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=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= *--------------------------------------------------* The Legend of Zelda: Oracle Of Seasons FAQ/Walkthrough By: Dark Vortex (Quan Jin) darkvortex0012000@yahoo.com Version 1.1 *--------------------------------------------------* =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This guide may be found on the following sites: [http://www.gamefaqs.com]--------------------------------------------[GameFAQs] [http://www.gamespot.com]--------------------------------------------[GameSpot] [http://faqs.ign.com]------------------------------------------------[IGN FAQs] [http://www.neoseeker.com]------------------------------------------[Neoseeker] [http://www.dlh.net]--------------------------------------[Dirty Little Helper] [http://www.cheats.de]----------------------------------------------[Cheats.de] [http://www.supercheats.com]--------------------------------------[SuperCheats] [http://www.honestgamers.com]------------------------------------[HonestGamers] This guide is copyright (c)2005-2006 Quan Jin =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- Table of Contents ---- =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1. Introduction...............................................[1000] 2. FAQ........................................................[2000] 3. Controls...................................................[3000] 4. Character Listing..........................................[4000] 5. Walkthrough................................................[5000] 5.1. Gnarled Root Dungeon..............................[5100] 5.2. Snake's Remains...................................[5200] 5.3. Poison Moth's Lair................................[5300] 5.4. Dancing Dragon Dungeon............................[5400] 5.5. Unicorn's Cave....................................[5500] 5.6. Ancient Ruins.....................................[5600] 5.7. Explorer's Crypt..................................[5700] 5.8. Sword & Shield Maze...............................[5800] 5.9. Onox's Castle.....................................[5900] 6. Enemy Listing..............................................[6000] 7. Boss Listing...............................................[7000] 8. Item Listing...............................................[8000] 8.1. Standard..........................................[8100] 8.2. Rings.............................................[8200] 9. Heart Piece Locations......................................[9000] 10. Mini-Games...............................................[10000] 11. Version History..........................................[11000] 11. Legal Information........................................[12000] 13. Credits And Closing......................................[13000] To find a section quickly, press Ctrl-F and type in either the name of the section along with its content number (ie. 1., 2., 3., etc.) OR you can use the codes on the far right. Simply type in the brackets with the code number to get a jump. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 1. Introduction ---- [1000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= After the GBC release of Link's Awakening, two inter-connected games, the Oracle of Ages and Seasons were released for the GBC as well. Both of these games are completely different. They are only connected through a password section, which allows you to continue your "quest" from one game to the other. Needless to say, it would be in your best interest to purchase both games for the better experience. This guide will walk you through the game as well as provide various appendices for your viewing pleasure. Hopefully, you find this FAQ useful. Enjoy! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 2. FAQ ---- [2000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= +-----------------------------------------------------------------------------+ [Q] What are the different rupees? [A] I believe there are three different types in all. The small, green rupees are worth 1; the bigger, red rupees are worth 5; and the occasion FAT rupee is worth 100-200. I'm not sure on the last one though, as I only managed to pick up a fat rupee a few times. +-----------------------------------------------------------------------------+ [Q] In the walkthrough, you tell me to push a block and a door will open. Well the block isn't moving. What's up? [A] In most cases, ALL monsters in that room must be defeated for the block to actually move. However, I believe there are, of course, exceptions at certain points. +-----------------------------------------------------------------------------+ [Q] What are Ore Chunks? [A] Ore Chunks are the currency (money) of Subrosia. You can find them in a bunch of places, or win them from the Subrosian Dance Hall. +-----------------------------------------------------------------------------+ [Q] What are the "Four Golden Beasts"? [A] If you change the season to summer and explore the areas around the Gnarled Root Dungeon, you'll come across a strange man. Specifically, you'll need to step into the dry water. Go down the steps to find him. This man will tell you that he'll give you a very special prize after you defeat all four Golden Beasts. Once you have all of the seasonal powers and access to the Tarm Ruins, you can complete this. The locations of each are as follows: - Golden Knight (Darknut): The great Golden Darknut can be found in the Western Coast during spring. Head as far east as possible while still staying in the Western Coast. - Golden Octorok: The Golden Octorok can be found in the Spool Swamp during summer. In doing so, you can find this creature in the general vicinity of the Subrosia warp. - Golden Moblin: The Golden Moblin can be found in the Woods of Winter during fall. After changing the season, you can locate this golden beast around the Snake's Remains. - Golden Savage (Lynel): The Golden Lynel can be found in the Tarm Ruins during winter. The Golden Lynel lurks on top of the ledge. Your reward for doing this is a Red Ring (it will need to be appraised first). In my opinion, this is the most useful ring in this game, so you should definitely NOT let this opportunity pass. Sadly, you can only complete this side-quest late in the game (after the 6th dungeon). +-----------------------------------------------------------------------------+ [Q] I used a Gale Seed, but nothing happened? [A] Gale Seeds don't work indoors. Go outside and then throw a seed. +-----------------------------------------------------------------------------+ [Q] Where do I get the upgraded [insert item here]? [A] You'll find what you're looking for in the walkthrough. Either search for [Ctrl + F] Iron Shield to get to that, or search for Upgraded Seed Sachel to find three other upgrades grouped together. +-----------------------------------------------------------------------------+ [Q] What's the Member Card and where is it located? [A] The Member Card allows you to access the super-duper member's section of the Horon City shop. You can obtain it by purchasing it from the Subrosian Market. +-----------------------------------------------------------------------------+ [Q] Who is Maple? [A] Maple is a young witch who is constantly flying around. She is known to appear everytime you kill 30 monsters (15 with Maple Ring). Let her bump into you, and a bunch of items from the both of you will fall everywhere. It's a race between you and her to pick up as much as possible. On occasion, Maple will drop a Heart Piece and Gasha Seeds. She also plays a role in collecting the Noble Sword. So yeah, it's beneficial to find Maple... unless of course you lose more than you pick up. +-----------------------------------------------------------------------------+ [Q] WHOAMG, WHERE IS DA HARTT PEACE???!!! [A] Liek omg check da section "9. Heart Piece Locations" lawlz!!1 +-----------------------------------------------------------------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 3. Controls ---- [3000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= _________________ | _______________ | || || || |--------Screen || || || || || || ||_______________|| | _ | | _| |_ _ | Directional-----|_ O _| _ |_|--------A Button Pad | |_| |_|--------B Button | _ _ | Select Button--------'-''-'--------Start Button | | '._____________.' Directional Pad --------------- ~ Moves Link through the overworld. ~ Allows you to move the cursor in the game menus. A Button -------- ~ Activates whatever item or weapon you have selected for it. ~ Opens treasure chests. ~ Interacts with various characters. B Button -------- ~ Activates whatever item or weapon you have selected for it. Start ----- ~ Bring up the in-game menu. Select ------ ~ Brings up the map of the overworld. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 4. Character Listing ---- [4000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Zelda: Oracle Of Ages has its fair share of people to know. The following are all main characters and villains and they each play a role of their own. [-----------------------------------------------------------------------------] Link ~ =--= Link has never heard of Holodrum before, but he has been sent here to complete a quest. His objective soon becomes clear to him, as the Oracle of Seasons gets captured. In order to save the seasons, he must stop Onox and his devilish scheme. Din ~ =-= Din is the great Oracle of Seasons. When she is taken away by Onox, Holodrum falls into a state of misery. With the seasons out of whack and nature screwed up, Link must rescue Din to stop Onox and save Holodrum. Onox ~ =--= Onox came and took off with Din. This evil GENERAL OF DARKNESS (tm) has a terrible plan to put the lands of Holodrum into an age of darkness. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 5. Walkthrough ---- [5000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= "Accept our quest, hero!" Below is the walkthrough. It will efficiently lead you through the game, while picking up necessary items as you go. I strongly suggest you do exactly as the text says to avoid getting lost and such. Also, I'll notify you of Heart Pieces, but I can't guarantee that I'll walk you through all of them. Check the separate Heart Pieces sections or use the in-depth guide on the subject. They explain their locations much better than I ever could. That's really it so... * NOTE: This does not apply to the "continued" passcode quest of Ages. This walkthrough is written under the assumption that you started a brand new game. * ANOTHER NOTE: Do not buy the Flute at the Horon Village shop unless you want to be very confused later on. A small portion of the game will change because of it. ------------------------------------------------------------------------------- 5.1. Gnarled Root Dungeon [5100] ------------------------------------------------------------------------------- Oof! Where have you landed? A red-headed woman finds Link in his unconscious state and brings him somewhere to wake up. Finally, you have control by an old wagon. Bushes and rocks block your path south, west, and north. Head east to find a crowd of people. Go ahead and talk to everyone. Among them are Impa, the troupe's cook, and Din, the redheaded girl who "rescued" you before. When you're done with that, talk to Din one last time, and you'll _attempt_ to dance with her. While you are doing that, Din will notice the triforce symbol on your hand. But disaster strikes and the screen darkens. Suddenly, a cyclone appears and blasts everyone away. Link, too, fails to stay on his feet. Onox is the General of Darkness, and he had just captured Din, the Oracle of Seasons. Upon capturing her, Onox plans to turn the lands of Holodrum into darkness by throwing the seasons into chaos. Now bounded by a crystal, there's little Din can do to stop him. The great Temple o' Seasons also falls to an undisclosed location. Impa finally wakes Link up from his slumber, but they appear to be in the middle of winter. Impa will reveal her true identity and tell you that Din was meant to go to Hyrule and meet Zelda. However, Impa's been wounded, and she can't go out to look for Din on her own. It's your job, the Hero of the Triforce, to save her. First though, you must take her message to the Maku Tree in in Horon Village. However, you still *don't* have a weapon yet. Head south to enter Horon Village. As you can see, the villagers are doing the best they can to compensate for the chaotic seasons. Go west and leave the village. Be careful of the Octoroks here. Because you don't have a sword, you're very vulnerable. Make your way down to the shore and find a cave with two appendages growing out from the side of it (roots?). This is the Hero's Cave. This dungeon serves as a tutorial as to what you'll expect to see later in the game's more "difficult" dungeons. Needless to say, if you have trouble here, there is something SERIOUSLY wrong with you. There are a few Keeses in here. Do your best to avoid them, because you don't really have a weapon to take them down with. Head east and push the single block in any direction to open the doors. Go north and push the block up or down. Follow this path, being careful not to fall into the pits. If you do, you will re-appear at the dungeon entrance with some health lost. When you come to two blocks, push one down and the other to the left or right. Exit this room and step on the switch at the far end. A chest will appear. Open it for a Small Key. Backtrack through the last room and navigate the pathways again. When you return to the room in which you pushed a block to open the door, head south. Avoid the Keeses and open the door on the west wall. See the switch at the upper-right corner? Step on it to pop open the north door. Work your way around the room and go through. Walk up to the pedestal and open it for the Wooden Sword! At last. Now, backtrack through the entire dungeon and leave the cave. Get over to Horon O-------------------------------------------O Village again. If you'd like, | WOODEN SWORD | you can practice using the O-------------------------------------------O sword on any monsters you | To use the Wooden Sword, just press the | come across. | button you have it assigned to. To | | unleash a devastating spin-strike, hold | Before heading to the Maku | down the selected button and release. | Tree, you probably want a Ring O-------------------------------------------O Box. Make your way to the Ring Shop to the southeast, and O-------------------------------------------O get yourself a Ring Box for | RINGS | free. You will also get a O-------------------------------------------O Friendship Ring; this does | Rings are very special items kept in a | ABSOLUTELY nothing. | Ring Box. You can pick up rings through | | the game in various locations, but in | Head over to the Maku Tree, | order to actually use it, you need to | which can be found to the | get it appraised at the Ring Shop. You | east of the clock shop. Along | can carry up to a maximum of three rings | the way, you might notice a | with the upgraded Ring Box. | Heart Piece behind a small O-------------------------------------------O tree. Since you can't get it yet, just ignore it. When you reach the gate to the Maku Tree, smack the gate with your sword to open it. Proceed to meet the Maku Tree. For such a wise tree, he sure is lazy. Hit the snot bubble (Wow.) with your sword to wake him up. He'll see that Din was taken, and the Temple of Seasons has disappeared. On the Northern Peak, Onox has a fortress guarded by an inpenetrable barrier. In order to break through, you will need the eight essences of nature that can be found throughout Holodrum. Got all of that? Good. You will recieve the Gnarled Key. You can go ahead and collect some rupees if you'd like. You can find them under bushes, grass, etc. It would be a very good idea to pick up a Shield from the shop (blue-roofed house) for 30 rupees. So pick that up and begin making your way north. Impa is still waiting around in the dead of winter. She'll tell you that she saw a gnarled root north of here. Head north a screen to find a soft earth location. You can plant Gasha Seeds in it. From there, go east and north again. You will reach a wooden bridge over some water. Cut down the bushes and walk across it to reach the Gnarled Root Dungeon. Place the Gnarled Key in the keyhole to open the door... __________________________ ---=| Gnarled Root Dungeon |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The first essence can be found within the confines of this dungeon. From the entrance, head north to find yourself in a room with four doors leading out of it. The door on the west is locked, and the other three are slammed shut. Move the upper-right block in any direction to open three of the four doors. Head east and kill off all of the Stalfoses to make a Small Key drop from the ceiling. Since the north door is closed, you obviously cannot proceed. Return to the last room and use the Small Key on the locked door. Kill off the Stalfoses here to make a chest appear. Open it for a Dungeon Map. Upon picking it up, continue north. There are a O-------------------------------------------O bunch of Blobs here, but they | DUNGEON MAP | are pushovers. Dispose of them O-------------------------------------------O and hop onto the mine cart. | Use the Dungeon Map by pressing Select | It will take you to a room | while in the same dungeon. Rooms that | full of Moblins. | you have visited are highlighted in blue | | while other rooms are darkened. | Kill them off if you feel like O-------------------------------------------O it. Walk up the small steps and onto the ledge. Hit the O-------------------------------------------O blue switch with your sword | COMPASS | to change the mine cart O-------------------------------------------O track below you. Then go pick | A Compass can be used in conjunction | up the Compass in the chest | with the Map. A little flashing square | further east. Return to the | will indicate your current location. The | mine cart and ride it again. | square-ish things represent chests and | Because you changed the track, | the face represents the location of the | it will continue eastward into | dungeon boss. | the other room. Upon stopping, O-------------------------------------------O go back west a screen and open the chest here. Inside are some Bombs; very, very useful explosives, no doubt. Head back a screen to the room where the mine cart O-------------------------------------------O stopped. Climb onto the ledge | BOMB | and walk a bit to the right. O-------------------------------------------O Get off the ledge and dash | Put a Bomb down and it will explode | past the spinning blade. It's | after a few seconds. You can pick up and | easy to outrun it. | throw a Bomb by using the same button | | you used to throw the Bomb. | Step on the switch you see to O-------------------------------------------O make a chest appear. It contains another Small Key. Run back past the spinning blade and get onto the ledge again. Head west and you should find a cracked wall. Place a Bomb in front of it and wait for it to blow. An opening will be formed. Awesome! Proceed through it and navigate the block-path. Use the niches along the way to avoid the trap blades. Wait for them to extend and then run past them while they return to their original positions. As you can see, this is a very perilous room. Don't fret if you lose a heart. Do your best to avoid them and then open the locked door to meet the mini-boss of the Gnarled Root Dungeon. Mini-Boss : Twin Minotaurs ~ =------------------------= The Twin Minotaurs deserve the award for "Easiest Mini-Boss" in Oracle of Seasons. The two of them will basically run out throwing their boomerang. Do not stand in-between them to avoid getting hit by it. That's basically their only attack. Chase after one of them and hit him as many times as possible. Once you kill one, the other also disappears. Pick up the fairy that appears after defeating them. A warp will appear in the center. It will always lead you back to the dungeon entrance, so retracing your steps won't be as difficult. Anyway, head west but WATCH OUT for the trap blades just outside the door! In order to access the staircase, you have to push the left-most block upwards (you cannot move any other block). Go ahead and descend it to enter a side-scrolling area. You will need to get used to navigating both viewpoints. Climb down the ladder and up the other one. At the end is a Seed Satchel, the treasure of this dungeon. At O-------------------------------------------O the moment, you only have 20 | SEED SATCHEL | Ember Seeds, but you can pick O-------------------------------------------O up different kinds later (read | The Seed Satchel can carry seeds that | the description to the left). | you have. There are five kind of seeds: | | Ember; These will light torches and burn | Backtrack up the ladder and | plants and the like, Scent; Scent Seeds | push the block southeast of | will lure monsters toward you, Pegasus; | the left block down. It's best | Will allow you dash, Gale; using it will | to just use the warp in the | warp you to a seed tree, And Mystery; | mini-boss's lair to get back | well, who knows? Try them on many things | near the entrance. Do just | and see the result. | that to appear in the room O-------------------------------------------O _somewhat_ near the entrance. Use the Ember Seeds and light the two lanterns next to the door. This will subsequently open it. Continue Kill all the Moblins and a chest will appear. Pop it open for the Boss Key! It will allow you to open the door to the boss's lair. Now, head east and then south. In order to open the east door here, you must defeat all four Stalfoses. Upon accomplishing that, proceed into a familiar room. Like before, push the upper-right block to open all the doors. Go east and light the torches by the north door. Be careful of the Stalfoses hanging around. In doing so, the door will open. Continue into the next room. There are some Wall Masters here (big hands). If you accidentally wander into one, it will carry you back to the beginning of the dungeon. Trust me, that is NOT cool. This is a pretty simple block-maze. (## = path, CC = chest w/ ring, BL = boss's lair); BL ############## ######################## ############## CC ###### ########################## ############ ###### ###### #### ###### ########## ###### ## ######################## ###### ######## ## ## ############################ ###### ###### ## ###### #### ############## ## #### ############################ ############## ######################################## ############## ######################################## ############## ## Unlock the boss door with the Boss Key. Enter and prepare to fight the boss of the Gnarled Root Dungeon, Aquamentus. Boss : Aquamentus ~ =---------------= This dragon/unicorn creature has a very weak horn. You will need to hit it repeatedly in order to defeat it. You can easily end this fight within a few seconds by slashing it continuously without waiting for Aquamentus to counter-attack. Be careful of the small energy balls that it releases from its horn. You can tell when it's about to use that attack, as the horn will flash red. Also, Aquamentus can charge you with a horn attack. However, if you're quick enough, you probably won't even see that move. A few strikes to its horn will put it down for the count. After killing Aquamentus, you will receive a heart container, of which increases your lifeforce. If you proceed east into the next room, you will reach the first essence, the great Fertile Soil! After leaving, the Maku Tree will contact you. He'll tell you one of his visions of seeing the Temple of Seasons in a strange land. ------------------------------------------------------------------------------- 5.2. Snake's Remains [5200] ------------------------------------------------------------------------------- Return to Horon Village. There's some stuff to do and pick up back here. Head over to the clock shop and go east a screen. You should notice a Heart Piece on the ledge behind a tree. Burn the small tree using an Ember Seed and pick it up. If you haven't already, go ahead and pick up a Wooden Shield (from the shop) as well. If you talk to the mayor in his manor (northeast corner), you will be given your first Gasha Seed. Now, head southeast and find a red-roofed house with a pond and chest near it. Enter it and use one of your Ember Seeds to light Mr. Left's lantern. He'll be happy that he can read again (Yay?) and give you a Cuccodex. You will notice that he has a cracked wall. If you bomb it, you can access the pond by his house. However, you don't have the item necessary to swim. Ignore it for now and leave. Now, head over to North Horon. Search in the area northeast of the Gnarled Root Dungeon until you locate a house. This is Talon & Malon's House. Talk to the girl inside, and she'll ask if you'll give her your Cuccodex. Hand it over and you will receive a Lon Lon Egg. The next step of this "trading process" is a meeting with Maple the witch's apprentice. If you haven't met her already, you'll know when she appears as you'll see her shadow flying around. Let her bump into you, and you can trade the Lon Lon Egg for a Ghastly Doll. She will appear randomly after you defeat 30 monsters. You've probably already run into her after leaving the Gnarled Root Dungeon. That's all the trading for now. Return to Horon Village and make your way to the entrance of the Maku Tree. Then head south to find two small trees. Walk up to them, and you will be stopped by a man. He's a wondering prophet who calls himself Sokra. He'll basically tell you what was already told about the four seasons in disarray and the like. Anyway, when Sokra finishes with that, he'll go back to *sleeping*. Well, burn down the trees so you can continue onwards. Welcome to the Eastern Suburbs. From the get-go, make your way north past a guy by a windmill (on a ledge). When you reach some Peahats/Moblins, go east to find a strange creature. She will blabber about something, a temple and a hidden city known as Subrosia. However, she must get there in "secret, without being seen." Oh boy. The objective now is to follow her. However, you have to do is stealthily because if she sees you, she'll run all the way back to the beginning and start over. You need to use cunning to avoid wandering into her gaze. - FIRST AREA: She will walk up to the sign and read it. Then she will look around and walk around the lower tree; looks around again. Then walks up; looks around again, and then leaves. Follow! - SECOND AREA: She will walk halfway around the left-most tree; looks around. She walks to the bottom of the screen and looks around. Then to the right portion of the screen; looks around. Walks back down; looks around. Walks up as if to leave, but looks around one last time. Then leaves. Continue! - THIRD AREA: Walks to the middle-left portion of the area. Looks around. Then walks by the lower tree and toward the pond. She will look around again. Walks up and over the pond to the sign, then looks around. Then will walk over to the exit, looking around one final time. Suddenly, she'll re-appear! Wait for her to be gone for good, and follow. That wasn't that hard. Anyway, on this final screen, the Subrosian will stand on top of a bush and disappear! Cut it away to reveal a warp portal. Step into it and you will be sent to Subrosia. Creepy place, no? Some Subrosians will tell you that a Temple has fallen into the East Plaza. More on that later. For now, you will want to get the Boomerang. From the entrance portal, head down the left staircase. Follow the path until you reach some Subrosians bathing in lava. Since you can't hop over the gap, go south and descend the staircase instead. This is the Subrosian Dance Hall. Talk to the one in red garments and he'll ask if you'd like to dance with them. Of course, he'll provide instructions. Basically, you have to copy exactly what he does. Different notes mean different moves. On "doo," step right. On "dah," step left. On "dee," hold a pose. It's not all that difficult. Listen carefully to the sounds, as they will tell you what to do. Survive for a few rounds to win. For being the best dancer, your reward is a Boomerang. Yeah yeah, it's all awesome stuff here. If you hadn't noticed already, the currency of Subrosia is not rupees, but ore chunks. O-------------------------------------------O If you want to get some, play | BOOMERANG | the Dancing Hall some more to O-------------------------------------------O start rolling in the cash. | The Boomerang, when thrown, works by | | stunning enemies right in their tracks. | Now, about that "temple" that | This projectile will come right back to | supposedly fell into the East | when thrown. | Plaza. Return to the two set O-------------------------------------------O of stairs side-by-side (right by the entrance). Descend the set on the right this time. Head all the way south to reach the Subrosia Village. Obviously, the East Plaza should be to the EAST! Make your way to the southeast end of the village and head down the small steps. Follow the stone path east to reach the great Temple of Seasons. A voice will speak to you as you're about to enter. The four spirits of the Temple of Seasons will tell you to come to them. Head up to the center of the temple and enter. Stand on the pedestal and you will be presented with the Rod of Seasons! O-------------------------------------------O In order to use it though, you | ROD OF SEASONS | must obviously collect the O-------------------------------------------O season spirits. Leave the | The Rod of Seasons gives you the power | building and head to the tower | to literally change the seasons. Through | at the lower-right corner. | the game, you will be given the powers | Enter it and hit the switch | to change the seasons into different | across the gap with the | seasons. The first you will receive is | Boomerang. A small bridge will | the Spirit of Winter, and so on. | appear; thus, allowing you to O-------------------------------------------O proceed. Head up the steps and meet the spirit of winter. The fairy will give the Rod of Seasons the power of winter. Using it will change the season to winter, wherever you go (with a tree stump to stand upon). For now, this is the only season you can access. Not to worry, as the others will eventually become available. Return to the entrance and the Maku Tree will contact you. He senses an essence in the woods to the east. With the Rod of Seasons, you will have new powers to help you break through. Before leaving Subrosia, you could still explore the area, get some ore chunks, or have some fun with the Dancing Hall. When you're done, just leave the same way you came in. You can always return back here whenever you feel like it. Head east to meet the sleepy Sokra once again. He'll tell you how to use the Rod of Seasons (stand atop tree stumps) and leave. Interesting. Anyway, head south and back to the Eastern Suburbs. Make your way to the southeast corner, where you will find a tree stump. From here, head north and up to the ledge. The snow here will create a makeshift bridge across the two ledges. Cross it and follow the path to find a cave. Inside is a Heart Piece. Now, make your way back off the ledge and head northward to the area where you just met Sokra. Assuming that it's still winter, the pond next to the tree stump that Sokra mentioned previously will be frozen. Cross it and head east. When you're on the other side, head north a few screens by some monsters. You will soon reach another tree stump. Go east from here, and you will notice that the season is completely different! First, blow up the cracked cave door on the wall. It will create an opening. Enter and head over to the northeast corner to find a chest. Pop it open for a nice 30 rupees. Leave the cave and go east one screen. See the tree stump by the other cave? Get on top and use the Rod of Seasons (Winter) again. Climb onto the ledge. Continue and drop onto the snow by the house. Then hop into the chimney. Because you are not Santa, she will _order_ you to clear the snow from the front of her house. But you get to keep the Shovel when you're done. Nice! Leave her house and do just as O-------------------------------------------O she says. Well, you kind of | SHOVEL | have to, because there's no O-------------------------------------------O other way to get out. From | With the Shovel, you can easily move | here, just go south until you | clods of dirt and that originally | find a Heart Piece across some | blocked your path out of the way. | water. It's inaccessible at the O-------------------------------------------O moment because you don't have an item that can move that rock out of the way with or swim across the water. So bypass it and just head westward. There's another stump here. You know what to do. Hop on and swing the Rod of Seasons. Now that the trees have lost their leaves, you can proceed. As you can see, changing seasons will become imperative to your quest. You will come to two different paths. Take the path on the right, dig the snow out of the way with the Shovel, and continue east to find a Mystery Seed Tree. Slash them down and advance. As you can see, there's another chest on the ledge, but without any method of picking up those rocks, you can't obtain it. Go west to find the entrance to the Snake's Remains. __________________________ ---=| Snake's Remains |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The first room is pretty dark. You should still be able to see though. Head west and walk forward a bit to activate the trap blades. Step back quickly to avoid them. Watch out for any Blobs popping out of the ground. Make your way to the chest to the left. Open it for 5 rupees and go north. There are about three or four Snakes hanging around. Kill them all to make a Small Key appear in the middle. Pick it up and return to the entrance room. Now to do something about those lanterns. Use Ember Seeds to light both of them. This will open the shut door. Proceed through to reach a room with a "+"-shaped block formation in the middle. Watch out for the fireball-spitting lanterns. From there, go east to find a room bearing some Snakes. Dispose of them. Push the middle-right block one square east to fix it up. You can pick up a Compass from the chest that appears. Return to the last room and continue north. There are a few enemies here; kill them off. Use your sword to inspect the piece of wall that the "arrow" is pointing to. You will hear a hollow sound. This means that the wall is "bomb"-able. Place a Bomb to blow open a hole. Now that's a _LOT_ of rupees. There's no point in letting this opportunity pass, so collect them all. When you're done rolling in the cash, return to the last room and unlock the north door. Proceed. Here's a new monster. Hardhat Beetles cannot be defeated with a sword, so just push them into the two holes. Once both are taken care of, the west door will open. To get by this room, you have to kill all the Moblins on the other side of the gap. Since you have no means of getting to the other side, you'll need to use Bombs. First, use your Boomerang to stun one. Then throw a Bomb over to defeat it. If you check the regenerating bushes above and below you, you can pick up some Bombs. Your reward for finishing them off is a chest containing the Power Bracelet. Rocks, O-------------------------------------------O pots, and the like won't stop | POWER BRACELET | you anymore. O-------------------------------------------O | With the Power Bracelet, you can pick up | Return to the last room and | and pushheavy pots and the like. Just | throw away the pots that | have it equipped and use it. The Power | surround the chest. Open that | Bracelet can be upgraded later. | one for a Dungeon Map. Upon O-------------------------------------------O collecting that, go south and east. Watch out for the Snakes that fall from the ceiling. Kill the monsters here. In order to open the east door, you have to push the right-most block to the right. There's nothing too difficult 'bout that. You have some bigass trap blades in this room. Luckily, they don't jump out at you when you pass. Instead, they move on their own. Avoid them both and open the chest by the entrance for a Small Key. There's an opening leading south at the lower-right corner. Take that path to find yourself by some big, blue thingamajigs. You can push these things using the Power Bracelet. Push the first one down so you can continue. Then push the next one to reach the staircase. Well what do you know? You're back outside! You can open the nearby chest for a Gasha Seed. Then head west and down the steps to re-enter the dungeon. If you want some Bombs, you can talk to the Deku Shrub in this room (by the northwest corner). It's 10 Bombs for 30 rupees. Anyway, cut away the bushes surrounding the following doorway. Get your Bombs ready and quickly blow away all the cracked blocks in your path. You want to get to the chest in the middle as quickly as possible. The chest will disappear after a set amount of time. If you dawdle, you won't make it. When you reach it, pick up the Small Key. Make your way back through the previous room. Then take the staircase to appear back outside. Take the other staircase that leads to the room below the giant trap blades. Push the rollers out of the way again and go north to return to that room. From there, go east to find a line of blocks. Destroy the cracked blocks in the middle so you can continue. Then descend the steps into a side-scrolling area. Walk forward a little bit to reach a Thwomp. Walk near it (without getting under it!) to make him fall. Quickly get on top of it and jump off to the left. The four Mini-Thwomps in the next area are easy to get by. Just walk under them to the other side. They will drop, but apparently, you are too fast for them. Climb the ladder at the end to appear by some more rollers. Push the upper one to the right and continue. If you want, you can open the chest for 10 rupees (Hey, at least it's better than 5!). Head east to find some more rollers. Try not to step on the cracked floors though. They will break and you can fall right through. Push the first roller to the right and walk down. Move the next one out of the way as well. Pick up the pots to clear the path and proceed south through the locked door. Meet Facade...! Mini-Boss : Facade ~ =----------------= Facade is basically a gigantic face in the ground. The only way to hurt him is with Bombs. Wait for his face to appear, place a Bomb on top, and quickly run off. When it blows, Facade will get hurt. You will only affect him when his face appears though. Time your Bombs right, and get them to explode at the right time. Facade has a few attacks. They can include: 1) spitting fireballs; 2) releasing a bunch of spiders; 3) creating random holes in the floor. If you need more Bombs, you can get them by killing the spiders he throws out. A few hits will do the trick for Facade. Once that's over with, you can proceed eastward. There's nothing particularly interesting in this room except for a cracked wall in the second of the bottom niches. If you want, you can blow it up, but don't head that way yet. Instead, head a screen east. Unlock the locked block with your last Small Key. Watch out for the Sparks and Stalfoses hanging around. The Sparks cannot be defeated, so don't try. From here, continue east. This room has a crazy amount of Snakes. I would just stand at the entrance and let them charge at you. Just slash them apart from there. Be careful of the trap blades just outside the entrance. Go south to find a bunch of moving platforms. Ride all four to reach the eastern portion of the room. Head north from there and open the chest for a Boss Key. Remember the cracked wall I told you to ignore before? Well, head back over there and put a hole in the wall (if you didn't already). See those Pols Voices? They cannot be killed with a sword. Solution? Throw some Bombs at them! Do this while avoiding the fireball-spitting torch in the middle. Once they're all gone, the east door opens. Continue to find a spinner. If you step into it, it will put you on the south path. Continue to find yourself by three moving platforms. Cross the gap to find yourself outside the boss's lair. Move the pots away from the entrance. The way is now clear... Boss : Dodongo ~ =------------= The Dodongo is a crazy guy. He likes to gore his victims with that big horn of his. As you can probably tell, he moves very slowly too. Keep an eye on his mouth. When he opens it, quickly throw a Bomb in. It will stun him. This is your cue to pick him up with the Power Bracelet and throw him onto the spikes in the middle. If you didn't throw a Bomb when his mouth was open, you'll eat three gigantic fireballs. If you run out of Bombs, you can cut down the bushes at the corners of the room to get some. Bam! Glad that's over. Pick up the heart container and go south. The second essence is waiting on the pedestal. The Gift of Time is now yours... Afterwards, the Maku Tree will contact you again. Something is going on down by the Spool Swamp. What could it possibly be? ------------------------------------------------------------------------------- 5.3. Poison Moth's Lair [5300] ------------------------------------------------------------------------------- Now outside of the Snake's Remains, lift up the rock near you. Continue past it to reach an autumn-ish area. From here, go north a screen to find a tree stump. Stand on top of it and change the season to winter (Rod of Seasons). Once that's done, you can pick up that Heart Piece behind the rock a few screens back. Anyway, from the stump northwest of the Snake's Remains, go south two screens and head west across the frozen pond to reach an area you've been to before. If you read the sign, it will tell you that Horon Village is to the south. Make your way through the Eastern Suburbs and into the village itself. There is nothing new here, so just head to the north exit. Head over to the bridge by the Gnarled Root Dungeon. There are two rocks blocking any further progress north. Lift them out of the way and continue along. Watch out for the Buzz Blobs. Don't hit them, or else you'll be struck with a shocking attack. You will find a Scent Seed Tree a bit further to the north. Take them and advance. The sign here will tell you that Blaino's Gym is to the south. Move in said direction to reach it. Enter to find the boxing penguin in all his glory. Talk to him, and he will offer to fight you for something. This is nothing incredibly difficult. Just keep hitting him with punches to push him out of the ring. Your reward for the first time around are Ricky's Gloves. If you want, you can keep playing for some extra rupees. When you're done fooling around, leave the gym and head north, west, and south. Watch out for the Buzz Blobs again and proceed westward. Follow the path until you reach a wooden bridge over some water. Cross it to the other side. Go west and north to find Ricky the Kangaroo (Assuming you didn't buy the Flute. If you did, it will be a different animal). He would say that he could give you a ride to Spool Swamp, but he's missing his gloves. What a coincidence, we have his gloves right with us. He'll give you Ricky's Flute and offer you a ride to O-------------------------------------------O Spool Swamp. Ricky will | RICKY'S FLUTE | automatically jump over gaps O-------------------------------------------O and ledges. Use the A Button | If you use Ricky's Flute, he will appear | to punch. | to help you. | O-------------------------------------------O From there, go south until you reach a line of holes. In case you forgot, Ricky'll remind you that he's very capable of jumping over these. Repeat this process with the next line of pits too. Go south until you hit a fork. Take the path on the left. Ignore the steps on the next screen and head west to find a house. Get off of Ricky and enter. Talk to the woman inside, and she'll immediately notice your Ghastly Doll. Since it's so hot, she wants it because it sends chills down her spine (???). Whatever. Just give it to her and you will receive an Iron Pot in return. Leave her and house and get back on Ricky. Proceed and you'll be stopped by a ledge. Hoewver, your animal buddy can hop over right over it. Let him do that to get on top and continue. Watch out for the various Crows hanging out in the trees. Reading the sign will tell you that the Spool Swamp is further to the west. Continue in said direction to hit a Pegasus Seed Tree. Be sure to cut some down. These seeds will allow you to run REALLY fast for a short period of time. Hop down the path until you reach a cliff wall. Go one screen east to find another house. Get off of Ricky and enter it. It seems the man inside lost the key to enter the swamp. Hit the lever at the lower-right corner to make the Floodgate Key appear. Head back outside and take the staircase to the right of the house. You need to step on the switch nearby. But as soon as the bridge forms, use a Pegasus Seed to run past the bridge before it retracts. The added speed will allow you to outrun the bridge before it goes back. The staircase at the end is past some blocks and rocks (RR = rock, SS = staircase); 1) RR ## Push the right-most boulder RR upwards. The push the second- ## ## ## to-right boulder down. SS ##RR## ## ## 2) RR ## Lift the bottom-most rock RR## (the one right next to you) ## ## out of the way. Then push SS ##RR the southwest block to the ## #### left. Lastly, move the block above you upwards. 3) RR ## Now that the path's clear, go RR## ahead and ascend the stair- ###### case. SS ## #### Try not to fall into the dark water. From the start, you can see the other staircase across the water. However, you can't swim through it. Make your way around the room to reach it. Note that you'll have to lift some rocks out of the way as well. Be careful of the moving bushes in this next room. Slash them with your sword to get rid of them. Ascend the next staircase to find yourself back outside. Head south and east to find Sokra again. Yes, he's dozing off of course. Speak with him and he'll tell you to return to the Temple of Seasons. Another power is waiting for you there. Don't go there yet though. South of Sokra is the floodgate. Make your way around the trees again and use the Floodgate Key to drain all of the water from Spool Swamp. Return to where Sokra was, and drop off the ledge. (Assuming you didn't get the Flute from the shop or win it from Subrosia, you will need Ricky for this next area. If you did, then the animal that will help you will be different.) From there, go south until you hit some land. Watch out for the Tektites in the water. Climb back onto land and go west a screen. Call Ricky using Ricky's Flute, and he'll appear to help out. Use him to jump up the big ledge on the same screen. Follow this path to reach two pits. Hold down the A Button to charge Ricky's tornado punch. Release it to destroy both of them. Afterwards, hop over the pits and proceed. Be very careful not to stray onto the leaf pile. There are some holes hidden underneath them that you can fall through. Also beware of the Leever. Go north, lift the rock out of the way, and step into the warp. You will reach the fiery lands of Subrosia again. You appear right by a raging volcano. You sure don't want to get by the flying fireballs coming out of it. Go southwest to reach the sandy beaches of Subrosia. Now, whip out the Shovel and start diggin'. You want to find a Star-Shaped Ore Piece that we'll trade off later. This is well worth your time, as you'll probably get rich in ore pieces as well. Be careful when digging though. You might unearth a monster in the process. When you finally pick it up, get back to the village. You will find the market to the southeastern-ish portion of the village. It's basically a red building shaped a lot like a Subrosian. Here, you will notice some interesting items. You can pick up some ore chunks, Pegasus Seeds, etc. You will notice the three "peaches" as well. They're basically upside-down hearts (hahahaha). The Rare Peach Stone is a Heart Piece. You can buy it for 20 ore chunks and 10 Ember Seeds. All of that other stuff is optional. What you need is the Ribbon. Give the trader a Star-Shaped Ore Piece to get it. Go ahead and leave the market when you're done. Go back to the Subrosian Seaside and work your way to the lower- right corner. You will meet the same Subrosian that led you to this world in the first place. Give her your Ribbon, and she'll go on a date with you. Why don't you go check out that temple? Return to the village and head north from the market. There's a keyhole here on this side of the rock. Use Rosa's amazing key to unlock it. Without Rosa's key, the Subrosian world would be split. Now that you've unlocked the two doors, you can pass freely between them. Upon exiting the cave, you should have no trouble finding your way to the Temple of Seasons. Go over to the northwest corner and have Rosa unlock the door leading into this part of the temple. Oof, that's a lot of rocks to lift. Get them out of the way and climb the staircase at the north end. Advance up the staircases until you reach the Spirit of Summer. You will be granted the great Spirit of Summer. Your Rod of Seasons now has the ability to change the season into summer. It's still the same drill; climb onto a tree stump and swing it to change. In order to return to the Spool Swamp, you have to step into the SOUTH warp. That's the warp that you just took from the Spool Swamp. The other one will lead you somewhere completely different. When you get back, Ricky should still be there waiting for you. Get back on and return the same way you came here. Once again, you will need the tornado punch to clear the two bushes by the holes. Jump off the high ledge and return to the floodgate. Get over to the northwest corner of the swamp to find the entrance to the Poison Moth's Lair. ... There's a problem though. The entrance is up there, and even Ricky can't jump that high. But you don't think we acquired the Spirit of Summer for nothing, did you? South of the entrance is a tree stump. Stand on top of it and change the season to summer. You will notice that the season first changes to winter. Swing it again to switch it to summer. If you check the entrance again, you'll see that vines have grown up to it. Climb them and enter the third dungeon. __________________________ ---=| Poison Moth's Lair |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Hopefully, you can get by this first room effortlessly... Just walk up. Here, let the Spiked Beetles run into you with your shield equipped. Assuming they bump into the shield, they will flip over. This is their vulnerable state. Quickly slash them apart with the sword to open the north door. Simply go up into the next room. Watch out for the Mini Moldorms here. Use the sword to kill them. Once they're taken care of, continue eastward. Some more Spiked Beetles will attempt to take you down. You can kill them if you'd like. The same shield strategy applies though. Soon enough, you will come to a room with a moving platform. However, you can't reach it yet. Go east one more screen. Equip your Power Bracelet (along with your sword to fend off the crazy amount of Wall Masters lurking in here) and "lift" your way to the switch at the south end. Because it won't stay down, you need an object to keep it pressed. Push (do not pick up) one of the pots nearby onto the switch. The southern door will stay open for now. Proceed. Some orange monsters appear in this room. They might confuse you at first, but all they really do is mimic your every move. They won't even ATTEMPT to attack you unless you walk into them. Do whatever you'd like with them and head west. Don't bother with the switch for now, and go south. Here, push the blue rollers (with the Power Bracelet), so you can reach the chest at the end. Be careful of the cracks in the floor. Open the chest for a Small Key and return to the staircase in the room with the Mimics. Head up the staircase and defeat the Pols Voices by throwing pots at them. To _escape_ from this little area, push the block at the upper-right corner upwards. Then go north to find two Mini Moldorms. Defeat both of 'em to make a chest appear. Don't open it yet though. First, put a Bomb at the north wall section by the weird tiles. It will blow open a passageway! The Dungeon Map is inside the chest. Now you can open the chest in the previous room to replenish your Bomb supply. Return to the staircase and push the block just left of the upper-right block down. In order to proceed to the west, you have to push the blocks out of the way obviously; 1) Push the third block from the bottom one square left. 2) Push the block below that down. Now head west. In order to crack open the door, you have to re-arrange the bottom set of statues so it looks like the upper set. This is nothing _IMPOSSIBLY_ difficult, but it can be a bit challenging. (P = purple, R = red); 1) Begin by pushing the second P P R R P R statue from the left (purple) one square. Do the same with the the third statue from the right (red). 2) Push the upper red statue in the P R P R middle to the right. Then push the P R red statue below it to the right as well. 3) Now move the right-most red P R P R statue down one square. Push the P R left-most red statue down. 4) Push the right-most purple statue P P two squares to the left and one P R R R square down. Push the left-most statue one square down. 5) That's it for that puzzle. Head P P P R R R through the opened door. There are some Peahats in this next room. I found it best to just ignore them. There's nowhere else to go but west, so proceed in that direction. Kill some Mini-Moldorms while you're at it, and head west again. Now, begin moving north. Push the Hardhat Beetle into the pits and unlock the door to the north. In this dangerous room, you have a trap blade in the middle along with four Mimics you must kill. The easiest way I found was simply standing in the middle, where the floor doesn't move. From there, I just swung my sword repeatedly at the Mimics spinning around. Once the four are dead, a chest appears in the middle. The very, very, very, very, very useful Roc's O-------------------------------------------O Feather is inside. Equip it | ROC'S FEATHER | if you want and return to the O-------------------------------------------O last room. See the moving | The Roc's Feather allows Link to stay in | platform to your left? Wait | the air for a bit. Use it and you can | for it to get close to your | hop over enemies and obstacles. | area, and use the Roc's Feather O-------------------------------------------O to jump on. Let it carry you to the other side, and fall into the hole to the left. Assuming you did it right, you will fall by a staircase and a somewhat watery room. Descend the staircase to appear in a side-scrolling area. Drop off the ladder onto the small platforms. Try not to fall onto the moving platform below, or even worse, the spikes! Hope across these platforms until you come to some moving platforms. At the moment, you should see two of them. There's one more below the middle one. If you land on it, you'll have to backtrack to the entrance of this area. Jump onto the middle one. From there, jump onto the platform to the right. Climb the small ladder, and then hop onto the top moving platform. Use the set of ladders at the top to make your way to the ladder leading outta here. Yes, that blue thing is a trampoline. Jump onto it and you will appear on the second floor. Make sure you press down on the control pad or else you will fall through the same hole. Pick up the Compass from the chest here. You can observe another hole southeast of the chest, past the blocks. Drop back down the same hole you came from, and move the trampoline to the other purple tile. Jump back on, while holding up on the control pad, to appear on the other side of the blocks. Go east into the next room. Watch out for the spikes, and push the first roller as far right as possible. Then equip the Roc's Feather and jump over the spikes above you. You have to be quick with that, or else the roller will push you back. With the next one, move it all the way to the right, and jump over the spikes below you. Push the following roller (the east one) all the way right. Duck into the little niche above it and wait for it to pass back to its original position. With that done, you can continue east into the next room. Descend the staircase at the end. First, you have to move the trampoline onto the orange tile. Try not to get it stuck though. Once it is in position, you can hop on. Open the chest at the top for a Small Key. Now, drop back down and head down the following staircase by the orange tile. In order to get onto the moving platforms, the Pegasus Seeds are required. By using one and running, you can double the jump! After getting by both platforms, you will come across two Thwomps. Jump on top of the first one. It will rise after hitting the ground. When it's possible to make the jump left, do so. Repeat this process with the next Thwomp and climb the ladder. Step onto the moving platform, and jump at the end to get past the gap. From here, head east. You've been here before, so you should know what to do. Put a pot on the switch to open the south door. Head south and deal with the Mimics. Now head west a screen to find a switch by a collection of brown-ish tiles. If you step on the switch, the floor will fall. It's impossible to get by even with Pegasus Seeds. However, by simply jumping OVER the switch, you won't be hindered by the falling floor. Unlock the door at the end using your last Small Key. At last, you will fight the Poison Moth's Lair's mini-boss. Mini-Boss : Clamareye ~ =-------------------= All you need for this fight is the Power Bracelet and the sword. Clamareye consists of three squid-like creatures. They will pop out of three out of the 10 holes in the ground. When one rears its ugly head, pick it out with the Power Bracelet and throw it somewhere. While it's flopping around, deals as much damage to it as possible before it dives back in. A few slashes to all three will be enough for them. Watch out for the fireballs that they release when they appear. Apart from that, you have nothing to worry about. A staircase will appear the lower-right corner. You know what to do with it. Head west and go up the small steps. You will notice a little piece of floor sticking out here. If you walk onto it, Link will automatically hop across it. This one leads to the boss's lair, but you don't have a Boss Key. Proceed westward to find another piece of floor just jutting out. Hop over it and jump down the hole at the very end. See the chest to your right? That's the Boss Key. Push the fourth block on the left block wall in. It will fall into the pit, allowing you to reach the chest. Jump over it and pop it open for the Boss Key. Now head over to the south end of the room and push the block that's sticking out. Jump off the ledge, and you will return to the second room from the entrance. There's no need to kill the Spiked Beetles. Just head south and step into the warp back to the mini-boss room. Climb the steps at the lower-right corner and make your way west. Head up onto the ledge and jump over the piece of floor that's jutting out. This will finally lead you to the boss's lair. Enter at your own risk. Boss : Mothula ~ =------------= This is a simple, yet somewhat difficult fight. Mothula is a giant moth who flies around the room and releases tiny moths at you. It has two distinctive ways of attacking you. One is just flying around the room, shooting off fireballs at you. I found it best to just stay on the two middle platforms. Attempting to stop Mothula when it's attacking like this is suicidal. Wait until it stops for a moment (it will land on one of the two middle platforms). This is the time to strike. Deal as much damage as possible, while Mothula releases tiny moths. That's pretty much the layout of this fight. Mothula will alternate between the two. You know what to do now. Pick up the heart container and take the staircase that subsequently appears. The great Bright Sun is your reward. The clue you receive is a waterfall north of the great Sunken City. ------------------------------------------------------------------------------- 5.4. Dancing Dragon Dungeon [5400] ------------------------------------------------------------------------------- Jump off the ledge and find Ricky again. Hop back on and climb the steps east of the Poison Moth's Lair. Make your way back to Holodrum Plain. You will pass the Pegasus Seed Tree. Proceed past it and head south at the split. Hop down the big ledge and continue south to reach the lady who traded the Iron Pot for your Ghastly Doll. From there, go east and north (you'll need to hop over some pits). After getting over two lines of holes, head east past a wooden bridge. You will need to get off of Ricky at this point. Not to worry though, as you will get him back in a little bit. After clearing the bridge, you should find a hole with a tree trunk behind it. Jump over the hole using the Roc's Feather and "enter" the trunk. The following area is Natzu Prairies. You can hit the red switch to extend the bridge. Don't cross it though. Instead, head north and up the steps. Call Ricky via Ricky's Flute to have him appear. Get in his pouch and jump up the ledge. Defeat the Like Likes and proceed east. Get rid of the bushes and watch out for any monsters. Soon, you will reach another ledge. Jump down and go south. There are three pits, along with three bushes. Use Ricky's special tornado punch to safely clear the bushes. Afterwards, jump over the pits and continue. Jump up the ledge at the end. Simply follow this linear path, while getting rid of enemies in your way and bushes. Soon enough, you will reach another ledge. Hop down and go north. Follow the path until you reach the Great Moblin! Ignore him, and head east to reach the Sunken City. And guess what. It really is _sunken_. Ricky will leave because it smells like medicine (???). The deep water cannot be traversed, so you will have to jump over the water to get to the shallow part. From here, head south along the shallow path. Follow it to the end, where you will find a Gale Seed Tree. These seeds are very useful, allowing you to warp to any previously visited Seed Tree. Backtrack along the shallow water, and you should find a strange creature being teased by some kids. Talk to one of them, and he'll ask if you have any Bombs. Give the kids your Bombs (imagine if this were real life), and they'll run off. Talk to the creature, and he'll introduce himself as Dimitri. Since he can swim up waterfalls, you'll need his help. Make your way to the north-center area of the city, where a waterfall is raging. Dimitri can swim up these effortlessly. Repeat this process with the following waterfall on the left. Inside this cave, get back onto dry land and hop off of Dimitri. Cross the wooden bridge to find four statues. You have to hit all four within a split second of each other. Since that isn't possible right now, you'll have to re-arrange them. First, push the upper-left statue one square up and right. Then push the lower-right statue one square right. Finally, push the lower-left statue two squares right, and one square up. Stand in the middle of the four and charge up a spinning attack (hold the sword button down to charge). Release, and you will hit all four statues. A staircase will form to the right. You can reach it by using the Roc's Feather, obviously. Open the chest for the Master's Plaque. Hop off the ledge and get back on Dimitri. Exit the cave and swim back down the waterfall. Now, head up the waterfall to the right. Open the chest to your left to find 50 rupees. To the right is the great Master Diver. Since you already have the Master's Plaque, he'll reward you with the Zora's Flippers. Now you can swim by yourself, O-------------------------------------------O without the help of Dimitri. | ZORA'S FLIPPERS | O-------------------------------------------O Take Dimitri back to the | The Zora's Flippers are automatically | Sunken City, and go east to | equipped so there's no need to assign it | find a house on a ledge. This | to a button. Use the B Button to dive. | is Ingo's House. Remember it | That's really all you need to know. | well. Anyway, jump into the O-------------------------------------------O water east of his house and look amongst the rocks for a diving spot. Press the B Button to dive. Repeat until you actually go underwater. Interesting. Make your way through this underwater area. Watch out for the Cheep Cheeps too. At the end, you will emmerge in Mt. Cucco (which directly translates to Mt. Chicken). Climb up the vines nearby to get onto the ledge. Head north to find a Heart Piece on a ledge. As you can see, you can't reach it yet. From there, go east a few screens to find the winged bear, Moosh. There's nothing you can do about him, so ignore him. Head north and up the stairs. Drop off the ledge to find another warp into Subrosia. From the warp in Subrosia, jump north over the lava. Two goons will appear and cause you to drop the Roc's Feather. They'll run off with it, and trade you Fool's Ore for it. Oof, you better get that back. Head west one screen and enter the house to find the two Subrosians. They want to bury the treasure... for some reason. Follow them, and you will have to avoid getting caught. This is similar to the Rosa scenario earlier in the game. - FIRST AREA: Subrosians #1 and #2 will inspect the upper-left corner of the area. Both will run to the house that you came from, and then run to the south end of the first area. Follow. - SECOND AREA: Subrosians #1 and #2 will split up. One will move the left- most tree, the other will stick by the middle tree. They'll meet up again in the middle, then split up again. The blue Subrosian (#1) will make his way around the middle tree while the red Subrosian (#2) sticks back. Finally, he runs toward the exit, making one last look around before leaving. - THIRD AREA: Subrosians #1 and #2 are in the middle. #1 will move to the left side of the screen. #2 does the same. #2 will leave the area, and #1 walks around the pile of four rocks. Before he leaves, he'll look around one last time. - FOURTH AREA: Subrosians #1 and #2 walk south along the left wall. #2 stays at the lower-left corner, #1 walks up and leaves. #2 will stick around and look around the right side of the area; then leaves. - FIFTH AREA: Subrosians #1 and #2 will walk down along the right side of the area. Both of them will go left along the south end. #2 will walk halfway up, while #1 walks all the way up. Then #2 goes right, #1 leaves, #2 subsequently leaves. - SIXTH AREA: Subrosians #1 and #2 start at the upper-right corner and upper- left corner, respectively. Both will move down and meet in the middle. Then will head south and stop. Both will split up and meet in the middle again. Follow. Finally, you will find the area where the two buried your feather. Dig it up to get it back. Sadly, you don't get to keep the Fool's Ore. It would have been so great scamming another Subrosian out of their loot! Now you can backtrack to the warp that you came from. Go east and jump over the lava. Descend the staircase to reach a side-scrolling area. You have to jump onto the moving platforms without falling into the lava, obviously. It's not at all difficult to make it to the end. You have two ladders at the end; one goes up, the other goes down. You can find a Gasha Seed by taking the latter ladder (Get it? Haha, funny!). When you're done, climb up the other ladder to reach the Temple of Seasons again, and the Tower of Spring. There is a lot of lava in the first room, but there's nothing your Roc's Feather can't handle. Work your way to the end to receive the Spirit of Spring!! Backtrack through the side-scrolling area and return to the main portion of Subrosia. Leave this portion of Subrosia by stepping into the same vortex you came from. If you have the Iron Pot (assuming you used my walkthrough, you should definitely have it), you can now get the Lava Soup. What you want to do is use a Gale Seed to return to Horon Village. From there, make your way north of the Eastern Suburbs to the warp leading to Subrosia (northeast of Horon Village). You will appear the north end of Subrosia. Climb down the first set of stairs and then the next set on the left. Head west and use the Roc's Feather to jump over the gap by the Subrosian Hot Springs. Follow the path and ascend the staircase leading north. When you reach a long, wooden bridge, work your way southward. You should come to a house. This is the Chef's Kitchen. Talk to the frantic cook and he'll ask if you'll hand him your Iron Pot. Do just that, and he'll reward you with a serving of Lava Soup. Now, return to the warp portal and leave Subrosia. Use another Gale Seed to reach the Sunken City. From there, you should easily find your way back to Mt. Cucco. Find your way to the stump one screen below the warp portal here. Change the season to spring (using the Rod of Seasons, obviously). Then head east to find Moosh, who's very sad because he can't reach the Spring Bananas. Of course, Link is here to save the day. Cut away the flowers (they only appear in spring) and go north. Equip the Power Bracelet and pick up the blue cucco (???). You have to be quick here. Tap the A Button as quickly as possible. If you are too slow, you won't get anywhere. You also cannot control the blue cucco's movement. When you're finally up there, head north. Enter the cave here and use the Roc's Feather to jump across the platforms. The stairs you're looking for is at the northwest corner. Head up and chop the Spring Banana from the tree. Hop back down the mountain and find Moosh again. He'll happily eat the Spring Banana and offer you a ride. Tap the A Button to hover. If you hold it, you can charge up for a ground-smashing attack. Head east until you enter a new area (Goron Mountain). You can tell when you enter as the season immediately changes to winter. From the entrance of Goron Mountain, go north to reach a complex array of pits. Use Moosh's hovering ability to get over all of the holes. It can take a few tries, so don't fret if you mess up more often than you'd like. Upon reaching the end, get off of Moosh and pick up the Dragon Key. This is a very important key as it will open the way to the next dungeon. Now, make your way back across the pits to the previous screen. You can get rid of the snow pile-ups using Moosh's ground-smashing attack. Go west until you reach a cave. Enter it to find a bunch of Gorons inhabiting it. Climb up the three staircases (you'll need the Power Bracelet and Roc's Feather) until you find yourself back outside. Climb the staircase to reach the summit... Along with a GIGANTIC Goron. Talk to Biggoron (aptly named, eh?), and he'll ask if you have anything to clear up his cold. Your Lava Soup should definitely do the job. Hand it over, and he'll trade you a Goron Vase. With that collected, backtrack to Mt. Cucco and find the tree stump south of the portal to Subrosia. Head east until you locate a wide flower by a ledge. These flowers only bloom in spring. Get off of Moosh, and step into it. It should spit you up to the ledge. Head up one screen and go east until you find another tree stump. Change the season to winter. Head all the way east to reach a staircase leading up to a higher ledge. Climb on and jump onto the snow buildup nearby. Enter the cave here. Walk up and jump over the gap. Lift the rock out of the way and jump over the next hole. Proceed to the staircase at the west end. You can easily jump the gap here using Pegasus Seeds and the Roc's Feather (but you can always walk around). Climb the following staircase too. You will find another blue cucco on this peak. Pick it up, and tap the A Button as many times as possible. If you don't make it, you'll plummet to the bottom. That's not fun, as you'll have to make your way up again. On the opposide ledge is the keyhole. Place the Dragon Key inside, and the entrance will be revealed. Jump back off the ledge to the left, and change the season to summer (so vines can grow up to the dungeon entrance) using the nearby stump. Before entering the dungeon though, you can drop off the ledge right by the stump to reach the Heart Piece that you saw before. However, it's BEST to just wait until you finish this dungeon before picking it up. __________________________ ---=| Dancing Dragon Dungeon |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The first room is full of water. There's a locked door to the east, and a path to the northwest. Take the latter to enter a green room with some Cloaked Stalfoses. You can push away the blocks to access the chest here. It's not a very worthwhile prize (just 10 Bombs!). When you're done, hop on the mine cart and ride it to the end. Here, examine the east wall for a cracked portion. Bomb it open and proceed to find a bunch of switches and pots. Throw away the leftern-most pot and the center pot. Then push the remaining seven onto seven of the eight switches. Simply step on the final switch to make a Small Key drop from the ceiling. Return to the last room and get back on the mine cart. However, on your way back, make sure you hit the switch to change the track. If you missed it, just get back on the mine cart and take another shot at it. In this room, swim over to the left side and push the single statue onto the switch. It will keep the door open for you. Proceed into the next room. Watch out for the Tektites and push aside the blocks by the staircase. Then head down. You will want to watch out here. Wizzrobes are new enemies that appear and disappear constantly. Be careful around them. Anyway, proceed to the bottom end of the room. There are two exits. Both will lead you to the same room. Here, ignore the staircase at the lower-left corner, and head east. Once again, take caution around the Wizzrobes and Sparks. You'll finally come to a chest. Open it for the Dungeon Map of this level. Return to the last room and descend the previously said staircase. Jump onto the moving platforms to get to the other side. Try not to fall into the spikes, of course. The next screen has some shifting platforms that disappear. The layouts may be confusing, but there's a pretty simple pattern. It goes from phase one to phase three; then repeats. (## = blocks, !! = previous block location); -- Phase One -- ## ## ## ## -- Phase Two -- !! ## ## ## !! !! !!## -- Phase Three -- !! ## ## ## !! !! ## !! After clearing that, go ahead and climb the ladder at the end. The torch will go dim very quickly. You need to use an Ember Seed to light it. Quickly push the block above you (northwest of the lantern) up and make a mad dash right. Jump over the gap and follow the path (jump over another gap) to reach a chest. Open it for a Small Key. Now it's time to return to the dungeon entrance. You need to make your way back to the staircase, but if you don't care about losing a heart, just fall off so you respawn there. Getting through this side-scrolling area shouldn't be too difficult. Jump across the moving platforms again, and climb up the ladder. Back in this Wizzrobe room, backtrack northward and follow the path to the staircase. In order to open the south door, defeat all of the Tektites. The next room holds the mine cart. Jump on, and ignore the switch firsthand. When you stop, get back on, and hit the switch as you pass it. From here, just head south to reach the entrance room. Now, unlock the east door. The spikes are easily avoided by simply jumping over them (Roc's Feather). Don't leave yet though! Bomb the cracked portion on the east wall. Defeat every single monster in this room. The Stalfoses might be somewhat annoying because they jump away from your sword. Stun them with the Boomerang first, and then slash them apart. Alternatively, you can just force them to jump _into_ the water. When everything's dead, push the purple block to form a chest. Snag the Compass, and return to the last room. Go north. Hop into the water and dive as the rollers pass you. Do this to avoid all of them. Head north to find some monsters. Avoid the Like Like so you don't lose your shield. It's kinda needed to kill the Spiked Beetle after all (flip them over with your shield to make them vulnerable). Jump across the cracked platforms, but make sure you DO NOT stay on the floor for too long. When you reach the other side, get on the mine cart. Yee-ha! Another ride. When you stop, you should be in a room with some Stalfoses. Ignore them at the moment, and get back on the mine cart. You should have passed a switch on the way here. Hit it when you pass it to change the track. You will be riding into the west room. To obtain the Small Key, kill the monsters. It will drop into the water though. Jump in and dive in the general vicinity of where it fell. You'll pick it up. Jump back on the mine cart, and ride it to the end. Unlock the locked block to the east, and proceed. Defeat the three Cloaked Stalfoses to form steps up to the ledge. In order to clear the three gaps, you have to use Pegasus Seeds in conjunction with the Roc's Feather. Jump while dashing to get past them. Then descend the staircase. Push the block out of your way and get on yet another mine cart. When you stop, you can pick up a Small Key from the upper- left chest. Head south to find a BUNCH of spikes. You'll have to jump onto the non-spiked floor tiles to get past this area unscathed. Be careful of the Sparks flying around as well. Proceed south to find the Dancing Dragon Dungeon's mini-boss! Mini-Boss : Agahnim ~ =-----------------= Yes, it is Agahnim, ready to kick your butt. Light both torches as the battle begins. You have three different targets. One of them is real, while the others are fake. Distinguish between the fakes by observing the shadow underneath. The real Agahnim has one. He can only be damaged when both torches are lit. Make sure you have the Ember Seeds for the job. All three of them can attack though. Avoid the gigantic energy balls each one sends at you, and hit the _real_ Agahnim. He'll constantly change formations. Keep this up to take him down. Once Agahnim is taken care of, head south into the next room. More mine cart fun awaits. Get on and ride it to the very end. When you stop, go south. Be careful of the Laser Eye fixed in the middle of the room. It cannot be defeated, so just avoid its gaze to avoid getting hit. Unlock the door on the west wall and proceed. You might find it best to kill off as many Keeses before touching the switch. Equip the Pegasus Seeds, and get ready to start running. Push the statue onto the switch and make a mad dash through the blocky area. Don't stand on a cracked tile too long, or else it will fall. But then again, you're supposed to be running through the area, not dawdling! When you're done with that, open the chest for the Slingshot. Jump off the ledge, and go east. Watch out for the Laser Eye again, and O-------------------------------------------O continue northward. | SLINGSHOT | O-------------------------------------------O Jump back on the mine cart and | This awesome tool allows you to shoot | ride it to the end. From here, | seeds. Just select the seed of choice, | head north and into the mini- | aim, and fire! This becomes very useful | boss room and continue past | in taking monsters out from a distance, | the spikey room. Here, get on | or hitting switches and the like. | the mine cart and ready your O-------------------------------------------O Slingshot (Ember Seeds). You will notice some unlit lanterns in the next room. Use the Ember Seeds from your Slingshot to light three of them. You should see a chest appear to the southwest. When you stop, hop back in and ride the mine cart back again. Go south to reach the spikey room again. At the east end is a staircase leading up to the ledge. Climb it, and you'll reach the chest. Pick up the Small Key, and return to the spikes room. Go south past the mini-boss's lair and jump on the mine cart here. Get your Slingshot ready again. Any seeds will do. You will need to hit both switches to change the track. Do that, and your path will change. In this room, head north. Go east from here to reach a room with some pits. You should know how to get across those gaps by now. Use a Pegasus Seed to supercharge your run, and jump using the Roc's Feather. The skinny platform in the middle might cause you some problems. When you land on it, stop for a bit to make sure you don't fall off, and then jump to the next. Upon reaching the end, unlock the block and continue. There's a lot of water in this room. Feel free to kill the Tektites, and dive into the "right" hole of water in the middle. The Boss Key is located here. Head to the previous room, and lift one of the three pots out of the way. Then just jump across this skinny gap (no Pegasus Seeds required). Now, just backtrack to the mine cart again. Ride it all the way back. When you stop, walk a bit to the south to find a trap blade. Push down the third block from the left to "trap" the trap blade. Then use your Slingshot to hit the switch further to the east. Once more, return to the mine cart. Your path will change due to the switch that you just hit. Wizzrobes are tough cookies to kill. Here, you need to defeat all three of them to open the northeast door. I would just charge up a spinning blade attack, and wait for one to appear. When he pops up, release it. Once they're taken care of, continue. Be wary of the Laser Eye in this room as well. Unlock the locked block to the northwest and descend the staircase. Take caution around the Wizzrobes here as well. They're pretty annoying, eh? Use the Slingshot with Ember Seeds to light both lanterns across the gap. The bridge will subsequently extend. You'll find it best to run through this room, without paying attention to any enemies. The exit as toward the northeast. As soon as you get onto this moving platform, it will zip around the room. Now, repeatedly slash your sword in the direction that the platform is moving. This will help keep the Keeses off your back. Get off when you hit the other platform. Unlock the door... Boss : Gohma ~ =----------= So you have your giant spider-thingy with the big claws. First, equip your sword and shield (or optionally, the Roc's Feather). Gohma will drop from the ceiling and begin attacking. Try to hit the claw. When Gohma raises it, put up the shield or get ready to jump away with the Roc's Feather. As long as you keep up your defenses, you cannot be harmed. Attack only when his claw is lowered. If you somehow get caught, Gohma will smash your head a few times on the ground. This deals quite a bit of damage. When his claw falls off, switch to the Slingshot (any seed will do). The idea now is to hit Gohma's eye using the Slingshot. He will only be damaged when the eye is open. Be careful of the various "things" that Gohma occasionally launches. They can be killed with your sword easily. Shoot as many seeds into his eyes as you can. Eventually, he'll die. Take your well-deserved heart piece, and proceed. The essence that awaits you now? Why, it's the Soothing Rain; your forth essence! The Maku Tree will thank you for your help. A lake shaped like eyeglasses? Interesting. Before doing anything else, you can hop off the ledge (by the tree stump) to reach a Heart Piece. If you already did that, oh well. ------------------------------------------------------------------------------- 5.5. Unicorn's Cave [5500] ------------------------------------------------------------------------------- * NOTE: If you want, you can go over to the Great Moblin's Fort. You will need the Zora's Flippers to actually get into his keep. It's an easy fight. Just throw each Bomb [using Power Bracelet] back at him. When he's defeated, his fort will go down, and you can access a Heart Piece in a chest that appears. Make your way back to the Sunken City (Gale Seed is the quickest way), and find Ingo's House at the northwest corner. If you read the sign, you can tell that Ingo is a vase fanatic. In fact, he's so crazy about them, that he trades his dinner (Fish) for your Goron Pot. Now make your way to North Horon, and find the man with a cat in the tree. Let him use your newly acquired Fish to get Mittens down. In return, you get a Megaphone. Yay? Next, you're off to Mt. Cucco again. Find your way back up to the Dancing Dragon Dungeon and enter the cave left of the dungeon entrance. It's the lower of the two cave (so if it's winter, you cannot access it). Wake up Talon using the Megaphone (is that really necessary?) and he'll see that he slept through the entire winter. For your Megaphone, you'll get a Mushroom in return. If you'd like, you can obtain a ring from the chest by pushing away the blocks. Once again, return to the Sunken City, and change the season to winter (by using the stump at the north-center portion of the city). Now, make your way to the south end of the city. A path leads up to the gigantic pile of snow. You'll find Syrup's house here. Talk to her, and give her your Mushroom. In return, you will receive a Wooden Bird. Also, you can exit and re-enter her shop to buy a Magic Potion (automatically refills your hearts when you die), and a Gasha Seed. With the Wooden Bird in your pack, use a Gale Seed to return to Horon Village. Look for a clock shop somewhere in the middle of town. It's pretty hard to miss, as it has a _clock_ right on it. Talk to the man inside, and he'll ask for your Wooden Bird. Your reward for that is some Engine Grease. You have one last transaction to make. Go east to reach the Eastern Suburbs again. As soon as you enter the area, head into the lower of the two caves. In here, climb the steps at the upper-left corner. Repeat this process in the next room. You'll come to a man standing by a windmill. He needs some Engine Grease to help his windmill spin. Trade that for a Phonograph! There are a few upgrades you can pick up at this point before continuing with your quest. They're really helpful, so pick them all up! (note: do them in the order listed); - UPGRADED RING BOX: Go to Goron Mountain (it's west of Mt. Cucco) and dig past the snow on the first screen. Proceed west a screen to find a cracked cave wall on the north wall. Bomb it open, and enter. Go through this area and climb the staircase. Now that you're back outside, go up the steps on the _right_. Enter the cave on that ledge and make your way through it. Take the staircase at the end and continue. Be wary of the Savages on this peak. They deal heavy damage, and can be a doozy to kill. Go past them and across the wooden bridge. Jump off the ledge and enter the cave. Talk to the single Goron here, and he'll reward you with a totally awesome upgraded Ring Box. - UPGRADED BOMB BAG: The upgraded Bomb Bag can be found in the Subrosian Market. However, before going for it, make sure that you have 10 Bombs to trade away. I would suggest using the warp portal in Spool Swamp (you'll need Ricky's help to get there). This upgraded Bomb Bag comes in the form of a red Bomb in the market. 10 Bombs and 50 ore chunks is what you'll need for it. - MEMBER'S CARD: While still in the shop, you should definitely pick up the "shiny" card as well. This Member's Card will allow you to access the member's section of the Horon City Shop. Only 5 ore chunks too! - UPGRADED SEED SACHEL: Use the Member's Card to get into the basement of the Horon City Shop. It costs 300 rupees, but you should have enough money by this point. Also, there's a Treasure Map on sale for 200 rupees. This will be useful later. If you have the money, go ahead and buy it. If not, wait until later. (Note: You can also purchase a Gasha Seed.) Alright, it's time to continue. Head toward North Horon and proceed onwards until you reach the wooden bridge by the Gnarled Root Dungeon. The sign there points you east. Go in said direction and kill some Octoroks. Then head south. Jump over the pits, and start walking on the ice. The island southeast of you has a warp situated on top of it. Step in to be brought to another portion of Subrosia. From there, go south past a house. Make your way downwards to the Lava Lake. You'll pass a raging volcano on the way. Soon enough, you'll reach a bunch of platforms scattered over a lot of lava. Indeed, you have a lot of jumping involved. Be wary of the occasional Fire Monsters popping out as well. (## = ground, < > ^ v = jump); ######## ###### ## ######## ## ###### ###### ## ## #E N D #### ###### ## ## ^^ ###### ##>>######>>####>>## ## ## ## ###### ## ##>>######## ## ## ########## ###### ^^ vv ########## ##<<####<<##<<######## ## ^^ ## ## ## ########### S T A R T Upon reaching the end platform, you'll find a Bomb Flower planted in the ground. Pull it out with the Power Bracelet. Something tells me that this will be useful later on... Hmm. Now, jump all the way back to the beginning, and find your way to the house south of the portal you just used. From there, head west. When you reach the sign pointing the furnace, go northwest to find a bunch of pits. There's only one part you can jump over. Lift up the rock, and then use the Pegasus Seed + Roc's Feather combo to clear the 2x1 gap. After getting past that, make your way to the Temple of Seasons to your northeast. The only tower you haven't visited thus far is to the northeast. Jump over the lava here, and talk to the Subrosian by the three boulders. It will explode, and destroys all three rocks. Enter the tower and jump over the lava gaps. Proceed up the stairs and find your way to the final statue. You... now... have... the... Spirit... of... Autumn... (ellipses added for extra emphasis!) We've gotten what we came here for. Exit through the same portal you came from. (Note that the rock you lifted before gives you easy access between the rest of Subrosia and the southeastern sector) Now to change the seasons. The closest tree stump is due north of your position. Switch it to autumn of course. Then head north and east. It's another dungeon! Clear the mushrooms out of the way and get in there. __________________________ ---=| Unicorn's Cave |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Upon completing this dungeon, you'll be more than halfway through the game, so get your butt moving. Start off by heading west first. Kill the Mini Moldorm, and continue north (because there's a gigantic hole further west). Ignore the water and proceed until you reach some Iron Masks, along with a Mini Moldorm or too. These Iron Masks can only be killed by striking their backside. Using the treasure obtained in this dungeon though, you'll be able to get them easily. Since we don't have that, just defeat them the only way you can. Once they're all taken care of, go west through the open door. To get past the moving floor, you'll find it best to use the Roc's Feather. If you don't constantly jump on this moving floor, getting to the chest will be a major toughie. Pick up the Compass, and return to the previous room (with all of the Iron Masks). Go south, and swim into the water. Watch out for the Tektites, and continue until you find two mine carts. Hmm, decisions decisions. First, hop into the left mine cart. Be sure to hit the switch on your left. It will change the track. Watch out for the monsters, and climb onto the ledge. Follow it eastward and you'll see a single block in the middle of the room. Push it, and watch as a metallic ball (with "N" etched on it) drops. What you want to do now is get back on the same mine cart. Ride it back. This time though, take the one on the right. Make sure that you hit the switch while riding as well. If you did, you'll come to a room with a Small Key in the chest. Get back on and hit the switch again on your way back. When you stop, get back on the cart. Assuming you did it right, you will get off by a staircase. Descend to reach another one of those side-scrolling areas. It shouldn't be too difficult to get through here. Time your jump, and avoid the fireballs dropping from the pipes. To get past the bed of spikes and the Thwomps, trigger the first one to come down (by stepping near it). Jump on top of it and hop onto the middle platform when you can. Repeat this process with the next one, and exit. There's no need to stick around in this room, so go east. For the Dungeon Map, you have to kill all of the monsters in this room (consisting of two Red Blobs and two Gibdos). It's not that difficult of a task. The chest that appears will contain your prize. Upon picking that up, head west past the room you came from and into a room full of water. Simply climb the steps onto the ledge and follow it. At the end, you can fall off of the ledge. Do just that and swim to the locked door on the west wall. The switch will open the door that shuts behind you, but you'll need an item to put on top of it. But first, why don't you open that chest. It contains the Magnetive Gloves. This item O-------------------------------------------O will be crucial to your | MAGNETIC GLOVES | success, so don't underestimate O-------------------------------------------O it. For starters, you'll need | Magnetic Gloves can push away or pull | it to actually _get out_ of | metallic orbs toward him. The same goes | this room. | for metallic stakes, except Link is the | | one being pushed or pulled toward. It's | Use the "S" polarity to | all in the polarity. Opposite polarities | attract the "N" ball toward | attract each other, while the same | the switch. When the Magnetic | polarities repel each other. You can | Gloves switches to "N", hit | easily switch the glove's polarity by | the button again to switch it. | pressing the button again. | Tinker around with it to put O-------------------------------------------O the orb on the switch. Leave this room and head south. Push the blocks out of the your way (push down side block, then push middle block to side). From here, just return to the staircase that you originally took to get here. Get past the cracked blocks by dropping some Bombs on them. Then proceed into the little area underneath. The stone heads on the wall will spit some energy balls at you. Jump over the ones that come toward you. Wait for the platform to come toward you, and then jump on it. Use the second one to reach the ladder to the left. This is an interesting puzzle. You have to push the statue on your side, so that the one on the other side gets on the switch. Both statues are synchronized, so they'll move together. Push the statue on your side about three squares down, two spaces right, and one space up. That should do the trick. Head south and follow the skinny path over the pit. Try not to fall. In the next room, kill the Keeses flying around and head over to the northwest corner. You can snag a nice prize of 100 rupees from the chest. Ignore the metallic orb for now, and proceed northward. The Iron Masks make their appearances here as well. Use the Magnetic Gloves to pull off their masks. This will make them vulnerable from all sides. Kill all of the monsters here to pop open the west door. Here's a room that might make you think. Activate the first two Armos Statues. Defeat them, but REMEMBER what order you killed them in. Repeat this process with the next two, and remember the order as well. Four chests will appear afterwards. You have to open the chests in the order of the Armos Knights you killed. If you mess up, they'll disappear, and you have to try again (by re-entering). Really, it's not that difficult. The last chest will always have a Small Key. Backtrack to the room with the 100 rupees, and move the metallic orb away from the south doorway. Then continue southward until you reach the room just west of the entrance. Here, stand on the diamond tile and look to the west. Use the Magnetic Gloves ("N" charge) to pull yourself over the gap. Go north and steal another Small Key from the chest. Now, how to get back to the other side? Return to the metal stake, and stand in front of it. You should be in- between the stake and the pit. Set the Magnetic Gloves to "S", and use it on the stake. You will be repelled from the stick, and can get to the other side. From here, head north and jump into the water. Swim east until you hit a mine cart. Jump on the left one, and hit the switch on your left. Dispose of the Iron Masks in here using the Magnetic Gloves. Better yet, push them into the hole. Anyway, take a look at the spinning thing in the middle. With "N" polarity, attract yourself toward it. Keep holding the button, and the thing will spin you around. Quickly tap the button you have assigned to the Magnetic Gloves (so that the charge is now "S") and be repelled from the object. It's not at all difficult to do. Once on the other side, open the chest for a Small Key. Now that that's done, just get back to the other side and jump in the mine cart to take yourself back. From here, head west (swim through the water) until you are stopped by a pit. Then proceed northward until you reach the room with the "N" metallic orb that you originally had to move out of the way. From there, go east and follow this narrow path over the gigantic pit. The next room, if you might recall, is the room in which you had to move the statues to push onto the switch. There's no need to touch them now, so just descend the staircase. Here, proceed past the spitting heads again and blow up the cracked rocks. Jump up, and head right. Getting past the Thwomps is easy enough (lure them down, then jump onto them). Climb the ladder at the end. Use the Magnetic Gloves again to get past the pit. "S" polarity is required to repel yourself off of the "S" stake obviously. Before unlocking the door, head to another mine cart further to the left. It should bring you to a Small Key in a chest. Open it, get back on the mine cart, and unlock said door. Mini-Boss : Syger ~ =---------------= Syger is a crazy tiger who transforms into a spikey ball (reminds me of Sonic the Hedgehog!!). The only way to damage him is by hitting the end of his tail. However, you will also have to contend with his spikey ball attack. He moves quickly, usually in different formations, so you'll probably want to put up a shield whenever he attacks. Trying to outrun him is stupid. Just put up a shield, and you should take no damage whatsoever. Attack his tail a few times to take Syger out. It's not a particularly difficult fight, but it isn't that easy either. After owning him, proceed through the north doorway. Before unlocking anything, head east. Push the button toward the north end of this room to open the door. Then go through the door (well, duh). This next room has a Laser Eye Statue, along with a few Knights. Since Knights are tough to kill, and because the Laser Eye Statue will probably fry your butt, it would be best to ignore them and continue. This area has some Magnet Heads hanging around. Use the Magnetic Gloves to pull them toward you. Then slash them apart. Afterwards, head west through the open door. The flames dropping in here can be stopped to some extent using the "N" metallic orb above you. Tinker around with your Metallic Gloves and move the orb so that it blocks the left-most stream of fireballs (there are only four lines). Backtrack to the room with the locked door and locked block. Unlock the door on the west wall, and continue. In order to open the door in this next chamber, use the Magnetic Gloves to place the metallic orb on the switch. It's as simple as that. Assuming you put the metallic orb under the left-most stream of fireballs, you can get past these fireballs unscathed. Set your Magnetic Gloves to "S" and attract the orb to you. Keep holding the button, and begin walking right into the fireballs with the orb in front of you. The orb will block the fireballs, so you can reach the locked door. Of course, open it and continue. The only thing to do here is descend the staircase. That would be a good idea. See the "S" pipe (or whatever it is)? Set the Magnetic Gloves to "N" and pull yourself up toward it. This should allow you to get to the ledge. The moving platform ahead has a moving floor. Just keep that in mind. Climb down the ladder, and traverse across the next few moving platforms. The same moving floor applies as before. Even so, you shouldn't have THAT much trouble staying on it. Once more, use the "S" pipe above to reach the ledge. Go ahead and pick up the Boss Key. Then backtrack through this area. Return through the room with the fireball-spitting statues. Once again, hold the orb against you to protect yourself from the fireballs. Then continue until you reach the locked block. Use your last Small Key on it, and descend the staircase. Getting through this side-scrolling area might take some thought. Just know that you'll need to work with the metal pipes. Jump onto the first moving platform, then pull yourself up toward the "S" pipe (using "N" polarity, of course). From there, drop onto the second platform. The screen with the Sparks requires you to repel yourself AWAY from the "S" pipe ("S" polarity, my friend). From there, you can jump onto the next platform. In turn, go ahead and climb the ladder to leave this area. First things first. Lift one of the two pots out of the way to your left, and pull yourself toward the "S" stake above you. STOP when you reach the platform just in front of it though. Although you can't see it, there's another "S" stake to your east. Attract yourself toward it of course. From here, walk to the upper end of your platform, and look left. "N" polarity will allow you to get onto the boss's lair platform... Boss : Digdogger ~ =--------------= Digdogger is a very dangerous creature. It jumps around the room in an attempt to squish you. Avoid it, of course. Now, look toward the upper-right corner. Pull the iron ball down using the Magnetic Gloves. It's "S" polarity, so use "N" to pull it toward you, and "S" to repel it. Don't screw around with it either. If it hits you, YOU get hurt as well! You can probably guess as to what you need to do with this. Tinker with the Magnetic Gloves and get the ball to hit Digdogger a few times. Needless to say, this is easier said than done, because controlling the ball can be quite difficult. After a few hits, Digdogger will split up into a few little thingies. Use the ball to vanquish each and every one of them. They're speedy little buggers, so take caution. Kill as many of them as possible before they reform into Digdogger. Repeat this process until each of them is dead. It's a tough fight, I'll give you that. Your essence prize for the Unicorn's Cave is the great Nurturing Warmth. That makes five. Only three more to go before we can confront Onox himself. Vast ruins, eh? ------------------------------------------------------------------------------- 5.6. Ancient Ruins [5600] ------------------------------------------------------------------------------- When you're back outside, it hould still be snowy, so the mushrooms can't be lifted out of the way. There is an easy way to get around this. Jump off the ledge, and work your way around. Lift the rock and jump over the gap. Go west to locate a stump. Get on top and change the season to summer. From the stump, go back a screen east and head south from there. After a bit of walking, you will come across some steps leading into a somewhat rocky area. Go up until you find a rock that you can lift up. Descend the staircase underneath, and make your way through this cave. Climb the steps until you reach a chest. Be careful here though, as there are Arrow Heads on the wall. You will obtain a Heart Piece. Go ahead and leave the cave, as there's nothing left to do. Assuming you picked up the Member's Card from before the Unicorn's Cave, you can head over to Horon Village. This will allow you into the basement of the shop, where this next item is located. If you may recall, I recommended purchasing the Treasure Map before. If you didn't already, go ahead and get it for 200 rupees. Short on money? Whip out the Shovel and start digging for your cash. Occasionally, you'll receive a fat rupee that gives you 100 rupees. The Treasure Map will show you the locations of the four jewels. They're required to enter the Tarm Ruins, so I guess you can say that they're pretty important. The four jewels are represented as four sparkles on the map (Select Button). One can be found at the far northeast (Mt. Cucco), and the others are grouped along the southwest. You can pick them up in any order, but the following the best way to do so (in my opinion, of course). - SQUARE JEWEL: The first jewel you should collect is located in the Spool Swamp. Use a Gale Seed, or any other means, to get there. From there, find your way to the tree stump south of the Poison Moth's Lair. Change the season to winter. Start heading east and south along the frozen swamp. Eventually, you'll come to two pits. This is your cue to go east. Defeat the Octoroks, and head south until you find a cracked cave. Dig the snow out of the way, and place a Bomb to open it. The Square Jewel is inside the chest here. - ROUND JEWEL: From the Spool Swamp, you can use a Gale Seed to get to North Horon, and in turn, reach Holodrum Plain. I just walked there from Spool Swamp though. Your choice. Once in Holodrum Plain, head over to the south- east portion of the area. Climb down the stairs and dive into the water. Swim east a screen and get back onto land. Enter the tree dwelling here to find an old man carrying the Round Jewel. However, you must DEFEAT him in combat. (I'm only kidding.) He'll hand you the Round Jewel. - X-SHAPED JEWEL: You probably remember where the Hero's Cave (first semi- dungeon of the game) was. It's located southwest of Horon Village. Make your way to the Hero's Cave and go a screen south. See the lantern? Fire an Ember Seed at it (using the Slingshot) to extend the bridge. This very remote island bears a question mark (???). Sprinkle a Mystery Seeds on it and a Mini-Moldorm will appear. Defeat it whichever way you choose and pick up the X-Shaped Jewel from the chest. - PYRAMID JEWEL: Getting this last jewel requires you to get to the Dancing Dragon Dungeon. Use a Gale Seed to get to the Sunken City, and make your way up there. Anyway, a little bit in front of the dungeon entrance and to the right of it is some deep water. Dive into the water at the upper-right corner. The Pyramid Jewel can be picked up at the very end. So you have all four jewels. Use a Gale Seed and warp to the tree in the Spool Swamp. From there, head east to find a sign pointing you in the direction of Tarm Ruins. Go up (into the tree trunk) to find a wall. Yes, a wall. But this is no ordinary wall. Place the four jewels into their respective positions, and the gate opens for you. Proceed north and into the desolate Tarm Ruins. Jump on the tree stump and change the season to summer. Even though it's summer, it is still dark in the Tarm Ruins. Climb the vine that grew on the ledge in front of you. Be careful of the Knights patrolling the area up here. They're more difficult than your average monster. From there, go west a screen and climb down the vines here. Push the Armos Statue. Don't worry, it won't spring out and attack you. Stairs should form on the cliff above you, but it isn't complete... Now, climb back up the same vines you climbed down, and make your way back to the tree stump you just used. Change the season to winter. One of the trees will have lost its leaves. This allows you to proceed west. Because of the snow pile-ups, you can access the staircase that was originally too high for you. Climb onto the platform in order to get on top. Then climb up the steps. Before changing the season (using this next stump), push the two lower Armos Statue onto the ice (the upper one cannot be pushed). Use the stump and change the season to fall. The two statues are out of the way, so you can now go north. Do just that. Pick up the mushrooms and continue. Be careful of the Like Likes. Go south and west. Welcome to the Lost Woods, one of the more confusing portions of this game. It is here where you can obtain the great Noble Sword. However, you have to follow my directions exactly. Also, if you weren't following my walkthrough from the beginning, you probably don't have the Phonograph. If you did not obtain that object, ignore the following paragraph. Head along the outskirts of the woods to the southeast corner. Burn the small tree using an Ember Seed. There's a Deku Shrub down here who apparently has some liking to your Phonograph. Play it, and he'll tell you the way to his Secret Spot. "If temperatures rise as you go far to the west, you'll find it!" That's really all the help you need. Enter the Lost Woods now, and change the season to winter, the coldest season. Go west. Change the season to fall. Go west. Change the season to spring. Go west. Change the season to summer. Congratulations, you have found the sacred Noble Sword. Anyway, you probably want to get back to the beginning. Go right, left, and right again to appear back at the entrance. Re-enter the woods. First, change the season to winter. Go west. Change the season to fall. Go south. Change the season to spring. Go east. Change the season to summer. Go north. Assuming you did it right, you will come to some Armos Statues. Be very careful not to touch them! Head north until you reach a Gale Seed Tree. Hey, at least you won't have to bother going through the Lost Woods again. From the tree, head east and change the season to winter. Be careful of the Mace Knight. Only attack when his weapon isn't extended. Once the season has changed, begin going south and east. Kill off the various Knights and Like Likes in the area. Dig your way through the snow and continue north, onto the snow. Follow the path until you come to some Armos Statues. Push the lower one out of the way. Drop off the ledge again and change the season to spring. The flower next to you will spit you upwards. Now you can cross the bridge. Just as you're about to enter the tower, a strange man appears out of nowhere and warns you about the despair and sorrow that will come once Din is rescued. Scary... Oh, and enter that dungeon of course. __________________________ ---=| Ancient Ruins |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Beginning this dungeon, go ahead and walk straight into the next room. Ignore the locked block, and go up again. You've already seen one of these spinney- thingies before. Step into it and you should be put on the east path. Be careful of the Snakes in this next room. Since the north door is locked, it would be pointless trying to go that way. Proceed eastward. As soon as you enter, jump out of the way of the trap blades. Try not to stay on the cracked tiles for too long, or else they'll fall under your weight. If you feel like it, take 5 rupees from the chest. After you're done with that, go south. Kill some Snakes and go through the only other doorway in this room; west. There are a few Gibdos in this room along with some fireball-spittin' statues along the corner. Feel free to do whatever you want to those monsters. Go through the west doorway. You're back in the second room of the dungeon. Therefore, you've just circled around. Head up to the spinner, and it should carry you to the left. This is the path that you want, so continue. There sure seems to be a lot of Gibdos in this dungeon, no? Well, dispose of them if you feel like it. When you're done fooling around, head north. Kill the Hardhat Beetle by pushing it into the pits. Now, take out your Magnetic Gloves, and avert your gaze to the metallic orb at the lower-left corner. That ball needs to go from there to the switch at upper-right corner. Yeah, I know, it's painstaking work. (## = blocks, @@ = pit, [] = orb, SS = switch); -- Start -- ## ###### ##@@@@@@## @@@@@@@@##@@@@@@##SS ##@@@@@@@@@@##@@@@@@#### ## ##@@@@@@## ###### ## ###### ## ##[] ## -- Step One -- - First thing first. Have the gloves set to "S" polarity and stand due east of the orb. Pull it toward you until it hits the wall. Keep holding the button, and walk upwards. The orb will follow you still. Then switch to "N" polarity and push it all the way left. ## ###### ##@@@@@@## @@@@@@@@##@@@@@@##SS ##@@@@@@@@@@##@@@@@@#### ## ##@@@@@@## ###### []<----.## ###### |## ## ----'## -- Step Two -- - Now, jump over the pit on the left so you can access the orb from its current position. Stand above it and use "S" polarity to attract it to you. When you can't move it any further, move out of the way while still holding down the button to put the orb at the corner. Then pull it as close to the edge as possible without letting yourself fall. ## ###### ##@@@@@@## ,-->[]@@@@@@@@##@@@@@@##SS | ##@@@@@@@@@@##@@@@@@#### | ## ##@@@@@@## | ###### ## ###### ## ## ## -- Step Three -- - Jump so that you reach the upper-leftmost portion of the room. From behind the blocks, use "N" polarity to push the orb (repel) over the pit. If the orb isn't positioned right, hold down the button and move until it is. ## ###### ##@@@@@@## @@@@@@@@##@@@@@@##SS ## v@@@@@@@@##@@@@@@#### ##[] ##@@@@@@## ###### ## ###### ## ## ## -- Step Four -- - Now jump back over the pit and move the orb using the Magnetic Gloves over to the large pit on the right. ## ###### ##@@@@@@## @@@@@@@@##@@@@@@##SS ## @@@@@@@@##@@@@@@#### ## --------.##@@@@@@## ###### `--->[] ## ###### ## ## ## -- Step Four -- - Switch to "N" polarity and repel the orb over the pit. Keep holding down the button and move it to the upper-right corner. Then switch to "S" polarity and pull it toward the switch. ## ,-----. ###### ##@@@|@@## v @@@@@@@@##@@@|@@##[] ## @@@@@@@@##@@@|@@#### ## ##@@@|@@## ###### ## ###### ## ## ## A Small Key drops from the ceiling. Pick it up. Head south back into the room with all the Gibdos. Then continue south to find some Snakes. You can get the Map by stepping onto the ledge at the lower-left corner. Then proceed along this path to reach the chest. Head back to the Snake-infested room and push the block in the middle. This will open the east door. Go right ahead and continue. This should be a familiar room to you. Use the only key you have on the locked block. Then head north again to the spinner. Assuming you've been following this walkthrough up to this point, you'll be on the right path. From here, just follow the rooms again. You've taken this path before, so there should be no problem. Soon enough, you'll come back to the room before the spinner. Before going to it though, use the Magnetic Gloves to pull the metallic orb from the purple tiles (northwest corner). Get it off the ledge and put it on top of the switch to keep the door open. Don't take the spinner now. Instead, go west through the open door. What you want to do now is head north and east. This will place you near the spinner again. If you step into it, you'll be put on the unexplored north path. In here, simply put the metallic orb on the switch via the Magnetic Gloves. Simple. A staircase forms at the upper-left corner if you didn't realize already. You need to jump over the spikes of course. However, two trap blades will run into you. To avoid them, just jump right after you land in-between them to the other side. The spinning blades up ahead don't pose much of a threat. Cut away the crystals to get past them. Be wary of the Spiked Beetles, and open the chest for a Small Key. Now, backtrack ALL the way downstairs. When you're up against the spinning blades, jump over them using the Roc's Feather. Back down here, step back into the spinner to be put on the left path. Go west, south, east, and north again. (Don't forget that you have to push the block in one of the rooms to open the door). Step into the spinney-thingy yet again. Because of the way the spinner is arranged, you'll probably be put on the left path again. Don't worry about it. Just walk around to the spinner again (same drill) and let it put you on the right path. In the first room is a locked door on the north wall. Yikes! This sure is a perilous room, no doubt. There are a bunch of small, moving platforms over a gigantic pit. To add, you will also have to contend with a Laser Eye Statue in the middle. If you want the Compass, make your way to the northwest corner. In order to progress, work your way all the way back to the southeast corner. There, you can continue. The skinny floor might give you some problems. Try to get rid of the Keeses before they get rid of you. Head over to the switch to form a bridge. Eat a Pegasus Seed and quickly run to the bridge before the floor falls out. Hooray, you're on the other side of the Laser Eye Statue and the annoying room before. Ascend the staircase that you find. Let's see what's here in this room after you kill all of the Gibdos. We have a cracked wall at the southeast corner, a chest containing ten Bombs, and no other apparent way out of here. I'll say that's enough of a hint. Bomb open the cracked wall and continue. Be VERY careful not to touch the Armos Statues in this room. Defeating them requires Bombs, and that can be a pain. The chest has 5 rupees (cheap dungeon, eh?). If you choose to take it, all four Armos Statues surrounding it will activate. Get your butt out of there and go through the WEST opening (not the south doorway). The Spiked Beetles in here are easily disposed of once you flip them over with your shield. Now, push the blue trampoline to the left onto the purple tile. Then jump onto it. Be sure to hold a direction to make sure you don't fall back down. Go south to find a Mace Knight. There's really no need to beat him, but if you are feeling brash, go right ahead. Continue using the east door. The great Magic Boomerang can be found in the chest at the end of this room. Be forewarned though! Once you pop open the chest, EVERY SINGLE Armos Statue in this room will activate. This isn't much trouble, as the Magic Boomerang can kill one within two hits. O-------------------------------------------O Go ahead and take all of them | MAGIC BOOMERANG | down with your newfound O-------------------------------------------O weapon. Return to the previous | The Magic Boomerang differs from the | room and cut away the crystals | original Boomerang, not only because it | surrounding the pit at the | looks better, flies faster, and kills | lower-left corner. Then drop | more monsters, but because you can | down. | actually control its flight path to an | | extent. Use the control pad for that. | You'll fall through a floor O-------------------------------------------O and stop. Head west and kill some more Snakes. Head over to the southwest corner and climb the steps onto the ledge as if you were going to get the Dungeon Map again. Just before the opened chest is a break in the purple fence. Continue this way. First, pick up 10 rupees from the chest at the northeast corner. You need to get to the southwest corner. However, spinning blades frequent the area. Jump over them, or outrun them to get to the switch. Be wary of the trap blade and open the door. Continue north. Now this is where the Magic Boomerang really comes into play. Stand by the purple fence and throw the boomerang out. Hold the button down and navigate the path of the boomerang using the control pad. It might take a few tries, but you should be able to hit the switch. Some stairs will form that you can climb. Do just that. Watch out for the multitudes of Gibdos in this room. Head south and use the Magic Boomerang to hit the moving switch above the pit. This will open the door below you. Stray into the path of the Arrow Heads for a split second to make it to the door. Fall into the pit at the northwest corner of this room. Back here, dispose of the Spiked Beetles and go south and around the room until you hit some moving platforms suspended over a pit. You know what to do here... or not. Equip the Slingshot and fire an Ember Seed at all five lanterns. A staircase will appear at the north end. Well, might as well climb it. Now, pay very close attention! If you don't make it to the end of this room, you WILL end up dying regardless of how many hearts you have. Before picking up the gigantic rupee, equip the Pegasus Seed and preferably the Roc's Feather (although you might want a sword to kill the Keeses that get in your way). When you're ready, touch the rupee. The Armos Knights disappear, but the walls start to cave in. Unless you are looking to be squished like a marshmallow, make a beeline for the other end of the room! Even with the Pegasus Seeds, you might have a hard time making it. Yeah, it's annoying, but the reward at the end is worth it. Pop open the chest for a Boss Key. Can't go on without that, of course. With that collected, return to the previous room. Don't worry, it's safe now, although you probably don't want to touch that "fake" rupee again. Climb the staircase at the southwest corner. Get rid of the Cloaked Stalfoses and push the upper-left block to open the door. There are a lot of Snakes to beat up here, so take caution. Fall down the hole at the northeast corner. Now, be very careful NOT to fall off of the ledge. Proceed along this ledge until you reach a chest. It contains a Small key. Return to the trampoline and get back up to the third floor. Then unlock the door to face the mini-boss of the Ancient Ruins. Mini-Boss : Vire ~ =--------------= Even though he's Onox's loyal henchman, Vire is not difficult at all. The battle basically requires you to stand in the middle and wait for Vire to charge you. At that point, start slashing away at him. It's best to wait in the middle, as Vire sticks along the sides of the level. There are spikes there. Vire's attack is an energy ball that is easily dispersed through use of the sword. Once you deal enough damage, Vire will split up into two bats. Kill both to snuff him. The next room has quite a few traps in it. The best method of getting across is bunny-hopping. Use the Roc's Feather and repeatedly jump while moving forward to avoid everything. Trust me, it works. In order to get past the rollers, use the Roc's Feather again to jump over them. Hit the switch at the northeast corner to open the door. Then head south. There are two switches. Sadly, the result of pressing one of them seems to be random. They will either drop a bunch of Snakes or make a staircase appear at the southeast corner. Obviously, the latter is what you want to look for. If you accidentally drop the Snakes, kill them and try another switch. Keep in mind that the same switch that dropped the Snakes could also make the staircase appear. Tinker with it until you get it... finally. The Ancient Ruins dungeon is not a Wall Master-free level. Feel free to kill the big, blue hands of doom as they appear. As always, DO NOT get caught by one or else you'll return to the dungeon entrance. When you're done, advance into the next room. The only way that you can kill these darn Hardhat Beetles is by using the metallic orb (Digdogger battle, anyone?). Once both of them are gone, the door opens. Continue. I would suggest killing the Knights and Wizzrobe before working with the switches. When they're gone, take out your Magic Boomerang and hit all three. If a switch is red, don't change it back to blue. The one in the back is the hardest as it moves so quickly. The door will open. Head south and defeat both of the Cloaked Stalfoses. Now, you need to move the trampoline, but there's no marker to tell you where to. First, push it down two squares; then move it five squares to the right. Jump up, up, and away. Hit the moving switch above you with the Boomerang and fall back down. Ta-da! Stairs. Climb them, push the block out of your way, and unlock the door to the boss's lair. Boss : Manhandla ~ =--------------= I'll start with the battlefield. You have a shifting floor along with some regular floor that isn't moving. It shouldn't pose too much of a problem, but it can throw off your aim. Manhandla itself is a gigantic Buzz Blob with four appendages sticking out. To begin with, you must use the Magic Boomerang to kill all four of the heads. The only time you can hurt them is when their mouths are open. And when their mouths are open, you'll probably eat a fireball. Try to hit the heads without getting touched by the fireballs obviously. If you feel that you're too slow in avoiding the fireballs or Manhandla itself, eat a Pegasus Seed. Once all four heads are gone, Manhandla will begin to spaz out and run around the room frantically. Use the Magic Boomerang and hit him as many times as possible. Eventually, it'll break apart to reveal a heart. Use the sword and hit this until Manhandla is down for the count. After that rather difficult fight, you can pick up the heart container of course. Then climb up the staircase appearing on the north wall. The Blowing Wind is the essence of this great dungeon. But what do you care? The Maku Tree is the only one who actually benefits from this. Your hint for the next dungeon is a cemetery west of Horon Village. Can this be the location of the seventh essence? Yeah, of course... AND he falls back asleep... ZZZ... ------------------------------------------------------------------------------- 5.7. Explorer's Crypt [5700] ------------------------------------------------------------------------------- You want to return to Horon Village, so use a Gale Seed. From there, enter the Eastern Suburbs. As soon as you enter, you should notice a tree trunk to your south. Go through it to arrive on a secluded beach of some sort. If you head east, you'll locate a pirate who is looking for a bell. The gate to Samasa Desert won't budge at the moment. Return to Horon Village and find the tree stump south of the fountain and the painting man. Head down the staircase near the stump. Now, the bridge probably isn't extended (unless you already went out of your way to extend it before). Stand at the end of the bridge and throw your Magic Boomerang. You need it to curve like a horseshoe and hit the switch. This will take a few tries, but it isn't particularly difficult. Once you make the bridge, cross it and step into the portal. This warp portal will bring you next to a pirate. Now how did they manage to find their way here? Climb down the staircase to enter the House of Pirates. There's a Subrosian here, who apparently does not enjoy these pirates' company. Talk to the pirate on the right and he'll start tinkering with the drawer-lookin' thingies. This is a very important combination. If you want to write it down, go ahead. For the record, it's (from left to right); 3, 3, 2, 1, 1, 4, 4, 4 Go downstairs and talk to the pirates. The Cap'n is the guy in the middle with the hook. He'll mention a bell and tell you to get it. Sheesh. Before leaving Subrosia for now, you can pick up the optional Iron Shield. - IRON SHIELD: From the House of Pirates, head north and up the steps. Jump over the lava gap and continue north until you come to an erupting volcano. This is your cue to head west. From here, just follow the path, jump over the gap, and proceed until you reach a bunch of pits. First, use the Magnetic Gloves ("N" polarity) to get to the metallic stake across from you. A chest containing the Blue Ore is just past that. Pick it up of course. Now you need to work your way to the other side of Subrosia. Find the Great Furnace. Now, head left and down. Use the Magnetic Gloves to get across the gap and enter the cave. Climb to the top and get the Red Ore. You nowwant to do is pay the Great Furnace a visit. Talk to the blue Subrosian and hand him the two ore pieces. You'll receive the Hard Ore. The final step is to getting to Subrosian Smithy. Talk to the guys inside and let them forge your Wooden Shield into an Iron Shield! Anyhow, get back to the Eastern Coast and talk to the same pirate by the gate to Samasa Desert. He'll run off after you tell him that you'll look for the bell. However, the barrier is still there! But wait, do you remember about that special code I told you was VERY important? Look above for the combination. Smash the skulls in the same order to get it to open. Now continue into the desert. From the start, go due east until you reach the pirate ship; currently submerged in the sand. Be careful not to touch the cacti (for obvious reasons) and the Pokeys. Go downstairs and enter the pirate ship. You will meet a ghost pirate who has died a while ago. You must find his skull in order to progress. Now, head to the northeast corner of the desert. Be careful of the piles of quicksand. Try not to fall into them. At the corner is an oasis. And what do you know? The guy's skull is right there. Pick it up (Power Bracelet) and start walking. Just for kicks, you can throw him around into the sand and water to see his response. If you lose him, he'll re-appear at the same spot. This next part of the game can get very, very frustrating. Basically, you have to carry the skull around until his teeth start chattering. In order for that to happen, you have to walk near every pool of quicksand until he does it. Be careful not to fall in though! Only when he starts chattering, drop down that pile. It's the bell! However, it needs to be fixed up. Climb up the steps and leave the cave. Return to the ship and push the brown box into the hole. Climb the staircase to reach the other half of the ship, which is surprisingly sticking out in Subrosia. From here, get over to the Subrosian Smithy. I presume you already know where it is. Get them to fix it up for you (be sure to select the "Do it!" option), and go back to the House of Pirates. It's time to set sail! Link will automatically get on the ship. After clearing the desert, some of the pirates onboard will get a little loopy. Due to their terminal seasickness, the pirates will come back ashore. Get off the ship and head north. Enter the house and open the chest for ten Bombs. Now blow up the cracked portion of the wall. Continue through the other side of the house and leave. Use this tree stump to change the season to summer. Now, go back through the house and return to the ship. From there, begin going west until you find some vines leading up to the Graveyard. Watch out for the Ghinis. They can be somewhat tough to kill. Due north of your current position is the entrance to the seventh dungeon. __________________________ ---=| Explorer's Crypt |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Head up through the first room. The Stalfoses in here will jump away from you. Deal with them anyway you choose. Begin going west. Follow the path until you reach an Owl Statue. From here, just continue northward. It's very dark, as you can probably see. You should still be able to see the faint outlines of the doorways. Go north into another room. This chamber has four torches that will go out pretty quickly. You must leave before they are snuffed out. You barely have five seconds to do this, so quickly run to the east and continue that way. If you stick around for too long, you will be sent back to the dungeon entrance. Get rid of the four Wizzrobes hanging out in this room. Once all of them are defeated, a chest will appear in the middle. Pop it open for a Small Key. Return to the last room and let the torches go out to get back to the entrance. Walk up a room and unlock the door to your right. If you kill all of the monsters here, a chest will appear at the upper-right corner. Obtain a Ring from it, and climb onto the other ledge. Proceed west along this path. You're back in that dark room once again. Use the Slingshot and shoot two Ember Seeds at the unlit lanterns. A Poe will appear (???) and attempts to hurt you with its sword. Since it's useless fighting on the tiny area that you're standing on, jump to the lower area. The Poe will charge at you. Get out of the way and strike it when it passes. Once it's defeated, head north. The curse that plagued this room is no longer here. First, place a Bomb by the crack at the lower-left corner. A Compass can be found inside there. Return to the previous room. Now you need to get to the staircase in the middle. Since the blue rollers on the right side of the ledge don't have any spikes in their vicinity, push your way through them using the Power Bracelet. Head down the staircase. Be sure that you don't touch the Armos Statues for obvious reasons. If you do, just dispose of them with the Magic Boomerang. From your current position, head west. Walk up the small steps to the ledge. Then step on the switch to form a trampoline down below. The blue tile is misleading. Push the trampoline two square to the left and one square down. When you jump on, you should note a switch. Try to make it so that Link lands on it. A Small Key drops into the hole. Hop back down and pick it up. Head back into the last room. Although most of the Armos Statues are real, one of them is fake. You might find it safe to kill all of the other statues before they cause any trouble. Push the fake Armos Statue onto the switch to keep the south door open. Continue. Watch out for the various monsters in this room. At the bottom end of the room, step onto the moving floor. Then walk up toward the staircase. The moving platform in this room moves very quickly. Get on and swing your sword repeatedly in front of you. This will get rid of any Keeses that can knock you off. When the platform stops, use the Magnetic Gloves (set to "S") to repel yourself off of the pole. When you are safely at the northwest corner, proceed north. The floor tiles with the crosses on them may appear sturdy, but they will soon pop up and attack you! You better get across that bridge quickly before they break off. To actually get past these Flying Tiles, put up a shield and stay in a corner. When the room is safe again, proceed to the left. You have four switches along with a bunch of Armos Statues. Pressing a switch will move a set of Armos Statues. You must get them in a square-like formation. I'll represent the switches with letters; A B C D First, hit [B], then [C]. Hit [A] and finally, [D]. If you did it in that order, a Small Key will fall from the ceiling into the middle. That's really all we came into this room for. Return past the room with the crazy Flying Tiles. When you hit the room with the fast, moving platform, dangle yourself over the pit by holding yourself onto the metallic pole. When the platform comes, drop off and let it take you back to the staircase. Head back up. Right now, you should be next to a conveyor belt. Work your way to the south end of the room and unlock the door. There's nothing in this next room but a closed-off trampoline in the middle. Unlock the other door to the east. The idea in here is to light all four torches. However, if you just walk around, the torches will go out before you can light them all. But then again, speed is never an issue when you have... PEGASUS SEEDS! Use one and run around the room, while lighting all four torches. Yet another Poe appears. This one is a bit tougher than the last, but you shouldn't have any trouble. Just be careful of the fire trails it leaves behind. Defeating this ghost will lift another curse in a later room. Head back west and continue in that same direction. You'll have to dive into the water here. The blue rollers can easily be avoided by diving underwater (B Button in case you still haven't figured that out). When you reach the end of this chamber, descend the staircase. You don't have a Small Key to spare, so go westward. First things first. Kill the Knight on your half of the room. Then use the Magnetic Gloves to "pull" the two on the other side toward you. Although you can beat them once they're on your side, it's much easier to just throw them into the pit. A bridge will subsequently form. Now cross the bridge and head north. Hit the switch and backtrack over the bridge. You should be on the right side of the gap. Now go north. From your current position, you have to jump to the single platform along the east wall. It's a long jump, but a Pegasus Seed and Roc's Feather should give you enough strength to make the leap of faith. The next gap is much easier. Jump your way as far up as possible. When you have nowhere else to go, take out your Magnetic Gloves. This next part requires some fancy maneuvers. First, use "N" polarity to get onto the closest "S" thing to you (lower-left of your platform). Stay on it until your back is facing left. Quickly repel yourself. When you hit the next "S" rotator, immediately look up and switch polarities. Wait until your back is toward the platform with the two trampolines and switch to "S". Assuming you figured all of that out, you'll be safe. Hop on the blue trampoline. Kill both of the Stalfoses while avoiding the fireball-spitting statues. When you're done with that, jump down the same hole you came up. This time, jump onto the red trampoline. I guess you can call this the SUPER DUPER trampoline because it launches you two floors up. Awesome! In here, jump over the spikes while avoiding the Sparks. Easier said than done. When you reach the north end of the room, jump into the pit. Hooray! The door opens as soon as you land. In case you didn't notice, the two Stalfoses you killed before opened the door for you. Before attempting to get onto the moving platform, I strongly suggest killing as many Keeses as you can. Although they're easy monsters, Keeses can easily push you off of the moving platform. Once that's done, hop onto it before it zooms outta there. This next part might cause O-------------------------------------------O you some trouble, although it | ROC'S CAPE | isn't THAT difficult. From the O-------------------------------------------O moving platform, jump onto | With the Roc's Cape, you can actually | the middle platform. | FLY... in a manner of speaking. To tell | | the truth, you can't exactly fly | The chest holds the great | forever. However, you can glide for | treasure of the Explorer's | about three tiles. This will become very | Crypt. Open it for a Roc's | useful. | Cape. Using it is simple. It O-------------------------------------------O lets you jump. When jumping though, you can hold the button to glide a little bit. Use that newly acquired skill to get back to the entrance of the room easily. In the same room as the blue trampoline, use the Roc's Cape to glide over the gap to the right. Make your way to the lower-left area and jump into the pit. Now you can do whatever to reach the same staircase you came down. You'll need to obviously cross that wooden bridge that you formed by defeating the Knights. Now, back in this wet room, proceed to the east. It's the blue trampoline you saw before. To reach it, you must push some blocks away. Here's how; move the upper-right block and lower-right block to the left. Then push the center-right block down. To obtain the Dungeon Map, you must push the trampoline three squares left and one square up from its starting location. Once you have that, head north and jump onto the blue conveyor belt. Climb down the staircase at the end like you did before. It's the same drill here as before. Get on the fast-moving platform. When you stop, use the Magnetic Gloves to push yourself AWAY from the "S" pole to the right. You will land at the northwest corner. The next room holds those Flying Tiles again. Run past the bridge before it dissipates. To the right of the pit is another pit that stunts any further progress east. Use the Roc's Cape to fly over the corner. Do the same with the next one. Then continue east. To defeat the Magnet Heads, simply use your Magnetic Gloves to pull them toward you. Then hit them when they're in your vicinity. A trampoline appears once all three are long gone. Push it up three squares. When you jump on it, try to make it onto the moving platform. Climb the steps up into the main part of the floor. See the metallic orb? Push it off of the ledge and onto the switch nearby. If you can't see it, jump off the ledge yourself and bring it to it. Then open the chest for a Small Key. Once that's done, head west into the next room. Like awhile ago, you need to test each Armos Statue until you find the dud. That would be the one that doesn't rear up and attack you. Push it onto the switch. The south door opens. Another familiar room? Head south another screen to the Dungeon Map trampoline and then go west. Getting through this screen should be nothing difficult. Dive underneath the rollers to avoid them. Take the staircase. Go ahead and unlock the locked block and start jumping from platform to platform. You might want to wait for the Flying Tiles to stop throwing themselves at you first though. I really should not need to tell you that cracked floors can break. Don't stand on any floor tile for too long. When you reach the southwest portion of the room, consider jumping on the moving platform and from there, hop to the exit. Walk down and AROUND the room. When you reach the right half of the Mini Moldorm pit, jump off of the ledge. You must defeat both of them, but you cannot stand on a floor tile for more than a second unless you like falling to your doom. If you're up for it, stand at the uncracked floor by the closed door. From there, you can safely attack without any risk of dropping. Now, you may think this next gap might seem too big for even the Roc's Cape. However, you obviously failed to factor in the added speed of Pegasus Seeds. Use the two in conjunction with each other to reach the switch on the other side. The east door opens. Push the block out of the way (by the steps) and make your way to the doorway. Mini-Boss : Poe Sisters ~ =---------------------= Those loveable Poe Sisters are ready to face you. The one carrying the lantern will create a line of fire. The flames stay lit for a few seconds before dissipating. The one carrying the sword will just charge you. Defeating both is easy. However, there is a catch. The four torches will continually extinguish themselves. When all four are dark, you will be brought back to the dungeon entrance. Keep a Slingshot (Ember Seeds) handy and make sure that you keep at least one torch lit. Well well well. Proceed through the open door to find a bunch of staircases. There are two floors here. The upper one has staircases that obviously correspond to the staircases below it. In order to get through this crazy collection of steps, you must use both the upper and lower floor. I've mapped both floors out for you (SS = stairs, #### = path, CC = chest w/ 1 rupee); F I R S T F L O O R E X I T ## SS SS###### SS#### ######## ###### #### S ###### ## T SS## SS##SS SS ####SS## A ###### ## ###### R ## ## SS####SS ## T ## SS## #### SS ## ## ###### CC ## ## ########## ########## SS S E C O N D F L O O R SS###### SS SS ## #### ############ ## ###### ## SS SS SS##SS ####SS## B #### ######## O ## #### SS## SS######## S #### SS######## ####SS#### S ## ########################SS You don't have a Boss Key yet, so ignore the boss's lair door on the second floor. Instead, you want to make your way to the northeast exit on the first floor one way or another. Here, use the Magnetic Gloves to attract yourself to the upper of the three rotating devices. When your back is facing south, repel yourself by switching polarities. When you're safely on the ledge, jump from there to the ledge northeast of you. The Roc's Cape will do the job easily. Now, look to the left and attract yourself to the next one. When your back is facing left, start repelling yourself until you're up against the blocks. Let go and quickly press down on the Control Pad. You should find yourself on the platform here. From there, just jump to the moving platform. Wait until you're at the far left. Then jump up and head north. Here, just hop from platform to platform while killing everything that appears. You might find it best to defeat both Wizzrobes before taking out the Cloaked Stalfoses. A Small Key drops when all monsters are dead. Return to the last room and ride the moving platform as far right as possible. Then jump to the east. When you're stopped by a block, push the block right above you into the pit. Now just go north and unlock the door with the Small Key you just obtained. See the piece of floor jutting out from the ledge? If you walk into it, you'll automatically jump over it. Do just that and continue northward. Walk down the steps and into the water. Swim southward to find three switches by a bunch of statues. The number of statues next to a switch indicates what order you should press them in. Obviously, you should start with the switch with one statue. I really don't see how they could make it any more obvious. Use a Pegasus Seed and Roc's Cape to reach the bottom one. Then jump all the way back to the top one. Finally, press the middle one. A piece of floor to your right will pop out. Fly over to the southeast corner, climb the steps, and jump over the gap. Follow the path until you reach a single switch. Press it to have a trampoline appear down below. There's no need to push it anywhere. Simply jump on it and you'll sail past two floors. At the top, try to get onto the moving platform. Wait for it to move to the left side of the room and step off. Here, hit both switches ONCE and only ONCE! Head back upstairs and get onto the moving platform. When you can get to the right side of the room, hop off. Step downstairs and hit the bottom switch ONCE. The door will open. Jump to it and proceed north. Kill all four Stalfoses (watch out for the fireball-spitting statues). A chest will form in the middle. The Boss Key is inside. Backtrack to the maze of staircases again by jumping down the gigantic pit and heading in a generally southern direction. The boss's lair door is on the second floor of the stair maze. Refer to the map above to reach it. Boss Fight : Gleeok ~ =-----------------= Ouch! What a toughie. The first part of the battle is probably the harder of the two phases. When you're far away from the two heads, you'll have fireballs spit at you. When you get closer, you'll only get one fireball, but it will split into six parts. The idea is to hit both heads off. However, you must do this so both heads are off at the same time. The easiest way, as far as I can see, is incorporating your sword spin attack. Charge up, walk up in-between the heads, and release. Then quickly run back somewhere safe. Repeat this process and both heads will come off soon. If you're really having trouble with this, I noticed that using the Roc's Cape to avoid the fireballs really helps. The second phase pits you up against the now headless Gleeok. It will hop up in the air and come crashing down. Quickly jump before it impacts. If you do not, then you'll be stunned and eat a nasty charge. When Gleeok actually does charge (assuming you weren't stunned), quickly get out of the way and throw in as many hits as you can. Yeah, it is a hard fight. I'll give you that. After that bitch of a boss fight, you can finally continue. Take your well- deserved heart container and continue to pick up your seventh essence: the Seed of Life. Your reward for getting through that dungeon is... NOTHING! No hint, no anything. ------------------------------------------------------------------------------- 5.8. Sword & Shield Maze [5800] ------------------------------------------------------------------------------- Let's go pick up another Heart Piece. Use a Gale Seed and bring yourself to Horon Village. Trudge over to the Western Coast and find the pirate ship again. From there, go north and proceed through the house to reach the tree stump. Change the season to autumn and backtrack to the pirate ship. Then head west and enter the cave. Utilize your Roc's Cape and jump over the wide gap. Push the blocks out of the way (be careful of the cracked floors) and ascend the staircase. Lo and behold! You're back in the Graveyard. Luckily though, the season is autumn. Now you can pick up the mushrooms by the Explorer's Crypt entrance. Past those is the Heart Piece you're looking for. Now, off to the Temple Remains (not to be confused with the Tarm Ruins, of course). First off, use a Gale Seed and warp to the North Horon tree. Upon landing at your destination, head south and west. Just follow this path until you find a wooden bridge over some water. Cross it and head north a few screens. There's a tree trunk here that leads westward. You might as well enter seeing that you have nothing better to do. We're in the general vicinity of the Temple Ruins. As you can probably see, the monsters here are a bit tougher than the others in the overworld. First, go north. Use the Roc's Cape and hop over the big gap. Following that, head east. Be careful of those tiger-like Savages. They can deal quite a lot of damage to you. They're also tough to kill. Anyway, it might be hard to believe, but you are actually outside the original location of the Temple of Season *gasp*! Head up and into the ruins. At the first intersection, take the east path to find a tree stump. Defeat the Tektites jumping around and change the season to autumn. Once that's done, go west and follow the skinny path along the outskirts of the remains. When you are moving in a generally northward direction, try to quickly run past the leaf piles. If you stand there too long, they'll give way and reveal a hole. Don't CUT the leave piles either for reasons already stated. Continue to follow the path until you reach another fork. Opt to head south and find yet another tree stump. This time, make the season winter. Now go north, up the small steps, and east. Use the snow to get onto the lower path and step into the warp leading to Subrosia. Well, good to see we're back once again. From the warp, go north and into a cave. There, you'll see a retard throwing stuff into the lava pool (WHAT??). Well, why don't you surprise him and throw a Bomb in. Do just that and watch the volcano go KABLOOIE!!! It seems that recent eruption has flooded the Temple Remains with lava. (I still don't completely understand this 'parallel worlds' kind of thing.) Return to the same warp portal that you came in through. Now would be a great time to collect the final Heart Piece, no? From the portal, go due north to find a cracked wall. Bomb it open (because that's what you absolutely HAVE to do with every cracked wall you come across) and enter. There's a Piece of Heart at the north end of this room. Simply jump from platform to platform until you reach it. Now, back to the task at hand. From the cave you just bombed open, drop off of the ledge to your direct southeast. From there, proceed in that direction until you reach a tree stump. Change the season to summer. Upon accomplishing that, go east some more. Kill the Savages and jump over the lava to the vine on the wall. Go ahead and climb it up. Use the Roc's Cape and hop over the platforms. Further east is a doorway in the wall. Jump over to it and enter. There's an oddly-shaped pit blocking your way at the entrance. Stand in the middle of it and use the Magnetic Gloves ("N" polarity) to get across. The next hole requires you to do the same thing. Once again, "N" polarity is required. Walk over to the end and climb the staircase. Oh joy, another block puzzle. It's too bad anyone with an IQ above 70 can solve it. Push the right-most block down. Then the middle-left block to the left. Finally, move the the lower-left block downwards. At the other side, move the bottom-most block up. Then walk up to the upper block and push it right. Wow, piece of cake. Climb the staircase of course. Walk over to the other side and take the following staircase. From here on out, it's just going west until you reach the end. Watch out for the monsters hanging around. They can be very annoying. Climb yet another staircase at the other end. Go west some more and enter the small building. Take the warp inside to Subrosia. North of here is the entrance to the last dungeon. It takes the form of a volcano-esque thingy with eyes and a big mouth. Scary, eh? __________________________ ---=| Sword & Shield Maze |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Begin by heading up as you've been starting pretty much every dungeon thus far. This room holds those nasty Wizzrobes. Ignore them and just go east. In here, stand by the hole and face north. Use the Slingshot and shoot a seed at the statue's blank eye. A Small Key drops from the ceiling. Pick it up and head back west. Ignore the steps leading up to the ledge (it won't lead you anywhere special) and go north. Follow the skinny path above the pit. Be careful of the Keeses though. They can easily push you off. After that, you'll come to an icy room with some Magnet Heads floating around. The north door will not open until all three are dead. Go ahead and pick them off after attracting them toward you (utilizing the Magnetic Gloves for this, of course). Now go north and bomb the cracked blocks at the north end of the room. Work your way through and use the metallic orb to crush the Hardhat Beetle. Take the Small Key that drops and proceed eastward. Ouch! That's a lot of Sparks, no? Your best bet in avoiding them is through use of the Roc's Cape. Simply glide over them and you shouldn't even be touched. Proceed in that general direction until you reach a locked block. Unlock it. Then descend the staircase. There are a bunch of skinny paths above a pit, so try to avoid falling in the best you can. Make your way to the southwest corner and continue in that direction. The Roc's Cape will allow you to simply jump over the roller obstacles. Do avoid the Wall Masters that drop from the ceiling. I assume you already know what will happen if you come in contact with one. You want to take the staircase at the lower-right corner of this room. There are two crazy fireballs going around in a circle down here. Time your jump toward the platform, and you should be able to evade them. Do the same thing and jump over to the other side. Be careful of the fireballs hopping out of the lava pool and get onto the moving platform in the middle. Then climb the ladder to get out of there. This next room can be very frustrating. You'll want to take it slow, jumping only when the roller isn't nearby. Also, maneuvering yourself in mid-air, using the Roc's Cape, is not the easiest thing to do. Try to avoid falling into the lava too much. Exit at the lower-left corner. Watch out for the gigantic trap blades in this next room. Also be wary of the Fire Keeses flying around. They aren't particularly difficult though. Step on the switch at the upper-right corner in order to open the door. Before messing with the monsters now, climb the staircase plain in sight. There are a lot of spikes here, along with an icy floor and of course, monsters plaguing the area. Carefully make your way to the opposite end to find a Compass. Now go back downstairs and unlock the east door. Of course, it might be a good idea to kill the monsters here as well. Once again, we come to one of those notorious spinners. Stepping into it will put you on the upper path. At the split, be sure to take the left path. You'll be back in the previous room. From here, just jump off of the ledge and step into the spinner again. You will find yourself on the south path. Continue. First, go kill all of the monsters around. Once they're all gone, go back a screen north to the spinner. Now head south again into the same room. STAND STILL when you enter though. If you killed the monsters before, they won't cause any problems. Watch the single Armos Statue. If you didn't move, it will get out of the way. Dispose of it with the Magic Boomerang and climb the staircase it was originally blocking. Following this path will bring you to a chest containing the Dungeon Map. We're not done here though. See the metallic orb? Use the Magnetic Gloves to pull it toward you. When you have it directly south of the staircase (around the blocks), change polarities and pull it right over the lava and onto the switch. A bridge subsequently forms. Trust me, this will prove to be useful later. With that done, you can head back downstairs. Leave the room with the single Armos Statue by going east. There's no need to kill the Mace Knight here. Just climb the staircase to reach the room with the metallic orb. Go west to locate four Armos Statues surrounding a chest. Whip out the Magic Boomerang and defeat them all. Push the bottom block to the side to reveal the chest. It's the Hyper Slingshot! It's an awesome item that shoots three seeds at a time as opposed to the puny single- O-------------------------------------------O seed (regular) Slingshot. | HYPER SLINGSHOT | O-------------------------------------------O Alright alright, it's not | Three seeds are always better than one. | THAT great, but it's still | The great Hyper Slingshot differs from | cool. Now go back east and | the other due to the fact that it shoots | go northeast. There's a point | three seeds! Now you can kill monsters | that you can jump onto the | more effectively and uh... stuff. | wooden bridge using your Roc's O-------------------------------------------O Cape. Glide over to it and go south from there. Descend the staircase at the lower-right corner. You'll appear on a ledge in the Mace Knight room. Go north and jump across the "things" jutting out of the ledge to get to the other side. Stay on the ledge and proceed west until you reach the spinner again. Step into it and continue to find a Small Key in a chest. Head back west and step into the spinner again. On the north path, head east again. Instead of hopping over the ledges, head down the small steps and get yourself over the the line of lava using the Magnetic Gloves again. Now go east to find three statues. You should already know what to do here. Stand against the wall opposite the middle statue and use your Hyper Slingshot. When the seeds hit all three statues, a staircase appears. Climb it. Bomb your way through the cracked blocks. When you reach the chest, blow up the cracked blocks surrounding it and push one block aside. A Small Key is inside. After collecting that, go back downstairs and open the locked door. Here we go with another mini-boss! Mini-Boss : Frypolar ~ =------------------= This is a pretty complicated mini-boss so try to pay attention. Frypolar has two forms, red and blue. There are many ways you can damage him in both states. First off, in his red state, you have to throw an ice crystal at it. Since you probably don't have an ice crystal yet, use a Mystery Seed to change him to blue. Now he'll start throwing around ice crystals. Drop a Mystery Seed on one of the crystals and pick it up. When Frypolar turns red again, be sure to throw this item at him. When Frypolar is blue though, you can still hurt him with Ember Seeds. I'll recap: 1) Ice crystals can be picked up after Mystery Seed is used on them, 2) Frypolar can change form once touched by a Mystery Seed -- also capable of changing forms by itself, 3) Frypolar "red" form can only be hurt by ice crystals, 4) Frypolar "blue" form can only be hurt by Ember Seeds. Phew, pretty tough fight, no? Once the battle's over, head north. There are seven unlit lanterns. First, light the middle torch. Now, while standing at the left and right side of the middle torch, you can use your Hyper Slingshot with Ember Seeds to light the other three across the gap. Be quick though, as the lanterns can go out. A staircase will appear. Take it up. If you head north from here, you'll find a bunch of ice cubes on an icy floor. In order to succeed, you must make all three ice cubes reach the three darker tiles to the right. However, the ice cubes will only slide. The purple blocks can stop them though. This is a very simple puzzle anyway (## = blocks, [] = ice cube, XX = target); 1) ## First, push the cube on ## [] ## the right to the right. XX There ya go. You now have ##[] XX one of the cubes in [] XX position. ########## ## ## 2) ## Move the left-most block ## [] ## down and to the right. It XX should be touching the ##[] XX cube that's already in [] place. Now push it up. ########## ## ## 3) ## Don't touch the cube for ## [] ## now. Work your way to the []XX last ice cube and move it ## XX to the left. Then push it [] down, right, and up. ########## ## ## 4) ## From here on out, just push ## ## the two blocks into []XX position. ## []XX [] ########## ## ## 5) ## Done, done, and done. ## ## [] ## [] [] ########## ## ## You'll notice that a staircase forms once all three ice cubes are in place. Descend it and jump down. Be careful when hopping over the ice platforms. If you fall down, then you'll sacrifice a heart to the trap blades down there. To tell the truth, you'll find it best to not try to stop in the middle of one platform. As soon as you hit one, quickly jump to the next. I don't think it's possible to balance yourself on one of those ice blocks. In the next portion of the room, hop onto the conveyor belt platform. Try to make your way to the opening at the upper-right. Here, you can just jump onto the Thwomps and they won't be able to hurt you. Use them to reach the ladder at the end. Kill the Mini Moldorms and press the switch to form a bridge. Ignore it for now and head east. In here, you have an army of Wizzrobes along with two blades spinning around in circles. Needless to say, you'll find it in your best interest to just walk past them. Before doing anything else, dispose of the Snakes and Gibdos patrolling this room. Now walk up to the pit and throw your Magic Boomerang. You'll need to maneuver it a bit to the left in order to hit the switch. Ta-da! A bridge forms! Cross it and head south. Go around this room and kill every single monster. Use your Animal Flute to quickly kill the Pols Voices at the left. Once all monsters here are dead, go through the southwest door (the southeast door won't budge for now). Take the Boss Key from the chest in here on the ledge. While still on the ledge, head south and jump down into the ice cube puzzle room. Now unlock the west door using your last Small Key. Make your way through the room with the two Sparks. This next room looks pretty interesting. There's a mine cart stationed to the left and some ice crystals on the ledge. For now, just blow up the cracked wall next to the Owl Statue. Continue and you'll find a ghost Armos Statue following a path. Take careful note of its exact move. The path is random every time, so make sure you really look at it! If you can complete it, a Small Key will be your prize. Return to the last room with the three ice crystals. Don't worry. They won't break so easily. Pick one up and ride the mine cart. When the mine cart stops, quickly drop the ice crystal and start killing all of the monsters around. Once the Wizzrobes are dead, open the locked block and throw your ice crystal into the lava. The great power of the crystal will close up the lava below. Jump back on the mine cart and return to the ice crystal room. You will notice that the ice crystals will re-appear. Pick up another one and jump back onto the mine cart. When you stop in the same room as before, drop the crystal and hit the lever below you. Once that's done, get back on the mine cart (the tracks switched!) and ride it into the second room. Repeat the same process on the lava hole in here. You want to make your way back to the ice crystal room again. Jump back onto the mine cart and get back. Now pick up yet another ice crystal and go south. The next hole is right here, plain in sight! Drop an ice crystal to stop some more lava. Once that's done, head downstairs. The lava is all hardened, so there's no need to worry. Go pick up a Small Key from the chest to the southeast. Now begin heading west to find some flowing lava. Pick up 10 Bombs from the chest to the west. Climb back up the same stairs you can down from. Head back north and hop onto the mine cart and ride it north. You'll stop in a familiar room. Unlock the door to the south and proceed. Be careful of the Laser Eye in the middle and take the staircase to the east. Directly east of your current position is another staircase. Take it up and head east. Ignore the Armos Statues (Please don't touch them.) and continue until you hit a chest containing a Small Key. Pick it up and return to the mine cart. Ride it all the way back to the ice crystal room. Go south and descend the staircase here again. Go west a screen and head up the staircase here. Ride the mine cart in here up. When you stop, make sure that the mine cart stays and does not move! It plays a crucial role in this next part. Head down the same staircase and go southeast to find another staircase. Go up and head north. Pick up an ice crystal and jump onto the mine cart. When you stop, make a beeline for the south door and quickly run past the Laser Eye Statue. Jump on the same mine cart you took a few minutes ago to finally stop at the last lava hole. Drop the crystal in there to harden the lava there. The last thing to do now is to find the boss. Climb down the staircase in the same room and head north across the hardened lava. Walk up to the upper-left corner of this gigantic lava chamber and unlock the locked block by the boss door. Be careful of the many Fire Keeses flying around too! Work your way around them and you will FINALLY reach the boss. Boss : Medelock ~ =-------------= You're in for quite a fight here. Medelock has no weaknesses (nor any strengths). When the battle starts, Medelock will be running around without any set pattern. It's not a good idea to try to attack him at this point. Avoid the fireballs and stay out of his path. Eventually, he'll disappear and appear again while shooting two beams of lasers at you. While doing this, Medelock will sweep from one end of the room to the other. If you're feeling bold, you can try to hit him with your sword at this point. The third phase has Medelock in the center of the room, shooting off a petrifying beam that turns you to stone. NOW is the time to strike. You can easily get in three hits while Medelock is sitting there. Be sure to jump over the petrifying beam though. If you get hit, then you're stuck for a few seconds. From here on out, Medelock will continue to use these three modes of attack. The safest way to get through this battle would be waiting until Medelock enters the third phase again and again. Snag the heart container and go north into the final room. The final essence, the Changing Seasons, waits for you on the platform. Now that all eight have been collected, your quest is nearing its end. However, there is one more thing to do. You got it! We must make our way to Onox's Castle and vanquish our foe. Only then will Holodrum return to its rightful state. The Maku Tree tells you to return to him. He has something to give you. ------------------------------------------------------------------------------- 5.9. Onox's Castle [5900] ------------------------------------------------------------------------------- Go ahead and step into the same warp you used previously. Leave the top room of the Temple Remains and utilize a Gale Seed to get back to Horon Village. There, you can easily make your way to the Maku Tree. Now, if you haven't been here in a while, you can see that he has grown quite a bit since your first visit. You will be presented with the Huge Maku Seed. This will allow you to enter Onox's Castle. Scene shift to Onox's Lair. Din is still trapped within her crystal and Onox walks in to let out some taunting words. Now it's time to head over to the Northern Peak. Get there by using a Gale Seed to reach North Horon. From there, just head over to the Temple Remains. Proceed as you normally would until you meet a Mace Knight. Defeat him if you'd like and head west. If you follow this path, you will soon reach the entrance to Onox's Castle. The screen will twist and wriggle. Link will take out the Huge Maku Seed, and the evil powers surrounding the area will be gone. However, a cloaked man makes his way in. The Gerudo Witches, Twinrova, will also appear to make your life difficult. If you choose to play the Password game, you will meet them. And finally, the Maku Tree will talk to you some more. Enough talk. Time to go. Head up and kill both Savages. They're difficult, so don't mind it if you lose one or two hearts. Enter Onox's Castle. __________________________ ---=| Onox's Castle |=--- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Start off by going north. There are a crazy amount of Wizzrobes in this next room. You MUST defeat all of them before continuing. It's not exactly an easy task, but oh well! When you're done, proceed northward. Dispose of every single Knight and Wall Master hanging around in here. Once they're done with, head north again. * NOTE: In order to obtain health, you can pull a left or right instead of going north. There's a fairy in either side room. However, you have to contend with some Flying Tiles. When you leave the room, you also start back at the beginning. You've fought Facade before in the Snake's Remains dungeon. Well, prepare to meet him again. He's simple. Just place a bunch of Bombs on his face if you have absolutely no idea how to take care of him. Once he's taken care of, you can continue north again. Following this path, you will end up finding Din... along with Onox!! Boss : Onox ~ =---------= The great Onox sports a gigantic mace. Unless you're attacking him, KEEP YOUR DISTANCE for obvious reasons. Onox can only be hurt by spin attacks. Charge up your sword and quickly get up right next to him. While attacking him, you will occasionally have to contend with falling boulders (Onox jumps and hits the ground). After a few of these, Onox will pick up Din and use her as a shield. Do not attack Onox with her in front. Instead, whip out the Rod of Seasons and use it to knock her out of the way (Wow, just wow). You can resume your Onox-butt-kicking at this point. Same thing with the spinning attacks and all. Din will continually come back and you'll have to repeatedly strike her out of the way. A few more hits will put him down for the count... or not? Oh, but he isn't done yet. The floor will start to break. There's nothing else you can do but fall down. Onox will show you his true form, the Dark Dragon! The only way to hurt this flying beast is by hitting the red thing on its head. Wait until he smashes his claw down. Jump onto it quickly and hit the red thing when you're way up there. Onox has a bunch of dangerous attacks. The dragon can spit blue fireballs that stick around for about a second on the ground, charge you with its claw (stand at the opposite end to avoid this), and throw a bunch of energy balls at the ground. Just hold out until it tries to smash you with its claw again. Hit its red spot as many times as possible to eventually take it down. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 6. Enemy Listing ---- [6000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This game has a bunch of monsters inhabiting it and making your life miserable. Here's a list of every monster you may encounter while playing. [-----------------------------------------------------------------------------] Armos Statue ~ =----------= Armos Statues are very rare monsters. That are activated as Link touches them. Occasionally, they can be killed with the sword, but if not, use Bombs. The Magic Boomerang works wonders. Arrow Head ~ =--------= Situated on some dungeon walls, Arrow Heads are statues that shoot arrows at you. Your best bet is to run past them with a Pegasus Seed or just take a few hits. They cannot be defeated. Blob ~ =--= Blobs come in two flavors; red and green. They'll both hurt you. They're easily defeated though. Buzz Blob ~ =-------= These green blobs have two feet with a bulbously-shaped head. DO NOT strike these monsters with your sword unless you want to eat a nasty counter-attack. You will find it best to just ignore them. Cheep Cheep ~ =---------= These fishy creatures can be found swimming through many watery areas. They really won't attempt to attack you, so just attack them with your sword or ignore them. Cloaked Stalfos ~ =-------------= Cloaked Stalfoses bear a green cloak. That doesn't really make a difference though. Slice them up with your sword or any other weapon. Crab ~ =--= Found on the Western Coast, Crabs are your standard monster. They can hurt you if you touch them of course, but killing them is nothing difficult. Crow ~ =--= These black birds are usually found roosting on trees or some sort of object. They will fly at you if you get near them. Just keep your sword in front of you when they charge you to kill them easily. Deku Shrub ~ =--------= Some Deku Shrubs are friendly; they can sell you shields and other useful items. However, there are other Deku Shrubs that will appear and spit seeds at you. Dodge them by putting up your shield to deflect the seed back at them. Fire Keese ~ =--------= Found only in the Sword & Shield Maze, you obviously won't expect to fight them too often. Even so, they are not difficult and are easily killed with the sword. If you are hurt by a Fire Keese, the monster will turn back into a regular Keese. Fire Monster ~ =----------= These Fire Monsters are tall creatures found in Subrosia. They blow fireballs at you. A bunch of sword slashes will take one down. Flamethrower ~ =----------= Somewhat rare. Sometimes found on walls, these flame-spitters shoot fireballs at you. Most of the time, those fireballs are unavoidable without some form of defense (Unicorn's Cave for example). Flying Tile ~ =---------= Occasionally, you might come across a floor that has tiles flying at you. Avoid these easily by holding up a shield or walking clock- wise/counter-clockwise around the room. Ghini ~ =---= These one-eyed apparitions can be pretty annoying. They can take a bit of damage before falling. Just cut one up with your sword to defeat it quickly. Gibdos ~ =----= Gibdos are basically mummies. They can be somewhat tough to defeat. A few hits from your sword will kill it. Hardhead Beetle ~ =-------------= Hardhead Beetles are invulnerable against a sword, but if you manage to push them into a hole, they are easily vanquished. Iron Mask ~ =-------= In order to beat these mask-bearing monsters, you will have to hit them from behind. Hitting them with the sword in the front will do squat. With the Magnet Gloves, you can pull the masks _right_ off of them. That will expose them entirely. Keese ~ =---= Keeses are basically bats. They are easy to defeat; requiring only a single slash to be put down with. Keeses are usually found in dungeons. Knight ~ =----= Knights are pretty tough. They can wield both arrows and swords and are capable of dealing quite a bit of damage to Link. A few hits from your sword will put one of these down for the count. Laser Eye ~ =-------= Laser Eyes are invincible, rotating eyes that are usually fixed into the middle of a room. If you get in the way of its eye, it will shoot off a laser at you. It's best to just stay out of its view to avoid losing hearts. Leever ~ =----= Leevers are worm-like creatures with gigantic jaws. They like to hide in holes or puddles of water and just jump out at you. It's safer just to ignore them, but if you can get a few hits with the sword before they jump back in, you can kill it easily. Like Like ~ =-------= These marshmallow-looking thingies aren't particularly dangerous. They don't hurt you, but if they manage to swallow you, they'll steal your Shield! DO NOT let that happen. Just slash them apart with your sword. Mace Knight ~ =---------= These Knights wield a shield and a gigantic mace. They'll swing it around their body and fling it at you. Avoid getting hit and move in for the kill when the mace isn't flying into your face. Also keep in mind that the mace (somehow) goes through blocks and obstacles. Magnet Head ~ =---------= These Magnet Heads aren't really too commonly found; usually located in dungeons (Unicorn's Cave, for one). Their heads have two sides. One is blue, the other is red. The blue side has "S" polarity and the red side has "N" polarity. Use the Magnetic Gloves to pull them toward you and then attack them. Also, watch out for the fireballs they shoot toward you. Mimic ~ =---= Mimics are some of the easiest enemies you'll ever come across. These dudes won't put any effort in trying to hurt you. Nope, they do exactly what you do. Just get them to face you and slay them with your sword. Mini Moldorm ~ =----------= Mini Moldorms of miniature versions of Moldorm, a boss of whom does not appear in this game (???). Anyway, these worms are easily recognizable due to their three-part bodies. They can take quite some punishment from your sword. Moblin ~ =----= Moblins are pig warriors who obviously do not like you. These pig warriors can wield a variety of weapons. They don't pose much of a danger, so that shouldn't matter. Octorok ~ =-----= This is a common monster in many Zelda games. Octoroks resemble spiders in a way and will spit rocks at you. Defeat them with a sword or most weapons. Pokey ~ =---= Pokeys are exclusively found in the Samasa Desert. Killing them is annoying though. You must slash all three parts of Pokey to defeat it. When you knock one off, Pokey gradually gets faster. Pols Voice ~ =--------= These rabbit-ty looking things cannot be defeated with your sword. They can be killed by throwing pots, bushes, bombs, etc. at them though. Use your Animal Flute to kill them quickly. Savage ~ =----= The Savages are very rare enemies, that are found at the summit of Goron Mountain (among possibly other places). From the side, their posture makes them resemble tigers and the like. They wield two knives that hurt a lot, and can shoot arrows at you. Yikes! Snake ~ =---= Snakes are pretty dangerous as they will charge you. This can be difficult to avoid at times, so make sure you slash apart a Snake before it hits you. Spark ~ =---= These happy little (sun-looking) things hug the walls of some dungeons. They will hurt Link if he touches them. They cannot be defeated with your sword. Spiked Beetle ~ =-----------= Spiked Beetles can be taken down easily by flipping them over with your shield. Their fleshy underside is vulnerable to most weapons. Stalfos ~ =-----= Stalfoses are the famous skeletal warriors of many Zelda games. They come in two forms; one with arrows and one with a sword. Both are easily defeated with your sword. Tektite ~ =-----= These insectoid creatures like to hop around and tantalize Link. Luckily, they are easily defeated with a few slashes from your sword. They are only problematic in large groups. Thwomps ~ =-----= Usually found in the basements of some dungeons, Thwomps are giant slabs of rock. If you approach them, they will come down and crush anything that's underneath them. It's best to trigger them to come down. While they're going back up, quickly run underneath. Keep in mind that you can ride on top of Thwomps. Wall Master ~ =---------= Wall Masters are pretty easy to notice. They're basically giant hands that either drop from the ceiling or hang around on the floor. Don't let one touch you or it will carry you back to the entrance of the dungeon. This is obviously NOT fun. Wizzrobe ~ =------= Wizzrobes are magic-casters (pointy hats and mage clothing) that appear only when they attack. Watch for their flashes and quickly get out of one's sight, as a Wizzrobe will launch a projectile to hurt anything in front of him. Stand to the side of an appearing Wizzrobe and deal as much damage before he disappears again. Zora ~ =--= Whenever you see a whirlpool in water, watch out, as it could be a Zora. When their heads pop up, Zoras will launch a fireball at Link. They can easily be defeated with any weapon. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 7. Boss Listing ---- [7000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= All bosses and mini-bosses are listed here. Included are locations and strategies on defeating each. They are listed in the order of appearance. [-----------------------------------------------------------------------------] Aquamentus ~ =--------= Location: Gnarled Root Dungeon Description: This dragon/unicorn creature has a very weak horn. You will need to hit it repeatedly in order to defeat it. You can easily end this fight within a few seconds by slashing it continually without waiting for Aquamentus to counter-attack. Be careful of the small energy balls that it releases from its horn. You can tell when it's about to use that attack, as the horn will flash red. Also, Aquamentus can charge you with a horn attack. However, if you're quick enough, you probably won't even see that move. A few strikes to its horn will put it down for the count. Dodongo ~ =-----= Location: Snake's Remains Description: The Dodongo is a crazy guy. He likes to gore his victims with that big horn of his. As you can probably tell, he moves very slowly too. Keep an eye on his mouth. When he opens it, quickly throw a Bomb in. It will stun him. This is your cue to pick him up with the Power Bracelet and throw him onto the spikes in the middle. If you didn't throw a Bomb when his mouth was open, you'll eat three gigantic fireballs. If you run out of Bombs, you can cut down the bushes at the corners of the room to get some. Mothula ~ =-----= Location: Poison Moth's Lair Description: This is a simple, yet somewhat difficult fight. Mothula is a giant moth who flies around the room and releases tiny moths at you. It has two distinctive ways of attacking you. One is just flying around the room, shooting off fireballs at you. I found it best to just stay on the two middle platforms. Attempting to stop Mothula when it's attacking like this is suicidal. Wait until it stops for a moment (it will land on one of the two middle platforms). This is the time to strike. Deal as much damage as possible, while Mothula releases tiny moths. That's pretty much the layout of this fight. Mothula will alternate between the two. Gohma ~ =---= Location: Dancing Dragon Dungeon Description: So you have your giant spider-thingy with the big claws. First, equip your sword and shield (or optionally, the Roc's Feather). Gohma will drop from the ceiling and begin attacking. Try to hit the claw. When Gohma raises it, put up the shield or get ready to jump away with the Roc's Feather. As long as you keep up your defenses, you cannot be harmed. Attack only when his claw is lowered. If you somehow get caught, Gohma will smash your head a few times on the ground. This deals quite a bit of damage. When his claw falls off, switch to the Slingshot (any seed will do). The idea now is to hit Gohma's eye using the Slingshot. He will only be damaged when the eye is open. Be careful of the various "things" that Gohma occasionally launches. They can be killed with your sword easily. Shoot as many seeds into his eyes as you can. Eventually, he'll die. Digdogger ~ =-------= Location: Unicorn's Cave Description: Digdogger is a very dangerous creature. It jumps around the room in an attempt to squish you. Avoid it, of course. Now, look toward the upper-right corner. Pull the iron ball down using the Magnetic Gloves. It's "S" polarity, so use "N" to pull it toward you, and "S" to repel it. Don't screw around with it either. If it hits you, YOU get hurt as well! You can probably guess as to what you need to do with this. Tinker with the Magnetic Gloves and get the ball to hit Digdogger a few times. Needless to say, this is easier said than done because controlling the ball can be quite difficult. After a few hits, Digdogger will split up into a few little thingies. Use the ball to vanquish each and every one of them. They're speedy little buggers, so take caution. Kill as many of them as possible before they reform into Digdogger. Repeat this process until each of them is dead. It's a tough fight, I'll give you that. Manhandla ~ =-------= Location: Ancient Ruins Description: I'll start with the battlefield. You have a shifting floor along with some regular floor that isn't moving. It shouldn't pose too much of a problem, but it can throw off your aim. Manhandla itself is a gigantic Buzz Blob with four appendages sticking out. To begin with, you must use the Magic Boomerang to kill all four of the heads. The only time you can hurt them is when their mouths are open. And when their mouths are open, you'll probably eat a fireball. Try to hit the heads without getting touched by the fireballs obviously. If you feel that you're too slow in avoiding the fireballs or Manhandla itself, eat a Pegasus Seed. Once all four heads are gone, Manhandla will begin to spaz out and run around the room frantically. Use the Magic Boomerang and hit him as many times as possible. Eventually, it'll break apart to reveal a heart. Use the sword and hit this until Manhandla is down and out. Gleeok ~ =----= Location: Explorer's Crypt Description: Ouch! What a toughie. The first part of the battle is probably the harder of the two phases. When you're far away from the two heads, you'll have fireballs spit at you. When you get closer, you'll only get one fireball, but it will split into six parts. The idea is to hit both heads off. However, you must do this so both heads are off at the same time. The easiest way, as far as I can see, is incorporating your sword spin attack. Charge up, walk up in-between the heads, and release. Then quickly run back somewhere safe. Repeat this process and both heads will come off soon. If you're really having trouble with this, I noticed that using the Roc's Cape to avoid the fireballs really helps. The second phase pits you up against the now headless Gleeok. It will hop up in the air and come crashing down. Quickly jump before it impacts. If you do not, then you'll be stunned and eat a nasty charge. When Gleeok actually does charge (assuming you weren't stunned), quickly get out of the way and throw in as many hits as you can. Yeah, it is a hard fight. I'll give you that. Medelock ~ =------= Location: Sword & Shield Maze Description: You're in for quite a fight here. Medelock has no weaknesses (nor any strengths). When the battle starts, Medelock will be running around without any set pattern. It's not a good idea to try to attack him at this point. Avoid the fireballs and stay out of his path. Eventually, he'll disappear and appear again while shooting two beams of lasers at you. While doing this, Medelock will sweep from one end of the room to the other. If you're feeling bold, you can try to hit him with your sword at this point. The third phase has Medelock in the center of the room, shooting off a petrifying beam that turns you to stone. NOW is the time to strike. You can easily get in three hits while Medelock is sitting there. Be sure to jump over the petrifying beam though. If you get hit, then you're stuck for a few seconds. From here on out, Medelock will continue to use these three modes of attack. The safest way to get through this battle would be waiting until Medelock enters the third phase again and again. Onox ~ =--= Location: Onox's Castle Description: The great Onox sports a gigantic mace. Unless you're attacking him, KEEP YOUR DISTANCE for obvious reasons. Onox can only be hurt by spin attacks. Charge up your sword and quickly get up right next to him. While attacking him, you will occasionally have to contend with falling boulders (Onox jumps and hits the ground). After a few of these, Onox will pick up Din and use her as a shield. Do not attack Onox with her in front. Instead, whip out the Rod of Seasons and use it to knock her out of the way (Wow, just wow). You can resume your Onox-butt-kicking at this point. Same thing with the spinning attacks and all. Din will continually come back and you'll have to repeatedly strike her out of the way. A few more hits will put him down for the count... or not? Oh, but he isn't done yet. The floor will start to break. There's nothing else you can do but fall down. Onox will show you his true form, the Dark Dragon! The only way to hurt this flying beast is by hitting the red thing on its head. Wait until he smashes his claw down. Jump onto it quickly and hit the red thing when you're way up there. Onox has a bunch of dangerous attacks. The dragon can spit blue fireballs that stick around for about a second on the ground, charge you with its claw (stand at the opposite end to avoid this), and throw a bunch of energy balls at the ground. Just hold out until it tries to smash you with its claw again. Hit its red spot as many times as possible to eventually take it down. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 8. Item Listing ---- [8000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Through the length of your quest, you'll pick up various items. Each one serves its own purpose, and you'll need most of them to beat the game. Listed here is every item you will find in the Oracle Of Seasons (non-secret). ------------------------------------------------------------------------------- 8.1. Standard [8100] ------------------------------------------------------------------------------- Blue Ore ~ =------= Location: Subrosian Wilds Description: This is one of the two necessary ores to make the Hard Ore. Bomb ~ =--= Location: Gnarled Root Dungeon Description: Bombs are as useful as tools as they are weapons. Not only do they deal heavy damage to enemies, but they can blow up cracked walls or blocks. Some bosses even require Bombs to defeat them. You can always pick up a Bomb after dropping it, but make sure you aren't near it when a Bomb blows. Bomb Flower ~ =---------= Location: Subrosia (Lava Lake) Description: This dangerous plant can blow up the boulders blocking the doorway in the Temple of Seasons (for the Spirit of Autumn). Boomerang ~ =-------= Location: Subrosia Description: After being won in a mini-game, this Boomerang is a very useful tool. It will stun enemies if it hits them and comes right back to you. Boss Key ~ =------= Location: (Dungeons) Description: All Boss Keys will open the big door leading to the boss's lair. Compass ~ =-----= Location: (Dungeons) Description: A Compass works by pinpointing your location on the map of a dungeon. You will also be shown the location of chests and the dungeon boss. Dragon Key ~ =--------= Location: Goron Mountain Description: You will use this key to open the door to the fourth level (Dancing Dragon Dungeon). Dungeon Map ~ =---------= Location: (Dungeons) Description: To use a Dungeon Map, press Select while in the respective dungeon. Rooms you have visited are blue while unvisited rooms are dark. Floodgate Key ~ =-----------= Location: Spool Swamp Description: This key will open the Floodgate to drain Spool Swamp of most of its water. This will allow you to actually enter it. Gnarled Key ~ =---------= Location: Maku Tree Description: You will use this key to open the door to the first level (Gnarled Root Dungeon). Huge Maku Seed ~ =------------= Location: Maku Tree Description: This seed of great power will allow you to enter Onox's Castle. Hyper Slingshot ~ =-------------= Location: Sword & Shield Maze Description: This awesome-tacular (I like making up words!) weapon is capable of shooting three seeds at once. Best of all, it only wastes one seed even though it shoots three. Um, yeah. Magic Boomerang ~ =-------------= Location: Ancient Ruins Description: The Magic Boomerang is the definitive boomerang. It flies quickly and deals much more damage than your average Boomerang. Also, you can control its flight path by using the control pad. Magic Potion ~ =----------= Location: Sunken City Description: You can buy the Magic Potion for 300 rupees from the witch in the Sunken City. It will revive you after losing all your hearts. Not a bad item at all. Magnetic Gloves ~ =-------------= Location: Unicorn's Cave Description: You can repel or attract metallic objects or have Link be pulled or pushed away from a metallic stake. It's all based on the polarity. Opposites repel each other while same polarities attract each other. You can switch the glove's polarity by pressing the button. Master's Plaque ~ =-------------= Location: Mt. Cucco Description: TAKE IT TO THE MASTER!! Give this plaque to the Master Diver and he'll give you the Zora's Flippers. Member's Card ~ =-----------= Location: Subrosian Market Description: You can buy this item for 5 ore chunks at the Subrosian Market. It allows you to enter the "member's" section of the Horon City Shop. There, you can buy some great items. Pirate Bell ~ =---------= Location: Subrosian Smithy Description: After getting the Rusty Bell fixed at the Subrosian Smithy, you'll receive this awesome bell. Give it to the pirate Cap'n. Power Bracelet ~ =------------= Location: Spirit's Grave Description: The Power Bracelet allows you to pick up and push heavy objects such as pots. It can be upgraded. Red Ore ~ =-----= Location: Subrosian Village Description: This is one of the two necessary ores to make the Hard Ore. Ribbon ~ =----= Location: Subrosian Market Description: This item can be bought at the market for a Star-Shaped Ore. You will need it to get Rosa to come with you. Ricky's Flute ~ =-----------= Location: Holodrum Plain Description: After finding Ricky's Gloves, he will offer to help you and give you this flute. You can use it to call for help whenever you need him. Ricky's Gloves ~ =------------= Location: Blaino's Gym Description: These are Ricky the Kangaroo's (is he a kangaroo?) special boxing gloves. Of course, it would be a good idea to give them to him. Roc's Cape ~ =--------= Location: Explorer's Crypt Description: The Roc's Cape works the same way as the Roc's Feather with an added bonus. When jumping, if you hold down the button, Link can glide for a few tiles. Roc's Feather ~ =-----------= Location: Wing Dungeon Description: The Roc's Feather allows Link to "hop" over obstacles and holes. It is a very important item that will be used often throughout the game. Rod of Seasons ~ =------------= Location: Temple of Seasons Description: This rod gives you the power to change the seasons when stepping on a tree trunk. You will collect different "spirits" through the game which will allow you to change the seasons into spring, summer, fall, and winter. Rusty Bell ~ =--------= Location: Samasa Desert Description: This Rusty Bell won't help you much unless you get it spiffed up. After finding it in the desert, take it to the Subrosian Smithy. Small Key ~ =-------= Location: (Dungeons) Description: Small Keys can open locked doors or blocks. How do you know if a door is locked? Well, it would have a keyhole on it. Small Keys cannot open big locks. Shield ~ =----= Location: Horon Village Description: This Wooden Shield can be bought from the Lynna City shop at the beginning of the game. The Shield is important as it can deflect monsters and is required to beat a certain enemy. The Wooden Shield can be upgraded. Shovel ~ =----= Location: Black Tower Description: Using the Shovel, you can dig holes in the ground and get rid of patches of dirt and snow. When digging, you can find some goods such as rupees, hearts, etc. Slingshot ~ =-------= Location: Dancing Dragon Dungeon Description: The Slingshot works by shooting seeds. It can be used as a weapon to take out those pesky monsters, or hit switches from afar and such. Spring Banana ~ =-----------= Location: Mt. Cucco Description: Once you obtain these, give them to Moosh and he'll give you a ride. Star-Shaped Ore ~ =-------------= Location: Subrosia Seaside Description: This special ore piece can be used at the Subrosian Market to get the Ribbon. Sword ~ =---= Location: Hero's Cave Description: The Sword will be your main weapon throughout this game. Just use it to slash it. Hold down the button and release to pull off a spinning move that deals heavy damage. The Sword can be upgraded to the Noble Sword. Treasure Map ~ =----------= Location: Horon City Shop Description: This Treasure Map can be purchased in the member's section of the shop. It will show the locations of the four jewels on the world map. These jewels are required to enter the Tarm Ruins. X-Shaped/Square/Round/Pyramid Jewel ~ =---------------------------------= Location: Western Coast/Spool Swamp/Holodrum Plain/Mt. Cucco Description: These four jewels are all required to enter the Tarm Ruins. Get the Treasure Map to see their locations on your map. Zora's Flippers ~ =-------------= Location: Yoll Graveyard Description: With Zora's Flippers, Link can swim in water. Press the B Button to dive. ------------------------------------------------------------------------------- 8.2. Rings [8100] ------------------------------------------------------------------------------- * NOTE: The majority of these rings were collected using a hacking device (GameShark). 100th Ring ~ =--------= Description: 100 rings appraised. Armor Ring L-1 ~ =------------= Description: Damage taken v ; Sword damage v Armor Ring L-2 ~ =------------= Description: Damage taken vv ; Sword damage vv Armor Ring L-3 ~ =------------= Description: Damage taken vvv ; Sword damage vvv Blast Ring ~ =--------= Description: Bomb damage ^ Blue Holy Ring ~ =------------= Description: No damage from Zora's fire. Blue Joy Ring ~ =-----------= Description: Beasts drop double hearts. Blue Luck Ring ~ =------------= Description: 1/2 damage from beams. Blue Ring ~ =-------= Description: Damage taken 1/2. Bomber's Ring ~ =-----------= Description: Set two bombs at once. Bombproof Ring ~ =------------= Description: No damage from your own bombs. Charge Ring ~ =---------= Description: Spin attack charges quickly. Cursed Ring ~ =---------= Description: Sword damage 1/2 ; Damage taken x2 Dbl. Edge Ring ~ =------------= Description: Sword damage ^ ; But you get hurt. Discovery Ring ~ =------------= Description: Sense soft earth nearby. Energy Ring ~ =---------= Description: Beam replaces spin attack. Expert's Ring ~ =-----------= Description: Punch when not equipped. First Gen Ring ~ =------------= Description: Become something. Fist Ring ~ =-------= Punch when not equipped. Friendship Ring ~ =-------------= Description: Symbol of a meeting. Gasha Ring ~ =--------= Description: Grows great gasha trees. GBA Time Ring ~ =-----------= Description: Life Advanced! GBA Nature Ring ~ =-------------= Description: Life Advanced! Gold Joy Ring ~ =-----------= Description: Find double items. Gold Luck Ring ~ =------------= Description: 1/2 damage from falls. Green Holy Ring ~ =-------------= Description: No damage from electricity. Green Joy Ring ~ =------------= Description: Find double ore chunks. Green Luck Ring ~ =-------------= Description: 1/2 damage from traps. Green Ring ~ =--------= Description: Sword damage ^ ; Damage taken v Heart Ring L-1 ~ =------------= Description: Slowly recover lost hearts. Heart Ring L-2 ~ =------------= Description: Recover lost hearts. Light Ring L-1 ~ =------------= Description: Sword beams at -2 hearts. Light Ring L-2 ~ =------------= Description: Sword beams at -3 hearts. Like Like Ring ~ =------------= Description: Become a Like Like. Maple Ring ~ =--------= Description: Maple meeting ^ Moblin Ring ~ =---------= Description: Become a moblin. Octo Ring ~ =-------= Description: Become a octorok. Peace Ring ~ =--------= Description: No explosion if holding bomb. Pegasus Ring ~ =----------= Description: Lengthen Pegasus Seed effect. Power Ring L-1 ~ =------------= Description: Sword damage ^ ; Damage taken ^ Power Ring L-2 ~ =------------= Description: Sword damage ^^ ; Damage taken ^^ Power Ring L-3 ~ =------------= Description: Sword damage ^^^ ; Damage taken ^^^ Protection Ring ~ =-------------= Description: Damage taken is always one heart. Quicksand Ring ~ =------------= Description: No sinking in quicksand. Rang Ring L-1 ~ =-----------= Description: Boomerang damage ^ Rang Ring L-2 ~ =-----------= Description: Boomerang damage ^^ Red Holy Ring ~ =-----------= Description: No damage from small rocks. Red Joy Ring ~ =----------= Description: Beasts drop double rupees. Red Luck Ring ~ =-----------= Description: 1/2 damage from spiked floors. Red Ring ~ =------= Description: Sword damage x2. Roc's Ring ~ =--------= Description: Cracked floors don't crumble. Rupee Ring ~ =--------= Description: 10,000 rupees collected. Sign Ring ~ =-------= Description: 100 signs broken. Slayer's Ring ~ =-----------= Description: 1000 beasts slain. Snowshoe Ring ~ =-----------= Description: No sliding on ice. Spin Ring ~ =-------= Description: Double spin attack. Steadfast Ring ~ =------------= Description: Get knocked back less. Subrosian Ring ~ =------------= Description: Become a Subrosian. Swimmer's Ring ~ =------------= Description: Swimming speed ^ Toss Ring ~ =-------= Description: Throwing distance ^ Whimsical Ring ~ =------------= Description: Sword damage ^ ; Sometimes deadly. Whisp Ring ~ =--------= Description: No effect from jinxes. Zora Ring ~ =-------= Description: Dive without breathing. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 9 Heart Piece Locations ---- [9000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Pieces of Heart can be found in many different areas. Upon collecting four of them, you will gain an extra heart container. Listed below are the locations of each and every Heart Piece. There are 12 Pieces Of Heart. Do the math, and you'll realize that by collecting all 12, Link can gain three extra heart containers. Not a bad deal at all if you decide to go out of your way for them. [-----------------------------------------------------------------------------] Piece of Heart #1 ~ =---------------= Location: Horon Village Description: Head one screen east of the clock shop and burn the small tree on the ledge. Just past this is a Heart Piece. Piece of Heart #2 ~ =---------------= Location: Eastern Suburbs Description: Make your way to the southeast corner of the Eastern Suburbs, where you will find a tree stump. Stand on top of it and use the Rod of Seasons (Winter). From here, head north and up to the ledge. The snow here will create a makeshift bridge across the two ledges. Cross it and follow the path to find a cave. Inside is a Heart Piece. Piece of Heart #3 ~ =---------------= Location: Woods of Winter Description: Around the southeast corner of the Woods of Winter is a Heart Piece behind some water and a rock. There are two ways of obtaining it. One is getting the Power Bracelet and lifting the rock out of the way. The other way is simply swimming across the water to reach it. Piece of Heart #4 ~ =---------------= Location: Subrosian Market Description: Inside the market is a "Rare Peach Stone" on sale. If you hadn't noticed, this is a Heart Piece flipped upside-down. Purchase it for 20 ore chunks and 10 Ember Seeds. Piece of Heart #5 ~ =---------------= Location: Mt. Cucco Description: By the entrance of the Dancing Dragon Dungeon is a tree stump. Right below this stump is a ledge. Fall off and you'll reach the ledge with this Heart Piece. Piece of Heart #6 ~ =---------------= Location: Moblin's Keep Description: Defeat the Great Moblin at his keep. In the rubble of the keep (after defeating him) will be a chest. Inside it is a Piece of Heart. Piece of Heart #7 ~ =---------------= Location: Spool Swamp Description: First, you need to change the season to spring, preferably using the tree stump south of the Poison Moth's Lair. Then swim into the deep water southeast of your position until you reach the rapids. Let it carry you to a Heart Piece. Piece of Heart #8 ~ =---------------= Location: Eyeglass Lake Description: While at the Eyeglass Lake, change the season to summer. From the stump, head east a screen and then head south until you find some steps leading into a rocky area (the lake dried up). Go up until you come across a rock that you can lift up. Do just that, and descend the staircase. Make your way through this cave until you reach the Heart Piece. Be careful of the Arrow Heads in the last room. Piece of Heart #9 ~ =---------------= Location: Graveyard Description: First, make your way to Western Coast. Locate the house north of where the pirate ship is docked. Bomb the wall inside (if you haven't already). Then proceed to the tree stump outside the house. Here, change the season to autumn. Exit the house and return to the pirate ship again. Now head west and enter the first cave you find. Use the Roc's Cape to clear the long gap and move the blocks out of the way. Be careful of the cracked tiles here. Ascend the staircase to find yourself in the Graveyard. You'll come to the area near Explorer's Crypt. Lift up the mushrooms by the dungeon's entrance and you can reach this Heart Piece. Piece of Heart #10 ~ =----------------= Location: Temple Remains Description: Note that this can only be obtained after you've brought down the fires of Hell upon the Temple Remains (or in other words, flooded the area with lava). North of the portal leading to Subrosia is a cracked wall. Bomb it open, of course. There's a crazy amount of lava and rocks in here, but just fly over to the north end of the room to find a Heart Piece. Piece of Heart #11 ~ =----------------= Location: Gasha Tree Description: It is possible to get a Heart Piece from a Gasha Tree. From what I've heard, this is completely random. Just keep planting Gasha Seeds and checking up on them until you manage to find one. Piece of Heart #12 ~ =----------------= Location: Maple Description: As you probably already know, Maple is a witch who hangs around the world. She'll collide with you and cause items (from both her and Link) to go flying. Sometimes, she drops a Heart Piece. Keep an ear out for a change in music and an eye out for a shadow moving around sometimes. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 10. Mini-Games ---- [10000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= A few mini-games can be found throughout Oracle of Seasons. Playing them can be very helpful to your quest and net you awesome prizes. (Gasha Seeds, etc.) [-----------------------------------------------------------------------------] Subrosian Dance Hall ~ =------------------= Location: Subrosia Description: Basically, you have to copy exactly what he does. Different notes mean different moves. On "doo," step right. On "dah," step left. On "dee," hold a pose. It's not all that difficult. Listen carefully to the sounds, as they will tell you what to do. Survive for a few rounds to win. Blaino's Gym ~ =----------= Location: North Horon Description: "Lissen up! We trade punches 'til one of us gets knocked outta da ring. And no items! If you break da rules once, da next match costs more." Beating Blaino in the ring is nothing difficult. Just keep your dukes up and hit him as many times as you can. Whoever steps out of the ring loses. Shop Mini-Game ~ =------------= Location: Horon City Shop Description: After buying everything from the "Member's Only" section of the shop, you obtain the ability to play a cool mini-game. After paying 10 rupees, you can open up one of two chests. You must open the one with the rupee inside it. The other has nothing. Get lucky a few times in a row to get a Ring. You can obtain multiple Rings of different types if I recall correctly. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 11. Version History ---- [11000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Version 0.1 -- Guide skeleton is complete. 9 KB Version 0.2 -- The first dungeon is complete. Various appendices are somewhat completed. 31 KB Version 0.3 -- Level 2 is now completed. 63 KB Version 0.4 -- Walkthrough is completed past Level 3: Poison Moth's Lair. 92 KB Version 0.5 -- Walkthrough is completed past Level 4: Dancing Dragon Dungeon. 115 KB Version 0.6 -- Level 5: Unicorn's Cave has just been completed. Appendices are also near-completion. 148 KB Version 0.7 -- Walkthrough is completed past Level 6: Ancient Ruins. 178 KB Version 0.8 -- Walkthrough is completed past Level 7: Explorer's Crypt. 207 KB Version 0.9 -- Last dungeon (Sword & Shield Maze) is complete. 234 KB Version 1.0 -- Guide is complete. 240 KB Version 1.1 -- Legal Information updated. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 12. Legal Information ---- [12000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This FAQ is the property of its author, Quan Jin. All rights reserved. Any stealing, selling for profit or altering of this document without the author's expressed consent is strictly prohibited. You may download this file for personal and private use only. The Legend Of Zelda: Oracle Of Seasons is a registered trademark of Nintendo. The author (Quan Jin) is not affiliated with Nintendo in any way or form. All other trademarks are the property of their respective owners. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 13. Credits And Closing ---- [13000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Zelda: Oracle of Seasons is definitely one of the better Zelda portables you'll find out there. It's been good 'un writing this. I hope you enjoyed it. "Simply divine! Impeccably fine! Gorgeous design! Notably kind! Signs!!!" ~ Sign Guy [-----------------------------------------------------------------------------] GameFAQs - The largest FAQ archive on the net. Thanks to CJayC for accepting this piece of work. He hasn't failed us yet. Y.T.W.S.R. - Only a few selected people might know what I'm talking about here. Since I'm not one to give it away, I would still like to thank this group for their support and motivation throughout the lifespan of this entire FAQ. The FCSB - They didn't help too much but what can I say, where would I be without a few of them? Major props to these great board members who are also prized FAQ writers. Some examples being; Crazyreyn, Psycho Penguin, Gbness, Karpah, SinirothX, Meowthnum1, Guitarfreak86, Joni Philips, War Doc, Merca, and last but definitely not least, Gobicamel1. You all rock! - All outside sources which have contributed to the making of this guide in some form have been cited in this section. Any sources that have provided any information at all are listed in the credits. I am not taking credit for others hard work and I hope they do the same. Not giving proper credit is plagiarism and it's against the law. 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