[]____[]               
    []    []                  #######
    []____[]                  #   ##   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.