hide results

    Hidden Scene Guide by BlueGunstarHero

    Version: 1.0 | Updated: 03/15/10 | Printable Version | Search This Guide

    
        []____[]               
        []    []                  #######
        []____[]                  #   ##   THE LEGEND OF
        []    []                     ##   ### #   ##   #
        []____[]                    ##    ##  #   # # ###
        []    []                   ##   # ### ### ##  # #
        []____[]                  #######  Majora's Mask
        []    []
                      Hidden Scenes Guide
    
                Guide (c) 2010 by BlueGunstarHero
    
    ==Contents==
    
    Use "CTRL+F" on the bracketed [ ] text to jump to a section.
    
    1. Introduction               [INTD]
    2. How To Spot a Hidden Scene [HTSP]
    3. Scenes - The First Day     [DAY1]
    4. Scenes - The Second Day    [DAY2]
    5. Scenes - The Final Day     [DAY3]
    6. Other Events               [OTHR]
    7. Hidden Mask Interaction    [HMKI]
    8. Thanks and Legal Info      [TKXL]
    
    *********************************************************************
    * 1. Introduction                  /\                        [INTD] *
    *                                 /\/\                              *
    *********************************************************************
    
    So, you've completed all the required events in Majora's Mask, collected
    all the heartpieces, filled your bombers notebook, and found all the stray
    fairies. After such a task, you may feel that you've completed the game
    100% for sure. After all, your inventory's full, your quest status is
    complete, and there's nobody left that you haven't helped.
    
    Before you erase your file and move on to another game, ask yourself this:
    
    "Have I seen everything there is to see?"
    
    A difficult question to answer. After all, this game holds a variety of
    characters, who over the course of the recurring three days won't always
    be found in the same place, saying the same thing. The world of Termina 
    has its own life to it, where characters have their own agendas, and they
    can either be observed or altered depending on your actions during the 
    three day cycle. While many of these actions lead to scenes that are 
    required viewing if you want to complete your inventory, there are also 
    many that can be seen that are entirely optional, of which you can 
    easily miss.
    
    It is with that in mind that I wanted to put together a list of these
    optional "Hidden" scenes held within the game, that are cool to find, 
    and can allow for a greater appreciation for the living world of Termina.
    Truth be told, some of these scenes are the saddest, and most dramatic 
    in the game, and should be seen by all who would like to get the most out
    of one of the best games the Zelda series has to offer.
    
    In this guide, I will tell you where you can go, and when you should go 
    there to view these hidden scenes and conversations, and if you need to 
    complete anything prior in order to make it happen. The guide will be 
    broken up chronologically by the three days and nights, but I will also
    note scenes that have multiple timeframes available, as well as some 
    fun interactions you can trigger by using various masks in the right
    place.
    
    
    *********************************************************************
    * 2. How to Spot a Hidden Scene    /\                        [HTSP] *
    *                                 /\/\                              *
    *********************************************************************
    
    In loose terms, I'm considering these scenes to be anything that 
    happens during the 3-day cycle that shows characters behaving in a
    manner outside their regular routine. This can include times when
    characters are acting alone, conversing with other characters, or
    reacting to a direct action from Link. A good example of a scene
    would be the argument in the Mayor's office, where five separate
    characters are arguing at once. This example however, is not hidden,
    and is in fact required to view for a 100% run, so it is not 
    included in this guide.
    
    What makes a scene hidden is the idea that not everyone that completes
    the game will end up seeing it. There are many interesting examples
    of scenes to be found, so here's a few tips for how to notice them
    when going around hyrule.
    
    1. Know where characters should be - Most characters will normally 
    be in a specific place, but if you see them in an alternate location,
    you can talk to them to learn something new!
    
    2. Follow the walking characters - if a character is moving around, 
    they are likely heading to something interesting.
    
    3. Look for two people standing together - If two people are conversing
    there will be a limited time period when they are standing together. If
    you press A to talk during this time, you'll be able to listen in on 
    their conversation.
    
    4. Try out different things - Different characters react to different
    masks and other items. Using your knowledge of the masks, try to see
    where some masks and some characters can be linked together. You may
    be surprised at some of the reactions you can get.
    
    
    *********************************************************************
    * 3. Scenes - The First Day        /\                        [DAY1] *
    *                                 /\/\                              *
    *********************************************************************
    _____________________________________________________________________
    Event: Gorman at the desk                               Rating: 2/10
    _____________________________________________________________________
    Location: Mayor's Office
    Characters: Gorman, Mayor's Receptionist
    Time: 10:15 am - 10:30 am
    Requirements: Nothing
    
    Description: Gorman's day starts at the Lobby in the Inn, which he leaves
    at 9:00 am to head to the Mayor's Office. Once he enters at 10:00 am, he
    first stops at the front desk to talk to the receptionist. He simply
    states that he is here for a meeting with Madame Aroma, and she says
    to go on in.
    
    _____________________________________________________________________
    Event: Anju cooks a meal                                Rating: 5/10
    _____________________________________________________________________
    Location: Stock Pot Inn Kitchen
    Characters: Anju
    Time: 11:00 am - 11:30 am
    Requirements: Nothing
    
    Description: After standing at the desk for a while, Anju will leave
    to go into the kitchen. While she's standing by the pot, you can talk
    to her to find out a bit about the Inn's history, how before her father
    left it was a cafeteria, and how Anju and her Mother are getting on
    without her father there.
    
    _____________________________________________________________________
    Event: Gorman has a meeting                             Rating: 7/10
    _____________________________________________________________________
    Location: Drawing Room in Mayor's Office
    Characters: Gorman, Madame Aroma, Toto
    Time: 11:00 am - 11:45 am
    Requirements: Nothing
    
    Description: Have you wondered why Gorman was so annoyed? Well, if you
    saw this scene, you wouldn't be. Once in Madame Aroma's office, you
    can view a scene where Madame Aroma tells Gorman that his performance
    has been cancelled. Toto will also interject to relay a bit about why
    the Indigo-go's are cancelling as well.
    
    _____________________________________________________________________
    Event: Anju Feeds her Grandmother                       Rating: 8/10
    _____________________________________________________________________
    Location: Anju's Grandmother's Room
    Characters: Anju, Anju's Grandmother
    Time: 12:00 pm - 12:15 pm
    Requirements: Nothing
    
    Description: Following the scene in the kitchen, Anju will head to her
    grandmother's room for a quick conversation. In her grandmother's
    room, you can watch as she tries to get her grandmother to eat, while
    she clearly isn't a fan of Anju's cooking.
    
    _____________________________________________________________________
    Event: Gorman Sits and Thinks                           Rating: 6/10
    _____________________________________________________________________
    Location: Milk Bar
    Characters: Gorman, Mr. Barten
    Time: 1:30 pm - 9:00 pm
    Requirements: Nothing
    
    Description: After leaving the Mayor's Office, Gorman walks down to
    the Milk Bar, and enters around 1:15 pm. Once he sits down on his
    bar stool, you can observe a quick exchange between Gorman and Mr. 
    Barten, who tells him to get out since his show is cancelled. Gorman 
    insists that he's a customer, but until the bar opens, he just wants
    a place to think for a while.
    
    _____________________________________________________________________
    Event: Delivery from Kafei                              Rating: 5/10
    _____________________________________________________________________
    Location: Stock Pot Inn Lobby
    Characters: Postman, Anju
    Time: 2:30 pm - 2:45 pm
    Requirements: Nothing
    
    Description: At the start of the game, you can observe Kafei depositing
    his letter to Anju, which is later picked up by the postman. Once the
    postman makes his delivery rounds, you can catch this quick scene 
    between him and Anju as he gives the letter to her. Anju is impatient
    to find out where he got the letter from, but the postman doesn't
    want to give away the information, either being secretive, or truly
    missing the point. "From the postbox somewhere" indeed.
    
    _____________________________________________________________________
    Event: Mr. Link (Goron) arrives                         Rating: 5/10
    _____________________________________________________________________
    Location: Stock Pot Inn Lobby
    Characters: Mr. Link (Goron), Anju
    Time: 4:00 pm - 4:30 pm
    Requirements: Nothing, alternate version if already got room key
    
    Description: At around 3:30 pm, Mr. Link will arrive in Clock Town
    through the east gate, and will proceed to the Stock Pot Inn. He will
    then either check in, or will be denied his reservation depending on
    whether you've stolen his room or not (accomplished by claiming the
    reservation as your own prior to his arrival). If you've taken the key 
    to the knife chamber, the conversation is altered so that he says 
    his name is Link-goro, which is just the way he talks, but is enough 
    to confuse Anju. Fortunately, he doesn't mind sleeping outside. If he 
    is able to check in, he will then proceed up to the knife chamber after 
    the conversation.
    
    _____________________________________________________________________
    Event: Mr. Link (Goron) Sleeps Outside                  Rating: 3/10
    _____________________________________________________________________
    Location: East Clock Town
    Characters: Mr. Link (Goron)
    Time: 6:00 pm - 6:00 am
    Requirements: need to have received room key
    
    Description: If Mr. Link doesn't get to check in to the hotel, he will
    spend the night of the first day sleeping outside. His goron senses are
    tingling however, as he predicts there will be rain tomorrow.
    
    _____________________________________________________________________
    Event: Gorman has Too Much Milk                         Rating: 6/10
    _____________________________________________________________________
    Location: Milk Bar
    Characters: Gorman
    Time: 10:00 pm - 5:00 am
    Requirements: Romani's Mask
    
    Description: Gorman is one depressed individual, who clearly can't
    hold his calcium. If you talk to him now, he'll go into an angry
    rant about how he left his brothers to join the circus, and regrets
    how better at ranching they are than he is. This can also be viewed 
    at the same time on the night of the second day if you don't complete 
    Toto's sound check on the first night.
    
    _____________________________________________________________________
    Event: Blow Up Sakon                                    Rating: 4/10
    _____________________________________________________________________
    Location: North Clock Town
    Characters: Gorman
    Time: 12:00 am - 1:00 am
    Requirements: appropriate weapons (bow, bombs, zora boomerangs)
    
    Description: In one of the most violent moments in Zelda, Link can
    actually straight up kill someone. Normally you can just make Sakon
    drop the bag of bombs, but if you use some weapons other than your
    sword, such as the Zora Boomerangs, or your bow and arrow, the impact
    will cause the bomb bag to explode, causing Sakon to be blasted into
    oblivion. Needless to say, you won't be completing the Old Lady from
    the Bomb Shop's, or Kafei and Anju's quests if you do this.
    
    *********************************************************************
    * 4.  Scenes - The Second Day      /\                        [DAY2] *
    *                                 /\/\                              *
    *********************************************************************
    _____________________________________________________________________
    Event: Gorman sleeps it off                             Rating: 2/10
    _____________________________________________________________________
    Location: Stock Pot Inn Second Floor
    Characters: Gorman
    Time: 6:00 am - 6:00 pm
    Requirements: None
    
    Description: Gorman had a rough night at the bar, so he spends the
    entire day sleeping at the second floor of the inn. If you talk to
    him, he'll mumble something about how the Troupe will be leaving soon.
    
    _____________________________________________________________________
    Event: Dampe and the Bats                               Rating: 6/10
    _____________________________________________________________________
    Location: Ikana Graveyard
    Characters: Dampe
    Time: 6:00 am - 6:00 pm
    Requirements: Nothing
    
    Description: Dampe has a regular schedule each day, where he has a
    new thing to say every 3 hours (making for four different conversations
    during the course of the day). Day 2, however is interrupted by the
    presence of several Bad Bats, which he doesn't like. If you get rid of
    the bats, he'll give you rupees, and resume his regular conversations.
    
    _____________________________________________________________________
    Event: Anju takes a Walk                                Rating: 8/10
    _____________________________________________________________________
    Location: Laundry Pool
    Characters: Anju
    Time: 2:00 pm - 3:00 pm
    Requirements: Can't have met with her the previous night.
    
    Description: At around noon, Anju will leave the Inn to head over to
    the Laundry Pool, arriving at a bench there at around two. While she's
    sitting there, you can talk to her about Kafei, which results in her
    breaking into tears. If you spoke with her the night before about Kafei,
    she will remain at the Inn and repeat her actions on Day 1 (cooking
    in the kitchen and feeding her grandmother).
    
    _____________________________________________________________________
    Event: Kafei gets a Letter                              Rating: 3/10
    _____________________________________________________________________
    Location: Laundry Pool
    Characters: Kafei, Postman
    Time: 3:20 pm - 3:40 pm
    Requirements: need to have deposited Anju's Letter before 9:00am 
    
    Description: If you deposited Anju's letter in a mailbox, the postman
    will have picked it up as part of his daily collection. Once he makes
    his delivery rounds in the afternoon, you can watch him ring the bell
    at the laundry pool and then listen in as he gives Kafei the letter.
    
    _____________________________________________________________________
    Event: Romani's Thanks                                  Rating: 6/10
    _____________________________________________________________________
    Location: Romani Ranch House First Floor
    Characters: Romani
    Time: 6:00 pm - 8:00 pm
    Requirements: protect cows from 'them'
    
    Description: Romani will be sitting at the table inside the ranch house
    while her sister is getting ready to head into town. If you talk to Romani
    then, she will thank you for your help and ask you to come live with them
    so you can protect the cows next year. She'll also ask you not to tell 
    Cremia about what happened.
    
    _____________________________________________________________________
    Event: Get a Hug from Cremia                            Rating: 8/10
    _____________________________________________________________________
    Location: Ranch/Termina Field
    Characters: Cremia
    Time: 6:00 pm - 9:15 pm
    Requirements: protect cows from 'them', and help Cremia with her delivery
    
    Description: There's not too much of a point to helping Cremia once you
    received Romani's Mask to get into the Milk Bar, but if you feel up for
    helping her again, a brief cutscene will play where she rewards you with
    a hug that will make Link feel all "warm and fuzzy." 
    
    _____________________________________________________________________
    Event: Gorman Plays Cards                               Rating: 7/10
    _____________________________________________________________________
    Location: Stock Pot Inn Second Floor
    Characters: Gorman, Twins
    Time: 6:00 pm - 6:00 am
    Requirements: Must have performed at the Milk Bar the previous night
    
    Description: If you did Toto's sound check on the night of the first
    day, Gorman will remain in the Second floor room of the Stock Pot inn
    to play cards with the Twin Jugglers. If you talk to him, he will
    say that he's taking the troupe to seek shelter at his brother's ranch
    and how nice and outgoing they are (lies!).
    
    _____________________________________________________________________
    Event: Overhearing an Argument                          Rating: 9/10
    _____________________________________________________________________
    Location: Knife Chamber
    Characters: Anju, Anju's Mother
    Time: 9:30 pm - 12:00 am
    Requirements: need to have received room key
    
    Description: If you stole the reservation to the knife chamber, you
    can head there to examine a crack in the wall. If you examine during
    the time mentioned above, you will view a hidden cutscene of Anju
    and her Mother talking about heading to the ranch, and their concerns
    about Kafei. Anju's mother even suspects that Kafei is running away
    from Anju to be with Cremia.
    
    _____________________________________________________________________
    Event: The Postman Mails a Letter                       Rating: 4/10
    _____________________________________________________________________
    Location: West Clock Town to South Clock Town 
    Characters: Postman
    Time: 12:00 am - 2:00 am
    Requirements: None
    
    Description: Ever a servant of the system, the postman will leave his 
    office at midnight to mail a letter at the mailbox in South Clock Town.
    The contents of this letter, which is addressed to the postman himself,
    can be viewed later during the night of the final day resting on the
    postman's bed.
    
    _____________________________________________________________________
    Event: Sakon Makes a Trade                              Rating: 8/10
    _____________________________________________________________________
    Location: Curiosity Shop
    Characters: Sakon, Kafei, Man from Curiosity Shop
    Time: 12:35 am - 1:00 am
    Requirements: Can't help Old Lady from Bomb Shop
    
    Description: Not required viewing for you, so much as you need to have
    Kafei see it (so let Sakon steal the big bomb bag) to complete his quest.
    Sakon arrives in West clock town at midnight and heads into the curiosity
    shop at about 12:30. Once he's at the desk, you can listen in on the 
    exchange between Sakon and the shop owner, who low-balls Sakon because
    he knows they're stolen goods. Sakon only gets 50 rupees for the deal,
    but he'd rather sell than keep his stolen merchandise.
    
    
    *********************************************************************
    * 5.  Scenes - The Final Day       /\                        [DAY3] *
    *                                 /\/\                              *
    *********************************************************************
    
             +===================WARNING=====================+
             |The scenes that take place on the final day are|
             |not for the faint of heart, as they deal with  |
             |the inevitable conclusion that the moon will   |
             |come crashing down and nothing can stop it.    |
             +===============================================+
    
    _____________________________________________________________________
    Event: The Guards get Concerned                         Rating: 4/10
    _____________________________________________________________________
    Location: Clock Town Gates
    Characters: Town Guard
    Time: 6:00 am - 6:00 am
    Requirements: No previous conversations with guards
    
    Description: If you don't talk to any of the clock town guards during
    the first two days, they will express their concerns about remaining
    at their post if you talk to them as Link. Instead of checking to see
    if you have a sword as they usually do, they will tell you that no
    matter what dangers are outside the town walls, you're better off
    fleeing at this point than staying put.
    
    _____________________________________________________________________
    Event: Anju Sweeps Up                                   Rating: 5/10
    _____________________________________________________________________
    Location: Second Floor of Stock Pot Inn
    Characters: Anju
    Time: 6:00 am - 11:00 am
    Requirements: Nothing, alternate if Anju received Pendant of Memories
    
    Description: Anju will be sweeping up after the Gorman troop in the
    early morning. If you haven't taken part in her quest, she will tell
    you how she will accompany her family to the ranch, but if you have
    given her the Pendant of Memories, she will say that she will remain
    in town to keep her promise to Kafei.
    
    _____________________________________________________________________
    Event: Cremia's Thoughts on the Moon                    Rating: 6/10
    _____________________________________________________________________
    Location: Romani Ranch in the field
    Characters: Cremia
    Time: 6:00 am - 6:00 pm
    Requirements: Protect cows from 'them'
    
    Description: Cremia will be out in the field taking care of her cows
    during the day. If you talk to her, she will talk about how people are
    seeking refuge and wonder if they'll be safe. However, if you talk to
    her again, she'll acknowledge that they won't be safe at all, stating
    there are just some things in life you can't change.
    
    _____________________________________________________________________
    Event: Romani's First Drink                             Rating:10/10
    _____________________________________________________________________
    Location: Barn in Romani Ranch
    Characters: Cremia, Romani
    Time: 6:00 pm - 8:00 pm
    Requirements: Protect cows from 'them'
    
    Description: A very sad moment between the two sisters here, as Romani
    (who doesn't know what's about to happen) is excited that Cremia will
    let her taste Chateau Romani for the first time. Cremia says that it
    is because Romani is now an adult, and asks that Romani remain with
    her all night. The pair leave the barn at 8:15 pm, and while they are
    walking back to their house, you can also talk to them to get very 
    different takes on the phrase "see you tomorrow."
    
    _____________________________________________________________________
    Event: Anju's Family Takes Refuge                       Rating: 6/10
    _____________________________________________________________________
    Location: Romani's House of Milk Second Floor
    Characters: Anju's Mother, Anju's Grandmother, possibly Anju
    Time: 6:00 pm - 8:00 pm
    Requirements: Alternate if Anju received Pendant of Memories
    
    Description: While the sisters are in the barn, you can also go up to
    the second floor of the ranch house to talk to Anju's family who has
    taken refuge from clock town. Anju's granmother will say that she'll
    read you another story tomorrow, while Anju (if she's there) is still
    concerned about Kafei. Anju's Mother is primarily concerned about 
    survival at this point, but if Anju is not there, she will talk about
    how Anju stayed behind for love, thinking of how her own husband had
    gone.
    
    _____________________________________________________________________
    Event: Clock Town Fireworks                             Rating: 6/10
    _____________________________________________________________________
    Location: South Clock Town
    Characters: none
    Time: 12:00 am
    Requirements: None
    
    Description: You've likely seen this one, but it's not required. The
    Fireworks at midnight on the final day, as well as the changing clock
    tower can be seen/ heard all over clocktown, as well as visible from
    Termina Field and through the telescope at the observatory. But if you
    are standing in South Clock Town, a cutscene of the event will play as
    the camera moves around the clock tower. Mutoh is also there laughing
    at everyone for fleeing (he's there all night, although it's interesting
    to note that during the game's ending sequence, it shows that he had
    also fled since he is standing outside in Termina field with the other 
    soldiers and carpenters).
    
    _____________________________________________________________________
    Event: The Swordsman's True Colors                      Rating: 8/10
    _____________________________________________________________________
    Location: Swordsman School
    Characters: Swordsman
    Time: 12:00 am - 6:00 am
    Requirements: None
    
    Description: If you talk to the Swordsman prior to midnight, he'll
    tell you how he will cut the moon to ribbons to save the day, but he 
    unexpectedly closes up shop at around 11:30 pm. After midnight, you can
    head back in to find that he is nowhere to be seen, with only a sign in
    his place saying to not look for him. Paying no attention to the sign,
    you can cut the wooden tablet down to reveal a back room where the
    swordsman is cowering in fear saying that he does not want to die.
    
    _____________________________________________________________________
    Event: Kafei Returns Alone                              Rating: 7/10
    _____________________________________________________________________
    Location: Stock Pot Inn - Employees Only Room
    Characters: Kafei
    Time: 4:30 am - 6:00 am
    Requirements: Get Sun mask back, but don't give Anju the Pendant
    
    Description: If you are able to assist Kafei in retreiving the Sun
    Mask, Kafei will arrive at the Inn before the moon falls. However, 
    if Anju is not there to meet him (Link needs to keep the pendant of 
    Memories from her), Kafei will arrive there to find no one waiting for
    him. A quick scene will play where he looks at Anju's wedding dress 
    and admits that he was unable to keep his promise to her.
    
    _____________________________________________________________________
    Event: Destruction of Termina                           Rating: 8/10
    _____________________________________________________________________
    Location: Anywhere
    Characters: Link, Moon
    Time: End of Time
    Requirements: don't play the Song of Time
    
    Description: If you're careless, you'll end up seeing this one, but it
    is worth seeing at least once anyway. If you're feeling bold enough to
    let the moon fall, you can watch as it comes crashing down onto the
    clock tower, and watch as the world is engulfed in flames. You'll see
    a wall of fire rushing towards Link and knock him back while the screen
    fades to black, only to return to the Happy Mask Salesman while the 3-day
    process restarts for you (only without any ground you've gained during 
    the last 3-day cycle). Best seen by saving and restarting time, then 
    proceeding immediately to the night of the final day to make sure you
    don't lose anything.
    
    
    *********************************************************************
    * 6. Other Events                  /\                        [OTHR] *
    *                                 /\/\                              *
    *********************************************************************
    
    Scenes from these events will be available multiple times, or will 
    require a specific action to trigger.
    
    _____________________________________________________________________
    Event: Daily Mail Pickup                                Rating: 2/10
    _____________________________________________________________________
    Location: Clock Town, beginning at post office
    Characters: Postman
    Time: 9:00 am - 12:00 pm, every day
    Requirements: Nothing
    
    Description: The postman leaves his post office to check for mail 
    every day following the same route. First he checks the mailbox to
    the right of the clock tower, then heads to the box at north clock 
    town, the boxes at east clock town across from the Mayor's office 
    and next to the Archery range, then lastly the box in south clock 
    town close to the Laundry Pool before heading back to his office. If
    he finds a letter, you can see him carrying it.
    
    _____________________________________________________________________
    Event: Temp up a Tree                                   Rating: 6/10
    _____________________________________________________________________
    Location: Termina Field, next to the observatory
    Characters: Trading Post Temp
    Time: 6:00 am - 6:00 pm, every day
    Requirements: Nothing
    
    Description: You can find the Trading Post Temp Worker up in a tree
    near the observatory during the daytime reaching for some rupees. If
    you roll into the tree, you'll knock the worker and the rupees out of
    it. The Temp will start holding his leg in pain, and shout that he
    stole those rupees from a crow fair and square.
    
    _____________________________________________________________________
    Event: Sakon at the Canyon                              Rating: 4/10
    _____________________________________________________________________
    Location: Ikana Canyon, by the octoroks
    Characters: Sakon
    Time: 6:00 am - 6:00 pm, days 1 and 2
    Requirements: Nothing
    
    Description: Sakon can be found prancing around the canyon during the
    first two days. If you talk to him as regular Link, he'll ask to
    see your sword, to which if you say yes, Tatl will intervene, and jump
    in Sakon's face glowing bright red.
    
    _____________________________________________________________________
    Event: The Gorman Troupe                                Rating: 4/10
    _____________________________________________________________________
    Location: Stock Pot Inn second floor/ Out in Clock Town
    Characters: Twin Jugglers, Rosa Sisters, Guru-Guru
    Time: All day and night for days 1 and 2
    Requirements: Nothing
    
    Description: The members of the gorman troupe appear in the Stock Pot
    Inn at alternating times. During the Day, The Twin Jugglers are out in 
    East Clock Town, and the Rosa Sisters and Guru-Guru are inside. At Night
    The Twins are playing cards inside while the two other acts are out
    at their respective places (not mentioned here as interacting with them
    at this time is part of the bombers notebook). It's interesting to point
    out that During the day, each of the sisters have multiple things to
    say if you keep talking to them, including revealing each of their names.
    The Twin Jugglers also have dialogues with each other, and depending on
    which one you talk to, will trigger a different conversation, making
    for two conversations during the day, and two more at night.
    
    _____________________________________________________________________
    Event: Punishment! Punishment!                          Rating: 7/10
    _____________________________________________________________________
    Location: Deku Palace
    Characters: Monkey, Deku guards
    Time: Anytime
    Requirements: Learn Sonata of Awakening from Monkey
    
    Description: When you first meet the captured monkey, he's tied to a
    pole awaiting further decision from the king. After he teaches you
    the song that will lead you to Woodfall, the deku decide the time is
    right for punishment, and will go to hang the monkey over their fire
    pit. While you would expect them to hold off on punishing the poor
    monkey, you are able to freely partake in his torture, either by
    heading right back into the palace, or by returning with the deku
    princess. When the monkey is suspended over the boiling pot, you can
    z-target and check him to show a cutscene where he is dunked in the 
    hot liquid. When he is pulled out, his eyes say it all. You can repeat
    the scene as many times as you like, although doing so can't be good 
    for the monkey's health.
    
    _____________________________________________________________________
    Event: Praise from the Elder                            Rating: 6/10
    _____________________________________________________________________
    Location: Goron City
    Characters: Goron Elder, Gorons
    Time: Anytime
    Requirements: Beat Snowhead Temple
    
    Description: Not so much hidden, but since it is optional viewing, I
    have listed it here. Once you beat the Snowhead temple, head back to
    Goron City to find a circle of Gorons who will cheer for your victory.
    The goron elder will also ask that you become his successor, which may
    also carry with it a hint of sadness, as the real Darmani has died.
    
    _____________________________________________________________________
    Event: Zora Rehearsal                                   Rating: 8/10
    _____________________________________________________________________
    Location: Zora Hall
    Characters: Indigo-go's, Zoras
    Time: Anytime
    Requirements: Beat Great Bay Temple
    
    Description: Same as the above: easy viewing, but not required. Once
    you beat the Great Bay Temple, you can head back to the stage at Zora
    Hall, and jam with the Indigo-gos. Talk to Lulu, and they will play 
    the song that you and Japas were working on that also plays at the 
    end of the game.
    
    _____________________________________________________________________
    Event: Sound Check                                      Rating: 4/10
    _____________________________________________________________________
    Location: Zora Hall
    Characters: Zora on stage
    Time: Anytime
    Requirements: Zora Mask, guitar of waves
    
    Description: A small scene here, on stage there's a zora next to a
    speaker who wants to test out the sound. If you talk to him as Mikau,
    he'll ask you to pull out your guitar. If you do, and play a note, it
    will sound too quiet, and if you try again, it will be too loud.
    
    _____________________________________________________________________
    Event: Underground Shelter                              Rating: 6/10
    _____________________________________________________________________
    Location: Oceanside Spider House
    Characters: Carpenter's Assistant
    Time: Anytime
    Requirements: Beat the Oceanside Spider House
    
    Description: Once you finish the Oceanside Spider House, a man will
    ask if he can buy the place from you (you first see this man in 
    South Clock town on Day 1). If you leave the house and come back in, 
    you will find him down the ramp hunkered in the corner praying to the
    goddess of time for safety.
    
    _____________________________________________________________________
    Event: Sharp won't be Healed                            Rating: 7/10
    _____________________________________________________________________
    Location: Ikana Canyon - Spring Water Cave
    Characters: Sharp
    Time: Anytime
    Requirements: Song of Healing
    
    Description: Once Sharp appears and starts draining your health, you 
    can try playing the Song of Healing for him to make him pause briefly.
    He will say that the melody is soothing to hear, but it has no effect
    on his black heart.
    
    
    *********************************************************************
    * 7. Hidden Mask Interactions      /\                        [HMKI] *
    *                                 /\/\                              *
    *********************************************************************
    
    In addition to being in the right place at the right time, several
    scenes can be observed by showing the right mask to the right person.
    If you find an interesting mask conversation in the game, email it
    to me at just_dave@juno.com and I'll include it here along with your
    name.
    
    _____________________________________________________________________
    Mask: All (excludes Fierce Deity and Giant's Mask)      Rating: 6/10
    _____________________________________________________________________
    Description: Any mask can be shown to the Happy Mask Salesman, as well
    as a few other residents of clock town, including the Trading Post Owner 
    and Temp, the Swordsman, and the Treasure Chest Shop Owner, who will 
    respond with something directly related to that mask.
    
    Highlights:
    
    Swordsman - will be offended by the Mask of scents since he bathes monthly,
    he will also be distracted by the bunny hood and be annoyed by the 
    implications of the all-night mask
    
    Trading Post Owner - will discourage parading around with the Bremen Mask
    
    Trading Post Temp - will say he's in a band too when wearing the Zora Mask,
    and wish he could find a nice girl and get married with the Couple's Mask
    
    Treasure Chest Shop Owner - dislikes Don Gero's Mask saying she hates frogs
    
    _____________________________________________________________________
    Mask: Kafei's Mask                                      Rating: 7/10
    _____________________________________________________________________
    Description: Most people in Clock Town will respond to Kafei's Mask with
    some vague information regarding his whereabouts. Some reactions are of
    course more entertaining than others...
    
    Highlights:
    
    Anju's Mother - will turn cross and tell you to get out of her sight
    
    Anju's Grandmother - mistakes you for a young Mayor Dutour 
    
    Mayor's Receptionist - thinks Kafei would never be happy with Anju
    
    Mutoh's Assistant - thinks Anju should be with him instead
    
    _____________________________________________________________________
    Mask: Bremen Mask                                       Rating: 6/10
    _____________________________________________________________________
    Description: Used for completing Grog's entry, this Mask also wields 
    strange powers over some other subordinates...
    
    Highlights:
    
    Dogs - will follow you around while marching
    
    Servants of Igos Du Ikana - will start dancing around in circles
    
    _____________________________________________________________________
    Mask: Circus Leader's Mask                              Rating: 7/10
    _____________________________________________________________________
    Description: Given to you by Gorman, it's pretty useless except for
    people that know him, mainly...
    
    Highlights:
    
    The Gorman Bros. - Talk to them during the day and their faces will turn
    sad, while they wonder how their brother is doing.
    
    _____________________________________________________________________
    Mask: Captain's Hat                                     Rating: 7/10
    _____________________________________________________________________
    Description: Will allow you to command the Stalchilds, as well as leave
    a lasting impression on...
    
    Highlights:
    
    Dampe - will be terrified of you and run quickly back to his hut
    
    Igos du Ikana - a cutscene will play where he will initially mistake you 
    for Captain Keeta, but soon realizes that you are too tiny.
    
    _____________________________________________________________________
    Mask: Bunny Hood                                        Rating: 4/10
    _____________________________________________________________________
    Description: Cute and fast, and appreciated by those that follow the 
    same creed...
    
    Highlights:
    
    Postman - Initially excited by the hood, until he realizes the ears are fake
    
    _____________________________________________________________________
    Mask: Gibdo Mask                                        Rating: 5/10
    _____________________________________________________________________
    Description: Will allow you to converse with the gibdos in the bottom
    of the well, as well as...
    
    Highlights:
    
    Gibdos around the music box house - who want Pamela's Father to come out
    
    Pamela - Who will kick you out of their house immediately
    
    Pamela's Father - who will find the mask fascinating, and will want to
    research it.
    
    _____________________________________________________________________
    Mask: Kamaro's Mask                                     Rating: 4/10
    _____________________________________________________________________
    Description: Will have a strange attraction to dancing fanatics, 
    including...
    
    Highlights:
    
    Scarecrow - who will dance wildly if you come near him while wearing it
    
    
    *********************************************************************
    * 8. Thanks and Legal Info         /\                        [TKXL] *
    *                                 /\/\                              *
    *********************************************************************
    
    So thank you very much for reading! It was my hope to show with this
    guide that there is still much that goes unsaid about rewarding elements
    of a game that can easily be overlooked and underappreciated. Strategy
    guides and FAQs tend to omit scenes like the above completely since they
    have no impact on the game's statistics, even though the benefit of viewing 
    many of these scenes can greatly add to the value and appreciation of the
    overall game experience, as was the case with Majora's Mask for me.
    
    With that, I would also like to thank the following:
    -Shigeru Miyamoto and the Zelda team for their excellent work
    -Nintendo
    -GameFAQs.com for being a tremendous resource for gaming
    -My wonderful family and friends
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    
    This guide may be not be reproduced 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. If you
    have any questions regarding this guide, or would like to request
    permission to re-post this guide in full, please email me at
    just_dave@juno.com.