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    FAQ/Walkthrough by Kirby021591

    Version: 1.0 | Updated: 01/29/06 | Search Guide | Bookmark Guide

    The Legend of Zelda: Oracle of Seasons
    --------------------------------------
    
    Copyright 2005-2006 Brian McPhee
    
    Author: Brian McPhee (Kirby021591)
    E-mail: Kirby0215@aol.com
    Most Recent Update: January 29, 2006
    Originally Created: September 6, 2005
    Version 1.0
    
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    ---------------------------Table of Contents---------------------------
    -----------------------------------------------------------------------
    
    Section 1*
    
    Introduction*
    Navigation*
    Storyline*
    
    Section 2*
    
    Gnarled Root Dungeon*
    Snake’s Remains*
    Poison Moth’s Lair*
    Dancing Dragon Dungeon*
    Unicorn’s Cave*
    Ancient Ruins*
    Explorer’s Crypt*
    Sword & Shield Maze*
    Onox’s Castle*
    
    Section 3*
    
    Linked Games & Changes*
    Linked Secrets*
    Hero’s Cave*
    Room of Rites*
    
    Section 4*
    
    Pieces of Heart*
    Gasha Seeds*
    Magical Rings*
    Bipin & Blossom*
    The Trading Sequence*
    Equipment & Upgrades*
    Enemy Index*
    The Zelda Timeline*
    FAQ*
    
    Section 5*
    
    Credits and Legal Information*
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    =======================================================================
    =============================Introduction*=============================
    =======================================================================
    
    Welcome, one and all!  You’ve reached a walkthrough for The Legend of 
    Zelda: Oracle of Seasons, which was released alongside counterpart 
    Oracle of Ages in 2001, the twilight years of the Game Boy Color.  The 
    GBC had a wonderful curtain call, though, as two new fantastic Zelda 
    games graced our screens at the end.  Enough of my ramblings, though; 
    let’s review.
    
    I must say, I did not expect this game to be as old school as it is.  
    It’s like a throwback to Link’s Awakening and previous titles.  We’ve 
    got many old bosses and mini-bosses returning.  Also, Seasons is much 
    more action-oriented than its puzzling counterpart, although it has its 
    fair share of puzzles (Ages has more individual challenges).  As a 
    result of its old school style, the story doesn’t go as deep as it does 
    in Ages, either.  Yes, I realize that both games have the same basic 
    story, but Seasons has far less character interaction than Ages, which 
    can be bad or good.
    
    On the other hand, Seasons has way better items than Ages.  You’ll be 
    surprised by some of the weapons in this game.  First, I should mention 
    that seeds have a huge part in this game; expect to see them used for a 
    variety of functions (seeds actually erase the need for other items, 
    such as the Lamp, Magic Powder, or even the Pegasus Boots/Shoes).  
    Furthermore, we have a lot of original items.  One of the coolest items 
    in the game is gotten in Level 5, and there are other improvements to 
    older items, like Roc’s Feather.  Nintendo did a nice job in that 
    department (though we all know Fool’s Ore is the best item in the game).
    
    Many Zelda games work with two main elements that Link must manipulate 
    to beat the game.  In A Link to the Past, there was the Light/Dark 
    World.  In Ocarina of Time, there was childhood and adulthood.  
    Majora’s Mask actually had four different forms Link could assume.  
    Minish Cap had size – miniature or regular.  Oracle of Seasons has an 
    amazing one.  Using a mystical item, Link can change the season in an 
    area to spring, summer, fall, or winter.  Not all seasons are available 
    at first, but Link can collect all four as time goes on.  Many of the 
    puzzles and obstacles in the game revolve around seasons.  In winter, 
    Link can walk a lake that he normally couldn’t swim through.  In summer, 
    vines grow tall and creeks dry up.  Spring is a season of discovery, 
    where flowers bloom and plants grow.  And in autumn, leaves cover pits 
    and mushrooms are ripe for picking (of course, each season has other, 
    more subtle effects).
    
    Similarly, the game changes with animals.  You can pick any of three 
    pets to help you at certain times in your adventure.  Some are 
    definitely better than others, but the game changes depending on which 
    you take (certain screens will change to require certain animal 
    partners).
    
    Not only that, but there is an alternate world in Oracle of Seasons 
    comparable to the past age in Oracle of Ages.  Subrosia is a secret 
    land beneath the surface, and portals leading to it are hidden 
    throughout Holodrum, the land the game takes place in.  I won’t say 
    much, but it’s very interesting.  Also, the Subrosians are the coolest!
    
    The other innovation in this game lies in its counterpart, Oracle of 
    Ages.  If you connect the two games, you can exchange passwords to 
    unlock new things and unlock a new ending that ties together the two 
    stories.  In password games, you can get new rings – equip-able items 
    that have specified effects on you – as well as other, better items.
    
    In my opinion, Oracle of Seasons is an easier game than its counterpart 
    in the end (although Seasons has much harder bosses).  This is a very 
    good replication of the old Zelda feel, with lots of action but still 
    plenty of puzzling areas.  All and all, this game is so complex and 
    long (eight dungeons, nine if you count Onox’s lair) that it’ll take 
    you quite some time to finish it, which is never a bad thing.  And 
    besides, if the Zelda name is on it, it’s almost guaranteed to be good.
    
    By the by, if you see this guide or other guides I’ve written on any 
    site other than GameFaqs.com, please contact me at the e-mail address 
    given at the top of the guide.  With your help, we can put an end to 
    plagiarism... of this guide.  Thanks a million, my friend.
    
    =======================================================================
    ==============================Navigation*==============================
    =======================================================================
    
    To help you reach the section you need in a jiffy, a navigational 
    system is in place.  While I admit the asterisks (*) do provide a 
    certain decorative flair, that’s not what they’re there for.  They are 
    really used to distinguish titles from text.  Press CTRL and F (that’s 
    Apple and F on Macs) to bring up a Find/Search box.  Type in the name 
    of the section, asterisks and all, click Find/Search.  You’ll be taken 
    to the Table of Contents.  Click it again and presto!  You’ll go 
    straight to the beginning of the section.  Pretty nifty, eh?
    
    =======================================================================
    ==============================Storyline*===============================
    =======================================================================
    
    The storyline of Oracle of Seasons is almost identical to that in Ages 
    (same situation, different faces), and it’s not perfect, but it works 
    out nicely.  Let’s get right to my summarized version of it all.
    
                          +-------------------------+
                          |    Storyline Summary    |
                          +-------------------------+
    
    Link rode to Hyrule Castle on his trusty steed, Epona, in which he 
    found the three pieces of the Triforce.  The Essence of the Triforce 
    transported Link to a mysterious place in the foreign land of Holodrum.  
    In it, he found a young dancer named Din.  As they danced together, 
    though, a tornado swept through the land and General Onox appeared from 
    it!  He claimed that Din was in fact the Oracle of Seasons, one able to 
    control the flow of seasons, of nature itself.  Onox kidnapped Din with 
    dreams of spreading destruction across the land using the seasons...  
    Princess Zelda of Hyrule anticipated this turn of events and sent Impa 
    to investigate, but the Triforce has brought Link.  For the Triforce to 
    act, this must be of considerable importance.  Is there a darker evil 
    than Onox behind all this?  Regardless, Link takes it upon himself to 
    defeat General Onox and rescue Din to restore peace to Holodrum, but 
    how?
    
    Scintillating...  Here’s a cast of important characters with a bit of 
    background on them.
    
                        +----------------------------+
                        |    Important Characters    |
                        +----------------------------+
    
    Link: The main character, the guy in green, the protagonist of the 
    Zelda series.  Link, chosen by destiny, has been sent to Holodrum to 
    save Din, Oracle of Seasons.  But, how does this adventure have any 
    significance to the Triforce, the mystic force that sent him there?  As 
    a note of interest, Link is left-handed and never speaks.
    
    Din: In Hylian mythology, Din was the goddess partially responsible for 
    the creation of the Triforce, the part of Power.  A dancer named after 
    the goddess lived in Holodrum at the time Link traveled there.  This 
    dancer was in reality the Oracle of Seasons, one who could control the 
    passing of the seasons – spring, summer, fall, and winter.  Seeking to 
    abuse this power to bring destruction to Holodrum, a crazed general 
    kidnapped her.  Luckily, Princess Zelda of Hyrule and the Essence of 
    the Triforce foresaw this event, and Link and Impa have been sent to 
    prevent (and now rescue) Din from the general.  Perhaps Din could lend 
    her power to Link to let him reach Onox... somehow.
    
    General Onox: A twisted general (the self-proclaimed “General of 
    Darkness”) that seeks to spread destruction across the land of Holodrum, 
    Onox has abducted a supposed dancer to use the power of seasons to 
    wreak havoc.  With the seasons terribly shuffled across the region, 
    freezing rivers and shedding leaves, Onox does little but sit back and 
    let the destruction flow.  But, could Onox have hidden motives?  Unless 
    he’s just a lunatic, perhaps there is a reason for his attacks.
    
    Impa: The royal nursemaid of the princess of Hyrule, Impa was sent 
    after Zelda had a premonition of danger for Din.  While Impa is pretty 
    helpless (apparently because of an injury she received from the tornado 
    that heralded Onox’s arrival), she does point you toward the Maku Tree 
    in Horon Village, a tree that can REALLY help.
    
    Maple: Hardly an important character, but Maple is a young witch.  As 
    an apprentice to her grandmother (named Syrup, who runs a shop in 
    Holodrum), she often sneaks out to hone her flying skills.  If she 
    flies into Link, their items would be scattered all over the place.  In 
    the game, a Maple appearance is triggered by Link defeating 30 enemies 
    and then entering an appropriate screen.  Maple’s got some mean 
    vacuuming skills, and will always go for the best item first.
    
    Maku Tree: Unlike his oh-so feminine counterpart in Labrynna, the 
    Holodrum Maku Tree is all man.  And yes, his name does come from the 
    Deku Tree, the guardian of Kokiri Forest (from Ocarina of Time).  All 
    of Holodrum is protected by this wise tree, and Link seeks its help in 
    rescuing Din.  What course of action does he suggest we take?
    
    Now that you’ve read your fill of background information, let’s get 
    right to the walkthrough, Section 2.
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    =======================================================================
    =========================Gnarled Root Dungeon*=========================
    =======================================================================
    
                      +--------------------------------+
                      |    Oracle of Seasons & Onox    |
                      +--------------------------------+
    
    The Triforce takes you from Hyrule Castle, asking you to accept their 
    quest, and places you unconscious in Holodrum, a foreign land.  A girl 
    with red hair finds you, and you awaken outside a wagon.  Go east a 
    screen, now able to move, to find the dancer, named Din, along with her 
    troupe.  Impa is here, acting as the troupe’s cook, and so are a bunch 
    of men (who appear to be drinking).  Talk to everyone, but be sure to 
    talk to Din (to talk to someone, approach them and press A).  She saw a 
    red flash in the woods and came to see what it was to find you lying 
    there.  She offers to dance with you, and you can talk to her again to 
    actually dance.
    
    After a nice cut scene showing off the Game Boy Color’s abilities, you 
    both spin in circles, the equivalent of dancing from an overhead view.  
    After the jam session, she notices a triangle mark, the crest of Hyrule, 
    on your left hand.  If it’s real, then you’re a hero with a special 
    fate.  You continue dancing when suddenly lightning strikes the ground 
    all around you!  You hear a laugh, and then it addresses Din, “Oracle 
    of Seasons!”  A tornado appears, takes out all of the troupe but Din 
    and yourself, and then aims itself at the dancer.  You step in its way 
    and it casts you to the side.  The tornado then takes Din before rising 
    into the skies.
    
    It drops down to a strange structure, and Din is inside chained to a 
    rock.  A knight, apparently, with yellow armor approaches the “Oracle 
    of Seasons” and explains his plot.  As Din knows, if he imprisons the 
    Oracle of Seasons and buries the houses of the Season Spirits, the 
    seasons of Holodrum will be cast into chaos, nature will rot, and life 
    will end in this land.  This will bring about the darkness that Onox, 
    General of Darkness, longs for!  Onox imprisons Din in a crystal, and 
    then turns his thoughts to the Temple of Seasons.  Outside, the Temple 
    of Seasons that controls seasons in the land sinks below the surface 
    into the earth, destroying order in the land.
    
    In the meantime, Link awakens by Impa, also sent into this new screen 
    by the tornado.  After awakening you from the second time you’ve been 
    knocked out, she reveals that she is not the cook of the troupe.  She 
    is the nursemaid of Hyrule’s Princess Zelda.  And Din is not a dancer, 
    for that matter.  She is the Oracle of Seasons who wields control over 
    the forces of nature.  Zelda foresaw this event, and Impa came to 
    prevent this from happening by escorting her to Hyrule in secret.  But 
    Impa is wounded, and Din is gone.  You must rescue Din.  You are 
    according to the crest on your left hand.  You must save the world!  
    Take this message to the Maku Tree in Horon Village.  The Maku Tree is 
    guardian of all Holodrum.  He will be able to help.  For now, go south 
    to Horon Village.
    
                            +--------------------+
                            |    Wooden Sword    |
                            +--------------------+
    
    Welcome to Horon Village, Holodrum.  For now, go east twice and enter 
    the house.  This is Mayor Ruul’s residence (he rules Horon Village with 
    an iron fist).  If you talk to Ruul (one screen over from the entrance), 
    he’ll give you a Gasha Seed.  When these are planted in soft soil (like 
    the square outside his house), they grow into Gasha Tree that bear a 
    Gasha Nut.  Inside the nuts are items.  To welcome you to town, the 
    mayor gives you a Gasha Seed.  Exit the house and plant the seed here 
    in that square patch of ground.  Now go south.  See the ledge?  If you 
    walk up to a ledge, you’ll jump over.  Flip off the side and head east 
    a screen.  This is Maku Tree Gate.  You must show courage to see the 
    tree...  We need a sword to look totally cool and outrageous, err, 
    courageous.
    
    Go south and then west.  This is Vasu Jewelers, a jewelry store.  Enter 
    and talk to the man here.  There are Magical Rings made from Mystical 
    Seeds in Holodrum, and wearing one transfers its mystical power to you.  
    But, rings must be kept in Ring Boxes to prevent them from losing power.  
    Say that you understand and he’ll get on with things.  He gives you a 
    L-1 Ring Box (after all, that assures him business).  It can hold one 
    ring that you can take with you.  And as a sign of your friendship, he 
    bestows upon you the Friendship Ring!  You can wear it if you want, but 
    it’s really pointless; it has no effect.  I’m not quite sure why I used 
    an exclamation mark there...
    
    When you find a ring, it must be appraised (at Vasu Jewelers, of course) 
    for you to know its power.  If you get two rings of the same power, 
    he’ll buy one from you for 30 rupees.  Finally, he’ll keep rings for 
    you in his List (since you can’t carry all of them with you).  To wear 
    a ring, press Start, Select, and then move the cursor to the lower-left 
    corner and select the ring.  Remember, rings do nothing unless worn!
    
    Head west two screens to find the shop.  Nothing’s in stock yet, though; 
    go south from here.  This is the home of Bipin & Blossom, who recently 
    had a baby.  Bipin, a farmer, is the one running around the room.  
    Blossom is holding the baby.  She can’t think of a name for the infant 
    (it’s a boy, by the way), and she’d like to hear your suggestion.  Pick 
    carefully, as this name will be its permanent one.  After naming their 
    child, exit the house and advance north three times to return to the 
    first screen of Horon Village.  Travel west now to find two new 
    buildings.  The left one is the home of the Know-It-All-Birds.  They’re 
    no birdbrains!  Ha, a pun.  Now, you can enter and talk to them to 
    learn the various the ins and outs of the game.  The right building is 
    the Advance Shop, only open if you’re playing on a Game Boy Advance.  
    It has nothing in stock right now; go west.
    
    This is Western Coast, and its ridden with monster (well, it has a few).  
    This enemy here is called an Octorok.  It shoots small rocks at you, 
    and you are defenseless (as well as weaponless, which means you can’t 
    defeat it).  Head west and south a screen to find a cave.  Enter.  This 
    is a Fairy Fountain.  If you somehow have taken damage already, the 
    Great Fairy here heals you.  From the cave, go down a bit so that 
    you’re past the wall, and then go right a screen.  Enter the cave here.
    
    Hero’s Cave is your first “challenge.”  It is rumored that a sword is 
    found within, but only the bravest of souls enter this place.  The 
    first room features new monsters called Keese (basically, bats).  Avoid 
    them as you walk right through the door.  As you walk forward, the door 
    slams shut.  Push the block in here (to push a block, stand by it and 
    walk against it) to open the doors.  Now go north a room.  In here, 
    walk up to the block and push it forward.  Then walk around the winding 
    path (do not fall in a pit.  It will make you lose half of a heart.  
    Lose all hearts and you get a Game Over) to find a pair of blocks.  
    Push the left one down and the right one over.  Continue along the path 
    to go east a screen.  In this room are more enemies.  You recognize the 
    Keese, but the pink specs are Gels.  They jump onto you to slow you 
    down.  Shake them off by walking and press the switch to the right.  
    Open the chest that forms for a Small Key, which opens normal locks.
    
    Return west and then south to the block room.  Push it in any direction 
    and then go south.  Here, avoid Keese and use the Small Key on the 
    locked door to the right.  In this room, pass the Gels and press the 
    switch near the pit to the upper-right.  Now walk around the pit to 
    reach the door that opened.  As you go, large green creatures called 
    Zols, relatives of Gels, appear.  They are simple creatures, but we 
    must run from them for now.  Once you’ve gone north, walk forward to 
    the steps.  Take them up to a chest.  Open it for the Wooden Sword!  
    Equip it to A or B (do so by pressing Start) and then use that button 
    to attack with it.  It’s the primary weapon of the game.  If you hold 
    the sword button until it flashes, release for a spin attack.  Spin 
    attacks are two times as powerful as a normal slash.  Now that we have 
    it, not only can we see the Maku Tree, but we can explore!
    
                            +---------------------+
                            |    The Maku Tree    |
                            +---------------------+
    
    Head east, up past the wall, and west.  Trim the bush here with your 
    blade and flip over the ledge into an opening.  You’ll fall right into 
    Hero’s Cave, but a new part.  Open the chest in front of you for 30 
    rupees.  Rupees are the official monetary unit in Holodrum (money).  
    Flip over the ledge to the left to reach the block room.  Push it in 
    whichever direction you choose and go west.  Now you can defeat Keese.  
    Slash them once to defeat them.  They often drop recovery hearts, which 
    restore lost health, or rupees.  Green rupees are worth 1, red rupees 
    are worth 5.  Exit the cave to the south.
    
    Return to Horon Village (from Hero’s Cave, go west, north, and east 
    twice).  Note that Octoroks can now be beaten with a simple touch of 
    your sword.  In Horon Village, the shops are now stocked.  Enter the 
    normal shop (not advanced) and you’ll see a Wooden Shield on sale for 
    30 rupees.  Make the purchase (you must have at least 30 rupees from 
    those we found in Hero’s Cave) and equip the Wooden Shield to the other 
    button (the one the Wooden Sword doesn’t take up).  You can use the 
    shield to block enemy attacks, like an Octorok’s rocks.
    
    Travel east to the Maku Tree Gate.  Show your courage (that is, use the 
    Wooden Sword) and the gate opens.  Pass north to the venerable Maku 
    Tree...  So, it’s a sleeping tree with a branch for a nose, eh?  Burst 
    its bubble with your blade and it awakens.  It hears the terrible news, 
    some of which we didn’t even know, and we learn that guarding the 
    oracle is the Maku Tree’s duty.  With the seasons in flux, the Maku 
    Tree has lost power.  He asks you to save Din in his stead.  There is 
    evil on the Northern Peak, the peak where the Temple of Seasons once 
    rested.  General Onox has cast a shadow on the Northern Peak, he’s sure 
    of it.  Onox is there, and he’s surrounded himself with a barrier.  
    Only one force in Holodrum can break that barrier, and that’s the 
    combined strength of the eight Essences of Nature.
    
    The first essence lies within the giant root by the lake up north.  
    There will be resistance; Onox has made sure of it.  He gives you the 
    key to the lock there.  Pick it up – the Gnarled Key!  If we have any 
    hopes of rescuing Din and defeating Onox, we need to use the power of 
    the Essences of Nature.  And to do that, we must clear eight dungeons 
    that Onox has hidden them in.
    
                          +-------------------------+
                          |    To the Giant Root    |
                          +-------------------------+
    
    Go south to Maku Tree Gate and then return to the first screen of Horon 
    Village (three west, one north).  Go north to enter the North Horon 
    region.  Go west of Impa and then north.  Cut down the bushes here and 
    go north once again.  Here, slash the bushes, traverse the bridge, and 
    use the Gnarled Key in the lock.  And so the dungeon rises.  If you 
    have ever played The Legend of Zelda, the original, you’d know that 
    this setup is very similar to that of the first dungeon in that game.  
    In fact, the bosses are eerily similar...  Enter the structure that 
    rose from the earth, Level 1.
    
                        +----------------------------+
                        |    Gnarled Root Dungeon    |
                        +----------------------------+
    
    As you can see, this is a dungeon.  The ultimate goal of any dungeon in 
    a Zelda game is to collect the reward at the end (in this case, an 
    Essence of Nature).  The reward is always guarded by the dungeon boss 
    or guardian, and so we must reach it.  To do this, we have several 
    items at our disposal.  In every dungeon there are locks that we must 
    use Small Keys to open.  You’re already somewhat familiar with them 
    from Hero’s Cave; you collect them and then open doors with them.  
    There are also Dungeon Maps and Compasses.  Maps show the layout of the 
    dungeon.  Light blue rooms are one’s you’ve visited (the flashing one 
    is the one you’re in), and dark rooms are ones you haven’t.  To see the 
    map, press Select.  Compasses show the location of the boss and 
    treasure chests, which contain items.  It also makes a sound when you 
    enter rooms with Small Keys or the other dungeon item, Boss Keys.  Boss 
    Keys are used to open the Boss Door.  Furthermore, dungeons also have 
    mini-bosses, and beating these baddies makes a portal appear as a 
    shortcut to their arena.  Finally, there is always a special weapon or 
    item in a dungeon, the dungeon prize.  Now that we know what to expect, 
    let’s clear this root!
    
    Go north a room to find a hub room.  Push the upper-right block to open 
    the doors here.  Go north to find the Old Man!  Yes, from The Legend of 
    Zelda, the original!  Talk to him for a hint, and then go south, then 
    east.  Here, you’ll find four new foes, all Stalfos.  Stalfos are 
    skeletal warriors, and this variety jumps around.  Slash them to defeat 
    them.  After all four are down, take the Small Key that drops.  Now go 
    west and use the Small Key on the locked door to the west.  It’s 
    another Stalfos room!  Beat them all and open the chest that forms for 
    the Dungeon Map.  As you can see, this dungeon is shaped like a bird, 
    maybe an eagle...
    
    Go north from there to find a few red Zols.  This type leaves Gels 
    behind when defeated.  If you spin attack them, though, you’ll defeat 
    them all with no Gels to spoil your victory.  After taking care of them, 
    walk forward to a mine cart.  Hop in and you’ll come out in a new room.  
    Ignore it for now and take the steps to the north up, and then go east.  
    Here, walk to the switch, slash it to make it point left, and open the 
    chest to the right for the Compass.
    
    Now return to the west and walk left of the mine cart.  There are two 
    new types of enemy here.  First, the boomerang-throwing creatures are 
    Moblins (they also come carrying other weapons).  Block their attacks 
    with your shield and then slash them twice to finish them.  Then you 
    have the sharp, motion-sensitive obstacles, otherwise known as Razor 
    Traps.  If you step forward, they are triggered.  They will close in on 
    you quickly to hit you, and then slowly retract to their original 
    position.  Push the block there to the left, trigger them, and pass 
    left through the door as they retract.
    
    This is a simple puzzle.  Walk forward to the block mass.  Push the 
    second rightmost block down, the next one to the left over, the next 
    one down the narrow passage down, and the one left of where it was left.  
    Now climb the stairs to open a chest containing a... Gasha Seed!  Now 
    flip over the ledge to the right and exit this room to the east.  Pass 
    the Razor Traps by drawing them out and hop into the mine cart (this 
    works only if you hit the switch earlier).  You’ll ride it past a few 
    rooms to reach a new one.  As soon as you hop out, go west a room and 
    open the chest for ten Bombs!  Now we can blow up stuff!  That’s not 
    the dungeon prize, but it’s very good all the same.
    
    Now double back to the east.  Take these steps up and go right to a set 
    of stairs.  Take them down to see a blade trap, the worst type of trap.  
    When triggered, it follows you down a narrow path relentlessly.  
    Trigger it until it’s in the block space to the lower-left, and then 
    make a run for it to the north.  Press the switch and open the chest 
    that appears to the north for a Small Key.  Return to the stairs and 
    take them up.  Then Go west a room.  See the cracked part of the wall 
    to the north?  Blow it up with a bomb (to do this, walk up to the wall, 
    pull out a bomb, drop it with the same button, and run to avoid being 
    hurt by your own explosion).
    
    Now pass through your forced opening to reach a room full of Razor 
    Traps.  Trigger them and then run into an alcove or between blocks to 
    hide from them and avoid them.  After the first two traps, you’ll come 
    to a blade trap.  Trigger it and let it pass you in two movements.  
    Then run past it through the hallway of sorts.  Now continue down this 
    path until you reach the locked door.
    
                          --------------------------
                          Mini-Boss: Goriya Brothers
                          --------------------------
    
    Even Goriyas make a return appearance in this old school dungeon.  Too 
    bad for them.  They make for easy bosses.  There’s a blue and red one, 
    and each throw boomerangs around to hurt you.  Walk up to them, slash 
    them silly, and they will explode.  When one goes, they both go, which 
    means you don’t have to spread out your attacks.  After they explode, 
    they leave behind two things.  First, take a Fairy.  It will restore 
    many of your hearts.  Then, notice the smoke that appeared.  It’s a 
    portal to take you to and from a previous room of the dungeon as a 
    shortcut.  Well, they were easy.  Head left through the door.
    
                          --------------------------
    
    Walk forward immediately to avoid Razor Traps.  Walk around the bottom 
    set of Razor Traps and push the leftmost block up.  Take the stairs now 
    open to you to a 2-D screen!  Climb down the ladder to get onto the 
    ground.  Walk right from there, climb the ladder, and go left to pick 
    up the dungeon prize...  It’s the Seed Satchel!  This item carries 
    Mystical Seeds in it, up to five types.  It comes with 20 Ember Seeds 
    in it already.  Ember Seeds can be used to light torches, burn down 
    small trees, and set enemies afire (though that won’t be available to 
    you for a while).
    
    Exit the 2-D screen, push a block to the lower-left down, and go east a 
    screen to the mini-boss room.  Use the portal to return to the mine 
    cart room with Zols from before.  Defeat the Zol attackers first and 
    then light the torches to the left using the Ember Seeds.  Destroy the 
    three boomerang-wielding Moblins in this room to make a chest form.  
    Open it for the Boss Key.  Most excellent.  With it in hand, travel 
    east, south, and east.
    
    Push the upper-right block in here to open the doors.  This time, take 
    the one leading right.  Kill any Stalfos that get in the way and light 
    the two torches to the north.  Pass through the door that opens and 
    four ghastly hands rise from the floor.  These are Floor Masters, 
    monsters that can return you to the first room of the dungeon.  Slash 
    them three times to defeat them, all four, before going left to the 
    west wall.  Open the chest ahead of it for a Magical Ring.  We’ll 
    appraise it later.  For now, go east a room along the uppermost path.  
    There are four new Floor Masters to defeat.  Do so and then head around 
    the blocks, slashing bushes for recovery items, and go north through 
    the Boss Door...
    
                          +------------------------+
                          |    Boss: Aquamentus    |
                          +------------------------+
    
    A gigantic dragon drops into the room.  It has a single horn on its 
    head, it breathes fire, and it is the boss of Gnarled Root Dungeon.  
    Aquamentus was also the first boss ever in The Legend of Zelda, the 
    game and the series itself.  While he is pretty strong, Aquamentus has 
    never been a hard boss.  It is weak at its horn; stand above it and 
    slash like there’s no tomorrow.  It will fire three fireballs, and one 
    will probably hit you (the Wooden Shield can’t block it; don’t even 
    bother).  But, if you came in with three hearts, it doesn’t matter.  
    Slash nonstop and move as Aquamentus moves.  It will die before you do.  
    With its horn gone, Aquamentus explodes.
    
    In its place is a Heart Container.  Pick it up to add a heart to your 
    meter.  Now go east a room to the chamber containing the first Essence 
    of Nature, Fertile Soil.  “Seeds scattered across bountiful lands are 
    nourished in this Fertile Soil!”  You automatically exit the dungeon 
    when the Maku Tree contacts you.  He already feels stronger.  But, he’s 
    been having dreams lately.  The Temple of Seasons is not destroyed, but 
    it is in a strange place...  Inside the temple is a precious item we 
    will need to defeat Onox.  We’ll have to investigate that.
    
    =======================================================================
    ===========================Snake’s Remains*============================
    =======================================================================
    
                            +---------------------+
                            |    Horon Village    |
                            +---------------------+
    
    Go east and stop.  Hear that music?  See that shadow?  This is a screen 
    that Maple runs into us at!  Maple is a young witch learning to fly; 
    bump into her.  All of your stuff goes flying all over the place.  
    She’s had a terrible day; she can’t find Lon Lon Eggs and now her stuff 
    is all over the place.  She’s just going to take it all!  Run around, 
    grabbing the stuff that flew out, until both of you have taken 
    everything.  Now, after she’s left, burn down the small trees to the 
    upper-left.  The left one reveals a staircase!  Take it down to find... 
    the Old Man!  Talk to him and he’ll give you 100 rupees!  Neat-o!  Exit 
    the staircase and go south, then east.  You can plant a Gasha Seed in 
    the soft soil here if you want.  Now go south to find Impa’s Refuge.  
    Nothing here, though.  Head south again to enter Horon Village.
    
    We have a few things to do here before we continue our quest.  The 
    seasons change each time you enter the village, exampling again Onox’s 
    control over season flow.  Go west one screen of the Maku Tree Gate and 
    you’ll see a small tree blocking a heart object.  Burn the tree and 
    touch the heart.  It’s a Piece of Heart!  Collect four of these to add 
    a heart to your meter!  Go south to Vasu Jewelers now.  You can 
    appraise the ring we found to add the Discovery Ring to our collection.  
    It tells us when soft soil is in a screen.
    
    If you go south and it’s winter, Ember Seeds will be growing on that 
    tree.  Slash them to stock up.  Now go east a screen.  Burn down the 
    small trees and take the stairs down to an Old Man.  He gives us 
    ANOTHER 100 rupees!  Surface and enter the house.  The man here is 
    named Dr. Left, and he can’t read because it’s too dim (and he wouldn’t 
    want to go outside, of course).  Light the torch for him with the Ember 
    Seeds and he rewards your good deed with a Cuccodex, a book all about 
    Cuccos!  Furthermore, you can blow up a weak part of the wall to the 
    right.  Do so and exit to the south.  If it’s winter (if not, exit and 
    reenter the village until it is), you can walk across the frozen water 
    to take 20 rupees from the chest.
    
    Go to Mayor Ruul’s Residence.  He’s the guy who gave you a Gasha Seed.  
    First off, your Gasha Seed should have grown.  Slash it for a Gasha Nut, 
    which contains a somewhat random item.  Now enter the house and bomb 
    the wall right of Ruul.  Take the opening to find another Gasha Seed.  
    Plant it if you’d like, and then go to the Maku Tree Gate.  South of it 
    is a boy playing catch with his dog and a sleeping man.  Approach the 
    small trees and the sleeping man, who reveals himself as Sokra, wakes 
    up.  He’s a traveling prophet, and he sees that the four spirits of the 
    seasons are calling you from the Temple of Seasons hidden somewhere.  
    Cool...
    
                              +----------------+
                              |    Subrosia    |
                              +----------------+
    
    Burn down the small saplings by him and travel east to the Eastern 
    Suburbs.  For now, let’s just go east and north twice.  Hmm, what’s 
    this?  A girl wearing a bow with a key runs by.  It’s terrible, she 
    says.  A “temple,” like, fell into Subrosia!  After asking what a 
    “temple” is, she blurts out that Subrosia is a secret place.  She must 
    return in secret!  With that, she dashes north, as she mustn’t be seen.
    
    I don’t know about you, but I want to investigate this secret.  Go 
    north after her into the Woods of Winter.  Remember, she can’t know 
    we’re tailing her.  Walk up to the tree and stand on the side opposite 
    this girl until she eventually goes north.  Repeat this twice more and 
    she’ll go west (she’ll come back into the screen to check, though; be 
    careful).  Now we see her walk up to a shrub and disappear!  Slash down 
    these bushes to find... a portal?  Enter.
    
    Welcome to the mysterious land of Subrosia, located in the Underworld.  
    One says that a “temple” fell into the East Plaza.  These two, as well 
    as the girl we saw, are Subrosians, the race that lives here.  
    Exploring the area will show us a few things.  First, the official 
    currency of Subrosia is the Ore Chunk, which can be dug for.  Second, 
    Subrosians love to dance, and winning at their Dance Hall earns you a 
    Boomerang.  Third, Subrosians rule!  From the first screen, go south 
    down the left ladder.  As the blue Subrosian here says, the volcanoes 
    here in this region (named “Subrosian Volcanoes”) have been acting up 
    lately due to a “temple” falling into Subrosia.
    
    Head west of him to see the Subrosian Hot Springs.  You can’t enter, of 
    course, because it’s lava.  Go south from there to find Subrosia Dance 
    Hall.  Take the stairs down to it and talk to the Subrosian in red.  
    Good dancers get prizes, and they’re about to practice.  Care to join 
    them?  Do so and join the circle.  The dance here is a bit more 
    complicated than the one in Oracle of Ages with Gorons.  Here, dancing 
    is all about turning directions.  When you hear “doo,” turn right.  
    “Dah” calls for left, while “dee” requires you to pose with A.  
    Subrosians always dance in groups, and no Subrosian can touch.  You 
    have to keep up with the others to succeed here (Subrosians smiling is 
    weird).  The dancing is pretty fast-paced, and they kick you out if you 
    mess up.  You know the dance will end soon when the moves start to get 
    faster.
    
    If you manage to pass through all the steps in the dance (always a 
    random number) without messing up, you are rewarded with the Boomerang.  
    You crushed the other Subrosians hopes.  As you can hear from them, one 
    wants to impress Rosa, whoever that is, they all want to win, they 
    review instructions, they tell you that the Subrosian Dance is the 
    traditional dance of Subrosia, and it’s a great workout.  Well, that’s 
    not really important right now.  The Boomerang is a handy item.  It can 
    stun enemies, retrieve distant items, and hit switches across gaps.  It 
    can be thrown diagonally, too, if you press both directions at once.
    
    From the Subrosia Dance Hall, go north, east, north, and south to the 
    right.  Go south twice now to see a Subrosian that won the dance before 
    (that’s why there were only nine dancers).  Go west, cross the bridge, 
    and go west again to a Subrosian house.  Things sure are different 
    here...  Go east, south, and cross the bridge.  Go west to find the 
    Subrosian Smithy.  They have Shovels in excess, but we can’t take one 
    yet.  Return to where you saw the Subrosian with the boomerang and go 
    south, then east twice.  Take the steps down to what was East Plaza, 
    now the Temple of Seasons (it sunk in when Onox kidnapped Din, 
    remember?).
    
    Go right a few screens to a bridge.  Walk across it to the north and 
    you’ll hear a voice... in green.  Then red!  And yellow!  And blue!  
    These are the... Season Spirits!  The seasons thought you might not 
    make it after Onox sank the Temple of Seasons, but they’re glad to see 
    you.  Continue north and you’ll reach a building.  Enter and the four 
    seasons combine to form the Rod of Seasons!  Now, if we gather the 
    Season Spirits, we can change the seasons ourselves!  We must bring the 
    rod to each spirit in the four corner towers.
    
    Exit the temple and go to the southeast corner, the winter one.  Here, 
    you need to hit the Crystal Switch.  Lift a Bomb and throw it at the 
    switch to make a bridge form (alternately, use your newly acquired 
    Boomerang).  Cross it, take the stairs up to the highest room of the 
    tower, and you’ll find the Spirit of Winter.  A fairy appears, Ocarina 
    of Time-style, and tells you that Din is their dear friend.  To aid you 
    in her rescue, she gives you the power of the Spirit of Winter on the 
    Rod of Seasons!  Swing the rod atop a stump to turn the season to 
    winter.  In winter, water freezes and snow builds up.  Please, rescue 
    Din quickly.  The Rod of Seasons has been blessed with a wintry chill!
    
    Exit the tower to hear from the Maku Tree.  He has dreamt of woods in 
    the east...  Maybe there’s an Essence of Nature there.  Exit Subrosia 
    through the path you entered by.
    
                         +---------------------------+
                         |    The Woods of Winter    |
                         +---------------------------+
    
    Go east of the portal to see Sokra sleeping on a stump.  He sees that 
    you have the Rod of Seasons, and says that if the Rod of Seasons held 
    the power of the Season Spirits, you could change the seasons.  But it 
    only has the power of winter.  Stand atop a stump and swing the rod to 
    unleash the power of winter!  And since the Temple of Seasons has sunk 
    into Subrosia, there must be other entrances to the Subrosian land.  We 
    must find them.  With that, Sokra leaves.
    
    Hop onto the stump and swing that rod!  It becomes winter, and the 
    enemies come out of the woodwork.  We want to get through here.  To do 
    this, start at the stump and go east, north (west of here is a Fairy 
    Fountain), north again, and east to a summery strip of the Woods of 
    Winter.  The tube of flesh here is a Like Like.  It will eat your 
    shield if you’re not careful; defeat it quickly along with the Moblin 
    archers.  Then bomb the wall to the north and enter the cave.  In the 
    upper-right corner is a chest containing 30 rupees.  After that, go 
    east to a stump.  Make everything cold and wintry and take the stairs 
    up here.  Then go right.  Walk across the pile of snow here and drop 
    through the chimney to Holly’s House.
    
    Talk to Holly, who is stunned, and she figures out that you’re not 
    Santa.  Now take her Shovel and clear the snow in her walkway, jerk!  
    Exit the house and dig your way out of here.  Go south now.  See those 
    trees?  Do not talk to the Old Man who lives down there.  If you do, 
    he’ll force you to pay for his door.  Now go south, defeat the Moblins, 
    and continue south to see a Piece of Heart.  We can’t get it yet; head 
    west now.  Bring winter to the woods on this stump to clear the trees 
    to the left.  Now go west.  Head north up the right clearing to find 
    piles of snow.  Dig through them, avoid the Leevers (burrowing enemies) 
    here, and advance to the east.  Here you’ll find a tree bearing Mystery 
    Seeds.  Slash them to add them to your Seed Satchel.  Use them on Owl 
    statues to receive hints.
    
    Now go north.  Climb the vines, hop onto the stump, and let it snow.  
    Enter the cave on the ground to find some bushes with recovery items in 
    them.  Now exit the cave, go west, and slash your way to the opening 
    here.  Welcome to Level 2.
    
                           +-----------------------+
                           |    Snake’s Remains    |
                           +-----------------------+
    
    The initial room is dark.  Let us go left.  Trigger the Razor Traps and 
    quickly step back, then move ahead as they retract.  In this room, Zols 
    will attack you from the ground (of course, they still take one hit).  
    Go all the way to the left, open the chest for 5 rupees (huzzah!), and 
    go north a room.  Let me introduce you to snakes in Zelda games, Ropes.  
    They can move in any direction but diagonal, and they do so very 
    quickly when they see you.  Hold out your sword and let them charge 
    right into it.  When you’ve beaten all of them, a Small Key falls from 
    above.  Take it and double back to the first room.
    
    Use Ember Seeds to light each torch to illuminate the darkness and open 
    the door.  Go north, of course, and you’ll find two torches, both of 
    which fire at you, and a few Zols hidden underfoot.  Take the east exit 
    out of here.  As you enter, a small gang of Ropes fall down to attack.  
    Slice ‘em up to give yourself some room to move, and follow that up by 
    push the mid-right block to the right.  Open the chest that forms for 
    the Compass.  As we can see from the chest locations, this dungeon is 
    either really long or just plain huge.
    
    Go west out of here and then north.  Ah, the blocks form an arrow 
    pointing west.  Avoid or destroy the enemies here and go to the point 
    on the well wall the arrow points to.  Bomb the wall there, pass 
    through the opening, and go crazy collecting rupees!  When you’re done, 
    return to the room to the east and go east again.  A handful of Zols 
    and Ropes are your opposition here.  Kill them all.  Push the rightmost 
    block right once and the door to the right opens.  Pass through the 
    doorway.  Stay in the doorway!  A gigantic Razor Trap will pass by you.  
    Follow it around the blocks and to a chest containing a Small Key.
    
    Retrace your steps to the room two screens to the west.  Use the Small 
    Key we recently acquired on the northern door and you’ll come to a room 
    with two Hardhat Beetles.  Use your sword (easier) or shield (harder) 
    to knock them into the pits, which also opens the door to the left.  
    Use it and you’ll reach a dead-end.  We must defeat the Moblins on the 
    other side of the pit, but we can’t very well jump over it, now can we?  
    Either step to the edge and wait for them to get to the edge, at which 
    time you can slash them, or throw a bomb at them and hope it explodes 
    by them.  Either way, they take one hit each.  A chest forms after 
    you’ve beaten them.  Open it for this dungeon’s prize... the Power 
    Bracelet!  Just hold the button you assign it to and pull back on the 
    D-Pad (the + on the GBC).  Now that we have it, return to the previous 
    room.  Open the chest (lift the pots) for the Dungeon Map.  Now go back 
    to the giant Razor Trap room.
    
    First, get to the chest that had the Small Key in it.  Wait for the 
    gold Razor Trap to pass and go south.  Here, use the Power Bracelet to 
    push against the large rolling objects.  Go down and go to the lower-
    right.  Push this block and take the stairs up and out of the dungeon 
    to a chest we couldn’t get earlier.  Open it for a Gasha Seed.  Now go 
    left to a staircase.  Use it to reenter Snake’s Remains.  Go north, 
    with a full stock of bombs (if you’re lacking, there’s a Business Scrub 
    in the southern room selling bombs), and quickly rush to the right.  
    This room is timed; keep that in mind.  Blow up the block here and rush 
    left.  Blow it up and then blast your way down to the lower-left corner.  
    From there, blow up blocks to penetrate the innermost circle and open 
    that chest!  It’s only a Small Key, but it wasn’t easy to get.
    
    Return to the giant Razor Trap room, but this time go east.  Bomb the 
    blocks to the right and descend down the stairs into a 2-D screen.  Go 
    left to see a Thwomp, an old Mario enemy from Super Mario Bros. 3 (also, 
    note the presence of Keese).  Step near it to trigger its only attack – 
    falling down.  When it hits bottom, drop onto its top and walk across 
    it to go left a screen.  Here you’ll see Thwimps, enemies from Super 
    Mario World.  They’re just miniature Thwomps (get it?  Thwimps are 
    “wimps”).  Walk past them and take the ladder at the end up to a new 
    room.
    
    Push the cylinder out and go right into the room.  There’s a chest 
    containing 5 rupees to the south, but we want to go east.  This room is 
    a bit trickier than the last.  You must push the cylinders over, but 
    there are holes in the floor to make it difficult.  Stand at the top of 
    the first cylinder, push it over, and run downward.  Now stand in the 
    middle of the next cylinder, push it over, and run up to some Keese.  
    Defeat them and follow the trail to a locked door.  Spend a Small Key 
    on it and go south.
    
                               -----------------
                               Mini-Boss: Facade
                               -----------------
    
    Well, I’ll be darned.  This enemy, originally a boss from Link’s 
    Awakening (of Face Shrine, Level 6, in case you wanted to know), is 
    back as a mini-boss.  It’s learned a few new tricks, but it’ll still be 
    a breeze.  A giant face in the floor, Facade awakens when you walk on 
    its tiles.  Pull out a few Bombs and toss them onto Facade.  When they 
    explode, he will take damage (Facade does periodically disappear; time 
    it well).  If not, the mini-boss will rage on.  It has three attacks.  
    For one, it can summon Beetles, those tiny spider enemies sometimes dug 
    up with the Shovel.  It also has the ability to spit fireballs out and 
    drop them from the ceiling.  Just walk and hope to avoid them.  His 
    other attack creates holes in the floor as he tries to get you to fall.  
    Chances are, he’ll mix these attacks up so that you have a lot to deal 
    with at once.  Still, after five explosions in the face, Facade 
    explodes, leaving in its place a Fairy and a portal.
    
                               -----------------
    
    Go east of the mini-boss room and walk through this part until you see 
    the door.  Take it.  Here, use a Small Key on the lock block and deploy 
    the Boomerang on the Sparks, the energy enemies here.  When hit, Sparks 
    release Fairies to heal you.  Now, go east and stand in the doorway.  
    Trigger the Razor Traps and then head right after defeating the Ropes.  
    Go south to a new room.  Ride the panels here to cross the pit and get 
    to the right.  Take the steps up and go north.  Now open the chest for 
    the Boss Key!  Yes, now we can fight the boss.  Jump off the ledge to 
    the left and head west two rooms.  See the pots below?
    
    Lift them, bomb the wall, and head down a room.  Here, you must defeat 
    ghost enemies called Pols Voices.  While they are weak to music, you 
    don’t have any, which means you’ll have to toss a bomb into their pins 
    and hope they jump into it.  When you’ve defeated them all, head right.  
    Welcome to the dial room.  Walk through it, go south, and you’ll reach 
    a pit.  Cross it on these platforms, lift the pots for recovery items, 
    and head east through the boss door.
    
                            +---------------------+
                            |    Boss: Dodongo    |
                            +---------------------+
    
    Holy guacamole!  Yes, I said “holy guacamole!”  Now, to the matter at 
    hand.  Dodongo usually comes as a boss among other Dodongos, but this 
    guy’s an exception.  The fight is simple enough.  Dodongo has two 
    attacks.  First, it will stomp its feet and charge you (easy to avoid).  
    Second, it can open its mouth for a while and then breathe fire.  As 
    anyone who’s ever played The Legend of Zelda or other titles would know, 
    Dodongo has an invulnerable exterior, but its insides aren’t rock-hard.  
    When it opens its mouth to breathe fire down your neck, chuck a bomb 
    down its throat.  Its belly expands.  That’s your cue to pick it up 
    with the Power Bracelet and toss it into the spike bed in the room.  Be 
    careful, though, as it will charge you as soon as it takes damage.  
    After four run-ins with the spikes, it will explode.
    
    Take the Heart Container and exit to the south.  Here, take an Essence 
    of Nature (a nod to Oracle of Ages), Gift of Time.  “Seeds sprout as 
    seasons change with the Gift of Time!”  And as always, the Maku Tree 
    has something to say now.  Something is afoot to the west in Spool 
    Swamp, he says.
    
    =======================================================================
    ==========================Poison Moth’s Lair*==========================
    =======================================================================
    
                      +--------------------------------+
                      |    The Power Bracelet & You    |
                      +--------------------------------+
    
    A few side quests are now open to us.  First, go south of Holly’s House 
    three times.  Walk across the ice/shallow water to reach the south row.  
    Walk right, lift the rock, and take the Piece of Heart.  Now exit the 
    Woods of Winter to go to the Eastern Suburbs.  Go to the southeastern 
    corner and use the stump to bring winter to the suburbs.  Head north 
    now, take the stairs, and walk across the snow to go west.  Now head 
    south and enter the cave to find another Piece of Heart.
    
    Enter Horon Village and exit and reenter it until its fall.  Go west of 
    Vasu Jewelers to the shop, and then go south.  Note that Bipin & 
    Blossom have a new event; their son is ill, and they need money.  See 
    the “Bipin & Blossom” section for all the details you’d ever need on 
    answering their questions.  Now go west a screen.  In autumn only, you 
    can lift mushrooms (that’s when they’re ripe).  Pick them and open the 
    chest for 20 rupees.  Now, that’s about it for side quests.
    
                             +-------------------+
                             |    Spool Swamp    |
                             +-------------------+
    
    NOTE: If you do not want to get Ricky as your animal partner, feel free 
    to get the Flute in a different manner.  You can also get an aquatic 
    Dodongo named Dimitri and a flying bear named Moosh.  To get Moosh, buy 
    the Flute in the shop in Horon Village.  To get Dimitri, win his Flute 
    at the Subrosia Dance Hall.  Dimitri can eat enemies and swim through 
    water.  Moosh can pound the ground with his weight and fly fairly long 
    distances.  Ricky is a kangaroo with a high jump and a mean punch.  
    Your pick, but I assume you get Ricky, the default character, for the 
    purposes of this guide.  It doesn’t change that much.
    
    Spool though it may be, the swamp is where something – or someone – is 
    afoot.  Go east of Gnarled Root Dungeon, where you first met Maple, and 
    lift the rocks to go north.  This is North Horon if I’ve ever seen it.  
    The enemies here are Peahats.  Wait for them to stop moving and then 
    slash them twice to finish them.  Now go north to find new enemies 
    called Buzz Blobs.  You can’t slash them or you’ll be electrocuted.  
    But, you can Boomerang them and then bomb/Ember Seed them, or use a 
    Mystery Seed on them.  Now go north to find a new tree bearing Scent 
    Seeds!  With these, you can attract enemies.  Cool...  Head east and go 
    south.  Hmm, this seems to a gym.  Enter and talk to Blaino, who was 
    actually a mini-boss in Link’s Awakening (Level 8, Turtle Rock).
    
    He’s the legendary champ, Blaino.  If you pay 10 rupees, you and him 
    can fight, no items, no rings, just good old fashioned fists.  Pay him 
    and let the match begins.  It’s quite easy.  Walk up to him and press B 
    or A like crazy until he’s knocked out of the ring.  You may have to 
    wait for Blaino to start his wind-up to get a good chance to jab him 
    out of the ring.  When you win, he gives you, da new champ, Ricky’s 
    Gloves.  You can continue fighting to win rupees, but we’re moving on 
    in this guide.
    
    Go north of Blaino’s Gym, head west to the Scent Seed tree, and then go 
    south.  Let’s go west this time.  Go north now and follow the path west.  
    After passing over the bridge, go west again and take a north after 
    that.  It’s Ricky, the boxing kangaroo!  Spool Swamp is his background, 
    he says, but he can’t go anywhere without his gloves.  Some guy named 
    Blaino took them when he lost to him in a boxing match.  When he sees 
    you have them, he asks for them back.  If you beat Blaino, you must be 
    tough.  What’s your name, champ?  After learning it, he introduces 
    himself as Ricky.  Ricky gives you his Flute, which you can use to call 
    him to your aid.
    
    But for now, we’re headed for Spool Swamp.  Note that if you got Moosh 
    or Dimitri as alternate animal partners, this one section will be 
    slightly different.  With Ricky, head south and approach the gap to 
    jump over it (Ricky can also punch through enemies with A).  Continue 
    south until you see three saplings.  Don’t burn them, though (the old 
    man here mugs you for door payments).  Instead, go west and then north 
    to a cliff.  Approach it and Ricky can jump right to the top.  Go north 
    and then west to find a new type of tree.  Dismount from Ricky (B) and 
    slash it for Pegasus Seeds.  They’ll increase your speed temporarily.  
    Now take Ricky with you to the south, head west, and go north twice, 
    then east.
    
    Enter the house, home of the Floodgate Keeper.  If we want to enter the 
    swamp, we’ll have to unlock the Floodgate.  Hit the switch to the right 
    to drain the water and reveal the Floodgate Key.  Take it and exit the 
    house.  Outside is a staircase.  Take it down and press the switch.  
    The bridge to the left disappears quickly.  Use a Pegasus Seed to run 
    over before it vanishes and go west a screen.  Push the block here up, 
    push the next one down, lift the rock, push the lower-left block over, 
    the next one up, and take the staircase up.  Follow this path around 
    the water, avoiding Zols and lifting rocks, to reach the next staircase.  
    Take it up, walk past the bushes (two of which are disguised enemies), 
    and you’ll surface in Spool Swamp.
    
    Go south and then east.  Just as Sokra predicted, it’s time that we 
    need a new power of the seasons, and a new doorway to the Subrosian 
    land.  Go west and south to meet a Business Scrub.  It says that a 
    vortex is the south.  Go east and use the Floodgate Key on the lock to 
    let the water pass to the south.  Now go west and north until you can 
    jump off a ledge into the water.  The dungeon is to the north, but it’s 
    too high up for us.  Instead, travel south down the riverbed and you’ll 
    reach two new enemies – Water Tektites and a Goponga Flower.  Defeat 
    both with slashes and stop.  Summon Ricky to you with Ricky’s Flute and 
    hop to the cliff.  Jump to the top and go west, south, onto the cliff 
    top, and then follow the path south.  Wind up Ricky’s punch (hold A) 
    and unleash a tornado to the south to destroy the bushes.  Now jump 
    across the pits and go south.  Turn at the bend and go north.  Lift the 
    rock and enter the portal.
    
                         +---------------------------+
                         |    The Power of Summer    |
                         +---------------------------+
    
    Go north to avoid the volcano.  I should explain Subrosia’s monetary 
    system.  Blue ore chunks are the base unit.  Red are worth ten and then 
    there are rarer colors.  Dig for them.  For now, let’s explore a bit.  
    Go west twice to reach the Subrosia Market.  You can trade items here 
    for his products.  First, purchase the “Rare Peach Stone” for 20 Ore 
    Chunks (easy money, just dig) and 10 Ember Seeds.  It’s a Piece of 
    Heart.  We want the Ribbon, but we can’t get it yet.  Exit, go south, 
    and head east.  Two Subrosians here say that Rosa, the famous pop star, 
    has a key that can open any lock in Subrosia.  Wait a minute!  Didn’t 
    that Subrosian we followed to Subrosia have a key?  And didn’t she have 
    that same Ribbon in the market?  Ah well.
    
    Go south to Subrosian Seaside (their sea is of magma).  All the 
    Subrosians here want to date Rosa, but they can’t interest her.  In the 
    southeast corner of the seaside is a Subrosian with yellow clothes 
    named Rosa... with a key!  She lost her Ribbon, and she can’t go out 
    like this.  It floated out to sea while she was exploring the “temple.”  
    Hmm...  As one Subrosian said, digging in these sands can uncover a 
    Star-Shaped Ore.  Just keep digging until you find it.  Return to 
    Subrosia Market and trade the Star-Shaped Ore for the Ribbon.  Take it 
    back to Rosa.  Since you’re so nice, she’s decided to date you.  She 
    wants to go to the “temple.”
    
    Rosa can unlock doors for us.  First, return to Subrosia Market.  Trade 
    10 Bombs and 50 Ore Chunks for a Bomb Bag Upgrade.  We can now carry 30 
    bombs!  Now go north of the market and unlock the door.  Walk through 
    the passage and use Rosa’s Key again on the next door.  From here, it 
    should be quite easy to reach East Plaza where the Temple of Seasons is.  
    Walk around, show Rosa the sites, but be sure to take her with you to 
    the northwest corner tower.  Open it with Rosa’s Key and enter.  Just 
    lift rocks to reach a staircase.  Take it up and go south to another 
    staircase.  Now go north to the Spirit of Summer.
    
    After calling you the Hyrulean hero, you receive the power of summer.  
    It’s a blessing to the Rod of Seasons, the summer day!  Now we can call 
    forth summer!  The date will have to end, though.  Return to your 
    portal and take it back to Spool Swamp.
    
                            +--------------------+
                            |    Up the Vines    |
                            +--------------------+
    
    Go south, to the left, and north.  Cast a tornado through the shrubs 
    and hop across the pits to go north as far as you can, then east.  Now 
    head north a few times until you can go west.  Dismount from Ricky, use 
    the Rod of Seasons to call summer forth (to do this, use the rod twice 
    in a row).  Now go north and climb the vines to enter Level 3...
    
                         +--------------------------+
                         |    Poison Moth’s Lair    |
                         +--------------------------+
    
    Walk north a room and pull out that shield.  The enemies over yonder 
    are called Spiked Beetles.  They will charge you; hold out your Wooden 
    Shield.  They’ll crash into it, flip over, and expose their vulnerable 
    underbelly.  Give it a good thrashing and you’ve won.  Now let’s go 
    north through the door that opened.  We see a set of new foes, Mini-
    Moldorms.  Because I am lazy, and since there is no large Moldorm in 
    this game, I’ll just refer to them as “Moldorms” throughout the guide.  
    As of right now, they take four hits.  They move rather unpredictably, 
    which is their only advantage (aside from an exoskeleton).  After 
    defeating them, head east.
    
    We’ve got two more Spiked Beetles to contend with.  Raise your shield, 
    let them crash into it, and finish the job.  After that, advance one 
    room east.  This room is pointless for us right now, but we’ll return.  
    Head east again to a room full of Floor Masters.  Wait for them to rise 
    and then slash them in a furious frenzy.  Now, lift the pots around 
    these blocks until you reach a switch.  It must be kept down to keep 
    the door open.  Lift the upper pot to the right and, without lifting it, 
    push the lower pot left three times, down once, left once, down once, 
    and left three times more.  It’s now keeping the door open; use it to 
    exit south.
    
    Ah, what a room.  There are two new types of enemy here.  First, 
    there’s that Bubble ricocheting about the room.  Yes, I know it’s name 
    is Bubble, but I will classify it as a Whisp for the purposes of the 
    guide (it stands out more, and very similar enemies have the same name).  
    The other type is the Arm-Mimic.  If you go left, it goes right.  It 
    just moves opposite you.  Now, notice the staircase here.  For now, go 
    west, then south.  Push around these cylinders to reach a chest 
    containing a Small Key.  Now return to the room with the Arm-Mimics.
    
    Ascend the stairs to meet two Pols Voices.  Let us teach them a 
    lesson... in music!  Play Ricky’s Flute and they instantly die (very 
    sensitive ears, don’t you know?).  Now push the uppermost block up and 
    go north.  Defeat two Moldorms, open the chest that forms for Bombs, 
    and blow up the wall to the north.
    
    Enter this new room and open the chest for the Dungeon Map.  As you can 
    see, there are two floors to this dungeon.  The lower one, the one you 
    entered by, is shaped like a moth.  Now go south twice and push the 
    block next to the elevated one down.  Rather than take the stairs down, 
    though, push the third block up over and the second block up down.  
    Head west.  Here, we must make the northern statues match the southern.  
    Push the rightmost one down and the left two gray statues down into 
    their slots.  Now push the middle upper-right red statue down and the 
    leftmost red statue left once.  Then push the lower-left red statue 
    right, the remaining red statue right twice and down once, and the gray 
    statue left twice and down once.  This opens the door to the west.  Use 
    it.
    
    Walk left through this “hallway” and go left again past a few Moldorms.  
    Now head north to a Hardhat Beetle.  Slash it back and take the 
    staircase to the upper-right.  Open the chest to the left for 30 rupees 
    and then go take the stairs you came by back up.  This time, use your 
    Small Key on the locked door.  In this room, you must defeat a few Arm-
    Mimics on conveyor belts with a Razor Trap on speed rotating about the 
    central point.  Use a Pegasus Seed and run in to the center of the room, 
    hopefully unscathed.  Move so that the Arm-Mimics are as close to you 
    as possible and then slash them.  When all are defeated, open the chest 
    that forms for this dungeon’s prize... Roc’s Feather!
    
    With it, we can now jump one space.  It’s extremely useful.  If you use 
    a Pegasus Seed before jumping, you can jump two spaces!  Now, exit 
    south, jumping clear over the Razor Trap, and jump left onto the 
    rotating green platform.  Jump into the far-left hole at the end to 
    fall to a 2-D screen in B1F (basement floor). Defeat the Keese and jump 
    across the top of these platforms to reach a new screen.  Here, jump 
    from moving platform to ladder to moving platform to ladder.  Now climb 
    right and take this ladder to a new room.  Here, jump onto the blue 
    square.  It’s a trampoline!  You’ll bounce through an opening above and 
    to a chest.  Open it for the Compass.  Now fall back down to the lower 
    floor.
    
    Return to the first room of the dungeon.  Go north twice, east twice, 
    and jump onto the platform.  Ride it to a stairwell; take it down.  
    Here, drop onto the Thwomp.  When it’s at its peak, jump right across 
    the platforms to another Thwomp.  Jump right off of it to enter a new 
    screen.  Jump to the ladder and take it up to an interesting room.  
    Push the trampoline left thrice (three times), down twice, right seven 
    times, up twice, and onto the yellow tile.  Bounce off the trampoline 
    and you’ll reach a room with a treasure chest in it.  Open it for a 
    Small Key.
    
    From the first room, go north twice, east three times, south once, and 
    west once.  Here, pressing a switch makes the floor collapse.  Just 
    jump over the switch and stroll on down to the locked door.  Before 
    using it, though, take the stairs here up to a conveyor belt path.  
    Jump along it to the right, hopefully over the Razor Trap, and follow 
    the path to a chest containing a Gasha Seed.  Now follow the path back 
    to the locked door.  Use the Small Key there to meet the...
    
                             ---------------------
                             Mini-Boss: Calamareye
                             ---------------------
    
    Ha!  What a pun!  Am I right?  In any case, this mini-boss is actually 
    three separate enemies.  The Calamareye appear from the water, shoot a 
    fireball at you, and then submerge.  You need to lift them with the 
    Power Bracelet, carry them to a corner (so that they have limited 
    escape routes), and go buck wild on them.  You must defeat all three in 
    this manner (the fight gets progressively easier because you reduce the 
    number of fireballs hitting you each time).  When the third is defeated, 
    take the Fairy that results from its explosion and use the staircase 
    that formed in the lower-right corner.
    
                             ---------------------
    
    Now we’re in a good position.  Walk west until you reach a dead-end.  
    Flip over the “bridge” here and walk north to see a large pit.  Fall in 
    to a room with a big Razor Trap in it.  Here, run down (Pegasus Seed 
    recommended) and then right into a little alcove, safe from the trap.  
    When it passes you, walk up to the blocks and push them into the pit 
    here.  Jump over the pit now and open the chest for the Boss Key.  Now, 
    return to the first room, warp to the mini-boss room, and use the 
    stairs.  Go left a screen to a room with two Moldorms, jump over the 
    bridge, and go right to the Boss Door (killing any Peahats along the 
    way).  Use the pots to the right to heal, brace yourself, and go 
    through that door.
    
                            +---------------------+
                            |    Boss: Mothula    |
                            +---------------------+
    
    This boss returns from A Link to the Past, and it’s no pushover.  
    Unlike Aquamentus and Dodongo, this boss requires some strategy.  The 
    battle starts fast-paced.  Mothula releases four moths at you and then 
    begins spinning around the room wildly.  Jump into the center of the 
    room as it spins in this way, defeat the moths that come your way (take 
    the hearts they leave), and jump over fireballs.  Eventually, Mothula 
    comes to the center by you.  Show no mercy.  Hack at it until the cycle 
    begins again.  While you might take heavy damage in the room’s 
    perimeter, the center is safe, and you should get many hits in on 
    Mothula.  If you fall, you’ll reach a trampoline in a previous room 
    that you can move around to reenter the boss chamber.  After many 
    rounds, Mothula explodes and leaves a Heart Container behind.
    
    Take it and use the stairs to go down a room.  Go north into the room 
    holding the third Essence of Nature, Bright Sun.  “Young shoots grow 
    quickly under the warm rays of the Bright Sun!”  You appear outside the 
    dungeon and the Maku Tree contacts you.  He has dreamt of a waterfall 
    north of Sunken City.  The next essence must be there.
    
    =======================================================================
    ========================Dancing Dragon Dungeon*========================
    =======================================================================
    
                         +---------------------------+
                         |    Spool Swamp Secrets    |
                         +---------------------------+
    
    Exit the dungeon and make it winter on the stump to the south.  Using 
    Ricky, go one screen south of the second entrance to Subrosia.  Head 
    east and dismount.  Here, there are enemies called Pincers in the holes.  
    When you see eyes, back up and hold your sword out so that they lunge 
    in your blade.  Three hits will kill them.  Defeat the two here and hop 
    east again.  Defeat another Pincer in this screen.  Now dig your way to 
    the weak wall to the upper-right and bomb it.  In the cave, open the 
    chest for the Square Jewel.  What does it do?
    
    Return to Level 3’s entrance and go south.  Change the season to summer 
    and then go northeast.  Take the stairs up and go south twice and east 
    once.  Fight off these Tektites, jumping monsters that can be defeated 
    with two slashes, and climb the vine to a sign.  It’s from Vasu.  Since 
    you’re his best customer, he gives you a gift.  Dig before the sign to 
    get a ring.
    
    Also, while we’re on the subject, there’s a cool secret in Holodrum 
    Plain, too.  North once and west twice of Blaino’s Gym is a screen with 
    two small saplings in it.  If you go south of it and jump up the cliff 
    with Ricky, you can reach the saplings and burn one down to reveal a 
    staircase that leads to a very generous Old Man.
    
                           +----------------------+
                           |    To Sunken City    |
                           +----------------------+
    
    NOTE: This section will be much different if you got Moosh or Dimitri 
    as animal partners.  For Moosh, it is full of holes.  For Dimitri, it’s 
    full of water.  But, since the default character in Oracle of Seasons 
    is Ricky, I am covering the guide to Natzu Prairie with him.
    
    Go to the screen I described above with the Old Man.  It is north one 
    screen and west twice of Blaino’s Gym.  Once there, use Roc’s Feather 
    to jump between the posts in the upper-right corner and go north.  Hit 
    the switch to form a bridge to the west.  Now, go east and heal up at a 
    Fairy Fountain.  Then go west twice to cross the bridge.  Call Ricky 
    from here and go east back to the bridge.  Go north on the steps, and 
    let’s get through this Natzu Prairie!
    
    North of the bridge, jump onto the cliff top.  Go east a few screens, 
    punching your way through plants and enemies, until you must go south.  
    Do so and hop off the ledge.  Go south, use Ricky’s tornado punch to 
    clear the shrubbery, and hop across the pits to go south.  Jump onto 
    the ledge here, go north, east, north, (to the right) south, and south 
    again.  Hop off the ledge and go west to a cave.  Dismount from Ricky 
    and enter.  Talk to a Deku Scrub here, tell him the song he likes is 
    good, and he’ll fill your Seed Satchel.  Cool!  Now exit the cave, get 
    back in Ricky’s pouch, and hop east.  Go north now three times, travel 
    east until you must go south, and then turn southward.
    
    Here, the Great Moblin has set up a toll.  Either pay him rupees or get 
    blown to smithereens.  Ignore him and hop east into Sunken City.  Ricky 
    says that it smells like medicine and leaves (he can’t stand it).  Well, 
    we’re free to explore now.
    
                             +-------------------+
                             |    Sunken City    |
                             +-------------------+
    
    The city’s been flooded.  We can’t swim, but we can jump.  Bound over 
    the watery gap to the right and go south in the narrow water.  Now head 
    east along the bottom path, following the narrow water until you find a 
    tree.  It bears a new type of seed, Gale Seeds.  With these, you can 
    warp to any Mystical Tree you’ve seen!  Finally, a warp system is in 
    place.  Head back to the entrance of Sunken City.  Along the way, a 
    group of boys find a weird thing.  They determine that it’s a monster 
    come to attack the city.  They must defend the city!  Talk to the 
    middle boy and he’ll explain that they need to fight the monster, but 
    they’re helpless.  Give him some Bombs and they go out on patrol.
    
    Talk to the creature to learn that it is named Dimitri.  It can swim 
    like a fish – even up waterfalls – and will help you since you helped 
    it.  Dimitri was one of the options for an animal partner.  Press A to 
    chomp, and the D-Pad is used to swim in water.  You can also lift 
    Dimitri and throw him around holes with the Power Bracelet.  Get into 
    the water to the right and swim north twice, then east.  Approach the 
    waterfall and Dimitri can swim up it.  Do so to reach a new screen.
    
    Swim up the right waterfall to find the place Master Diver has gone off 
    to.  Talk to him and he’ll tell you to prove yourself.  Swim left, open 
    the chest for 50 rupees, and then exit this cave.  Enter the left 
    waterfall cave and get onto dry land inside.  Dismount from Dimitri and 
    cross the bridge.  Push these statues into a square and charge up a 
    spin attack.  Let it hit all four eye statues at once, causing a 
    staircase to form to the right.  Jump to it and open the chest for the 
    Master’s Plaque.  That’s proof, right?  Return to Master Diver and give 
    him his plaque.  Since you’ve passed the test, he accepts you as his 
    pupil.  And as his pupil, you receive Zora’s Flippers!  Now you can 
    swim, too!
    
    He also teaches you his secret diving route to Mt. Cucco.  There’s a 
    diving hole among the reefs in town.  Use the flippers to reach it.  As 
    far as swimming goes, press B to submerge and A to swim quickly.  Now 
    exit the cave (we no longer need Dimitri, unless he’s your animal 
    partner).  Swim east of where we met our swimming friend and dive down 
    in the patch of water here.  You’ll fall to a cavern.  Swim down the 
    waterfall, open a chest to the left for a Gasha Seed, and exit the cave.  
    We’re back in Woods of Winter!  Use a Gale Seed to return to Sunken 
    City.
    
    Swim north of the Mystical Tree and climb the left vine.  Swim across 
    the water and open the chest to find another Gasha Seed.  Now, exit 
    this cave and climb the other set of vines to go north again.  A girl 
    in this house says that summer hit Mt. Cucco and the snow there melted, 
    thus flooding the city.  Let’s swim west to a stump.  Change the season 
    from summer to winter and swim south twice.  Snow has piled up here, 
    which lets us reach the Great Witch Syrup’s hut.  She sent Maple to 
    find some Mushrooms, but she hasn’t returned.  Without them, Syrup 
    can’t make Magic Potions!  So that’s why Ricky smelled medicine.
    
    We’ve done just about everything there is to do in Sunken City, and so 
    we’re leaving.  Go north a screen from the entrance to the city (Ingo’s 
    House).  First, turn it to summer.  Then return west and dive down in 
    the space between the snow piles to reach a 2-D screen.  Swim around 
    the water, defeating Cheep-Cheeps with slashes as you go, and you’ll 
    emerge in Mt. Cucco.
    
                +--------------------------------------------+
                |    Exploring Mt. Cucco & Goron Mountain    |
                +--------------------------------------------+
    
    Travel north and west to find a Deku Scrub.  If you deflect its seeds 
    back at it with your Wooden Shield, you can beat it (it gives hints).  
    Go west two times in a row to enter Goron Mountain.  Shovel the snow 
    piles and go west.  Bomb the weak wall here and enter.  Walk around 
    here and take the stairs up.  Go east, take the ladder up, and go west.  
    Enter the cave and go forward to another staircase.  Here, go east.  
    Prepare to face very tough enemies.  They are called Lynels, and they 
    are tough.  Boomerang them and slash as much as you can.  They are 
    extremely strong; defeat them quickly and move west.  Jump off this 
    ledge to reach a cave.  Enter and talk to the red Goron here.  He’ll 
    give you a L-2 Ring Box, capable of carrying three rings at once!  
    Thanks, random Goron!
    
    Hop off the ledge and go west.  Lift the rocks, burn the saplings, and 
    take the stairs down to an Old Man willing to give you a financial lift.  
    Thank him and exit.  Use the stairs to enter Goron Mountain, home of 
    Holodrum’s Goron population.
    
    Take the stairwell to the right down and swim south to exit the cave.  
    Go right two screens and lift the rocks to reveal soft soil.  Now 
    return to the Goron Mountain inner workings and use the stairs here to 
    go up a level.  Jump across the lava and exit to the south.  To the 
    north is Biggoron, a Goron so large that he can’t fit in the cave.  
    He’s the only character in the game to appear on the map.  He’s got a 
    cold since he can’t stay warm inside and a severe winter has set in.  
    After you’re done gawking at him, return to the first floor, take the 
    stairs down, and exit Goron Mountain from here.  Go west and south.  
    We’re in Natzu Prairie.
    
    Swim east until you come to a series of steps leading north.  Take them 
    up and head west a few screens to a staircase.  Take it down to a 
    tunnel.  Jump across the tiles here to reach a chest containing 50 
    rupees.  Exit Natzu Prairie the way you came.
    
    Now that we’ve thoroughly explored the area, return to Mt. Cucco.  
    Continue east until you see a big, blue bear named Moosh.  Talk to it.  
    He wants a Spring Banana, but it won’t come until spring.  Ah, it looks 
    like we need to return to Subrosia, home of the brave.  Go north and 
    west to find a large slight of stairs.  Take them up to the top and 
    fall off the right ledge to enter the portal.
    
    Note: In case you were wondering what that cave was for, it is a Fairy 
    Fountain.  In winter, a buildup of snow lets you enter it.  If you’re 
    low on health, you know where to go.
    
                        +----------------------------+
                        |    Subrosian Adventures    |
                        +----------------------------+
    
    As soon as you jump off the initial platform, two Subrosians run by you, 
    knocking your Roc’s Feather at of your hands.  They decide to trade you 
    Fool’s Ore for it.  Now you got Fool’s Ore in exchange for Roc’s 
    Feather!  And to make matters worse, there’s a staircase to the east 
    that leads to the “temple” that we need the feather to reach!  Oh, 
    those pack rats are in for it!
    
    Go west and enter the house, the home of those weirdos.  They start 
    running off to bury their treasure.  Follow them west and exit the 
    house to the south.  Like we did with Rosa earlier, we must avoid their 
    line of sight (they cannot see diagonally, but they can see all the way 
    across the screen otherwise).  Follow them south twice, hiding behind 
    trees the entire time.  Then let them go west along Treasure Grove, a 
    stretch of Subrosian Seaside.  Hide behind rocks and go north into the 
    forest part of Treasure Grove.  Go north after them and then south when 
    they turn around.  They bury Roc’s Feather in the red square; dig there 
    and retrieve it.  It says to return the Fool’s Ore, but we can’t very 
    well do that...  You can enter their house any time you want to repeat 
    the treasure game, but with different prizes.
    
    Return to the entrance of their house and go south.  Jump over the lava 
    and go south.  It’s a skull pirate!  Just to make a shortcut for 
    ourselves, enter the House of Pirates, climb to the top, and take the 
    portal.  We’re in Horon Village.  Hit the switch to form a bridge, a 
    shortcut to Subrosia, and then return to Subrosia.  Jump off the ledge 
    and go right.  Yep, there’s a Subrosia Cemetery, and half the pirates’ 
    ship is sunk here.  Ah, but let’s not be concerned with their troubles 
    yet.  That’s a later dungeon.
    
    Return to the screen we entered Subrosia from Mt. Cucco in and go east.  
    Jump to the stairwell to the lower-right and you’ll come to a 2-D 
    screen.  Jump across these platforms hovering over lava and take a 
    ladder up and out of here, right into the Temple of Seasons (before you 
    exit, note that you can take a ladder down to find a Gasha Seed).  
    Enter the southwest corner tower.
    
    Jump across the platforms and take the stairs up.  Now walk south, take 
    another flight up, and approach the statue.  It’s the Spirit of Spring!  
    Spring is a season of discovery.  Flowers bloom, and plants grow.  She 
    blesses the Rod of Seasons with a spring dew.  Now we have three of the 
    four seasons!  Return to Mt. Cucco.
    
                           +----------------------+
                           |    The Dragon Key    |
                           +----------------------+
    
    Hop down to the stump and call forth spring.  Head north of Moosh to 
    meet the Flying Cucco (clearly based off of the Flying Rooster from 
    Link’s Awakening).  Lift it with the Power Bracelet and then press B as 
    quickly as possible to rise in elevation.  If done correctly, you’ll 
    reach the top of the cliff here.  From it, go north.  Enter the cave 
    and jump across the platforms to reach the north wall; jump left from 
    there and take the stairs up.  Slash the palm tree, which looks just 
    like those from Link’s Awakening on Toronbo Shores (the beach), to gain 
    the Spring Banana.  Now go south and enter that cave.  Jump onto the 
    quick platform, jump right as it is rising to press a switch, board the 
    platform again, and take the ring that falls.  Now exit the cave and 
    talk to Moosh.
    
    He gulps it quickly and promises to help you.  He was a possible animal 
    partner, but he isn’t that great.  Press and hold A to use a ground 
    pound attack, or press A repeatedly to fly.  Moosh *can* fly the length 
    of the screen, but it’s all a matter of pressing A with godly speed.  
    And Moosh’s attack is so slow that it almost never works.  In any case, 
    travel west five times to Goron Mountain.  Go north and Moosh reminds 
    you that he can float.  Tap A to get around these holes and you’ll 
    reach the Dragon Key!  With it, you can unlock that keyhole on the 
    summit.  For now, let’s take Moosh out of this screen, to the south.
    
    We no longer need Moosh, so feel free to abandon the little fellow.  
    From where you met Moosh, head west four times in the springtime.  
    There should be a Deku Flower (that might not be the official name, but 
    a very similar flower was featured in Majora’s Mask called that) there, 
    only bloomed.  Step in and be shot upward.  Head north, east all the 
    way to a stump.  Jump on and then jump off the south to land by a Piece 
    of Heart.  Return to the stump and make it chilly outside with a change 
    to winter.  Now head west to see a large mound of snow.  Use the stairs 
    to reach it and walk across the snow into a cave.
    
    The nearby bush is a fake.  Slash it and jump over the pit to go west a 
    screen.  After defeating two Zols, lift a rock and jump left a screen 
    to a new one.  Just to left past the pit to a narrow hole; jump over it 
    and then jump north to a staircase.  Use it and head south to a new 
    staircase.  We’re at the summit!  Go right to reacquaint yourself with 
    the Flying Cucco.  Hold right on the D-Pad and press B rapidly to cross 
    the gap.  Use the Dragon Key in the keyhole and the waterfall drains, 
    revealing Level 4.  Go left a screen, drop over the ledge, and go right.  
    Make it summertime and climb the vines and prepare to dance the dungeon 
    away.
    
                       +------------------------------+
                       |    Dancing Dragon Dungeon    |
                       +------------------------------+
    
    Of all the dungeons in Zelda games, I think that this one takes the 
    cake for most original and weird name.  Now, Jabu-Jabu’s Belly has 
    never failed to be a weird concept, but a dungeon based off a dancing 
    dragon is far stranger than a dungeon inside a fish...  On second 
    thought, Jabu-Jabu’s Belly remains the champion.
    
    Go north a room and you’ll meet a new variation of an old enemy.  Often 
    called “Shrouded Stalfos,” there are two hooded Stalfos here that shoot 
    arrows/throw spears (you can’t really tell).  But, they can’t jump, 
    making them easy, Moblin-like prey.  To the right, push either middle 
    row block down to reach the chest, which contains but a mere 10 Bombs.  
    Normally, bombs as treasure usually sends the message that a wall can 
    be blown up, but nothing is fragile here; just jump into the mine cart.  
    Hit a switch on your way across the tracks.
    
    You’ll end up in a room chockfull of enemies.  Take them all out and 
    bomb the obviously cracked wall to the upper-right.  Welcome to an 
    interesting room, though not that puzzling.  Lift the middle right 
    block and push the one above it up twice and left once; the one below 
    it down twice and left once.  Now lift what was the middle block.  You 
    can now easily push the rest of the blocks onto switches.  Stand on the 
    last switch yourself and a Small Key falls down to you.  Take it and 
    double back to the west.
    
    Take the mine cart for a spin.  If you didn’t throw your switch on your 
    way up, then now’s the best time to do so.  You’ll be taken down an 
    alternate route to another watery room of this waterfall dungeon.  This 
    room has a “puzzle” to open the door to the north.  Swim by the Water 
    Tektites, thrashing any Zols that get in your way, and push the statue 
    to the upper-left over and up to a switch (or up and over).  The door 
    opens; go north.  Take out a few Water Tektites and the door opens.  
    But, we have no intentions of turning back so early.  Push the 
    uppermost block left, the one two below it left, and the now rightmost 
    block up or down.  Descend the stairwell to reach the basement level.
    
    Let me introduce you to a new, annoying enemy.  These classic foes are 
    known as Wizzrobes, and they teleport around the room to cast spells at 
    you.  Wait for one to appear and slash it before it casts its spell (it 
    will still cast it, but at least you can hit it).  Alternately, blow 
    them up with Bombs.  Now follow the path, defeating both Wizzrobes in 
    the room as well as the usual Keese clusters and go south through the 
    west exit.  Go down past a staircase and go right (wait for a Whisp to 
    pass you by before taking the narrow route).  At the end, go east to a 
    treasure chest.  Defeat the Zols by it and open aforementioned chest 
    for the Dungeon Map.  Three floors!  And not only that, but the B1F is 
    arranged like a dragon doing a funky dance!
    
    Return to the room to the west and use the staircase you passed up 
    earlier.  This is a 2-D screen.  Jump across the platforms, sword ready 
    to hit Keese, and you’ll come to an interesting segment.  The blocks 
    here disappear and reappear.  Jump to the first block, wait for a new 
    one ahead of you (or behind you but above in elevation) to appear.  
    Just continue jumping to new blocks to reach the ladder.  Climb it to 
    reach a dark room.  You can use an Ember Seed on the torch, but you can 
    still see the floor easily if you’re playing in good light (or on a GBA 
    SP).  Jump across the platforms to open a chest holding a Small Key.  
    And then there were two.  Now return to the first room of the dungeon.
    
    Use a Small Key on the door to the east.  Welcome to a room lined with 
    spikes.  Jump across them, taking care to avoid Whisps while you’re at 
    it, and you’ll come to the east wall.  Bomb the cracked part and use 
    the opening.  Here, defeat any Stalfos (the jumping kind) and Keese 
    that you dislike and push the block to the right over.  This makes a 
    chest with the Compass form.  Though we’ve opened only a few so far, 
    only three chests remain.  Double back to the west and head north.
    
    Water prevails as the theme of this dungeon.  Get into the water and 
    dive (B) to avoid the rolling cylinder with spikes (of doom).  Lift the 
    pots to find recovery items and then get back in the water.  This time, 
    head north.  I hope you don’t lose your shield to this Like Like, as we 
    see a Spiked Beetle to our right.  First, defeat the Like Like, from 
    the doorway if possible, and then totally own that beetle.  Chances are 
    it is knocked into a pit as a result of your shield.  Walk around the 
    pit and pull out Roc’s Feather.  The Roc’s Ring is useful for the slow 
    jumpers, but it should be easy to jump across these cracked platforms 
    to reach a mine cart.  Hop in, hit the switch on the way, and defeat 
    these bothersome Stalfos.
    
    Hop back in the cart to ride to a room we haven’t visited yet.  Kill 
    off the Like Likes and other enemies to make a Small Key fall into the 
    water.  Dive for it to add another key to our growing collection.  Take 
    it back with you on the mine cart.
    
    You’ll have to use your new Small Key on the locked block to the right.  
    Go east afterward to find three Stalfos.  Defeat them all with two 
    touches of the blade.  Lift the pots if you’re low on seeds, and then 
    take the stairs that formed as a result of your battles with the 
    skeletal knights up.  Use a Pegasus Seed and Roc’s Feather to clear the 
    gap and the next gaps to the left.  Take the staircase at the end to 
    the basement.
    
    Let’s push the lower block down and bust into this new room.  Ignore 
    the enemies if you’d like; what’s important is the mine cart.  Hop in, 
    ride through a key room, and you’ll come to another.  A Business Scrub 
    in this room will sell you 10 Ember Seeds for 20 rupees (it will be 
    useful later on).  Stock up now if you’d like, but be sure to open the 
    chest to the left in plain site (and quite poorly guarded at that).  It 
    contains a Small Key.  Now go south to a spike room.  Jump through the 
    openings to go south.  Hey it’s Level 4’s...
    
                              ------------------
                              Mini-Boss: Agahnim
                              ------------------
    
    Well, well, well.  Of all the characters to revive and use as a mini-
    boss, they chose one of the coolest ones from A Link to the Past.  
    Agahnim, the Dark Wizard!  And like most old enemies revived into this 
    game, they fight like they did before, but with a twist.  Agahnim’s 
    battle plan is the same one he used in Ganon’s Tower, the last dungeon 
    of A Link to the Past, but he’s thrown in the darkness element.  In 
    case you run out, there are Ember Seeds in the corner shrubs.  Rush 
    into the center of the room and light both torches with Ember Seeds.  
    The lights return, and you can see Agahnim and two duplicates.  Which 
    is the real thing?  The one with the shadow underneath it, of course.  
    Avoid their spells and slash the shadow-producing wizard as much as 
    possible.  Agahnim is pretty susceptible to slashes, and it takes only 
    six hits to beat him.  The trick is keeping the room lit.  If you slash 
    him quickly enough, you can stop the spell-casting altogether.  It’s 
    safest to stand between the torches, keeping the room lit and slashing 
    Agahnim as he appears.  And, as any Zelda veteran knows, the 
    traditional method of defeating Agahnim is to deflect his spell back at 
    him.  Ah, but at least this is easier.  When you’ve won, heal with the 
    Fairy released from the explosion.
    
                              ------------------
    
    We can go east, but let’s go south first.  Hop into the mine cart and 
    go south of where you’re spit out.  The laser turret to the south is 
    called a Beamos, and it’s only attack is shooting you with a laser when 
    it sees you.  Stand behind a block to avoid its attack (by the way, 
    they’re indestructible; don’t even try attacking them).  When the coast 
    is clear, make a mad dash for the locked door and take it west.  We’ve 
    got a nice prize in this room, and so it’s made a tad more difficult 
    than normal.  Use a Pegasus Seed on yourself upon entry.  Push the 
    statue onto the switch and sprint through this block maze to reach the 
    chest before the floor has crumbled completely.  Open it for the 
    Slingshot!  It’s this dungeon’s prize.  It can fire seeds in the 
    cardinal directions.
    
    Go back to the mini-boss room and head north of it twice.  Purchase 
    Ember Seeds from the Business Scrub if you’re low from your last mini-
    boss battle and hop into the mine cart.  As you go through the room to 
    the east, you have once chance to light all three torches.  Face north, 
    fire, fire again to the right, and immediately turn around and fire 
    south.  If Link was a good marksman, a chest forms.  Ride the mine cart 
    back to the Business Scrub room, which you should go south of to the 
    spike room.  Jump across the spike clearings to the east wall.  Use the 
    stairs to go north and east to claim a Small Key.
    
    Return to the mini-boss room and go south to a mine cart.  Take it and 
    shoot both switches with the Slingshot to reach the rightmost part of 
    this room.  Head north and east.  Defeat the enemies here and use 
    Pegasus Seeds to jump to a locked block.  Use your Small Key on it and 
    head north.  Get into the center of this room and knock the Like Like 
    into the deeps.  Slash at Water Tektites from the platform and then 
    swim in the water to find the Boss Key!  Huzzah!  Now, let’s return to 
    the room we fought Agahnim in.
    
    From the mini-boss room, go east.  The Old Man here tells us that “what 
    you seek is in the eye.”  He must be referring to the Boss Key we got 
    earlier.  Anyways, heal up with recovery items from under the pots and 
    go back to the mini-boss room.  Once again, head south.  It’ll probably 
    cost you a heart, but you’ll have to pull off a risky move in this room.  
    Run south to a Razor Trap.  Trigger it and run past it as it’s 
    retracting to shoot a Scent Seed (often the ammo of choice for the 
    Slingshot) at the switch to the right.  Now the cart tracks have 
    changed.  Jump in the mine cart and take it to a new room.  Defeat the 
    Wizzrobes and go north.  Yes, it’s the room we got the Dungeon Map in.  
    Use a Small Key on the block to the upper-left and take the stairs down.
    
    Use the Boomerang on the Whisps here and shoot the torches across the 
    gap with the Slingshot & Ember Seeds.  Cross the bridge that forms and 
    go east.  Fish for recovery items here, defeat foes, and go north.  
    Stand on the platform, keep your sword ready for a spin attack, and 
    whiz around the room to the Boss Door.  Use the Boss Key on it...
    
                             +-------------------+
                             |    Boss: Gohma    |
                             +-------------------+
    
    As long as Nintendo’s bringing back all these old bosses, why not 
    include the more popular Gohma?  Down onto the ground falls Gohma, what 
    seems to be a cross between a crab (as depicted in original games) and 
    a spider (in Ocarina of Time).  Avoid the shadow and let the fight 
    begin.
    
    For the first phase, we must excise her left claw.  When her eye is 
    closed, it’s a simple matter of slashing it.  When it’s opened, stand 
    to the left and rush in to attack it after Gohma uses her attack.  The 
    attack consists of Gohma rushing in on you diagonally at a surprising 
    pace, grabbing you with her large left claw, and slamming you into the 
    ground, doing two hearts of damage.  You can still use your sword when 
    in her grasp, though, and I advise doing so.  But, assuming you don’t 
    want to get hit, move left to avoid it, charge up a spin attack, and 
    slash it after that attack is used.  After nine or so hits, Gohma loses 
    her left claw.
    
    Without her better claw, Gohma resorts to releasing Gohma Larvae, 
    offspring.  Stand in a corner to limit their means of attack and slash 
    them as they jump at you.  They can drop recovery hearts, making them 
    beneficial for those low on health.  After defeating her numerous 
    larvae, use the Slingshot to hurl Mystical Seeds into her eye (which 
    she opens periodically).  Keep using the larvae to regain lost health, 
    which is easy to do, and keep fighting.  Six shots end Gohma’s life as 
    a boss.  But, don’t worry.  Gohma always comes back.
    
    Take the Heart Container that appears and go east.  Take this Essence 
    of Nature, Soothing Rain.  “Bathed in drops of Soothing Rain, shoots 
    grow into saplings!”  The Maku Tree has something to say.  As always, 
    the Maku Tree grows from another Essence of Nature.  And a new vision 
    he’s had shows a lake shaped like eyeglasses.  And for now, he’s off to 
    sleep.
    
    =======================================================================
    ============================Unicorn’s Cave*============================
    =======================================================================
    
                          +-------------------------+
                          |    The Pyramid Jewel    |
                          +-------------------------+
    
    Exit the dungeon and swim into the northeast corner of the water.  Dive 
    down there to enter a secret 2-D screen.  Just swim through it and 
    you’ll find the Pyramid Jewel at the end.  Hmm, what do these jewels do?  
    In any case, it’s time to visit the next dungeon.
    
                         +---------------------------+
                         |    The Power of Autumn    |
                         +---------------------------+
    
    Go to Impa’s Refuge (one screen north of Horon Village; use a Gale 
    Seed).  Head east, north twice, east, and south.  Jump the pits and get 
    onto the icy floor (assuming it’s winter.  If not, change it at the 
    stump to the north).  Go south and east to find an entrance to Subrosia.  
    Swim up to the steps and enter.
    
    We’re in the far-east part of Subrosia Village.  To the west is the 
    Great Furnace.  To the north we can see the Temple of Seasons.  Go 
    south of the portal to meet the Sign-Loving Subrosian.  Simply divine!  
    Impeccably fine!  Gorgeous design!  Notably kind!  Signs!!!  He counts 
    how many signs you’ve destroyed.  In any case, exit and go west.  Jump 
    over the lava and go west and north.  Lift the rock here to create a 
    shortcut to the rest of Subrosia Village using a Pegasus Seed and Roc’s 
    Feather.  Now return to the Sign-Loving Subrosian’s House and go south 
    of it.
    
    Jump over the gap and head south.  This is Lava Lake.  Traverse the 
    bridge and go west.  Jump to the central island and get to the left end, 
    and then jump onto the southern piece of land to go west again.  Jump 
    across these islands to see a Pokey, and a fiery type at that.  Slash 
    it three times to defeat it, and then jump north.  From where you enter 
    this screen, just jump east.  In the new screen, defeat another Pokey 
    and jump right along the lower islands and you’ll see a crown-shaped 
    object in the dirt.  Lift it with the Power Bracelet to take a Bomb 
    Flower, crop of the Gorons!
    
    Return to where I said there was a shortcut earlier involving a rock 
    (from the Sign-Loving Subrosian’s House, go west, north, and west).  
    Hop the pit two spaces long with a Pegasus Seed to aid you and go west.  
    Head north now and jump across the lava to go east twice.  Now go north 
    into the Temple of Seasons.  Now go north again, east, hop the magma 
    stream, and go north.  Two Subrosians from the Great Furnace are here 
    trying to gather ore.  Give the upper one your Bomb Flower and it blows 
    up the rocks.  They’ve gathered all the ore they need; come to the 
    furnaces any time you need something melted.  They leave and you can 
    enter the northeast corner tower.  Jump over the lava to take a set of 
    stairs up.  Walk down and you’ll enter the chamber...
    
    This is the Spirit of Autumn.  She grants you, legendary hero, the 
    Power of Autumn, the blessing of an autumn breeze.  In fall, mushrooms 
    are ripe for the picking and leaves cover pits.  Now we have all four 
    seasons!  Nothing can stop us now!  Let’s exit Subrosia through the 
    portal we came by, back to Eyeglass Lake.
    
    Swim north onto land.  Go north further and use the Rod of Seasons on 
    this stump to bring fall to Eyeglass Lake.  Now go north and east to 
    find the fifth dungeon.  Pick the mushrooms with the Power Bracelet (we 
    can in autumn) and enter Level 5.
    
                           +-----------------------+
                           |     Unicorn’s Cave    |
                           +-----------------------+
    
    Go west a room.  Defeat the Moldorm and go north twice to meet new 
    enemies.  First, take care of the Moldorm, and then turn your attention 
    to our new friends, Iron Masks.  They protect the front of their body 
    with their masks, but you can slash their backsides.  Otherwise, just 
    push them into a pit with your sword.  Defeating all enemies opens the 
    door to the upper-left; use it.
    
    Walk along the conveyor belt, but press against the wall as you go to 
    keep from falling in the pit.  Continue hugging the wall while you walk 
    until you must go north.  Jump through this part and hop left to the 
    chest.  Open it for the Compass.  Now exit this room and return to the 
    first room of the dungeon.  Go north from it to a waterlogged room.  
    Dive down to avoid Water Tektites and Peahats as you swim right to go 
    east a room.  Hop into the eastern mine cart and ride it north to a 
    treasure chest.  Open it for a Small Key and hop into the mine cart.  
    On the way down, slash the switch to the right.  Now reenter the mine 
    cart to go to a new room.  Take the stairs down to a 2-D screen.
    
    Take these ladders across the gap and jump over the pipes when the 
    Podoboos, the flames, just went.  In the next room, step near the 
    Thwomp and turn back to trigger it, and then use Roc’s Feather to jump 
    onto it.  Repeat this to the left to reach the ladder.  Take it up and 
    go east upon entry.  In this room, you must defeat two Zols and two 
    members of a new type of enemy, Gibdos.  They are mummies in Zelda 
    games, and they do not have any kickback (they aren’t knocked back when 
    slash).  They each take four hits, and you can also Slingshot them with 
    Ember Seeds to make them into Stalfos, the jumping kind.  After beating 
    all of them, open the chest that forms for the Dungeon Map.  As it 
    turns out, the dungeon is only one floor (thankfully) and is shaped 
    like a unicorn’s head.
    
    Return to the room to the west.  I forgot to mention a new enemy here.  
    You’ve met Whisps, alternately known as Bubbles, but these are REAL 
    Whisps.  When they hit you, you can’t draw your blade for a few seconds.  
    Avoid them and advance west one room.  Here, just ignore the Peahats 
    and take the stairs north a room.  Follow the path to a ledge and drop 
    down from it to the water.  Swim left through it and use your Small Key 
    on the locked door here.  Walk up to the chest in this room and open it 
    for this dungeon’s prize... the Magnetic Gloves!  With them, you can 
    attract and repel metal objects!  Press A to reverse polarity.  All 
    objects are marked S for South or N for North.  Remember, opposites 
    attract (South to North), but the same polarity repels (North to North 
    or South to South).  This is one of the most original items in the 
    series since the Hookshot!
    
    With our new item, the dungeon unfolds.  Use the Magnetic Gloves to 
    pull the ball to the north down to the switch to exit this room.  Go 
    south from there, defeat these menacing Peahats, and push the side 
    blocks down, the middle over, to reach the east exit.  Use these stairs 
    to enter the 2-D section.  Below you are some cracked blocks.  Blow 
    them and go left a screen in here.  Jump over the blasts from these 
    statues (which look suspiciously like Bowser) and get onto the moving 
    platforms.  Ride them to the left and take the ladder there up.  This 
    room is interesting.  Pushing the Armos statue on the right side makes 
    the Armos statue on the left side move in the opposite direction, and 
    we need to hit a switch on the left side.
    
    Push the statue on this side down three times, right twice, and up once.  
    Then go south now that the door is open.  Walk across this narrow path 
    (it’s best to use an Ember Seed fired by the Slingshot to make this 
    Gibdo into a jumping Stalfos that throws bones) and go west.  Here, 
    just walk left, killing Keese as you go, and use the steps to reach a 
    chest concealing 100 rupees.  Now go north of here to a room with Iron 
    Masks and Moldorms.  Note that you can use the Magnetic Gloves to force 
    the masks off the enemies.  After killing them all, head west.
    
    This room is pretty tough for those that didn’t use a Mystery Seed on 
    the Owl in the previous room, but it can be easy.  Approach one of the 
    Armos statues from the side so that you activate ONLY that one.  Now 
    stand exactly where you are, not moving, and defeat the Armos with your 
    sword, attacking them when they come to you.  Now activate the next 
    Armos statue and defeat it in the same way.  Memorize the order that 
    you defeated them in, which spaces they started in.  Open the chests 
    that form in the same order you defeated the Armos statues occupying 
    those spaces.  After getting three minor prizes, you’ll open the fourth 
    for a Small Key.
    
    Go back to the first room.  Use the western exit and take out the 
    enemies here.  The magnet to the left is firmly staked to the ground, 
    meaning that we can use the Magnetic Gloves to pull/push ourselves to 
    it/from it.  Use an N polarity to pull yourself to it and walk north to 
    open a chest containing a Small Key.  Go south now and push yourself 
    away from the magnet with an S polarity to go east to the first room.  
    Go north and swim east.  Here, take the right mine cart and have the 
    switch set up so that you go east a room rather than north.  In here, 
    use the magnet to cross the gap to the south and take the lower mine 
    cart.  When you emerge, open the chest for a Small Key.
    
    Take the cart back to the room to the northeast and then take the upper 
    cart back to the double cart room.  Take the left one this time, hit 
    the switch on your way up to go west rather than north, and you’ll find 
    a very cool rotating magnet.  Using an S polarity, attract yourself to 
    the magnet and hang onto it.  When your back is to the west, change 
    polarity quickly to reach the floor there.  Open the chest for another 
    Small Key.  Take your cart back to the first cart room and enter the 
    right cart.  Make sure the switch has the tracks moving to the east.  
    In the room you come to, use your Small Key on the door to the east.
    
                               ----------------
                               Mini-Boss: Syger
                               ----------------
    
    This is actually a pretty tough mini-boss.  Syger drops in and shows 
    itself – a saber-tooth tiger with spikes and a ball at the end of its 
    tail.  All you have to do is slash the ball to defeat it, but its 
    attacks are wild and lethal.  It rolls into a ball and moves across the 
    room faster than you do with Pegasus Seeds.  It has spikes, and it will 
    try to hit you.  Its movements are unpredictable, and it makes abrupt 
    turns and stops at seemingly random intervals.  Use Pegasus Seeds on 
    yourself throughout the battle to increase your speed, which will make 
    you harder to hit.  When Syger stops rolling and stands there for a 
    second, his tail will be pointed to the left or right.  Approach it and 
    slash it.  A spin attack is preferable.  After taking a hit, Syger 
    assumes ball form and starts the cycle all over again.  After several 
    hits, it explodes, leaving you a portal and a Fairy.
    
                               ----------------
    
    Return to the first cart room and use the left cart to go north twice.  
    Kill any Keese or Zols in your way and take the steps up, walk right, 
    take them down, and go east a room.  Above you is another new enemy, 
    the Kanalet Soldier.  This particular one is an archer.  Use your 
    Wooden Shield to block its arrows and slash it to defeat it.  After 
    that, push the block to the right to the right to make a magnetic orb 
    fall down.  Use your Magnetic Gloves to repel it to the right, in line 
    with the Switch, and then to push it north onto the switch.  This opens 
    the door to the north.
    
    Go back to the mini-boss room and go north of it.  Before continuing 
    west, let’s go east.  In this room, use the Boomerang to defeat both 
    Sparks and to get Fairies.  Then go north, press the switch, and then 
    go around the bend to actually go north a room.  In this room, make a 
    run for the doorway to the west, jumping over laser fire of the Beamos 
    if possible.  You’ll come to a room with enemies known as Magnites.  
    They are very annoying.  Use the Magnetic Gloves to pull them to you or 
    pin them against a wall and slash them as many times as possible.  
    Meanwhile, they’ll be switching polarities and spitting fireballs at 
    you.  When you’ve defeated them all, go west.  Here, use the Magnetic 
    Gloves to push the orb here into the fire.  It’s very important that 
    you do.
    
    Return to the mini-boss room and go north.  Use a Small Key on the 
    locked door to the upper-left and you’ll be back in the magnet orb room.  
    Head north through the door you opened earlier.  Now, if you pushed the 
    orb into the flames earlier, you can now retrieve it.  Use an S 
    polarity to keep the orb in front of you and walk in front of the flame 
    throwers.  The orb acts as your shield, and you can use a Small Key to 
    the north.  Take the stairwell to the right into a 2-D screen.  Use the 
    Magnetic Gloves to bring yourself up to the magnet above and then fall 
    down to the left.  Jump onto the platform to the left and jump to the 
    ladder.  Take it down.
    
    Jump to the platform to the right and jump repeatedly on it as not to 
    be moved off of the platform.  Jump to the next one and leap to the 
    ladder to the right when it’s high up.  Use the Magnetic Gloves to 
    raise yourself into the air and then fall to the right to claim the 
    Boss Key.  And now the boss if within our sight.
    
    Return to the mini-boss room and go north.  Unlock the block to the 
    upper-right with your last Small Key and descend down the stairs.  Use 
    the Magnetic Gloves to repel yourself from the magnet below and fall 
    left onto the platform from it.  Use them again to rise and fall left, 
    and then go left a screen.  Here, use the Boomerang on the Sparks to 
    heal yourself with Fairies (and rid yourself of them) before acting.  
    Use the Magnetic Gloves to rise up to the ladder to the left and take 
    it up to the room before the boss.
    
    Keep the Keese in mind as you go through this room.  Also, remember 
    that you can quickly reverse polarity while over a pit and still not 
    fall in if you over/undershoot in here.  Pull yourself to the magnet 
    ahead but stop to get onto the platform.  Pull yourself to the right, 
    and go up to the top of the platform you come to.  Pull yourself to the 
    left and stop on the platform before the Boss Door.  Heal yourself with 
    the recovery items beneath these jars and open the door to meet your 
    destiny...
    
                           +-----------------------+
                           |    Boss: Digdogger    |
                           +-----------------------+
    
    Of all the bosses from The Legend of Zelda for the NES, this had to be 
    the lamest of them all.  In the original Zelda game, this boss required 
    you do one thing: play the Flute.  Sometimes you’d have to attack it 
    afterward, but rarely.  Well, playing the Flute won’t help you now.  
    Digdogger has changed its look and now bounces around the room to 
    attack.  While not too difficult, it’s a lot harder than before.  
    Digdogger is invincible to all of your attacks, but we can hurt it 
    indirectly.
    
    Use the Magnetic Gloves to pull a spiky ball toward you.  You must 
    direct the ball into Digdogger’s body by using them.  In case you were 
    wondering, an N polarity attracts it, while S repels.  Just be careful 
    not to hit yourself with it.  After three or so hits, Digdogger turns 
    into miniatures of itself, and they’re tough.  Use the ball to hit them 
    all at once and then turn your attention to the boss, which the 
    surviving infants gather up into (note that some destroyed ones leave 
    recovery hearts).  After many hits, Digdogger will be destroyed.
    
    Grab that Heart Container and go north to see an Essence of Nature, 
    Nurturing Warmth.  “Balmy days build strong saplings with their 
    Nurturing Warmth!”  Outside, the Maku Tree has some words for you.  
    Stronger than before, he has had a dream of you within vast ruins.  
    Perhaps the essence is within.  And now, for nap time.
    
    =======================================================================
    ============================Ancient Ruins*=============================
    =======================================================================
    
                           +-----------------------+
                           |    The Round Jewel    |
                           +-----------------------+
    
    Let’s go to Gnarled Root Dungeon’s entrance (don’t enter).  Go south of 
    it and get in the water.  Swim west into Holodrum Plain and then south.  
    Swim to the stairs, take them up, and enter the house.  Talk to the Old 
    Man here and he’ll give you, keeper of the essences, the Round Jewel.  
    What do these mysterious jewels do?
    
    While we’re in the area, swim west twice and enter the cave.  Open the 
    chest for a ring.  You can swim west of there for a shortcut to Spool 
    Swamp.  If you swim west of Gnarled Root Dungeon and then north a few 
    screens, you can find an island with a soft soil patch in it.
    
    While we’re doing this type of side quest, go to Impa’s Refuge in North 
    Horon.  Head east, north twice, and east of it.  Change the season to 
    autumn.  Now go west and south twice.  Head over the bridge to the east.  
    All the pits are covered by leaves.  Jump over the first one and walk 
    to a chest containing a Gasha Seed.  There’s another Gasha Seed hidden 
    in Eastern Suburbs; you must use a Deku Flower in spring to reach a 
    staircase.  Inside, use the Magnetic Gloves to repel yourself across a 
    pit and to a Gasha Seed within a chest.  Now, to the matter at hand.
    
                         +---------------------------+
                         |    Great Moblin’s Keep    |
                         +---------------------------+
    
    At the end of Natzu Prairie, Great Moblin has set up an arsenal of 
    cannons to attack those that try to reach Sunken City.  Either they pay 
    his toll or get blown to smithereens.  Let’s end this injustice.  Go 
    west from Sunken City and go north, west twice, south three times, and 
    then east.  Swim to the ladder and take it north.  Go north again to 
    find Moblin’s Keep.  Enter through either door.  Two Moblin swordsmen 
    guard this staircase.  Defeat them and take it to... Great Moblin.  He 
    won’t let you stand up to him anymore.  Victory shall be his!
    
    It’s quite a simple battle.  Great Moblin walks around and throws bombs 
    at you.  Lift them with the Power Bracelet and throw them back at him.  
    They’ll explode and he’ll take damage.  Five hits and he strikes a 
    really weird pose.  As long as he doesn’t drop his bombs behind him and 
    start a fire, he can’t lose!  Hit him one more time while he’s holding 
    a bomb and he drops it behind him, causing a fire that lights all the 
    bombs and blows up his keep.  After swearing revenge, he runs off with 
    his Moblin henchmen.  Open the chest that is revealed for a Piece of 
    Heart.  For future reference, the Great Moblin now inhabits a house in 
    Sunken City as his new base of operations, but he won’t be causing any 
    trouble for quite some time.
    
                           +-----------------------+
                           |    The Iron Shield    |
                           +-----------------------+
    
    It is time to upgrade our Wooden Shield.  Also, it’s time to do other 
    things.  Now that we have the Magnetic Gloves, we can access almost all 
    parts of Subrosia.  First, go find Rosa and ask her out on a date.  I 
    warn you in advance; do not enter 2-D screens or caves unless I tell 
    you to; Rosa will excuse herself from the date if you do.  From where 
    you find Rosa, go north, west, north, and west.  Use the Magnetic 
    Gloves to repel yourself (and Rosa) left and go west.  Jump to the 
    island, jump north, and go north a screen.  Enter the house and hop to 
    the Gasha Seed.  Now exit.
    
    Go west three times and then go north.  Jump the pit, and go west, then 
    south.  Clear the gap with the Magnetic Gloves and go right to a chest.  
    Open it for Blue Ore.  They say that Blue Ore mixed with Red Ore makes 
    Hard Ore, the best kind.  This next part requires some fancy moves.  Go 
    back to the previous screen.  Repel yourself from the right magnet so 
    that you cross the pits to the south.  Now go left, jumping the gap, 
    and use the Shovel to dig at the square for a ring.  We’re done here.
    
    Make your way to Subrosia Market.  Go north of it, enter the cave, exit 
    to the left, and go north three times.  Here, go left to a new set of 
    stairs and go south.  Go west twice and then north.  From here, go west 
    and south.  Open the locked door with Rosa’s Key and enter.  Open the 
    chest within for a Gasha Seed.  Now exit the cave and go north, west 
    twice, and south.  Enter this cave and open the chest for a Gasha Seed.
    
    Now to get the Red Ore.  Pay a visit to the Sign-Loving Subrosian.  
    From its house, go west twice.  Use the Magnetic Gloves to cross the 
    pit; enter the cave.  Go north to a staircase and open the chest 
    afterward for Red Ore.  Now let’s mix them!
    
    Go to the Great Furnace in east Subrosia (north twice and west of the 
    Sign-Loving Subrosian’s Home).  Talk to the master of the furnace (the 
    one with the band on its head) and give it the Red Ore and Blue Ore.  
    After doing a strange dance as the ores are mixing, they reward you 
    with Hard Ore.  Pick it up.  What can we forge with this?  Only three 
    Subrosians know.  Let’s see the... Subrosian Smithy.
    
    On the map, the Subrosian Smithy is southwest of the Subrosia Dance 
    Hall.  Enter and talk to the manager.  They do the finest work in all 
    Subrosia, but they only take on jobs that interest them.  The master 
    speaks apparently, and the manager relays the message.  That Hard Ore 
    we have could make our cheap shield amazingly fine.  He asks what’ll it 
    be.  If you say “Make it fine,” you won’t get it made (you put too much 
    value in your possessions!).  Say “Do Whatever” and the master actually 
    does the work.  It’s the finest in the land!  Treat it like an heirloom.  
    You got the Iron Shield!  It’s larger than the Wooden Shield and thus 
    better.  Unfortunately, it cannot be used as a portable magnet orb.
    
                          +------------------------+
                          |    The Treasure Map    |
                          +------------------------+
    
    So, we’ve already gotten most of the jewels already, but we should 
    still get the map leading to them.  I mean, why not stop at Subrosia 
    Market while we’re in Subrosia?  First, stop at Subrosia Market.  The 
    lowest item is a shiny thing with “Member’s Card” written on it.  Buy 
    it?  The price is low.  Take it off his hands and return to Horon 
    Village.
    
    Go to the town shop.  Try to walk behind the register and the man stops 
    you.  Only members may go beyond this point!  Then he notices that you 
    have a Member’s Card.  You may pass.  Walk to the door, take the stairs 
    down, and prepare to empty your wallet.  First off, you need to buy the 
    Treasure Map for 200 rupees (well, you don’t need to, but it looks good 
    on the Item Screen).  Then you can buy a larger Seed Satchel, capable 
    of holding 50 of any seed, for 300 rupees.  Lastly, there’s a Gasha 
    Seed for 300.  You cannot have enough money to buy beyond that, but a 
    Gasha Seed for 500 rupees replaces that seed.
    
                         +--------------------------+
                         |    The X-Shaped Jewel    |
                         +--------------------------+
    
    It’s time to take the final jewel for our own.  Go south of Hero’s Cave 
    in Western Coast and walk into the water.  Use the Slingshot to light 
    the torch (shoot an Ember Seed, of course).  Suddenly, the dock extends 
    far into the water.  Take it to an island with a question mark on it 
    and a sign reading “The Black Beast rests here.”  Use a Mystery Seed on 
    the ? Mark and boss battle music starts playing.  It’s you versus a 
    Moldorm in a battle to the death!  Slash it four times for an easy win, 
    making a chest materialize.  Open it for the X-Shaped Jewel, the final 
    jewel in the series.  But WHAT do they do?
    
                           +----------------------+
                           |    A Jewel Review    |
                           +----------------------+
    
    For those of you just tuning in, it’s time to review where all four 
    jewels are, as we collected them quite some time ago in this guide.  
    May I have a drum roll, please?  And now, the locations are...
    
    Square Jewel: This is located in Spool Swamp, the eastern side.  It is 
    hidden in a cave that must be bombed to be opened, right near a Pincer 
    (south once and east twice of the portal to Subrosia).  We cover this 
    under “Spool Swamp Secrets” at the beginning of the Dancing Dragon 
    Dungeon section.
    
    Pyramid Jewel: Hidden just outside the entrance to Level 4, the Dancing 
    Dragon Dungeon, this is cleverly concealed in water on Mt. Cucco.  You 
    must dive in the northeast corner of the screen and swim through some 
    water (in 2-D!) to reach this little number.  That was covered under 
    “The Pyramid Jewel” in the Unicorn’s Cave section.
    
    Round Jewel: Covered at the beginning of this very section, this is 
    found by swimming in the water south of Gnarled Root Dungeon to find an 
    Old Man in Holodrum Plain in a screen only accessible by water.  He 
    says “Oh keeper of the essences!  I have awaited your arrival!  I give 
    you this!” and later “I have nothing more to give.  Be on your way!”  
    Yes, he gives you the Round Jewel.
    
    X-Shaped Jewel: Covered in the sub-section just above this one, the X-
    Shaped Jewel is perhaps the toughest one to figure out.  Go south of 
    Hero’s Cave and light the torch with the Slingshot & Ember Seeds.  This 
    extends the dock; walk across it to an island.  Use a Mystery Seed on 
    the question mark and you’ll face off against the Black Beast, a.k.a. a 
    Moldorm.  Defeat it and open the chest that results for this X-treme 
    jewel.
    
    Now, I know what you’re all wondering: “When is he going to get on with 
    the dungeon!?”  Ah, in short time, we will.  Also, a select few of you 
    may be wondering: “What are the jewels for?”  And there might even be a 
    few of this: “Why am I reading this trash?”  Don’t worry, though; I’ll 
    answer all your questions before the end of this section.
    
                             +------------------+
                             |    Tarm Ruins    |
                             +------------------+
    
    Use one of your Gale Seeds to warp to the Gale Seed tree in Spool Swamp.  
    Head east of it and go north to find the gate to Tarm Ruins, the 
    legendary rubble.  Hey look!  There are slots here...  A circular one, 
    a pyramid one, a square one, and an X-shaped one...  These are slots 
    for our jewels!  Insert each of them into the slots and the gate to the 
    ruins opens.  Go north into this strange place.
    
    Use the Rod of Seasons to call forth summer from atop the stump.  Climb 
    the vines to the north to find two Kanalet Soldiers.  Defeat them both 
    before traveling west a screen.  Descend down the vines to go south.  
    Push the Armos statue here to the left and a staircase comes partway 
    down the mountain.  Return to the original stump and call forth winter.  
    The tree to the left is now bare, allowing us to go west.  Use the snow 
    to reach the steps that we created earlier and you’ll reach a stump.  
    Push the lower Armos statue forward and call forth autumn.
    
    The statues are now in the water.  Go east, defeat your foes, and lift 
    the mushrooms.  Here, defeat a Deku Scrub (deflect its seed back at it 
    with your Iron Shield) to get it to talk.  It tells us that if we are 
    lost in the Lost Woods, go west, south, east, and north, taking each 
    step in a warmer season.  Now exit and go east.  Swim north from here, 
    making sure it’s still fall, and lift the mushrooms to advance to the 
    west.  Here, bomb the north wall to find a Fairy Fountain.  Afterward, 
    exit, defeat the Like Likes, and go south.
    
    Go west to find the Lost Woods.  Yep, even Holodrum has some.  Likes 
    Likes are pouring in from the south.  No matter which direction you 
    take, you’ll always come back to the same screen (except east, which 
    leads to the previous screen).  Remember what that Deku Scrub told us 
    earlier?  This is how to get out of here.
    
    1) Change the season to winter.  Go west.
    
    2) Call forth autumn and go south.
    
    3) Make the grass wet with spring dew as you go east.
    
    4) Lastly, turn up the heat with summer.  Go north.
    
    You’ll exit the Lost Woods to a new region of Tarm Ruins, one that 
    looks more like ruins.  Go north in it, not touching the Armos, to find 
    more statues.  Go north again to find a Gale Seed-bearing tree.  We can 
    now warp there, which is exactly what we wanted.  We now have a 
    shortcut to Tarm Ruins for future reference.  For now, we’re going to 
    stop for an important but optional side quest.
    
                           +-----------------------+
                           |    The Great Trade    |
                           +-----------------------+
    
    It’s high time we got this trade over with.  The reward is well worth 
    it, and it won’t be too difficult.  Let’s get through this series of 
    give and gets.
    
    1) Dr. Left is a man with large, green tufts of hair that lives in 
    Horon Village (three screens south of the Maku Tree).  The biologist 
    wants to read his books, but it’s too dark.  Use an Ember Seed on the 
    torch to light the room.  He rewards you with one of his books, the 
    Cuccodex.  It’s “the complete Cucco fact book.”  Cuccos are chickens in 
    Zelda games (don’t abuse them!).
    
    2) Go north of where you met Din, the Oracle of Seasons, and you’ll 
    find the home of Malon and Talon (yes, the owners of Lon Lon Ranch from 
    Ocarina of Time).  Talk to the girl here, Malon, and she’ll reveal that 
    her father went to climb Mt. Cucco, and so she has to care for the 
    Cuccos.  But, she doesn’t know a lot about it.  I know!  Let’s give her 
    the Cuccodex.  To thank you for it, she gives you a Lon Lon Egg, the 
    prized produce of Lon Lon Ranch.  They’re supposedly all the rage with 
    cute girls.  It seems to be a beauty aid.
    
    3) It’s time to slay some monsters, as you need to kill 30 of them to 
    make Maple appear.  She’s the next link in the trading chain.  After 
    running into her, the Lon Lon Egg pops out of your deep pockets.  After 
    introducing herself as the Great Witch Syrup’s apprentice, she notices 
    your egg.  They’re all the rage with girls now!  You’re a boy (directed 
    to Link, not necessarily the player), and you don’t need it!  She gives 
    you a doll for it.  You got the Ghastly Doll!  Looking at it gives you 
    chills.  Who would want this?
    
    4) On your way to Spool Swamp, you’ll meet Mrs. Ruul in her villa (why 
    she lives away from Mayor Ruul is unknown.  Perhaps they’re brother and 
    sister).  Specifically, she lives one screen south from the final cliff 
    in Holodrum Plain.  Mrs. Ruul finds the springtime hot, and not even 
    her Soothing Pool can help.  She needs something creepy to send chills 
    down her spine.  Let her take a gander at the Ghastly Doll and she 
    rewards you will an old Iron Pot.  Who would want this “well-seasoned” 
    pot?
    
    5) Enter Subrosia from the Woods of Winter entrance.  Go south (left 
    side), west twice, north, west, and south twice to find the home of the 
    Subrosian Chef.  Enter and talk to him.  If he had all the ingredients, 
    he could make us a tasty soup.  But not without a fine iron pot that’s 
    been well-seasoned...  Let it have the Iron Pot to make the great soup.  
    It melts down the pot to make Lava Soup, a harmony of flavors!  It’s 
    molten hot.
    
    6) Remember Biggoron?  Since winter came to Goron Mountains (it’s 
    always winter up there, but this was in far more severe), and since 
    Biggoron can’t very well fit inside the caves, he’s caught a cold.  If 
    only he had some soup, preferably hot soup, to drink...  Head over to 
    Biggoron, living in the northwest corner of Goron Mountain.  Give it to 
    him to cure him of his cold.  As a symbol of his gratitude, he gives 
    you the Goron Vase.  All the collectors want it!
    
    7) Ingo is a collector of vases in Sunken City (yes, Ingo, also a 
    worker in Lon Lon Ranch from Ocarina of Time).  No matter how often he 
    asks, Biggoron never gives him the Goron Vase!  He’d even give his 
    dinner for it - Fish!  When he sees you have the vase, he’s begging you 
    for it!  Give it to him for a “Yahoo!”  In thanks, he gives you his 
    last fish.  Now his collection is complete!
    
    8) Who could want a Fish?  Cats like it...  Go east of Impa’s Refuge to 
    find a man with a megaphone calling for Mittens, his kitten.  Mittens 
    is stuck in a tree, and won’t come down no matter how much he calls for 
    her.  But, if you give him your Fish, which is her favorite snack, 
    she’d come down for sure!  Mittens jumps right down.  To reward you, he 
    gives you his Megaphone.  It could wake up even the sleepiest of people.
    
    9) Go to Mt. Cucco and bring spring to the land.  Go west of the stump 
    three times, hop in the Deku Flower to be sent upward, and go north.  
    Enter the cave to find a sleeping man.  It’s Talon, Malon’s dad!  He 
    went to hike up Mt. Cucco but never returned!  And he’s sleeping 
    because snow caved him in!  Use the Megaphone to wake him up.  He slept 
    clean through winter!  Ah, he can’t reach the summit now; he’ll go back 
    to Malon.  He takes the Megaphone since we don’t need it and he gives 
    us the Mushroom that grew in his cave.  We can also reach the chest in 
    here by pushing the upper block over, the lower one down, and open it 
    for a Magical Ring.
    
    10) Return to Sunken City and change the season to winter.  Go south of 
    the stump twice and use the snow to go north.  Enter Syrup’s Potion 
    Shop and talk to Syrup.  She would send Maple out to find Mushrooms on 
    Mt. Cucco, but she hasn’t returned.  Give her the Mushroom and she’ll 
    trade her Wooden Bird.  It looks real!  Also, Syrup now opens shop 
    selling Magic Potions, which refill your hearts after you die.  She 
    also sells Gasha Seeds for 300 rupees, the same price as potions.
    
    11) Return to Horon Village.  North twice of the Ember Seed tree and 
    west once is the Clock Shop.  Enter and talk to the owner.  He wants to 
    make a Cuckoo Clock better than any before, but he needs a Wooden Bird 
    that he likes.  A breathtakingly realistic one will do.  Let him have 
    it and he’ll give you Engine Grease.
    
    12) Go to the Eastern Suburbs, east of Horon Village.  Enter the cave 
    here and take the left staircase up, and then the next one.  We come to 
    Guru-Guru, who is playing the Song of Storms from Ocarina of Time.  If 
    he could just oil his windmill, it would go faster.  Give him Engine 
    Grease and he gives a Phonograph playing the Song of Storms.
    
    13) Go to Tarm Ruins.  Two screens south of the Fairy Fountain is a 
    sapling.  Burn it and enter the cave to find a music-loving Deku Scrub.  
    Let it listen to your Phonograph’s recording of the Song of Storms and 
    he jumps for joy.  Since you were so kind to it, it will teach you the 
    way to its Secret Spot.  It says “If temperatures rise as you go far to 
    the west, you’ll find it!”  What could that mean?  Note that to the 
    west (you may want to go there to get it on your map) is a breeding 
    ground for Like Likes considered part of the Lost Woods.
    
                           +-----------------------+
                           |    The Noble Sword    |
                           +-----------------------+
    
    Just like in A Link to the Past, the Lost Woods hold the secret to the 
    second sword.  And I figured, as long as were upgrading our shield, why 
    not our sword?  Go to the Lost Woods.  This time, we will exit, but 
    we’re following these steps.
    
    1) Call forth winter.  Go west.
    
    2) Change the season to autumn.  Go west.
    
    3) Make it springtime.  Go west.
    
    4) Let it be summer.  Go west.
    
    This leads to that Deku Scrub’s Secret Spot.  Boy, he must like playing 
    by this pedestal... with a sword plunged into it!  Approach the 
    pedestal and press A.  You got the sacred Noble Sword!  It’s 1.5 times 
    as powerful as our Wooden Sword.  When you’re at full health, you can 
    release a sword beam from it with each slash!  You can also break vases 
    with only a swipe instead of using the Power Bracelet.  The same goes 
    for signs.  From now on, destroy every sign you come to.  It’s good for 
    getting a ring later on.
    
    Note: In a main-linked game, the Noble Sword becomes the Master Sword, 
    a stronger blade from A Link to the Past.  In a return linked game, you 
    get the Biggoron’s Sword, the strongest of them all.  I will assume you 
    have the Noble Sword for the rest of the guide, though.
    
                             +------------------+
                             |    To Level 6    |
                             +------------------+
    
    Back on track, it’s time to get on with the show instead of sitting 
    around doing side quests, no matter how awesome their rewards may be.  
    Use Gale Seeds to warp to the tree in Tarm Ruins.  Head east of it.  
    Here, you’ll face off against a Ball & Chain Soldier, the ultimate 
    knight.  This is the perfect opportunity to wreak havoc on it with the 
    Noble Sword.  Perhaps I overuse it, but the best seed (aside from the 
    Gale Seed, of course) is the Pegasus Seed.  Use one and run circles 
    around this guy, slashing when you get the chance.  It’s especially 
    vulnerable in its back.  To defend against its attack, you can the Iron 
    Shield, by the way.
    
    Hop on the stump and change the season to autumn.  Head best, pick the 
    fungi, and burn the sapling.  Open then chest for a Gasha Seed.  Now go 
    back east.  Do not let it remain autumn; ‘tis the season of winter.  Go 
    south, east, and north to a snow pile.  Walk up it to the north and go 
    west.  Push the lower statue left.  Now we have a shortcut up here; if 
    you ever need to get back up here, use the Deku Flower below in spring.  
    And in all seriousness, we have to change the season to spring.  Drop 
    down, call forth spring, and launch yourself back north.  First, go 
    east.  Note that you *can* burn down the saplings to see an Old Man 
    here, but he will make you refund his door.  Instead, go west twice to 
    a tower, cutting down the bloomed Rock Flower as you go.
    
    Huh?  What the...?  The sky grows dark and lightning hits the ground.  
    A hooded figure appears!  Who could it be?  After calling us foolish, 
    they announce that by saving Din, we only fill the world with 
    destruction, sorrow, and ultimately despair.  Their great sacrifice 
    will be offered, and the Evil King revived...  Then people will know 
    true pain as darkness falls across the land.  Okay, am I the only one 
    who heard this nutcase?  Regardless, it leaves, letting us enter the 
    tower.  THIS is the ruins they refer to in “Tarm Ruins.”
    
                            +---------------------+
                            |    Ancient Ruins    |
                            +---------------------+
    
    Creative name, eh?  This is a tower, and as such it has the most floors 
    of any dungeon in the game.  Lucky for us, it’s pretty straightforward.  
    Go north a room and take the steps up.  Take the ones to the right down 
    and head east.  Pass the Gibdos and statues shooting flames to go east 
    again.  In this room, defeat the Ropes and check the south wall with 
    your sword.  As it turns out, the south wall can be blown up.  Do so to 
    find a hoard of rupees!  Dive in and head north one you’re done 
    collecting them.  Now return to the first room of the dungeon.
    
    Go north twice to a room with a dial in it.  You’ve never really 
    experienced the horrors of dials, but you will shortly.  Walk into it 
    to be deposited to the east.  Defeat the Spark in here with the 
    Boomerang to earn yourself a Fairy (the Ropes can also be destroyed).  
    Now go east and stop as soon as you enter the room.  There are Razor 
    Traps to the north and south.  Hop over their line of attack (using 
    Roc’s Feather).  Immediately slash the crystals and hop away from the 
    pit afterward to avoid the crumbling floor.  Make your way to the chest 
    in here and open it for 5 rupees.
    
    This is one of those rare occasions where Roc’s Ring really helps.  
    Defeat the Gibdos and work your way to the south.  Go through the door 
    here to return to an old room.  Go west from here twice and then north 
    back to the dial room.  Now we’re deposited to the west.  Enter the new 
    room and go south.  Defeat these Ropes and take the staircase to the 
    left up north.  Open the chest here for the Dungeon Map.  As you can 
    see, there are five floors, and they become progressively smaller as 
    they rise.  Now go south and north through the doorway.
    
    Here, get up against the blocks to the left.  Drag the magnetic orb 
    through the blocks using the Magnetic Gloves and position it as close 
    to the pit but not in the pit as possible.  Then jump the gap and take 
    it to the right so that it’s near the edge.  Hop down and pull the 
    magnetic orb back down to you.  Walk right with it to the large pit on 
    the east side of the room.  Push it forward, walk right, and pull it to 
    you to cover the switch.  This make a Small Key fall down.  Take it 
    with you to the south.  Go east from there and south from the dial room.
    
    First, use your Small Key on the locked block to the left.  Then stand 
    near the door to the left.  Drag the magnetic orb toward and push/pull 
    it onto the switch to the lower-right.  This keeps the door to the left 
    open.  Good; we want it that way.  Go north through the dial.  
    Manipulate the dial so that it deposits you to the north (you can do 
    this by going west, north, and east into the dial).  Go north of there 
    to defeat two Ropes and a Spark (with the Boomerang).  Now direct the 
    orb here onto the switch using the Magnetic Gloves to make a staircase 
    assemble itself to the northwest; take it 2F.
    
    If possible, defeat the Keese in here before attempting the jumps using 
    the Boomerang (or sword, which is more reliable but has shorter range).  
    Hop over the spikes to the right and stop.  Ahead is a blade trap.  Run 
    in there, slash the crystals, and dash down the passage (Pegasus Seeds 
    are optional) to reach another one.  Jump past it and slash the 
    crystals to continue to the door.  Take it south.  Open this treasure 
    chest for a Small Key (to the left).  Also note the presence of Spiked 
    Beetles; you can knock them over with the Iron Shield and then slash 
    their hides for victory.  Now, please, return to the first room of the 
    dungeon.
    
    Go north twice into the dial room.  Come at the dial from different 
    rooms, manipulating it deposit you to the east.  Take that route, 
    defeat the Ropes and Spark, and use the Small Key we found upstairs on 
    this locked door.  Quickly jump to the platform to the right and go 
    east a screen to avoid the fire of the Beamos.  Here, walk around the 
    wall, jumping when necessary, to reach a switch.  Don’t press it yet.  
    First, use a Pegasus Seed on yourself.  A bridge forms to the west but 
    the floor begins to disappear.  Quickly run to the bridge before the 
    way is gone.  Take it west to find a staircase.  Rather than use it to 
    return to 2F, keep it in mind and push the block to the south into the 
    pit.  Now jump down and ride the platforms to the left corner of the 
    room, jumping to avoid the Beamos’s laser.  Then jump north to a chest.  
    Open it for the Compass.  Now jump back to the opening you made by 
    pushing a block into the pit.  Take the stairs to 2F.
    
    There are quite a few chests left to be opened, and this room contains 
    one.  Ignore the Gibdos for now and walk left to a treasure chest.  
    Take its contents – ten Bombs – before exterminating the mummies 
    present in this room.  With the Noble Sword, they require only three 
    hits.  Now, bomb the southeast part of the wall to pass south.  In here, 
    carefully walk to the chest and open it for 5 rupees.  Do not touch a 
    single Armos here or they all come to life.  After that, go south a 
    room.  It exists only as an escape from the Armos.  Defeat these 
    Shrouded Stalfos, go north, and walk around the upper path to go west.
    
    Quickly jump over the pit, walk forward a bit as not to be knocked back 
    into the hole, and present your Iron Shield to the Spiked Beetles.  
    They’ll crash into it, letting you defeat them with a stroke of your 
    sword.  After that, push the trampoline to the left over to the colored 
    tile.  Jump on it to enter 3F.  Don’t worry; we’ll finish up with the 
    lower floors later.  Go south to meet a Ball & Chain Solider.  Stand to 
    the upper-right of it and block its attack with your shield.  Then 
    slash its shoulder until it dies (three hits).  Or, you could just skip 
    it go east.  Walk forward, avoiding Armos, and open the chest.
    
    It’s the Magical Boomerang, this dungeon’s prize!  With it, a whole new 
    realm of fighting is opened!  The Armos here awaken, which is the 
    perfect chance for you to test out your newest weapon.  If you throw it 
    and hold A, you can control its flight path.  It can easily destroy a 
    line of grass or bushes, too.  And it stuns and hurts enemies.  In fact, 
    two blows of the Boomerang and an Armos is killed.  How do you like 
    that?  After defeating all of them, try practicing with it (you’ll wish 
    you had done so when you reach the boss).  Try standing in one slot in 
    the blocks and hitting the one next to you with the Magical Boomerang.  
    Controlling it can be tough, but you’ll have to master it.
    
    When you’re ready to leave, go west and fall in the hole in the 
    southwest corner.  You’ll fall through another hole and end up in the 
    second room of the dungeon on 1F.  No matter; we wanted to go back here.  
    From where you land, you’ll notice the magnetic orb’s position has 
    reset.  Pull it back down to the switch and go west.  Defeat the 
    onslaught of Ropes that come your way, first of all.  Then go left, 
    take the steps up, and go north.  Head west from there to a new room... 
    full of traps.  First, open the chest to the upper-right for 10 rupees.  
    Then bust out the Pegasus Seeds, use one on yourself, and dash through 
    the maze, running from blade traps and dicing up crystals as you go.  
    Run all the way to the end, jump onto the switch the Razor Trap is 
    guarding, and jump north over the impending blade traps as you run to 
    the door.
    
    Here, we must use the Magical Boomerang to hit a switch around a tight 
    turn.  Stand against the rail, throw the boomerang, and let it turn to 
    pass the statues and strike the crystal switch.  A staircase to 2F 
    forms; ascend it.  Now we’re in the main half of 2F, the part we need 
    to get through to advance in the dungeon.  First, I advise decimating 
    the resistance, a.k.a. Gibdos.  You can do this by hitting them with 
    the Magical Boomerang four times, stunning them on the first hit.  Then 
    you have two choices.  The right leads to nothing but a trap.  Let’s go 
    south into a new room.  Stand against the rail and throw the Magical 
    Boomerang so that it hits the moving crystal switch to the right.  The 
    southern door opens.  Pull out the Iron Shield and walk right.  
    Immediately turn to face the machine spewing arrows/spears to defend 
    yourself with your shield.  Hold the shield in one hand and Roc’s 
    Feather in the other.  Keep the shield button pressed and jump backward 
    with Roc’s Feather, turning north when you land.  Repeat this until you 
    can go south.
    
    First, send the Magical Boomerang the Spark’s way to release a Fairy.  
    Then hop left into the pit.  Cover yourself with the Iron Shield when 
    you land to keep the Spiked Beetles at bay.  Killing them or not, go 
    south.  Just skip over the Hardhat Beetles and take the northeastern 
    exit.  In here, jump onto a platform, turn left, and let the seeds fly.  
    Use the Slingshot to fire Ember Seeds left, right, left, right, and 
    left, all in close succession, to light all torches.  This creates a 
    staircase ahead of you.  Jump to it!  In the room you come to, you are 
    forced to grab a fake rupee worth 200 (but not actually giving you 200).  
    This causes the walls to begin to cave in (if they crush you, you die.  
    You’re better off saving and quitting instead of being crushed).
    
    Give yourself a Pegasus Seed for good luck.  In the other hand, put 
    yourself down for Roc’s Feather.  Run.  Run like you’ve never run 
    before I said RUN!!!!  Leap over the spikes and turn at the end to 
    continue running.  Ignore conveyor belts by jumping clear over them.  
    If you make it, run left and open the chest for the Boss Key.  Believe 
    it or not, we’ve now gotten all the chests but one.  Go back to the 
    previous room.  It’s no longer contracting.  Use the stairs here to go 
    back up to 3F.  Defeat these Stalfos and go north (push the upper-left 
    block to open the door) to a room of Ropes.  Defeat them all and fall 
    into the hole to the right.  Go down and around to pick up a Small Key 
    from the chest, the last in the dungeon.  Now go north, bounce back up 
    to 3F on the trampoline, and use the Small Key to go north (use the 
    Fairy beneath the pot before doing so!).
    
                                ---------------
                                Mini-Boss: Vire
                                ---------------
    
    It’s Vire!  He’s Onox’s loyal henchman (and a common enemy from The 
    Legend of Zelda for the NES).  He heard someone one trying to stop Onox, 
    but now he sees it’s just some kid!  He can take you.  Yeah, well, uh, 
    I can’t think of a snappy comeback right now, but when I do...
    
    Vire is a pretty easy sub-boss thanks to the way Vire attacks.  He is 
    very standoffish, and, like in Link’s Awakening, can fly over walls to 
    get a better angle to attack you at.  Stand in the center of the room, 
    hold your sword out, and wait.  Vire will swoop in from the walls, most 
    likely a corner, and try to attack you.  Spin attack Vire to deal 
    damage.  He calls you “bully” and he “gets serious” as you fight, but 
    he isn’t letting up yet.  Note that you don’t have to dodge his attacks; 
    just slash them with your sword.  Patience is the key to victory.
    
    Eventually, Vire changes tactics.  Now he attacks by circling around 
    you and firing instead of lunging at you in one swoop.  And as tempting 
    as it is to try to run up to him, don’t try it.  He’ll just run away 
    and start the process over again.  Wait for Vire to get close as he’s 
    circling you, use a Pegasus Seed, and charge him.  If you’re quick 
    enough, your slash will hit him before he can react.  Alternately, wait 
    for Vire to do a diagonal swoop (he does it every so often).
    
    After several hits, Vire splits into two Keese, just like in his 
    appearance in The Legend of Zelda.  The Keese fly too high to hit, 
    which means you’ll have to jump with Roc’s Feather and slash to strike 
    them.  After destroying both Keese, Vire reappears.  He paid for his 
    overconfidence, but he’s reporting this to Onox!  He flies off, still 
    alive and kicking, and leaves a Fairy behind, as well as a portal.
    
                                ---------------
    
    Go east after the battle.  We have nothing to do but reach the boss.  
    Here, jump forward down the central lane, hopefully avoiding the Razor 
    Traps and arrow fire.  Walk between the last two launchers and go east.  
    Walk up to the rolling spiky cylinders and jump over it to go left.  
    Jump over the next one to go right out of the cylinder zone.  Hit the 
    switch to the upper-right and go south.  In this room, you are 
    presented with two switches.  One leads to Ropes, one leads to 4F.  It 
    is random; try your luck at it.  If Ropes drop in from above, defeat 
    them and press the other switch.  Take the stairs that appear to 4F.
    
    Floor Master alert!  May I have your attention?  Yes, there are Floor 
    Masters in this room.  Stay where you are and wait for four to appear.  
    Slash them all twice to defeat each of them.  Of course, they return 
    you to the first room of the dungeon, but the mini-boss portal makes 
    that much easier to recover from.  After killing all four, walk through 
    the opening in the blocks to the lower-left and walk north.  This room 
    is pretty simple.  Walk forward from the start; you’ll pass through the 
    Hardhat Beetles before they collide.  Get on the elevated tier by using 
    the steps.  Push the magnetic orb off this tier using the Magnetic 
    Gloves.  Now guide it into the enemies to open the door to the left and 
    clear the enemies from the room.
    
    Exit west.  In here, defeat the Wizzrobe and Kanalet Soldiers.  Stand 
    against the rail to the lower-left, on the right side.  You must hit 
    all three crystal switches once each to turn them red.  Wait for one to 
    be on the right side and the other two the left to hit them.  When all 
    three are red, go south.  Here, fight off two Shrouded Stalfos.  Then 
    push the trampoline down twice and right four to five times.  When you 
    land in 5F, use the Magical Boomerang on the crystal switch to the 
    north.  Drop back down to 4F.  There’s now a staircase leading to 5F.  
    Use it push the block to the right over, and go forward to the Boss 
    Door.  Lift the jars for recovery items, brace yourself for one tough 
    opponent, and unlock the door.
    
                           +-----------------------+
                           |    Boss: Manhandla    |
                           +-----------------------+
    
    The man-handler returns from NES obscurity.  Appearing as one of the 
    lamest bosses in The Legend of Zelda, Manhandla required a simple bomb 
    in the center of its body to blow up its four appendages.  That method 
    of beating it no longer works, however.  We have ourselves one of the 
    hardest bosses in the game, just because you have to hit it with the 
    Magical Boomerang.  I hope you practiced when I told you to, ‘cause 
    it’s time for a pop quiz.
    
    Conveyor belts make up the floor, and you have to hit the four buds on 
    this gigantic Buzz Blob-like creature with the Magical Boomerang, but 
    it works ONLY when they’re mouths are open.  Equip Roc’s Feather to one 
    button and the Magical Boomerang to the other (equip the M. Boomerang 
    to the more comfortable button).  Jump to avoid fireballs and being 
    dragged by the conveyor belts.  Wait by one bud for its mouth to open 
    and throw the Magical Boomerang at it, no fancy moves used.  Three hits 
    and the bud is destroyed.  Move on to a new target.  The one drawback 
    is that each time a bud is removed, weight is removed from Manhandla, 
    making it faster than before.  For this reason, it might be a good idea 
    to spread the damage so that you can destroy all the buds relatively 
    quickly in a row rather than having to contend with the speedy 
    Manhandla to deal three hits.
    
    Touching Manhandla itself is extremely dangerous.  Avoid it at all 
    costs, lest you lose as much as four hearts.  When all four buds are 
    removed, Manhandla’s stem begins dashing about the room furiously.  Hit 
    it with the Magical Boomerang once more to stun it for a second.  
    Quickly hit it back with a storm of boomerang blows.  Its stem slowly 
    thins in the center until the core, a red diamond-shaped object, is 
    revealed.  Slash it once to finally end Manhandla’s reign of terror.
    
    Take your well-deserved Heart Container and use the stairs that form to 
    reach the top of the tower.  Here is an Essence of Nature, Blowing Wind.  
    “Sweet fruit is born when pollen is carried by the Blowing Wind!”  The 
    Maku Tree contacts you to say that he’s gained some strength back.  As 
    for the Essence of Nature, he dreamt of a cemetery west of Horon 
    Village.  The next essence must be there.  To get there, we’ll have to 
    find a way across the sea.
    
    =======================================================================
    ===========================Explorer’s Crypt*===========================
    =======================================================================
    
                            +---------------------+
                            |    The Piratians    |
                            +---------------------+
    
    Long, long ago –400 years ago to be precise – there was a queen of a 
    great land called Labrynna.  This queen, named Ambi, fell in love with 
    a sailor, one of the best in all the land.  But one day, the man she 
    loved sailed off and was swallowed by what they call the Sea of Storms.  
    Queen Ambi tried to build a great tower so that she could search for 
    him from the heavens, but she never found her lover, even when she left 
    Labrynna after a period of strife to search for him in foreign lands.  
    But, the sailor was not gone.  He and his crew survived in the Sea of 
    Storms for 400 years, their bodies withered, now skeletal.  And one day, 
    a young mermaid, actually a merman, swam aboard their ship and gave the 
    captain a Zora Scale in exchange for a strange jewel, and the scale 
    guided the captain out of the sea and to Holodrum.  But, as they swam 
    to the Eastern Coast, a storm set in, and the sailor lost his bell, one 
    that had been given to him by Queen Ambi, and their ship sank into the 
    depths of the ocean until they found themselves in a strange land known 
    as Subrosia.  This is the story of the Piratians, the skeletal pirates 
    shipwrecked in the Subrosian Seaside (by the way, we learn this story 
    during Oracle of Ages.  The merman was actually Link).
    
    Warp to Horon Village and go southwest of Vasu Jewelers to find a 
    staircase.  Take it down.  If you’ve been following the guide, a bridge 
    should be made leading to the portal to Subrosia.  If not, good control 
    of the Magical Boomerang can easily hit the switch.  Either way, take 
    the portal to Subrosia.  You’ll appear by a skeleton!  Ah, but don’t 
    worry.  It’s not a Stalfos.  It’s a Piratian (that’s what one Subrosian 
    calls them), a member of Cap’n’s crew.  Take the stairs down to find 
    more of them.  As you can see, the Subrosian who owns this home, now 
    the House of Pirates, wants them out.  Talk to the right one and he 
    checks the drawers here in a particular order.  If we number them left 
    to right as 1, 2, 3, and 4, he hits them like so: 3, 3, 2, 1, 1, 4, 4, 
    and 4.
    
    Take the stairs down to the first floor.  Here’s the majority of the 
    crew, including Cap’n himself.  According to his crew, Cap’n lost a 
    bell given to him by a special someone, and he sent an incompetent mate 
    to get it, but he has yet to return.  The rest of their ship is in the 
    Subrosia Cemetery.  Talk to Cap’n, the pirate wit hthe hook for a hand 
    and a pirate’s hat, and he sees that you’re a competent adventurer.  
    We’ve explored ruins, after all.  Now it’s up to you.  Go find his bell.  
    He’s waiting!
    
    From now on, I’m going to talk like a pirate.  Starting... now.  Exit 
    the ‘Ouse o’ Pirates and warp back to ‘Olodrum, land o’ seasons!  Okay, 
    I’ll stop!  Aye swear!  Return to Horon Village and go east of the 
    screen Sokra is singing in to find the Eastern Suburbs.  Go south of 
    there to the Eastern Coast.  Go east along it to find the crew member 
    they sent.  Tell him you’re looking for the bell and he runs back to 
    the House of Pirates.  Now, to open this gate to the desert.  Let’s say 
    they’re numbered, like so:
    
                               +---------------+
                               | 1 | 2 | 3 | 4 |
                               | S | S | S | S |
                               +---------------+
    
    “S” is the skull symbols on each segment of the gate.  Push each 
    segment in this order: 3, 3, 2, 1, 1, 4, 4, and 4.  The gates lower and 
    you can proceed north into Samasa Desert.
    
    Explore the desert.  Get it all down on your map.  Note the presence of 
    a new type of new enemy, Pokeys.  Before, there were those fiery things 
    that looked like Pokeys, but these are the real deal.  They’re even 
    green like in their first (Mario) appearance, Super Mario Bros. 2 (USA).  
    Hack away at each segment to defeat them.  Also, an infinite supply of 
    Leevers is here to attack you.  In the northeast corner of Samasa 
    Desert is a cave that can be blown open.  It just contains a few 
    Fairies to heal you.  Note that quicksand is all over the place, and 
    falling in it is like falling in a pit.
    
    To get a treasure chest, go east and south of the entrance.  Fall into 
    the quicksand here to enter a cave.  Go down to the deep, dark water 
    and dive to enter an underwater cave.  Swim through it, defeating 
    Cheep-Cheeps as you go, to exit the cave to a staircase.  Take it up to 
    the southeastern screen of the desert.  Open the chest for a Magical 
    Ring.  We’ll get it appraised later (or will we?).  Now, hop off the 
    side of the ledge.
    
    To move on in the game, go east of the entrance to Samasa Desert (that 
    is, east of the screen north of the gate) twice, you’ll reach the bow 
    of the ship.  Take the stairs down and talk to the skeleton in here.  
    While searching the desert for the bell, he was caught in a sandstorm.  
    When he awoke, he was like this – a ghost of a skeleton.  He can’t go 
    onto the afterlife yet!  Find him his skull to let him live on.  It’s 
    out rolling in the desert.  Of course, it’s located in the northeast 
    corner, the one with the Fairy Fountain in it.  Talk to the skull and 
    he’ll ask you to lift him.  Carry him around and he’ll tell you if 
    you’re close.  Take the skull to the screen north of the starting 
    screen.  Fall into the left bit of quicksand there and you and he will 
    fall down to the Rusty Bell.  “That’s it!  No doubt about it!”  Pick it 
    up.
    
    Uh-oh...  It’s kind of rusty.  But, that’ll do.  The skeleton moves on 
    to the afterlife, and it’s our chance to return to Subrosia.  Go to the 
    bow of the ship in the desert and push the yellow block into the pit.  
    Walk to the staircase and take it to Subrosian Seaside.  Walk through 
    Subrosia Cemetery and talk to Cap’n in the House of Pirates.  After 
    taking a gander, he sees it’s “rusting somethin’ awful!”  Get it 
    polished.  OK, that’s not a problem.  Go to the Subrosian Smithy.  To 
    get there, go north twice, east three times, north twice, through the 
    cave, and west.  Welcome to the smithy.  The master sees that we hold a 
    bell of great value.  He has not offered to polish it, but should he?  
    Answer “Please” and they say “Is that how you ask for a favor?”  Say 
    “Do it!” and they say “Splendid answer!  Straight and to the point!  
    Master, do it now!”  Take it!  Treat it like an heirloom!  You got the 
    Pirate’s Bell!
    
    Return to the House of Pirates.  Give Cap’n the Pirate’s Bell and he 
    says “That bell is full o’ memories – but that don’t mean they’re all 
    good!  Sniff!  Now I’m all pensive.  It’s not like me.”  Now, they’re 
    off to sea.  They all board the ship after repairing it (including you).  
    Now they start sailing (playing the music from the Sea of No Return in 
    Oracle of Ages for some reason).  Now, for a dramatic skit taken from 
    the game.  Now on Broadway!  I laughed, I cried...
    
    -----------------------------------------------------------------------
    Matey: Cap’n!  Desert, dead ahead!  [Ah, this is so dramatic!]
    
    Cap’n: Hold ‘er steady!  To sea, matey!
    
    Matey:  But it’s... impossible...
    
    Cap’n: Fool!  It’s do or die!  We’ll make it if we give ‘er all we got!
    
    Matey: A-Aye, aye sir!  (‘Elp us all!)  *After a few explosion sounds, 
    we hit sea!* We made it, Cap’n!  The sea!
    
    Cap’n: By Jolly Roger!  Aye!  Go, mateys!  This is it!!!
    
    Crew: AYE, AYE, SIR!!!
    
    Cap’n: Argh!  The sea is truly me home!  My heart’s come alive!  Aye!  
    Sound the bell!  *Pirate’s Bell chimes*
    
    Matey: Oooh... Uhhhhn...  I don’t feel so good...  Uhwaugh!  I been on 
    land so long... I... I got seasick!  Oooh...  Uhhhhn...  It’s no use!  
    Think about it!  We ain’t sailed since we died.
    
    Cap’n: You call yourselves pirates?  Shameful fools!  Getting sick the 
    moment you set sail?  It’s...  Ooh... Uhnn...  It’s no use!  Put ‘er 
    ashore!
    
    Crew: Uhhn...  Aye, aye, sir...
    -----------------------------------------------------------------------
    
    And so the crew landed in Western Coast.  They’ve got to get their sea 
    legs back.  They’re resting here for now.  Go south and use the bridge 
    to go west off the ship.  Go north and east to find a chest containing 
    a ring.  Now go west and north.  Burn the sapling in this screen and 
    talk to the Old Man for 300 RUPEES!  Now enter the house outside and 
    take the Bombs from the chest.  Blow up the wall to the right and jump 
    to the opening.  Use it and go south out of this house.  Hop on the 
    stump and use the Rod of Seasons to call forth summer.
    
    Return to the bridge and go south and west of it twice.  Climb these 
    vines to reach the Graveyard.  Ghinis will fly out at you occasionally.  
    They are ghosts in Zelda games, and they take four hits of the Noble 
    Sword.  Look around to fill your map, but ultimately you want to go 
    north one screen and take the stairs down to Level 7.
    
                          +------------------------+
                          |    Explorer’s Crypt    |
                          +------------------------+
    
    Go north from the starting room.  Use the Magical Boomerang to defeat a 
    Whisp and then take down the jumping Stalfos here (they throw bones, by 
    the way).  Since we have no other options, head west.  Get the Magical 
    Boomerang ready to defeat two Whisps and stun two Stalfos as you walk 
    around this bend.  Go east and then north to a new room.  Go north a 
    room and a voice tells you to be gone before the fires are out or else.  
    Use a Pegasus Seed on yourself and run right to go east a screen before 
    the room is in darkness.  Defeat these Wizzrobes and a chest forms.  
    Open it for a Small Key and return to the first room of the dungeon.
    
    Go north and use your Small Key to the east.  Here, just kill all the 
    Zols and Stalfos to make a chest form; open it for a ring.  Then take 
    the stairs to the left up and go north.  Light the two torches ahead 
    with the Slingshot and a Poe rises from the grave there.  It speaks.  
    Trying to break its curse, eh?  It won’t let you.  The ghost appears 
    from different sides to attack you with a sword.  Charge up a spin 
    attack and release when it comes at you.  Two spin attacks and it goes 
    down.  You won’t be so lucky next time.  Now that the curse is broken, 
    we can go north in peace.
    
    Once you do, blow up the wall to the left.  You’ll find the Compass in 
    this chest.  Now return to the previous room.  Walk right and push the 
    cylinder to the left.  Now walk forward and push this cylinder to the 
    left (utilizing the Power Bracelet, of course).  Take the stairwell 
    down to B1F.  Break out of this area by defeating an Armos (use the 
    Magical Boomerang twice on it after triggering it) and go west a room.  
    Here, defeat the Zols as you climb up the steps and hit the switch.  A 
    trampoline appears; use it bounce up a floor (remember, you must push 
    it onto the blue tile first).  We can see a switch to the south.  Drop 
    back down and push the trampoline south twice and west once.  Jump back 
    on, land on the switch, and a Small Key drops.  Drop back down a floor 
    and claim it.
    
    Return to the east.  Here, we must keep the switch pressed to go south.  
    Activate all of the Armos that you can.  At random, one will be a 
    statue rather than an enemy.  Push it down onto the switch (careful not 
    to push it against a wall) and go south.  Defeat the Stalfos here, 
    boomerang the Whisp, and take the stairs down into a conveyor belt 
    alley.  Walk forward, use the stairs to go to B2F, and take out the 
    Magnetic Gloves.  Set them to an S polarity and step onto the platform.  
    Ride it around, attacking Keese when necessary, and stand on the upper-
    right tile of the platform.  At the end, use the gloves to repel 
    yourself to the left.  Go north afterward.  In this room, use a Pegasus 
    Seed on yourself, exchange the Seed Satchel for the Iron Shield, and 
    run over the bridge with shield raised.  You should make it before the 
    tiles start flinging themselves at you.  At the end, go west.
    
    Switches are set up in this room, and they move the Armos statues.  You 
    want to press them so that the statues fill the green spaces.  Press 
    the second one down first, then the second from the right, then the 
    right, then the northernmost one, and then rightmost one.  Take the 
    Small Key that falls down and go east.  Head south and use the stairs 
    to return upstairs (use the magnet to hover in place until the platform 
    can take you back to the staircase).
    
    Go south of here using a Small Key.  Then go east using your other 
    Small Key.  It’s another cursed room.  Use Pegasus Seeds to increase 
    your speed and use the Slingshot & Ember Seeds. to light all four 
    torches before the others go out.  Another Poe emerges from the 
    gravestone.  It’s tougher than its sister, it says.  It uses its 
    lantern to leave flames in its path.  Keep moving around in a circle, 
    charging a spin attack, and you’ll hit it twice to defeat it.  Next 
    time it shall leave this crypt.
    
    Now that the curse has been lifted, we can go west twice.  Do so and 
    dive under the cylinders to reach a staircase.  Take these steps down 
    to B2F.  Go west and north.  Here, use the Magical Boomerang (it can go 
    through the magnets) to go far to the west so that it hits the crystal 
    switch as it returns to you.  This causes the magnets to rotate.  Use 
    an N polarity to attract yourself to the magnet ahead.  Let it set you 
    onto the platform and go up a bit.  Attract yourself to the magnet to 
    the left and quickly reverse polarities when your back is to the west 
    to quickly repel yourself to the magnet to the left.  Turn north 
    suddenly and pull yourself to it.  Repel yourself south to reach a few 
    trampolines.
    
    First, bounce on the blue one.  Defeat the Stalfos here, listen to the 
    Zelda secret chime.  Now drop back down and bounce on the red 
    trampoline this time.  First things first; defeat the Whisps with your 
    Magical Boomerang.  Then hop across the spikes to a pit.  Fall down to 
    B1F and go north.  Before starting this room, use the Magical Boomerang 
    to hunt down and kill as many Keese as possible.  Then jump onto the 
    platform when it hits the lower-right corner.  Ride it around and jump 
    north when you can to open the chest for this dungeon’s prize.  Yep, 
    it’s Roc’s Cape!  This item rules!  With it, you can press and hold the 
    item button to jump three spaces!  When used with a Pegasus Seed, it is 
    more than doubled by letting you practically fly SEVEN spaces!  It is 
    awesome.
    
    Go south and hover across the pit to the right.  Fall down the pit to 
    the lower-left to the trampolines.  Ignore them and jump south across 
    the pit.  Here, defeat both Kanalet Soldiers, use a Pegasus Seed, soar 
    across the gap, and kill the other.  A bridge forms as a shortcut.  Go 
    right and take the stairs back to B1F.  Head east to a room with a 
    trampoline.  Here, push the rightmost column of blocks to open the way 
    for the trampoline (upper/lower ones left, middle one down).  Now hop 
    over the trampoline and push it so that it’s too the lower-left of the 
    northwest torch.  Bounce on it through the ceiling and to 1F.  Go left, 
    avoid the Whisp, defeat the Stalfos, and open the treasure chest for 
    the Dungeon Map.  As you can see, the floors gradually become more 
    skull-like as you go down.
    
    Fall back down to B1F and go north.  Take this staircase down again, go 
    north again, and soar over the bridge.  Go right, leap over these small 
    gaps, and go east.  Oh, shoot!  We’ve got to fight a few Magnites in 
    this room, those annoying enemies from Level 5.  Luckily, they take 
    only two hits thanks to the Noble Sword.  Pin them against a wall, 
    preferably a corner, and slash them twice to rid yourself of them.  
    Push the trampoline forward three times, bounce on it, and hold up on 
    the D-Pad slightly to land on a platform hovering over the pit.  Take 
    the stairs up at the end and push the magnetic orb to the far left.  
    Then move it down so that it hops off the ledge.  After that, go left 
    and jump off the ledge yourself.  Direct the magnetic orb onto the 
    switch to the southeast and a chest appears.  Open it for a Small Key.  
    Now we can truly explore this dungeon.
    
    Go west, south twice (using the Armos switch maneuver we used earlier), 
    and west.  Take the stairs down to B2F and unlock the block to the 
    right.  Wait for the tiles to stop launching themselves as you and jump 
    across the platforms here to go south.  Head south again, walk across 
    the rails to go north.  Hop over the ledge and jump south to the door.  
    Defeat the Moldorms from this standpoint (three hits) before going 
    south.  Use a Pegasus Seed to jump right and press the switch.  Now 
    jump left, push the block south, and go east.
    
                           -------------------------
                           Mini-Boss: Amy & Margaret
                           -------------------------
    
    These Poe sisters, just half of the fearsome foursome from Ocarina of 
    Time’s Forest Temple, are the mini-boss of Explorer’s Crypt.  This 
    would be an easy battle, but the torches slowly go out.  If all four 
    are extinguished, you are sent back to the first room of the dungeon.  
    So, it’s in your best interest to stand between them and Slingshot them 
    throughout the battle.  Amy, the one with the sword, will appear and 
    slash you, while Margaret, the one with the lantern, rushes in to leave 
    trails of fire.  Stand around the torches, wait for them to appear, and 
    slash them.  After a few hits, one of them will wimp out and explode.  
    Defeat the other one with a few slashes and it will promise to haunt 
    you, and then explodes.  Take the Fairy and note the portal here.  Now 
    exit to the east.
    
                           -------------------------
    
    It’s a staircase maze, just like in the Black Tower in Oracle of Ages.  
    Here’s a guide through this room.
    
    1) Note that Wizzrobes will be moving all throughout the room.  Take 
    the right set of stairs.
    
    2) You appear in a similar room in B1F.  This time, take the 
    easternmost staircase.
    
    3) Take the staircase directly to the right.
    
    4) Take the lowest staircase available to you this time.  You’ll come 
    to a treasure chest containing one rupee.  Take the stairs you came by 
    back up a floor and use the uppermost set.
    
    5) Take the stairs to the northwest.
    
    6) Now head right to go down a flight of stairs.  From here, go north a 
    room.
    
    In here, use the Magnetic Gloves to pull yourself to the uppermost 
    magnet.  When you’re back is to the west, push off against the magnet 
    and switch to the leftmost magnet in mid-air.  Now repel yourself north 
    to the platform here.  Get off quickly and jump south with Roc’s Cape.  
    Now hop onto the platform and jump right.  Push the upper-right block 
    into the hole to make a shortcut for future use.  Then jump back onto 
    the platform and jump north.  Enter this new room and defeat both 
    Wizzrobes and Stalfos to make a Small Key fall to you.  Take it, go 
    south, and go north through the right opening.  Use your Small Key to 
    go right.
    
    In here, just hop north a room.  Take the steps down and go south.  
    Here, you must hit the switches in the correct order as indicated by 
    the number of statues.  Use a Pegasus Seed and jump south all the way 
    to the southernmost switch.  Press it and jump north to the uppermost 
    one.  Then hit the middle.  This creates a mini-bridge.  Jump off of it 
    and go north to a switch.  Press it to make a red trampoline form.  Hop 
    off the ledge and jump onto it.  Hold the D-Pad down and you’ll land on 
    a platform.  Jump right when you can and take the stairs to two crystal 
    switches.  Hit only the lower one so that both are red.  Now take the 
    stairs back up and ride the platform to the left side of the room.  
    Take the stairs down and hit both switches so that the upper one is 
    blue but the lower red.  The door opens; go north.  Here, defeat four 
    Stalfos as fireballs are shot at from the torches to make a chest 
    appear.  Open it for the Boss Key.
    
    Now, return to the mini-boss room and go east.  Here goes the steps.
    
    1) Take the easternmost staircase available.  Note that since you want 
    to save as much health as possible before the boss, it’s wise to jump 
    over Wizzrobes with Roc’s Cape.
    
    2) Take the easternmost staircase again.
    
    3) Go directly right.
    
    4) Take the upper staircase this time.
    
    5) Take the lowest staircase available.  Now walk left along this 
    passage to find the Boss Door.  Open it with the Boss Key and prepare 
    yourself for the...
    
                            +--------------------+
                            |    Boss: Gleeok    |
                            +--------------------+
    
    No, wait.  You’re kidding me, right?  This boss, hailing all the way 
    from The Legend of Zelda for NES, finally makes a return appearance.  
    And in its debut game (also the debut of the Zelda series), Gleeok was 
    the toughest boss in the game, even (way) stronger than Ganon himself.  
    However, Gleeok hasn’t changed much since our last fight, but there are 
    two new twists.  First, there are spikes in the northern corners, and 
    Gleeok is in between them.  Second, Gleeok is a giant dragon with two 
    heads that spit fire.  To beat him, you must knock off both heads AT 
    THE SAME TIME.  In the original Zelda, that would’ve been hard to do 
    (Gleeok had anywhere from two to four heads.  Luckily, he has only two 
    in this game).  Still, the heads move around in a small area and use a 
    variety of fire-based attacks.  They either shoot a wall of it forward 
    in a narrow spaces, a spread attack with more range, or a scatter 
    attack that splits into tiny fireballs and separates.  And all of them 
    deal heavy damage.
    
    Just jump around charging spin attacks and hit both heads at once if 
    possible.  Jump to avoid flame attacks and, after many hits, the heads 
    explode.  It looks you’ve won but the battle, but the war’s still on.  
    The battle’s considerably easier from here on out.  With its head 
    destroyed and skeleton revealed, it runs around like a headless chicken.  
    If it touches you, you’ll lose a heart.  It attacks by jumping, causing 
    the ground to rumble.  Then it tackles you.  Jump when it does and 
    slash it a few times before it jumps again.  After a few hits, Gleeok 
    explodes, this time for good.
    
    Take the Heart Container that results and advance into the last room of 
    the dungeon to the west.  Take the seventh Essence of Nature, Seed of 
    Life, from the pedestal.  “Life begins anew when birds carry this, the 
    Seed of Life, to new lands!”  The Maku Tree is quite strong thanks to 
    the Seed of Life.  But this time, the Maku Tree had a dreamless slumber.  
    He has no earthly (pun!) clue as to where the eighth one might be.  Of 
    course, there’s only one region of the map we haven’t explored so far...  
    I’d say it’s there.
    
    =======================================================================
    =========================Sword & Shield Maze*==========================
    =======================================================================
    
                      +--------------------------------+
                      |    Graveyard Piece of Heart    |
                      +--------------------------------+
    
    Aside from advancing in the game and getting the best ring in it, there 
    is only one thing to do as an optional side quest.  First, change the 
    season to autumn.  Then go south of Explorer’s Crypt twice.  Enter the 
    cave to the east and leap over the pit with Roc’s Cape.  Push the 
    rightmost block up and the one to the left to the left.  Take these 
    stairs up to be in the graveyard in fall.  Go north and west, lift the 
    mushrooms to reach the upper path, and go east to a Piece of Heart.  
    Congratulations!  Now, let’s move onto the next dungeon.
    
                            +--------------------+
                            |    The Red Ring    |
                            +--------------------+
    
    Go to the stump in North Horon where you met Din and call forth summer.  
    Now go west twice to Gnarled Root Dungeon and then go south to find a 
    staircase in the dried riverbed.  Here is an Old Man clothed in gold, 
    and he will give you true power if you slay the four golden beasts.  
    Let us find and destroy them!
    
    Golden Kanalet Soldier: This fellow is found in spring.  Go to the 
    Piratian’s ship in Western Coast and go north of it to an abandoned 
    house.  Call forth spring and go east of Hero’s Cave to find this 
    legendary beast.  First, I suggest defeating both Octoroks present, and 
    then turn your attention to his powerful foe.  It takes 18 hits of the 
    Noble Sword to defeat, and it does one heart’s damage per hit.  A real 
    toughie, that one.
    
    Golden Octorok: Go south of Poison Moth’s Lair to a stump; change the 
    season to summer.  Now go south of the portal to Subrosia in Spool 
    Swamp and you’ll encounter god of Octoroks, the chosen one of gold.  
    Defend yourself well with your shield, and slash it a total of 18 times 
    to kill it.  Do not knock it down a hole; that will not kill it.  If 
    you do, return to the screen to find it still alive and kicking.  Try 
    to keep it in a corner if possible.
    
    Golden Moblin: Go to the screen right of Snake’s Remains.  You may have 
    to use Snake’s Remains to reach the top of it.  Change the season to 
    autumn, drop off the cliff, and enter the cave after picking the 
    mushrooms.  Open the chest here for a ring and exit.  Go west from here 
    to the entrance to Level 2.  If it’s fall, you can find the Golden 
    Moblin here.  Like the others, he requires 18 hits.  He throws spears 
    or shoots arrows (can’t tell, really), but then you’ve got three down.
    
    Golden Lynel: Winter is the most unforgiving of seasons, and it has the 
    strongest monster.  Go to Tarm Ruins from the southern Spool Swamp 
    entrance and turn the season to winter.  Go west, use the snow to take 
    the stairs up, and go east across the pond to find the Golden Lynel.  
    It is the most powerful of the golden beasts, and while it takes 18 
    slashes like the others, it does lots of damage itself, one heart per 
    touch.  But, rejoice afterward, for it is the final beast!
    
    Return to the Old Man of gold.  You have slain the four golden beasts!  
    Sir, you are worthy of true power.  Take it!  How you use the power is 
    up to you, but do not be tempted to abuse it...  The Old Man then 
    disappears.  Go to Vasu and appraise the ring you received.  It is the 
    Red Ring, and you can now do twice the sword damage while wearing it.  
    Of course, for the purposes of this guide, I’ll assume you’re not 
    wearing it, just using the Noble Sword, for the rest of the guide.  It 
    is certainly the best ring in the game, though.  Do not abuse it!
    
                         +--------------------------+
                         |    The Temple Remains    |
                         +--------------------------+
    
    As you’ve probably noticed, there’s only one chunk of the map we 
    haven’t visited.  Coincidentally, the same goes for Subrosia.  And 
    they’re both in the same relative position on their maps (northwest 
    corner region).  Okay, so maybe it’s not just a coincidence.  Either 
    way, LET’S ROCK!
    
    Warp to the Scent Seed tree in North Horon.  Go south, west, north, 
    west, north, and west.  Tada!  We’re in Temple Remains, what used to be 
    the location of the Temple of Seasons on Northern Peak, but now the 
    site of Onox’s Castle.  Defeat the two Kanalet Soldiers here and go 
    north to find a Ball & Chain Soldier.  Fly over its attacks with Roc’s 
    Cape (the most useful item ever!) and then slash it as you’re coming 
    down, preferably at its right shoulder.  Also, you can try to knock it 
    into the hole, too, but it probably won’t work.  Go east after 
    defeating it, utilizing your cape once again, and you’ll find two 
    Lynels at the bridge that once led to the Temple of Seasons.
    
    You might’ve experienced two blue Lynels atop the Goron Mountains 
    before Level 4.  Red ones like this take three hits, but they can still 
    hurt you badly with their arrow attacks, which go through walls.  
    Defeat them quickly and move on to the east.  If you continue to the 
    east, you’ll eventually reach that impassable pit in Goron Mountains.  
    After getting these screens on your map, return to where you fought the 
    Ball & Chain Soldier.  Go west and north to find... darkness.  It keeps 
    us out of Northern Peak!  I guess we really do need the Essences of 
    Nature to get through...  Return east to screens and go north into the 
    Temple Remains.
    
    First, go west.  Dig through these piles of dirt and go north past the 
    shrubs to reach a seemingly impassible pit.  But don’t worry; it can be 
    cleared with some practice.  Use a Pegasus Seed on yourself and fly 
    forward with Roc’s Cape.  Maneuver around the rocks and you’ll land on 
    the ground, able to go north, if you’re good.  If you can’t seem to do 
    this, you can always change the season to autumn to the east and then 
    walk over leaves for that part.  Go north afterward and go south after 
    rounding the bend.  Kill these Tektites and go south again to a stump.  
    Instead of using it, though, let’s go back north and then east.  Jump 
    the gap and walk across the snow to go south into a portal to Subrosia.
    
    Go north of where you come to and open the cave.  Oh my gosh!  This 
    crazy Subrosian is throwing all sorts of great items in a pool of lava!  
    And we can’t get them!  He says he’s trying to set off the huge 
    fireworks inside.  Throw a bomb in.  Disregard the fact that the bomb 
    would be melted in the heat; it just works, okay?  The Subrosian 
    Volcanoes all start exploding in unison, and the flames are so intense 
    that they rise through Subrosia and rain down on the Temple Remains, 
    transforming it into a land full of lava and fire.  Now we can navigate 
    it more easily.
    
    Return to Holodrum (use the portal to leave Subrosia) and go north.  
    Leap over the lava with Roc’s Feather and bomb the weak wall to reveal 
    a doorway.  Use it and jump across the lava here to reach a Piece of 
    Heart.  Exit that cave and jump east a screen.  Defeat the Kanalet 
    Soldiers and accompanying Crows before heading down the steps to go 
    south.  Destroy these Tektites and change the season to summer.  Go 
    east from there to find two Lynels, one of each color.  Stun them with 
    Pegasus Seeds from the Slingshot and then knock them into the lava.  
    After that, climb the vines that have somehow grown in this lake of 
    lava to go north.  Jump across the pieces of land in this screen to 
    reach the southwest end; head left a screen after doing that.  Jump 
    north from there and take the door.
    
    Use the Magnetic Gloves to pull yourself between the rocks ahead.  Stop 
    when you reach land, reverse polarity back to N, and go right a bit.  
    Pull yourself down across the pit this time, and then walk along the 
    path to a staircase.  Take it up to a room full of Keese.  Defeat them 
    as you go.  Now, push the rightmost block down, the upper-left one over, 
    and the lower-left one down.  Walk across this “bridge” to the left 
    side of the room; push the lowest block up and the highest one right.  
    You’ll be able to reach a staircase that you can take out of the cave.
    
    Defeat these Lynels and go west.  Take the right staircase down, as 
    it’s our only option at this point.  Here, walk down, beating Moldorms 
    and Zols as you come to them, to go west (upper route).  Jump over the 
    ground here, brimming with Zols, and take the staircase up and out of 
    here.  Now head west a screen, defeating this Lynel, and go west one 
    more time to reach the tallest tower of the Temple Remains.  Inside are 
    two Fairies and a portal to Subrosia.  Enter, young hero.  Go north of 
    here twice to reach a funny-looking volcano with eyes.  Believe it or 
    not, it’s the site of Level 8.  It’s the first and only dungeon in 
    Subrosia.
    
                         +---------------------------+
                         |    Sword & Shield Maze    |
                         +---------------------------+
    
    The last dungeon!  You stoked?  What?  No?  How could you not be?  Well, 
    what do I have to do to get people excited in this guide, huh?  Say 
    “IT’S GO TIME!” all the time, right?  Fine!  I will!  Well, here goes 
    nothing...  IT’S GO TIME!
    
    The room’s floor is iced over, making you slide when you walk.  If you 
    have it, I strongly recommend wearing the Snowshoe Ring (see the 
    “Magical Rings” section for details on that).  Go north to a room with 
    Whisp and Wizzrobes included.  Skip them for now and go east.  Get in 
    the block alley and shoot the eye statue ahead with the Slingshot (use 
    an expendable seed, like Scent Seeds).  A Small Key falls down; slash 
    your way through the jars and take it.  Now return to the previous room 
    and go north twice.  Well, look what the Subrosians dragged in.  We 
    have a few Magnites to deal with here.  Either reel those suckers in 
    with the Magnetic Gloves, pin them against the wall, or chase them with 
    Roc’s Cape until you get a good slash in.  Either way, head north after 
    owning them.
    
    Two Zols are easily beaten in this room, while the Hardhat Beetle can 
    present some difficulty.  Blast your way into the upper row (against 
    the north wall), and then blow up two blocks to the left to access the 
    magnetic orb.  Drag it out of there and push it into the Hardhat Beetle 
    to defeat it, netting you another Small Key.  From there, let’s exit 
    east.  If you’re low on health, this is the place to be.  Boomerang the 
    Keese and Sparks, earning yourself one Fairy for each ball of light you 
    hit, and then head east, refreshed and relaxed.  Well, for a dungeon 
    based in the lava-filled land of Subrosia, this is strangely icy.  
    Slice up the Zols here and spend a Small Key on the locked block to go 
    downstairs.
    
    This is just a filler room.  Walk through it, knocking Keese/Ropes into 
    the hole, and go south.  Keep alert and moving in this room, as a Wall 
    Master is present.  They’re like Floor Masters, and they attack in the 
    same way, but they fall from the ceiling and are unlimited in number.  
    Jump south over the rolling spiky cylinders to reach a staircase 
    leading down as swiftly as possible.  Ah, never fear, fans of Subrosia.  
    We have a lava-filled 2-D screen to get through.  From the ladder, jump 
    left along the ceiling so that you fall between the flames and onto the 
    platform.  Then take a deep breath and hope you don’t get hit as you 
    leap left a screen.  In here, we “meet” Podoboos, the living flame 
    enemies that jump from lava (also Super Mario Bros. enemies).  There 
    are three, one before and after the platform and one jumping down the 
    center of it.  Jump over them as quickly as possible and take the 
    ladder up.
    
    We’re in a new room of B1F (don’t worry; there are only two floors), 
    and the dungeon truly is Subrosian in its roots (get it?  Roots?  We’re 
    in the basement!  Ha, it’s a pun... because trees have roots under 
    them...  I’ll stop now).  Hover left over the rolling cylinder when 
    it’s coming at you and then quickly jump upward to land on the tile 
    here, away from the cylinder.  When it’s rolling right, jump back to 
    the previous tile pair and jump left and down a few times (using normal 
    hops, not soaring leaps from the cape) to safe ground.  Go south of it 
    to a giant Razor Trap room.  Ah, but don’t worry.  They’re nothing but 
    petty obstacles with Roc’s Cape.  Jump over them to hit the high-flying 
    Fire Keese, a variation of your typical bat, and make your way to the 
    switch in the upper-right corner.  Hit it, jump south, and go east.
    
    Defeat both Magnites and the other minor enemies.  Clear the jars here 
    for recovery items (if you need more, you can switch between the first 
    and second floors to raid the jars again, but the enemies will still be 
    dead), and then take the stairs back up to 1F.  It’s a room full of two 
    things: spikes and ice.  To make matters worse, Hardhat Beetles launch 
    themselves at you.  Remember, kickback is greater on ice, which means 
    you might be forced into spikes (use Roc’s Cape to get out them) or 
    back down the stairs.  Use the Iron Shield to flip them over, slash 
    them, and make your way right to this chest.  Open it for the Compass.  
    Oh, shoot.  There are many more chests to open in this dungeon.  We’ve 
    barely scratched the surface.
    
    Go back downstairs and use your other Small Key to go east into a dial 
    room.  You can manipulate it to go north or south, and we want to go 
    south.  Go left from the steps you reach, drop off the ledge, and 
    reenter the dial to the east.  This time, you go to the south.  Just 
    skip right into the room to the east.  There’s naught but Wizzrobes and 
    other enemies here for us now.  In here, hop the lava and use the 
    stairs to return to 1F.  Slap on the Magnetic Gloves and repel the 
    magnetic orb.  Walk down suddenly to push the orb down, and then get 
    above it and push it down against the southern line of blocks.  Now 
    repel it away from you to the right a bit and leave it there, two 
    spaces south of the staircase.  We’ll be returning to this room later 
    to complete the puzzle.
    
    Head west a screen and you’ll find two Whisps, the real jinxing deal, 
    and four Armos.  Trigger the bottom two, defeat them both with the 
    Magical Boomerang, and push the block they were surrounding over.  Open 
    the chest for... the Hyper Slingshot!  It’s this dungeon’s prize, and 
    quite the improvement over the Slingshot (but still no Seed Shooter, 
    the awesome seed-shooting item from Oracle of Ages).  At the price of 
    one seed, you can shoot three seeds at a time in three directions!  Now 
    you can really sock it to those enemies.  Now, on with the dungeon!
    
    Head back downstairs to the east and then go west.  Stand three spaces 
    north of the solitary Armos and it eventually moves.  Let the Magical 
    Boomerang soar.  After beating it, use the staircase it was guarding to 
    go back up to 1F.  Walk east to be back in the magnet room; open the 
    chest here for the Dungeon Map.  As you’d guess, the first floor is 
    shaped like a shield, the basement a sword.  Now, if you moved the 
    magnetic orb as directed earlier (if not, you can still pull it down to 
    you), then you can push it right (that is, repel) two spaces.  It will 
    rise and hit a block.  Move it left now and it hits the switch, causing 
    a bridge to form.
    
    Return to 1F and go east.  Use the stairs here to go back to the orb 
    room.  From the upper row, jump to the bridge and use the stairs to go 
    down.  Head north from here and then go west to the dial.  It should 
    still be orange.  Enter it and you’ll be deposited to the east.  Go 
    right a room and open the chest for a Small Key.  Go back to the dial, 
    use it to go north, and go east.  Take the steps down and pull yourself 
    across the lava with the Magnetic Gloves.  Now go east, slash the pots 
    along the south wall, and then enter the upper-right alcove.
    
    Stand four spaces left of the middle eye statue and use the Hyper 
    Slingshot to hit all three at once, which makes a staircase appear.  
    Take it up a room full of breakable blocks complemented by two Kanalet 
    Soldiers (of both colors) and two Whisps.  Bomb your way through, but 
    be careful around the last block before the Kanalet Soldiers.  Be sure 
    you’re not going to be jinxed and blow the blocks up, defeating the 
    soldiers quickly.  Bomb the lower blocks around the chest and push the 
    southern block over to obtain the contents of the treasure chest – a 
    Small Key.  Now go back downstairs, using a Small Key on the locked 
    door, to go east.
    
                              -------------------
                              Mini-Boss: Frypolar
                              -------------------
    
    Get it?  It’s a fiery/icy mini-boss that also controls ice, making it 
    both fry/polar and bipolar, which makes him Frypolar!  Oh, these puns 
    are hilarious!  Back on topic, Frypolar really reflects the theme of 
    the dungeon: ice and fire offense and defense.  Frypolar can transform 
    into a red flame, his fiery side, and a blue flame, his icy side.  He’s 
    only vulnerable while blue, and Frypolar changes periodically on his 
    own.  To force him into the blue flame color from the red flame color, 
    launch a Mystery Seed at it from the Hyper Slingshot (with three seeds 
    fired, it’s hard to miss).  Then, while blue, shoot it with an Ember 
    Seed to deal it damage.  Although hitting it is easy, Frypolar has one 
    trump card; it has lots of health.  It takes somewhere around 15 hits 
    to end Frypolar’s reign of terror in the dungeon.  The key is to keep 
    as far away from him as possible, as he often charges you after 
    becoming red, and to keep moving while he’s blue.  If you run low on 
    seeds, slash the shrubs for refills.  He also attacks by creating fire 
    walls.  In any case, you’ll receive a shortcut and a Fairy.
    
                              -------------------
    
    Go north of the mini-boss room to reach a room of torches.  Stand left 
    of the central torch, use the Hyper Slingshot to hit the torches to the 
    left, hit the central torch, and hit the right three torches.  A 
    staircase forms when all are lit.  Take the stairs up and go north.  
    It’s the ice block room!  Push the lowest ice block right, the middle 
    ice block down, right, and up, the upper ice block left, down, and 
    right, the middle block (now middle) up, the left block right, up and 
    right, and the middle block right.  This makes a staircase form.  Take 
    it down to a 2-D screen.  Jump across the ice blocks, soar to the left, 
    and go left a screen.  This is one of those rare occasions where Roc’s 
    Feather would be better than Roc’s Cape, but we can get around it.  Use 
    a Pegasus Seed on yourself and leap across the platforms to the upper 
    route.   Although easier said than done, it must be.  Fly across the 
    Thwomps and climb the ladder to a new room.  First, hit the switch to 
    the lower-right.  A shortcut bridge is now made so that we can avoid 
    using that 2-D screen (to the left is the room we first descended the 
    stairwell in).
    
    Go east of this room to a Razor Trap/Wizzrobe combination, and jump 
    across it to go east again.  Use the Magical Boomerang to hit the 
    crystal switch and extend the bridge south.  Go south a room and play 
    your Flute to defeat the Pols Voices to the left.  Now go south (left 
    door) and open the chest for the Boss Key!  We now have all the dungeon 
    gear!  Go south and flip down into the ice block room.  Go back south 
    to the mini-boss room and warp to the first room of the dungeon.  Go 
    north twice, hit all three statues at once using the Hyper Slingshot 
    (fire from the upper tier).  A chest containing an un-appraised ring 
    appears.  Open it and return to the ice room.  This time, we’re 
    continuing by using a Small Key to go west.
    
    Go west again past these Sparks to another new room.  Bomb the 
    northeast wall and go north.  This Armos will move through the room in 
    a certain way, and you must mimic it.  I entered and exited several 
    times, and it is limited to a few alternate paths, which means you’ll 
    have to memorize the path the Armos takes over the tiles.  When you 
    imitate it exactly, a Small Key falls down to you.  Take it and go back 
    south.  Lift an icy rock (1) and go south.  Throw it into the fiery pit 
    to the right and it will cool the lava in B1F.  Take the stairs down to 
    it and walk across the cooled rock to reach a chest.  Open it for a 
    Small Key.  Go west, open the chest for ten Bombs, and go back upstairs 
    utilizing the staircase in the room to the east.
    
    Go north and lift an icy rock (2).  Hop into the mine cart and you’ll 
    ride to a new room.  Use a Small Key on the lock block and throw the 
    crystals into the fiery pit to cool the lava below.  Now ride back in 
    the mine cart, pick up another icy rock (3), and get back into the mine 
    cart.  Drop the rock here, hit the switch, lift the rock back up, and 
    take the cart to the intermediary room.  Toss the icy rock into the 
    fiery pit and we’ll have almost cooled all the lava we need to on B1F.  
    Take the cart back to the room to the west and use your Small Key to go 
    south into a new room.  Defend yourself from the Beamos and Spiked 
    Beetles by jumping.  Just take the stairwell to the right back to B1F.
    
    Go east from here and walk across the cooled lava to a staircase.  Use 
    it to reach a new part of the icy rock room.  Go east twice, south once, 
    and into the Spark-side of an old room.  Boomerang your foes and open 
    the chest for another Small Key.  Now that we have all the treasures of 
    the dungeon, it’s time to get the last ones: the Heart Container and 
    the final Essence of Nature.  Yes, that’s right.  We’re boss-ward bound 
    now.
    
    Return to the normal part of the crystal rock room and go south.  Use 
    the stairs, go west, and take this set of stairs up to a new room.  
    Take this mine cart north into the Beamos room.  From here, take the 
    stairs down, go east, south, up the stairs, and north back to the ice 
    rock room.  Grab one (4) and hop into the mine cart.  Go south of where 
    you end up, carrying the ice rock, and you’ll reach the Beamos room.  
    Drop the crystal, take down the Spiked Beetles, grab it, and take the 
    mine cart south.  Chuck the ice rock into the fiery pit, completing the 
    lava cooling, and go back downstairs.  Go north twice.  Unlock the 
    block here with your Small Key, the last one of the dungeon, and go 
    east.  Unlock the Boss Door and let’s-a get-a ready for a rumble!
    
                          +-------------------------+
                          |    Boss: Medusa Head    |
                          +-------------------------+
    
    Pull out Roc’s Cape and get in for a fight.  For those who don’t figure 
    out how to best hurt Medusa Head, this scuffle can be moderately hard.  
    For those who know, it’s still no cakewalk, but it’s easy enough 
    (easier than Manhandla, anyways).  Medusa Head uses several tactics to 
    tear you apart.  First, she has very strange patterns of movement.  She 
    veers around the room rather unpredictably and uses attacks at 
    seemingly random intervals.  Roc’s Cape is your best defense.  Medusa 
    Head has three variations of the fireball attack.  She either fires 
    five fireballs, all of which can be jumped, or many blue fireballs in a 
    circle that turn you to stone.  As a statue (you’re only stunned, not 
    gray), you’re vulnerable to her attacks.  Jump to avoid them and keep 
    your eyes peeled for when she turns gray briefly.  She’ll then warp to 
    the north wall and run her laser beams through the room.  Jump over 
    them to avoid this attack and all others.
    
    Now, how do you deal damage to Medusa Head?  Well, it’s not exactly 
    obvious.  Fire a trio of Pegasus Seeds from the Hyper Slingshot at her 
    and she’ll be stunned very briefly.  Slash her quickly and resume the 
    battle.  You can also slash Medusa Head without using Pegasus Seeds, 
    but it’s harder to do.  You could just jump around with Roc’s Cape and 
    slash her, but the Pegasus Seed stunning might be safer.  Remember that 
    she always appears in the center of the room after using the laser 
    attack or after being hit, which sets her up for two good slashes 
    before you jump.  If you’re comfortable with Roc’s Cape, then use it to 
    deal lots of damage to her quickly.  After many hits, Medusa Head 
    explodes.
    
    Take the Heart Container and go north into the tip of the sword on the 
    map.  Walk forward and take the eighth and final Essence of Nature, 
    Changing Seasons, from the pedestal.  “Scattered seeds sprout in spring, 
    grow in summer, bear fruit in fall and sleep through winter.  It is an 
    endless cycle of life... the Changing Seasons!”  Outside, the Maku Tree 
    contacts us even though we’re in Subrosia.  He already has all eight 
    Essences of Nature!  The Changing Seasons have filled him with his 
    former power!  He has something to give you now, and so let us return 
    to him in Horon Village...
    
    =======================================================================
    ============================Onox’s Castle*=============================
    =======================================================================
    
                            +---------------------+
                            |    The Maku Seed    |
                            +---------------------+
    
    If you’ve ever visited the Maku Tree after clearing the Gnarled Root 
    Dungeon, you’ll have noticed that the big guy has been going through a 
    bit of a growth spurt.  With all eight Essences of Nature back in 
    effect, he’s restored to his former glory.  You’ll find the Hall of 
    Secrets where you can use passwords from Oracle of Ages, as well as a 
    slew of Gasha Seeds along the path to the top of the tree.
    
    In any case, the Maku Tree no longer needs to sleep constantly to 
    maintain high energy levels.  He’s awake when you arrive, and he 
    congratulates you on gathering all the Essence of Nature.  You are a 
    true hero, understanding of the essences.  You are the hope for all who 
    live!  He gives you a seed reflecting his powers, the Maku Seed.  It 
    penetrates evil forces!  With it, we can easily defeat Onox, General of 
    Darkness (well, it isn’t as easy I say), and free Din, Oracle of 
    Seasons.  But suddenly, an evil voice breaks your conversation by 
    saying “Some hero!!!” sarcastically.  Onox is watching you from his 
    castle, and he marches into the room he’s keeping Din in.  He just 
    dares you to come!  If you are their so-called hero, then they are 
    doomed!
    
                              +----------------+
                              |    Pit Stop    |
                              +----------------+
    
    I’m not kidding here, the final boss of this game is the hardest you’ll 
    ever face in this game, and probably up there as one of the hardest 
    Zelda bosses ever.  I highly suggest that you purchase a Magic Potion 
    from Syrup, get one from a Gasha Seed, or steal one from Maple.  Either 
    way, you’re going to need one in all likelihood.  Furthermore, stop at 
    Vasu’s and pick up the Green Holy Ring, which makes you resistant to 
    electricity.  It seems pointless right now, but just wait until you’re 
    duel to the death with the General of Darkness.
    
                        +----------------------------+
                        |    Breaking the Barrier    |
                        +----------------------------+
    
    Go north when you enter Temple Remains from North Horon.  Slash the 
    Ball & Chain Soldier quickly from the slight lower-left of it to defeat 
    it, and then go west and north.  The Maku Seed and the Essences of 
    Nature combine their powers to dispel the dark force surrounding 
    Northern Peak, and then the same hooded figure we saw before the 
    Ancient Ruins appears.  It says that all will be for naught, and it 
    then splits into the twin Geurdo witches, Kotate Twinrova and Koume 
    Twinrova.  They claim that soon the Flame of Destruction shall burn, 
    and then their rites will be completed!  Despite our valiant efforts, 
    the Evil King will return to spread darkness across the world.  They 
    depart, and the Maku Tree contacts us.  He figures that Twinrova must 
    be controlling Onox!  We must save Din before their dark designs are 
    realized!  Go north and defeat two Lynels, and then enter the final 
    tower...
    
                            +---------------------+
                            |    Onox’s Castle    |
                            +---------------------+
    
    Unlike the Black Tower in Oracle of Ages, Onox’s Castle is actually a 
    dungeon, like a Level 9.  Of course, it’s very short, even if it does 
    have a Dungeon Map and all that jazz.  Right now, you have three 
    options – west, north, and east.  Two of them are dead-ends, but I’ll 
    explain them for those foolish enough to travel down these lonely roads.
    
    EAST: A tantalizing Fairy lures you in, but the door then slams shut.  
    Get in a corner, hold out the Iron Shield, and wait for the tiles to 
    crumble when they hit it.  Afterward, take the Fairy and go west to the 
    first room, ‘cause you just took a wrong turn.
    
    WEST: We have a new setup for the tiles, but it’s the same deal as 
    above.  The Fairy entices you in, and the tiles are meant to lay the 
    hurt on you.  Get in a corner, hold out the Iron Shield, and wait for 
    the enemy to run out of fighters.  Now take your Fairy as a prize and 
    go east to the first room.  Yeah, you should’ve made a north at 
    Albuquerque.
    
    As you can see, the correct path lies to the north.  Defeat these 
    Wizzrobes and you’ll be faced with another three paths.  The eastern 
    and western doorways lead to the same rooms as mentioned above; go 
    north again (after killing all Wizzrobes).  You’ll come to a tricky 
    room afterward, full of Floor Masters (three in all) and Kanalet 
    Soldiers).  Pull out the Magical Boomerang, get into the center of the 
    room, and stun any Floor Masters that come at you in pairs to make 
    things much easier.  After destroying all of them, go north yet again.
    
    It’s Facade!  He’s not really the mini-boss, but he might as well be.  
    Yep, we’re fighting this old-timer from Snake’s Remains again, only 
    this time he’s gotten a big promotion.  His attacks are the same as 
    before; it creates holes for you to fall into (just keep walking to 
    avoid them), it spits fireballs to rain down on you, and it can summon 
    Beetles to attack you.  After several hits, it explodes, releasing a 
    Fairy.  Go north again, and slash the pots in this room, the quiet 
    before the storm.  Go north one more time...
    
    Link walks forward to find Din, but the crystal is just an illusion!  
    Link jumps backward to avoid a gigantic spiky ball thrown at him, and 
    it retracts to its source, Onox, General of Darkness.  He has 
    imprisoned Din, thrown the seasons into chaos, and now he will crush 
    you.  The battle to decide the fate of all Holodrum begins.
    
                             +------------------+
                             |    BOSS: ONOX    |
                             +------------------+
    
    This is the most difficult battle of the game, and there are two phases 
    to this fight.  If you use the Red Ring, though, this battle can be 
    much easier.  It all starts simply enough, anyways.  The General of 
    Darkness swings his ball and chain around wildly, and he’s so large 
    that a few steps will put you in range of it.  Use a Pegasus Seed on 
    yourself and hold out your sword (it’s a good idea to face south when 
    holding it out) to charge up a spin attack.  While he’s swinging the 
    ball and chain, it’s best to keep as far away from Onox as possible, 
    although he is vulnerable to attack while he’s doing this (somewhat).  
    He will either smash it into the ground to hit you with it, and he’s 
    completely vulnerable as he’s pulling it back to him, or he will jump 
    and cause boulders to fall from the ceiling, at which point he’s 
    vulnerable.  But how does one hurt this behemoth?
    
    Onox is heavily armored, and only spin attacks can hurt the titan.  
    Face south, charge up your sword, and run around with the Pegasus Seeds 
    until you’ve got a good chance to swoop in and let him taste steel.  He 
    has surprisingly low health, and will throw in the tower after seven 
    spin attacks.  Or does he?  He groans and then tells you not to think 
    he’s been beaten.  He drops in a new defense mechanism, Din.
    
    The second phase of the battle is much harder.  The jewel Din is 
    encased in emits electricity, which means that Onox is now able to 
    defend himself with the crystal and hurt you when you try to attack him.  
    If you have it, equip the Green Holy Ring now.  It makes you unaffected 
    by electricity, making it ideal for this portion of the fight.  If you 
    use the ring, you can attack Onox just as before.  If not, you have to 
    juke out the crystal.  Use a Pegasus Seed and run to the south wall.  
    Let Onox close in on you and then run from one side of him to the other 
    with the Pegasus Seeds, spin attacking his body before the crystal can 
    move to defend it.  Onox has only one new attack, one where he sends 
    gale attacks at you.  Just avoid these as best you can.  After four 
    successful spin attacks, Onox explodes.  Walk up to Din’s crystal and 
    it vanishes!  The floor begins to crumble, and we reach a 2-D screen, 
    the site of the final showdown!
    
    Onox is done toying with you.  He was summoned from the Dark Realm by 
    Twinrova, and this is his true form.  Feel the might of Dark Dragon!
    
    The second incarnation is what makes this battle so incredibly hard.  I 
    hope you haven’t used your Magic Potion yet, as you’re going to wish 
    you had it.  The dragon is vulnerable on the crystal on its head, but 
    the challenge lies in reaching it.  After reviewing how to avoid its 
    attacks, we’ll get right into finding a way up to that gem.
    
    Dark Dragon has a few attacks, and I’ll discuss how to avoid them first.  
    The Dark Dragon’s primary means of offense is its claws.  It can slam a 
    claw down at you with its chain-like arms.  Try to run away from it 
    (Pegasus Seed) to avoid being struck by this powerful attack.  Dark 
    Dragon may also use a sweeping claw move.  With it, he places his claw 
    on the floor and drags it quickly across the floor to hit us.  You 
    cannot jump over it, forcing you to outrun it.  Use a Pegasus Seed to 
    outrun the claw and hope it stops before he smacks you.
    
    Dark Dragon may also use one of two fire attacks.  Neither is very easy 
    to avoid, but blue is the worst.  He fires blue flames a few at a time, 
    which burn above jumping level, meaning that you’re limited to one side 
    of the screen, and you must avoid all of them that he fires without 
    jumping (they remain on the screen, which is why they’re annoying).  To 
    avoid them easily, walk in one direction until the flame comes out of 
    its mouth, and then turn around and walk in the opposite direction.  
    Red flames are fired down at you and pass through the floor, which 
    means you can just dodge them normally.  All attacks Dark Dragon has do 
    heavy damage, and the Magic Potion is your best friend down here.
    
    To hurt Dark Dragon, jump onto its claw after it tries to press you 
    down with it.  Ride it up and jump upward to slash the gem on its head.  
    Using a spin attack can be tricky here, but it can be done.  If you 
    board the claw and it slams, face the opposite claw, and jump at the 
    gem when it raises the claw to do another slam attack, you can spin 
    attack the head.  In any case, it takes between three to five spin 
    attacks, but it takes about 15 normal attacks!  Definitely use spin 
    attacks if you can.  If you’re good at the spin attack strategy, this 
    boss’s difficulty is drastically reduced.  If not, good luck surviving 
    through 15 rounds of Dark Dragon mayhem.
    
    After striking Onox in his true form for the last time, he speaks his 
    last.  Though you may kill him, you have failed!  His orders were to 
    capture Din and deliver the destructive power of a season-less land to 
    Twinrova.  Now, as the Flame of Destruction, that power is set to 
    devour this land!  He dies laughing, and his body sinks below the 
    ground in that hideous pose of death.  Din’s crystal drops down to you; 
    walk to it and Din is finally freed!  HUZZAH!  She thanks you, and 
    points out that the seasons should return to normal now that she is 
    free.  We see the lands change to the normal season.  Bipin & Blossom 
    and the painter can now admire spring.  Blaino and Ricky are fighting, 
    Ghinis of the Graveyard are now happy, and all is back to normal.  The 
    trials you have faced to collect the Essences of Nature have made you a 
    true hero!  Soon, new trials will sweep up away, but the Oracles shall 
    always watch over you in secret.  And so, you return to Horon Village.
    
    Meanwhile, we see a red flame with the image of Link and Din in it, and 
    we see it is Twinrova.  Onox has fallen, but the damage he has done to 
    this land burns on in the Flame of Destruction!  Soon, their dreams 
    will be realized.  Now let the credits roll!
    
    We see Din return to Horon Village to meet with the Maku Tree, and Impa 
    finally leaving the refuge.  Everyone comes from all over to see Din 
    back, even Subrosians, Gorons, and Talon.  And in the last scene, we 
    see the sun setting behind the Maku Tree.  After that, you receive the 
    Secret to Labrynna, which can be used to continue this quest in Oracle 
    of Ages, and you get to save the game.  Impa has left for Labrynna 
    after receiving a letter from a homing pigeon.  Perhaps all is not well 
    there...
    
    CONGRATULATIONS!  You beat the game.  But, there’s still plenty to do 
    in Oracle of Seasons, and you can also explore post-Onox Holodrum.  If 
    you have Oracle of Ages, you still have lots of secrets to get, and you 
    haven’t truly beaten the game until you foil Twinrova’s plot.  As the 
    game says: “To be continued in The Legend of Zelda: Oracle of Ages.”
    -----------------------------------------------------------------------
       _________________________________________________________________
      /                                                                 \
     /                                                                   \
    ||----------------------------Section 3*-----------------------------||
     \                                                                   /
      \_________________________________________________________________/
    
    =======================================================================
    ========================Linked Games & Changes*========================
    =======================================================================
    
    One of the big things in the Oracle games is their connectivity; you 
    can use passwords from one in the other to unlock secret events, items, 
    and an alternate ending.  To really experience Oracle of Seasons, you 
    have to do it with passwords.  It greatly enhances the game with many 
    useful items and interesting side quests.  As you may know, defeating 
    General Onox in the final battle unlocks the Labrynna Secret to make a 
    linked game.  Well, defeating Veran, the antagonist of Oracle of Ages, 
    unlocks the Holodrum Secret.  Using it when you make your file, you can 
    continue your original quest from Labrynna.  This changes the game 
    quite a bit, for the best, really.  Here are the differences in a 
    password game.
    
            +-----------------------------------------------------+
            |    Differences Between Linked & Non-Linked Games    |
            +-----------------------------------------------------+
    
    - You’ll start off with the same name as you had in Oracle of Ages.  
    Also, you start out with your sword.  Additionally, you begin the quest 
    with 4 Heart Containers instead of the usual three.
    
    - The name you gave to Bipin & Blossom’s child will be the same.  He 
    will now be a man with a career, and you can reap a reward from him 
    depending on his career path.
    
    - You will have the same animal partner as you had in Oracle of Ages, 
    regardless of how you play the game.
    
    - Several scenes are changed to include Twinrova in them, such as the 
    introduction.
    
    - Maple now flies a flying saucer, making her faster.
    
    - Several new characters have appeared to give passwords.
    
    - Queen Ambi appears all over the game.  Apparently, Nayru sent her to 
    the present age to go on an eye-opening quest in Holodrum.  She even 
    meets Cap’n, and they have their heartfelt reunion and another good-
    bye...
    
    - The most significant change to the game is the relocation of the 
    Pyramid and Square Jewel necessary to open Tarm Ruins before Level 6.  
    They are now obtained in the following manners:
    
    Pyramid Jewel: Enter the cave west of Holly’s House in Woods of Winter.  
    Swim to the chest and open it to see... Vire!  He’s the mini-boss of 
    Ancient Ruins, the dungeon he is keeping you out of.  As Onox’s loyal 
    henchman, he must guarantee that you don’t reach him, and so he hides 
    the Pyramid Jewel atop the ledge here.  How will we ever reach it now?  
    Go to Sunken City, south of Syrup’s Potion Shop.  Dive down in the 
    patch of water to the south and you’ll swim to a cave that leads to 
    Sunken City.  The Pyramid Jewel is right on this ledge.  Take it and do 
    an obnoxious victory dance, ‘cause Vire just FAILED!
    
    Square Jewel: Why they changed this one, I do not know.  Go to where 
    you met Din in North Horon and call forth summer.  From here, go south 
    and west.  Bomb the rocks here and take the opening to reach a chest 
    containing the Square Jewel.
    
    - Since we have the sword already, there’s no reason to get it in 
    Hero’s Cave.  As a result, Hero’s Cave has been redesigned to be an 
    extremely difficult mini-dungeon, but it has a worthwhile reward.  See 
    “Hero’s Cave” for details on it.
    
    - There is now an alternate ending.  You learn from Impa that Zelda has 
    been kidnapped by Twinrova as the final step in their rites, and Din 
    and Nayru, the two Oracles, can transport you to the Room of Rites 
    before the Maku Tree to stop Twinrova’s sinister ritual, to defeat the 
    final boss...
    
    - After Level 2, Snake’s Remains, Impa informs you that Zelda left 
    Hyrule on her own (apparently to warn Link that she saw a shadow attack 
    him in a dream), and we must look for her!  She isn’t safe alone!  From 
    where you meet Impa in North Horon (right by her refuge), go north a 
    few times to find Great Moblin south of the Scent Seed tree, mugging 
    Zelda because she looks rich.  Defeat his four Moblin cohorts, two of 
    which are swordsmen and two of which are archers, and Great Moblin 
    scrams.  Zelda rewards you with the Blue Joy Ring, and then stows away 
    in Impa’s Refuge until her next big role in the plot.
    
    - If you beat a Linked Game, you will get the Hero’s Secret at the end 
    instead of the Labrynna Secret.  If you use it to start a file, the 
    only difference is that you start with four hearts instead of three.
    
    And there you have it – the differences between playing a password game 
    and playing a normal game.  It really should be tried if possible; the 
    alternate ending is great.
    
    =======================================================================
    ============================Linked Secrets*============================
    =======================================================================
    
    Aside from the passwords, there are also many individual passwords.  
    When you play a password game, new characters appear in places they 
    previously were not.  Talk to them and they will give you a password.  
    Then, in the other game, you can give it to Farore, Oracle of Secrets 
    (living inside the Maku Tree after he grows a bit; the Hall of Secrets 
    is open after Level 2), or other recipients, to trigger events or 
    receive items.  In more detail, the cycle works like so (assuming 
    you’re taking secrets to an Ages game).
    
    1) Beat Onox in the final boss fight and you’ll receive the Labrynna 
    Secret.
    
    2) In Oracle of Ages, start up a new file and select “Secrets.”  Input 
    the Labrynna Secret.  You will now begin a file with the same name as 
    you had in the Oracle of Seasons (see the above section for a list of 
    those differences).
    
    3) There will be several new characters in the Ages game that aren’t 
    normally there.  Talk to them and they’ll give you secrets directed at 
    someone in Oracle of Seasons.
    
    4) Return to Oracle of Seasons and talk to the person that the 
    passwords were meant for.  Give it to them and they’ll give you a new 
    item.  After receiving the item, talk to them again for another secret.
    
    5) Take the new secret back to your Oracle of Ages file and give the 
    new password to Farore, Oracle of Secrets, inside the Maku Tree (use 
    the door in her trunk to find her).  She will give you the upgrade/item 
    that your other file got.  You cannot transfer rings this way, though.  
    To transfer rings, talk to the Red Snake at Vasu Jewelers and use that 
    secret to transfer the ring.
    
    And that’s how the password system works, but below I’ll outline how 
    each individual password works – who to get it from, who to give it to, 
    and what you get from it.  Password names come directly from the game.  
    There are two ways to get each upgrade/item from secrets – from the 
    characters (step # 4) or by using the return secret (step # 5).  I’ll 
    list the fourth step first, and then list the other secrets for # 5.
    
                      +--------------------------------+
                      |    Direct Secret-Collecting    |
                      +--------------------------------+
    
    -----------------------------------------------------------------------
    Name of Secret
    
    Received From (Ages/Seasons): 
    
    Given To (Ages/Seasons): 
    
    Reward & Process: 
    -----------------------------------------------------------------------
    
    Above is the setup to this section, and below is the actual list.  In 
    this section, I cover what secrets can be gotten in the Ages game, how 
    they’re used in Seasons, and then tell you to use a return secret to 
    transfer the upgrade to your Ages file.  It’s the main method for 
    obtaining upgrades in Seasons, but an alternate method in Ages.
    
    -----------------------------------------------------------------------
    Holodrum Secret
    
    Received From (Ages): Nobody, really.  You get this after defeating 
    Veran in the final battle in the highest chamber of the Black Tower.  
    You’ll have to sit through the credits, though.
    
    Given To (Seasons): Again, not a soul.  Enter this at the beginning of 
    the game, when making your file.  You have to enter this under the 
    secret option when creating a new file, and it cannot be given to 
    Farore or anyone else.
    
    Reward & Process: This time you play through Oracle of Seasons, it’s in 
    a linked game.  It’s the first step toward getting passwords, and 
    you’ll find a lot of info about this secret in particular in “Linked 
    Secrets.”  This secret cannot be transferred back to Ages.
    -----------------------------------------------------------------------
    Hero’s Secret
    
    Received From (Ages/Seasons): You don’t receive this from any person, 
    but instead by beating the final boss in a linked game of either game.  
    They’ll show it after the credits.
    
    Given To (Ages/Seasons): Actually, this can be used in Ages or Seasons.  
    It’s used to start a new file (called a “main-linked” game), in which 
    Link has four hearts instead of three (only difference).  Use it in the 
    password option when creating a new file.
    
    Reward & Process: Like I said, you use this to start a new file in 
    which Link has four hearts instead of three.
    -----------------------------------------------------------------------
    Ring Secret
    
    Received From (Ages): Talk to Red Snake, who lives in the red vase in 
    Vasu Jewelers (Lynna City, present).  He’ll give you this useful secret 
    if you request it.
    
    Given To (Seasons): Talk to Red Snake, who lives in the red vase in 
    Vasu Jewelers (Horon Village).  Let him hear this little number to get 
    the reward.
    
    Reward & Process: This secret enables you to trade rings between your 
    Oracle games.  Without it, you could never get such rings as the First 
    Gen Ring, the Blue Ring, or the Armor Ring L-3, to name a few.
    -----------------------------------------------------------------------
    Clockshop Secret
    
    Received From (Ages): An old woman shows up by the Ember Seed-bearing 
    tree south of Lynna City (present age) after you’ve cleared the Skull 
    Dungeon; she tells you to give the secret she’s about to tell you to a 
    friend of hers beneath the clock shop in Horon Village.
    
    Given To (Seasons): Use the Shovel to dig behind the Clock Shop in 
    Horon Village to uncover a flight of stairs.  There’s an Old Man down 
    there; he will take the secret given to you from the “old hag.”  In 
    that case, you may take his test...
    
    Reward & Process: Agree to be tested and 12 beasts appear.  Slay them 
    all in 30 seconds without being slain yourself and you shall prove your 
    strength.  It should be pretty easy to do, and you may try again if you 
    fail to meet the time limit.  He decides that the old hag has chosen 
    well, and he decides to aid you in your quest by strengthening your 
    sword.  You get the Master Sword (L-3 Sword)!  With its legendary power, 
    your sword is two and a half times stronger than the Wooden Sword.  The 
    Old Man also gives you a return secret to transfer the upgrade to 
    Oracle of Ages.  By the way, if you only had the Wooden Sword when you 
    did this, you’ll only get the Noble Sword.  But, the trade sequence 
    upgrade will be replaced by the Master Sword; it all equals out in the 
    end.
    -----------------------------------------------------------------------
    Smith Secret
    
    Received From (Ages): Once you’ve beaten Smog in the Crown Dungeon in a 
    linked game, a Subrosian standing by the Mystery Seed-bearing tree in 
    Rolling Ridge comes out.  Talk to it; the Subrosian says that the best 
    defense is a good offense, and he’d like to share with you the one 
    thing you must know to survive.  He’d also like you to tell it to the 
    master at the Subrosian Smithy.  Send the master his regards!
    
    Given To (Seasons): Tell the secret to the master at the Subrosian 
    Smithy and he’ll say “Close enough.”  They decide to help you out in 
    terms of defense, but they don’t abide by the “the best defense is a 
    good offense” line of thought.
    
    Reward & Process: They give you the Mirror Shield!  It’s the best 
    shield in the game (L-3), and it blocks many attacks, including lasers 
    from Beamos.  The master also gives you a return secret to transfer the 
    amazingly fine shield to Labrynna.  Note that you can’t get this if you 
    have no shield at the time.  If you only have the Wooden Shield when 
    getting this, you’ll receive the Iron Shield instead.  But, you’ll get 
    the Mirror Shield from Hard Ore shield-forging.
    -----------------------------------------------------------------------
    Pirate Secret
    
    Received From (Ages): There’s a girl in South Shore, south of Black 
    Tower and northwest of Rafton’s house, you should talk to after nabbing 
    the Essence of Time in the Wing Dungeon.  She wants to share the secret 
    of luck with an unlucky guy who went to Holodrum.  His luck is so bad 
    that he could end up a bag of bones.
    
    Given To (Seasons): When Cap’n left the House of Pirates, he left two 
    sailors on the upper floor behind accidentally.  One sailor blames his 
    own bad luck for the ship sinking and being left behind.  If only he 
    had known the secret to good luck...  Let him in on the secret and 
    he’ll be ecstatic.
    
    Reward & Process: But then again, by telling him the secret to luck, it 
    seems that your luck has run out.  Prove that you’re still lucky by, oh, 
    I don’t know, collecting 777 Ore Chunks!  Dig around until you get just 
    that many (if you go over, buy something from the Subrosia Market), and 
    then talk to the formerly unlucky sailor.  Yep, you’ve still got it, 
    and he thanks you for reversing his fortunes by giving you a Bomb Bag 
    upgrade!  You can now carry 50 bombs instead of 30.  And with the 
    return secret, you can be lucky in Labrynna, too!  If you had the 
    beginning Bomb Bag, the one that can only carry 10, when you got this, 
    you’ll only get the 30-bomb upgrade.  But, the best upgrade can still 
    be gotten from what’s normally the middle one – buying it in Subrosia 
    Market.
    -----------------------------------------------------------------------
    Deku Secret
    
    Received From (Ages): When you’ve cleared Spirit’s Grave, a Deku Scrub 
    that isn’t normally in Deku Forest appears (he’s against the west side 
    of the map).  The Deku Scrub just loves the newest, hippest song: “Love 
    the Seed!”  It’s just so good!  He’ll tell you the next part if you’d 
    like, and request that you let a Deku Scrub living near Sunken City 
    know about it.  He would just love it!
    
    Given To (Seasons): In Natzu Prairie is a Deku Scrub in a cave.  It 
    can’t remember the ending to its favorite song.  It goes “Love, love 
    the seed!”, but what comes after that?  Tell it the secret and it all 
    comes rushing back.  Love, love the seed!
    
    Reward & Process: First, the Deku Scrub wants you to return to it with 
    your Seed Satchel full with each type of seed (50 Ember Seeds, 50 
    Mystery Seeds, etc.).  Then talk to it to increase the number of seeds 
    you can carry; it rises all the way to 99!  Yeah, that’s what I’m 
    talking about!  You can also transfer the upgrade.  If you haven’t 
    already bought the bigger Seed Satchel from the secret shop beneath 
    Horon Village, you’ll only be able to carry 50 seeds.
    -----------------------------------------------------------------------
    Ruul Secret
    
    Received From (Ages): Right after you’ve beaten the Wing Dungeon, Mayor 
    Plen’s kindly old mother (or at least it looks that way) moves in with 
    him.  Ha, ha!  He lives with his mom!  Anyways, she’s glad she ran into 
    the savior of Holodrum, and it’d be great if you could run over to 
    Horon Village and tell the mayor there, named Ruul, the secret she 
    tells you.
    
    Given To (Seasons): Our target?  Mayor Ruul, the resident Gasha fanatic 
    of Horon Village (he’s giving Bipin a run for his money).  He’s happy 
    to hear from his old Labrynnian friend, so much so that he feels like 
    resizing your ring box.
    
    Reward & Process: He makes it so that you can carry even more rings!  
    It’s the L-3 Ring Box!  It can hold up to five rings at once.  If you 
    didn’t have the L-1 Ring Box, he gives it to you instead.  Didn’t have 
    the L-2 Ring Box and he gives it to you in its place.  This makes the 
    other ring box upgrades (from Vasu and the isolated red Goron in Goron 
    Mountain) move up in number of rings they give you.  Oh, and don’t 
    forget the return secret he tells you.  It’s the key to carrying more 
    rings with you in Labrynna.  The L-3 Ring Box – for the hero on the go!
    -----------------------------------------------------------------------
    Graveyard Secret
    
    Received From (Ages): A Ghini appears outside Syrup’s Potion Shop in 
    Yoll Graveyard once you’ve taken the first Essence of Time from 
    Spirit’s Grave.  First, he asks if you believe what you see.  Answer 
    “Yes” (the ghost IS right there, right?) to learn a secret.  There is a 
    Graveyard in Holodrum...  In it is a single grave with no flowers...  
    Tell the one within the secret he will shortly tell you...  And I will 
    stop talking like this...
    
    Given To (Seasons): South one screen of Explorer’s Crypt, dig in front 
    of the grave with no flowers to unearth a staircase.  Descend down it 
    and speak with the Ghini here.  He will give you the life he no longer 
    has... if you can pass a test.  After all, you seem sure of your 
    judgment, claiming that some Ghini from Labrynna sent you...
    
    Reward & Process: Red and blue copies of the Ghini will appear and then 
    disappear.  It’s up to you to count them and then say which there were 
    more of – red or blue.  If you’re able to pass the test three times, 
    you’ll be rewarded with another Heart Container!  Now that was easy!  
    Better yet, you can transfer it to Oracle of Seasons with a return 
    secret!  It’s like a two-for-one special for crying out loud!
    -----------------------------------------------------------------------
    Biggoron Secret
    
    Received From (Ages): Along the northern edge of the Labrynnian map, 
    there’s an abandoned cave atop Rolling Ridge.  Once you’ve beaten Crown 
    Dungeon, it becomes occupied by a Goron.  He says that it takes a 
    skilled Goron to forge the legendary two-handed sword.  It is said that 
    such a Goron, as big as a mountain, exists in Holodrum.  Affirm that 
    this is true and he’ll ask you to take a secret to the giant.
    
    Given To (Seasons): Biggoron watches over Goron Mountain.  Once you’ve 
    given him Lava Soup, talk to him.  He’ll take your secret, as he’s 
    always wanted to know how to forge the legendary sword, and he’ll get 
    started right away.  First, Goron Steel...
    
    Reward & Process: Huzzah!  The Goron’s Great Sword is finished!  It was 
    created in the same way that the Gorons of old forged their swords.  In 
    any case, it’s a very powerful weapon that must be held with both hands 
    (in other words, you cannot hold two items at once).  He also lets you 
    in on another secret – a return secret.  With it, you can use the 
    Biggoron’s Sword in Labrynna, too.
    -----------------------------------------------------------------------
    Subrosian Secret
    
    Received From (Ages): Once you’ve beaten Crown Dungeon, a Subrosian 
    moves into Rolling Ridge.  It inhabits a cave one screen south of the 
    northeast corner screen.  Talk to him and he’ll feel as though he must 
    help you as best he can.  He claims that his brother is a Subrosian 
    living in the Subrosian Volcanoes region of Subrosia, and that 
    furthermore you should tell him the secret he’s about to give you if 
    you’d like a nice reward.
    
    Given To (Seasons): From the Woods of Winter portal to Subrosia, go 
    south once and west next to find a cave.  Enter to find a golden 
    Subrosian in a grassy cave.  Let him hear the secret report and he’ll 
    make small chat about his brother doing well in Rolling Ridge.  Then he 
    challenges you to a little game.
    
    Reward & Process: He wants you to cut all the grass in the room, but he 
    wants you to do it with your Magical Boomerang, and in only three 
    throws.  Now, he’s a nice guy, and he will give you a second chance if 
    you fail, but you want to win eventually.  It can be tough, but I 
    suggest shooting the boomerang forward along the edge, moving right a 
    bit and cutting down a row of grass at least two spaces to the right, 
    and then coming back to cover the middle.  Tough indeed, but you’ll 
    eventually win, and winning earns you Bombchus!  Now don’t get me wrong, 
    I think they’re alright, but Syrup sells them for a really high price.  
    You shouldn’t buy much.  Back on track, they cost 20 rupees per Bombchu, 
    which is pretty steep.  They are simply mobile bombs based off rats, 
    and aren’t worth it, really.
    -----------------------------------------------------------------------
    Diver Secret
    
    Received From (Ages): You’ll find a diver on the surface of Zora 
    Village (present age).  He’s the senior pupil of the Master Diver in 
    Sunken City, and he’d like you to relay his secret to your mutual 
    master.
    
    Given To (Seasons): To Master Diver!  Talk to the old coot in his house 
    (right at the entrance of Sunken City) and let him hear the progress 
    report.  Isn’t it great having pupils scattered all around the world?  
    But, to the matter at hand.  He’s in a good mood, and so he’s devised a 
    test for you to take.  Simply swim through his obstacle course in under 
    30 seconds.  To get this prize, you must prove your pupil-hood.
    
    Reward & Process: Take the stairs down and get through this obstacle 
    course as quickly as you can.  Beat a time of 30 seconds and you’ll end 
    up getting a nice prize... a ring.  Get it appraised at Vasu Jewelers; 
    it’s a Swimmer’s Ring.  It makes you swim faster, but a pupil of the 
    Master Diver barely needs it.  It cannot be transferred with a return 
    secret, but you can always use the Ring Secret if you want it in Oracle 
    of Ages.
    -----------------------------------------------------------------------
    Temple Secret
    
    Received From (Ages): Upon defeating the boss of Wing Dungeon and 
    claiming the Essence of Time there as your own, a Great Fairy appears 
    over the rubble that was Ancient Cave (which is the present age name 
    for what used to be the Wing Dungeon).  She is intrigued that you’ve 
    come to Labrynna, and would like you to tell her friend a secret.  She 
    lives behind a waterfall in the Temple of Seasons.  Thanks in advance.
    
    Given To (Seasons): Go to the chamber of the Temple of Seasons that the 
    Season Spirits gave you the Rod of Seasons in.  See that waterfall?  
    Walk right into it.  You’ll pass through to a new room, one that 
    another Great Fairy inhabits.  She listens to the secret and then 
    thanks you in the only way Zelda characters can – with goods.
    
    Reward & Process: She gives you a Magical Ring and suggests that you 
    appraise it at Vasu Jewelers.  It turns out to be the Heart Ring L-1, 
    which slowly restores your health as you walk.  Pretty nice, hmm?  Well, 
    you could do better, really.  Since there’s no return secret, you’ll 
    have to use a Ring Secret if you have any hopes of using this in Oracle 
    of Ages.
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    
    And that’s all there is to know about getting secrets in Oracle of Ages 
    and using them in Oracle of Seasons.  Moving on, there is one other way 
    to get these upgrades, some the only way to get them, and that’s 
    through return secrets in Oracle of Ages.
    
                      +--------------------------------+
                      |    Return Secret-Collecting    |
                      +--------------------------------+
    
    -----------------------------------------------------------------------
    Name of Secret
    
    Received From (Ages/Seasons): 
    
    Given To (Ages/Seasons): 
    
    Reward & Process: 
    -----------------------------------------------------------------------
    
    Above is the setup to this section, and below is the actual list.  In 
    this section, I cover what secrets can be gotten in the Seasons game, 
    how they’re used in Ages, and then tell you to use a return secret to 
    transfer the upgrade to your Seasons file.  It’s the main method for 
    obtaining upgrades in Ages, but an alternate method in Seasons.
    
    -----------------------------------------------------------------------
    Labrynna Secret
    
    Received From (Seasons): Once you have finally rescued Din from Onox, 
    General of Darkness, the credits play and all is good.  At the end, 
    you’ll see this secret displayed.
    
    Given To (Ages): Once more, nobody receives this secret.  Instead, you 
    must enter it when making a file.  Select the secret option and fill 
    out the long script.  When done, pick “OK.”
    
    Reward & Process: You begin a linked game, which differs from normal 
    ones in several ways.  Check out “Linked Secrets” of my Oracle of Ages 
    guide to learn exactly how it differs.  But, the thing to remember is 
    that you’re continuing your quest in Labrynna, and residents of 
    Holodrum/Subrosia might pop in from time to time.  Well, mostly 
    Subrosia.  Also, for your information, this has no return secret, 
    although you need to it to collect many secrets as it is.
    -----------------------------------------------------------------------
    Hero’s Secret
    
    Received From (Ages/Seasons): You don’t receive this from any person, 
    but instead by beating the final boss in a linked game of either game.  
    They’ll show it after the credits.
    
    Given To (Ages/Seasons): Actually, this can be used in Ages or Seasons.  
    It’s used to start a new file (called a “main-linked” game), in which 
    Link has four hearts instead of three (only difference).  Use it in the 
    password option when creating a new file.
    
    Reward & Process: Like I said, you use this to start a new file in 
    which Link has four hearts instead of three.
    -----------------------------------------------------------------------
    Ring Secret
    
    Received From (Seasons): Talk to Red Snake, who lives in the red vase 
    in Vasu Jewelers (Horon Village).  Let him recite this little number to 
    get the secret.
    
    Given To (Ages): Talk to Red Snake, who lives in the red vase in Vasu 
    Jewelers (Lynna City, present).  He’ll perform a most valuable service 
    for you after listening the code.
    
    Reward & Process: This secret enables you to trade rings between your 
    Oracle games.  Without it, you could never get such rings as the 
    Subrosian Ring, the Red Ring, or the Sign Ring, to name a few.
    -----------------------------------------------------------------------
    K Zora Secret
    
    Received From (Seasons): While most would think that a not single Zora 
    inhabits Holodrum, there is one to be found in Hero’s Cave of a linked 
    game.  The Zora is in one room of Hero’s Cave reachable after Level 3.  
    He’s searching for a new domain, but has not yet found one exceeding 
    Labrynna’s seas.  The secret he gives you serves as his report.
    
    Given To (Ages): Let King Zora (Zora Village, present) hear this report.  
    He’ll thank you for relaying it to him and reward you with a nice prize.
    
    Reward & Process: He decides to sharpen your sword!  It becomes the 
    Master Sword, L-3, two and a half times as strong as the Wooden Sword!  
    Note that if you did not have the Noble Sword at the time, you’ll only 
    be rewarded with the Noble Sword.  But, the Broken Sword in the trade 
    sequence will become the Master Sword in its place.  King Zora will 
    also teach you the secret to sharpening your blade in Holodrum, a 
    return secret.
    -----------------------------------------------------------------------
    Library Secret
    
    Received From (Seasons): A ghost gives this to you from within the 
    house north of the Piratian’s ship in Western Coast, the one that’s 
    normally uninhabited that leads to the stump in the coast.  The ghost 
    appears as soon as you can reach the house.
    
    Given To (Ages): This is for the mysterious Old Man in the Eyeglass 
    Isle Library that gives you the Fairy Powder (past), the one you need 
    the Book of Seals to reach.  It’s a bit of a hassle reaching him, but 
    that’s how it goes.
    
    Reward & Process: The Old Man bribes you to keep that secret quiet by 
    giving you the L-3 shield, the Mirror Shield!  The ghost says that he 
    worked in Labrynna’s library long ago, and since he heard the secret, 
    he has become this...  Did the Old Man whack him?  Regardless, we got 
    the Mirror Shield through blackmail.  Huzzah!  The Mirror Shield can 
    block many more attacks than the Iron Shield, such as the lasers of 
    Beamos.  It even matches your Master Sword.  You can use a return 
    secret to get it in Seasons, too.  Remember that if you only had the 
    Wooden Shield when you used the secret, you’ll only get the Iron Shield.  
    But, the Tokay who would normally give you the Iron Shield will give 
    you the Mirror Shield instead.
    -----------------------------------------------------------------------
    Troy Secret
    
    Received From (Seasons): After taking the third Essence of Nature from 
    Poison Moth’s Lair, a man appears in Eastern Suburbs by Guru-Guru (the 
    organ man).  Talk to him, the senior pupil of Dr. Troy in Labrynna, and 
    he’ll request that you send this report to his teacher.
    
    Given To (Ages): Dr. Troy left his home in Lynna City to study the 
    Gorons in Rolling Ridge.  Let him hear the report and he’ll be pleased 
    that his pupil is studying biology in Holodrum.  He’ll even reward you.
    
    Reward & Process: But he won’t let you get this prize that easily.  
    He’ll force you to play Target Carts until you hit all twelve targets 
    in one game with the Seed Shooter.  It can be difficult, but you’ll 
    accomplish it with a bit of practice.  Just remember not to shoot 
    unless you’re sure you’ll make a hit, as you can’t shoot two seeds at 
    once, and seeds take a while to disappear if you miss.  After proving 
    yourself a worthy gamer, Dr. Troy rewards you with a nifty little 
    device called the Bombchu!  Plus, he gives you a return secret to get 
    it in Holodrum.  Bombchus, which first appeared as items in Ocarina of 
    Time, are rat-like, mobile bombs that keep going after you fire them, 
    making them a tad unpredictable.  Plus, they’re really pricy.  It’s 20 
    rupees per Bombchu, sold at Syrup’s Potion Shop in Yoll Graveyard.
    -----------------------------------------------------------------------
    Tingle Secret
    
    Received From (Seasons): There is a cave in the Woods of Winter, right 
    of Snake’s Remains, that’s normally empty.  In a linked game, there’s a 
    fairy inside once you’ve beaten Snake’s Remains.  She wants you to tell 
    a secret to a man who thinks he’s a fairy in Labrynna.
    
    Given To (Ages): Give this to Tingle, the man who gives you the Island 
    Chart on the rim of Lynna Village (north of South Shore).  When he 
    hears your secret, he decides that you must be way cooler than him, and 
    so he decides to give you a nice reward.  After all, only select people 
    are cooler than Tingle.
    
    Reward & Process: The fairy-obsessed Tingle lets you carry many seeds – 
    up to 99 of each!  He also lets you transfer them to your Seasons game 
    with a return secret.  Note that if you did not get the previous Seed 
    Satchel upgrade (also from Tingle), you’ll only be raised to 50 seeds, 
    but the next upgrade you get from him goes up to 99.
    -----------------------------------------------------------------------
    Symmetry Secret
    
    Received From (Seasons): In a linked game, you’ll find a girl in 
    Holly’s House who isn’t normally there.  She appears after you’ve 
    cleared out Snake’s Remains.
    
    Given To (Ages): The authors of her favorite book were two twins who 
    lived in Symmetry City ages ago, and she wants to tell them a touching 
    secret, but she fears that they’re dead by now.  Go to Symmetry City 
    (past age) and enter the central house, the one housing the Tuni Nut.  
    Talk to the girls here and they’ll be amazed that others know the 
    strength of symmetry, too.
    
    Reward & Process: For letting her know that secret, she readjusts your 
    ring box to hold five rings!  Now you have the L-3 Ring Box!  If you 
    don’t have a ring box, she gives you the L-1, and if you only have the 
    L-1, she gives you the L-2.  However, if this does happen, the other 
    upgrades can be gotten from the secret shop beneath the Lynna City 
    (present) shop and from talking to Vasu.  Of course, they also give you 
    a return secret.
    -----------------------------------------------------------------------
    Fairy Secret
    
    Received From (Seasons): Pay a visit to the woman at the fountain south 
    of the Clock Shop in Horon Village.  She saw your statue in Lynna City 
    and just had to meet you.  To commemorate this occasion, she teaches 
    you the secret to happiness, the same one she learned from the three 
    fairies in Fairies’ Woods in Labrynna.  Note that the woman appears 
    after you’ve met with the Maku Tree.
    
    Given To (Ages): To become even happier, she recommends you tell it to 
    the fairies in the woods (present age).  Head over there and track down 
    the blue fairy.  She (for I assume it’s a she) will make you happy, too.
    
    Reward & Process: You get a Heart Container!  Now that’s happiness in a 
    nutshell!  And you can use a return secret to carry it over to Oracle 
    of Seasons.  Happiness all around!
    -----------------------------------------------------------------------
    Elder Secret
    
    Received From (Seasons): After giving Biggoron his Lava Soup, a red 
    Goron appears in Goron Mountain, right outside the entrance to the cave.  
    As it turns out, this Goron is descended from the Goron Elder, one that 
    watched over Rolling Ridge long ago.  While reading his diary, this red 
    Goron learns that he came to Goron Mountain from Rolling Ridge many 
    years ago to begin the Goron population there.  There’s a series of 
    symbols in his diary, and he wants to know what the secret is.  He’d 
    like you to research its meaning.
    
    Given To (Ages): Go to see the Goron Elder in the past age (on Rolling 
    Ridge).  He’s all over the place in that game, planting Bomb Flowers 
    supposedly, but you’ll find him in the Goron Gallery (sword baseball 
    kind of mini-game in the past age, where Target Carts is in the 
    present).  Give him the secret and he’ll thank you.  It’s a secret that 
    he will pass down through Goron generations.  What could it be?
    
    Reward & Process: In thanks, he’ll give you Biggoron’s Sword... at a 
    price.  You being a weak Hyrulean, you might be not strong enough to 
    wield the blade.  To test you, he has you play the Goron Gallery mini-
    game.  Get 300 points and the sword is yours.  If your Fairies are 
    lined up correctly, this can be done with relative ease, but it may 
    take you several tries.  Either way, the Biggoron’s Sword must be 
    wielded with two hands (meaning you can’t use any other item while 
    using it), and it’s very powerful with a wide range.  But, the Master 
    Sword is better, in my opinion.  Either way, you can transfer this to 
    Holodrum with the return secret he gives you.
    -----------------------------------------------------------------------
    Tokay Secret
    
    Received From (Seasons): After defeating the Great Moblin at his keep 
    in Natzu Prairie, head on over to Sunken City.  Visit Great Moblin in 
    the usually abandoned house in the southeast corner (you can even bomb 
    the pile of bombs they’re making to forcefully evict them from the 
    house, but be sure to run out of the house before it explodes).  After 
    doing this, a Moblin appears in the Ruined Keep.
    
    Given To (Ages): The Moblin heard a rare secret in connection to the 
    Tokay, the race of creatures residing on Crescent Island in Labrynna.  
    Go to Crescent Island (present age) and enter the Wild Tokay Museum, 
    the cave where the Wild Tokay mini-game is located in the past age.  
    And that’s the legendary Wild Tokay secret!  He wants you to help 
    resurrect the game so that Tokay of today’s generation can play it, too!
    
    Reward & Process: And to do that, you’ll be the first person to play 
    the game in many, many years.  You must win the Wild Tokay mini-game, 
    throwing the meat to Tokay on both sides.  It’s pretty simple, and you 
    can try again if you lose.  Upon winning, you receive the bigger Bomb 
    Bag, which can hold up to 50 Bombs at once!  If you didn’t have the 
    upgrade to hold 30 yet, you’ll receive it instead (but you can still 
    get the 50 bag from the fairy in Talus Peaks).
    -----------------------------------------------------------------------
    Plen Secret
    
    Received From (Seasons): After you’ve added the blessing of an autumn 
    breeze to the Rod of Seasons, a golden Subrosian appears in Lava Lake.  
    Mayor Plen of Lynna City has done so much for him, but he’s too 
    embarrassed to thank him in person.  Could you tell him the secret?
    
    Given To (Ages): Go see Mayor Plen in Lynna City (present age).  The 
    secret comes from the oddly dressed out-of-towner who came there.  Out 
    of gratitude for relaying the message to him, Plen decides to give you 
    a small present.
    
    Reward & Process: It’s a ring!  When appraised, it turns out to be the 
    Spin Ring, letting you use your spin attack twice in a row.  It’s quite 
    handy against bosses, and it can be handy in Holodrum, too, if you make 
    use of the Ring Secret; he gives no return secret.
    -----------------------------------------------------------------------
    Mamamu Secret
    
    Received From (Seasons): On your way out of Spool Swamp after beating 
    Poison Moth’s Lair, go to the Floodgate Keeper’s house.  A woman is now 
    there.  It is the mother of Mamamu Yan, the top dog breeder in Lynna 
    City.  The Floodgate Keeper is also from Labrynna, don’t you know?  She 
    wants you to tell her daughter a secret.
    
    Given To (Ages): Head over to Mamamu Yan in Lynna City (present age).  
    After hearing about her young-at-heart mother wandering around Holodrum, 
    her thoughts return to her missing pooch.  Will you help her?
    
    Reward & Process: You just have to find her dog.  Search all over Lynna 
    City (he appears randomly; keep looking and you’ll eventually run into 
    him) to find the puppy, and then lift it with your Power Bracelet.  
    Back in Mamamu Yan’s house, she’s so overcome with joy that she gives 
    you the reward posted for her dog – a ring.  Appraise it at Vasu 
    Jewelers to learn that it is the Snowshoe Ring, which prevent sliding 
    on icy surfaces.  She gives no return secret, but you can use the Ring 
    Secret to acquire the ring.
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    
    And those are all the secrets in the game!  Now, let’s cover the two 
    major points of linked games, starting with the revised Hero’s Cave.  
    After you.
    
    =======================================================================
    =============================Hero’s Cave*==============================
    =======================================================================
    
    In a linked game of Oracle of Seasons, you begin the game with a sword.  
    This would, in effect, eliminate the need for Hero’s Cave.  So, rather 
    than just pretend the cave never existed at all, Hero’s Cave has been 
    made much more difficult.  I’ll admit, Oracle of Seasons doesn’t have 
    as many puzzles as Oracle of Ages (Seasons is more action-oriented), 
    but it is still capable of producing a few enigmatic rooms, and Hero’s 
    Cave is proof (the Ages one is harder, though).  Hero’s Cave is a mini-
    dungeon, but it has no boss, only a prize at the end.  Also, 
    fortunately, it is fairly linear; it’s just a series of locked doors.  
    But, to unlock those locked doors, you’ll need to have beaten Level 8, 
    meaning that you have these items:
    
    - Sword (as upgraded as possible)
    - Shield (as upgraded as possible)
    - Bombs (as upgraded as possible)
    - Seed Satchel (as upgraded as possible)
    - Power Bracelet
    - Zora’s Flippers
    - Magnetic Gloves
    - Magical Boomerang
    - Roc’s Cape
    - Hyper Slingshot
    
    If you don’t have those items, be sure to get them before attempting 
    the mini-dungeon.  Note that it helps to have the seed and bomb 
    capacity upgrades, plus the Noble Sword and Iron Shield, at least.  
    Take a Magic Potion, just in case, and wear the Red Ring if you’d like.  
    Finally, bring a whole ton of rupees.  After all, should you run out of 
    supplies in Hero’s Cave, you’ll find that the jars and enemies here are 
    rather unforgiving; it pays to come prepared.  Now, let’s move right on 
    into Hero’s Cave on Western Coast!
    
                             +-------------------+
                             |    Hero’s Cave    |
                             +-------------------+
    
    The first room features an Old Man.  He’s here to tell you that this 
    Hero’s Cave.  Go on only if you trust in your abilities.  So, head 
    north.  In this room, you’ll notice a chest on the northwest ledge.  
    You can reach the rupees it holds by jumping off the ledge and into the 
    hole in the ground from outside Hero’s Cave.  In here, slash your way 
    through the first line of pots (lift them if you don’t have the Noble 
    Sword) and then destroy the next three.  Push the fourth one to the 
    right once.  Skipping the one you just pushed, destroy the next six so 
    that you have a column of three left at the end.  Push the middle one 
    to the right twice and down once.  Now destroy the pots in the corners 
    of this square (except the one on a switch) and push the two blocks in 
    the upper corners up, the middle one over.  Now, see the jar to the 
    north of you that you pushed earlier?  Push it down four times and 
    right once onto the switch, thereby opening the door.  Advance east a 
    room.
    
    Push the first blue cylinder right with the Power Bracelet until you 
    read two jars.  Destroy them either via sword or bracelet and clear out 
    the next few jars to the right.  After that, go back to the left side 
    of the cylinder and push it right.  Now go up and walk around the path 
    until you reach the two jars by the switches.  Push the lower one left 
    once onto a switch and then push the upper one over three times.  Now 
    push the upper one right twice so that they’re both on switches.  Now 
    go south.  Push the first block down all the way into the corner in 
    this room, and then push the other vases onto the remaining switches.  
    A bridge will materialize; cross it to a chest containing a Gasha Seed.  
    This creates a mini-boss-type portal to the south.  You can use it to 
    reach this part of Hero’s Cave quickly.
    
    That in mind, jump north to find a Subrosian-style portal.  Take it to 
    a new region of the dungeon.  First, walk down to find a pit by two 
    Hardhat Beetles.  First, throw a bomb across the pit behind the beetles 
    so that it explodes, knocking them into the hole.  Then leap over it 
    with Roc’s Cape and go west.  Welcome to a room full of holes.  Jump 
    through them to a switch in the upper-left corner.  A key will fall.  
    Jump down to the staircase to the south; take it up and round the bend 
    to the Small Key.  With it, walk back around the bend and go east (on 
    this elevated tier) to an extended platform.  Jump over it to reach 
    another elevated tier.  On it, go east again.  Now flip over the side 
    and jump right over a set of holes to a Zora.  He is traveling the 
    lands under King Zora’s orders to find a new domain, but no place 
    exceeds Labrynna’s seas.  So, he’d like you to send this report to King 
    Zora (it’s the K Zora Secret).  See “Linked Secrets” for details on 
    this.  After that, go back west and use the Small Key to go north.
    
    In this room, just hop around the pits to reach the corner switches.  
    Press them all, avoiding the Wall Masters all the way, until the door 
    opens.  Go east.  Here, push the cylinder to the right, moving up and 
    down as necessary to be on the tiles that aren’t crumbled.  At the end, 
    press the switch to make a chest containing a Gasha Seed form.  Open it 
    and use the portal to reach a new set of rooms.  Note that we did make 
    a warp portal appear.
    
    In this new room, defeat both Zolas.  Then get into the water and swim 
    left onto a pink-purple tile.  Push the block below it south and then 
    go up to a torch.  Light it with the Hyper Slingshot and an Ember Seed 
    to make a chest appear.  Open it for a Small Key, and then swim south.  
    First, kill both Zolas.  Then get onto the little island in the water 
    and push the upper block right.  Then push the block right of it up.  
    After that, swim north a bit and walk around this path to another block.  
    Push the first right, the second right, and then walk down.  Push the 
    rightmost block down, the block to your left to the left, and the next 
    block south into the pit.  Now jump over the hole to a locked block.  
    Spend a Small Key on it and get onto the podium.  Light both torches to 
    the west and north with the Hyper Slingshot set to Ember Seeds.  This 
    finally opens the door to the west.  Use it already!
    
    It’s another water-based room.  Stand on the initial tract of land; use 
    it to defeat all the Zolas from this standpoint.  Now either stand 
    there or swim about to other platforms to defeat the Water Tektites 
    present.  When all of them are gone, a Small Key falls down into the 
    depths.  Dive down for it to take it; go north.  This room is full of 
    weak blocks.  Walk down the first path and bomb both blocks to the 
    right.  Now push the block the upper-right of the one you just bombed 
    up.  This opens the path to a portal, but we won’t be using it just yet.  
    Instead, bomb the cracked block left of portal to open the way to the 
    upper torch.  Light both with the Hyper Slingshot equipped to Ember 
    Seeds.  This makes a Gasha Seed-containing chest appear along with a 
    warp portal.  But, we’re using the Subrosian-style portal.
    
    In this room, you must attract and repel yourself from the rotating 
    magnets to reach the upper path leading east.  You should pull yourself 
    south, repel yourself east, pull yourself east, repel yourself north, 
    pull yourself east, and then repel yourself south onto the tile.  Now 
    go east.  Here, pull yourself east, repel yourself south, pull yourself 
    south, and repel yourself east onto the platform.  Now go south.  Here, 
    we have the unique challenge of hitting all these swift crystal 
    switches.
    
    First, you should use the Hyper Slingshot to hit as many as possible.  
    Then you can use your sword to hit the first two if needed, and then 
    use Roc’s Cape to jump forward and hit any specific one you need hit.  
    After all that, the door to the west opens.  Take it.  In this room, 
    kill all the Lynels first.  Then destroy the pot in the northeast 
    corner.  After that, go to the southwest corner and pull the magnetic 
    orb to you.  Now direct it so that it’s south of the northeast switch 
    but not on it.  Now walk to the south wall and use the power of 
    repulsion to force the orb onto the switch.  Now open the chest that 
    appears for a Gasha Seed.  It also makes a warp portal form.  After 
    claiming the prize, jump north to a Subrosian-style portal.
    
    Jump south over the initial pit to find two jars.  Push the upper one 
    to the right (don’t destroy it!) and leap over the next pit.  First, 
    push the uppermost pot in this room left four times and up once onto a 
    switch.  Then push the upper block by the holes in the northeast region 
    of the room down into the pit.  Push the block now to your left once to 
    the left, up twice, and right once onto the switch opposite the other 
    covered one.  After that, walk to the lower-left and destroy the 
    southern and northern pot in the column of three.  Now push the blocks 
    they were guarding into the pit to the left.  After that, push the 
    remaining block up.  Now push the pot here onto one of the remaining 
    switches.  After that, return to the southwest corner.  See the three 
    blocks between the pot and the pit (only one space north)?  Push the 
    side ones up and the middle one right.  Now push the pot to your left 
    right twice, up four times, right once, and then onto whichever switch 
    you need covered.  This opens the door to the north; take it!
    
    Now we have to play the guessing game.  We have eight switches arranged 
    in a circle, and pressing them makes four monsters here.  After plowing 
    through Stalfos, Kanalet Soldiers, Iron Masks, Pols Voices, Magnites, 
    Gibdos, Lynels, and Spiked Beetles, the door opens to your Small Key.  
    First, let’s pummel the Fire Keese present.  Then use the Magical 
    Boomerang to navigate the blocks and hit the crystal switch.  It’s a 
    tough task, but you have to do it.  After that, take the Small Key that 
    results and go south.
    
    This is why I told you to pack a full wallet.  The Old Man commends 
    your skill, but now he will test your luck.  A true adventurer carries 
    lots of cash on him, you see.  Pay him 60 rupees and 8 chests 
    materialize, and opening them all in the correct order will open the 
    path to continue on in the mini-dungeon to the prize.  The position 
    they’re in clues you in on which to pick.  It is actually VERY clever.  
    The dungeons represent where the eight dungeons were located on the 
    world map.  If you notice, the room is actually a representation of 
    Holodrum.  For instance, a patch of sand in the southeast corner 
    represents Samasa Desert, the southwest water is Western Coast, etc.  
    In any case, here’s a diagram to help you out.
    
                         + - - - - - - - - - - - - - +
                         |                           |
                         |     6                     |
                         |         8                 |
                         |     3               4     |
                         |                           |
                         |           1     5   2     |
                         |     7                     |
                         |                           |
                         |                           |
                         + - - - - - - - - - - - - - +
    
    Take the portal that appears to the final room of the dungeon.  Open 
    the chest there for a ring.  A portal also appears; take it out of the 
    cave.  Get it appraised to learn that it is the Power Ring L-3!  It 
    greatly increases your attack power, but your defense takes a major 
    dive.  In my opinion, the Red Ring is better, but whatever.  Enjoy your 
    new ring, and be proud that you beat this toughie level!
    
    CONGRATULATIONS!  You beat Hero’s Cave, one of the toughest mini-
    dungeons in Zelda history.  Hopefully, the Power Ring L-3 will aid you 
    in the future, and it might just come in handy in the...
    
    =======================================================================
    ============================Room of Rites*=============================
    =======================================================================
    
    Anyone who pays any attention at all to the cinemas in this game will 
    realize that there’s more to the story than we hear.  Throughout the 
    game, a shrouded figure (alternately in linked games, Twinrova as two 
    witches) appears and speaks ill of Link’s quest.  Well, as some 
    might’ve guessed, Onox (and Veran) is merely a side quest in the true 
    adventure.  Below is a summary of events in the linked game.
    
    After freeing Nayru in Labrynna, Link journeyed to Holodrum.  Din was 
    abducted by Onox, General of Darkness...  After much struggle, Link 
    killed him, and he finally returned order to the seasons.  At first, 
    all seemed well, but soon Din revealed that Zelda had been kidnapped!  
    While bringing hope to the villagers, lightning rained from the skies 
    and the Gerudo witches, Kotake & Koume Twinrova, flew in.  They 
    kidnapped Princess Zelda, and then they escaped to the “Dark Realm.”  
    You must rescue the princess, as she is a symbol of hope for not only 
    Hyrule, but all the lands of the world!  Din and Nayru combine their 
    powers to deliver you to the place that Zelda has been taken to, into 
    the Room of Rites within the Dark Realm...
    
    But meanwhile, the plot thickens.  Twinrova used Onox and Veran as 
    their instruments of destruction and sorrow.  Onox unleashed 
    destruction upon Holodrum, and Veran spread sorrow throughout Labrynna.  
    And by abducting Princess Zelda, Twinrova has brought forth despair.  
    Even though their pawns, Onox and Veran, are now dead, their deaths 
    were not in vain.  Their Dark Rites are nearly complete.  Onox lit the 
    Flame of Destruction, Veran ignited the Flame of Sorrow, and now the 
    Flame of Despair burns bright because of Twinrova.  And now all that 
    remains is the sacrifice of a legendary figure, and then the Evil King 
    Ganon can emerge from the depths of the Dark Realm where he had been 
    cast in his death...  They plan to revive Ganon, Great King of Evil.  
    This is the culmination of everything that Link has ventured 
    accomplished, opening the way to the Room of Rites.  Zelda mustn’t be 
    sacrificed, and Ganon cannot return...
    
    “May the divine protection of the Triforce be with the hero of the 
    Essences of Time and Nature!”
    
                            +---------------------+
                            |    Room of Rites    |
                            +---------------------+
    
    You warp to the Room of Rites via a portal by the Maku Tree.  In the 
    first room, go north once.  The room is filled with statues, their eyes 
    spinning madly.  This puzzle, the Eye of Deceit, is a bit complicated.  
    They eventually stop moving and focus their eyes on one direction.  
    They will look in three different directions (north, south, east, or 
    west).  Whichever direction no statue is looking in, take it.  Do this 
    seven times to reach the third room.  In here, simply go north again.
    
    The torches!  And Zelda!  There they are... the Flame of Destruction is 
    red to the southwest.  The Flame of Sorrow is blue to the southeast.  
    And the Flame of Despair is white to the north.  Walk toward Zelda’s 
    collapsed body.  You become dizzy, and you are dropped to a new room.  
    A voice sounds.  You’ve finally reached the altar, but they won’t let 
    you continue.  So they’ve isolated you here.  The three Flames burn 
    bright now, and the Evil King Ganon approaches.  The Holy Sacrifice, 
    Princess Zelda, is all that remains for the resurrection to be 
    completed.  Ganon’s spirit shall soon move into its vessel, it will all 
    be over...  There is nothing you can do to stop them.  Prepare to meet 
    your doom.  En garde!
    
                           +----------------------+
                           |    Boss: Twinrova    |
                           +----------------------+
    
    Kotake Twinrova, the Gerudo witch of ice, and Koume Twinrova, the 
    Gerudo witch of fire, are the great puppeteers in this insidious play.  
    Together, they are the surrogate mothers of Ganondorf Dragmire, the 
    King of the Gerudo, a tribe of thieves dwelling in the deserts of 
    Hyrule.  And they’re now out to kill you before their son returns from 
    the darkness that is death.
    
    However, these twin sisters are weak to each other.  Fire is hurt by 
    ice and ice is hurt by fire.  So, to apply this to the current 
    situation, you need to use your sword to knock the attacks of the fire 
    witch, Koume, and the ice witch, Kotake, into the other (you can tell 
    by their coloring).  If you have the Mirror Shield, you can block their 
    attacks, by the way.  After a measly three to four hits, the witches go 
    down.  You know what they say: “Divided we fall, united we stand.”  
    Well, Twinrova abides by this proverb in the fight.  After claiming not 
    to be defeated like Onox and Veran, they merge into their true form – 
    Twinrova.  Combined, the witches are a half-ice, half-fire fury.  
    They’ve decided to sacrifice you!
    
    Combined, Twinrova is a lot stronger than before.  There are three 
    forms to this phase of the fight.  First, there is Twinrova, a balance 
    of ice and fire.  Then there is the fire-dominated version, which makes 
    use of fire only.  Then there’s the ice-dominated version, and it uses 
    ice attacks.  Now, let’s discuss the forms.
    
    Note that lava fills the room when the fire form is active.  Since 
    getting hit will often knock you into it, the Steadfast Ring can come 
    in handy here.  First, the fire type attacks by firing embers at you.  
    If they miss you initially, they will hit the wall and split into three 
    attacks.  Either dodge them by walking between the fire or jump over 
    them.  The fire form also has the irritating habit of summoning Fire 
    Keese.  They will dive at you once (fortunately for you, they don’t 
    return).  In any case, you need to attack Twinrova with sword attacks.  
    Yep, that’s it.  She floats around the room, and sometimes she’ll move 
    into you, but you’ll have to make that sacrifice if you want to score 
    damage.  After taking enough of it, she’ll revert to the ice form.
    
    The floor is covered by a sheet of ice, making it harder to move.  I 
    suggest keeping Roc’s Cape out for easy maneuvering.  You have to slash 
    her in this state, too, but she has a new set of attacks.  First, she 
    fires ice crystals around the room.  They slide on the floor and bounce 
    off the wall, but can be deflected with your sword.  Jump to avoid them 
    (or slash them).  Note that she fires three when very weak.  Then, 
    because this game does not include Ice Keese, Twinrova can also fire an 
    orb of icy energy at you.  Defend against it with your blade.  After 
    enough hits in either form, she’ll revert to the balanced form, the 
    normal Twinrova.  That’s when she’s weak.  Shoot her (if the floor is 
    of ice, use an Ember Seed.  If it’s lava-filled, shoot a Mystery Seed.  
    But, you can use Scent Seeds more effectively in either case) while 
    she’s vulnerable to deal damage.
    
    After many hits, Twinrova will admit defeat.  They cannot destroy you, 
    and thus their rites have failed, but there is still an alternative...  
    They will sacrifice their own body in place of Zelda’s!  The power of 
    the Flames of Destruction, Sorrow, and Despair gather into their body, 
    and it ignites into a blue fire.  And from it comes Ganon, King of Evil.  
    What’s on the agenda today?  “Destroy... all...  Kill ALL!”
    
                             +-------------------+
                             |    BOSS: GANON    |
                             +-------------------+
    
    Yes, Ganon is a gigantic pig (much like a Moblin, only more sinister).  
    And he is one of the hardest bosses in the game.  First off, let me say 
    that only the Master Sword (see “Linked Secrets”) can harm Ganon.  If 
    you have the Wooden Sword (good luck...) or the Noble Sword (still bad 
    chances), you’ll be forced to use a ton of spin attacks to hurt Ganon.  
    And no, the Biggoron’s Sword can’t hurt the fiend.  But, that’s the 
    trick – hurting Ganon.  He warps all around the room, and so it can be 
    a challenge.  On the other hand, Ganon sure does have many ways to hurt 
    you.  Ganon loves two things – energy attacks and using the Magic 
    Trident against you.
    
    First, there’s his triple energy blast attack.  He appears, fires one 
    ball straight down slowly, and then releases two quick balls to the 
    lower-right and left.  Block them with your Mirror Shield, or just 
    physically dodge them (jumping is great).  He will also pound the 
    ground to stun you and then launch a huge energy attack to take 
    advantage of your immobility.  Jump before he slams his fist into the 
    ground, but be prepared for the giant energy attack that follows.  
    Lastly, Ganon sometimes turns the screen blue to disorient you.  The 
    controls will be reversed (up is down, left is right, etc.), probably 
    causing you to slip up, but Ganon is really vulnerable right here to 
    multiple attacks.  Then, Ganon will combine his Magic Trident with his 
    energy attacks.  When it is surrounded by four small energy orbs, get 
    ready for a circular release of twelve tiny energy spheres.  The other 
    attack Ganon uses, which might be his most frequent, uses the Magic 
    Trident.  He appears, holds it back, and then drives it forward into 
    you.  Block it by jumping back (I recommend keeping Roc’s Cape equipped 
    throughout the bout to avoid attacks and move more quickly) or putting 
    forward your sword.
    
    And, needless to say, all of these attacks do a lot of damage.  But, 
    after many, many spin attacks or Master Sword slashes, less if you’re 
    using the Red Ring, Ganon will be defeated.  The screen flashes white 
    as he disappears in an explosion, and a staircase forms.  Take it up to 
    the altar.  Approach Zelda and she speaks.  She is glad that you’ve 
    halted the completion of the rites.  Without sacrificing Zelda, Ganon 
    was brought back mindless and raging.  With power, wisdom, and courage, 
    you sealed him back in the Dark Realm and prevented Twinrova’s planned 
    resurrection.  Now peace shall return to the hearts of all the people.  
    You are a true hero!  Ah, but the Room of Rites begins to quake.  It is 
    crumbling because the powers of shadow begin to wane.  They must get 
    out of there.  Suddenly, the Maku Tree calls to you.  He knew you’d 
    succeed!  Leave the rescue to him.  He brings you out of the Dark Realm 
    and points out that he finally managed to help.
    
    Nayru is glad to see all of you back safely, and Din offers to dance 
    with you!  Meanwhile, Impa congratulates you and thanks you deeply.  
    And Zelda reveals that the symbol on the back of your hand is the mark 
    of the hero whose fate it is to appear when peace crumbles in Hyrule.  
    With the Essences of Time and Nature, as well as the virtues of the 
    Triforce, you have fought off the powers of evil!  Link gets a kiss 
    from Zelda and the credits roll!
    
    In some strange place (Hyrule?), we see Nayru and Din.  Moosh has his 
    Spring Bananas, Dimitri rolls in to greet you, and Ricky gives you a 
    good-spirited punch.  And Zelda looks over her kingdom from Hyrule 
    Castle’s balcony.  Once the credits are done with, you see the Triforce 
    in the sky above.  And Link is sailing away from Holodrum and Labrynna 
    to his home in Hyrule.  It is The End.  You receive the Hero’s Secret 
    as your reward.
    
    CONGRATULATIONS!  You’ve truly beaten the game!  Now, you can use the 
    Hero’s Secret to start a new quest in Holodrum or Labrynna!  Check out 
    “Linked Secrets” to learn more.  May the way of the Hero lead to the 
    Triforce.
    -----------------------------------------------------------------------
       _________________________________________________________________
      /                                                                 \
     /                                                                   \
    ||----------------------------Section 4*-----------------------------||
     \                                                                   /
      \_________________________________________________________________/
    
    =======================================================================
    ===========================Pieces of Heart*============================
    =======================================================================
    
    You can get a total of 14 hearts in your life meter.  You start with 
    three, get eight from defeating bosses, and that leaves three hearts 
    left to get.
    
    Ever since A Link to the Past, Link could collect Pieces of Heart, 
    quarters of Heart Containers.  When you collect four Pieces of Heart, 
    you add one heart to your meter.  So, using our advanced mathematical 
    skills, three times four equals twelve.  Yep, there are 12 Pieces of 
    Hearts scattered about Holodrum, and you might want to start collecting 
    some.  Here, I’ll list where to find them.
    
    -----------------------------------------------------------------------
    #) Location
    
    Notes: 
    -----------------------------------------------------------------------
    
    Above is the setup, and below is the actual list.
    
    -----------------------------------------------------------------------
    1) Horon Village
    
    Notes: Once you gotten the Seed Satchel, go to the village.  As you 
    may’ve noticed, there’s a Piece of Heart blocked by a sapling one 
    screen west of the Maku Tree Gate.  Burn the small tree down with an 
    Ember Seed and the way to the Piece of Heart is opened.
    -----------------------------------------------------------------------
    2) Eastern Suburbs
    
    Notes: This can be gotten once you’ve added a wintry chill to the Rod 
    of Seasons.  Go east of Horon Village twice to find a stump.  Call 
    forth winter and go north a screen.  Snow has piled up to create a path 
    across the gap; walk across the snow and follow the trail into a cave.  
    Inside is a Piece of Heart among a few jars.
    -----------------------------------------------------------------------
    3) Woods of Winter
    
    Notes: Upon getting the Power Bracelet, go to the southeast corner of 
    the Woods of Winter.  There, you should see a Piece of Heart in the 
    corner (southeast) by some water and a rock.  Walk around to the south 
    wall and head right to lift the rock to reach the Piece of Heart.  If 
    you have Zora’s Flippers, you could also swim to it, I suppose.
    -----------------------------------------------------------------------
    4) Subrosia Village
    
    Notes: In Subrosia Market, which is first accessible from the Spool 
    Swamp portal, you’ll find a variety of items for sale here not native 
    to Subrosia.  For 20 Ore Chunks and 10 Ember Seeds, you can buy a “Rare 
    Peach Stone,” which is a Piece of Heart turned upside-down, from the 
    vendor.
    -----------------------------------------------------------------------
    5) Spool Swamp
    
    Notes: You need to have added the blessing of spring dew to your Rod of 
    Seasons to get this.  Go to Spool Swamp, one screen south of Poison 
    Moth’s Lair, and call forth spring.  From here, go east, south three 
    times, east, and south into the rapids.  Swim west a screen and quickly 
    swim onto the island, which holds the Piece of Heart on it.
    -----------------------------------------------------------------------
    6) Mt. Cucco
    
    Notes: Get on the stump outside of the Dancing Dragon Dungeon and hop 
    off of it to the south.  You’ll flip over a ledge and land on some 
    elevated land by a Piece of Heart in a different screen.  Just take it.
    -----------------------------------------------------------------------
    7) Eyeglass Lake
    
    Notes: Call forth summer from the stump in North Horon where you met 
    Din.  From there, go south and west.  Bomb the wall here and enter the 
    cave to find 100 rupees.  Now exit the cave, head back to the stump, 
    turn it to autumn/spring/winter, and go south, east, and north.  Turn 
    it to summer here and go east, south twice, into the dried lakebed, and 
    go north to a dead-end.  Lift the rock and use this staircase to reach 
    a cavern.  To the left is another staircase leading down.  Take the 
    next one to the right and hop over the spears to reach the chest.  Open 
    it for a Piece of Heart.
    -----------------------------------------------------------------------
    8) Moblin’s Keep
    
    Notes: At the end of Natzu Prairie, Great Moblin has set up an arsenal 
    of cannons to attack those that try to reach Sunken City.  Either they 
    pay his toll or get blown to smithereens.  Let’s end this injustice.  
    Go west from Sunken City and go north, west twice, south three times, 
    and then east.  Swim to the ladder and take it north.  Go north again 
    to find Moblin’s Keep.  Enter through either door.  Two Moblin 
    swordsmen guard this staircase.  Defeat them and take it to... Great 
    Moblin.  It’s quite a simple battle.  Great Moblin walks around and 
    throws bombs at you.  Lift them with the Power Bracelet and throw them 
    back at him.  They’ll explode and he’ll take damage.  Five hits and he 
    strikes a really weird pose.  As long as he doesn’t drop his bombs 
    behind him and start a fire, he can’t lose!  Hit him one more time 
    while he’s holding a bomb and he drops it behind him, causing a fire 
    that lights all the bombs and blows up his keep.  After swearing 
    revenge, he runs off with his Moblin henchmen.  Open the chest that is 
    revealed for a Piece of Heart.
    -----------------------------------------------------------------------
    9) Graveyard
    
    Notes: Once you’ve gotten Roc’s Cape, go north of the Piratian’s ship 
    and use the stump here to change the season to fall.  Go east of the 
    screen containing the vine up to the Graveyard to find a cave.  Enter 
    it, jump across the pit, push the blocks, and take the stairs up into 
    the cemetery.  Our goal was to enter it during autumn.  Go north and 
    west, or west and north, and lift the mushrooms.  Take the path you’ve 
    revealed, walk right along it, and you’ll come to this Piece of Heart.
    -----------------------------------------------------------------------
    10) Temple Remains
    
    Notes: After raining down the fires of Subrosia upon Temple Remains, 
    filling it with lava, go north of the portal to Subrosia there and jump 
    to the weak wall.  Bomb it and enter this cave.  Use Roc’s Cape to make 
    your way across the platforms and to the Piece of Heart found within 
    this cave.
    -----------------------------------------------------------------------
    11) Random
    
    Notes: If you’re lucky, you might get this little number from a Gasha 
    Nut.  Remember that Gasha Seeds can be planted in soft soil patches, 
    and that there are ways to increase the probability of it being a Piece 
    of Heart instead of some measly reward like 5 Hearts.  Wearing the 
    Gasha Ring can increase the chances, as well as defeating many monsters 
    and advancing in the quest (beating dungeons, etc.).  Good luck.
    -----------------------------------------------------------------------
    12) Random
    
    Notes: Maple can also drop a Piece of Heart during your run-ins.  If 
    she collects it, or if it falls into a pit/water, she will drop it 
    again later.  Maple’s Ring will make the item easier to attain, as the 
    more times you bump into her the more chances you’ll have of getting it.  
    Remember that it takes 30 enemy slayings to trigger a Maple appearance 
    in the appropriate screen, but only 15 with Maple’s Rings.
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    
    But that’s not all; you can actually get a total of 16 Heart Containers 
    in Oracle of Seasons (15 in non-linked games) if you play your cards 
    right.  He’s how.
    
                +---------------------------------------------+
                |    16 Heart Containers – Non-Linked Game    |
                +---------------------------------------------+
    
    - You start out with 4 Heart Containers if you use Hero’s Secret to 
    start a game (otherwise, you can only get 15 Heart Containers).
    - You can collect 8 Heart Containers through dungeon bosses.
    - 12 Pieces of Heart provide you with 3 more Heart Containers.
    - The last Heart Container is gotten through the Graveyard Secret (see 
    “Linked Secrets”).
    
                  +-----------------------------------------+
                  |    16 Heart Containers – Linked Game    |
                  +-----------------------------------------+
    
    - You start with 4 Heart Containers.
    - You earn an additional 8 Heart Containers from dungeon bosses.
    - Three Heart Containers are obtained through Pieces of Heart.
    - Use the Fairy Secret in an Oracle of Ages file and give the return 
    code to Farore, Oracle of Secrets, in the Maku Tree, to earn another 
    Heart Container.
    
    Collect those Pieces of Hearts, my friend, as they will come in handy 
    down the road.  Now that you know how to collect all 15/16 Heart 
    Containers, let’s get a bit more in-depth about Gasha Seeds, which is 
    one of the ways to get one Piece of Heart.
    
    =======================================================================
    =============================Gasha Seeds*==============================
    =======================================================================
    
    Gasha Seeds, like other seed-based items in Holodrum, have a place in 
    Link’s list of gear.  Gasha Seeds have been farmed for their valuable 
    nuts for ages, at least 400 years (as shown in Oracle of Ages), and can 
    be grown in all seasons and a variety of locations.  When planted in 
    soft soil spots, Gasha Seeds developed into Gasha Trees that bear Gasha 
    Nuts, and inside is a reward item.  Wearing the Gasha Ring, defeating 
    many monsters, continuing your quest, and helping people all increase 
    the chances of your reward being a good one.
    
    This is not a guide to getting all 23 of the hidden Gasha Seeds 
    (because you can easily win them at mini-games an infinite number of 
    times and they really aren’t that hard to come by) in chests and the 
    like, but actually a guide to the soft soil locations where you can 
    plant them.  There are sixteen such spots, and you are encouraged by 
    the game to plant them in all the hard-to-reach places.  This section 
    is largely a result of the Discovery Ring, a useful ring that chimes 
    (like the Compass does for a key) when you enter a screen that has soft 
    soil in it.
    
    -----------------------------------------------------------------------
    #) Location
    
    Notes: 
    -----------------------------------------------------------------------
    
    Above is the setup, and below is the list.  Let’s-a get started, shall 
    we?
    
    -----------------------------------------------------------------------
    1) North Horon
    
    Notes: The first soft soil patch you could see is one north of Impa’s 
    Refuge, which is two screens north of the entrance to Horon Village.
    -----------------------------------------------------------------------
    2) Horon Village
    
    Notes: Go east from the northern entrance to Horon Village twice to 
    find the humble abode of Mayor Ruul, the mayor of this fair village.  
    He’s a Gasha expert, and he probably built his home here because of the 
    soft soil patch outside.
    -----------------------------------------------------------------------
    3) Woods of Winter
    
    Notes: One screen north of the screen filled with Like Likes, which is 
    southeast of the screen with the stump, are several shrubs.  If you 
    slash them all, you might just uncover a patch of soft soil.
    -----------------------------------------------------------------------
    4) Holodrum Plain
    
    Notes: From Mrs. Ruul’s Villa in Holodrum Plain, go east, north, and 
    east.  In this screen, dig between the four shrubs surrounded by 
    flowers to uncover some soft soil.
    -----------------------------------------------------------------------
    5) Holodrum Plain
    
    Notes: Go to the Gnarled Root Dungeon in North Horon.  From there, go 
    south, into the water, west, and north twice.  Here’s an island in the 
    middle of the river passing through here, and clearing the plants can 
    reveal a concealed patch of soft soil.
    -----------------------------------------------------------------------
    6) Spool Swamp
    
    Notes: Two screens south of the entrance to Level 3, one screen west of 
    the Floodgate Lock, is a screen with a Business Scrub.  Kill these 
    Tektites and lift the stone to reveal the patch of soft soil.
    -----------------------------------------------------------------------
    7) Spool Swamp
    
    Notes: Go south once of the warp portal to Subrosia in Spool Swamp.  In 
    the southwest corner of this screen (and the swamp), pick up this rock 
    to unearth soft soil.
    -----------------------------------------------------------------------
    8) Sunken City
    
    Notes: Call forth summer on the stump north of Syrup’s Potion Shop and 
    go east.  Climb the vine (if you have Dimitri, you can also swim up the 
    waterfall) north a screen to reach a house here, by which is a bush.  A 
    good slash to the shrub will reveal hidden soft soil.
    -----------------------------------------------------------------------
    9) Mt. Cucco
    
    Notes: In the southern reaches of Goron Mountain, travel east until you 
    enter Mt. Cucco’s southwestern corner screen.  Lift the central stone 
    in the arrangement to find another patch of soft soil.
    -----------------------------------------------------------------------
    10) Mt. Cucco
    
    Notes: This is north of where you meet Moosh, which is the same screen 
    as the one you met the Flying Cucco in for the first time.  There is 
    some soft soil blocked off by stones, but you can it.  Once you have 
    the power of autumn, go west and south a screen to the stump here.  
    Call forth fall, go back north, lift the mushrooms, and go east to 
    reach the soil of softness.
    -----------------------------------------------------------------------
    11) Goron Mountain
    
    Notes: This is very cleverly hidden in the southwestern screen of Goron 
    Mountain, the screen with several holes in it that connects to Temple 
    Remains to the west and Natzu Prairie to the south.  Dig to the upper-
    right of the upper rock and you’ll find the soft soil.
    -----------------------------------------------------------------------
    12) Eyeglass Lake
    
    Notes: West once from Unicorn’s Cave’s entrance, dig between the bushes 
    or snow, depending on the season, to unearth soft soil.
    -----------------------------------------------------------------------
    13) Tarm Ruins
    
    Notes: Warp to the Gale Seed tree in the ruins.  From it, go east, 
    south, and east once more.  With no real indication of its whereabouts, 
    the soft soil can be dug for in this screen.  It is in the left side of 
    the dirt patch in the grass.
    -----------------------------------------------------------------------
    14) Samasa Desert
    
    Notes: Go north once of the southeastern corner screen of the desert.  
    With no effort made to hide it, the soft soil is in plain sight amongst 
    the cacti.
    -----------------------------------------------------------------------
    15) Western Coast
    
    Notes: Go two screens south of Explorer’s Crypt to the screen that 
    serves as the entrance to the Graveyard.  The soft soil is just stuck 
    here, not hidden at all.
    -----------------------------------------------------------------------
    16) Temple Remains
    
    Notes: Enter Temple Remains from Natzu Prairie through a log.  In the 
    first screen, which has two Kanalet Soldiers (swordsmen) set to destroy 
    you, you really have to be digging randomly to find this patch.  It is 
    two spaces right of the second from the bottom Armos statue, and you’ll 
    have to use the Shovel to discover it.  Thank goodness for the 
    Discovery Ring.  Without its chime, I could never find something as 
    randomly placed as this.
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    
    So now you know.  Remember, the harder to reach a place is, the better 
    your chances are of getting a good prize from the Gasha Nut, like 200 
    rupees or a Piece of Heart, instead of measly prizes like 5 Hearts or a 
    Fairy.  Good luck, and happy harvesting!
    
    =======================================================================
    ============================Magical Rings*=============================
    =======================================================================
    
    There are 64 different rings in the game (64 is Nintendo’s lucky number 
    ever since the Nintendo 64 came out), and many have beneficial effects 
    (that’s not to say that all do, however).
    
    Rings do not come with name and effect ready from the chest.  First, 
    you must appraise them for a 20-rupee fee.  And you can do that at Vasu 
    Jewelers, one screen north of the Ember Seed tree in Horon Village.  
    Talk to Vasu and you can appraise any rings you have, and then access 
    your list of rings.  You must talk to Vasu to even be able to collect 
    rings.  He gives you the L-1 Ring Box, capable of holding one ring in 
    it as you travel, and he gives you the Friendship Ring to start out 
    your collection.  You can get many more rings as well as two upgrades 
    to your ring box over the course of the game.
    
    There are essentially four ways to get rings.  First, you can get rings 
    from Gasha Nuts.  Second, rings often scatter after you run into Maple.  
    Third, you can often find rings in treasure chests or by completing 
    certain events.  Fourth and finally, you can exchange rings via 
    passwords using the Ring Secret (see “Linked Secrets”).
    
    Unfortunately, most rings are gotten through Maple or Gasha Nuts (note 
    that rings acquired through the chest mini-game in the secret shop are 
    all able to be gotten through Gasha Seeds and Maple as well), and some 
    rings aren’t available to you unless you trade them over from Oracle of 
    Seasons.  Still, I’ll guide you to each of the rings, numbering them as 
    the game does.  Let’s get this started.
    
    -----------------------------------------------------------------------
    #) Name of Ring
    
    Gasha/Maple: Yes/No
    
    Notes: 
    -----------------------------------------------------------------------
    
    Above is the setup, and below is the list.  I won’t keep you in 
    suspense any longer, though; it’s time to list the rings!
    
    -----------------------------------------------------------------------
    1) Friendship Ring
    
    Gasha/Maple: No
    
    Notes: When you speak to Vasu for the first time in Horon Village, 
    you’ll receive an L-1 Ring Box and a ring to start your collection.  
    He’ll appraise it for free, and it turns out to be this, the Friendship 
    Ring.  As a symbol of a meeting, it doesn’t actually do anything, but 
    at least you’re already 1/64 of the way done with your ring collection!
    -----------------------------------------------------------------------
    2) Power Ring L-1
    
    Gasha/Maple: No
    
    Notes: Inside Explorer’s Crypt is a chest, and it contains a Magical 
    Ring that turns out to be this.  Anyways, this ring increases the 
    strength of your sword slightly, but it also increases the amount of 
    damage you take from enemies slightly.
    -----------------------------------------------------------------------
    3) Power Ring L-2
    
    Gasha/Maple: Yes
    
    Notes: This is a magnified version of Power Ring L-1.  In fact, your 
    sword gets twice the increase of power and you take twice the damage as 
    you would with the L-1 version of this.  So, if you like sacrificing 
    your defense for power, this ring is for you.
    -----------------------------------------------------------------------
    4) Power Ring L-3
    
    Gasha/Maple: No
    
    Notes: While wearing this, you take tons of damage from even weak 
    enemies, but you do a good deal more damage than normal.  You can get 
    it by beating Hero’s Cave in a linked game (see “Hero’s Cave” for 
    details on that), but you’d might as well just wear the Red Ring if you 
    want increased attack power.
    -----------------------------------------------------------------------
    5) Armor Ring L-1
    
    Gasha/Maple: No
    
    Notes: This ring can only be obtained in an Oracle of Ages, which means 
    that a Seasons player can make use of this room only through the Ring 
    Secret.  If you do have it, though, your defensive power will be raised 
    slightly, but your attack power drops a bit, too.
    -----------------------------------------------------------------------
    6) Armor Ring L-2
    
    Gasha/Maple: No
    
    Notes: To get this, go to the second floor of the Goron Mountain cave 
    (the one that leads to Biggoron).  It’s filled with lava, and you’ll 
    notice a chest in the northeast corner of the room.  Jump to it with 
    Roc’s Cape, bomb the blocks in front of it, and open the chest for a 
    ring that can be appraised into this.  Your attack power takes a dive, 
    but your defense rises considerably.
    -----------------------------------------------------------------------
    7) Armor Ring L-3
    
    Gasha/Maple: No
    
    Notes: This ring is not available in Oracle of Seasons.  To get it, you 
    can use the Ring Secret to take it from an Oracle of Ages game, but it 
    cannot be acquired normally.  When you wear it, your attack power 
    practically falls flat, but your defense is stellar.  Of course, the 
    Blue Ring can be used to raise defense, and without sacrificing your 
    strength for it.
    -----------------------------------------------------------------------
    8) Red Ring
    
    Gasha/Maple: No
    
    Notes: In the original The Legend of Zelda (1986), the Red Ring was 
    used to quadruple Link’s natural defense.  In this game, it doubles 
    Link’s attack power.  Getting it is complicated, though.  Here is an 
    extract from the guide telling how this mysterious ring is attained.
    
    Go to the stump in North Horon where you met Din and call forth summer.  
    Now go west twice to Gnarled Root Dungeon and then go south to find a 
    staircase in the dried riverbed.  Here is an Old Man clothed in gold, 
    and he will give you true power if you slay the four golden beasts.  
    Let us find and destroy them!
    
    Golden Kanalet Soldier: This fellow is found in spring.  Go to the 
    Piratian’s ship in Western Coast and go north of it to an abandoned 
    house.  Call forth spring and go east of Hero’s Cave to find this 
    legendary beast.  First, I suggest defeating both Octoroks present, and 
    then turn your attention to his powerful foe.  It takes 18 hits of the 
    Noble Sword to defeat, and it does one heart’s damage per hit.  A real 
    toughie, that one.
    
    Golden Octorok: Go south of Poison Moth’s Lair to a stump; change the 
    season to summer.  Now go south of the portal to Subrosia in Spool 
    Swamp and you’ll encounter god of Octoroks, the chosen one of gold.  
    Defend yourself well with your shield, and slash it a total of 18 times 
    to kill it.  Do not knock it down a hole; that will not kill it.  If 
    you do, return to the screen to find it still alive and kicking.  Try 
    to keep it in a corner if possible.
    
    Golden Moblin: Go to the screen right of Snake’s Remains.  You may have 
    to use Snake’s Remains to reach the top of it.  Change the season to 
    autumn, drop off the cliff, and enter the cave after picking the 
    mushrooms.  Open the chest here for a ring and exit.  Go west from here 
    to the entrance to Level 2.  If it’s fall, you can find the Golden 
    Moblin here.  Like the others, he requires 18 hits.  He throws spears 
    or shoots arrows (can’t tell, really), but then you’ve got three down.
    
    Golden Lynel: Winter is the most unforgiving of seasons, and it has the 
    strongest monster.  Go to Tarm Ruins from the southern Spool Swamp 
    entrance and turn the season to winter.  Go west, use the snow to take 
    the stairs up, and go east across the pond to find the Golden Lynel.  
    It is the most powerful of the golden beasts, and while it takes 18 
    slashes like the others, it does lots of damage itself, one heart per 
    touch.  But, rejoice afterward, for it is the final beast!
    
    Return to the Old Man of gold.  You have slain the four golden beasts!  
    Sir, you are worthy of true power.  Take it!  How you use the power is 
    up to you, but do not be tempted to abuse it...  The Old Man then 
    disappears.  Go to Vasu and appraise the ring you received.  It is the 
    Red Ring, and you can now do twice the sword damage while wearing it.
    -----------------------------------------------------------------------
    9) Blue Ring
    
    Gasha/Maple: No
    
    Notes: This awesome ring can’t be gotten in Oracle of Seasons, 
    unfortunately.  It is the “banner ring” of Oracle of Ages, meaning that 
    only the Ring Secret can let Link wear it in Holodrum.  When it first 
    appeared as an item in the original The Legend of Zelda, it doubled 
    Link’s defense power.  In this game, it has the same effect, halving 
    the damage he takes.  It’s quite useful, but not available very easily 
    in Oracle of Seasons.
    -----------------------------------------------------------------------
    10) Green Ring
    
    Gasha/Maple: Yes
    
    Notes: Originally, the Oracle series consisted of three games (one in 
    which the oracle was Farore and Dimitri was the default pet), and I’d 
    wager that the Green Ring was the main ring of the third game (notice 
    that Vasu has the Red Ring on his sign).  It raises both defense and 
    offense, but not as much as the Red Ring/Blue Ring do.  Your attack is 
    1.5 times stronger, and you take 0.75 times the damage you normally 
    would.  Both are good things, and you might want to pick this over one 
    or the other.  After all, green is Link’s color of preference.
    -----------------------------------------------------------------------
    11) Cursed Ring
    
    Gasha/Maple: Yes
    
    Notes: Your attack is cut in half and you take twice as much damage as 
    normal.  Do you see any benefits?  There really isn’t one.  The only 
    reason you would ever wear this is to challenge yourself, and even then 
    this is a bit extreme.
    -----------------------------------------------------------------------
    12) Expert’s Ring
    
    Gasha/Maple: Yes
    
    Notes: Like a Fist Ring L-2, this lets Link throw powerful punches when 
    nothing is equipped to A or B.  It’s a novelty ring, really, as it 
    isn’t that useful in most situations considering how short the range of 
    punches are, and remember that you can’t use this or the Fist Ring to 
    fight Blaino.
    -----------------------------------------------------------------------
    13) Blast Ring
    
    Gasha/Maple: No
    
    Notes: This must be won through mini-games like the chest game in the 
    secret shop.  The Blast Ring increases the power of your bombs by a 
    quarter of a heart’s damage.  It’s not that useful, but bomb-crazy 
    maniacs might enjoy their bombs packing an extra punch.
    -----------------------------------------------------------------------
    14) Rang Ring L-1
    
    Gasha/Maple: No
    
    Notes: Go east and south of the entrance.  Fall into the quicksand here 
    to enter a cave.  Go down to the deep, dark water and dive to enter an 
    underwater cave.  Swim through it, defeating Cheep-Cheeps as you go, to 
    exit the cave to a staircase.  Take it up to the southeastern screen of 
    the desert.  Open the chest for a Magical Ring.  It turns out to be 
    this.  The Rang Ring L-1 increases the strength of the (Magical) 
    Boomerang very slightly.  It still can’t kill most enemies, though.
    -----------------------------------------------------------------------
    15) GBA Time Ring
    
    Gasha/Maple: No
    
    Notes: Well, since this is a time-based ring from the Advance Shop, you 
    can’t get it in Oracle of Seasons.  If you want it, you’ll have to use 
    the Ring Secret to transfer it from an Oracle of Ages game.  This ring 
    doesn’t do anything, but it is a symbol of playing Oracle of Ages on a 
    Game Boy Advance portable, which some might wear this pride, I guess...
    -----------------------------------------------------------------------
    16) Maple’s Ring
    
    Gasha/Maple: Yes
    
    Notes: This ring is awesome.  It increases Maple appearances.  You see, 
    you need 30 monster slayings and then to enter an appropriate screen to 
    trigger a Maple appearance normally.  When you wear this, they happen 
    every 15 monsters you slay.  Pretty nifty, eh?  If you need rings, 
    Magic Potions, or the Piece of Heart she carries, slip this onto your 
    finger and wait for Maple to swing by.
    -----------------------------------------------------------------------
    17) Steadfast Ring
    
    Gasha/Maple: No
    
    Notes: This is found in a chest in the Shield & Sword Maze.  It causes 
    you to receive less kickback; you won’t be knocked back as much when 
    you hit enemies, nor when enemies hit you.  It might be useful when 
    you’re fighting enemies around holes, spikes, etc.
    -----------------------------------------------------------------------
    18) Pegasus Ring
    
    Gasha/Maple: No
    
    Notes: It’s kind of odd that Pegasus Seeds are so much more useful in 
    this game than in Oracle of Ages but you can’t get this in Oracle of 
    Seasons.  Only by using the Ring Secret to transfer this from an Ages 
    game can Link ever make use of this little number.  It lengthens the 
    effect of Pegasus Seeds, letting you run longer if need be.
    -----------------------------------------------------------------------
    19) Toss Ring
    
    Gasha/Maple: Yes
    
    Notes: If you ever wanted to chuck bombs at enemies far away from you 
    with the greatest of ease, the Toss Ring is for you.  It increases your 
    throwing distance by doubling it.  You might like this if you enjoy 
    pelting Moblins with rocks.
    -----------------------------------------------------------------------
    20) Heart Ring L-1
    
    Gasha/Maple: No
    
    Notes: This is not available in Oracle of Seasons, which means the Ring 
    Secret is required for it to ever see Holodrum.  That’s a shame, 
    because this ring slowly restores your health as you walk.  It’s pretty 
    slow, but still pretty descent if you don’t have better rings to equip.
    -----------------------------------------------------------------------
    21) Heart Ring L-2
    
    Gasha/Maple: Yes
    
    Notes: This is an upgraded version of the Heart Ring L-1.  You recover 
    lost hearts automatically, not just by walking, and it can be a great 
    help during boss fights.  If you don’t have better rings, this is the 
    way to go.
    -----------------------------------------------------------------------
    22) Swimmer’s Ring
    
    Gasha/Maple: No
    
    Notes: This cannot be gotten in Oracle of Seasons except through the 
    Ring Secret to transfer it from Oracle of Ages.  In any case, it 
    increases the speed at which you swim.  There really isn’t that useful 
    in Seasons, as there’s much less water in this game than there is in 
    Ages, but you might use it to show off in front of Master Diver.
    -----------------------------------------------------------------------
    23) Charge Ring
    
    Gasha/Maple: Yes
    
    Notes: Against Onox and other bosses that need spin attacks to be hit, 
    this ring is a life-saver.  It makes you charge your sword much faster 
    for spin attacks, and that’s very nice.  Still, the sword charges for 
    spin attacks very quickly in this game (not like in Minish Cap...), and 
    you might as well save up for the Red Ring if you want twice the power.
    -----------------------------------------------------------------------
    24) Light Ring L-1
    
    Gasha/Maple: No
    
    Notes: Sorry, but you can’t get this in Oracle of Seasons.  The only 
    way you’ll ever equip it is if you use the Ring Secret to take it from 
    an Oracle of Ages game.  In any case, this lets you cast sword beams 
    with each swipe of the sword when you have two hearts missing or less.  
    With the Noble Sword, you need a full heart meter to fire beams of 
    light.
    -----------------------------------------------------------------------
    25) Light Ring L-2
    
    Gasha/Maple: No
    
    Notes: Like its counterpart, this ring isn’t obtainable in Oracle of 
    Seasons unless you use the Ring Secret.  With it, you can fire sword 
    beams even if you’re missing three hearts!  If you just love those 
    little beams, this is the way to go.  Remember, you can fire beams 
    normally only with full hearts and the Noble Sword.
    -----------------------------------------------------------------------
    26) Bomber’s Ring
    
    Gasha/Maple: No
    
    Notes: This is an Oracle of Ages-exclusive ring, and only the Ring 
    Secret can bring it to Oracle of Seasons.  In any event, this ring 
    enables you to set two bombs at once.  For the bomber inside of you.
    -----------------------------------------------------------------------
    27) Green Luck Ring
    
    Gasha/Maple: Yes
    
    Notes: This halves the damage you take from traps.  At the beginning of 
    the game, when Razor Traps are more common than in later ones, this 
    might be helpful, but most traps can be avoided easily enough.
    -----------------------------------------------------------------------
    28) Blue Luck Ring
    
    Gasha/Maple: Yes
    
    Notes: You take half the damage from beams that you normally would.  Of 
    course, Beamos are few and far between, and I’d doubt you could get 
    much use out of this.  The Blue Ring can eliminate the need for all of 
    the luck rings, by the way.
    -----------------------------------------------------------------------
    29) Gold Luck Ring
    
    Gasha/Maple: No
    
    Notes: The Ring Secret is the only way to bring this ring into Oracle 
    of Seasons, as it isn’t included in the game otherwise.  This is 
    perhaps the most useful of the luck rings, although a Blue Ring makes 
    it immediately obsolete.  You won’t take damage from falls, and that’s 
    the most likely way you’ll receive damage (of the luck rings).  Of 
    course, there are better rings to wear by far.
    -----------------------------------------------------------------------
    30) Red Luck Ring
    
    Gasha/Maple: Yes
    
    Notes: This one cuts the health you lose from spiked floors in half.  
    But, I should mention that there are next to no spiked floors in the 
    game, although there are some annoying spike beds in 2-D screens.  If 
    you can get a hold of a Blue Ring, though, I’d recommend it.  It’s not 
    quite as specialized.
    -----------------------------------------------------------------------
    31) Green Holy Ring
    
    Gasha/Maple: Yes
    
    Notes: This is a great ring to use when fighting General Onox in his 
    second phase.  It makes you resistant to electric shocks, like those of 
    a Buzz Blob or Cukeman.  It’s rarely useful, but it really pays off in 
    the final battle against the General of Darkness.
    -----------------------------------------------------------------------
    32) Blue Holy Ring
    
    Gasha/Maple: Yes
    
    Notes: You’ll be just thrilled when you get this...  In case you 
    couldn’t tell since I was typing, not talking, that first sentence was 
    meant to be sarcastic.  While wearing this ring, you won’t take damage 
    from Zora’s fire.  Well, for all two of you who just get Game Over 
    after Game Over from River Zora’s attacks, this ring rocks.  For the 
    rest of you, this ring is pointless.
    -----------------------------------------------------------------------
    33) Red Holy Ring
    
    Gasha/Maple: Yes
    
    Notes: Ooh, no damage from small rocks (those being rocks fired by 
    Octoroks).  Did I say the Blue Holy Ring was useless?  Scratch that.  
    This is far more pointless than it.  Here’s a hint on how you can keep 
    avoid wearing this ring but still take no damage: shield.
    -----------------------------------------------------------------------
    34) Snowshoe Ring
    
    Gasha/Maple: No
    
    Notes: My apologies, but the Ring Secret is necessary to getting this 
    ring into an Oracle of Seasons game.  In any case, you won’t slide on 
    ice when you wear this ring.  Now, that can be a very useful ring in 
    the Sword & Shield Maze, particularly those awful 2-D screens with the 
    Thwomps.  Otherwise, you’ll rarely find use for this, although you’ll 
    get a lot more out of it than you would in Oracle of Ages.
    -----------------------------------------------------------------------
    35) Roc’s Ring
    
    Gasha/Maple: Yes
    
    Notes: I mention this a few times in the guide, and I admit that it 
    does have its moments.  Those moments, however, are pretty infrequent.  
    Wearing this ring prevents cracked floors from crumbling, which can 
    help in areas filled with would-be holes.  
    -----------------------------------------------------------------------
    36) Quicksand Ring
    
    Gasha/Maple: No
    
    Notes: Change the season while in North Horon to autumn and enter the 
    river near Holodrum Plain.  Swim around and you’ll find two mushrooms 
    blocking the way to a strip of water blocked off by rocks.  Lift the 
    mushrooms, swim through the water to a cave, and enter to find this 
    ring in a cave.  It saves you from sinking in the quicksand of Samasa 
    Desert.  Since you’re only required to go there once in the game, I 
    doubt you’ll find this to be worthwhile.
    -----------------------------------------------------------------------
    37) Red Joy Ring
    
    Gasha/Maple: Yes
    
    Notes: If you carry this item around, you’ll find that monsters drop 
    double the rupees after being slain.  If you want to get rich quick, 
    you know what to wear.
    -----------------------------------------------------------------------
    38) Blue Joy Ring
    
    Gasha/Maple: No
    
    Notes: This ring is given to you by Princess Zelda.  In linked games 
    only, Zelda leaves Hyrule after you clear Level 2, and the Great Moblin 
    kidnaps her.  Follow Impa’s directions to go north (you’ll find them 
    south of the Scent Seed tree), and defeat the Great Moblin’s henchmen, 
    who are in the process of mugging her, and she’ll reward you with this.  
    It makes beasts drop double the hearts as normal, although other rings 
    that halve damage might be better.
    -----------------------------------------------------------------------
    39) Gold Joy Ring
    
    Gasha/Maple: No
    
    Notes: You’ll have to use the Ring Secret if you want to use this in an 
    Oracle of Seasons game, as it is only in Oracle of Ages otherwise.  The 
    best of the joy rings, it lets you get double item drops from enemies, 
    as well as from shrubs and the like.  Now that could come in handy!
    -----------------------------------------------------------------------
    40) Green Joy Ring
    
    Gasha/Maple: No
    
    Notes: This is found in a cave in Mt. Cucco, and let me say that it can 
    help you out at the Subrosia Market.  Otherwise, it’s useful.  With it, 
    you find double Ore Chunks, although they aren’t that hard to come by 
    as it is.
    -----------------------------------------------------------------------
    41) Discovery Ring
    
    Gasha/Maple: No
    
    Notes: You’ll get this from a treasure chest within Gnarled Root 
    Dungeon.  It chimes when you enter a screen that has soft soil in it.  
    Lucky for you, I have those screens listed in “Gasha Seeds,” which 
    eliminates the need for this ring, although it was useful in compiling 
    that list.
    -----------------------------------------------------------------------
    42) Rang Ring L-2
    
    Gasha/Maple: Yes
    
    Notes: The (Magical) Boomerang receives a boost in attack, larger than 
    that of the Rang Ring L-1.  The Boomerang still can’t kill many enemies, 
    and this ring only makes it slightly stronger.  You might like this, 
    but I can think of better rings to wear than this.
    -----------------------------------------------------------------------
    43) Octo Ring
    
    Gasha/Maple: Yes
    
    Notes: Aside from being located in a cave south of Mrs. Ruul’s Villa 
    outside Spool Swamp that you must swim to, this can be gotten from 
    Gasha Nuts and Maple.  When Link wears the Octo Ring, he becomes an 
    Octorok!  No joke!  However, he can only appear to be one, not actually 
    do anything cool like shoot rocks.  The only advantage to being an 
    Octorok (note that you can use no items while in this state) is a 
    newfound resistance to Like Likes.
    -----------------------------------------------------------------------
    44) Moblin Ring
    
    Gasha/Maple: Yes
    
    Notes: This turns Link into a Moblin, another common Zelda enemy.  As 
    such, Link can keep his shields from Like Likes, but he can’t use a 
    single item.  Also, he reverts back to normal Link while passing 
    through doors and in 2-D screens.  Note that you can also get this by 
    changing the season to autumn east of Snake’s Remains, entering the 
    cave blocked by mushrooms, and using the Magnetic Gloves to cross the 
    pit and open a chest containing this soon-to-be Moblin Ring.
    -----------------------------------------------------------------------
    45) Like Like Ring
    
    Gasha/Maple: Yes
    
    Notes: This is also found in Explorer’s Crypt.  With this, Link assumes 
    the form of a Like Like.  You can’t absorb enemies’ items, but you can 
    avoid getting your own shield stolen by becoming that which steals 
    shields.  How ironic...
    -----------------------------------------------------------------------
    46) Subrosian Ring
    
    Gasha/Maple: No
    
    Notes: This is located in the cave you find Talon in (see “The Trading 
    Sequence”) on Mt. Cucco.  In any case, Link can... BECOME A SUBROSIAN!  
    HUZZAH!  With this awesome ring, you can walk around as a green-clothed 
    Subrosian.  It is just like all the other transformation rings, but it 
    lets you walk around in style as a Subrosian.  Link never looked better.
    -----------------------------------------------------------------------
    47) First Gen Ring
    
    Gasha/Maple: Yes
    
    Notes: The last of the transformation rings, this transforms Link into 
    the one thing that could be cooler than parading about as a Subrosian – 
    himself about 15 years younger!  Yes, you too can be 8-bit Link, just 
    like his NES debut in The Legend of Zelda.  It’s like the other 
    transformation rings, but now you can strike old school fear into the 
    hearts of beasts.
    -----------------------------------------------------------------------
    48) Spin Ring
    
    Gasha/Maple: No
    
    Notes: To get this, use the Plen Secret in Oracle of Ages, talk to 
    Mayor Plen for another code, and give it to Farore in Oracle of Seasons 
    for this ring (see “Linked Secrets” for more details on this).  This 
    ring is incredibly useful against bosses like Onox.  It lets you use 
    the spin attack twice in a row, doing four normal slashes at once, 
    assuming both strike the enemy.  You might want to use this one against 
    bosses.
    -----------------------------------------------------------------------
    49) Bombproof Ring
    
    Gasha/Maple: Yes
    
    Notes: With this, you take no damage from your own bombs.  Of course, 
    this is very rarely useful, but if you accidentally drop a bomb in 
    front of you or something like that, it will protect you.  If you are 
    carrying five rings and this one happens to be there, plus you have a 
    need for many bombs, put this on and make all the mistakes you want.
    -----------------------------------------------------------------------
    50) Energy Ring
    
    Gasha/Maple: Yes
    
    Notes: If you’ve just got to have your sword beams, this is your cup of 
    tea.  It replaces spin attacks with beam attacks.  Why’d you want to 
    waste a spin attack four times stronger than those beams is beyond me, 
    but you might want to roast enemies with beams from a distance 
    regardless of health.  Remember that you’ll have to take this off to 
    face certain bosses that require spin attacks to defeat.
    -----------------------------------------------------------------------
    51) Dbl. Edge Ring
    
    Gasha/Maple: Yes
    
    Notes: Your attack is greatly increased, but it is drained by one heart 
    per use.  It could be useful for a short period of time, but you’d 
    might as well wear a Red Ring instead.
    -----------------------------------------------------------------------
    52) GBA Nature Ring
    
    Gasha/Maple: No
    
    Notes: Buy this from the Advance Shop in the northwest screen of Horon 
    Village.  It costs a small fortune, and the description is “Life 
    advanced!”  Seriously, though, this does nothing.  Just make all those 
    GBC-players jealous with your GBA ring!
    -----------------------------------------------------------------------
    53) Slayer’s Ring
    
    Gasha/Maple: No
    
    Notes: Vasu gives you this ring, which must be appraised afterward, 
    once you’ve killed a total of 1000 monsters.  It turns out to be the 
    Slayer’s Ring.  It doesn’t do anything, but it does signal a landmark 
    in your game.
    -----------------------------------------------------------------------
    54) Rupee Ring
    
    Gasha/Maple: No
    
    Notes: Vasu gives this to his most loyal customer as a sign of your 
    wealth.  Talk to him after gathering your 10,000th rupee.  Remember, 
    even if you get rupees when you have 999 rupees, they still count 
    toward your total.  Now you can flaunt your wealth in front of those 
    poor villagers!  Aside from that, it does nothing.
    -----------------------------------------------------------------------
    55) Victory Ring
    
    Gasha/Maple: No
    
    Notes: You get this after defeating the final boss of a linked game.  
    Again, it doesn’t do anything, but it is a sign of peace in Holodrum 
    and the world over.
    -----------------------------------------------------------------------
    56) Sign Ring
    
    Gasha/Maple: No
    
    Notes: This is an interesting one.  Destroy 100 signs (pick them up, 
    set them on fire, slash them with the Noble Sword, which is the easiest 
    way to go) first.  Then visit the Sign-Loving Subrosian’s Home in the 
    eastern side of Subrosia, right by the Great Furnace.  He can’t believe 
    you’d commit such an atrocious act, and so you get a ring to shame you 
    before all the world, and to remind you of your misdeeds.  It’s the 
    Sign Ring, a symbol that you enjoy crushing the dreams of Subrosians 
    with sign fetishes.
    -----------------------------------------------------------------------
    57) 100th Ring
    
    Gasha/Maple: No
    
    Notes: Upon appraising a total of 100 rings, you get this little number.  
    It’s a gift from Vasu for being such a loyal customer, and it 
    symbolizes that you like jewelry a little too much.  That comes out to 
    a total of 2,000 rupees spent on rings, although you would’ve actually 
    gained some because you’d have gotten duplicates, forcing Vasu to buy 
    them from you for 30 big ones.
    -----------------------------------------------------------------------
    58) Whisp Ring
    
    Gasha/Maple: Yes
    
    Notes: Undoubtedly the best ring in the game (sarcasm alert!), the 
    Whisp Ring makes you immune to jinxes brought on by Whisps.  This is 
    useful in one room in Sword & Shield Maze, but it’s really quite 
    useless elsewhere.  True Whisps, the kind that can jinx you and not 
    just hurt you, are very, very rare.
    -----------------------------------------------------------------------
    59) Gasha Ring
    
    Gasha/Maple: Yes
    
    Notes: This increases the chances that you’ll get a good prize from a 
    Gasha Nut you grow.  And since one prize is a Piece of Heart, which 
    requires a lot of questing to get otherwise, you need all the luck you 
    can get.  And besides, who else but me thinks growing a Gasha Tree for 
    a Fairy is a rip-off?
    -----------------------------------------------------------------------
    60) Peace Ring
    
    Gasha/Maple: Yes
    
    Notes: No, it’s not a hippie emblem.  Instead, this ring makes it so 
    that bombs do not explode while you’re holding them.  This is pretty 
    nice if you’re a precision bomber, and you might want to use it early 
    on in the game when you have nothing better to wear, but really, this 
    is not the cream of the crop.  In Oracle of Ages, in which you needed 
    Bombs to defeat Armos warriors until at least Level 6, this ring could 
    be of great use.  In this game, where you get the Boomerang before 
    Level 2, it’s not that great.
    -----------------------------------------------------------------------
    61) Zora Ring
    
    Gasha/Maple: Yes
    
    Notes: This ring lets Link dive underwater indefinitely; he doesn’t 
    come up for air anymore.  This is basically the game’s Zora Tunic.  In 
    any case, this ring was designed more for Oracle of Ages, in which Link 
    might get some use out of it in the water-filled Labrynna, but you 
    might want to use this while exploring watery areas and ducking to 
    avoid Water Tektites or River Zoras/Zolas, like Eyeglass Lake, the 
    river in Holodrum Plain and Natzu Prairie, and in Spool Swamp.
    -----------------------------------------------------------------------
    62) Fist Ring
    
    Gasha/Maple: Yes
    
    Notes: Note that this ring can also be gotten by digging in a little 
    patch south of where you get the Blue Ore for creating the Iron Shield 
    (to learn how to get the Blue Ore, read up on “Equipment & Upgrades”).  
    A weaker version of the Expert’s Ring, it allows Link to throw weak 
    punches at enemies.  They actually can be used to fight, but punching 
    isn’t advised for most enemies.  Note that you cannot use this in your 
    match with Blaino.  Also, to understand what the Fist Ring is like 
    (throwing punches when no items are equipped), it functions just like 
    the brawl with Blaino in North Horon.
    -----------------------------------------------------------------------
    63) Whimsical Ring
    
    Gasha/Maple: Yes
    
    Notes: You could use this, but I don’t recommend it.  This ring weakens 
    your sword overall, but some of your attacks are very powerful, 
    critical attacks as a Pokémon fan would say.  It really isn’t worth it, 
    though.  Unless you are unbelievably lucky, you won’t get critical 
    shots in very often at all, and you’ll end up just hurting yourself.  
    If you have nothing better to wear, go with this.  If you have any 
    level Power Ring or the Red Ring, or other power-increased rings, wear 
    them.
    -----------------------------------------------------------------------
    64) Protection Ring
    
    Gasha/Maple: Yes
    
    Notes: At first, this ring is really bad.  It makes it so that all 
    damage you take, no matter if you’re hit by a Zol or a Lynel, is one 
    heart.  So, if you’re facing the General of Darkness or really tough 
    enemies, this could conceivably decrease the amount of damage you take.  
    But, in a room of Keese or other weaklings, don’t let them deal the 
    extra damage.  Since hardly any enemies can do two hearts of damage in 
    one blow, it’s usually best to wear the Blue Ring, or an Armor Ring.
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    
    Tada!  Now you know the names, the locations, the blah, blah, blah.  I 
    hope you’re satisfied, ‘cause we’re moving on.  Next stop?  Discussing 
    the child of Bipin & Blossom.
    
    =======================================================================
    ===========================Bipin & Blossom*============================
    =======================================================================
    
    In the southwestern Horon Village, there lives a farmer and his wife.  
    He is a simple man in a long line of farmers, and he is descended from 
    Pippin.  His name is Bipin, his wife Blossom, and these two have just 
    recently had a son.
    
    You can influence their son greatly by talking to Blossom at different 
    times in the game.  How you answer her questions determines what career 
    he will take up, and how he is raised will earn you a reward.  It’s 
    time to put those parenting skills to the test and see if you’ve got 
    what it takes to raise Bipin & Blossom’s son.  You stoked?  You should 
    be.
    
                              +----------------+
                              |    The Name    |
                              +----------------+
    
    When you first enter Horon Village, look around to find the home of 
    Bipin & Blossom, which is south of the Shop, and also the home of their 
    new son.  Blossom is quite excited, but she can’t think of a new name 
    for her baby boy.  She asks you for advice and you get to enter a name 
    you’d like to give the baby.  You can name it anything you want, 
    whether you name it Pipin after their ancestor (you can’t fit in the 
    extra “p” due to the five-letter limit), Mistake as a cruel joke (okay, 
    you actually can’t fit it, but you can fit something like Error), or 
    some other name.  The name’s not important, as a son by any other name 
    still has the same text.
    
                             +-------------------+
                             |    The Ailment    |
                             +-------------------+
    
    After beating Level 2, the son will become sick.  Blossom needs money 
    to take him to the doctor, and it’s up to you to make a kind donation.  
    Give her either 1, 10, 50, or 150.  This choice, like the others, will 
    affect the son’s career.
    
                            +--------------------+
                            |    The Insomnia    |
                            +--------------------+
    
    Blossom’s baby boy won’t fall asleep, and she needs answers.  This 
    occurs after beating the Level 4, by the way.  You have to choose 
    whether Blossom should play with him, to wear him down, or sing him to 
    sleep.  What you do affects who he will be.
    
                               +---------------+
                               |    The Kid    |
                               +---------------+
    
    The son will have a miraculous growth spurt, transforming into a kid.  
    Depending on how you answered questions will determine what he looks 
    like and asks you.  Note that this occurs after Level 1 in a linked 
    game (Bipin & Blossom move after you beat the game, which is why their 
    house is empty).
    
    - If you told Blossom to play with him, he’ll be energetic.  He’s 
    curious as to whether or not you have a girlfriend, and how you answer 
    this question will determine his future.
    
    - If you gave Blossom 1 or 10 rupees and told her to sing to the baby, 
    he’ll be a curious child with rosy cheeks and a smile.  He asks, in 
    confusion, which came first, the chicken or the egg.
    
    - If you pampered the baby with 50 or 150 rupees and got her to sing to 
    him, he’ll become a shy kid (who runs from you) wearing glasses.  He 
    wants to know if you’re strong or not because he wants to defend his 
    family (from what?  Link?).
    
    And no matter which kid it is – hyper, smiling, or shy – Blossom will 
    ask you a series of questions.  She asks if you were energetic.  If you 
    say yes, she stops.  Say no and she asks if you were quiet.  Say yes, 
    and she stops asking.  Say no and she asks if you were weird.  Say yes 
    to end the occasion, or say no for a “none of the above” answer.
    
                             +------------------+
                             |    The Novice    |
                             +------------------+
    
    Depending on how you many rupees you gave, how you told Blossom to cure 
    his insomnia, how you answered the boy’s questions, and how you 
    answered Blossom’s string of questions, the youngster will take up a 
    profession.  He’ll be a man by the time you’ve beaten the third dungeon 
    in a linked game.  While he’s only a rookie, he’s got lots of questions 
    for Link that will not influence his career path but instead determine 
    what reward he gives you.  Below are the various careers he could have, 
    as well as how you need to answer the questions to make him take up 
    these careers.  The below chart is the setup for all questions.
    
     +--------+--------+-----------+--------------------+----------------+
     | Path # | Rupees | Play/Sing | Link’s Personality | Son’s Question |
     +--------+--------+-----------+--------------------+----------------+
     |        |        |           |                    |                |
     |        |        |           |                    |                |
     |        |        |           |                    |                |
     |        |        |           |                    |                |
     |        |        |           |                    |                |
     |        |        |           |                    |                |
     |        |        |           |                    |                |
     |        |        |           |                    |                |
     +--------+--------+-----------+--------------------+----------------+
    
    - There are multiple ways to earn each career, and each is numbered 
    (hence the Path #).
    
    - Rupees determines how many rupees you can give to the boy to treat 
    his sickness.
    
    - Play/Sing shows how you should answer that question to put him to 
    sleep, and then we get to the kid’s questions.
    
    - Link’s Personality is what Blossom asks you about your personality.  
    It is answered with either “Energetic,” “Quiet,” “Weird,” or None of 
    the Above.
    
    - Finally, we have the son’s question.  If you have the energetic kid, 
    answer him with “Girlfriend,” or “No Girlfriend.”  The curious boy will 
    want to hear “Egg” or “Chicken.”  The shy boy will ask if you’re strong; 
    answer “Strong” or “Not Strong.”
    
    - Note that “Either” or “Any” means that it does not matter which is 
    chosen.
    
    The right combination turns him into a farmer, a hero, a singer, or a 
    slacker.  After answering their questions, beat another dungeon and 
    return to get a reward based on how you answered.
    
                             +------------------+
                             |    The Farmer    |
                             +------------------+
    
    If you want Bipin’s boy to take up farming, he’ll be a pro on all 
    things Gasha and make his old man proud.  If you want to continue the 
    family tradition, answer questions like so:
    
     +--------+--------+-----------+--------------------+----------------+
     | Path # | Rupees | Play/Sing | Link’s Personality | Son’s Question |
     +--------+--------+-----------+--------------------+----------------+
     |   1    |   50   |   Play    |     Energetic      |   Girlfriend   |
     |   2    |  150   |   Play    |     Energetic      |     Either     |
     |   3    |  150   |   Play    |       Quiet        |   Girlfriend   |
     |   4    |  150   |   Sing    |     Energetic      |     Strong     |
     +--------+--------+-----------+--------------------+----------------+
    
    Oddly, the farmer career path is the hardest to achieve, and it has the 
    fewest ways to do it.  As a farmer, the son wants to cover the world in 
    greenery.  He gives you a Gasha Seed to help him accomplish this goal.  
    It may not be the best reward, but at least it continues the tradition.  
    Also, if you talk to him from then on, he’ll give you advice pertaining 
    to Gasha Seeds.
    
                              +----------------+
                              |    The Hero    |
                              +----------------+
    
    If you answer the questions correctly, he’ll have dreams of becoming a 
    legendary hero, just like Link!  He wants to travel the world’s lands 
    and save the world’s people.  But, if that’s ever to happen, you’ll 
    have to answer the questions like so:
    
     +--------+--------+-----------+--------------------+----------------+
     | Path # | Rupees | Play/Sing | Link’s Personality | Son’s Question |
     +--------+--------+-----------+--------------------+----------------+
     |   1    |   1    |   Play    |     Energetic      | No Girlfriend  |
     |   2    |   10   |   Play    |     Energetic      |     Either     |
     |   3    |   10   |   Play    |       Quiet        |   Girlfriend   |
     |   4    |   50   |   Play    |     Energetic      | No Girlfriend  |
     |   5    |   50   |   Play    |       Quiet        |     Either     |
     |   6    |   50   |   Play    |       Weird        |   Girlfriend   |
     |   7    |  150   |   Play    |       Quiet        | No Girlfriend  |
     |   8    |  150   |   Play    |        None        |   Girlfriend   |
     +--------+--------+-----------+--------------------+----------------+
    
    The little soldier wants advice on how he can become mighty (from the 
    expert, of course).  If you tell him “Daily Training,” he’ll later 
    reward you with 100 rupees.  Say “Natural Talent” and he’ll refill one 
    of your hearts (one of the worst rewards).  Answer “A Caring Heart” for 
    one full heart meter refill.  Lastly, answer “No” to all of them to get 
    one measly rupee.  As we can see, it’s all about the daily training.
    
                             +------------------+
                             |    The Singer    |
                             +------------------+
    
    The baby you knew becomes a guitarist, who does his own vocals, if you 
    answer the questions in certain ways.  The singer career is okay in 
    terms of reward, but you could do better.  To make him a musical 
    superstar, answer like so:
    
     +--------+--------+-----------+--------------------+----------------+
     | Path # | Rupees | Play/Sing | Link’s Personality | Son’s Question |
     +--------+--------+-----------+--------------------+----------------+
     |   1    |   1    |   Sing    |        Any         |      Egg       |
     |   2    |   1    |   Sing    |       Weird        |    Chicken     |
     |   3    |   1    |   Sing    |        None        |    Chicken     |
     |   4    |   10   |   Sing    |       Quiet        |      Egg       |
     |   5    |   10   |   Sing    |       Weird        |     Either     |
     |   6    |   10   |   Sing    |        None        |     Either     |
     |   7    |   50   |   Sing    |        Any         |   Not Strong   |
     |   8    |   50   |   Sing    |       Weird        |     Either     |
     |   9    |   50   |   Sing    |        None        |     Either     |
     |   10   |  150   |   Sing    |       Quiet        |   Not Strong   |
     |   11   |  150   |   Sing    |       Weird        |     Either     |
     |   12   |  150   |   Sing    |        None        |     Either     |
     +--------+--------+-----------+--------------------+----------------+
    
    He’s busy writing his first song, one of praise for Link, the great 
    hero.  He wants to know what’s more important, love or courage.  Of 
    course, Link would answer “Courage,” but it’s your choice.  No matter 
    how you answer, the reward is the same.  Every time you go to see him 
    after that, he plays his song and fills all your hearts, as if it was a 
    Fairy Fountain.  However, depending upon which answer you pick, the 
    song is different.
    
                             +-------------------+
                             |    The Slacker    |
                             +-------------------+
    
    Unfortunately, the easiest “career” path is that of the slacker.  This 
    guy never grew out of his childhood, and he idles the days away 
    listening to music, wearing shades, and saying “dude” and other words 
    those cool kids say.  Unless you want him to be like this, try not to 
    answer questions like so:
    
     +--------+--------+-----------+--------------------+----------------+
     | Path # | Rupees | Play/Sing | Link’s Personality | Son’s Question |
     +--------+--------+-----------+--------------------+----------------+
     |   1    |   1    |   Play    |  Any Minus Energy  |   Girlfriend   |
     |   2    |   1    |   Sing    |     Energetic      |    Chicken     |
     |   3    |   1    |   Sing    |       Quiet        |    Chicken     |
     |   4    |   10   |   Play    |       Quiet        | No Girlfriend  |
     |   5    |   10   |   Play    |       Weird        |     Either     |
     |   6    |   10   |   Play    |        None        |     Either     |
     |   7    |   10   |   Sing    |     Energetic      |      Egg       |
     |   8    |   10   |   Sing    |       Quiet        |    Chicken     |
     |   9    |   50   |   Play    |       Weird        | No Girlfriend  |
     |   10   |   50   |   Play    |        None        |     Either     |
     |   11   |   50   |   Sing    |     Energetic      |     Strong     |
     |   12   |   50   |   Sing    |       Quiet        |     Strong     |
     |   13   |  150   |   Play    |       Weird        | No Girlfriend  |
     |   14   |  150   |   Play    |       None         | No Girlfriend  |
     |   15   |  150   |   Sing    |     Energetic      |   Not Strong   |
     |   16   |  150   |   Sing    |       Quiet        |     Strong     |
     +--------+--------+-----------+--------------------+----------------+
    
    He may be a slacker in the workplace, but this slacking son wants to go 
    out and see the world.  He’s saving up money to do it, and he’d like 
    you to chip in.  Give him 100 to refill your Seed Satchel.  50 earns 
    you 200 rupees in return, while 10 gets you a Gasha Seed.  If you give 
    him only one rupee, he’ll never earn enough money to venture outside 
    Horon Village/Lynna City, and he’ll wonder what could have been.
    
                           +----------------------+
                           |    The Final Word    |
                           +----------------------+
    
    So, now that you’ve raised the kid (what did Blossom ever do?) and 
    reaped the rewards, sit back and give yourself a pat on the back.  It 
    wasn’t easy (well, it probably was, really), but at least you have 
    something to remember it by, whether it be your own theme song or one 
    rupee.  If you’re a money-hungry player, though, you’ll find the best 
    reward comes from a slacker.  If you use a 1-rupee option and give the 
    slacker 50 rupees, he’ll reward you with 200.  That’s a net profit of 
    149 rupees.  But, there are other ways to earn money.  Personally, I 
    prefer the farmer route because it continues the tradition started so 
    long ago.  Pippin would be proud.
    
    =======================================================================
    =========================The Trading Sequence*=========================
    =======================================================================
    
    A little Zelda tradition started in Link’s Awakening was the trade 
    sequence.  In each sequence, Link gains an item, gives it to someone 
    who needs it, gets another item in return, and eventually gets an item 
    he can use.  This game also features such a trading sequence, and a 
    great prize at that.  You can get it any time after entering Tarm Ruins 
    before Level 6.
    
                           +-----------------------+
                           |    The Great Trade    |
                           +-----------------------+
    
    It’s high time we got this trade over with.  The reward is well worth 
    it, and it won’t be too difficult.  Let’s get through this series of 
    give and gets.
    
    1) Dr. Left is a man with large, green tufts of hair that lives in 
    Horon Village (three screens south of the Maku Tree).  The biologist 
    wants to read his books, but it’s too dark.  Use an Ember Seed on the 
    torch to light the room.  He rewards you with one of his books, the 
    Cuccodex.  It’s “the complete Cucco fact book.”  Cuccos are chickens in 
    Zelda games (don’t abuse them!).
    
    2) Go north of where you met Din, the Oracle of Seasons, and you’ll 
    find the home of Malon and Talon (yes, the owners of Lon Lon Ranch from 
    Ocarina of Time).  Talk to the girl here, Malon, and she’ll reveal that 
    her father went to climb Mt. Cucco, and so she has to care for the 
    Cuccos.  But, she doesn’t know a lot about it.  I know!  Let’s give her 
    the Cuccodex.  To thank you for it, she gives you a Lon Lon Egg, the 
    prized produce of Lon Lon Ranch.  They’re supposedly all the rage with 
    cute girls.  It seems to be a beauty aid.
    
    3) It’s time to slay some monsters, as you need to kill 30 of them to 
    make Maple appear.  She’s the next link in the trading chain.  After 
    running into her, the Lon Lon Egg pops out of your deep pockets.  After 
    introducing herself as the Great Witch Syrup’s apprentice, she notices 
    your egg.  They’re all the rage with girls now!  You’re a boy (directed 
    to Link, not necessarily the player), and you don’t need it!  She gives 
    you a doll for it.  You got the Ghastly Doll!  Looking at it gives you 
    chills.  Who would want this?
    
    4) On your way to Spool Swamp, you’ll meet Mrs. Ruul in her villa (why 
    she lives away from Mayor Ruul is unknown.  Perhaps they’re brother and 
    sister).  Specifically, she lives one screen south from the final cliff 
    in Holodrum Plain.  Mrs. Ruul finds the springtime hot, and not even 
    her Soothing Pool can help.  She needs something creepy to send chills 
    down her spine.  Let her take a gander at the Ghastly Doll and she 
    rewards you will an old Iron Pot.  Who would want this “well-seasoned” 
    pot?
    
    5) Enter Subrosia from the Woods of Winter entrance.  Go south (left 
    side), west twice, north, west, and south twice to find the home of the 
    Subrosian Chef.  Enter and talk to him.  If he had all the ingredients, 
    he could make us a tasty soup.  But not without a fine iron pot that’s 
    been well-seasoned...  Let it have the Iron Pot to make the great soup.  
    It melts down the pot to make Lava Soup, a harmony of flavors!  It’s 
    molten hot.
    
    6) Remember Biggoron?  Since winter came to Goron Mountains (it’s 
    always winter up there, but this was in far more severe), and since 
    Biggoron can’t very well fit inside the caves, he’s caught a cold.  If 
    only he had some soup, preferably hot soup, to drink...  Head over to 
    Biggoron, living in the northwest corner of Goron Mountain.  Give it to 
    him to cure him of his cold.  As a symbol of his gratitude, he gives 
    you the Goron Vase.  All the collectors want it!
    
    7) Ingo is a collector of vases in Sunken City (yes, Ingo, also a 
    worker in Lon Lon Ranch from Ocarina of Time).  No matter how often he 
    asks, Biggoron never gives him the Goron Vase!  He’d even give his 
    dinner for it - Fish!  When he sees you have the vase, he’s begging you 
    for it!  Give it to him for a “Yahoo!”  In thanks, he gives you his 
    last fish.  Now his collection is complete!
    
    8) Who could want a Fish?  Cats like it...  Go east of Impa’s Refuge to 
    find a man with a megaphone calling for Mittens, his kitten.  Mittens 
    is stuck in a tree, and won’t come down no matter how much he calls for 
    her.  But, if you give him your Fish, which is her favorite snack, 
    she’d come down for sure!  Mittens jumps right down.  To reward you, he 
    gives you his Megaphone.  It could wake up even the sleepiest of people.
    
    9) Go to Mt. Cucco and bring spring to the land.  Go west of the stump 
    three times, hop in the Deku Flower to be sent upward, and go north.  
    Enter the cave to find a sleeping man.  It’s Talon, Malon’s dad!  He 
    went to hike up Mt. Cucco but never returned!  And he’s sleeping 
    because snow caved him in!  Use the Megaphone to wake him up.  He slept 
    clean through winter!  Ah, he can’t reach the summit now; he’ll go back 
    to Malon.  He takes the Megaphone since we don’t need it and he gives 
    us the Mushroom that grew in his cave.  We can also reach the chest in 
    here by pushing the upper block over, the lower one down, and open it 
    for a Magical Ring.
    
    10) Return to Sunken City and change the season to winter.  Go south of 
    the stump twice and use the snow to go north.  Enter Syrup’s Potion 
    Shop and talk to Syrup.  She would send Maple out to find Mushrooms on 
    Mt. Cucco, but she hasn’t returned.  Give her the Mushroom and she’ll 
    trade her Wooden Bird.  It looks real!  Also, Syrup now opens shop 
    selling Magic Potions, which refill your hearts after you die.  She 
    also sells Gasha Seeds for 300 rupees, the same price as potions.
    
    11) Return to Horon Village.  North twice of the Ember Seed tree and 
    west once is the Clock Shop.  Enter and talk to the owner.  He wants to 
    make a Cuckoo Clock better than any before, but he needs a Wooden Bird 
    that he likes.  A breathtakingly realistic one will do.  Let him have 
    it and he’ll give you Engine Grease.
    
    12) Go to the Eastern Suburbs, east of Horon Village.  Enter the cave 
    here and take the left staircase up, and then the next one.  We come to 
    Guru-Guru, who is playing the Song of Storms from Ocarina of Time.  If 
    he could just oil his windmill, it would go faster.  Give him Engine 
    Grease and he gives a Phonograph playing the Song of Storms.
    
    13) Go to Tarm Ruins.  Two screens south of the Fairy Fountain is a 
    sapling.  Burn it and enter the cave to find a music-loving Deku Scrub.  
    Let it listen to your Phonograph’s recording of the Song of Storms and 
    he jumps for joy.  Since you were so kind to it, it will teach you the 
    way to its Secret Spot.  It says “If temperatures rise as you go far to 
    the west, you’ll find it!”  What could that mean?  Note that to the 
    west (you may want to go there to get it on your map) is a breeding 
    ground for Like Likes considered part of the Lost Woods.
    
                           +-----------------------+
                           |    The Noble Sword    |
                           +-----------------------+
    
    Just like in A Link to the Past, the Lost Woods hold the secret to the 
    second sword.  And I figured, as long as were upgrading our shield, why 
    not our sword?  Go to the Lost Woods.  This time, we will exit, but 
    we’re following these steps.
    
    1) Call forth winter.  Go west.
    
    2) Change the season to autumn.  Go west.
    
    3) Make it springtime.  Go west.
    
    4) Let it be summer.  Go west.
    
    This leads to that Deku Scrub’s Secret Spot.  Boy, he must like playing 
    by this pedestal... with a sword plunged into it!  Approach the 
    pedestal and press A.  You got the sacred Noble Sword!  It’s 1.5 times 
    as powerful as our Wooden Sword.  When you’re at full health, you can 
    release a sword beam from it with each slash!  You can also break vases 
    with only a swipe instead of using the Power Bracelet.  The same goes 
    for signs.  From now on, destroy every sign you come to.  It’s good for 
    getting a ring later on.
    
    Note: In a main-linked game, the Noble Sword becomes the Master Sword, 
    a stronger blade from A Link to the Past.  In a return linked game, you 
    get the Biggoron’s Sword, the strongest of them all.  I will assume you 
    have the Noble Sword for the rest of the guide, though.
    
    Have fun with your new blade...
    
    =======================================================================
    =========================Equipment & Upgrades*=========================
    =======================================================================
    
    Quite a few items in Oracle of Seasons are optional, and not all of 
    them are obvious to get.  And so this section was born.  Many items 
    come from secrets, and I’ll point you to the “Linked Secrets” section 
    for details on acquiring those items.  And now, for the moment you’ve 
    all been waiting for... the list!
    
    -----------------------------------------------------------------------
    Name of Item
    
    Notes: 
    -----------------------------------------------------------------------
    
    Above is the setup, and below is the list.  Note that I’ve included 
    Zora’s Flippers here.  Now, on with the show...
    
                           +-----------------------+
                           |    Basic Equipment    |
                           +-----------------------+
    
    -----------------------------------------------------------------------
    Wooden Sword (L-1)
    
    Notes: You find this in Hero’s Cave on the Western Coast (in linked 
    games, you begin your quest with this blade).  The sword is your 
    primary weapon, and you can slash it once or hold it out to perform a 
    spin attack (strong as two slashes).  The sword can slash bushes and 
    also pick up items like bombs, rupees, seeds, etc.
    -----------------------------------------------------------------------
    Wooden Shield (L-1)
    
    Notes: You can buy this at the Shop in Horon Village for 30 rupees, a 
    cheap price, really.  Business Scrubs occasionally sell shields for 
    higher prices, too.  It is used to block attacks, to flip over Spiked 
    Beetles, and on occasion deflect projectiles.  If you lose it to a Like 
    Like, you can always buy another one.
    -----------------------------------------------------------------------
    Bombs
    
    Notes: This could be considered the secondary prize of Gnarled Root 
    Dungeon; you can get ten from a chest in there, which opens up the road 
    to buying bombs in the future.  These items, present in almost all 
    Zelda games, can be used to blow up weak parts of walls or fragile 
    blocks.  Many enemies are vulnerable to explosions, too.  Note that if 
    you’re caught in an explosion of your own making, you will take damage.  
    When you take out a bomb, you must then set it down or run and set it 
    down to throw it.  At first, you can carry only ten, but there are 
    capacity upgrades for Bomb Bags.
    -----------------------------------------------------------------------
    Seed Satchel
    
    Notes: The prize of Gnarled Root Dungeon is probably the second most 
    frequently used item in the game, second only to the Wooden Sword.  It 
    lets you carry seeds, twenty of each (although there are capacity 
    upgrades), and there are five types of seed (which each get entries 
    next in the list).  Luckily, there are two capacity upgrades, although 
    50 is usually plenty.
    -----------------------------------------------------------------------
    Ember Seed
    
    Notes: When Link finds the Seed Satchel in the 2-D screen it is 
    contained in during his quest for the first Essence of Nature, it comes 
    filled with Ember Seeds already.  Trees bear Ember Seeds in winter, and 
    they can be used to light torches, burn down small trees, or turn 
    Gibdos to jumping Stalfos.
    -----------------------------------------------------------------------
    Mystery Seed
    
    Notes: “Hidden” on a tree southeast of the entrance to Snake’s Remains 
    are these.  Mystery Seeds have a random effect when used.  They can 
    also be sprinkled on Owl statues to give you hints, a reference to 
    Link’s Awakening’s Owl character.  Trees bear Mystery Seeds in the 
    summer, the season that region of the Woods of Winter is locked into.
    -----------------------------------------------------------------------
    Scent Seed
    
    Notes: These grow on a tree in North Horon, just northwest of Blaino’s 
    Gym.  Scent Seeds have almost no use in the entire game.  They attract 
    (certain enemies) to you, and can be used to attack enemies once you 
    have the Slingshot.  They can instantly defeat Pokeys...  Since they’re 
    not needed for anything in the game, you can use these expendable seeds 
    as ammo for the Slingshot.  Just as Ember Seeds are the Magic Powder of 
    the game, this is the Monster Bait of the game.  Scent Seeds grow in 
    the spring.
    -----------------------------------------------------------------------
    Pegasus Seed
    
    Notes: The only seed that grows in autumn, this is a very useful seed.  
    It increases your speed temporarily (it’s named after Pegasus, the 
    winged horse of Greek heroes in Greek mythology, but the Zelda name 
    comes from the Pegasus Boots in A Link to the Past).  For this reason, 
    you can run around enemies, which is almost needed for some bosses, and 
    you’ll be able to jump two spaces if you use Roc’s Feather while 
    running (seven spaces with Roc’s Cape!).  Also, Pegasus Seeds shot at 
    enemies can stun them.
    -----------------------------------------------------------------------
    Gale Seed
    
    Notes: These seeds, which are summer-exclusive, are very helpful.  You 
    find them first in Sunken City.  They can be shot at enemies to blow 
    them away, but Link can more effectively use them on himself.  He’ll be 
    able to warp to any tree-bearing in the game (that he’s seen).  A Gale 
    Seed-bearing tree is the only one that is repeated.  The tree locations 
    are as follows:
    
    - Horon Village (Ember)
    - Woods of Winter (Mystery)
    - North Horon (Scent)
    - Spool Swamp (Pegasus)
    - Sunken City (Gale)
    - Tarm Ruins (Gale)
    -----------------------------------------------------------------------
    Boomerang (L-1)
    
    Notes: Won in the Subrosian Dance Hall (access it from the Woods of 
    Winter portal), this can be thrown at enemies to throw switches from 
    afar, stun enemies, defeat weaklings (like Keese), or retrieve items 
    like rupees.  The Boomerang is also the easiest way to defeat Armos.  
    Here’s an extract from the guide regarding getting it.
    
    Enter the Subrosian Dance Hall, southwest of the Woods of Winter (WoW) 
    portal.  Good dancers get prizes, and they’re about to practice.  Care 
    to join them?  Do so and join the circle.  The dance here is a bit more 
    complicated than the one in Oracle of Ages with Gorons.  Here, dancing 
    is all about turning directions.  When you hear “doo,” turn right.  
    “Dah” calls for left, while “dee” requires you to pose with A.  
    Subrosians always dance in groups, and no Subrosian can touch.  You 
    have to keep up with the others to succeed here (Subrosians smiling is 
    weird).  The dancing is pretty fast-paced, and they kick you out if you 
    mess up.  You know the dance will end soon when the moves start to get 
    faster.  If you manage to pass through all the steps in the dance 
    (always a random number) without messing up, you are rewarded with the 
    Boomerang.
    -----------------------------------------------------------------------
    Rod of Seasons
    
    Notes: The Rod of Seasons is the defining item of the game.  Link 
    receives it from the four Season Spirits in the Temple of Seasons, 
    which had sunk from Northern Peak into the earth, right into East Plaza, 
    Subrosia.  When Link first receives the Rod of Seasons, it is useless.  
    Sure, it can be used to whack enemies, doing no actual damage, but it 
    does nothing seasonal.  By visiting the corner towers, the Towers of 
    Spring, Summer, Autumn, and Winter, Link can add a power to the Rod of 
    Seasons.  Rather than give them their own entry, as they do not have 
    their own menu, I’ll list the powers below.
    
    Link calls forth winter with the blessing of a wintry chill.
    Link calls forth summer with the blessing of a summer day.
    Link calls forth spring with the blessing of a spring dew.
    Link calls forth autumn with the blessing of an autumn breeze.
    
    And Link is able to change the season just by waving the Rod of Seasons 
    from atop stumps.  Link cannot access each tower at first (I’ve listed 
    them in the order that they’re gotten it), but he can eventually find 
    the items he needs or paths to take from within Subrosia to unlock all 
    of them and receive the powers of each Season Spirit.  Each season has 
    a different effect.  Winter freezes water, piles snow, and strips trees 
    of their leaves.  Summer dries up creeks and grow vines, while spring 
    makes Rock Flowers soften and Deku Flowers bloom.  Autumn is good for 
    covering pits with leaves and ripening mushrooms, letting Link lift 
    them (otherwise, he cannot).  Many of the game’s puzzles are based 
    around the seasons.  So, show some respect, bub, and don’t go whacking 
    Octoroks with this!
    -----------------------------------------------------------------------
    Shovel
    
    Notes: This is given to you by Holly, a girl living in the northern end 
    of the Woods of Winter, after you fall through her chimney in winter.  
    It lets you dig through piles of snow or dirt, and it lets you uncover 
    hidden items, ranging from rupees to rings.
    -----------------------------------------------------------------------
    Power Bracelet
    
    Notes: Let’s face it – Link is a wimp.  He can’t pick up jars by 
    himself, which is why he needs this item.  It can also be used to lift 
    rocks and Mushrooms (in fall only).  The Power Bracelet is a pretty 
    poor excuse for an item, but you can throw stuff at people, and at 
    least there isn’t an L-2 Power Bracelet like in Link’s Awakening and 
    Oracle of Ages.  Now THAT’S a poor excuse for an item.  This item is 
    the prize of Snake’s Remains, by the way.
    -----------------------------------------------------------------------
    Strange Flute
    
    Notes: This flute is used to summon one of three possible animal 
    partners.  If you buy the flute from the Shop in Horon Village, you’ll 
    end up with Moosh, the flying bear.  If you win the flute in the 
    Subrosian Dance Hall, it’ll turn out to be Dimitri, the aquatic Dodongo.  
    And if you end up doing none of the above, just continuing in your 
    quest, you’ll get the default partner, Ricky the kangaroo.  The flute 
    can be used to summon your partner in certain areas; pick carefully.
    -----------------------------------------------------------------------
    Roc’s Feather (L-1)
    
    Notes: The prize of Poison Moth’s Lair, Roc’s Feather is the ever-so-
    useful item from Link’s Awakening that lets Link jump one space.  While 
    jumping, Link can slash higher altitudes and jump over pits.  Roc’s 
    Feather is one of the most useful items in the game, of course.  
    Seriously, jumping isn’t that cool in real life, like lifting pots, but 
    man is it great in Oracle of Seasons.
    -----------------------------------------------------------------------
    Zora’s Flippers
    
    Notes: Link receives this from Master Diver in Sunken City after giving 
    him Master’s Plaque with the help of Dimitri.  These flippers let Link 
    swim (like I said, he needs equipment to do everything) in even the 
    deepest of waters.  Press A to swim forward quickly and B to dive below 
    the surface.  Diving in some places, you can enter underwater caves.
    -----------------------------------------------------------------------
    Fool’s Ore
    
    Notes: Link “trades” this to the two Strange Subrosians for Roc’s 
    Feather after entering Subrosia from Mt. Cucco.  Link can use it as a 
    funny joke item; he slams his down in front of him to bonk enemies’ 
    heads, but he tosses it once he gets Roc’s Feather back those thieves.
    -----------------------------------------------------------------------
    Slingshot (L-1)
    
    Notes: The prize of Dancing Dragon Dungeon, the Slingshot can shoot any 
    of your seeds at enemies.  Ember Seeds can burn enemies, Mystery Seeds 
    have one of the other seed effects, picked randomly, Scent Seeds just 
    damage foes, Pegasus Seeds stun enemies, and Gale Seeds warp enemies 
    away with the gale-based tornados they create.  The seeds you fire from 
    the Slingshot are shared with the Seed Satchel; you do not have 
    separate sets of seeds for each.
    -----------------------------------------------------------------------
    Magnetic Gloves
    
    Notes: The prize of Unicorn’s Cave, the Magnetic Gloves is undoubtedly 
    the coolest item in the game (although Roc’s Cape is pretty high up 
    there).  With them, you can either pull magnetic orbs toward you or 
    push them away from you.  For magnetic stakes, you can pull yourself to 
    them or push yourself away from them, letting Link cross gaps and other 
    obstacles he could with no other item.  Remember, N attracts to S and 
    vice versa, but N repels N and S repels S.  Remember, opposites attract 
    and the same polarities repel.  Some enemies can be affected by the 
    Magnetic Gloves, such as Iron Masks or Magnites.
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    
                              +----------------+
                              |    Upgrades    |
                              +----------------+
    
    -----------------------------------------------------------------------
    Noble Sword (L-2)
    
    Notes: This is obtained after a long series of exchanges; see “The 
    Trade Sequence” for details on getting this.  The Noble Sword is 1.5 
    times as powerful as the Wooden Sword, and this “sacred” blade is said 
    to have been used by a hero long ago.  Aside from beating enemies to a 
    bloody pulp a lot quicker, this sword can easily break signs and jars 
    with a single stroke, and it can fire energy beams when your heart 
    meter is full.  Unfortunately, you must wait until just before you 
    clear Ancient Ruins to get this (in Oracle of Ages, you can get it 
    before Level 5).
    -----------------------------------------------------------------------
    Master Sword (L-3)
    
    Notes: The legendary blade of evil’s bane, the Master Sword is 2.5 
    times more powerful than the Wooden Sword, making it the strongest 
    sword in the game, aside from the next one in the list.  The Master 
    Sword retains all the properties of the Noble Sword, but it makes you a 
    serious force to be reckoned with.  Using the Red Ring and a spin 
    attack, you can deal one blow that equates to ten swipes of the Wooden 
    Sword!  To get this, you’ll have to use the Clockshop Secret (see 
    “Linked Secrets” for details).
    -----------------------------------------------------------------------
    Biggoron Sword
    
    Notes: First appearing as the ultimate weapon in Ocarina of Time, this 
    sword is so heavy that it requires Link to wield it with both hands.  
    As a result, you will often have to switch between it and the Master 
    Sword to use a secondary item.  The Biggoron Sword has wider range, is 
    swung more slowly, and has power that just about equals the Master 
    Sword.  Personally, I prefer the L-3 Sword over this.  You must use the 
    Biggoron Secret (check out “Linked Secrets” to learn how you can) if 
    you ever want to use this prize.
    -----------------------------------------------------------------------
    Iron Shield (L-2)
    
    Notes: The second best shield of the game, but I warn you that it’s a 
    bit more complicated in attaining.  Note that it’s available to you any 
    time after Level 5.  Here goes...
    
    First, go find Rosa and ask her out on a date.  I warn you in advance; 
    do not enter 2-D screens or caves unless I tell you to; Rosa will 
    excuse herself from the date if you do.  From where you find Rosa, go 
    north, west, north, and west.  Use the Magnetic Gloves to repel 
    yourself (and Rosa) left and go west.  Jump to the island, jump north, 
    and go north a screen.  Enter the house and hop to the Gasha Seed.  Now 
    exit.
    
    Go west three times and then go north.  Jump the pit, and go west, then 
    south.  Clear the gap with the Magnetic Gloves and go right to a chest.  
    Open it for Blue Ore.  They say that Blue Ore mixed with Red Ore makes 
    Hard Ore, the best kind.  This next part requires some fancy moves.  Go 
    back to the previous screen.  Repel yourself from the right magnet so 
    that you cross the pits to the south.  Now go left, jumping the gap, 
    and use the Shovel to dig at the square for a ring.  We’re done here.
    
    Make your way to Subrosia Market.  Go north of it, enter the cave, exit 
    to the left, and go north three times.  Here, go left to a new set of 
    stairs and go south.  Go west twice and then north.  From here, go west 
    and south.  Open the locked door with Rosa’s Key and enter.  Open the 
    chest within for a Gasha Seed.  Now exit the cave and go north, west 
    twice, and south.  Enter this cave and open the chest for a Gasha Seed.
    
    Now to get the Red Ore.  Pay a visit to the Sign-Loving Subrosian.  
    From its house, go west twice.  Use the Magnetic Gloves to cross the 
    pit; enter the cave.  Go north to a staircase and open the chest 
    afterward for Red Ore.  Now let’s mix them!
    
    Go to the Great Furnace in east Subrosia (north twice and west of the 
    Sign-Loving Subrosian’s Home).  Talk to the master of the furnace (the 
    one with the band on its head) and give it the Red Ore and Blue Ore.  
    After doing a strange dance as the ores are mixing, they reward you 
    with Hard Ore.  Pick it up.  What can we forge with this?  Only three 
    Subrosians know.  Let’s see the... Subrosian Smithy.
    
    On the map, the Subrosian Smithy is southwest of the Subrosia Dance 
    Hall.  Enter and talk to the manager.  They do the finest work in all 
    Subrosia, but they only take on jobs that interest them.  The master 
    speaks apparently, and the manager relays the message.  That Hard Ore 
    we have could make our cheap shield amazingly fine.  He asks what’ll it 
    be.  If you say “Make it fine,” you won’t get it made (you put too much 
    value in your possessions!).  Say “Do Whatever” and the master actually 
    does the work.  It’s the finest in the land!  Treat it like an heirloom.  
    You got the Iron Shield!  It’s larger than the Wooden Shield and thus 
    better.  It can block more attacks than the Wooden Shield could, too.  
    Unfortunately, it cannot be used as a portable magnet orb.
    -----------------------------------------------------------------------
    Mirror Shield (L-3)
    
    Notes: If you use the Smith Secret (see “Linked Secrets” to learn how 
    to do that), you can claim the ultimate shield for yourself.  The 
    Mirror Shield, which Link received first in A Link to the Past, is able 
    to deflect lasers and block far more attacks than the other shields.  
    It’s also quite stylish.  It’s one of those designer shield, don’t you 
    know?
    -----------------------------------------------------------------------
    Bomb Capacity Upgrade 1
    
    Notes: Head over to Subrosia Market.  One of the weird items they’ve 
    recently gotten in stock is a Bomb Bag.  Trade 10 Bombs and 50 Ore 
    Chunks for it and you’ll then be able to carry a total of 30 Bombs!  
    It’s much more useful than the 10 we could hold before.
    -----------------------------------------------------------------------
    Bomb Capacity Upgrade 2
    
    Notes: You can get this using the Pirate Secret (check out “Linked 
    Secrets” for details), and it lets you carry a total of 50 Bombs!  Yeah, 
    don’t mess with Link... or you’ll get blown up fifty times over...
    -----------------------------------------------------------------------
    Bombchu
    
    Notes: You can get this item only by utilizing the Subrosian Secret 
    (again, pay a visit to “Linked Secrets” to learn about that).  Bombchus, 
    originally from Ocarina of Time, are crawling bomb modeled after rats 
    that can move all over the places, even up walls.  Where they explode, 
    nobody knows!  Of course, they fun little toys are NOT cheap.  They 
    cost 20 rupees per Bombchu, which may sound like a cheap price at first, 
    but it is STEEP.
    -----------------------------------------------------------------------
    Seed Capacity Upgrade 1
    
    Notes: Next stop?  Subrosia Market, and pronto.  When you arrive, you 
    should see an item called the Member’s Card.  It costs a mere few Ore 
    Chunks.  When you have it, head to the Shop in Horon Village.  Try to 
    go behind the counter and the shopkeeper stops you.  But, when he sees 
    that you have the Member’s Card, he steps aside.  Take the door to a 
    staircase, take it down, and welcome to the secret shop!  Here, you can 
    buy this upgrade for the low, low price of 300 rupees.  It holds up to 
    50 of each seed, which is pretty darn good if you ask me.  Of course, 
    for the seed maniacs (Petunias, as Paper Mario fans call them) of the 
    group, this could be quite beneficial.
    -----------------------------------------------------------------------
    Seed Capacity Upgrade 2
    
    Notes: You’re going to have to make use of the Deku Secret (once more, 
    I point you to the section entitled “Linked Secrets”) to get this 
    upgrade.  It increases the number of seeds you can carry drastically.  
    You go from 50 to 99!  No, I’m not joking.  But seriously, who needs 99 
    seeds?  For that matter, who needs 50?
    -----------------------------------------------------------------------
    Magical Boomerang (L-2)
    
    Notes: The dungeon prize of Ancient Ruins, this is an upgrade to the 
    design of the original Boomerang.  You can control the path it takes 
    with the D-Pad, and it is stronger than the Boomerang (yes, they 
    actually can do damage to some enemies).  Controlling the flight of the 
    boomerang is very useful in hitting switches, stunning enemies, and in 
    cutting grass in special figures.
    -----------------------------------------------------------------------
    Roc’s Cape (L-2)
    
    Notes: This is the ever-so useful prize of Explorer’s Crypt.  Seriously, 
    whoever thought this one up was a friggin’ genius.  Roc’s Cape lets you 
    jump and, if you hold A, let your cape out and fly.  It lets you fly 
    three spaces normally; seven spaces with a Pegasus Seed.  You can jump 
    over them to defend yourself, and...  Look, I can’t really put it into 
    words.  It just rocks.  Get used to it.
    -----------------------------------------------------------------------
    Hyper Slingshot (L-2)
    
    Notes: I’m sorry, but I still like the Seed Shooter a la Oracle of Ages 
    better than this.  This device, the prize of the Sword & Shield Maze, 
    is just like the old Slingshot, save one thing.  The ammo, your seeds, 
    are split into three, basically firing three seeds for the price of one.  
    It lets you hit three things at a time, extending your range of attack 
    and allowing you to solve a host of new hit-the-three-statue puzzles in 
    Level 8.
    -----------------------------------------------------------------------
    L-1 Ring Box
    
    Notes: Simply head over to Vasu Jewelers and talk to the guy in the 
    turban.  He’ll even give you a ring to carry in it, as you should 
    realize that this box can hold only one ring at a time.
    -----------------------------------------------------------------------
    L-2 Ring Box
    
    Notes: This is a bit more complicated to get.  Go east of the screen in 
    Goron Mountain that leads to Biggoron.  Bomb the weak wall here and 
    enter the cave you create.  Walk around here and take the stairs up.  
    Go east, take the ladder up, and go west.  Enter the cave and go 
    forward to another staircase.  Here, go east.  Prepare to face very 
    tough enemies.  They are called Lynels, and they are tough.  Boomerang 
    them and slash as much as you can.  They are extremely strong; defeat 
    them quickly and move west.  Jump off this ledge to reach a cave; enter 
    and talk to the red Goron there.  He’ll give you the L-2 Ring Box, 
    capable of carrying three rings at once!  Thanks, random Goron!  
    Carrying three rings lets you carry more rings to be switched out 
    depending on the situation you are faced with.
    -----------------------------------------------------------------------
    L-3 Ring Box
    
    Notes: Check out “Linked Secrets” to learn how one might make use of 
    the Ruul Secret, as that’s the key to getting this box.  It holds up to 
    5 rings at once, which lets you carry a versatile group of rings with 
    you for all situations, or a group of novelty rings like the 
    transformation ones (for instance, the Moblin Ring).  It’s really 
    helpful, and I highly recommend it.
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    
    Whoa!  What a ride, eh?  But, now, moving on...  Let’s learn how to use 
    these items to conquer our enemies, shall we?
    
    =======================================================================
    =============================Enemy Index*==============================
    =======================================================================
    
    Oracle of Seasons does a good job with their enemy selection.  They 
    slowly but surly phase out old enemies, making the game progressively 
    harder while including many a classic Zelda foe.  Either way, let’s get 
    this on.
    
    -----------------------------------------------------------------------
    Enemy Name
    
    Location: 
    
    Notes: 
    -----------------------------------------------------------------------
    
    And above us is the setup.  If you look below this text, you’ll find 
    the enemy list.  Hold on tight, ladies and gents, ‘cause here we go!  
    Note that Hero’s Cave enemies aren’t listed.  It’ll be a surprise.
    
    -----------------------------------------------------------------------
    Arm-Mimic
    
    Location: Poison Moth’s Lair
    
    Notes: These occasional foes will move opposite you; if you take a left, 
    they go right, and so on.  However, they have no defense; just slash 
    them a few times and they’ll die.  Real advanced enemies...
    -----------------------------------------------------------------------
    Armos
    
    Location: Leve 5-8, Tarm Ruins
    
    Notes: Armos are statues of armor.  They keep absolutely motionless 
    until you touch them, and at that point there can be two types of Armos 
    that appear (if they do come to life; some are just statues).  First, 
    there is a green type of Armos that can be slashed to defeat.  Second, 
    there is the common type, which is red, that cannot be hurt by the 
    sword.  Either bomb them or deploy the Boomerang on them a few times.
    -----------------------------------------------------------------------
    Ball & Chain Soldier
    
    Location: Tarm Ruins, Temple Remains, Ancient Ruins
    
    Notes: They seem to enjoy the ruins, hmm?  The highest rank among 
    soldiers, this powerful adversary swings a ball & chain around to build 
    up speed before launching it at you.  You can block the ball attack 
    with your shield and then slash it, three times with the Noble Sword, 
    to kill it.  You may also run around them with Pegasus Seeds to get a 
    good shot in or try shooting when the Slingshot.
    -----------------------------------------------------------------------
    Beamos
    
    Location: Level 4-6, 8
    
    Notes: Mounted laser turrets with a single, rotating eye, Beamos will 
    shoot lasers at you at a surprising rate when they see you.  The Mirror 
    Shield can be used to block the lasers, and you should jump to dodge it 
    otherwise.  Beamos turrets cannot be defeated; avoid them if possible.
    -----------------------------------------------------------------------
    Beetle
    
    Location: Various
    
    Notes: When digging in random spots, you may dig up a Beetle, a little 
    spider enemy that crawls around the screen.  All it takes is a slash, 
    making them quite simple enemies.  Another type, often referred to as 
    Spiny Beetles, resides under shrubs or rocks.  When you get close, they 
    crawl at you, concealed by their disguise all the way.  For bush ones, 
    you can just slash them.  Rock ones need you to lift the rocks on their 
    backs, throw them away, and then slash it.  Either way, Beetles are 
    pretty easy to beat.
    -----------------------------------------------------------------------
    Buzz Blob
    
    Location: North Horon, Holodrum Plain
    
    Notes: These green foes wander about the screen with nothing to fear.  
    You can’t hurt them with your sword; if you try, you’ll be electrocuted 
    and they’ll take no damage.  To defeat them, you can expose them to 
    Ember Seeds, although you can quite easily avoid them.
    -----------------------------------------------------------------------
    Cheep-Cheep
    
    Location: 2-D Water, Eyeglass Lake, Sunken City
    
    Notes: These are the fish of the Mario series, but they appear in this 
    game anyways.  In 2-D underwater screens where you’re most likely to 
    find them, you can just slash them once for a quick victory.  They do 
    appear in the overworld on occasion, too.  They are fish that jump out 
    of the water.  They take but a single hit, too, making this a pretty 
    weak species.
    -----------------------------------------------------------------------
    Crab
    
    Location: Western Coast
    
    Notes: Crabs are minor foes that actually have made it into numerous 
    Zelda games.  In any case, they just scuttle about and are vulnerable 
    to just about all attacks.  But you wouldn’t hurt a poor, innocent crab, 
    would you?
    -----------------------------------------------------------------------
    Cukeman
    
    Location: North Horon, Holodrum Plain
    
    Notes: If you use a Mystery Seed on a Buzz Blob, prepare for a shock.  
    Cukemen, the result of the mixture, are talking weirdoes that behave 
    much the same as Buzz Blobs in terms of attacking/defending.  But, they 
    talk about random things, like flying on airplanes or taking tropical 
    vacations.  Well, a Cukeman can dream.  A Cukeman can dream...
    -----------------------------------------------------------------------
    Deku Scrub
    
    Location: Mt. Cucco, Tarm Ruins
    
    Notes: These are pretty rare enemies; there are only three aggressive 
    ones in the game.  Plant-like creatures that pose as bushes, Deku 
    Scrubs will rise up when Link gets near and shoot three Deku Seeds at 
    him.  Just like in their debut appearance in Ocarina of Time, Deku 
    Scrubs must be damaged by deflecting their seeds back at them using 
    your shield.  If there’s anything you should learn about these 
    creatures, it’s that they easily succumb to power.  After you soundly 
    whoop them, they apologize to their new master and give you a tip.  The 
    two Deku Scrubs on the mountain, who seem to be related, tell you that 
    you need a keyhole to use a key and vice versa.  Another one resides in 
    Tarm Ruins and tells you the way out of the Lost Woods.  There are also 
    Business Scrubs who give tips and then expect you to buy their products, 
    but they’re often too expensive.
    -----------------------------------------------------------------------
    Floor Master
    
    Location: Level 1, 3, 6, 8, Onox’s Castle
    
    Notes: While Wall Masters were almost excluded from the game, their 
    grounded counterparts came out in force.  Floor Masters are menacing 
    blue hands that rise from the floor and float to you.  If they grab you, 
    they carry you all the way back to the first room of the dungeon, which 
    makes them quite aggravating at times.  Also, Floor Masters are never 
    alone.  There can be at most four in one room, and each take four hits 
    of the Wooden Sword.  So, when you enter a room, keep your eyes peeled 
    for this phantom menace.
    -----------------------------------------------------------------------
    Ghini
    
    Location: Graveyard
    
    Notes: Unlike Poes, which were introduced in Ocarina of Time, the Ghini 
    was Zelda’s first take on ghosts.  They are ghosts, after all, with 
    long tongues hanging out of their mouths that float around and collide 
    with you to attack.  They take many hits, and so it’s a good thing 
    they’re limited to the Graveyard.  If you touch any headstones while 
    there, a new Ghini appears to challenge you.
    -----------------------------------------------------------------------
    Gibdo
    
    Location: Level 5, Level 6
    
    Notes: The mummies of the Zelda world, Gibdos have the considerable 
    advantage of having no kickback; when hit, Gibdos act as though they’re 
    unfazed (although they do flash).  That means that if you slash one as 
    it’s walking into you, it’ll continue right into you.  If you use an 
    Ember Seed against them, their bandages burn off to reveal a Stalfos 
    within.
    -----------------------------------------------------------------------
    Goponga Flower
    
    Location: Spool Swamp
    
    Notes: Named after their debut appearance as chief vegetation in 
    Goponga Swamp in Link’s Awakening, Goponga Flowers are yellow “flowers” 
    in Spool Swamp that can shoot fireballs at you.  Try punching through 
    them with Ricky or setting them afire.
    -----------------------------------------------------------------------
    Hardhat Beetle
    
    Location: Level 2, 3, 6, 8
    
    Notes: Hardhat Beetles are annoying enemies that cannot be beaten 
    directly.  You must either knock them into a hole/pit with your sword 
    or other attacks, or crush them with magnetic orbs.  They always rush 
    you, and so it’d be easier to knock them onto each other so that it 
    feels like dealing with only one than to fight them all off at once.
    -----------------------------------------------------------------------
    Iron Mask
    
    Location: Unicorn’s Cave
    
    Notes: With iron masks strapped onto their faces, these foes cannot be 
    damaged from the front.  Either slash their vulnerable behinds or rip 
    that mask right off of them with the Magnetic Gloves.
    -----------------------------------------------------------------------
    Kanalet Soldier
    
    Location: Level 5-8, Tarm Ruins, Temple Remains, Onox’s Castle
    
    Notes: Another enemy that retains its name from Link’s Awakening, 
    Kanalet Soldiers are the knights of Onox’s army.  They are either 
    archers or swordsmen, and either attacks can be blocked with your 
    shield.  Either way, they take a few hits to defeat.  They’re pretty 
    much advanced Moblins, only minus the boomerang-throwing.
    -----------------------------------------------------------------------
    Keese
    
    Location: Various
    
    Notes: Bats in Zelda games, Keese flutter across the screen to attack 
    you.  They take a single swipe of the sword, but often are placed in 
    groups to knock you into pits on fast-moving platforms or to aggravate 
    you at key parts of puzzles/rooms.
    -----------------------------------------------------------------------
    Leever
    
    Location: Woods of Winter, Samasa Desert
    
    Notes: Annoying burrowing enemies that pop out of sand to attack you 
    before retreating back underground, Leevers take two hits regardless of 
    color.  They do not regenerate endlessly, but you never know they’re 
    there until they’re in your face.
    -----------------------------------------------------------------------
    Like Like
    
    Location: Woods of Winter, Lost Woods, Natzu Prairie, Level 4
    
    Notes: Gah!  Curse these miserable tubes of pulsating flesh!  Like 
    Likes, invented for Link’s Awakening, are white tubes that wander 
    around seemingly aimlessly.  They will swallow you, eat your shield, 
    and won’t give it back, which means that you’ve have to head back to 
    Horon Village’s Shop to restock (also, Business Scrubs sell them).  
    Fortunately, you can keep them at bay with a few slashes.
    -----------------------------------------------------------------------
    Lynel
    
    Location: Goron Mountain, Temple Remains, Northern Peak, Onox’s Castle
    
    Notes: They were the most powerful foes in The Legend of Zelda, and 
    they continue to be in this installment of the Zelda series.  Lynels 
    come in two colors – red and blue (blue take more hits) – but both 
    attack in the same way.  They pace about shooting energy attacks at you, 
    ones that can pierce through walls and do heavy damage.  Luckily, these 
    guys are pretty scarce, but remember to always attack from the side.
    -----------------------------------------------------------------------
    Magnite
    
    Location: Level 5, 7, 8
    
    Notes: Circular enemies that can alternate between red and blue faces, 
    these are some of the most irritating enemies in the game.  They float 
    around (very quickly, too), launching fireballs all the way to the bank, 
    and scram when you come near to show ‘em what’s for.  If you plan to 
    beat them, either hold them in place or pull them to you with the 
    Magnetic Gloves.  Rarely does chasing them work.  Good luck.
    -----------------------------------------------------------------------
    Mini-Moldorm
    
    Location: Various
    
    Notes: In the guide, I’m too lazy to put the entire name; it’s just 
    Moldorm there.  Mini-Moldorms are those black, segmented, worm-like 
    creatures that roam about the room trying to hit you.  They take four 
    swipes of the Wooden Sword, making them pretty small-time enemies.
    -----------------------------------------------------------------------
    Moblin
    
    Location: Level 1-2, Woods of Winter, Moblin’s Keep, Eyeglass Lake
    
    Notes: Having appeared in almost every Zelda game, Moblins are pig-like 
    creatures that can carry boomerangs, swords, or bows and arrows.  
    Moblin come in two types, really.  There’s the red type, which are 
    weaker, and the white type that resembles a pig (but looks more like a 
    goat to me, for some reason).  Either way, they’re really simple 
    adversaries.  Defend against boomerangs or arrows (they might be spears, 
    come to think of it) with your shield and slash them.  Use your sword 
    to knock their swords away from them and stab their soft sides.  The 
    main Moblin, the big pig, is named Great Moblin, but he’s more of a 
    sub-boss kind of character than an enemy.
    -----------------------------------------------------------------------
    Octorok
    
    Location: Western Coast, North Horon
    
    Notes: This amphibious enemy has appeared in every Zelda game to date, 
    and it fights in this game like the land variation.  They walk around 
    and shoot rocks at you.  You can slash the rocks away or block them 
    with your shield.  Either way, they require one to two hits (depending 
    on shade of Octorok), which means you shouldn’t stress over these.  
    Don’t tell me you’re reading this section for tips on beating those 
    Octoroks.  If so, I have failed you as an author.
    -----------------------------------------------------------------------
    Peahat
    
    Location: North Horon, Level 3, 5
    
    Notes: A plant type enemy that uses its petals to propel itself through 
    the air.  While in flight, Peahats are unbeatable.  While stationary, 
    give them two good slashes to finish them off.  They are susceptible to 
    damage only when not moving.  They aren’t that common, but you’ll want 
    to defeat them from time to time.
    -----------------------------------------------------------------------
    Pincer
    
    Location: Spool Swamp
    
    Notes: Another monster from Link’s Awakening (specifically, Ukuku 
    Prairie), Pincers hide in holes, peer out, and then extend to attack 
    you.  You can block their charge with your shield and then give them 
    some steel on their way back into their hole if you want, but it’s 
    easier just to avoid them.  In autumn, their holes are covered, which 
    makes them just a bit more camouflaged.
    -----------------------------------------------------------------------
    Pokey
    
    Location: Lava Lake, Samasa Desert
    
    Notes: Pokeys, the classic Super Mario Bros. 2 enemies, come in two 
    varieties in this game.  There are the Subrosian type that inhabit Lava 
    Lake first.  They rise up and shoot fireballs, making them pretty 
    bothersome while you’re jumping across the lava.  The other type of 
    Pokey is found in the desert, and it’s green just like its SMB 2 
    counterpart.  You must slash away all of its segments and then give a 
    final whack to its head to beat it, kind of like similar A Link to the 
    Past enemies called Bouncers.  Oddly, a Scent Seed to a Pokey can 
    defeat it instantly.
    -----------------------------------------------------------------------
    Pols Voice
    
    Location: Level 2, 3, 8
    
    Notes: The spirits of the dead manifested into rabbit ears, Pols Voices 
    are pretty basic enemies from The Legend of Zelda.  They are weak to 
    loud noises and music, which means you can play your flute to defeat 
    them easily.  Otherwise, blast out their ear drums with a bomb and take 
    the victory.
    -----------------------------------------------------------------------
    Razor Trap
    
    Location: Various
    
    Notes: Coming in a few colors, Razor Traps are positioned by walls or 
    other boundaries.  When you approach them, they launch at you quickly 
    and slowly retract.  There are also very large ones in some dungeons.  
    Some Razor Traps circle around a particular point, and jumping over 
    them or running from them is the safest way to dodge them.  They cannot 
    be killed.  Also, I should mention something I call “blade traps,” 
    which chase you down narrow hallways like a Razor Trap with brains.  
    They’re the worst, but can be jumped over or defended against fairly 
    easily.
    -----------------------------------------------------------------------
    Rope
    
    Location: Level 2, 6, 8
    
    Notes: Snakes of the Zelda world, Ropes move horizontally and 
    vertically rapidly (but cannot move diagonally).  When they charge you, 
    just hold your sword at so that they charge into their death.  They 
    like to travel in packs, which means that you should be ready to turn 
    around and take out others from different angles.
    -----------------------------------------------------------------------
    Spark
    
    Location: Level 2, 5, 6, 8
    
    Notes: Balls of energy with black faces, Sparks patrol a perimeter and 
    hurt you when they touch you.  If you have the Boomerang on hand, you 
    can toss it at Sparks and get a Fairy as your prize.  Neat-o, eh?
    -----------------------------------------------------------------------
    Spiked Beetle
    
    Location: Level 3, 6, 8
    
    Notes: Creatures that move vertically and horizontally very quickly 
    when they see you, Spiked Beetles have spikes on their heads.  They’re 
    invulnerable when upright, and so you must flip them over by letting 
    them crash into your shield before your sword can do the talking.  They 
    take two slashes via Wooden Sword.
    -----------------------------------------------------------------------
    Stalfos
    
    Location: Various
    
    Notes: Skeletal knights, Stalfos have appeared in almost every Zelda 
    game to date.  Stalfos really come in two varieties for this game.  
    First, you have the armor-clad Stalfos that jump.  The weaker ones just 
    try to jump onto you, but the stronger ones can also throw bones at you.  
    If you light a Gibdo on fire with an Ember Seed, a jumping Stalfos will 
    come out.  Then you have the “Shrouded Stalfos.”  It wears a hood, and 
    they act much like Kanalet Soldiers, only weaker.  The hooded ones 
    throw spears/shoot arrows and can wield swords, but I still think the 
    jump-happy ones are worse.
    -----------------------------------------------------------------------
    Takkuri & Crow
    
    Location: Various
    
    Notes: They’re very rare and spread across Holodrum fairly well.  The 
    most aggressive birds you’ll ever see, they swoop in to attack and then 
    exit the screen only to reappear for another dive.  Slash them for 
    victory.  Crows look like your average everyday raven, but Takkuri look 
    more monstrous (they have horns, it looks like, and are red).
    -----------------------------------------------------------------------
    Tektite
    
    Location: Spool Swamp, Level 4, Temple Remains
    
    Notes: Jumping spider enemies, Tektites are pretty basic.  Just hack 
    them to bits before they jump onto you.  You won’t have many run-ins 
    with Tektites during your adventures, but you will meet their aquatic 
    cousins more than a few times.
    -----------------------------------------------------------------------
    Thwimp
    
    Location: Snake’s Remains
    
    Notes: These are very rare small blocks, miniature Thwomps, that are 
    found in rows on the ceilings of 2-D screens.  They drop quickly to 
    hurt you, but you can run under them faster than they can drop on you.  
    They are from Super Mario World, and their name is a mix between 
    “Thwomp” and “wimp.”
    -----------------------------------------------------------------------
    Thwomp
    
    Location: Level 2, 3, 5, 8
    
    Notes: The giant falling stones from Super Mario Bros. 3 have been 
    remade ever so slightly to become Zelda enemies.  They are always found 
    in 2-D screens, their one eye following you around the screen, and they 
    fall on you if you get too close.  They can be jumped on, though, which 
    makes them good to use as elevators.  Thwomps cannot be beaten, just 
    avoided.  Make sure you always exercise proper safety techniques when 
    around Thwomps!
    -----------------------------------------------------------------------
    Wall Master
    
    Location: Sword & Shield Maze
    
    Notes: These are red hands that drop from the ceiling and return you to 
    the first room of the dungeon.  There’s only one in the entire game, 
    though, and it inhabits a room in Level 8.  
    -----------------------------------------------------------------------
    Water Tektite
    
    Location: Spool Swamp, Holodrum Plain, Level 4, 5
    
    Notes: Tektites adapted to skim about the surface of the water, Water 
    Tektites are simple obstacles designed to hurt you as you swim.  Dive 
    under them and you’re good to go.  If you really hold a grudge against 
    them, though, you can kill them with a good swing of your blade.
    -----------------------------------------------------------------------
    Whisp
    
    Location: Various
    
    Notes: Let me clear this up.  I call “Bubble” enemies “Whisps” 
    throughout the walkthrough, but they really aren’t the same thing.  The 
    floating skulls with circles surrounding them are Bubbles, and they’re 
    just hazards.  Throw the Boomerang at them for a quick kill, lest you 
    be touched by these bouncing beasts.  True Whisps are skulls with a 
    mess of dots around them, and they don’t bounce off the walls.  They 
    move in seemingly random patterns through the room.  Touch them and 
    you’ll take no damage, but you’ll be jinxed – unable to draw your sword 
    – shortly thereafter.  True Whisps can’t be defeated in any way.  Just 
    live with it (after all, jinxing Whisps are few and far between).
    -----------------------------------------------------------------------
    Wizzrobe
    
    Location: Level 4, 6-8, Onox’s Castle
    
    Notes: Again, this is a Zelda regular.  Wizzrobes are annoying wizards 
    that teleport around the room, shoot magic waves at you, and disappear 
    before you can cut them down.  Try to reach them before they fully 
    materialize to get a good shot in.  Most Wizzrobes can’t move while 
    firing spells, but some blue types can (but the blue type also shows 
    you where it’s moving, which outweighs its mobility advantage).
    -----------------------------------------------------------------------
    Zol & Gel
    
    Location: Various
    
    Notes: Also known as Bits, Bots, and ChuChus (varying with the game), 
    Zols are jelly-like creatures that emerge from the ground when you’re 
    walking by their hiding spot and jump at you.  A simple slash will 
    finish off the green type, but the red are a bit trickier.  When beaten, 
    red Zols release Gels, miniscule Zols that can’t even attack.  But, 
    they can cling onto you, which will make you walk slowly and disable 
    your use of items momentarily.  Press buttons to break free and then 
    send that Gel to the afterlife.  Note that Gels always come in pair 
    when taken from Zols (they rarely appear by themselves without Zols).  
    If you use a weapon stronger than the Wooden Sword (like the Noble 
    Sword) or the Wooden Sword’s spin attack, you can defeat a red Zol 
    without letting it release Gels.
    -----------------------------------------------------------------------
    Zola
    
    Location: Water
    
    Notes: Also known as River Zoras, Zolas are violent female Zoras 
    banished from the seas.  They appear from the water to shoot Zora’s 
    fire at you, which is pretty easy to avoid.  But, the catch is that 
    they do it repeatedly from the water, which is usually a safe place for 
    them to hide.  If you really want to, you can attack Zolas from the 
    land, but you’d might as well just ignore them.
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    -----------------------------------------------------------------------
    
    Done!  Aren’t you just thrilled?  And now for something completely 
    different – my ramblings about the order of Zelda games.
    
    =======================================================================
    ==========================The Zelda Timeline*==========================
    =======================================================================
    
    Now, prepare yourself for the new and improved timeline.  Sure, it has 
    the same order of games as usual, and the writing is mostly the same, 
    but I’ve added in quite a few things in Notes.  Get ready for generic 
    timeline fun!
    
    Note: Reading this might spoil the endings for a few of the Zelda games.  
    Read only if you know what happens in each, because I need to draw from 
    important game events to make the timeline.  Read at your own risk.
    
    Second only to the argument of whether Zelda is an RPG or not, there is 
    one aspect of the Zelda series debated by many.
    
    The Legend of Zelda is a series of twelve separate games at the present 
    time.  Since these games were not released in an order that made sense, 
    many people argue with one another about just how it should be 
    organized.  That’s what this timeline is here for – to express my views 
    on the subject.  I think that the series in bad need of better 
    organizing.  Many timelines are awful and don’t make sense.  The 
    timeline must abide by certain rules.  But before that, here’s a list 
    of every Zelda game that either was new when it was released or had 
    something new on it.
    
    The Legend of Zelda
    1987 for the NES
    Zelda II: The Adventure of Link
    1988 for the NES
    The Legend of Zelda: A Link to the Past
    1991 for the SNES
    The Legend of Zelda: Link's Awakening
    1993 for the GB
    The Legend of Zelda: Ocarina of Time
    1998 for the N64
    The Legend of Zelda: Majora's Mask
    2000 for the N64
    The Legend of Zelda: Oracle of the Ages
    2001 for the GBC
    The Legend of Zelda: Oracle of the Seasons
    2001 for the GBC
    The Legend of Zelda: A Link to the Past/Four Swords
    2002 for the GBA
    The Legend of Zelda: Ocarina of Time/Master Quest
    2003 for the GCN
    The Legend of Zelda: The Wind Waker
    2003 for the GCN
    The Legend of Zelda: Four Swords Adventures
    2004 for the GCN
    The Legend of Zelda: The Minish Cap
    2005 for the GBA
    
    Note that these release years are all North American.  First, notice 
    that A Link to the Past and Ocarina of Time are listed twice.  This is 
    because those games had a new game on them when they were re-released.  
    Ocarina of Time had Master Quest, which was a harder version.  Master 
    Quest has the same events in it as Ocarina of Time, so it will not be 
    counted.  A Link to the Past was re-released with a multi-player game 
    called Four Swords.  Link’s Awakening DX does not count because it only 
    included an extra dungeon.  It is an actual game, and it shall be 
    counted.
    
    As I said, there are a few rules one must follow when making their 
    timeline.  Here are common errors people make.  First, what Link or 
    anyone else looks like has nothing to do with the chronological scheme 
    of things.  Wind Waker Link was a very popular look so Nintendo showed 
    him that way in a few extra games.  This doesn’t make Link different.  
    Secondly, items (unless they are extremely important, like the Master 
    Sword) do not determine anything.  That is, whether Ganon used his 
    trident in one battle or not does not give us a good timeline.  Third, 
    there is only one timeline.
    
    Many people think that there are two (the Alternate Timeline Theory) 
    because Link time-traveled in Ocarina of Time.  If you think about it, 
    this is a really stupid theory.  After all, at the end of Ocarina of 
    Time, Zelda sends Link back to relive the seven years of his childhood 
    that he lost (to quote Zelda exactly, “Link, give the Ocarina to me…  
    As a sage, I can return you to your original time with it.”).  It is as 
    if the latter part of Ocarina of Time never happened.
    
    Fourth, there will be no dates.  Many people try to use dates in their 
    timeline and that is completely false.  Fifth, comic books have no 
    bearing on the timeline.  Sixth and foremost, if it’s not in the game 
    or the manual, then it is speculation and it doesn’t count.  For 
    instance, one could add tons of different events that weren’t in the 
    games or manuals and connect things together (like Ganon revivals, 
    descendants, and other “events”).
    
    Now we can truly start.  This is quite anticipated because everyone 
    wants to know how Minish Cap is placed on the timeline.  Remember that 
    the timeline tries to string the games together in an order that makes 
    sense for the existing games only.  It will be modified should a new 
    game be released.
    
    Note: In my timeline, it is very important to remember that Link did 
    not have the Triforce piece of Courage at the end of Ocarina of Time, 
    nor Zelda or Ganon theirs.  He had it when he was an adult, but Zelda 
    sent him back to the past “to regain his lost years.”  Even if you do 
    disagree with this for whatever reason, it wouldn’t matter (if he did, 
    Link would lose the Triforce of Courage in Majora’s Mask due to what 
    the King of Red Lions says in Wind Waker).  Also, the timeline focuses 
    a lot on Ganon.  Ganon is the only character that is completely unique 
    (that there are no descendants of) and he has different conditions in 
    each game.
    
    Ocarina of Time is obviously the first game.  This is a universally 
    accepted fact and it should not be argued with.  Then comes Majora’s 
    Mask.  Again, this is universally accepted.  The best reason for 
    Majora’s Mask coming next is that Link has the Ocarina of Time in it, 
    although there are many more.  Now here’s where my timeline becomes 
    unique.  Now, recall that I said earlier that the adult part of Ocarina 
    of Time didn’t matter.
    
    Well, it basically never happened as far as the timeline is concerned 
    because Link was sent back to his past to relive his childhood.  Ganon 
    is, therefore, trapped in the Sacred Realm/Dark World whatever you want 
    to call it at the end of Majora’s Mask.  There are only a few games 
    that start out with Ganon in the Dark World.  Four Swords could come 
    next (although it really can’t, as I will explain later) and Four 
    Swords Adventures would follow.
    
    This cannot be because the Four Sword, which is used in both those 
    games, is broken and you must restore it in the re-release of A Link to 
    the Past in an optional side quest.  Yes, it seems like a cheap shot, 
    but it is how things happened.  The only other game in which Ganon 
    starts out imprisoned is A Link to the Past.  Therefore, it is the only 
    game that actually can come next logically.
    
    This presents a new problem.  At the end of A Link to the Past, it 
    would seem that Ganon is dead.  Yes, one might think that Ganon really 
    is dead, but in truth, he is not.  Again, this is a very random 
    observation, but in the credits of A Link to the Past (by completing 
    different events you can see different credits) they show Link’s uncle 
    and the king of Hyrule.  This is important because both of these people 
    were dead earlier in the game.  Also, in one scene of the credits (“The 
    Bully Makes a Friend”), they show two characters on Death Mountain that 
    would normally be in the Dark World in the Light World.
    
    This means that, when Link’s wish was granted by the Triforce, he 
    wished those that died as a result of Ganon back to life and that all 
    those in the Dark World be transported to the Light World.  Well, this 
    includes Ganon, which means that Ganon is alive again and he’s in the 
    Light World.  There are only two games like this at the beginning and 
    Wind Waker cannot come yet (if it did, Adventure of Link would later 
    and this is impossible).  Therefore, the original The Legend of Zelda 
    has to come next.
    
    Ganon dies at the end of The Legend of Zelda.  Even more importantly, 
    he dies leaving a pile of ashes behind at the end of The Legend of 
    Zelda.  This is very important.  There are only two games in which 
    Ganon is dead throughout the entire game.  These games are Link’s 
    Awakening and Adventure of Link.  Now, all games in which Ganon is dead 
    in must be consecutive, right?  If you disagree with me, think about it 
    for a second and you’ll realize what I mean.  So, this leaves us to put 
    Link’s Awakening and Adventure of Link in the right order.  At first 
    glance, it seems like it doesn’t matter, but it actually has a huge 
    bearing on the timeline.
    
    Remember that in Wind Waker the King of Red Lions tells us that the 
    legendary hero of ages long past left the land of Hyrule and lost the 
    Triforce by doing so (the guidebook of Link’s Awakening says that Link 
    traveled to many different lands to seek enlightenment)?  Well, Link 
    gets the Triforce piece of Courage in Adventure of Link.  If Adventure 
    of Link came first, Link would lose the Triforce piece in the very next 
    game.  Besides, the next two games in the timeline (the games in which 
    Ganon is resurrected) have Link using his piece of the Triforce at the 
    very beginning.
    
    Even though the instruction booklet of Adventure of Link says that Link 
    never left Hyrule after The Legend of Zelda and before Adventure of 
    Link, he has to.  However, we know that Link MUST have the Triforce 
    piece in the game after these two, and that Link’s Awakening must come 
    either before or after this one.  So, Link’s Awakening comes first 
    (Link would not lose the Triforce piece in this scenario) and then 
    comes Adventure of Link.  Easy.
    
    Now, we are out of games in which Ganon is dead, and that means that he 
    must be resurrected in the next game.  However, it takes two games to 
    revive Ganon.  These games are Oracle of Ages and Oracle of Seasons.  
    In the secret ending in a Beowulf-like plot, Kotake and Koume (Ganon’s 
    surrogate mothers) revive their son after trying to kill Link.
    
    After another defeat by Link, Ganon is sent back to the Dark World 
    right after being revived.  There are few games remaining, and they are 
    rather easily sorted.  First, Four Swords comes before Four Swords 
    Adventures.  The proof for this is rather obvious.  The Four Swords 
    Adventures manual refers to three separate occasions in which Vaati 
    appeared (Four Swords, Four Swords Adventures, and a very long time 
    ago).
    
    Well, this means that Four Swords comes next and then comes Four Swords 
    Adventures.  Now we’re left with two games, The Minish Cap and Wind 
    Waker.  The Four Sword was forged in The Minish Cap, but it was used in 
    Four Swords (Adventures, too).  This means that Wind Waker comes next.  
    So far, I have only covered the previous eleven games.  Now I’ll give 
    Minish Cap a home on the timeline.
    
    There are three proofs of my theory.  I’ll list them in order of their 
    obviousness.  First, the Four Sword was created in Minish Cap.  It is 
    later used in Four Swords.  Therefore, Minish Cap must come before Four 
    Swords.  However, the Four Sword also made a brief appearance in the 
    re-release of The Legend of Zelda: A Link to the Past, which means that 
    Minish Cap comes before ALttP.  However, since Zelda had a piece of the 
    Triforce in Minish Cap (that’s what the light force is, obviously), 
    then Minish Cap must come BEFORE Ocarina of Time.  If Minish Cap came 
    after Ocarina of Time or Majora’s Mask, then Ganon would not have the 
    complete Triforce in A Link to the Past, which he does.  That is proof 
    one.
    
    Proof two and three are a bit smaller and not as effective, but they 
    get the job done.  First, Vaati appeared as a black eye-like creature 
    in Four Swords and Four Swords Adventures.  Well, a figurine in Minish 
    Cap (# 135.  To quote it exactly, “Once Vaati’s body has been shattered, 
    this dark form rises up, all that remains of the evil sorcerer.  Only 
    the sacred Four Sword can defeat him.”) says that Vaati’s human body 
    had been shattered.  This means that Vaati appeared in FS and FSA the 
    way he did because something happened to him before.  The instruction 
    manual of FSA makes reference to a boy who split into four to beat 
    Vaati before even Four Swords.  This just supports what I said earlier, 
    although this proof alone cannot move this before Ocarina of Time.
    
    The third “proof” is implied.  At the end of Minish Cap, Ezlo returns 
    to his Minish-sage form and he gives Link a green hat, a token to 
    remember him by.  This seems to imply that this is the first time Link 
    ever wore such a hat, and it became a tradition afterward for heroes of 
    Hyrule.  That’s a bit of a stretch, though.  Why would the Kokiri have 
    adopted it?  Like I said, proof one up here is the best answer to the 
    placement question.
    
    And to reinforce these points and to counter the entire Sacred Realm 
    argument some people have tried to use against the placement of Minish 
    Cap, please see “The Imprisoning War” in the Notes section.
    
    Below I have a list made of where the games in the timeline go 
    according to my theory.  Notice that Oracle of Ages comes before Oracle 
    of Seasons.  I decided to alphabetize them, even though Oracle of Ages 
    should come first for a few reasons, mainly due to the Triforce stone 
    being pushed.
    
    The Minish Cap
    Ocarina of Time
    Majora’s Mask
    A Link to the Past
    The Legend of Zelda
    Link’s Awakening
    The Adventure of Link
    Oracle of Ages
    Oracle of Seasons
    Four Swords
    Four Swords Adventures
    The Wind Waker
    
    Now I will try to clarify things by explaining a few items mentioned 
    here.
    
    =======================================================================
                                     Notes
    =======================================================================
    
                         +---------------------------+
                         |    The Imprisoning War    |
                         +---------------------------+
    
    This is the center of so much confusion, but I’ve finally cracked it.  
    Many verses of the Book of Mudora, as well as other Hylian myth, depict 
    a terrible war between the forces of good and evil, centuries later 
    named the Imprisoning War by historians.  I’ve been challenged a lot 
    lately about my placement of Minish Cap at the beginning of the 
    timeline.  This helps make things possible.  Prepare to delve deep into 
    the heart of Zelda mythos, as described in the manual of A Link to the 
    Past.
    
    Three goddesses created the Triforce, and with it the world.  The 
    hiding place of the Triforce became known as the Golden Land, and the 
    location of the gates to this land was unknown, as the knowledge had 
    been lost over the centuries.  But, by chance, one man – Ganondorf 
    Dragmire, King of Thieves, skilled in the black arts, came upon an 
    opening to the Golden Land.  He fought and killed his fellows to reach 
    the opening, and he held the Triforce in that land, and his wishes were 
    granted.  From that day forth, Ganondorf became Mandrag Ganon, Ganon of 
    the Enchanted Thieves (though no one says “Mandrag” anymore).
    
    Evil began to flow from the Golden Land, mercenaries joining the ranks 
    of Ganon’s army, and soon the darkness beset Hyrule itself.  The lord 
    of Hyrule ordered seven sages and the Knights of Hyrule to seal the 
    entrance.  But before that happened, the people began to suspect the 
    truth.  Ganon’s evil power must come from the Triforce.  And so the 
    people forged a blade that could even repel the magic of the gods, and 
    it became known as the blade of evil’s bane, the Master Sword.  Only 
    one strong of body and pure of heart could wield it, and the sages 
    searched for one who could...
    
    But war inched closer until it eventually broke out.  Ganon’s forces 
    surged from the Golden Land before it was sealed to wage war on Hyrule, 
    the battlefield Hyrule Castle.  But the valiant Knights of Hyrule 
    fought courageously against them.  Many died in the battle, but the 
    sages were able to seal Ganon away in his tainted Golden Land.  There 
    was peace.
    
    Now, many people would say that this describes Ocarina of Time.  Really, 
    it works out pretty nicely.  Ganondorf enters the Sacred Realm through 
    the Temple of Time, he uses the Triforce to invade Hyrule, and he is 
    sealed away by seven sages and the descendant of a Knight of Hyrule 
    (Sahasrahla says Link is descended from them in A Link to the Past, and 
    so I assume all Links are).  There are a few problems with this, and 
    the biggest one is obvious: It says that the Master Sword was forged 
    after Ganondorf entered the Sacred Realm.  As we all know, the Master 
    Sword was already legendary and forged in Ocarina of Time.  The 
    Imprisoning War is not Ocarina of Time.
    
    What does this mean for the timeline?  Let’s investigate further by 
    quoting a few verses from Minish Cap.
    
    “A long, long time ago...when the world was on the verge of being 
    swallowed by shadow...The tiny Picori appeared from the sky, bringing 
    the hero of men a sword and a golden light.  With wisdom and courage, 
    the hero drove out the darkness.  When peace had been restored, the 
    people enshrined that blade with care.  And the force of the golden 
    light, embodied in Hyrule's princess, shone forth upon the lands.”
    
    And during this first cinema, they show Link, without a hat, holding 
    the Triforce of Courage AND a sword with a blue hilt.  The sword with 
    the blue hilt is the Wind Waker-style depiction of the Master Sword.  
    Yes, the Master Sword was forged by the Picori.  Furthermore, this is 
    NOT the Picori Blade.  The Picori Blade has a purple hilt.  I admit, 
    they do show the Master Sword in a pedestal, what would appear to be 
    the Bound Chest, but that means that the Master Sword was removed from 
    it at some point (because it was the Picori Blade in Minish Cap).  
    Either that or they colored the hilt incorrectly, although the sword is 
    exactly like the Master Sword, Wind Waker style.
    
    And do you know what that means?  Examine the second quote, the one 
    said by Vaati.
    
    “The princess who holds the power of light... That mysterious power is 
    said to flow in the veins of every royal lady in your family ever since 
    that day when it was gifted to your people. If I leave you now, you'll 
    only cause me trouble later. That will never do.”
    
    The Triforce has not been locked up in the Sacred Realm until Ocarina 
    of Time.  On the contrary, there is overwhelming evidence that the 
    Triforce has been divided and possessed since the Imprisoning War!  It 
    says that the mysterious force – the Triforce of Wisdom – has been in 
    Zelda’s family for ages!  This makes sense, since Ganon would’ve only 
    gotten the Triforce of Power after his wish was granted.  And the line 
    in the first quote, how the hero drove out the darkness “With wisdom 
    and courage” shows this well.  All three pieces of the Triforce were in 
    possession of their destined owners long, long before Ocarina of Time 
    took place.
    
    And therefore, the evidence suggests VERY strongly that Minish Cap 
    comes before Ocarina of Time.  There, I proved it in full!
    
    Unfortunately, this has a few negative side effects on the timeline 
    (they would’ve happened anyways; these are just plot contradictions 
    within the Zelda series itself, not just my timeline).  Now that I’ve 
    proved that the Triforce was NOT in the Sacred Realm until Ocarina of 
    Time, several new questions arise.
    
    - This problem cannot be avoided in any Zelda timeline; it is in itself 
    a Zelda continuity inconsistency, not because of my timeline but 
    because of the series itself.  After being imprisoned in the Golden 
    Land, we must wonder: How did Ganon, and everyone else, lose their 
    piece of the Triforce?  Obviously, Ganon escaped the Sacred Realm over 
    time, just like he did in Wind Waker, but how did everyone lose their 
    piece?  It’s the last remaining mystery of the timeline, although this 
    is bound to happen to any timeline, not just mine.
    
    - At the end of the Imprisoning War, Ganon was imprisoned within the 
    Golden Land with his piece of the Triforce.  The question would be, 
    then, how does Ganon get the other pieces of the Triforce into the 
    Golden Land to set the stage for A Link to the Past.  Never fear, I 
    have answers.  First of all, the Dark World is a reflection of Ganon’s 
    wish from a long time ago – during the Imprisoning War.  Ganon is 
    locked in the Golden Land/Sacred Realm from Ocarina of Time, and it is 
    still tainted from long ago.  Link ventures into Termina, which makes 
    him lose his piece of the Triforce, in Majora’s Mask.  Zelda is 
    abducted by Agahnim, which gives Ganon plenty of time to extract her 
    piece of the Triforce.  By the time Link fights Ganon at the end of the 
    game, Ganon has all three.
    
    - If you don’t think my above explanation of Link losing his piece of 
    the Triforce is true, then it could work out another way.  If you are a 
    believer that Link did not have the Triforce at the end of Ocarina of 
    Time, then consider this alternate reason.  If Link did not have the 
    Triforce at the end of Ocarina of Time, then he would have it all the 
    way through A Link to the Past.  That means that when he defeated Ganon, 
    who had Zelda’s piece from when he abducted her, his piece of the 
    Triforce joined the two that Ganon had, making it appear as though 
    Ganon had the Triforce complete.  After all, they never specifically 
    say that Ganon used the Triforce from the time that A Link to the Past 
    begins to the time it ends.  He just wanted to break the seal so that 
    he could use the Triforce.
    
                     +----------------------------------+
                     |    The Nature of the Triforce    |
                     +----------------------------------+
    
    The King of Red Lions and Sheik, collectively, told us a lot about how 
    the Triforce works.  First, the Triforce does one of two things when a 
    person touches it.  But first, I should explain that the Triforce is 
    divided into three equal parts, each representing the goddesses that 
    created the world.  There is Wisdom (Zelda), Power (Ganon), and Courage 
    (Link).  When there is an imbalance of virtue in the person that 
    touches it (that is, they believe in one of these forces more than the 
    others), that person receives the one that they believe in most.  The 
    other two pieces are placed in other “chosen ones.”
    
    The person who touched it must gather the pieces to get a wish granted.  
    You see, the Triforce grants a wish that reflects a person’s soul.  
    Regardless, there is another possibility.  If someone with balance in 
    the virtues touches the Triforce, their wish is granted automatically 
    (they receive the “True Force”).  However, the Triforce has another 
    strange property, revealed to us by the King of Red Lions in Wind Waker.
    
    If a person that harbors a piece leaves the land of Hyrule, then they 
    lose their piece.  This is very important to know in understanding the 
    order I placed the games in.  Note that the Triforce piece of Courage 
    is used by Link in the beginning of Oracle of Ages.  I hope this 
    clarifies things – why Link’s Awakening must come before Adventure of 
    Link.  In AoL, Link gets the Triforce piece of Courage.  If he got it 
    in that game and Link’s Awakening came next, he would lose it right 
    away.  And since Ganon’s revival has to come next, he would have no 
    Triforce piece in Oracle of Ages, which we know that Link does.
    
                           +----------------------+
                           |    The Dark Rites    |
                           +----------------------+
    
    Here, I’ll discuss Ganon’s resurrection in the Oracle games in more 
    detail.
    
    As we know, Ganon died in The Legend of Zelda.  While the Evil King was 
    dead, Link went on other adventures – Adventure of Link and Link’s 
    Awakening.  But, Ganon’s surrogate mothers, Kotake & Koume Twinrova, 
    were busy at work trying to revive Ganon.  They were trying throughout 
    Adventure of Link (or, at least, it was being tried, not necessarily by 
    them).  But, they failed to sprinkle Link’s blood upon the ashes of 
    Ganon.  So, they turned to an alternate method, the Dark Rites.  In the 
    Dark Rites, Twinrova must light three fires – the Flame of Destruction, 
    the Flame of Sorrow, and the Flame of Despair – and sacrifice a 
    legendary figure to bring Ganon back into the living world.  They got 
    to work at once.
    
    To light the flames, they must flood the world with what they represent.  
    The blue flame, the Flame of Destruction, was lit by Onox when he threw 
    the seasons of Holodrum into chaos.  The red flame, the Flame of Sorrow, 
    was lit by Veran when she erased many elements of the present age by 
    tampering with the past.  And the white flame, the Flame of Despair, 
    was lit when Zelda, a symbol of hope for the people, was abducted by 
    Twinrova.  The Gerudo Witches intended to sacrifice Zelda, who was 
    acting as the “Holy Sacrifice,” on the altar around the three torches, 
    but Link arrived before that could happen with the help of Din and 
    Nayru, the Oracle of Seasons and Ages, respectively.
    
    He fought Twinrova and emerged victorious, but it was not over.  
    Although they could not sacrifice Princess Zelda, or Link for that 
    matter, Twinrova would revive Ganon, even if it meant destroying 
    herself.  Twinrova sacrificed her own body.  Now, had Zelda been 
    sacrificed, Ganon’s resurrection would have been complete.  But, 
    because Twinrova was the incorrect Holy Sacrifice, the revival did not 
    work out quite as well.  Ganon’s spirit was renewed, but his body was 
    not.  So, Ganon’s spirit was placed within an empty vessel (according 
    to Twinrova), and the result was a mindless and raging Ganon.  Link 
    fought valiantly to destroy Ganon, and he succeeded.  The fell beast 
    explodes in a white flash of light.
    
    So, wouldn’t that mean Ganon is dead again?  No, it does not.  For you 
    see, Link destroyed the vessel that Twinrova created to house Ganon’s 
    spirit.  Ganon’s spirit was successfully brought back.  And remember, 
    the Room of Rites is within the Dark Realm (one of the many alternate 
    names for the Sacred Realm, but this runs more along the lines of the 
    Dark World).  When Ganon’s vessel was destroyed, the white flash was 
    the release of his spirit.  So, Ganon was in fact resurrected, just not 
    his body.
    
    So, this raises the question: how did Ganon get his body back for Four 
    Swords Adventures?  Well, I think it’s probably thanks to Vaati, who 
    was also imprisoned within an alternate realm, and who was working with 
    Ganon from the beginning of Four Swords Adventures at least, probably 
    even before that.  I’m really quite surprised I never received e-mail 
    objections about this.
    
                          +------------------------+
                          |    The Picori Blade    |
                          +------------------------+
    
    A lot of people would consider the Picori Blade and the Four Sword the 
    same weapon.  Well, newsflash people, they aren’t.  First off, “Four 
    Sword” and “Picori Blade” are definitely human names.  That is, these 
    are the titles of the swords as declared by the Hylians/Hyruleans.  Why, 
    therefore, would these titles be different?  And, if you think about it, 
    the broken Picori Blade is mended by Melari using two elements.  This 
    makes it the White Sword.  Well, the Picori Blade must not contain any 
    elements at all.  So, these two swords are different, which keeps my 
    timeline in check.  By the way, if you think that Four Sword is the 
    Minish name for the Picori Blade, you’re wrong.  After all, it is 
    referred to as the Four Sword by many humans (Borlov is a good example).
    
                     +----------------------------------+
                     |    The Light Force = Triforce    |
                     +----------------------------------+
    
    Vaati and the guards of Hyrule make several references to the “light 
    force.”  This is the Triforce, but to be specific, it is the Triforce 
    piece of Wisdom.  We find out that Zelda contains the light force near 
    the end of the game.  They show stained glass that details the legends 
    of the Picori in the Elemental Sanctuary.  Since they show Zelda 
    holding one golden triangle, we can safely assume that this is her part 
    of the Triforce.  By the way, Vaati does take some of the Triforce from 
    Zelda, but she gains it back when she wishes on the Minish Cap at the 
    end.
    
            +-----------------------------------------------------+
            |    The Adventure of Link/Link’s Awakening Theory    |
            +-----------------------------------------------------+
    
    It’s not uncommon for people to say that Link’s Awakening, which we 
    find out is a dream, happened during the raft ride in The Adventure of 
    Link (when you have to raft from western Hyrule to the east).  Well, 
    this can be easily disproved.  Who could forget the opening cinema in 
    Link’s Awakening?  Remember Link, journeying on his ship into the storm.  
    Well, ships and rafts are two different vessels.  I think that that is 
    a very important difference made in his journey across the sea.  It 
    doesn’t affect the timeline that much, but it is a storyline flaw in 
    many a timeline.
    
                       +-------------------------------+
                       |    The Wind Waker Theories    |
                       +-------------------------------+
    
    Many people think that the timeline should start with OOT, MM, and then 
    go to WW.  At first, I could not disprove this theory.  But now I can.  
    In WW, Ganon died.  Since it’s the last game in my timeline, this makes 
    no difference.  However, it does in the proposed theory.  You see, if 
    this were true, than Adventure of Link would have to come after Wind 
    Waker.  In Wind Waker, recall that all knowledge of Hyrule was lost.  
    Adventure of Link had towns named after characters from Hylian myth 
    (the sages of Ocarina of Time, plus Mido and someone named Kasuto).  If 
    all knowledge of Hyrule was lost, how could they regain it?  Clearly, 
    Wind Waker comes last in the series.
    
                         +---------------------------+
                         |    The Losers of Zelda    |
                         +---------------------------+
    
    A company called Phillips released three hugely unsuccessful games – 
    Link: Faces of Evil, The Legend of Zelda: The Wand of Gamelon, and The 
    Legend of Zelda: Zelda’s Adventure.  Well, these games were AWFUL.  I 
    have never played them personally, but I’ve seen screenshots, examples, 
    etc. enough to know.  First, they were made by Phillips using a system 
    that was a complete and utter flop called the CD-i.  These games were 
    all very corny.  For instance, two of these games use Zelda instead of 
    Link and they take place in different lands (one land is called Tolemac, 
    which is Camelot backwards).
    
    Also, Ganon kidnapped (but didn’t kill, for some reason) Link in two of 
    these games, as well as the King of Hyrule in one of them.  From what 
    I’ve heard, all three of these games were not good, actually terrible, 
    and that Zelda’s Adventure was the best.  Well, that’s all well and 
    good, but why I am writing this?  Simply put, these three games are not 
    counted in the timeline.
    
    They are not, after all, Zelda games.  Maybe they are legally, but I 
    will never consider these games to be a part of it.  After all, they 
    were not made by Nintendo, and the makers were obviously uneducated 
    when it comes to Zelda (for example, they call Ganon the “dark king of 
    the underworld”).  Also, Soul Caliber 2 and the Super Smash Bros. 
    series do not count (they’re fighting games where people get to use 
    different characters from different series).
    
                       +-------------------------------+
                       |    A Re-Release Side Quest    |
                       +-------------------------------+
    
    I mentioned that the re-release of A Link to the Past allowed me to 
    safely determine the placement of Minish Cap.  I think, personally, 
    that this is pretty under-the-belt, but in A Link to the Past’s remake, 
    they included a side quest that involved the Four Sword.  Since it was 
    forged in Minish Cap, Minish Cap must come before.  Since Zelda has her 
    Triforce piece in Minish Cap but not in Ocarina of Time or Majora’s 
    Mask, Minish Cap comes first.  If I didn’t explain things well above, 
    here it is in simplified form.
    
                        +-----------------------------+
                        |    Agahnim and the Blaze    |
                        +-----------------------------+
    
    An interesting note was brought to my attention by Steven Zoeller.  It 
    is speculative, but it is very interesting all the same.  Of course, we 
    do not take it into account if it is speculation, but I still thought 
    it intriguing enough to get a note.  First, let’s recall that A Link to 
    the Past was re-released for the Game Boy Advance eleven years after 
    the original’s re-release.  Of course, the new version should have an 
    instruction manual.  As it turns out, some of the storyline for A Link 
    to the Past was changed in the manual of the re-release.  Here’s how.
    
    -The newer storyline does not include any information about Ganon, the 
    Imprisoning War, and it does not mention a number of other minor 
    details.
    
    -In the original, a series of natural disasters, among them pestilence 
    and drought, had struck Hyrule.  Agahnim gained favor with the king by 
    quelling them with a form of magic previously unseen.  In the new 
    version, it states that Agahnim gained fame by extinguishing a blaze of 
    unknown origin.
    
    These are the important differences.  The first point is rather 
    interesting.  Is Nintendo trying to blot out the original, rather 
    complicating storyline of the original?  Or is it trying to rewrite 
    Zelda history because they hit a debilitating snag?  Either way, it 
    would seem that Nintendo wants to change the storyline of the original.  
    Furthermore, the second point is even more intriguing.  This is where 
    Steven made the connection that most would overlook.  If you remember 
    Ocarina of Time, the new Deku Tree tells Link that his mother delivered 
    him to safety in Kokiri Woods after a fire broke out during a skirmish 
    before she died.
    
    However, because of the way the young Deku Tree phrases this statement 
    (“Some time ago, before the King of Hyrule unified this country, there 
    was a fierce war in our world.  One day, to escape from the fires of 
    the war, a Hylian mother and her baby boy entered this forbidden 
    forest.”), it could be interpreted that fire was being used 
    metaphorically.  But, if this was the mysterious blaze that Agahnim had 
    extinguished, then it is conceivable that Ocarina of Time happened in 
    the same lifetime of the A Link to the Past Link, and so it could be 
    proved that every game in the timeline from Ocarina of Time to Four 
    Swords Adventures happened with the same Link.  However, because this 
    is only speculation, as the manual never directly says that it was 
    Agahnim who extinguished (or started) the blaze, I put it here as notes.
    -----------------------------------------------------------------------
    
    These are the most common e-mail objections I get, and so I disproved 
    them in full for you above.  If you want to argue with me, please read 
    all the notes above and consider how your theory affects the timeline 
    as a whole.  I’ll be happy to disprove you, but you could lessen my e-
    mail load that way.  You can write to me at Kirby0215@aol.com.
    
    Gasp!  I don’t know what came over me back then... like some kind of 
    evil, timeline-writing spirit from beyond the grave!  Regardless, the 
    FAQ is next, which means our journey together is coming to an end.  
    Please, aim your tears away from the computer.
    
    =======================================================================
    =================================FAQ*==================================
    =======================================================================
    
    FAQ = Frequently Asked Questions.  It’s included for one reason and one 
    reason only: to keep you from e-mailing me.  Read the whole guide and 
    especially this section before sending me a question.  It’ll save both 
    of us time.  Now... where was I?  Ah, yes, the interrogations!
    
    Question: Can I get another animal partner besides Ricky?
    Answer: Yes.  But, you can only have one animal partner in the game.  
    If you enter North Horon (the Scent Tree part of it) before having one 
    of the Strange Flutes, you will get Ricky by default.  If you buy the 
    flute at the Shop in Horon Village, you’ll end up getting Moosh’s Flute.  
    And if you had the patience to win the Strange Flute in the Subrosian 
    Dance mini-game, you’ll get Dimitri’s Flute down the road.  The game 
    changes very slightly depending on which animal partner you get (the 
    only area that changes in Natzu Prairie, but accessing Spool Swamp is 
    different, too).  Ricky’s excuse for leaving you after your meeting in 
    Spool Swamp (if you get Moosh or Dimitri) is his need to train in 
    Labrynna.
    
    Question: If I got Moosh/Dimitri, how do I reach Spool Swamp without 
    Ricky?
    Answer: It’s possible.  If you got Moosh, go north of Mrs. Ruul’s Villa 
    and fly over the holes, then go north.  If you got Dimitri, enter the 
    water in Holodrum Plain, swim to the southwest corner of the water 
    (which connects to Eyeglass Lake and Natzu River), and enter Spool 
    Swamp from there.  Ricky is more direct, but you don’t have to use him.
    
    Question: You’re guide for Natzu Prairie doesn’t work.  Is there 
    something wrong with my game, or are you wrong?
    Answer: Depending on which animal partner you get, Natzu Prairie 
    changes around to suit your needs.  Get Moosh instead of Ricky and it’s 
    full of holes you need to fly over.  Get Dimitri instead of Ricky and 
    it’s a watery wonderland with waterfalls.
    
    Question: Seriously, Moosh can’t fly as far as I need him to.  Is there 
    some secret to using him?
    Answer: Moosh can be frustrating, but he actually *can* fly the whole 
    length of the screen.  If you tap A very rapidly, you can keep Moosh in 
    flight.  It’s all about button mashing, my friend.
    
    Question: Where is the secret shop?
    Answer: It is “hidden” in the basement of the Shop in Horon Village.  
    To reach it, you must first buy a Member’s Card from the Subrosia 
    Market.  Present it to the shopkeeper to go behind the register, use 
    the door, descend down the stairs, and lo and behold, you’re at the 
    “secret shop.”  There, you can buy Gasha Seeds, a Seed Satchel upgrade, 
    the Treasure Map guiding you to the jewels needed to open the gates to 
    Tarm Ruins.  When you’ve bought out all the merchandise, you can play a 
    chest game to win prizes.
    
    Question: How do I open the door right of the Know-It-All Birds’ Hut?
    Answer: It’s the Advance Shop, and it’s open only to those playing on 
    the Game Boy Advance.  Inside, you can buy a few items for 100 rupees 
    apiece, but they quickly run out of merchandise.  They never restock.
    
    Question: How do I get the Square Jewel?  The Pyramid Jewel?  I used 
    your guide and the Square Jewel was 100 rupees, the Pyramid Jewel was 
    only 30.
    Answer: You must be playing a password game.  In password games, those 
    two jewels have new locations.  To get them in a linked game, do this.
    
    Pyramid Jewel: Enter the cave west of Holly’s House in Woods of Winter.  
    Swim to the chest and open it to see... Vire!  He’s the mini-boss of 
    Ancient Ruins, the dungeon he is keeping you out of.  As Onox’s loyal 
    henchman, he must guarantee that you don’t reach him, and so he hides 
    the Pyramid Jewel atop the ledge here.  How will we ever reach it now?  
    Go to Sunken City, south of Syrup’s Potion Shop.  Dive down in the 
    patch of water to the south and you’ll swim to a cave that leads to 
    Sunken City.  The Pyramid Jewel is right on this ledge.  Take it and do 
    an obnoxious victory dance, ‘cause Vire just FAILED!
    
    Square Jewel: Why they changed this one, I do not know.  Go to where 
    you met Din in North Horon and call forth summer.  From here, go south 
    and west.  Bomb the rocks here and take the opening to reach a chest 
    containing the Square Jewel.
    
    Question: What’s with the Maku Tree?
    Answer: After you collect an Essence of Nature, the Maku Tree grows.  
    You should explore his insides each time you get a new essence to find 
    Gasha Seeds.  Also, Farore, the Oracle of Secrets, can be found within 
    the Maku Tree.  She can take passwords (see Section 3 for details).
    
    Question: Vasu says rings lose power over time.  Is this true?
    Answer: Not really.  Rings will never lose power in your game.  He’s 
    speaking generally about rings either not in your Ring Box or kept with 
    him.  So, relax!  Your rings will never lose abilities.
    
    Question: Why can’t I enter Northern Peak?
    Answer: You need all eight Essences of Nature and a special item the 
    Maku Tree will give you to reach Onox’s Castle.  After all, why else 
    would you be beating all those dungeons, not counting for prizes and 
    Heart Containers?
    
    Question: Where does “Gahsa” come from?
    Answer: Okay, I admit no one asked this, but I was interested in the 
    origin of the name myself.  I typed “Gasha” into a Google search and 
    eventually learned that “Gasha” comes from the Japanese word 
    “Gashapon.”  In Japan, Gashapon machines are little ball dispensers 
    that you put money into to receive a ball.  They contain a little toy 
    or another prize; the fun lies in opening it to see what’s inside.  
    Toys are often video game-related (there are several Zelda ones, for 
    instance), but seem to come from a variety of sources.  Gashapon 
    machines are the equivalent of toy dispensers in the USA, the ones that 
    make you put in a quarter to get a random prize at grocery stores.
    
    Question: Is there a way to get better Gasha Nuts?
    Answer: Of course!  The contents of a Gasha Nut are determined by your 
    actions.  Slaying many monsters, helping people (trade sequence), 
    advancing in your quest to defeat Onox, planting Gasha Seeds in far-off 
    places, and wearing the Gasha Ring all increase your chances of getting 
    a better prize from the nuts.  You’ll want to try doing as many of 
    these things as possible to get the elusive Piece of Heart hidden in 
    one Gasha Nut.
    
    Question: How can I tell when Maple is coming?
    Answer: If you slay 30 monsters and enter an appropriate screen, a 
    Maple run-in will take place.  While wearing Maple’s Ring, though, it 
    takes but a mere 15 kills.
    
    Question: Which is better, Ages of Seasons?
    Answer: I prefer Oracle of Ages, myself.  Ages is more puzzle-oriented, 
    and Seasons is more action-oriented.  It comes down to personal 
    preference.  An advantage to Seasons is that it features lots of old 
    bosses and secrets you never thought you’d see again (like Aquamentus) 
    from older Zelda games (Ages has its fair share, like Angler Fish or 
    Smasher, but not nearly as many).  Really, it’s nothing like Pokémon, 
    in which Red and Blue are basically the same game with a different name.  
    Seasons and Ages are much different with similar plots, and I recommend 
    playing both if possible.
    
    Question: a/s/l?
    Answer: I do not take personal questions.  Do not ask.
    
    Question: Can I use any of your guides on my web site?
    Answer: No.  Please read my legal section for details.
    
    Question: Which games have you written guide for?
    Answer: Quite a few.  This is my thirty-ninth (yes, I know what you’re 
    thinking...), and I’ll list them here for your convenience.
    
    The Legend of Zelda: Four Swords Adventures, Harvest Moon: A Wonderful 
    Life, Sonic the Hedgehog 2 and 1, Sonic Heroes, Mario Kart: Double 
    Dash!!, The Legend of Zelda: Ocarina of Time, The Legend of Zelda: 
    Ocarina of Time/Master Quest, The Legend of Zelda: The Wind Waker, 
    Super Smash Bros. Melee, Zelda II: The Adventure of Link, Paper Mario: 
    The Thousand-Year Door, The Legend of Zelda, Super Mario 64, Super 
    Mario 64 DS, The Legend of Zelda: Majora's Mask, Sonic Adventure 2 
    Battle, Luigi's Mansion, Super Mario Sunshine, The Legend of Zelda: The 
    Minish Cap, The Legend of Zelda: A Link to the Past, The Legend of 
    Zelda: Link's Awakening, The Legend of Zelda: Link's Awakening DX, 
    Mario Power Tennis, Mario Party 6, Paper Mario, Super Mario RPG, Super 
    Mario Bros., Super Mario Land, Super Mario World, Super Mario Bros. 2 
    (Japan), Super Mario Bros. 2 (American), Star Wars Episode III: Revenge 
    of the Sith (DS), Super Mario Bros. 3, Super Mario All-Stars, Super 
    Mario All-Stars + Super Mario World, Mario Kart 64, The Legend of Zelda: 
    Oracle of Ages, and now The Legend of Zelda: Oracle of Seasons, release 
    alongside its companion guide for Ages.
    
    But, for an up-to-date list of games I have guides for, use the below 
    address.
    
    http://www.gamefaqs.com/features/recognition/46879.html
    
    Question: How can I contact you?
    Answer: Not asked nearly enough, this question.  I accept only e-mails 
    as my new policy.  No spam, flames, chain letters, "tags," or personal 
    questions will be replied to.  I do not respond to IM's, either.  
    Please put "Oracle of Seasons" in the subject line so that I know which 
    game you need help with, and please be as specific as possible in your 
    questions.  Try to spell things correctly if you can.  And please read 
    the entire guide before contacting me.  This saves you and I both some 
    time.
    
    Okay, that’s it.  Now we can move on to the REAL treasure of the guide, 
    the legal section!
    
    =======================================================================
    ====================Credits and Legal Information*=====================
    =======================================================================
    
    Here’s where I protect myself from those stinkin’ plagiarists, as well 
    as credit those who gave me a helping hand.  To keep you in suspense, 
    I’ll begin with the credits.
    
                               +---------------+
                               |    Credits    |
                               +---------------+
    
    First, I really need to thank Kirby021591, a.k.a. me.  He wrote this 
    guide, and we couldn’t have done it without him.  He also enjoys 
    talking about himself in third-person.  What a guy...
    
    Second, let’s give it up for Nintendo!  Buy their products!  Nintendo 
    made another fantastic Zelda title, and two of them at once, when they 
    released this, and for that they deserve this little blurb here.
    
    Third, many thanks to GameFAQs, the only site my guides can be found on.  
    They’re the best video game site on the Internet, end of discussion.  
    Support the site by clicking on ads every now and then.
    
    Lately, some other people have helped me in some small ways.  Here’s 
    who they are and what they did.
    
    - james.bruce, for making the connection between the Old Man’s saying, 
    “What you seek is in the eye,” and the Boss Key’s location in the 
    Dancing Dragon Dungeon.
    
    That’s all for now, but I’ll hear about something I got wrong 
    eventually, I’m sure.  Now, let’s skip this junk and get straight to 
    the part you’ve all been waiting for – the legal section!  Let the 
    excitement commence!
    
                          +-------------------------+
                          |    The Legal Section    |
                          +-------------------------+
    
    First of all, I take no credit for the creation, distribution, 
    production, idealizing, or in any way making this game.  That honor 
    goes to Nintendo, not me, and I do not deny this.
    
    Second, this document is Copyright 2005-2006 Brian McPhee.
    
    Third, this may not be reproduced in part of in full under any 
    circumstances except for personal, private use. It may not be placed on 
    any web site or otherwise distributed publicly without advance written 
    permission. Use of this guide on any other web site or as a part of any 
    public display is strictly prohibited, and a violation of copyright.
    
    To phrase that first item legally, all trademarks and copyrights 
    contained in this document are owned by their respective trademark and 
    copyright holders.
    
    To make it clear for those of you who might having problems absorbing 
    information, no one but the website GameFaqs may use my guides on their 
    sites, books, magazines, etc.
    
    What?  It’s over already!?  Ah man!  Well, our time together in this 
    guide has ended, but let’s not say “good-bye.”  I mean, why would you 
    say that when you could my totally off-the-chain, hip, snazzy, and kewl 
    catch phrase?  Are you ready for it?  I CAN’T HEAR YOU!  Ah, that’s 
    better.  Can I get a drum roll, please?  Here goes nothing!
    
    See ya later.
    

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