unless you want him to be like this, try not to answer questions like so: +--------+--------+-----------+--------------------+----------------+ | Path # | Rupees | Play/Sing | Links Personality | Sons Question | +--------+--------+-----------+--------------------+----------------+ | 1 | 1 | Play | Any Minus Energy | Girlfriend | | 2 | 1 | Sing | Energetic | Chicken | | 3 | 1 | Sing | Quiet | Chicken | | 4 | 10 | Play | Quiet | No Girlfriend | | 5 | 10 | Play | Weird | Either | | 6 | 10 | Play | None | Either | | 7 | 10 | Sing | Energetic | Egg | | 8 | 10 | Sing | Quiet | Chicken | | 9 | 50 | Play | Weird | No Girlfriend | | 10 | 50 | Play | None | Either | | 11 | 50 | Sing | Energetic | Strong | | 12 | 50 | Sing | Quiet | Strong | | 13 | 150 | Play | Weird | No Girlfriend | | 14 | 150 | Play | None | No Girlfriend | | 15 | 150 | Sing | Energetic | Not Strong | | 16 | 150 | Sing | Quiet | Strong | +--------+--------+-----------+--------------------+----------------+ He may be a slacker in the workplace, but this slacking son wants to go out and see the world. Hes saving up money to do it, and hed like you to chip in. Give him 100 to refill your Seed Satchel. 50 earns you 200 rupees in return, while 10 gets you a Gasha Seed. If you give him only one rupee, hell never earn enough money to venture outside Lynna City/Horon Village, and hell wonder what could have been. +----------------------+ | The Final Word | +----------------------+ So, now that youve raised the kid (what did Blossom ever do?) and reaped the rewards, sit back and give yourself a pat on the back. It wasnt easy (well, it probably was, really), but at least you have something to remember it by, whether it be your own theme song or one rupee. If youre a money-hungry player, though, youll find the best reward comes from a slacker. If you use a 1-rupee option and give the slacker 50 rupees, hell reward you with 200. Thats a net profit of 149 rupees. But, there are other ways to earn money. Personally, I prefer the farmer route because it continues the tradition started so long ago. Pippin would be proud. ======================================================================= =========================The Trading Sequence*========================= ======================================================================= Like almost any Zelda game released after A Link to the Past, there is a trade sequence in Oracle of Ages. The reward is quite nice, and Ill post the process here instead of forcing you to look through the guide. I recommend completing this trade after beating the Skull Dungeon. +-----------------------+ | The Great Trade | +-----------------------+ With the Switch Hook added to our inventory, we are now able to complete the trade sequence we started with the ghost in Yoll Graveyard so long ago. First, let us return to Lynna City. Rather than walking like suckers, lets use a Gale Seed. Sprinkle it from your Seed Satchel and you can use one. It lets you warp to any seed-bearing tree weve seen (so far, an Ember Seed one south of Lynna City, a Scent Seed-bearing one in Crescent Island, a Gale Seed one in Symmetry Village, and a Mystery Seed-bearing one in Deku Forest in the past). Go north into the village and let the trade begin! For those just tuning in, Ill list all the steps of the trade here, even though weve already done a few in the guide. 1) Go to Yoll Graveyard in the present age, northwest of Spirits Grave (Level 1). Here, lift the rock and talk to the ghost. Youre speaking to an illusion; the real ghost is under the grave. It is trapped there and cannot go to the afterworld, and so it would like you to push its grave open. It disappears, letting you push the grave over and take the stairs down. Talk to the ghost and it happily exits the grave. Before departing for the afterworld, it lets you have its one material possession the Poe Clock. After all, it wont need it in the afterlife, now will it? 2) In the past age, go to the home of the postman. Because Veran has made a never-ending day to erect Ambis Tower, he cant tell what time it is and cant tell when you to deliver the mail. Give him the Poe Clock and hell be ecstatic. He rewards you with Stationery. 3) Go west to a shack in the past ages marked Toilet on the map. Enter and a strange hand emerges from a hole in the ground. Thats how it was done in the old days, after all. It asks for paper, and so give it the Stationery. It returns a little later with a Stink Bag. Hooray! 4) On Crescent Island (use Gale Seeds to go there if need be) in the present age in the southeast corner in a tent is a Tokay chef with a cold. It cannot cook well if it cant taste. Let him have a whiff of the Stink Bag and his nose is cleared immediately. To thank you and take the Stink Bag off your hands for future colds, it gives you Tasty Meat, just like in the Wild Tokay game. 5) West of the bridge you made in Nuun Highlands using Ember Seeds is a house. Enter and meet the Happy Mask Salesman, a demented freak obsessed with masks. Hes hungry at the moment, though; let him chow down on the Tasty Meat. Surprised that youre so greedy as to ask for something in return, he gives you the Doggie Mask, the worst one. Normally, I would be outraged and send a firm but polite letter to him, but we havent the time. Just take it. 6) Near the river in Lynna City, present-day, is a house. It is home to Mamamu Yan, the resident dog-breeder of the city, and her shy pooch. The dog is so shy that it wont show its face in public. Give the Doggie Mask to trick it into thinking its hidden. You get his dog toy back a Dumbbell. Now the dog runs all over. 7) Use a Gale Seed to go to Symmetry City. Yes, the past. Enter the building the Tuni Nut is in and go downstairs to see a thin man practicing weight training with only one dumbbell. Why not use two to make those sways really count? Plus, now he can abide by the laws of symmetry here. Now that hes working out, he should rip off his mustache. He does so and you get a... Cheesy Mustache. Now hes going to be a real ladies man! 8) While he lost it to get girls, someone could use it for laughs. In the screen with a bridge across a river in it in Lynna City, that is, the present age, are two comics. They have lame jokes like What kind of candy is always late? Choco-late! Needless to say, hes washed up. Give him the Cheesy Mustache, though, and he puts it on. Its hilarious! A real riot! If only he knew it came off of someone who lived 400 years ago in a basement. He teaches us his funniest gag and gives us a bowtie called Funny Joke. Will we be a big hit? 9) I bet that joke would perk up a depressed person. Go to the past age in Lynna Village and find a house with a darkened room and a depressed kid in it named Dekadin. Tell him the Funny Joke and Link does a bizarre skit for him. He doesnt get it at first, but then he realizes. It was so funny he forgot to laugh. You can take any of his books. Lets take the Touching Book. What that means exactly, Im not sure. A Nintendo DS manual? OK, bad joke. Its probably just written in brail. And its said to be a sad story. 10) You need to run into Maple, the witch that appears randomly. Try it in Yoll Graveyard, which we planted a Gasha Seed in long ago (make sure its present age). She reads it quickly and sniffles. How touching... She gives you the Magic Oar in return. Its the first one she made, but Syrup never gave her any compliments on it. Shes keeping the book, though. Take that, Syrup! 11) Rafton likes aquatic things. Go to him on South Shore in the past and he tells you that hes been considering entering rafting races, but hasnt been able to find a descent oar. Well, Rafton, youre in luck! Give him the Magic Oar in exchange for the Sea Ukulele. He says that lazily playing guitar while gazing at the moon is great. Who could want this? It has a sweet sea smell... 12) Exit Lynna Village and go east (in the past). Now go south. Switch Hook across the gap and go south. Enter the cave to meet an old Zora elder. He misses the smell and sound of the sea. Give him the Sea Ukulele, which he says has the spirit of the sea. He sees youre on an adventure, and so he gives you the Heros Sword that a hero gave his ancestors long ago. You got the Broken Sword! If only we could fix it... The trade is over, but this quest isnt done yet. Its time to mend the ancient Heros Sword so that it might punish evil ones once again. +-----------------------+ | The Noble Sword | +-----------------------+ Know who can fix things? Patch. As crazy as he is and as tough as it is to navigate your way through Talus Peaks to Restoration Wall, its worthy of the effort. Warp to Symmetry Village (in the future, and then go to the past). Now work your way back to Restoration Wall. Climb it and go to see Patch in his home. Play his Restoration Ceremony game and follow him to the basement. Its Patchs Crazy Cart! Its almost the same as last time. But now, new monsters appear as time goes on. The longer you take, the harder it gets. The key is to gather them into one group and then slash them all into the same pit at once. Then a second group appears. All the while, you must go to the switch to press it when the mine cart is about to hit the Broken Sword. When you succeed in destroying the second group, you get the Heros Sword fixed. You got the sacred Noble Sword! Its the L-2 blade, and its one and a half times stronger than the Wooden Sword. And not only is it much stronger, but it can send sword beams for long distances as projectile weapons when Link has full health. It will make the rest of our quest much simpler. Thanks, Patch! And be sure to see him for all future fixing needs. Note: In a main-linked game, the Noble Sword becomes the Master Sword, a stronger blade from A Link to the Past. In a return linked game, you get the Biggorons Sword, which is on par with the Master Sword. I will assume you have the Noble Sword for the rest of the guide, though. Have fun with your new blade... ======================================================================= =========================Equipment & Upgrades*========================= ======================================================================= A good deal of items and equipment is optional in Oracle of Ages, which is why I decided to make this section. Many come from secrets, and so I will direct you to the Linked Secrets section for details on acquiring those items/upgrades. Now, for a list of all weapons, the items on the first screen when you press Start! ----------------------------------------------------------------------- Name of Item Notes: ----------------------------------------------------------------------- Above is the setup, and below is the list. Note that Ive included Zoras Flippers here. Now, on with the show... +-----------------------+ | Basic Equipment | +-----------------------+ ----------------------------------------------------------------------- Wooden Sword (L-1) Notes: This is given to you by Impa after Veran abducts Nayru at the beginning of the game (in linked games, you start with it). The sword is your primary weapon, and you can slash it once or hold it out to perform a spin attack (strong as two slashes). The sword can slash bushes and also pick up items like bombs, rupees, seeds, etc. ----------------------------------------------------------------------- Shovel Notes: The Shovel is given to you by a work supervisor in the Black Tower, past age, because he thinks youll use it to help the cause of building the tower. It is actually used to dig up dirt, revealing expendable items or enemies, and to clear mounds of dirt. It is needed to access Maku Road. ----------------------------------------------------------------------- Seed Satchel Notes: This is given to you by the Maku Tree in the past. It can carry seeds. It must have multiple pouches in it, or the seeds would be mixed together. There are five types of seeds, listed below, and the satchel can carry 20 seeds of any type at a time. There are two capacity upgrades, though. ----------------------------------------------------------------------- Ember Seed Notes: These are used to burn small trees and light torches. The Maku Tree gives them to you with the Seed Satchel. ----------------------------------------------------------------------- Mystery Seed Notes: Queen Ambi likes these rare seeds and will trade them for Bombs. They can also be used to sprinkle on Owl statues, which then give you hints. They are found on a tree in Deku Forest (past). If used from the Seed Shooter, Mystery Seeds have random effects. ----------------------------------------------------------------------- Scent Seed Notes: These seeds smell appeals to monsters, and the aroma is needed for one puzzle in Mermaids Cave. Aside from that, these are good ammo for the Seed Shooter. They are found on a tree in Crescent Island (present). ----------------------------------------------------------------------- Gale Seed Notes: Found in the ruins of Symmetry City, these seeds create a tornado when used that transport Link to other seed-bearing trees as a warp system (it can also blow away enemies). Heres a list of where trees, your warp points, can be found. - South Shore (Past/Present) - Crescent Island (Present) - Symmetry Village (Present) - Above Zora Village (Past/Present) - Deku Forest (Past) - Western Rolling Ridge (Past) - Eastern Rolling Ridge (Past) - Queen Ambis Palace (Past) ----------------------------------------------------------------------- Pegasus Seed Notes: This is found on a tree in western Rolling Ridge (past age). As a substitute for the Pegasus Boots, these are used to give you a burst of speed for a short period of time. If you use Rocs Feather while running with them, you can jump over two spaces, not just one. ----------------------------------------------------------------------- Power Bracelet (L-1) Notes: This is the prize of Spirits Grave. It can be used to lift rocks and jars, as well as pull levers and the like. Despite being a hero, Link doesnt have enough upper body strength to lift a pot by himself. It must be because he carries around all this equipment with him everywhere. ----------------------------------------------------------------------- Wooden Shield (L-1) Notes: This is bought in the shop in Lynna City (present) for 30 rupees or from Business Scrubs for varying amounts. It is used to block attacks, to flip over Spiked Beetles, and on occasion deflect projectiles. In linked games, Impa gives this to you. If you lose it to a Like Like, you can always buy another one. ----------------------------------------------------------------------- Harp of Ages Notes: This is the legendary instrument of the Oracle of Ages, hidden in the home of Nayru. You can get it after Spirits Grave. Using its songs, Link can travel through time to find new items, clear dungeons, reach new places, grow plants... the list goes on and on. Without it, it is impossible to beat the game. There are three tunes on the Harp of Ages, and they are listed below. ----------------------------------------------------------------------- Tune of Echoes Notes: Nayru teaches this to you when you first get the Harp of Ages. It lets you warp between the ages on Time Portals. ----------------------------------------------------------------------- Tune of Currents Notes: You learn this from Tokkey in Talus Lake (past). It lets you warp from the past to the present from any location, but its a one-way road. ----------------------------------------------------------------------- Tune of Ages Notes: This song, taught to you by Nayru after you rescue her from Ambis Palace, can be used to pass from past to present and vice versa, like a two-way version of the Tune of Currents. It make the other tunes obsolete in record time. ----------------------------------------------------------------------- Bombs Notes: This is given to you as a reward from Queen Ambi herself for find that which she desires (a.k.a. Mystery Seeds). Bombs are used to blow up weak walls, fragile blocks, and hurt some enemies only weak to explosives. At first, you can only carry ten, but there are capacity upgrades for bomb-holding. When you take out a bomb, you must then set it down or run and throw it. ----------------------------------------------------------------------- Rocs Feather Notes: A roc is a monstrous bird in Arab mythology, and this feather makes you as light as it. In other words, you can now jump. This is useful in many places, for clearing gaps to hopping up steps in 2-D screens to avoiding enemy attacks. Too bad theres no Downward Thrust attack in this game... ----------------------------------------------------------------------- Zoras Flippers Notes: Found in the grave of Cheval, a scientist from the past age interested in items that work in water, these let you swim through water, as long as it isnt deep. Press A to swim forward quickly and B to dive underwater for a short period of time. ----------------------------------------------------------------------- Strange Flute Notes: The flute, obtainable either by buying it from the Shop (present age, Lynna City) for Dimitri, won at the gallery game in the past age for Ricky, or none of the above for the default Mooshs Flute, summons one of the three animal partners to your aid. They are only needed for Nuun Highlands, though. ----------------------------------------------------------------------- Seed Shooter Notes: The prize of Moonlit Grotto is a great one. The Seed Shooter launches seeds around the room, ricocheting off walls and objects, until it hits a target, enemy, or disintegrates. This shoots all types of seeds and can be aimed in eight directions. ----------------------------------------------------------------------- Switch Hook (L-1) Notes: This is the ever-so-useful prize of Skull Dungeon. It switches you with whatever you launch it at, whether thats an enemy, a diamond, a jar, or a bush. It is the replacement for the Hookshot, and I must say I like it. ----------------------------------------------------------------------- Boomerang Notes: After winning the Rock Brisket at the Target Carts mini-game, keep playing. The rupees change positions and it will take practice and several tries, but youll eventually be able to win this item. It is sometimes the prize for hitting 12 out of 12 rupees, a perfect game. The Boomerang is thrown forward as a projectile that returns to you after reaching a certain point. Its pretty slow and cant defeat most enemies, but it can stun enemies to keep them in place for a thrashing. ----------------------------------------------------------------------- Cane of Somaria Notes: This seldom-used cane first appeared in A Link to the Past, and its been making steady reappearances ever since. When used, it forms a red block that can be pushed in any direction as many times as you want. It can be used as a quick shield against traps, a heavy object to keep switches pressed down, or as a handy tool for you to use on invisible roads to see if there is safe ground ahead of you or not. Unfortunately, the block does not burst into flames when you create a new block like in A Link to the Past. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- +----------------+ | Upgrades | +----------------+ ----------------------------------------------------------------------- Noble Sword (L-2) Notes: This is gotten through a long series of trades. See The Trading Sequence for details on getting it. The Noble Sword is 1.5 times as powerful as the Wooden Sword, making your entire quest far easier. It can be gotten any time after the Skull Dungeon. Using it, you can shatter jars with but a swipe of your sword, or shoot sword beams when your heart meter is full. ----------------------------------------------------------------------- Master Sword (L-3) Notes: This is gotten at the end of the trade sequence if youre in a linked game. Alternately, its gotten through the K Zora Secret. Its even stronger than the Noble Sword, and its almost the strongest blade in the game. ----------------------------------------------------------------------- Biggorons Sword Notes: From Ocarina of Time, this powerful weapon must be wielding with two hands (therefore, with A and B). One slash takes a while, but it covers a large distance and will kill almost anything instantly. Its gotten from the Elder Secret. ----------------------------------------------------------------------- Seed Capacity Upgrade 1 Notes: This is gotten by talking to Tingle after beating Moonlit Grotto (Tingle is the fairy-obsessed freak in South Shore, the one who gave you the Island Chart). Using his magic, Tingle will raise the number of seeds you can carry from 20 to 50. Tingle, Tingle! Kooloo-Limpah! ----------------------------------------------------------------------- Seed Capacity Upgrade 2 Notes: To carry 99 of all seeds, you must use the Tingle Secret. But really, is 50 seeds that limiting? Honestly, is 20? ----------------------------------------------------------------------- Power Glove (L-2) Notes: This is the prize of Level 8, Ancient Tomb. I always thought a L-2 Power Bracelet was sort of pathetic, and it isnt all that useful outside of Ancient Tomb. It can be used to lift the heaviest of objects. That is, it can lift the sarcophaguses in Ancient Tomb and a cave above Zora Village. ----------------------------------------------------------------------- Iron Shield (L-2) Notes: This can be gotten after youve obtained the Mermaids Suit. Swim down the west side of Crescent Island in the past age and youll come to a pile of rocks blocking a cave. Dive down, swim under the rocks, and surface. Now enter the cave. Swim through here to find a Tokay with your shield! We finally caught that wily thief! Hes been polishing it for at least three dungeons (if you left Mermaids Cave without beating it), and its now the Iron Shield. Its bigger and therefore better (it can now defend more of your body at once). If a Like Like gives into its shield-eating appetite with your Iron Shield as the main course, you can buy one at shops and from Business Scrubs to replace it. ----------------------------------------------------------------------- Mirror Shield (L-3) Notes: This can be gotten using the Smith Secret. Note that if you only have the Wooden Shield, the Smith Secret will yield the Iron Shield (in which case the Iron Shield-bearing Tokay will have this). This shield can block lasers and is the largest. Need I say more? ----------------------------------------------------------------------- Bomb Capacity Upgrade 1 Notes: This is on Talus Peaks. Remember the part of Talus Peaks in the past that has the vine sprout that you must move to make a vine grow in the future to allow you to move on? Rather than push it to the right, push it under the left ledge. Play the Tune of Currents and climb the vine, now grown, to reach a small pond by two blue Armos statues (this only works if water is flooding the eastern side of the peaks). A sign here asks you not to throw anything into the pond. Toss a bomb in and a fairy appears. She asks if you threw in a golden or silver bomb. Answer A regular bomb and shell reward your honesty by letting you carry 30 bombs instead of 10. ----------------------------------------------------------------------- Bomb Capacity Upgrade 2 Notes: After getting a bomb upgrade in Seasons, return a new password gotten by using the Pirate Secret to Farore in Oracle of Ages. Youll transfer the upgrade to this game, which lets you carry 50 bombs at once. If you dont have this upgrade, then use Bomb Capacity Upgrade 1 to reach 50. ----------------------------------------------------------------------- Bombchu Notes: This is gotten by using the Subrosian Secret. Also from Ocarina of Time, these are bombs modeled after rats. They scroll around the screen and then explode. While somewhat fun to use, they are expensive. Syrup will sell them if you need to restock, but each Bombchu has a value of 20 rupees. Thats steep... ----------------------------------------------------------------------- Mermaids Suit Notes: The prize of Mermaids Cave, this can be used to swim in all types of water. In the sea, you can even dive down to explore the seabed. While underwater, you can use an A Button item. B is reserved for surfacing. ----------------------------------------------------------------------- Long Hook (L-2) Notes: The chain of the Switch Hook is extended, making this better, I guess. Aside from farther read, there is no difference between this and the Switch Hook. Its like the Longshot from Ocarina of Time. ----------------------------------------------------------------------- L-1 Ring Box Notes: This is gotten by talking to Vasu. It can hold one ring at a time. ----------------------------------------------------------------------- L-2 Ring Box Notes: This is sold to you in the secret shop. To reach it, go north of the Ember Seed tree in South Shore, and do so in the past. Stand so that youre touching the upper-left corner of the leftmost tree and play the Tune of Currents/Ages. Youll reappear in the fenced-in part of the shop in the present age. Walk through the door, go north again, and take the stairs down. Here, in the secret shop, you can buy this upgrade for 300 rupees. Its worth it, as we can now carry three rings with us at once. ----------------------------------------------------------------------- L-3 Ring Box Notes: Using the Ruul Secret, you can carry 5 rings at once! Its great, as you can now carry an arsenal of rings with you for many occasions. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And thats a wrap. Now, onto the enemy listings. ======================================================================= =============================Enemy Index*============================== ======================================================================= I commend Oracle of Ages for including many enemies, but I am a bit disappointed that they are so thinly spread across Labrynna. It lets you face new challenges constantly, I suppose, but I like facing the same batch of enemies repeatedly rather than face different ones with essentially the same attack pattern all the time, or at least face more of these enemies. Well, here goes. ----------------------------------------------------------------------- Enemy Name Location: Notes: ----------------------------------------------------------------------- Above is the setup, and below is the list. All names are official or from previous games; do not e-mail me about the names of enemies. Note that Heros Cave enemies arent listed. I want to surprise you... ----------------------------------------------------------------------- Arm-Mimic Location: Moonlit Grotto Notes: At least it was included, even though this enemy is extremely rare. They mimic your movements by walking opposite the direction you walk in, but can be beaten with a simple slash. ----------------------------------------------------------------------- Armos Location: Skull Dungeon Notes: Armos are pretty rare in this game. They are statues of soldiers that come to life when triggered. They can be defeated primarily via bomb, but the Boomerang will also work on some. Of course, you really cant have the Boomerang in Skull Dungeon unless you went back into it... Why would you do such a thing? ----------------------------------------------------------------------- Ball & Chain Soldier Location: Crown Dungeon, Ancient Tomb, Black Tower Notes: A rare but powerful foe, it swings a ball & chain about and then casts it at you to hit you. Its easy enough to dodge, but getting in close to hit it can be a challenge. Its very weak to attacks from behind, and a skilled marksman could even shoot a seed at its vulnerable backside. If you attack in a fury of sword slashes, you can knock its ball attack back at it and hit its lower-left side. ----------------------------------------------------------------------- Bari Location: Jabu-Jabus Belly Notes: These are jellyfish enemies, and they have electric charges periodically. Slash them when the electricity is down and theyll divide into smaller jellyfish, Biris. Slash them to finish the job. You can also use the Switch/Long Hook on it/them. ----------------------------------------------------------------------- Beamos Location: Various Notes: These are laser turrets that rotate about and shoot you with their blue laser with surprising speed when they see you. Either dodge it quickly or block with the Mirror Shield. Note that blocks and physical obstacles can block the lasers. They cannot be defeated. ----------------------------------------------------------------------- Beetle Location: Various Notes: Beetles can be dug up from the ground using the Shovel. They also appear from under bushes and rocks (this type is sometimes called a Spiny Beetle), coming at you from their disguised positions. The rock ones are tough; you must lift their rock before you can attack them (or use the Switch Hook). The bush ones only have the element of surprise; a simple slash will do them in. There are also very large Beetles that Veran summons in the final fight. They take many hits, and they are very annoying. ----------------------------------------------------------------------- Buzz Blob Location: Nuun Highlands Notes: Rare enemies though they are, be careful around the green blobs in the plateau. Slash them and youll be electrocuted. Try shooting them or stunning them and then burning them. Or, you could always use a Mystery Seed on them... ----------------------------------------------------------------------- Candlehead Location: Mermaids Cave, Ancient Tomb Notes: These are small candles with face that walk around the room. Send an Ember Seed their way with the Seed Shooter to light them afire; when it burns down their wick (theyll be running around frantically as they burn), they will explode. A brand new enemy, this one is. ----------------------------------------------------------------------- Cheep-Cheep Location: 2-D Water Notes: These fish enemies hail from Super Mario Bros., and they can be taken out with a single slash of the sword. Yeah, theyre pretty tough foes... ----------------------------------------------------------------------- Crab Location: Crescent Island Notes: These are the crabs that scuttle about the island. One hit and theyre down. Sadly, Crab is actually in many Zelda games... ----------------------------------------------------------------------- Cukeman Location: Nuun Highlands Notes: If you sprinkle a Mystery Seed on a Buzz Blob, it turns into these strange creatures. They babble about random stuff and can be defeated with a single hit. ----------------------------------------------------------------------- Dark Link Location: Black Tower Notes: In the final fight with Veran, four dark duplicates of Link are created. They mimic your movements, but you can defeat them rather easily. Gather them into a corner so that they all move as one, and then move so that they near you and slash them until they all die at once. Now you can shift your attention to Veran. ----------------------------------------------------------------------- Floor Master Location: Mermaids Cave, Ancient Tomb Notes: These are Wall Masters that rise from the floor and grab you to return you to the first room of the dungeon. However, these do not come endlessly like Wall Masters. Slash them until they die. Theyre quite easy, really. ----------------------------------------------------------------------- Ghini Location: Yoll Graveyard, Spirits Grave, Ancient Tomb Notes: These are the ghosts of Zelda portable games. Slash them a few times and they are defeated. Simple as that. ----------------------------------------------------------------------- Gibdo Location: Various Notes: These are mummies in Zelda games. They do not have kickback; they are not pushed back by sword slashes. This makes them tougher and a bit unpredictable because you cant control them with your attacks, but they still only take a few hits. Gibdos can be burnt with Ember Seeds to turn them into jumping Stalfos. ----------------------------------------------------------------------- Goponga Flower Location: Jabu-Jabus Belly Notes: Inhabiting one room of Level 7, these are plant enemies that shoot fireballs at you (not only are they plants, but they shoot fireballs underwater. It makes no sense at all). To defeat the one Goponga Flower of the game, simply Long Hook it. ----------------------------------------------------------------------- Guard Location: Ambis Palace Notes: The royal guard of Queen Ambi in the past age, these knights patrol the palace grounds to stop intruders. The ones in the gardens will throw you out if they catch you, but the ones inside with rush you and attack swiftly when they notice you. A few good slashes can get them to retreat, but I recommend avoiding them as much as possible. ----------------------------------------------------------------------- Hardhat Beetle Location: Various Notes: These monsters will come at you quickly. Their shells prevent them from taking damage, and you must fend them off with your sword and force them into a hole/lava. Its the only way to destroy them. ----------------------------------------------------------------------- Iron Mask Location: Moonlit Grotto, Jabu-Jabus Belly Notes: These enemies have metal masks protecting their soft bodies. Either slash their unprotected backs or Switch Hook their masks off and give them a taste of your steel. ----------------------------------------------------------------------- Kanalet Soldier Location: Various Notes: Named for their appearance in Links Awakening, Kanalet Soldiers are armored knights carrying swords or bows. Block arrows with your shield and then crush them with your blade, or go toe-to-toe with the swordsmen (pretty easy, really. Just stick your sword out and let them run into it). The blue type take more hits. ----------------------------------------------------------------------- Keese Location: Various Notes: These bats have appeared in almost every Zelda game. They fly around just waiting to be hit by just about anything (although the sword works the best). They can be frustrating in 2-D screens, though. There are also high-flying Fire Keese, which do more damage and can evade your blows by flying high up. To defeat Fire Keese, either jump to their level with Rocs Feather and deal them death or wait for them to dive. Fire Keese only appear in Skull Dungeon, though. Keese are probably the most abundant enemy in the game. ----------------------------------------------------------------------- Leever Location: Sandy Terrain Notes: Leevers are classic Zelda enemies that emerge from the sand, attack you (by bumping you), and then retreat beneath the ground. They can be defeated with a slash while theyre up, but you can often just avoid them. ----------------------------------------------------------------------- Like Like Location: Various Notes: NO!!!! These losers are in this game? Like Likes are Shield Eaters in the Zelda series. They are those white tubes of flesh you occasionally see roaming about in search of shields. They will absorb you in the center of their bodies and absorb your shield. If you lose it to them, youll have to buy another one. Like Likes can be defeated through slashes and projectiles. ----------------------------------------------------------------------- Lynel Location: Sea of No Return, Black Tower Notes: As you can see by their locations, these are the most advanced of the enemies. They hail from The Legend of Zelda, and this is their first comeback since a brief reappearance in A Link to the Past. They are red and blue creatures that shoot what would appear to be arrows that fly straight through walls and do lots of damage to you. If you can, avoid them. Its easy to do in the Sea of No Return (the maze that leads to Ancient Tomb), and equally so in the Black Tower. If you must attack, the red take two hits, the blue three, of the Noble Sword. ----------------------------------------------------------------------- Mini-Moldorm Location: Various Notes: Black worm-like creatures that mindlessly spin and slither about pretty accurately describes these things. They are mini because they are based off Moldorm, a boss from A Link to the Past (and other Zelda games). Slash them and the head is knocked backward for a second. Then they continue slithering around. Slash them a few times and theyll be defeated easily (four hits of an L-1 Sword). ----------------------------------------------------------------------- Moblin Location: Various Notes: Having appeared in almost every Zelda game to date, Moblins are the grunt soldiers of Ganons army (Ganon is Links normal nemesis). They are pig-like creatures, and they attack with boomerangs, spears, or swords. They also come in two shapes white with ears and red with rounded heads. Still, they attack in the same ways. Just slash them to defeat them. In Labrynna, Moblins are the servants of the enterprising Great Moblin, who is considered a boss and thus does not get an entry in the index. ----------------------------------------------------------------------- Octorok Location: Overworld, Black Tower Notes: This enemy has appeared in every Zelda game ever released. It is an amphibious creature that shoots rocks from its beak, and those rocks can be blocked with sword or shield (also, they are strictly land animals in this game). They take two hits at best. Not really the strongest enemy, but it is a Zelda regular (its appeared in more games than Zelda has). ----------------------------------------------------------------------- Peahat Location: Level 2-4, Nuun Highlands Notes: Another classic Zelda foe, and an annoying one at that. The Peahat is a flower sort of creature with a propeller at the top of its body. It spins the propeller to fly around the screen for a while, and its invincible while airborne. Eventually, it runs out of steam and stops. Thats your chance to slash it (twice). Fortunately, they only appear early on in the game (probably because theyd be so pathetic when you have the Noble Sword). ----------------------------------------------------------------------- Pincer Location: Jabu-Jabus Belly Notes: Found in one room of Level 7, these enemies from Ukuku Prairie in Links Awakening are found in holes (in this case, water). They stick their eyes out and then spring into you. They can be slashed if youre aggressive, but its best to avoid them. ----------------------------------------------------------------------- Pokey Location: Symmetry Village (Present) Notes: Officially classified as Pokeys, the desert-dwelling cacti from Super Mario Bros. 2 (USA), these are the enemies found in the ruins of Symmetry City in the present. They rise up, spit fireballs, and then wait for a while to fire another one. A few slashes will do the trick, and they disappear entirely after you save Symmetry City in the past. ----------------------------------------------------------------------- Pols Voice Location: Moonlit Grotto Notes: These are strange spirits of the dead manifested into physical form (as bunny ears) that first appeared in The Legend of Zelda (NES). In this game, two of them are in one room of the grotto. Play the Tune of Echoes and their sensitive ears will burst, leaving these enemies defeated. ----------------------------------------------------------------------- Razor Trap Location: Various Notes: Razor Traps... gotta love em. Also old Zelda enemies, these are motion-sensitive traps left against walls (usually). When you approach them, they launch at you, hit you, and then slowly retract to their origin point. Trigger them, step back, and walk past them while theyre retracting. Also, similar traps are what I call blade traps, but they are classified here. When triggered, they follow you, their blades spinning, down a narrow path until they pass you or you get so far ahead that they stop. You can stop them easily with the Cane of Somaria; use a block to separate you from it. ----------------------------------------------------------------------- Rope Location: Various Notes: The snakes of the Zelda world, these green menaces are easily defeated. They slither slowly when they dont see you, but horizontally and vertically like lightning when they do, and they will move in such a way (up/down to your position, then left/right into you, or vice versa) to hit you. If they charge you, hold out your sword and let them kill themselves. In Mermaids Cave, there are three Ropes that you cannot reach. Use a Scent Seed and theyll charge at it, but will drop into a hole instead. ----------------------------------------------------------------------- Spark Location: Level 2, 4, 5, 7, 8 Notes: Bright yellow balls of electricity with black eyes... They coast along a perimeter, usually the walls or a series of blocks, and will hurt if they hit you. While they cant be beaten by most methods of attack, you might just want to heal yourself with a Fairy by hitting them with the Boomerang... ----------------------------------------------------------------------- Spiked Beetle Location: Wing Dungeon Notes: Only in one room of Level 2 do these monsters appear, although they were quite popular in Links Awakening. They have spiky tops and will move slowly, but they charge vertically and horizontally very quickly when they see you (just like Ropes). Hold out your shield, most likely the Wooden Shield, and theyll flip themselves over by running into it, exposing their vulnerable undersides. One more swing of the sword and theyre through. ----------------------------------------------------------------------- Stalfos Location: Various Notes: These skeletal knights come in several varieties, but there are two basic types. You have the jump-happy Stalfos that reveal their skulls, and then you have Shrouded Stalfos, the kind that wear blue hoods. Shrouded Stalfos behave just like a Kanalet Soldier would. The only difference is that the shrouded skeleton takes less hits. The other type of Stalfos can jump, and it may try to leap onto you. Cut it down to destroy that type. More advance jumping Stalfos can even throw bones. Interestingly, if you burn Gibdos with Ember Seeds, a jumping Stalfos comes out. ----------------------------------------------------------------------- Takkuri & Crow Location: Notes: ----------------------------------------------------------------------- Tektite Location: Talus Peaks, Rolling Ridge, Moonlit Grotto, Black Tower Notes: The versatile jumping monster returns for another round of pain in Oracle of Ages. These enemies jump around mountainous areas, usually in groups, and require only a slash or two to beat. ----------------------------------------------------------------------- Thwomp Location: Wing Dungeon Notes: These are one-eyed blocks that drop down on you from the ceiling in 2-D screens. They cannot be defeated, but you can jump on top of them and ride them like elevators. And for the unaware, Thwomps debuted in Super Mario Bros. 3. Making Mario enemies Zelda foes is one thing, but wait until you see the boss of Level 2. ----------------------------------------------------------------------- Wall Master Location: Spirits Grave Notes: Of course, these enemies did not miss out on an opportunity to aggravate us, although they are almost absent from the title altogether. In the last room of Level 1 only, this gruesome hand may drop down, lift you, and return you to the first room of the dungeon. What a jerk! You can defeat it by slashing it twice (with the L-1 Sword), but it comes endlessly even if you do defeat it once. Watch for a shadow to appear below you and then move away from it to dodge this falling menace. ----------------------------------------------------------------------- Water Tektite Location: Mermaids Cave Notes: These are aquatic versions of the Tektite, minus the jump. They skid across the water in a water bug fashion. Since youll probably be in water when they are a threat, your best bet is to dive to avoid them. If you really hate them, though, the sword works wonders from out of the water. ----------------------------------------------------------------------- Whisp Location: Various Notes: There are two types of Whisp. There is the common type, often referred to as Bubble or Anit-Fairy, that bounces around the room as an obstacle like the Spark, and there is the rare type. The rare type looks intentionally pixilated and will jinx you if you touch it. While jinxed, you cant use your sword for a very short period of time. The Whisp Ring will prevent curses, but theyre rare and short. Perhaps a blow by the Boomerang could make them disappear (that is, the normal type, not the jinxing type). ----------------------------------------------------------------------- Wizzrobe Location: Mermaids Cave, Ancient Tomb, Black Tower Notes: Only in the later dungeons of the game, these are sorcerer enemies. They warp around the room, materialize, and cast a magic wave at you as an attack. Stand by them when they materialize and slash the daylights out of them. They come in two basic types those that are invisible while warping, and those that you can see as they move about the room. ----------------------------------------------------------------------- Zol & Gel Location: Various Notes: Common jelly enemies that change names a lot during the Zelda series (ChuChu, Bot & Bit). Zols are larger blobs that jump at you. They take one hit, but some will divide into smaller enemies called Gels. Slash them to defeat them. Gels have the annoying tactic of jumping on you to slow them down. Slash them and dont let it happen. ----------------------------------------------------------------------- Zola Location: Notes: Commonly known as a River Zora, Zolas are violent, female Zoras banished from their homes (in this case, Zora Village) for their aggressive behavior. They appear, always from water near land, and spit whats known as Zoras Fire at you. Dodge it and continue; theyre not worth your time. If you do want to take revenge on them, though, you can use projectiles (including the Switch/Long Hook) or slash them if theyre near the shore. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- Presto! Theres the enemy list... Well, I havent got much to say, really, but I dont want this section to end in some awkward silence... ======================================================================= ==========================The Zelda Timeline*========================== ======================================================================= Now, prepare yourself for the new and improved timeline. Sure, it has the same order of games as usual, and the writing is mostly the same, but Ive added in quite a few things in Notes. Get ready for generic timeline fun! Note: Reading this might spoil the endings for a few of the Zelda games. Read only if you know what happens in each, because I need to draw from important game events to make the timeline. Read at your own risk. Second only to the argument of whether Zelda is an RPG or not, there is one aspect of the Zelda series debated by many. The Legend of Zelda is a series of twelve separate games at the present time. Since these games were not released in an order that made sense, many people argue with one another about just how it should be organized. Thats what this timeline is here for to express my views on the subject. I think that the series in bad need of better organizing. Many timelines are awful and dont make sense. The timeline must abide by certain rules. But before that, heres a list of every Zelda game that either was new when it was released or had something new on it. The Legend of Zelda 1987 for the NES Zelda II: The Adventure of Link 1988 for the NES The Legend of Zelda: A Link to the Past 1991 for the SNES The Legend of Zelda: Link's Awakening 1993 for the GB The Legend of Zelda: Ocarina of Time 1998 for the N64 The Legend of Zelda: Majora's Mask 2000 for the N64 The Legend of Zelda: Oracle of the Ages 2001 for the GBC The Legend of Zelda: Oracle of the Seasons 2001 for the GBC The Legend of Zelda: A Link to the Past/Four Swords 2002 for the GBA The Legend of Zelda: Ocarina of Time/Master Quest 2003 for the GCN The Legend of Zelda: The Wind Waker 2003 for the GCN The Legend of Zelda: Four Swords Adventures 2004 for the GCN The Legend of Zelda: The Minish Cap 2005 for the GBA Note that these release years are all North American. First, notice that A Link to the Past and Ocarina of Time are listed twice. This is because those games had a new game on them when they were re-released. Ocarina of Time had Master Quest, which was a harder version. Master Quest has the same events in it as Ocarina of Time, so it will not be counted. A Link to the Past was re-released with a multi-player game called Four Swords. Links Awakening DX does not count because it only included an extra dungeon. It is an actual game, and it shall be counted. As I said, there are a few rules one must follow when making their timeline. Here are common errors people make. First, what Link or anyone else looks like has nothing to do with the chronological scheme of things. Wind Waker Link was a very popular look so Nintendo showed him that way in a few extra games. This doesnt make Link different. Secondly, items (unless they are extremely important, like the Master Sword) do not determine anything. That is, whether Ganon used his trident in one battle or not does not give us a good timeline. Third, there is only one timeline. Many people think that there are two (the Alternate Timeline Theory) because Link time-traveled in Ocarina of Time. If you think about it, this is a really stupid theory. After all, at the end of Ocarina of Time, Zelda sends Link back to relive the seven years of his childhood that he lost (to quote Zelda exactly, Link, give the Ocarina to me As a sage, I can return you to your original time with it.). It is as if the latter part of Ocarina of Time never happened. Fourth, there will be no dates. Many people try to use dates in their timeline and that is completely false. Fifth, comic books have no bearing on the timeline. Sixth and foremost, if its not in the game or the manual, then it is speculation and it doesnt count. For instance, one could add tons of different events that werent in the games or manuals and connect things together (like Ganon revivals, descendants, and other events). Now we can truly start. This is quite anticipated because everyone wants to know how Minish Cap is placed on the timeline. Remember that the timeline tries to string the games together in an order that makes sense for the existing games only. It will be modified should a new game be released. Note: In my timeline, it is very important to remember that Link did not have the Triforce piece of Courage at the end of Ocarina of Time, nor Zelda or Ganon theirs. He had it when he was an adult, but Zelda sent him back to the past to regain his lost years. Even if you do disagree with this for whatever reason, it wouldnt matter (if he did, Link would lose the Triforce of Courage in Majoras Mask due to what the King of Red Lions says in Wind Waker). Also, the timeline focuses a lot on Ganon. Ganon is the only character that is completely unique (that there are no descendants of) and he has different conditions in each game. Ocarina of Time is obviously the first game. This is a universally accepted fact and it should not be argued with. Then comes Majoras Mask. Again, this is universally accepted. The best reason for Majoras Mask coming next is that Link has the Ocarina of Time in it, although there are many more. Now heres where my timeline becomes unique. Now, recall that I said earlier that the adult part of Ocarina of Time didnt matter. Well, it basically never happened as far as the timeline is concerned because Link was sent back to his past to relive his childhood. Ganon is, therefore, trapped in the Sacred Realm/Dark World whatever you want to call it at the end of Majoras Mask. There are only a few games that start out with Ganon in the Dark World. Four Swords could come next (although it really cant, as I will explain later) and Four Swords Adventures would follow. This cannot be because the Four Sword, which is used in both those games, is broken and you must restore it in the re-release of A Link to the Past in an optional side quest. Yes, it seems like a cheap shot, but it is how things happened. The only other game in which Ganon starts out imprisoned is A Link to the Past. Therefore, it is the only game that actually can come next logically. This presents a new problem. At the end of A Link to the Past, it would seem that Ganon is dead. Yes, one might think that Ganon really is dead, but in truth, he is not. Again, this is a very random observation, but in the credits of A Link to the Past (by completing different events you can see different credits) they show Links uncle and the king of Hyrule. This is important because both of these people were dead earlier in the game. Also, in one scene of the credits (The Bully Makes a Friend), they show two characters on Death Mountain that would normally be in the Dark World in the Light World. This means that, when Links wish was granted by the Triforce, he wished those that died as a result of Ganon back to life and that all those in the Dark World be transported to the Light World. Well, this includes Ganon, which means that Ganon is alive again and hes in the Light World. There are only two games like this at the beginning and Wind Waker cannot come yet (if it did, Adventure of Link would later and this is impossible). Therefore, the original The Legend of Zelda has to come next. Ganon dies at the end of The Legend of Zelda. Even more importantly, he dies leaving a pile of ashes behind at the end of The Legend of Zelda. This is very important. There are only two games in which Ganon is dead throughout the entire game. These games are Links Awakening and Adventure of Link. Now, all games in which Ganon is dead in must be consecutive, right? If you disagree with me, think about it for a second and youll realize what I mean. So, this leaves us to put Links Awakening and Adventure of Link in the right order. At first glance, it seems like it doesnt matter, but it actually has a huge bearing on the timeline. Remember that in Wind Waker the King of Red Lions tells us that the legendary hero of ages long past left the land of Hyrule and lost the Triforce by doing so (the guidebook of Links Awakening says that Link traveled to many different lands to seek enlightenment)? Well, Link gets the Triforce piece of Courage in Adventure of Link. If Adventure of Link came first, Link would lose the Triforce piece in the very next game. Besides, the next two games in the timeline (the games in which Ganon is resurrected) have Link using his piece of the Triforce at the very beginning. Even though the instruction booklet of Adventure of Link says that Link never left Hyrule after The Legend of Zelda and before Adventure of Link, he has to. However, we know that Link MUST have the Triforce piece in the game after these two, and that Links Awakening must come either before or after this one. So, Links Awakening comes first (Link would not lose the Triforce piece in this scenario) and then comes Adventure of Link. Easy. Now, we are out of games in which Ganon is dead, and that means that he must be resurrected in the next game. However, it takes two games to revive Ganon. These games are Oracle of Ages and Oracle of Seasons. In the secret ending in a Beowulf-like plot, Kotake and Koume (Ganons surrogate mothers) revive their son after trying to kill Link. After another defeat by Link, Ganon is sent back to the Dark World right after being revived. There are few games remaining, and they are rather easily sorted. First, Four Swords comes before Four Swords Adventures. The proof for this is rather obvious. The Four Swords Adventures manual refers to three separate occasions in which Vaati appeared (Four Swords, Four Swords Adventures, and a very long time ago). Well, this means that Four Swords comes next and then comes Four Swords Adventures. Now were left with two games, The Minish Cap and Wind Waker. The Four Sword was forged in The Minish Cap, but it was used in Four Swords (Adventures, too). This means that Wind Waker comes next. So far, I have only covered the previous eleven games. Now Ill give Minish Cap a home on the timeline. There are three proofs of my theory. Ill list them in order of their obviousness. First, the Four Sword was created in Minish Cap. It is later used in Four Swords. Therefore, Minish Cap must come before Four Swords. However, the Four Sword also made a brief appearance in the re-release of The Legend of Zelda: A Link to the Past, which means that Minish Cap comes before ALttP. However, since Zelda had a piece of the Triforce in Minish Cap (thats what the light force is, obviously), then Minish Cap must come BEFORE Ocarina of Time. If Minish Cap came after Ocarina of Time or Majoras Mask, then Ganon would not have the complete Triforce in A Link to the Past, which he does. That is proof one. Proof two and three are a bit smaller and not as effective, but they get the job done. First, Vaati appeared as a black eye-like creature in Four Swords and Four Swords Adventures. Well, a figurine in Minish Cap (# 135. To quote it exactly, Once Vaatis body has been shattered, this dark form rises up, all that remains of the evil sorcerer. Only the sacred Four Sword can defeat him.) says that Vaatis human body had been shattered. This means that Vaati appeared in FS and FSA the way he did because something happened to him before. The instruction manual of FSA makes reference to a boy who split into four to beat Vaati before even Four Swords. This just supports what I said earlier, although this proof alone cannot move this before Ocarina of Time. The third proof is implied. At the end of Minish Cap, Ezlo returns to his Minish-sage form and he gives Link a green hat, a token to remember him by. This seems to imply that this is the first time Link ever wore such a hat, and it became a tradition afterward for heroes of Hyrule. Thats a bit of a stretch, though. Why would the Kokiri have adopted it? Like I said, proof one up here is the best answer to the placement question. And to reinforce these points and to counter the entire Sacred Realm argument some people have tried to use against the placement of Minish Cap, please see The Imprisoning War in the Notes section. Below I have a list made of where the games in the timeline go according to my theory. Notice that Oracle of Ages comes before Oracle of Seasons. I decided to alphabetize them, even though Oracle of Ages should come first for a few reasons, mainly due to the Triforce stone being pushed. The Minish Cap Ocarina of Time Majoras Mask A Link to the Past The Legend of Zelda Links Awakening The Adventure of Link Oracle of Ages Oracle of Seasons Four Swords Four Swords Adventures The Wind Waker Now I will try to clarify things by explaining a few items mentioned here. ======================================================================= Notes ======================================================================= +---------------------------+ | The Imprisoning War | +---------------------------+ This is the center of so much confusion, but Ive finally cracked it. Many verses of the Book of Mudora, as well as other Hylian myth, depict a terrible war between the forces of good and evil, centuries later named the Imprisoning War by historians. Ive been challenged a lot lately about my placement of Minish Cap at the beginning of the timeline. This helps make things possible. Prepare to delve deep into the heart of Zelda mythos, as described in the manual of A Link to the Past. Three goddesses created the Triforce, and with it the world. The hiding place of the Triforce became known as the Golden Land, and the location of the gates to this land was unknown, as the knowledge had been lost over the centuries. But, by chance, one man Ganondorf Dragmire, King of Thieves, skilled in the black arts, came upon an opening to the Golden Land. He fought and killed his fellows to reach the opening, and he held the Triforce in that land, and his wishes were granted. From that day forth, Ganondorf became Mandrag Ganon, Ganon of the Enchanted Thieves (though no one says Mandrag anymore). Evil began to flow from the Golden Land, mercenaries joining the ranks of Ganons army, and soon the darkness beset Hyrule itself. The lord of Hyrule ordered seven sages and the Knights of Hyrule to seal the entrance. But before that happened, the people began to suspect the truth. Ganons evil power must come from the Triforce. And so the people forged a blade that could even repel the magic of the gods, and it became known as the blade of evils bane, the Master Sword. Only one strong of body and pure of heart could wield it, and the sages searched for one who could... But war inched closer until it eventually broke out. Ganons forces surged from the Golden Land before it was sealed to wage war on Hyrule, the battlefield Hyrule Castle. But the valiant Knights of Hyrule fought courageously against them. Many died in the battle, but the sages were able to seal Ganon away in his tainted Golden Land. There was peace. Now, many people would say that this describes Ocarina of Time. Really, it works out pretty nicely. Ganondorf enters the Sacred Realm through the Temple of Time, he uses the Triforce to invade Hyrule, and he is sealed away by seven sages and the descendant of a Knight of Hyrule (Sahasrahla says Link is descended from them in A Link to the Past, and so I assume all Links are). There are a few problems with this, and the biggest one is obvious: It says that the Master Sword was forged after Ganondorf entered the Sacred Realm. As we all know, the Master Sword was already legendary and forged in Ocarina of Time. The Imprisoning War is not Ocarina of Time. What does this mean for the timeline? Lets investigate further by quoting a few verses from Minish Cap. A long, long time ago...when the world was on the verge of being swallowed by shadow...The tiny Picori appeared from the sky, bringing the hero of men a sword and a golden light. With wisdom and courage, the hero drove out the darkness. When peace had been restored, the people enshrined that blade with care. And the force of the golden light, embodied in Hyrule's princess, shone forth upon the lands. And during this first cinema, they show Link, without a hat, holding the Triforce of Courage AND a sword with a blue hilt. The sword with the blue hilt is the Wind Waker-style depiction of the Master Sword. Yes, the Master Sword was forged by the Picori. Furthermore, this is NOT the Picori Blade. The Picori Blade has a purple hilt. I admit, they do show the Master Sword in a pedestal, what would appear to be the Bound Chest, but that means that the Master Sword was removed from it at some point (because it was the Picori Blade in Minish Cap). Either that or they colored the hilt incorrectly, although the sword is exactly like the Master Sword, Wind Waker style. And do you know what that means? Examine the second quote, the one said by Vaati. The princess who holds the power of light... That mysterious power is said to flow in the veins of every royal lady in your family ever since that day when it was gifted to your people. If I leave you now, you'll only cause me trouble later. That will never do. The Triforce has not been locked up in the Sacred Realm until Ocarina of Time. On the contrary, there is overwhelming evidence that the Triforce has been divided and possessed since the Imprisoning War! It says that the mysterious force the Triforce of Wisdom has been in Zeldas family for ages! This makes sense, since Ganon wouldve only gotten the Triforce of Power after his wish was granted. And the line in the first quote, how the hero drove out the darkness With wisdom and courage shows this well. All three pieces of the Triforce were in possession of their destined owners long, long before Ocarina of Time took place. And therefore, the evidence suggests VERY strongly that Minish Cap comes before Ocarina of Time. There, I proved it in full! Unfortunately, this has a few negative side effects on the timeline (they wouldve happened anyways; these are just plot contradictions within the Zelda series itself, not just my timeline). Now that Ive proved that the Triforce was NOT in the Sacred Realm until Ocarina of Time, several new questions arise. - This problem cannot be avoided in any Zelda timeline; it is in itself a Zelda continuity inconsistency, not because of my timeline but because of the series itself. After being imprisoned in the Golden Land, we must wonder: How did Ganon, and everyone else, lose their piece of the Triforce? Obviously, Ganon escaped the Sacred Realm over time, just like he did in Wind Waker, but how did everyone lose their piece? Its the last remaining mystery of the timeline, although this is bound to happen to any timeline, not just mine. - At the end of the Imprisoning War, Ganon was imprisoned within the Golden Land with his piece of the Triforce. The question would be, then, how does Ganon get the other pieces of the Triforce into the Golden Land to set the stage for A Link to the Past. Never fear, I have answers. First of all, the Dark World is a reflection of Ganons wish from a long time ago during the Imprisoning War. Ganon is locked in the Golden Land/Sacred Realm from Ocarina of Time, and it is still tainted from long ago. Link ventures into Termina, which makes him lose his piece of the Triforce, in Majoras Mask. Zelda is abducted by Agahnim, which gives Ganon plenty of time to extract her piece of the Triforce. By the time Link fights Ganon at the end of the game, Ganon has all three. - If you dont think my above explanation of Link losing his piece of the Triforce is true, then it could work out another way. If you are a believer that Link did not have the Triforce at the end of Ocarina of Time, then consider this alternate reason. If Link did not have the Triforce at the end of Ocarina of Time, then he would have it all the way through A Link to the Past. That means that when he defeated Ganon, who had Zeldas piece from when he abducted her, his piece of the Triforce joined the two that Ganon had, making it appear as though Ganon had the Triforce complete. After all, they never specifically say that Ganon used the Triforce from the time that A Link to the Past begins to the time it ends. He just wanted to break the seal so that he could use the Triforce. +----------------------------------+ | The Nature of the Triforce | +----------------------------------+ The King of Red Lions and Sheik, collectively, told us a lot about how the Triforce works. First, the Triforce does one of two things when a person touches it. But first, I should explain that the Triforce is divided into three equal parts, each representing the goddesses that created the world. There is Wisdom (Zelda), Power (Ganon), and Courage (Link). When there is an imbalance of virtue in the person that touches it (that is, they believe in one of these forces more than the others), that person receives the one that they believe in most. The other two pieces are placed in other chosen ones. The person who touched it must gather the pieces to get a wish granted. You see, the Triforce grants a wish that reflects a persons soul. Regardless, there is another possibility. If someone with balance in the virtues touches the Triforce, their wish is granted automatically (they receive the True Force). However, the Triforce has another strange property, revealed to us by the King of Red Lions in Wind Waker. If a person that harbors a piece leaves the land of Hyrule, then they lose their piece. This is very important to know in understanding the order I placed the games in. Note that the Triforce piece of Courage is used by Link in the beginning of Oracle of Ages. I hope this clarifies things why Links Awakening must come before Adventure of Link. In AoL, Link gets the Triforce piece of Courage. If he got it in that game and Links Awakening came next, he would lose it right away. And since Ganons revival has to come next, he would have no Triforce piece in Oracle of Ages, which we know that Link does. +----------------------+ | The Dark Rites | +----------------------+ Here, Ill discuss Ganons resurrection in the Oracle games in more detail. As we know, Ganon died in The Legend of Zelda. While the Evil King was dead, Link went on other adventures Adventure of Link and Links Awakening. But, Ganons surrogate mothers, Kotake & Koume Twinrova, were busy at work trying to revive Ganon. They were trying throughout Adventure of Link (or, at least, it was being tried, not necessarily by them). But, they failed to sprinkle Links blood upon the ashes of Ganon. So, they turned to an alternate method, the Dark Rites. In the Dark Rites, Twinrova must light three fires the Flame of Destruction, the Flame of Sorrow, and the Flame of Despair and sacrifice a legendary figure to bring Ganon back into the living world. They got to work at once. To light the flames, they must flood the world with what they represent. The blue flame, the Flame of Destruction, was lit by Onox when he threw the seasons of Holodrum into chaos. The red flame, the Flame of Sorrow, was lit by Veran when she erased many elements of the present age by tampering with the past. And the white flame, the Flame of Despair, was lit when Zelda, a symbol of hope for the people, was abducted by Twinrova. The Gerudo Witches intended to sacrifice Zelda, who was acting as the Holy Sacrifice, on the altar around the three torches, but Link arrived before that could happen with the help of Din and Nayru, the Oracle of Seasons and Ages, respectively. He fought Twinrova and emerged victorious, but it was not over. Although they could not sacrifice Princess Zelda, or Link for that matter, Twinrova would revive Ganon, even if it meant destroying herself. Twinrova sacrificed her own body. Now, had Zelda been sacrificed, Ganons resurrection would have been complete. But, because Twinrova was the incorrect Holy Sacrifice, the revival did not work out quite as well. Ganons spirit was renewed, but his body was not. So, Ganons spirit was placed within an empty vessel (according to Twinrova), and the result was a mindless and raging Ganon. Link fought valiantly to destroy Ganon, and he succeeded. The fell beast explodes in a white flash of light. So, wouldnt that mean Ganon is dead again? No, it does not. For you see, Link destroyed the vessel that Twinrova created to house Ganons spirit. Ganons spirit was successfully brought back. And remember, the Room of Rites is within the Dark Realm (one of the many alternate names for the Sacred Realm, but this runs more along the lines of the Dark World). When Ganons vessel was destroyed, the white flash was the release of his spirit. So, Ganon was in fact resurrected, just not his body. So, this raises the question: how did Ganon get his body back for Four Swords Adventures? Well, I think its probably thanks to Vaati, who was also imprisoned within an alternate realm, and who was working with Ganon from the beginning of Four Swords Adventures at least, probably even before that. Im really quite surprised I never received e-mail objections about this. +------------------------+ | The Picori Blade | +------------------------+ A lot of people would consider the Picori Blade and the Four Sword the same weapon. Well, newsflash people, they arent. First off, Four Sword and Picori Blade are definitely human names. That is, these are the titles of the swords as declared by the Hylians/Hyruleans. Why, therefore, would these titles be different? And, if you think about it, the broken Picori Blade is mended by Melari using two elements. This makes it the White Sword. Well, the Picori Blade must not contain any elements at all. So, these two swords are different, which keeps my timeline in check. By the way, if you think that Four Sword is the Minish name for the Picori Blade, youre wrong. After all, it is referred to as the Four Sword by many humans (Borlov is a good example). +----------------------------------+ | The Light Force = Triforce | +----------------------------------+ Vaati and the guards of Hyrule make several references to the light force. This is the Triforce, but to be specific, it is the Triforce piece of Wisdom. We find out that Zelda contains the light force near the end of the game. They show stained glass that details the legends of the Picori in the Elemental Sanctuary. Since they show Zelda holding one golden triangle, we can safely assume that this is her part of the Triforce. By the way, Vaati does take some of the Triforce from Zelda, but she gains it back when she wishes on the Minish Cap at the end. +-----------------------------------------------------+ | The Adventure of Link/Links Awakening Theory | +-----------------------------------------------------+ Its not uncommon for people to say that Links Awakening, which we find out is a dream, happened during the raft ride in The Adventure of Link (when you have to raft from western Hyrule to the east). Well, this can be easily disproved. Who could forget the opening cinema in Links Awakening? Remember Link, journeying on his ship into the storm. Well, ships and rafts are two different vessels. I think that that is a very important difference made in his journey across the sea. It doesnt affect the timeline that much, but it is a storyline flaw in many a timeline. +-------------------------------+ | The Wind Waker Theories | +-------------------------------+ Many people think that the timeline should start with OOT, MM, and then go to WW. At first, I could not disprove this theory. But now I can. In WW, Ganon died. Since its the last game in my timeline, this makes no difference. However, it does in the proposed theory. You see, if this were true, than Adventure of Link would have to come after Wind Waker. In Wind Waker, recall that all knowledge of Hyrule was lost. Adventure of Link had towns named after characters from Hylian myth (the sages of Ocarina of Time, plus Mido and someone named Kasuto). If all knowledge of Hyrule was lost, how could they regain it? Clearly, Wind Waker comes last in the series. +---------------------------+ | The Losers of Zelda | +---------------------------+ A company called Phillips released three hugely unsuccessful games Link: Faces of Evil, The Legend of Zelda: The Wand of Gamelon, and The Legend of Zelda: Zeldas Adventure. Well, these games were AWFUL. I have never played them personally, but Ive seen screenshots, examples, etc. enough to know. First, they were made by Phillips using a system that was a complete and utter flop called the CD-i. These games were all very corny. For instance, two of these games use Zelda instead of Link and they take place in different lands (one land is called Tolemac, which is Camelot backwards). Also, Ganon kidnapped (but didnt kill, for some reason) Link in two of these games, as well as the King of Hyrule in one of them. From what Ive heard, all three of these games were not good, actually terrible, and that Zeldas Adventure was the best. Well, thats all well and good, but why I am writing this? Simply put, these three games are not counted in the timeline. They are not, after all, Zelda games. Maybe they are legally, but I will never consider these games to be a part of it. After all, they were not made by Nintendo, and the makers were obviously uneducated when it comes to Zelda (for example, they call Ganon the dark king of the underworld). Also, Soul Caliber 2 and the Super Smash Bros. series do not count (theyre fighting games where people get to use different characters from different series). +-------------------------------+ | A Re-Release Side Quest | +-------------------------------+ I mentioned that the re-release of A Link to the Past allowed me to safely determine the placement of Minish Cap. I think, personally, that this is pretty under-the-belt, but in A Link to the Pasts remake, they included a side quest that involved the Four Sword. Since it was forged in Minish Cap, Minish Cap must come before. Since Zelda has her Triforce piece in Minish Cap but not in Ocarina of Time or Majoras Mask, Minish Cap comes first. If I didnt explain things well above, here it is in simplified form. +-----------------------------+ | Agahnim and the Blaze | +-----------------------------+ An interesting note was brought to my attention by Steven Zoeller. It is speculative, but it is very interesting all the same. Of course, we do not take it into account if it is speculation, but I still thought it intriguing enough to get a note. First, lets recall that A Link to the Past was re-released for the Game Boy Advance eleven years after the originals re-release. Of course, the new version should have an instruction manual. As it turns out, some of the storyline for A Link to the Past was changed in the manual of the re-release. Heres how. -The newer storyline does not include any information about Ganon, the Imprisoning War, and it does not mention a number of other minor details. -In the original, a series of natural disasters, among them pestilence and drought, had struck Hyrule. Agahnim gained favor with the king by quelling them with a form of magic previously unseen. In the new version, it states that Agahnim gained fame by extinguishing a blaze of unknown origin. These are the important differences. The first point is rather interesting. Is Nintendo trying to blot out the original, rather complicating storyline of the original? Or is it trying to rewrite Zelda history because they hit a debilitating snag? Either way, it would seem that Nintendo wants to change the storyline of the original. Furthermore, the second point is even more intriguing. This is where Steven made the connection that most would overlook. If you remember Ocarina of Time, the new Deku Tree tells Link that his mother delivered him to safety in Kokiri Woods after a fire broke out during a skirmish before she died. However, because of the way the young Deku Tree phrases this statement (Some time ago, before the King of Hyrule unified this country, there was a fierce war in our world. One day, to escape from the fires of the war, a Hylian mother and her baby boy entered this forbidden forest.), it could be interpreted that fire was being used metaphorically. But, if this was the mysterious blaze that Agahnim had extinguished, then it is conceivable that Ocarina of Time happened in the same lifetime of the A Link to the Past Link, and so it could be proved that every game in the timeline from Ocarina of Time to Four Swords Adventures happened with the same Link. However, because this is only speculation, as the manual never directly says that it was Agahnim who extinguished (or started) the blaze, I put it here as notes. ----------------------------------------------------------------------- These are the most common e-mail objections I get, and so I disproved them in full for you above. If you want to argue with me, please read all the notes above and consider how your theory affects the timeline as a whole. Ill be happy to disprove you, but you could lessen my e- mail load that way. You can write to me at Kirby0215@aol.com. And Im back! Now that were reaching a close, it is time to read the FAQ. Read slow, my friend, read slow... for its all over soon... too soon. Oh, Im going to cry, I know it! ======================================================================= =================================FAQ*================================== ======================================================================= FAQ stands for Frequently Asked Questions. In other words, read this section before e-mailing me a question to cut down on the e-mail I have to answer. Got it? Good... Now, the show must go on. Question: Can I get another animal partner aside from Moosh? Answer: Certainly. To get Ricky, win the mini-game in Lynna Village (the sword baseball game, past age). To get Dimitri, buy the flute in the shop in Lynna City (present age). Moosh is the default partner. Note that you can only have one animal partner in this game. Question: Seriously, Moosh cant fly as far as I need him to. Is there some secret to using him? Answer: Moosh can be frustrating, but he actually *can* fly the whole length of the screen. If you tap A very rapidly, you can keep Moosh in flight. Its all about button mashing, my friend. Question: I think my game is screwed up! I try to use the Mermaids Key on the lock but it doesnt work. Help!!! Answer: Alright, calm down... There are two Mermaids Keys (a new and old one). See Mermaids Cave for details. Question: Whats that door on the side of the Maku Tree (present)? Answer: That leads to the Hall of Secrets, in which Farore, Oracle of Secrets, will take passwords (check out Section 3 to learn about passwords). Also, the Maku Tree has Gasha Seeds appear in the grassy area atop her after every few dungeons, as well as Fairy Fountains. Question: How do I open the door right of the Lynna Village mini-game south of the Maku Tree? Answer: It is only open to you if youre playing on a Game Boy Advance (like I said, though this is for GBC, it was released near the end of the Colors run). There, you can buy a few items for 100 rupees apiece, but then they run out of items to sell. Question: Where is the secret shop? Answer: Once you get the Tune of Currents, go north of the Ember Seed tree in South Shore to enter Lynna Village (past). Play the Tune of Currents north of the left tree and you can get behind the fence in the present age. Enter the shop from the left door, take the door and stairs down, and welcome to the secret shop. Here, you can buy two Gasha Seeds (the first for 300, the second for 500), a Piece of Heart for 500 rupees, a ring for 300, and the L-2 Ring Box for 300 rupees. Once theyre sold out, it is converted to a chest game. Pick a chest correctly three times to get a prize (you have a 1 in 8 chance of winning). Question: Vasu says rings lose power over time. Is this true? Answer: Not really. Rings will never lose power in your game. Hes speaking generally about rings either not in your Ring Box or kept with him. So, relax! Your rings will never lose abilities. Question: When I try to get to the top of the Black Tower, I cant get past three doors! Help! Answer: You need to collect all of the Essences of Time, eight in total, to open the door. You also need one other item; visit the Maku Tree after collecting the essences. Question: Where does Gahsa come from? Answer: Okay, I admit no one asked this, but I was interested in the origin of the name myself. I typed Gasha into a Google search and eventually learned that Gasha comes from the Japanese word Gashapon. In Japan, Gashapon machines are little ball dispensers that you put money into to receive a ball. They contain a little toy or another prize; the fun lies in opening it to see whats inside. Toys are often video game-related (there are several Zelda ones, for instance), but seem to come from a variety of sources. Gashapon machines are the equivalent of toy dispensers in the USA, the ones that make you put in a quarter to get a random prize at grocery stores. Question: Is there a way to get better Gasha Nuts? Answer: Of course! The contents of a Gasha Nut are determined by your actions. Slaying many monsters, helping people (trade sequence), advancing in your quest to defeat Veran, planting Gasha Seeds in far- off places, and wearing the Gasha Ring all increase your chances of getting a better prize from the nuts. Youll want to try doing as many of these things as possible to get the elusive Piece of Heart hidden in one Gasha Nut. Question: How can I tell when Maple is coming? Answer: If you slay 30 monsters and enter an appropriate screen, a Maple run-in will take place. While wearing Maples Ring, though, it takes but a mere 15 kills. Question: Which is better, Ages of Seasons? Answer: I prefer Oracle of Ages, myself. Ages is more puzzle-oriented, and Seasons is more action-oriented. It comes down to personal preference. An advantage to Seasons is that it features lots of old bosses and secrets you never thought youd see again (like Aquamentus) from older Zelda games (Ages has its fair share, like Angler Fish or Smasher, but not nearly as many). Really, its nothing like Pokémon, in which Red and Blue are basically the same game with a different name. Seasons and Ages are much different with similar plots, and I recommend playing both if possible. Question: a/s/l? Answer: I do not take personal questions. Do not ask. Question: Can I use any of your guides on my web site? Answer: No. Please read my legal section for details. Question: What games do you have guides for? Answer: This is my thirty-eighth. Yes, I know what you're thinking. I have guides for all of these games, written in this order: The Legend of Zelda: Four Swords Adventures, Harvest Moon: A Wonderful Life, Sonic the Hedgehog 2 and 1, Sonic Heroes, Mario Kart: Double Dash!!, The Legend of Zelda: Ocarina of Time, The Legend of Zelda: Ocarina of Time/Master Quest, The Legend of Zelda: The Wind Waker, Super Smash Bros. Melee, Zelda II: The Adventure of Link, Paper Mario: The Thousand-Year Door, The Legend of Zelda, Super Mario 64, Super Mario 64 DS, The Legend of Zelda: Majora's Mask, Sonic Adventure 2 Battle, Luigi's Mansion, Super Mario Sunshine, The Legend of Zelda: The Minish Cap, The Legend of Zelda: A Link to the Past, The Legend of Zelda: Link's Awakening, The Legend of Zelda: Link's Awakening DX, Mario Power Tennis, Mario Party 6, Paper Mario, Super Mario RPG, Super Mario Bros., Super Mario Land, Super Mario World, Super Mario Bros. 2 (Japan), Super Mario Bros. 2 (American), Star Wars Episode III: Revenge of the Sith (DS), Super Mario Bros. 3, Super Mario All-Stars, Super Mario All-Stars + Super Mario World, Mario Kart 64, and now The Legend of Zelda: Oracle of Ages. But, this guide is to be released alongside its companion guide for The Legend of Zelda: Oracle of Seasons. But, for an up-to-date list of games I have guides for, use the below address. http://www.gamefaqs.com/features/recognition/46879.html Question: How can I contact you? Answer: Not asked nearly enough, this question. I accept only e-mails as my new policy. No spam, flames, chain letters, "tags," or personal questions will be replied to. I do not respond to IM's, either. Please put "Oracle of Ages" in the subject line so that I know which game you need help with, and please be as specific as possible in your questions. Try to spell things correctly if you can. And please read the entire guide before contacting me. This saves you and I both some time. And thats a wrap. Now, to the real reason I wrote this guide... the legal section! Hooray! ======================================================================= ====================Credits and Legal Information*===================== ======================================================================= Its that time of year again. Yes, I am referring to my incredible legal section. But, to keep you in suspense, Im going to ramble about who helped me make this guide in a little section I like to call the suspense-before-the-legal-section-section, but most people call Credits. +---------------+ | Credits | +---------------+ First, I really need to thank Kirby021591, a.k.a. me. He wrote this guide, and we couldnt have done it without him. He also enjoys talking about himself in third-person. What a guy... Second, lets give it up for Nintendo! Buy their products! Nintendo made another fantastic Zelda title, and two of them at once, when they released this, and for that they deserve this little blurb here. Third, many thanks to GameFAQs, the only site my guides can be found on. Theyre the best video game site on the Internet, end of discussion. Support the site by clicking on ads every now and then. Lately, some other people have helped me in some small ways. Heres who they are and what they did. - jedimastar_piden, who showed me where I omitted the word left. Thats all for now, but Ill hear about something I got wrong eventually, Im sure. Now, lets skip this junk and get straight to the part youve all been waiting for the legal section! Let the excitement commence! +-------------------------+ | The Legal Section | +-------------------------+ First of all, I take no credit for the creation, distribution, production, idealizing, or in any way making this game. That honor goes to Nintendo, not me, and I do not deny this. Second, this document is Copyright 2005-2006 Brian McPhee. Third, this may not be reproduced in part of in full under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. To phrase that first item legally, all trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. To make it clear for those of you who might having problems absorbing information, no one but the website GameFaqs may use my guides on their sites, books, magazines, etc. Is it over already? Ah, shoot. Well, its so long for now. But, although it may slow down, my FAQ writing will not stop in the future, despite your best efforts to stop me. Well, were almost at the end, and I can feel a catchphrase coming on... The kind that Ive got to end every guide with... The coolest, most awesome, the most wicked tight signature youve ever seen. Step back, brace yourself, and get ready for disappointment. See ya later. | Zelda walkthrough search:
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