___
/ \ *
| O | ***
\___/ *
|___| =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
_ |___| _ T H E L E G E N D O F Z E L D A
/ \___|___|___/ \ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
| O |_________| O | *
\_/ {| |} \_/ L I N K ' S A W A K E N I N G
V {| b |} V *
{| y |} ***
{| |} ____________________*____________________
{| S |} | |
{| n |} | FAQ/Walkthrough V 1.0 |
{| o |} | (C) July 26, 2003. All rights reserved. |
{| w |} | |
{| |} | TABLE OF CONTENTS |
{| D |} | ================= |
{| r |} | Intro |
{| a |} | Storyline |
{| g |} | Link's Controls |
{| o |} | Items |
{| n |} | Heart Piece Location Appendix |
| | | Secret Seashell Location Appendix |
| | | Map Diagram w/ Important Localities |
\ / | The Trading Cycle |
* | Walkthrough |
--------------------------| Fun Secret Extras |--------
| Credits and Legal Disclaimers |
|_________________________________________|
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INTRODUCTION
============
Hello, and welcome to what is now my 33rd FAQ/Walkthrough, for The Legend of
Zelda: Link's Awakening for Game Boy, a project of massive scope and breadth.
At least, I hope someone thinks that.
Anyhow, I've already attempted this project once and failed to find the proper
angle to tackle it from, but now I think I have it, and I'm ready to approach
this project anew. The original Game Boy Zelda quest has always been one of my
favorites, and seeing as how the Game Boy is one of my favorite systems to
cover of late, I figured I'd go ahead, combine the two loves, and give this
nifty FAQ a spin.
If you should ever have to drop me a line about anything in this or any of my
FAQ/walkthroughs, you can reach me daily at <eubanks1084@hotmail.com>. This is
where all of my FAQ-related mail goes - that's right, to my spam-flooded
Hotmail account. With that in mind, make sure you specify what the nature of
your e-mail is so that I don't get it confused with advertisements for pills
with indescribable side effects and endless forwards from people I don't even
know. And if it's a question about something in the game, make triple-sure that
it was already answered somewhere within the walkthrough, or else it has a
100.1% chance of summarily being deleted.
Other than that, this walkthrough is designed in the hopes that it addresses
every problem you might ever have in extremely specific detail. (That, by the
way, is not the same as adding egregious amounts of filler to a walkthrough.)
Whatever you hope to find within the text of this monster, it is my only wish
that it would be in there. This document is here to serve you, O humble
FAQ-browser.
Also, there is a good bit more humor in this thing than in most of my FAQs, and
some of it has a tendency to get pretty stupid. Please don't e-mail me saying
there's no such Canadian beachfront resort as Toronto Shores. I know that. In
many cases I'm just lightening the mood and adding my own whacked-out brand of
humor to the mix.
So peace out, and have fun playing Link's Awakening!
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STORYLINE
=========
The main story, as interpreted from the cinematic sequence at the beginning of
the game:
Link is sailing along in his boat whilst in the throes of a raging tempest. The
wind is blowing so hard that the rain is moving sideways through the night sky,
and lightning is meeting the water at every possible coordinate. As he attempts
to batten down the masts to keep his tiny little vessel from capsizing, a bolt
of lightning strikes him directly, and the screen fades to white. Has our
valiant elfin hero passed on to the Hyrulian afterlife?
Hardly. Unconscious on the sun-baked shores of a distant uncharted island, our
hero, if not found or woken up, may very well get himself a third-degree tan,
if you get this FAQ author's drift. Luckily for him, a fair maiden named Marin
(as in "I have to go Marin-ate the steaks before I put them on the grill")
finds him and takes him in her arms as the camera pans upward to the Wind
Fish's egg resting peacefully atop the island's tallest mountain.
Now you see why I am mainly a reviewer and not a FAQ writer.
In any case, it is apparent that Link needs to gather his bearings about
himself, journey out into this brave new world with such mortals in it, and
find out just how he can get off this island, named Koholint, in one piece.
Just one problem, though - the island is rumored to be inescapable. Can Link
lay his doubters' doubts to rest and make it back to Hyrule where a king-size
bed and a scantily-clad Princess Zelda await him?
You'll just have to play the game to find out.
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LINK'S CONTROLS
===============
Link is a fairly easy critter to move around and make perform basic tasks, but
his weaponry and the mystical items he will receive throughout his journey
allow the standard few buttons on the Game Boy to see many uses. What follows
is an exhaustive appendix of all the things you can do with a directional pad,
Start and Select, and a couple of action buttons. You'll be surprised at how
much versatility Link has been given in this game!
_
_| |_
|_ _|
|_| D-pad
>> Move the cursor between letters and options at the naming screen.
>> Move Link up, down, left, and right.
>> Move the cursor along Link's island map.
>> Make selections on in-game menus.
>> Select a tune to play on the ocarina.
___ ___
(___) (___) Start and Select
>> Begin the game (Start).
>> Confirm menu choices (Start also).
>> Pause the game by bringing up your inventory menu (guess which one).
>> Select actually does have a couple of uses! But one of them is part of a
broader cheat that encompasses the use of several buttons at once. So I've
tucked it away in the Fun Secret Extras section at the end of this
walkthrough. You can see the other use just by scrolling down a little.
>> Press Select any time while playing to reveal a map of the entire island
that keeps track of important landmarks and milestones in your quest.
_ _
|_| |_| A and B Buttons
* Depending on what button you have certain items assigned to, you may have
to press either A or B to produce the effects listed here.
* Items on the right half of your inventory screen are used automatically
when the situation calls for them.
>> Press A to talk to people in towns and other areas, and again to scroll
through their words.
>> Press B to skip the dialogue of the game's more tedious ramblers where
necessary.
>> Press B in front of a treasure chest to open it.
>> Use the respective button to choose an item off the inventory screen. (For
example, press B when your cursor is on the Pegasus Boots if you want to
assign them to the B button, and press A on the Roc's Feather if you want
to assign it to A.) You can carry no more than two items at once.
>> Sword: Press the button you have assigned it to to swing it. If you have
full energy and the L-2 Sword, you can fire a beam of energy.
>> Roc's Feather: Press the button you have assigned it to to execute a small
but handy jump.
>> Toadstool: Hold this up in front of the witch by pressing a button and
she'll whip up a batch of magic powder for you.
>> Magic Powder: Press the button to sprinkle a light dab of the pixie dust
in front of you.
>> Pegasus Boots: Hold the button you have assigned them to to perform a dash
maneuver. You will have to use the dash in conjunction with other items
throughout the game in order to proceed.
>> Hookshot: Press a button when you are across from a compatible surface
(e.g. a rock, a post, certain walls) to latch onto it and drag Link over
to it. Useful for crossing large pits.
>> Arrows: If you have the Bow (it costs 980 rupees in the shop), you can use
it to fire arrows by pressing A or B.
>> Bombs: Lay a bomb by pressing whichever button you have assigned them to.
When you get the Power Bracelet, you can lift your own bombs.
>> Boomerang: Press the button to throw it, and watch as it magically comes
back to you! This can both kill and paralyze certain enemies.
>> Shovel: Press a button to dig up the 1x1 square of earth you're currently
standing on. Digging in certain locations can reveal useful items such as
Secret Seashells, rupees, hearts, and sometimes even dungeon keys.
>> Power Bracelet: Press the button you have chosen to lift certain objects
that are too heavy to relocate under normal circumstances.
>> Fire Rod: Pressing A or B will shoot a fireball out of this magical wand
that can make quicker work of most enemies than the sword or other items
will.
>> There are some other neat but rather unorthodox tricks this pony can do,
and I've saved those for the Fun Secret Extras section, which is located
after the walkthrough portion of this document.
_ _ ___ ___
|_| |_| (___) (___) A, B, Start, and Select
>> Press all at the same time to bring up a screen that allows you to either
resume your game or save and quit. When you load your game next time, you
will start at the last entrance you went through.
>> There's also a cheat involving this - as always, look in Fun Secret Extras
for the full scoop.
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ITEMS
=====
NOTE: The uses and control schemes for some of these items can be found in
the above section entitled "Link's Controls," but this is the quickest,
cleanest one-stop reference for the items you'll find in this game. You
will also notice that the section is divided into two parts: the
Interactive Items subsection (for items you use yourself) and the
Automatic Items subsection (for items that are used when the
corresponding situation arises).
-----------------
Interactive Items
-----------------
SHIELD
Link first regains his shield from Tarin, the wise old Mario-faced father of
Marin who tends to be a doddering old fool from time to time. When Link's
shield is selected as one of his two items, he does not hold it up at all times
like in previous installments of the series; it needs to be activated with a
button press. Hold down the button it is on to keep Link guarded from direct
fire. At a late point in the game, Link will get an improved shield that allows
him to deflect beams.
SWORD
Most of the time, you will wield the sword in battle. It is Link's most
trusted weapon, and he will find it wedged in the sands of Toronbo Shores (not
to be confused with Toronto Shores, Canada's most elegant beachfront resort).
Once you have it, assign it to a button and swing away! Later in the game, if
you meet a certain requirement, you will be given a better sword that is
capable of shooting beams of energy when all of Link's energy hearts are
filled.
SHOVEL
Not a steep buy at just 200 rupees, but well worth it. Use the shovel to dig
up generic items here and there like rupees and hearts or to root out bigger
and better things like Secret Seashells and, in one case, a dungeon key.
TOADSTOOL
In the Mysterious Woods, Link will happen upon a lone 'shroom growing up out
of the soil. Pick it up and take it the witch's hut, and she will make you a
nice beautiful bag of magic powder. Unlike most items of its ilk, it must be
equipped and held up in the witch's hut to have the proper effect (as opposed
to it automatically working when you talk to her).
MAGIC POWDER
Magic powder is the catalyst for some of the wilder reactions in the game.
Sprinkle it on certain objects to get a rise out of them or activate certain
events. It can be used in dungeons to light up dark rooms with torches in them,
or to kill certain allergic enemies on the spot. However, its most applicable
use is in the Mysterious Woods, in which you will need it to get past a very
troublesome furry woodland creature.
BOMBS
Use these explosive babies to cause weak spots in walls to crumble or to get
large, structurally weak obstacles out of your way. They can also kill enemies
if the enemies are in close proximity to the blast site and are the key to
defeating certain bosses.
BOW/ARROWS
You'll have to strain your wallet to afford one of these puppies (980
rupees), but in return you will be granted the ability to use arrows whenever
you pick them up.
BOOMERANG
Later on in the game, you may happen upon a gentleman willing to take one of
your items so that he might give you the super-duper-handy-dandy boomerang. The
boomerang can kill most monsters and it can only paralyze others, but its
versatility makes it a mighty long-range weapon.
ROC'S FEATHER
Link is able to jump once he equips this item that he gets early on in the
first dungeon.
PEGASUS BOOTS
When you hold the button you have equipped this super brand of footwear to,
Link will dash hurriedly along the ground. Combined with the Roc's Feather, you
can perform some real pole vault-style jumps with these.
HOOKSHOT
Link can travel over long chasms quickly with the Hookshot provided he has
something on the other side he can latch onto. The Hookshot can paralyze and
kill enemies and is needed for going over pits that Link cannot jump over even
with the combined aid of the Pegasus Boots and Roc's Feather.
POWER BRACELET
When Link slips the Power Bracelet onto his wrist, he will be able to lift
great and mighty objects because the Power Bracelet sends the muscle power of
fifty mortal men coursing through his body! Later in the game, there is a more
powerful version of the Bracelet that allows you to lift even heavier things.
OCARINA
Link can learn up to three tunes on this oval-shaped flute and play them on
certain occasions to make things happen. The ocarina is especially important in
the waking of the mysterious Wind Fish, but it has the odd use here and there
as well, making it an item you can't afford to pass up.
FIRE ROD
Late in the game, Link will receive a wand that can shoot fire and burn
enemies to death. While it has the tedious connection of being integral to
beating its particular dungeon's boss, it can mostly be used as a flashy way of
killing enemies and for making your magic powder all but obsolete. Good for
offensive measures if you don't yet have the L-2 Sword.
---------------
Automatic Items
---------------
INSTRUMENTS OF THE WIND FISH
When Link conquers a dungeon, he will receive an Instrument of the Wind Fish
for beating that particular dungeon's boss. Link cannot play any of the
instruments on his own, and the instruments have no magical effect of any sort
unless all eight are played in unison. To wake the Wind Fish from his slumber
and escape from Koholint Island, Link will have to play all eight Instruments
in front of the Wind Fish's Egg by playing Marin's song on the ocarina.
PIECES OF HEART
When Link finds four of these heart fragments, he'll receive one full heart
container to add to his maximum count. There are 12 Pieces of Heart scattered
throughout Koholint Island in total.
HEART CONTAINER
Each dungeon boss leaves behind a heart container when it perishes. When Link
holds it over his head, one whole energy heart is added to his total. Link can
have up to 14 heart containers.
GUARDIAN ACORN
Enemies of all types drop these at random. When Link picks one up, the damage
done to him by all enemies is halved - sometimes the damage done by weaker
enemies is so negligible that it will appear as though the enemy did no damage!
PIECE OF POWER
Looking like a fully pieced-together Triforce, a Piece of Power will make
Link's sword do a great deal more damage. Pieces of Power only work on the
sword, not any other items.
FAIRIES
Fairies sometimes lie in wait in caves, or they spawn from the death of
enemies, or can be coaxed of hiding places such as trees. No matter where he
finds them, they will always restore Link fully if he comes into direct contact
with them. (Whoa baby! Better hope Zelda doesn't find out about this!)
SECRET SEASHELLS
Secret Seashells are hidden all over Koholint Island in many different
places. There is a mansion where if Link turns in enough of the ones he has
collected, he might win himself a right nice prize - and not some cheap decoder
ring out of the bottom of a box of Cracker Jacks either. The inventory screen
is the quickest way to determine how many seashells you have.
SMALL/DUNGEON/NIGHTMARE KEYS
Small keys open locked doors in dungeons and can only be used inside
dungeons. They are used automatically when Link walks up to a door. Small keys
can only be used in the respective dungeons in which they are collected.
Nightmare Keys open the door to the boss's lair in a dungeon. There is only
one in each dungeon, and like the small keys, each one cannot be used except in
the dungeon where you find it.
Dungeon keys open the entrances to certain dungeons. Of the game's eight
dungeons, four require keys to open. They are found on the overworld map as
opposed to inside the dungeons.
COMPASS
Compasses are only found in dungeons, and have three different uses: 1) they
tell you where every treasure in the dungeon is located, 2) they tell you where
the Nightmare's room is located, and 3) once you obtain the compass, you will
hear a beep when you enter a room where a key can be found.
MAP
The map simply shows you the shape of the dungeon and where to go inside it.
You might want to find this as soon as possible if you don't want to risk
getting lost.
STONE SLAB
Find a stone slab in each dungeon to reveal the words written on the tablet
with the huge hole in the middle. Once the stone slab is used to reveal what is
written on the tablet, you will often be rewarded with a subtle, cryptic hint
to nudge you along if you are absolutely stuck in a dungeon.
FLIPPERS
Once Link collects the Flippers in the Angler's Tunnel, he will be able to
swim through the water anytime he falls in it (as opposed to before where he
would sink like a Brink's truck filled with money).
CRAZY TRACY'S MEDICINE
For a small fee, a lady named Crazy Tracy will make Link some medicine. If
Link should happen to lose all his hearts and is carrying this special tonic in
his inventory, he will automatically be refilled to maximum strength.
RICHARD'S GOLDEN LEAVES
On your way to the third dungeon, a prince named Richard asks that you make a
detour at Kanalet Castle and retrieve his five valuable Golden Leaves for him.
When you do, he'll reveal a passage that will allow you to come ever closer to
that mysterious third dungeon.
TRADING SEQUENCE ITEMS
Throughout the game there will be a long-running sequence in which Link must
trade certain seemingly useless items that he collects for other seemingly
useless items. It all forms a long chain that culminates at an end that is
necessary to your discovery of the path to the Wind Fish. So the items aren't
so useless after all, are they now? If you have trouble finding out where you
have to take certain items, you can find the whole chain in the section
labelled "The Trading Cycle," which is located just prior to the walkthrough
portion of this document. To make sure you're actually participating in the
cycle, there are certain points in the game that you cannot pass if you have
not traded items up to the proper point.
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HEART PIECE LOCATION APPENDIX
=============================
Three of Link's energy hearts come from finding large containers around the
island known as Pieces of Heart. When four are collected, they converge to form
one whole heart container, which is then added to Link's maximum total. Seeing
as how all the Pieces of Heart in the game add up to three heart containers
total, it stands to reason that there are twelve heart segments in the entire
game. Here they are, listed for the most part in the order in which you get
them:
1) When you have your sword, go west of Mabe Village to a cliff with tufts of
grass guarding the edge. Below these is a well; cut the grass (there will
always be hearts or rupees under them) and jump into the well. The Piece
of Heart rests in the middle of the puddle. Use the staircase to get back
up to the surface world.
2) At the Fishing Pond in Mabe Village, catch the large fish near the wall
in the pond. Not only will you get 20 rupees, it will also have a Piece
of Heart inside it. (first time only)
3) Near the witch's hut is a circle of holes surrounding a Piece of Heart.
When you have the Roc's Feather from Tail Cave, come to this area and
jump in the middle of the bottomless pit circle to grab the Piece.
4) Return to the cave in the Mysterious Woods that you went through to get
the toadstool once you have the Power Bracelet. Pick up the skulls in the
final room of the cave to allow yourself access to the Heart Piece.
5) Once you have the Pegasus Boots, go to Ukuku Prairie and look for a
cave entrance that must be bombed open. Inside the cave are several
crystals that must be dashed through and a 50-rupee treasure chest. Feel
along the cave's far right wall until you find a weak spot. Bomb that weak
spot and go in the resulting "door" to find a Piece of Heart.
6) In the Yarna Desert, fall down the center hole in the mini-boss's (the
worm's) lair. Feel along the northern wall of the cave you land in until
you locate a weak spot, then bomb the wall and go in the hidden room for a
Piece of Heart.
7) Explore the moat in Kanalet Castle, swimming around until you find one to
the left of the castle's gates (you'll have to dive to get it).
8) Go one screen south of the witch's hut (where you received the magic
powder) and lift the rocks with the Power Bracelet to get to the staircase
within. Go one screen right, then use a combination of the Pegasus Boots
and the Roc's Feather to leap the wide chasm to the right. From there, it
is a simple bounce to the next Piece of Heart.
9) In a cave consisting totally of water east of Angler's Tunnel, dive in the
center of the cave (press B) to find a Piece of Heart under the lake. You
must first have the flippers from Angler's Tunnel to find this one.
10) In the Animal Village, there is a cave in the northeastern corner that
you can only get to by going all the way around the village and bombing
it open. Once there, find a cracked rock across from a pit that is too
long to dash-jump across. Equip the bombs to one button and the arrows to
another, and fire both at the rock to create a "flying bomb" of sorts.
The amalgamation of the two items will destroy the rock on impact, which
will allow you to Hookshot across and grab the Piece of Heart.
11) In the Tal Tal Mountains, go west of the hen house and cut down the
shrub to reveal a staircase. In that first room there, bomb the southern-
most wall to reveal a new passageway. Follow the one-way path to the
easy Piece of Heart.
12) At the north end of Turtle Rock is a staircase that takes you outside.
Up there, you will find the Piece of Heart resting atop a mountain with
another door leading back into the dungeon.
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SECRET SEASHELL LOCATION APPENDIX
=================================
The quest to find all the Secret Seashells is by no means an imperative one,
but if you do happen to find 20 of them, you will be rewarded with a more
powerful sword if you take the 20 you have to the Seashell Mansion (located
near Kanalet Castle; it looks sort of like a State Fair blue-ribbon pumpkin).
To help aid you in this side quest, there are actually more than 20 Secret
Seashells scattered about the island of Koholint. There are 25 in total, and
this encyclopedic listing is designed to help you find at least 80% of those,
if not all of them. Can you track them all down?
1) One screen east of Marin and Tarin's house is a 6x6 square of grass tufts.
Cut somewhere near the middle of this square until you locate it.
2) When you have the shovel, dig in the bottom right corner of the side
building next to Madame MeowMeow's house (where the smaller version of
BowWow resides). The seashell should pop right out of the ground.
3) One screen west of the entrance to Tail Cave there is a tree. Return there
when you have the Pegasus Boots and charge into the tree to reveal the
seashell.
4) Return to Tail Cave when you have bombs and go inside. In one room there
is a wall to your left that has a crack in it. Put a bomb next to the weak
spot and wait for the wall to explode. Equip the Roc's Feather and go in
the new entryway. Jump to the isolated floor in the middle and open the
treasure chest to reveal a Secret Seashell.
5) When you have the Power Bracelet, return to the Mysterious Woods. There is
a rock guarding a small enclosed area with a treasure chest. Lift the rock
and discard it, then open the treasure chest to garner another shell.
6) As you may know, the Seashell Mansion will gauge how many seashells you
have collected every time you go there. If you go to get your seashells
measured when you have five of them, you will receive a present. Inside is
a sixth seashell.
7) Return to the Mansion when you have ten shells. Again, you will receive a
present; open it to find the 11th.
8) At Kanalet Castle you will discover a long pit with a flight of stairs at
the end that you are not able to jump across even when using the Pegasus
Boots and Roc's Feather in conjunction with each other. However, come back
to it when you have the Flying Rooster tagging along with you. Use the
Power Bracelet to pick him up and have him fly you over the long chasm to
the staircase. Inside the room is a Seashell.
9) In Ukuku Prairie, go one screen east of the entrance to the Key Cavern and
go up the stairs. Dig in the soil surrounded by tall grass to reveal a
shell.
10) After getting the flippers, go one screen east of where you got Seashell
#9. There is a lone island with a plant on it. Swim to it and hit the
plant from above to just barely prevent the Seashell from plunking into
the water.
11) When Richard moves the wooden crate for you after you give him all five
of his Golden Leaves, go down the staircase and take the path on the
left. Push the boulder into the abyss, then jump over it with the Roc's
Feather and open the chest to reveal a Seashell.
12) There is a Secret Seashell hidden in the grass to the right of the
Seashell Mansion.
13) North of the maze of signs is a tree sitting next to one of Old Man
Ulrira's telephone booths. Charge the tree with the Pegasus Boots to
reveal a Seashell.
14) Go to the very southeastern corner of the Yarna Desert and lift up the
lower of the two rocks sitting next to each other. There will be a Secret
Seashell under it.
15) Go one screen west and one screen south of the witch's hut (the one where
she made you the magic powder) and cut down the lone tuft of grass, then
dig in the area surrounded by curly weeds to remove a Secret Seashell
the soil.
16) When you return the ghost that follows you to his grave after taking him
to his house (before you proceed to the Catfish's Maw), he will tell you
to look in a jar in his house. Return to his house and lift up the pot in
the lower right-hand corner to locate a Secret Seashell.
17) On the way to the southern Face Palace, where all the Armos statues are,
there is one blocking a staircase that leads underground. In the newly
uncovered room there is a lone treasure chest with a Seashell in it.
18) In the northernmost room on the left side of the Face Shrine is a
staircase that will transport you to a closed-off island in the rapids
north of there. Get the Secret Seashell and then return to the Face
Shrine.
19) Down south of the bay, find a waterway that winds around to an island
with a singular plant on it. Cut down the plant to reveal the Seashell.
20) On the same screen as the mermaid statue, there is another single plant
on the piece of land across from it. Cut it down to find the Seashell.
21) Also in the bay, there is an owl statue located near the water. Dig
around it while you still have the shovel to find it.
22) From the Seashell Mansion, go one screen south, one screen west, and two
screens south. Lift up the single rock on that screen to find a Seashell.
23) Along the way through the Tal Tal Mountains, you will find a cave with
a path marked by water and a single square of sand. Bomb on the single
sand patch to reveal a new corridor that eventually leads to five chests
containing 20 rupees each. Through the door south of those chests is one
containing a seashell.
24) Also in the Tal Tal Mountains, east of the henhouse, there is an
assemblage of three rocks, one of which is a decoy; another of which has
a Secret Seashell under it.
25) In Eagle's Tower, go to the lower left-hand corner room of the second
floor, where you will fight the cyclops from the Bottle Grotto. Fall in
one of the holes to the left to go down to the first floor, where you
should find yourself standing on the raised border around the room. Go up
to find the seashell in a chest.
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MAP DIAGRAM WITH IMPORTANT LOCALITIES
=====================================
Provided here is an ASCII map covering the whole of Koholint Island (so you
could say the Ko-"whole"-int island! HAHA! ........ or not). It is here for
your cross-referencing convenience and for checking to see how far one place is
away from another. Sure, you can do that by pushing Select in the game, but
while you're here, why not take a look? A legend is provided at the bottom of
the map.
a b c d e f g h i j k l m n o p
1 ?! H ?! D
2 D # H
3 D D
4 ?! # S
5 H S #
6
7 H S
8
9 H S ?! ?! # ?! D
10 S H H
11 ?! ?! # H
12 ?! ?! # S D H
13
14 H D ?! D #
15 ?! # H
16 H ?!
LEGEND
======
D = Dungeon. The following coordinates correspond to each dungeon, listed in
the order that you visit them:
Tail Cave - D14 Catfish's Maw - J14
Bottle Grotto - E3 Face Shrine - M9
Key Cavern - F12 Eagle's Tower - O1
Angler's Tunnel - L3 Turtle Rock - A2
H = A location where Hoot the owl delivered you a message. To read the
message that you received at that particular screen, press A while the
cursor is on that square. To list all of those messages here would only
serve to bore an unfillable bottomless hole in your brain, so I'll spare
you the grief. They can, however, be found scattered throughout the
walkthrough portion of the FAQ in the sections appropriate to when they
occur in the game.
?! = As in the game, this symbol represents a landmark that you need to
remember for later. The following is a list of these punctuated
locations, starting from the top-left corner and going down by rows from
left to right:
H1 - Wind Fish's Egg C11 - Marin and Tarin's House
K1 - Hen House A12 - Village Library
A4 - Weird Mr. Write B12 - Old Man Ulrira's House
C9 - Quadruplet's House G14 - Richard's Villa
D9 - Dream Shrine D15 - Sale's House O' Bananas
K9 - Seashell Mansion G16 - House By the Bay
B11 - Madame MeowMeow's House
# = The pound sign represents any place that a telephone booth can be found.
Call Old Man Ulrira from a telephone booth to get a hint out of him if
you happen to be lost or confused on an issue.
S = Shop. The following coordinates correspond to each shop in the game, in
no particular order:
P4 - Raft Shop
F5 - Crazy Tracy's Medicine Spa
F7 - Witch's Hut
B9 - Fishing Pond
D10 - Town Tool Shop
D12 - Trendy Game
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
THE TRADING CYCLE
=================
All throughout the course of his quest, Link will be going around the island
not only foiling the schemes of the ne'er-do-well Nightmares and making friends
with various indigenous folk, but passing random items along to people who need
them. This may all sound like a fun little side thing that you don't
necessarily have to complete, but in actuality the end of the sequence will
give you an item that is necessary to completing the game. In case you don't
know where to take your next item, this section should serve as a handy
reference in that regard. Bon Appetit!
1) The first thing you need to go is go to the Trendy Game shop in Mabe
Village; the guy who runs it looks somewhat like the PBS logo, what with
his enormous schnozz and all. Pay 10 rupees to play the game, then go over
the crane and follow the instructions the PBS logo gives you. Position the
crane directly above the Yoshi doll in the middle when you are moving it
forward, and then bring the crane down so it is above the Yoshi doll's
head and "on" the top conveyor belt. The crane should move down directly
on top of the Yoshi doll, thereby picking it up and moving it over to the
conveyor belt that will allow you to claim your prize. Pick it up and
leave.
2) With the Yoshi doll, go a couple of screens north to the quadruplets'
house (it looks like a duplex). The mother inside is carrying many babies
that she has presumably just given birth to (and by God, I admire her for
it). Give her the Yoshi doll, which you can do simply by talking to her.
She will be grateful for the stuffed toy and will give you a ribbon in
return.
3) Go to the side building next to Madame MeowMeow's place (the woman with
the Chain Chomp "dog" named BowWow out front). Inside is a miniature Chain
Chomp who barks all day long about wanting accessories, jewelry, and the
like. Talk to her when you have the ribbon. She will gladly accept it and
will give you some canned food in return.
4) With the canned food, go to the lone hut on Toronbo Shores, run by a
distinctly Cajun alligator named Sale. Talk to him and give him the canned
food and I gair-ahn-TEE that he'll give you a bunch of his ripest bananas
on the house.
5) After you have the bananas, you must trudge through the game until you
reach Kanalet Castle. You cannot enter normally due to the mischievous
monkeys guarding the palace. However, a bunch of Sale's ripest bananas is
gair-ahn-TEED (okay, I'll stop saying that now) to get them out of the
way. They are also so grateful for the new horde of bananas that they will
kindly build you a bridge leading into the castle. When the bridge is
built, a stick will be left behind. Pick it up.
6) When you have the stick, wander through the woods near Kanalet until you
see Tarin poking around a beehive. Give him the stick and he'll try to get
some honey out of the beehive. A hilarious animated sequence follows in
which the bees chase Tarin away in defense of their precious yellow nectar
of life. When he and the bees are gone, the honeycomb will drop gently to
the ground. Grab it.
7) With the honeycomb, proceed to Animal Village in the southeastern part of
Koholint. There lies a bear chef who's looking for the perfect ingredient
to add to his stew. You should have it with you - talk to him and let him
have your honeycomb. In return, he will give you one of his most exotic
edible items - a pineapple.
8) When traveling in the mountains on the way to the Angler's Tunnel, you
will find Papahl, the father of the quadruplets who are now happily
playing with a Yoshi doll, starving to death and lost. Give the poor
malnourished father of four your pineapple, and in return he will give you
a hibiscus flower that he found in his mountainous travels. Return to the
Animal Village.
9) Once back at the Animal Village, go to the house where you find the goat
writing the letter to her dear penpal (who is actually Mr. Write from way
over on the other side of the island). Give her the hibiscus to put in the
vase beside her writing area and she will in turn give you the letter she
has written, which you must now deliver to Mr. Write.
10) When you give Mr. Write the letter from his crosscountry lover, he's at a
loss for how to reward you, and gives you a broom in lieu of nothing.
Such a generous bachelor.
11) In Animal Village, there's an old woman outside a house sweeping. That's
Old Man Ulrira's (the guy who always gives you hints on the telephone
that you don't need now that I'm here to save the day =D) wife, and you
will see her that her broom is broken. Give it to her and she will give
you a fishhook that she found by the bay while she was sweeping.
12) In the same body of water that the Catfish's Maw (the fifth dungeon) is
located in, there is a bridge southeast of that point. Get on the right
side of the bridge and dive underwater by pressing B. Under the bridge is
an old fisherman; equip the Roc's Feather to jump onto his boat. When you
give him the fishhook, he'll promise to give you the first bit of loot he
happens to catch. Out of the water he will draw up a necklace. Take it
and leave the shady fishing area.
13) Give the necklace to the mermaid in the bay near the Catfish's Maw. She
will repay you with her sincerest gratitude by giving you one of her
scales.
14) Ahhh, it's all falling into place now, you see! You have presumably also
seen a mermaid statue in your travels around the bay. Locate it by
stepping onto dry land and going around past the Animal Village. Place
the mermaid scale on the mermaid statue. A small tremor will take place,
and the statue will move to reveal a cave. Go in and get the magnifying
glass amid the initially invisible enemies (which you'll be able to see
once you have the magnifying glass). This is the final item in the
trading sequence - congratulations on your consistent applications of
logic!
15) Now, with the magnifying glass, go to the library in Mabe Village. You'll
know it by the two kids playing catch outside. Go in and read the book on
the desk in the lower right-hand corner. Where before the writing was
tiny and indecipherable (as you were able to tell if you tried to read it
before now), the mystery of the small print is suddenly elucidated. The
random sequence of arrows revealed in the book have relevance, oh yes,
for they are the path you must take to successfully navigate the never-
ending maze once you are inside the Wind Fish's Egg. Write these arrows
down, because you won't be able to beat the game without remembering
their sequence!
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
WALKTHROUGH
===========
---------------------------------------------------------
Chapter 1: In Which Link Retrieves His Most Basic Effects
---------------------------------------------------------
After you enter your name, the scene shifts to Marin and Tarin's house, where
you are seen in bed tossing and turning in restless sleep. Finally, you wake up
and look over at Marin, who tells you that you are on the island of Koholint.
After she is finished talking, press Left or Right to hop out of bed and go
talk to Tarin, the mustachioed gent to the right. He'll tell you that he knows
your name because he saw it on the back of your shield, and will proceed to
give it to you. With your shield, leave the house and head due west.
When you get to the well, go south past the two kids playing catch outside the
library. Use the holes at the edges of the cliffs as a shortcut; you can jump
off a cliffside to the ground below if there is no boundary at the edge. Keep
going south while avoiding the Octoroks - you don't have your sword just yet!
When you get to the southernmost part of the island (you'll see and hear the
surf, head east.
Ignore the Leevers that emerge from the sand the best that you can and keep
going east until you go through a narrow passage in the cliffs. You will be
trapped in by a spiked creature who doesn't move. Hold down the B button (your
shield was automatically assigned to it) and push the sea urchin gently out of
the way. Keep it held up as you walk away from him, then approach the sword. An
owl named Hoot, who will pop up at annoying intervals for the rest of the game,
will swoop down from out of the heavens and begin talking to you.
"Hoot! Hoot! So you are the lad who owns the sword ... now I understand why the
monsters are starting to act so violently ... a courageous lad has come to wake
the Wind Fish ... it is said that you cannot leave the island unless you wake
the Wind Fish ... you should now go north, to the Mysterious Forest. I will
wait for you there! Hoot!"
When he is done talking, retrieve your sword. If the spiked thing is close
enough, you'll kill it when you pull off that little flashy 360-degree power
swing. Now that you have your sword, return to Mabe Village. There's lots of
stuff you can get done before heading to the Mysterious Woods.
-----------------------
Chapter 2: Mabe Village
-----------------------
Retrace your steps to Mabe, killing as many enemies as you can along the way.
You'll want to pick up at least 10 rupees for the Trendy Game shop, and then
about 20 or so for the Fishing Pond, where you'll want to go if you're
interested in a Piece of Heart. The first thing to do when you return to Mabe
is to go around to the cliff above the well and cut the grass down so you can
jump into it. When you land in the puddle at the bottom, retrieve the Piece of
Heart. Four of these will net you a new heart container, so try to seek out as
many as you can - look everywhere! Take the stairs when you have the Piece of
Heart to find yourself just outside the well.
From the well, go three screens east to find a 6x6 patch of weeds. Cut them all
down until you get to the middle, looking for money along the way. In the
middle of the patch is a Secret Seashell; collect 20 of these and you can take
them to the Seashell Mansion and redeem them for a more powerful sword.
Awesome! When you have the shell, cut down grass until you have 10 rupees.
Then, go south from the 6x6 grass patch to the Trendy Game shop. Go in.
Talk to the man and give him your money to play. The directions are right next
to the crane, so it should be easy enough to run the gadget. Hold B until it
moves horizontally and position it above the Yoshi doll. Then, hold A until the
shadow of the crane is touching the Yoshi doll's feet. As long as the crane is
in the general vicinity of the doll, it will register and pick it up. When it
dumps it over on the conveyor belt to the left, seize your prize and leave. Go
north from the Trendy Game shop to the house that looks like a duplex, cutting
down grass along the way to look for rupees.
Once at the house, enter the door on the right and talk to the woman cradling
the babies. Agree to give her your Yoshi doll, and in return she will give you
a ribbon. With this ribbon, go to Madame MeowMeow's house. She's the chick with
the Chain Chomp out in front of her house on a leash. Go in the side shed next
to that house and give the barking dog the ribbon. She will give you a can of
dog food in return. You can trade this to somebody else before you head off to
the Mysterious Woods, but for now, look for 15 rupees and head north from
Madame MeowMeow's house to the Fishing Pond.
Give the guy ten rupees to fish and catch the small fish at the top of the pond
first. Hold Right and press A to cast the hook as far inland as possible.
You'll have to catch the runt, whom you'll only receive five rupees for, but
that will still give you enough for another try. Repeat the hold-Right-press-A
cast and drag the line back in as far as possible without actually bringing it
out of the water by pressing A repeatedly. Let the hook sink. Eventually, a
large fish will latch on. Bang the A button rapidly with all your might. If you
manage to bring him to shore, you'll get 20 rupees and a Piece of Heart, adding
two to your total toward a whole heart container. If you want, go ahead and
catch the other big fish - if you succeed, you should come out with roughly
forty rupees. Not bad! Now, with the canned food, return to Toronbo Shores and
look around until you find a cabin.
If an alligator in a hat wagging his long tail is standing there, you've found
the right address. Give him the food and he'll give you a bunch of his freshest
bananas. Why an alligator nearly foams at the mouth over a can of Alpo is
beyond me, but this FAQ author is frankly not one to question the chaos theory
of the trading cycle. This is all of the trading cycle that you can complete up
to this point - you won't be doing any more trading until you're halfway to the
third dungeon, actually. Now that everything important is taken care of in Mabe
Village and the surrounding environs for now, head north from the well where
you got the Piece of Heart to the Mysterious Woods.
-------------------------------
Chapter 3: The Mysterious Woods
-------------------------------
Hoot will meet you at the entrance to the woods with another of his annoying
cryptic owl messages:
"Hoot! Ho, brave lad, on your quest to wake the dreamer! Welcome to the
Mysterious Wood! Much of mystery you will find on this uncharted Koholint
island! I'm afraid you may find it a trifle difficult to leave the island while
the Wind Fish naps. ...By the by, have you ever visited the Tail Cave, which is
south of the village? Go there with the key you find in this forest ... the
Wind Fish is watching ... hoot!"
Journey through the forest looking for a cave with a sign out front warning
heavy people not to stand on floors with cracks (this applies to caves). If you
happen to find a raccoon, DON'T GO NORTH! The raccoon somehow has the ability
to place a hex on you, and if you go north after he laughs at you and tells you
you're going to be lost, you'll end up in a random part of the forest. Avoid
the raccoon and find the cave.
When you enter, there will be several Keeses (bats) lying in wait. Approaching
them will make them fly; have your sword at your side ready to swing when they
wake from their slumber. When all are eradicated, crush the crystals with your
sword and push the rock out of the way of the treasure chest. When you get the
50 rupees out of it, go north.
Kill the Gels and go west, pushing rocks out of your way until you can exit the
cave. Remember this spot; when you get the Power Bracelet, you'll be able to
lift the skulls above your head and get the Piece of Heart trapped inside their
boundaries. But for now, leave the cave and pick up the toadstool to the left.
(It's got a mellow aroma that flows into Link's nostrils ..... is he gettin'
high? Whooooo!) Retrace your steps through the cave, and when you end up back
on the other side, go north, east, south, and east as far as you can in each
respective direction. You'll be at a gnarled hut with a skull above the door.
This is where you need to take the toadstool you just collected.
Unlike most minor items of its ilk, you must equip the toadstool for it to
work, so do that and hold it up with the button you equipped it to while
standing next to the witch stirring up who-knows-what in her cauldron. She'll
take time out from her eyes of newt and brains of rat to whip up a special
formula just for you. Take the magic powder and find the raccoon, whose loopy
effects you may have already suffered depending on whether or not you learn
things the hard way. You can experiment with it by lighting the torch in her
hut with it, but don't overdo it. You only have so much, as she told you.
Return to the raccoon and sprinkle magic powder on him. He will have a highly
allergic reaction to the funny powder and will bounce around the screen like a
tennis ball shot out of a cannon. Finally he will explode and reveal himself as
Tarin, who's obviously been having some mellow-aroma-induced dreams of his own,
if you get this author's drift. Now you may pass to the north. There lies a
treasure chest. Inside is the Tail Key; grab it and listen to that stinkin' owl
yak again for a few moments.
"Hoot! Take the key and go to the Tail Cave. Retrieve the Instrument that is
hidden there! Go now! The Wind Fish is waiting! Hooot!"
You heard the bird: get moving!
--------------------
Chapter 4: Tail Cave
--------------------
From the library in Mabe (where the kids are tossing the ball back and forth to
each other), go south one screen and east as far as possible, then south and
east until you reach the cave. Go up to the weird-looking column with the
keyhole on it. Link will automatically insert the key and the ground will quake
for a few seconds before the entrance to the Tail Cave is revealed. This might
be a good place to save, so enter the dungeon, do that, then start the game
back up and keep moving.
Start by going left one screen and knocking the indestructible turtles into the
provided bottomless pit surrounding the floor. When they are gone, a small key
will fall from the ceiling onto the decorative tile in the room. Grab it and
continue left, killing all the Gels in the room before the torches start
throwing fire at you. Open the treasure chest to get a compass. You'll get a
little spiel telling you how to use it and what cool things it does;
unfortunately, you can't skip this no matter how many times you get one, so
scroll through it if you tired of it and return to the room you started in,
this time going north.
Kill the two mini-Gels and the turtlish creature in the middle of the room,
then step on the button. As the compass indicated to you with its beeping
noise, there is a key in here that is inside the treasure box you just
revealed. Grab it and go left, killing all the Keeses to open the shutter
doors. Go north and kill the mini-Moldorm to find 20 rupees, then go north one
more screen. Slay the bat and wait for the wall trap to zoom in front of you,
then move past it while it retreats back to its wall. Unlock the door ahead and
go in.
Go all the way around, seeing as how the long pit obstructs an easy getaway to
the upper half of the room, and push the block separated from the other four in
the zigzag pattern to the right. This will open the shutter door behind you.
Equip the shield for the enemies that looking like running Leevers in here;
when they run into the shield, they will land on their backs, giving you time
to swing away at them. You can't read what's on the stone tablet; for that you
need a Stone Slab (also found in every dungeon, but not necessarily a helpful
item). Anyhow, when you kill both running Leevers, a staircase will appear in
the upper right-hand corner. Go down it to arrive at a side-scrolling area much
like those found in Zelda II.
If you jump on a Goomba down here, you'll get a heart, but you can't right now,
so just slash them with your sword and take the rupee as you head left. Go up
the ladder on the second screen to wind up at a very thin corridor. As you head
north you'll notice a flying heart. You can't get it just yet, but keep going.
Avoid the wall traps and open the treasure chest - voila! The Roc's Feather!
Equip it to the A button and your sword to B. On your way, hop over the wall
traps and get the flying heart now that you can jump. Sa-weet! Now, return to
the room where you fought the mini-Moldorm and got 20 rupees and go east from
there.
Get the small key in the chest when the flashing Bubble is on the top of it.
You'll see on this screen that when you can either go to the upper right or the
lower right. Choose the former and go until you get to a room with a pit and a
locked block. Jump the pit with your new Feather and unlock the block, then go
left until you find a chest. The Nightmare Key is inside; this is the key that
allows you to access the main boss's lair at the end of each dungeon. Take the
aforementioned lower right path now and kill the Stalfos and Keeses, then
unlock the door to the right.
Hop over the pit surrounding the pathway to the right. You'll encounter a
mini-boss who likes to roll a big spiked log across the room. The only way to
avoid this menace is to have your Roc's Feather equipped, so jump over the log
when he rolls it your way and slash repeatedly at him as he attempts to get
back over on the other side of it to roll it again. You can only hit him as
he's on his way back over to the spiked log, so try to get him as many times as
you can before he's able to push it again. Eight hits will do him in; when he
dies, he'll leave behind a fairy and a cloud in the center of the room. Most
mini-bosses will leave behind this cloud; stand on it to warp back to the
beginning of the dungeon, and stand on the one at the beginning of the dungeon
to warp back to the mini-boss's lair. It's a great system, and works wonders in
terms of cutting down travel time in some instances.
From Log Boy's room, go north. Ignore the staircase - it's where you'll be
exiting from if the Moldorm knocks you into one of his pits. He's the Nightmare
in this particular dungeon, and the fancily adorned door at the top of the
screen should alert you that you are near him. When you've tricked the corner
traps into closing in on you, enter and prepare to face the biggest worm you've
seen in your life.
*************
BOSS: MOLDORM
*************
The Moldorm is a fair challenge for an elfin hero with so few heart containers,
but he's a lot easier if you equip the Roc's Feather instead of the shield. The
object of the battle is to whack the Moldorm in some area of his body besides
the head - tail, stomach, thorax, whichever you fancy. After you hit him, he
will scramble around very fast for a minute before slowing down again. DON'T
GET KNOCKED INTO THE SURROUNDING PITS - if you do, you'll be in a dank,
desolate dungeon area and you'll have to start from square one in terms of
fighting him. Jump over him when he scrambles near you and deliver three hits
to his posterior segments. After the third hit, he will engage in permanent
fast movement. Don't panic, just slash his tail one more time. He will
disappear segment by segment, leaving behind a heart container. Pick it up to
increase your total to four and go in the room above amid the heavenly music to
find the Full Moon Cello. Hear its legato notes play and watch as the screen
fades to white. The screen will then give you a subtle hint as to where you
need to go next.
"...SWAMP... A path opens ... in the blooms..."
Now you have the Roc's Feather, you can actually access the swamp. First
though, head back to Mabe Village. You'll have to put up with some more of that
annoying moron Hoot though. He sees you've found the first of the eight
instruments and decides to "harp" on it a little bit (HAHAHAHAHA!!!!).
"Hoooot! That is an Instrument of the Sirens! I have to admit, at first I did
not believe you were real ... that Instrument, along with the seven others in
the set, has the power to wake the Wind Fish! You must collect them all! I was
instructed to give you directions ... your next goal is north, in Goponga
Swamp!! Hoot, indeed!"
So there you have it - find all eight Instruments, collect the whole set. No
problem! NOW head back to Mabe - more specifically, to Madame MeowMeow's house.
-------------------------------------
Chapter 5: In Which BowWow Is Missing
-------------------------------------
The two kids aren't playing ball right now; instead, they're running up to you
sputtering and trying to tell you the story of what happened. After they get
done rambling, head to Madame MeowMeow's and find out the scoop in clearer
detail. Take the route through the Mysterious Woods and take the route you took
to get to the witch's hut. Along the way you noticed a Piece of Heart
surrounded by holes you couldn't cross. Now, with the Roc's Feather, you can!
Excellent! From there, hop north.
Take the path until you see a cave next to an owl statue. Go in the cave and
you'll begin fighting Moblins. The first room has just one Moblin, with a sword
and shield. Kill him and move on to the next room with four arrow-shooting
Moblins. Kill them all and move east, where the king Moblin resides. He's a
huge, nasty creature, and can't be hit in his conscious state. Jump over the
arrows he throws at you with the Roc's Feather, then get him to charge at you.
Move out of the way. If he hits the wall, he'll be temporarily dizzy - use this
time to take a chunk out of his face. Eight hits will kill him; take the fairy
and go into the next room. Touch the rock to release BowWow, who will now
follow you and eat troublesome enemies for you. His iron stomach will be needed
in the swamp. For now though, go back through the Mysterious Woods to where you
found the Tail Key and go west from there.
Take the winding path around to the swamp. You'll notice that the supposedly
indestructible swamp flowers here are nothing when put up against the likes of
the mighty-toothed BowWow, who has no problem with swallowing them whole,
including the really large ones that shoot energy pods at you! Take the winding
path through the swamp to reveal a chest with 50 rupees in it and an entrance
blocked off by five of the wetland blossoms. This entrance is to the second
dungeon, the Power Bracelet, where you'll get another useful item and find a
mighty boss to fight. Wait for BowWow to clear out a path to the entrance, then
go in. You won't be able to take him in with you.
----------------------------
Chapter 6: The Bottle Grotto
----------------------------
Immediately to your left you see a treasure chest closed in by pots. Up until
now you haven't been able to lift anything - you always got a warning about it
being too heavy. This dungeon will change all that. For now, go through the
open passage to the north.
Equip the magic powder and light both lamps in the middle of the room. The new
light dawning on the room will open the shutter to the right. Go that way and
kill the two hopping Stalfos to reveal a small key. Don't go through the door
immediately to your south - you won't be able to get what's hidden in there
yet. Instead, go right and whack the crystal ball with your sword. The raised
blocks below you will lower. Go south and nestle Link in the upper right corner
of the raised block formation in the middle. Point him down and swing the
sword; the crystal ball should register and you'll be able to get the treasure
- another small key. Head right.
Equip the Roc's Feather and hop across the platforms where the blocks are
lowered, replenishing your magic powder supply along the way. Stand on the
button to reveal the treasure chest containing your third small key, then hit
the crystal ball to clear a path to the north. Ignore the Shyguys that make
movements opposite yours in the next room and go right, unlocking the door and
avoiding the Leevers because this room yields nothing special. Evade the Bubble
and kill the Keeses once you get behind the locked door, then push the two
blocks in the center of the room towards each other so that they are touching.
This will reveal a staircase that you need to go down.
Drop down to the moving stone platform and get out your Roc's Feather so that
you can jump to the next cliff, then jump to the one moving up and down and
climb the ladder to the dark room. Don't waste any magic powder in here; if you
jump north to the winged heart refiller, it's a safe ledge. From that ledge,
jump up again and go in the rotating door to the mini-boss, a cyclops.
The cyclops will toss bombs at you to keep you away from him; get in the odd
swing here and there, but watch out when he charges at you. To keep him from
grabbing you and tossing your frail elfin body across the room, hit him with
your sword before he is able to grab you. Eight hits will reveal a fairy and a
quick warp to the beginning of the dungeon. For now, go in the newly opened
passage to the right.
Move around the Keeses and go into the next room, where you'll find a
contraption that sucks you in toward the pit at set intervals. Let the bats get
inhaled by it. Then, go up into its gravitational pull and follow its natural
motion to the treasure chest, which has the Stone Slab in it. Jump over the
diagonally aligned pits and head into the next room, where you're treated to 20
rupees. Unlock the door to the left and go in. Light both torches to get the
ghosts that are following you to leave the room. When they are gone, a treasure
chest will appear containing the Power Bracelet. Grab it and return to the room
where you fought the cyclops. Along the way, read what's on the tablet with
your newly found stone slab. It reads:
"First, defeat the imprisoned Pols Voice, last, Stalfos..."
This is a subtle hint referring to the room in which you get the Nightmare Key;
I'll refer back to it in a minute. For now, warp back to the beginning of the
Bottle Grotto.
Uproot the pots that were once un-uproot-able to find out that the chest you
were longing after contains 50 rupees. Go up and this time, unlock the small
key door to the left. Kill the Keeses (don't waste your magic powder) and go
north, then equip your Roc's Feather and jump past the pit in front of the two
torches (use your powder in here if you need to see). Get the map and backtrack
to the beginning of the dungeon. Warp back to the mini-boss's room.
Return to the room just east of where you got the Power Bracelet and take the
lower path. Uproot the pot in front of the crystal ball, then jump over to it
and hit it. Get the small key in the chest and stand on a lowered block square
while hitting the crystal ball. You should be standing on top of the raised
blocks. If you are, go two screens east and one screen south.
This is where the hint from the completed stone tablet applies to you. Move
blocks until you are able to "free" the imprisoned Pols Voice (the rabbit),
then kill him with a pot, which is the only way _to_ kill him at this point.
The Keese is not mentioned in the riddle, but since it says "last, Stalfos",
kill the bat second, and then finish off the robed Stalfos shooting arrows at
you. If you did it in the proper order, the chest with the Nightmare Key in it
will be revealed. After obtaining it, go one screen north and unlock the door
to the right. Have out the Power Bracelet so you can kill the Pols Voices with
pots, then dispose of the Gel as you see fit. A staircase will appear; go down
it.
The first ledge will sink under Link's weight, but for the second one he must
be holding a pot also for it to go down. Discard the urn when the grunting
ledge is at its lowest point, then climb up the ladder. Hop across the pits,
then equip the Power Bracelet before entering the Genie's chamber.
***********
BOSS: GENIE
***********
The genie will pop out of his bottle and taunt you by saying that you can't
hurt him as long as he has it. Your objective, then, is to get rid of it! When
he is out of the bottle, he will throw fireballs at you; walk back and forth
across the room to avoid being hit by them. When he retreats to the bottle,
paralyze it by hitting it with your sword, then lift it up using the Power
Bracelet and throw it at any wall. When you do this three times, the bottle
will break, leaving you to fight an infuriated genie. Quickly pause and equip
the Roc's Feather in place of the Bracelet so you can jump over his fireballs.
Hit him once and he will start spiraling around the room. He will reappear and
toss a fireball at you; jump over it and move in for another swing. Repeat this
process until the genie is banished to the land of wind and ghosts.
This time you'll collect the Conch Horn, which makes a nice, mellow,
flugelhorn-ish sound. The screen will fade to white and you'll be provided with
your next hint:
"...PRAIRIE...PRAIRIE... The Prairie is waiting..."
---------------------------------------------------------------------
Chapter 7: In Which Link Returns BowWow to a Grateful Madame MeowMeow
---------------------------------------------------------------------
After conquering the Bottle Grotto, you must now return BowWow to his rightful
owner, and that will require going through the Mysterious Woods. There are a
few useful detours to take in this place now that you have the Power Bracelet.
First of all, from where you picked up the Tail Key, go one screen east (which
you are capable of with the help of the Roc's Feather) and one screen south.
There is a rock in the corner of this screen with the two Moblins on it. Lift
it up and go down the staircase you just revealed. There is an altar in here -
use magic powder to activate it.
Out of the lamp will come a batlike creature, who is angry that you woke him
from his slumber. When he asks if you are ready for his revenge, say yes.
Definitely say yes when he asks if you would like to be able to carry more
magic powder. He will strike you with a large bolt of lightning, which may
appear to hurt, but when he's finished, you'll be able to carry 40 helpings of
powder as opposed to 20. Excellent! Now go to the cave that led you to the
Toadstool.
Once at the cave, return to the room that had the Piece of Heart in it. Now
that you have the Power Bracelet, you can lift the skulls and access it! This
should also now be your fourth piece, so you should now have six heart
containers total. Not bad for only having beaten two dungeons thus far! Lave
the way you came and look for a treasure chest guarded by a rock. Lift the rock
and chunk it at either a wall or an unsuspecting Gel. In the chest is a Secret
Seashell, bringing your total to two. Return to Mabe Village, but don't give
BowWow back just yet.
Go to the shop in town, as you should now have enough cash on you to buy the
shovel. When you have the shovel, go to the side addition to Madame MeowMeow's
house where you gave the mini-Chain Chomp dog the ribbon. Almost immediately,
BowWow will alert you to the presence of something in the ground. Now that you
have a shovel, you can look for what he's pointing out to you. Equip it and dig
in the lower right-hand corner of the building. This will reveal a Secret
Seashell, your third of the game so far. Now, talk to Madame MeowMeow, who will
be grateful for your rescuing of her beloved dog - so grateful, in fact, that
she'll plant a big wet one right on Link's lips. Such a ladies' man, he is!
Without someone to tag along now, buy some bombs at the shop, then head east of
town and lift up the rocks blocking access to the prairie. It's time to reveal
a bigger world than hitherto seen on Koholint Island.
-------------------------------------------------------------
Chapter 8: In Which Link Searches for Richard's Golden Leaves
-------------------------------------------------------------
First of all, hit the cave to your north real quick and push the rocks around
strategically to gain access to a chest containing 50 rupees. Leave and go
south one screen, east one screen, and south again. You will see the keyhole to
the third dungeon along the way, but since you don't have the key yet, keep
moving. Go a couple more screens to find a house in front of a very large field
full of mowable grass. Go in. There are many frogs hopping around; ignore them
and talk to the neatly coiffured gent at the back of the room.
Agree to find all five of Richard's (for that is his name) Golden Leaves, then
leave his little shanty and head east. Do not take any detours, just keep going
until you come to the drawbridge. You'll see that the bridge is down, but the
portcullis is shut off. Head right to look for an alternate way in and you'll
happen upon a monkey. If you have not completed the trading sequence up to the
bananas yet, you will have to do that before you will be able to get into the
castle. (See either the section titled "The Trading Cycle" or the Mabe Village
chapter of this walkthrough for more information.)
If you got the bananas from Sale, you're good to go right here. Talk to the
monkey, who will chitter excitedly about the bananas. He and his comrades will
immediately set to work on a bridge and will leave behind a stick. Take the
stick, then head north into the Kanalet courtyard.
When you get to the telephone booth, go left and swipe the plant to reveal a
staircase. Go through the side-scrolling level with ease and come out on the
other side, going east until you come upon a series of holes. A Darknut will
pop out of the holes and throw bombs at you; your job is to kill him, sort of
like a whack-a-mole deal. He takes four hits to kill, and his bombs are a bit
easier to avoid if you have the Roc's Feather out. When he's deceased, you'll
get the first of the five Golden Leaves. Continue south.
Don't go into the castle when you find the entrance; instead, keep going left
until you meet a Darknut and a raven sitting in a tree. Destroy the Darknut,
then coax the raven out of the tree by picking a rock up with the Power
Bracelet and chunking it at the tree. Lure the raven over to you, then hit it
twice to reveal the second Golden Leaf. Now go into the castle.
In the second room of the castle, kill the two arrow-firing Darknuts and the
Gel that splits in two to reveal the third Golden Leaf. Afterward, head north.
In the room to the east, there is a button. When you stand on it, the earth
will shake. You can't see it right now, but you just opened the portcullis to
the front of the castle, meaning you can now come and go as you please.
Continue on up the stairs to the second floor of the castle. You will see two
imprints of Darknuts on the wall in the lower area. Bomb the one on the left
(see why you bought bombs before you left Mabe now?) and kill the Darknut to
reveal the fourth Golden Leaf. One left!
Follow the path that leads out of the castle. You'll be on the roof now. Go in
the other door to find a room with a shutter door. Lift up a pot and toss it at
the door to open it. When you go in, you'll face an armored knight wielding a
morningstar. When he extends it toward you, move away and then close in for the
swing. Repeat this swinging at him in his vulnerable attacking state until he's
dead. He holds the final Golden Leaf. Grab it up to have all five in your
inventory. With all five of Richard's Golden Leaves on your person, return to
his shack. First though, we'll take a quick detour.
When you come to the large body of water near Richard's little lean-to, cross
over to the left side of the trees and go down a screen. With the Roc's
Feather, jump across. When you get to the screen before the entrance to the Key
Cavern, go up the staircase. Defeat the winged Octoroks and equip the shovel.
Dig in the small square surrounded by four patches of tall grass. You'll reveal
another Secret Seashell, bringing your total up to four. Now, hop off the cliff
to the left and proceed south to Richard's house.
When you talk to Richard, he will thank you and allow you to move the wooden
crate next to him, thereby revealing a staircase. Descend into the cave below
and take the leftmost path that leads up first. Push the rock into the hole and
then jump over it, taking the Secret Seashell in the chest. Backtrack and go
the other way, where the staircase will take you to another room, which will
take you to the large field that was previously inaccessible.
The grass is not quite totally safe here; some of the grass that you cut down
will have holes under it that will take away half a heart if you fall in them.
Begin, from the cave exit, by cutting the grass below you, then foraging a path
all the way to the right. On the second screen, cut the one in front of you,
then go down. Cut down, right, down, and all the way right on the third screen
and jump over the hole to get over to the far right. From here, you can cut
down grass all the way to the top of the second screen, at which point you must
make a left. Go down, left, and up as the holes in the field dictate. You will
come to a plant in front of an owl statue, which indicates in rather obtuse
terms that you should dig where the plant is. Cut it away and dig to reveal the
Slime Key, which will fit into the keyhole north of Richard's house. Retrace
your steps through the field and go back through the cave. Exit through
Richard's front door and go north.
When you unlock the Key Cavern, turn back around and go south; take the same
route that you took to get to the Secret Seashell, except this time go left
from the staircase. You'll be right there at the entrance to the cavern; go in
and prepare to face another boss and get another item.
-------------------------
Chapter 9: The Key Cavern
-------------------------
Throw a pot at the door above you to open it and go through it. Kill the
Stalfos and the bomb enemies (who bounce randomly all over the place when you
strike them with your sword, so watch out) to reveal a chest with a small key
in it. Go up through the door on the right half of the room and slash the four
Gels into oblivion. The treasure chest is a decoy; it also contains a Gel, so
don't bother with it. Instead, go up until you find a staircase. Eliminate as
many Gels as you have to and go through it.
Four Gels will immediately surround you; cut through to the left and get rid of
the miniature one before killing the other four. You now have four choices of
doors to go through. Take the southern door first. There is a Stalfos, several
Gels, and a creature who disappears, reappears, and fires projectiles at you.
Get rid of your other foes first, then equip the Bracelet, pick up a pot, and
throw it at the teleporting thing with the goofy face from a distance. One pot
will cause it to die, so grab the key before it moves through the conveyor belt
to the pit. Return to the previous room and take the door to the left, but not
before equipping the Roc's Feather.
Go in and kill the Gel. The beak-faced dudes will disappear, but just jump over
their projectiles when they reappear. Hop across to the other side and kill
that Gel while they disappear, then bound over the shurikens they shoot yet
again. Now, anticipate where they will reappear; go back to the side nearest
the door and make them disappear, then immediately cut back to the side past
the pit and slash one to bits. The other will appear in opposite corners on
each side; study the pattern and anticipate his moves to get him out of the
way, then grab the small key before it rolls into the pit. Grab it, return to
the four-door room, and go north.
Kill the two skeleton enemies to reveal the small key, then hit the crystal
ball for good measure. Only hit it once though; you've just affected the blocks
on the first floor, which you'll need to do to get some important items down
there. Don't worry about the stone tablet in this level, but do return to the
room south of this one and unlock the last door - the one to the right.
Go along the conveyor belt, ignoring Teleporting Beakhead as best as you can,
and get to the staircase. Hop off the ledge you end up on and kill the five
Gels scattered about the room to end up with a small key. From there, head
north until you reach a screen with three bomb enemies. These three won't go
off immediately, but they'll get a big goofy grin on their faces and start
following you. Hit them away repeatedly, as if it were a game of hot potato,
until they reach their respective countdowns and explode. When all are blown
up, go in the newly opened door to the left.
The compass will be found in this room, but that's not the only secret it
holds. Bomb the wall to the left for even more. (To tell when a wall without a
crack in it can be bombed, just tap the wall with your sword. If the resulting
noise sounds more like a "clang" than a "clink," you can take it out with a
bomb.) The next hidden room will have three bounce-off-the-wall bombs in it who
will give you a small key once defeated. Backtrack to the room just north of
where you fought the five Gels for the small key and go left from there. You
will be in a room with a large Gel surrounded by five miniature ones. Defeat
them to open both shutter doors, but choose the northern of the two to face a
mini-boss.
If you ever fought a Dodongo in Link's original NES quest, you'll know what do
with these wormy fellows. Lay bombs in the path of their mouth; they will
swallow the bombs, causing them to explode inside their bellies. It takes three
bombs per worm to destroy them, so make sure you have at least six bombs in
your arsenal before taking on these critters. Each one will provide you with a
fairy upon its explosion, and when both are defeated, a warp to the beginning
of the dungeon will appear and the shutter doors will open. Go right from this
room and push the blocks out of the way to receive the Pegasus Boots, which
when worn will allow you to dash when the button they are equipped to is held
down. Use them to crush the crystals below you, then push the block out of the
way and go down and up again. Go right.
The tiles appear to be forming a downward-pointed arrow - a less-than-subtle
hint that you should bomb the section of wall that it points to. Clear the path
and get rid of the two Stalfos in the cloaks, then equip both the Pegasus Boots
and the Roc's Feather in order to clear the pit to the right. Hold down one
button to dash, then jump with the other when you reach the edge of the pit.
Voila! You're over there! Go up along the narrow hall to get the Nightmare Key,
then return to the room with the four mini-Gels flanking the mother Gel. This
time, go left.
Kill the disappearing chaps and the Gel to reveal yet another small key (this
_is_ the Key Cavern, after all) and go through the revolving door ahead of you.
When you kill the Stalfos knight and the two Gels, a treasure chest that is out
of your reach will appear. Continue north and replenish your bomb supply, then
go up the stairs and take the southern path to get the map that killing those
baddies uncovered a couple of screens back. Continue south and head back to the
staircase that brought you here. You'll be back in the area with the four
rooms; go back to the very first area.
You'll now notice that the blocks have been reversed in your favor. Grab the 50
rupees in the chest next to you and go two screens south and one screen east.
Since the blocks are now lowered, you can now get to the chest with 200 rupees
in it. Return to the first room of the dungeon and go east. Equip the Pegasus
Boots and stand right in the doorway until the machine stops sucking stuff
inward. At that point, charge at it with your sword pointed ahead of you and
destroy it. If successful, you'll get a small key. Warp back to the mini-boss's
lair and go south.
You now have enough keys to make the circular path around to the final
staircase of the dungeon. Go down the staircase and equip the Pegasus Boots.
Once you have them on, charge into the Thwomp-like creature ahead of you to
make him fall to the ground. Use the Pegasus Boots/Roc's Feather trick to leap
to the ladder on the next screen. When you go down the ladder, you'll have to
have out the sword and the Pegasus Boots to get through the crystals. If you
charge the teleporting shuriken-shooting enemies, it will catch them by
surprise and they won't have time to teleport away, thus giving you a distinct
edge. Jump to grab the winged heart and move left.
If you kill all the Keeses in the room just before the Nightmare, you'll get a
small key, but it matters not - it's essentially an extra. Go ahead and plod
bravely across the conveyor belt into the boss's lair.
*********************
BOSS: GIANT SLIME EYE
*********************
At first, you won't even be able to see the giant slime because he's above you.
To reveal him, charge into the wall using the Pegasus Boots. The giant slime
boss cannot be hurt by the sword alone - it will take a more forceful blow to
damage him. Knowing this, put on the Pegasus Boots you just received in this
dungeon and equip the sword to the other button. Charge into the slime
repeatedly until it splits in two. If you don't do it fast enough, he'll morph
back into a whole eye, so persevere until he is two halves of his normal whole.
At this time, put away the Pegasus Boots in favor of the Roc's Feather and cut
whichever eye is closest to you. When you hit an eye, it will soar up into the
air. Wait for its shadow to blanket you, then walk away and jump so that the
force of the eyeball's impact does not immobilize you. Each eye takes four
hits, so when you defeat the final one, take the heart container it leaves
behind and retrieve the Sea Lily's Bell from the chamber ahead.
And again, the cryptic message:
"...WATERFALL... it is hidden in the waterfall..."
With your new dashing (pardon the pun) boots, head back to Mabe Village.
----------------------------------------------------
Chapter 10: In Which Link Seeks Out the Angler's Key
----------------------------------------------------
When you cross over to the right from the Key Cavern, Hoot will stop you and
will clearly indicate that he has not been paying attention to your quest so
far:
"Hoot! How many Instruments have you gotten so far? When you play the
Instruments in front of the Egg, the Wind Fish will wake and you will leave
this island. Now, you must hasten to the Yarna Desert! The dark, monstrous
inhabitants of the sand will show you the way! Hoot Hoot!"
Despite his pleadings that you head to the Yarna Desert first, there are a
couple of things to do back in old Mabe Village, so go back there for a minute.
Remember the quadruplets' house? Well, go one screen east of there to find an
abandoned stone building surrounded by rocks. Now that you have the Power
Bracelet _and_ the Pegasus Boots, you know have a use for this area. Heave the
rocks over your head and remove them from your path, then go inside the area
and hop in the bed. You will now enter a sort of dreamy palace area.
Equip the Pegasus Boots and your sword once you enter the dream world and
charge the amorphous jelly blobs that move along with you. Move in a circle
around the room until you come to the staircase just in front of the crystal
(the one that requires the Pegasus Boots to crash through). Go up the two
flights of stairs to find a chest that gives you 100 rupees, then return to the
ground floor and crush the crystal in your path. Go up the next two flights of
stairs and open the treasure chest to reveal the Ocarina, the most important
item in the game (in that it will eventually be your one-way ticket off of this
two-bit Popsicle stand). When you have the Ocarina, leave the dream world and
visit Marin in the town plaza directly above her house.
Equip the Ocarina and talk to Marin. She will compliment you on your lovely
oval-shaped flute and ask you to play with her as she sings a beautiful tune of
her own. Your accompaniment is not a choice; rather, you already seem to have
the skill to play one of these things! Say yes when she asks if it is touching
and if it sticks in your mind, and you will already have learned a song on it!
Remember the Ballad of the Wind Fish - you will need it much later in the game
as a catalyst to kick off the game's final sequences. Now, head back east out
of the village.
There is a quick way to get to the Yarna Desert by warping, but there are a few
important detours to make, so this walkthrough is going to take you there on
foot. From the warp pit in the prairie (the one with the steps and the spinning
circles), go east. Two screens over from it, you should see a cave entrance
blocked by rocks. Bomb it and go inside. Dash through the crystals with the
Pegasus Boots and get the treasure chest with 50 rupees in it, then go up a
screen while positioning Link directly above the treasure chest. Feel with the
sword along the far right wall. When you hear a clanging sound, bomb the wall
and enter the new corridor to find a Piece of Heart. Leave the cave and
continue east. You will find Tarin at a tree with a beehive in it. Talk to him.
Tarin will compliment you on your stick (should we be hearing this? But
seriously, folks...) and will ask to borrow it. Allow him to in order to see a
comical sequence in which a hive full of bees engages in hot pursuit of their
mustachioed aggressor. When he runs off to the west to recuperate from his
hundreds of stings, take the honeycomb that falls off the tree. Continue
southeast.
Bomb the large pig-faced rock and go up the stairs and to the right, then
continue on north as if you were on your way to Kanalet Castle. Go to the
screen where the monkeys built the bridge for you and go south, west, and north
until you reach a pumpkin-shaped building. This is the Seashell Mansion, the
place that will gauge how many Secret Seashells you currently have. You should
have five at this point if you have been following this walkthrough to the
letter, so go in and have your shells checked. As a reward for having exactly
five, you will receive a sixth Secret Seashell. Leave and cut the grass to the
right to find your seventh one, then hop off the ledge using the side below
you. From there, go two screens west, one south, and one east. Cut the grass to
reveal a staircase.
Go in the cave and equip the Pegasus Boots, charging right to get through the
diamonds growing out of the ground. When you find that the staircase
transported you to the other side of the water, go south until you see a sign
welcoming you to the Animal Village. At that point, go east into it.
In the southeast corner of the village is a house that is home to a grizzly
bear chef. He has just run out of honey and would gladly trade you a pineapple
in exchange for the honey he needs to complete his recipe. Accept his offer to
gain a pineapple, the next item in the trading sequence. After you give him the
honeycomb, he will make a reference to the "fat tub of goo" blocking the
entrance to Yarna Desert. He also says that Marin would be the perfect remedy
for his heavy slumber, which is a sly way of saying that you need to go back to
the Animal Village and track her down. Luckily, you don't have to make the
journey on foot. There's a faster way.
Take the path directly south of the bear's house to find one of those warp-zone
dealies. There are three of these placed strategically throughout Koholint
Island. Step up and fall inside to be transported directly to the part of Ukuku
Prairie that is just east of Mabe Village. Go west into the village. She is not
in her normal spot in the village, however - talk to the kid there for more
information. He will tell you that Marin likes to stare at the ocean sometimes.
And where can you find an ocean on this island? Well, of course, all around
you, dingbat, but where specifically?
Here's a hint: where did you get your sword?
That's right! Toronbo Shores! She's in a distant part of it, however, but
there's an easy landmark to help track her by. Find Sale's House O' Bananas and
proceed east from there. Pass by the monkey in the tree with a penchant for
throwing coconuts at you and keep going east. Lift the rocks and get the 50
rupees out of the chest, then go south. There you will find Marin standing and
staring at the surf. Agree to stay and talk for a while. Listen to her spiel,
then say you were paying attention even if you weren't, otherwise you'll have
to sit through the whole thing over again. After learning that she must sing to
the walrus blocking the entrance to the Yarna Desert, she will follow you. With
Marin in tow, return to the warp pit east of Mabe Village and go in it until
you are back at the Animal Village.
On second thought, before you head for the warp, go south once you lift the
rocks blocking the way to Ukuku Prairie. You will find a telephone booth and a
tree sitting next to each other. Charge the tree with the Pegasus Boots to get
a Secret Seashell. NOW go to the warp pit until you get to the Animal Village.
At Animal Village, go west from the bear's house and then south. Cut down the
grass and go east to the walrus. Marin recognizes him and asks you if you want
to give him a little surprise. Say yes to hear Marin sing the Ballad of the
Wind Fish for him. He will collapse into the water roundabout the middle of the
song, at which time a rabbit from the village will come and ask for her company
and her voice. Marin will leave you now, allowing you to journey into the
desert alone.
From the screen with the two long-faced skulls, go north twice and fight off
the Leevers before going north again. You'll fight a mini-boss worm that comes
in and out of the sand. Equip the Roc's Feather to be able to jump around, and
be careful to stay away from the middle of the room - if you get in that area,
you will fall to a cave below and have to start all over. Score eight hits on
the worm's head to destroy it and reveal the Angler's Key. If it falls into the
pit below, don't worry about it - just fall into the hole to collect it.
Regardless of whether you fall down the pit or not, that's where you need to go
next.
Once down there, feel along the northern wall of the cavern to reveal a weak
spot. Bomb that weak spot and go in the newly discovered room to find a Piece
of Heart. Return to the previous screen and head east, going up the stairs and
back into the desert. Fight off the Leevers from inside the doorway, then take
the southern path on the right. Kill the Pokey (from SMB2 and Super Mario
World) by taking him out section by section starting with the bottom and ending
with the head. Keep going south until you find two rocks guarded by two plants.
Lift the bottom of the two rocks to find a Secret Seashell.
When you attempt to leave the desert, you will be stopped by Hoot, who is again
at the ready to point out the painfully obvious:
"Hoot! The shape of the key shows a fish, swimming up a cascade of water! Go
now to the mountain waterfall! A leap from the top and you will reach your
goal!"
Now you must get to the Angler's Tunnel and unlock it in order to enter it. The
fastest way there is to take the warp zone in the Animal Village back to Ukuku
Prairie. But, as usual, we're going to make a few pit stops first. From the
spot you land in, go north and lift the rock at the top of the stairs,
continuing until you reach the witch's hut. Jump over the holes there and go
west, then make a detour south at the stairs below you. Cut the grass
surrounded by the curly weeds and dig there to reveal the Secret Seashell
buried underground (it should be your tenth). Go right and lift the rocks to
access the staircase trapped within.
Go right and bomb the rock with several cracks in it to make it explode. Then,
equip the Pegasus Boots and Roc's Feather and leap across the wide pit to your
right. Simply jump to the ledge above you after that to get the Piece of Heart.
Only one away from another container (or at least, you should be!). Push the
boulders out of the way to reach the staircase, which will take you to the
graveyard near the Tabahl Wastelands.
Don't mess with any of the ghosts in the graveyard - just go up and left to
return to the witch's hut. Go north to reach the Tabahl Wastelands. They have
no particular use in the game, but for now it shall serve as the quickest way
to get to the Angler's Tunnel. When you reach Crazy Tracy's house, go left and
then up. This should be familiar territory; it's where you went to find BowWow
when he was missing. Locate the cave where you found him with the owl statue
out front and go up.
Kill the albino Moblins and lift the rocks blocking the east-to-west path. Pass
the first staircase by - it leads to the Wind Fish's Egg, which you are by no
means ready to approach yet. Go right and go east at the second staircase
there, lifting the rock that blocks your path. Continue along the northern path
until you find a keyhole. Have Link walk into it; the water will fade away to
reveal a palace entrance that looks like a fish's face. This is the door
leading into the Angler's Tunnel - good work! Now go back to that second
staircase you passed by a while ago (the one to the right of the one leading to
the Wind Fish's Egg). You'll be in the Tal Tal Mountains.
Lift the rocks you see to gain access to a cave of quite extended length, as it
turns out. Advance a screen over after killing the turtle and Keeses, then push
the rocks around and destroy crystals until you can reach the staircase. You'll
pass through a horizontal hallway with some Keeses and Gels, then end up on a
screen across from a presently inaccessible Piece of Heart. Ignore it and go
right and outside to locate a chest with 50 rupees inside. Re-enter the cave
and dash through the diamonds using the Pegasus Boots. Leave the cave on the
other side to return to the mountains.
Shortly you will see Papahl waving for help from the top of another mountain.
Go in the cave door near him and wade through the water to the next staircase.
The treasure chest you start next to is a mimic, containing only a Gel. Head
south without opening it and through the parade of Keeses to end up on the same
plane as Papahl. He is lost and, more importantly, starving. Give him the
pineapple that the bear chef in Animal Village gave you. He will chow down on
it and give you the hibiscus flower he has in return. Backtrack through the
cave the way you came and continue east.
You will soon see a place where you can hop off the cliff's edge. If you jump
off the mountain right there, you'll be directly in front of the entrance to
the Angler's Tunnel. Enter.
-------------------------------
Chapter 11: The Angler's Tunnel
-------------------------------
Go up one screen and use your shield to flip the running Leevers. Kill them and
the Gel and go up the stairs and east as far as you can. You will eventually
come upon the treasure chest containing the Stone Slab. Get it and backtrack a
screen. Go north and through the small tiny corridor until you find the map. Go
back to the room north of the starting room in the dungeon (you'll have to kill
the Leevers and Gel again) and head east when the door opens.
In the next room, you'll have to fight another Gel and two more Leevers, and
the treasure chest will reward you with the compass. Already you have the three
dungeon essentials - nice work! When the shutter doors open, go through the
bottom one. Slash the water-walking spiders with your sword and cut through the
crystals to get the small key in the blockaded chest. Be careful also not to
step in the deep water (indicated by a darker shade of grey) - at least not
yet. You'll be able to with the help of an item you receive later in this
dungeon. But for now, return to the room north of you and unlock the eastern
door, but don't go through it. Go one screen south of where you got the map and
use the Pegasus Boots/Roc's Feather dash-jump to clear the plus-sign-shaped
abyss.
Bomb the cracked block in the next room and push the solid one into the water
to clear the path to the chest with the small key in it. Continue north, going
that direction for two more screens. You'll end up in a dead-end chamber with
another explodable block. Blow it up and get the small key and the winged heart
refill to the left if you need it. Now, return to where you unlocked the door
with the small key and go east. There is another locked door in here to open.
Go to the vertical end of the plus-sign hole and use the same dash-jump
maneuver to get past it. Unlock the locked block and push a block up. You won't
be able to get to the staircase for right now, but that's okay. Slice the
twirling butterfly and the Gel that pops up out of the ground and go left.
Kill the two Gels in the middle of the room. The small key will fall down a
hole, but never fear! It's safe, but you can't get to it just yet. Instead, go
south. There will be a lot of deep water along this route, but it's okay. When
you get as far south as you can, go left. Go up through the trio of Peahats and
the room with the fake treasure chest to a room with five tiles arranged
somewhat like an X. If you read the Stone Slab on the way, you may have learned
that "the glint of the tile will be your guide." That is referring to this
room, as I hope you were at least able to deduce partway. However, you can't do
this right now either, thanks to not having the item in question. Go east and
get the small key out of the chest, then return to the room where the small key
fell through the hole. Unlock that door and go in to face a mini-boss.
This water bug-looking creature is quite easy to defeat - just equip the Roc's
Feather, jump over him when he comes directly at you, and turn around quickly
and swing your sword at his backside (his vulnerable area). He only takes four
hits to kill, so when he dies, collect the fairy that spawns from his timely
death and go north. You will notice the blocks close in on this room so that
they block the doors. Using the Power Bracelet, pull the cord over to the right
as far as out as you can. The blocks will separate according to how far you
pull it out. Pull it out as far as possible and quickly get through the door to
the left before the blocks close in again. In the next room is the treasure
chest containing the flippers. Once you get them, the dungeon's possibilities
will suddenly open up. Go south twice and right two screens. Go down the
staircase to the side-scrolling area.
Now that you have the flippers, you can get the small key that fell down that
hole. Press Down when you land in the water to go under and get the key, then
go to the room with the stone tablet. Go left one screen and get the 50 rupees
in the chest, then go to the room from before where I mentioned the tiles
arranged like an X. Now that you have the flippers, you can go in the order
needed to reveal the staircase in this room. Step on the tiles in this order to
make the flight of stairs appear: middle, lower left, upper right, upper left,
lower right. When they appear, go down them.
Wait for the cycloptic Thwomp to go down before moving past it, then go under
the one on the second screen. Make it come down again, then quickly climb up
the ladder and jump on its head to allow yourself access to the ladder. (You'll
need the Roc's Feather out to pull this off.) Go south one screen once back in
the dungeon proper to reach the chest containing the Nightmare Key. Before you
head to the dungeon, however, there should be one treasure chest left that you
haven't gotten yet. Locate it and get it, for the 50 rupees inside will help
you toward the bow you're about to have to buy for the next dungeon. Now, go to
the room with the button in front of the shutter door. Stand on it to open it,
then get the winged heart refill and unlock the block in front of the
staircase.
After defeating a series of Cheep-Cheeps, you'll be right at the door to the
Nightmare's room. The door ahead of you will shut automatically, but there's no
boss in there. For that, you'll have to travel down the staircase. Dip into the
water next to the ladder and prepare the face the ugliest lantern fish you've
ever seen in your life.
******************
BOSS: LANTERN FISH
******************
The lantern fish is an easy kill just as long as you stay out of his way. The
easiest way to avoid him is by getting in his face and slicing away a few
times, then using the Roc's Feather to get a big boost when he gets ready to
charge at you. Avoid the small fish that approach you and the bricks that rain
down from above after the lantern fish bashes the other side of the screen.
Just move up and down and slash repeatedly at the fish's face, and before you
know it, he'll be dead. Swim down to collect the heart container and then go
back up to the surface to collect the Surf Harp. You've got half the
instruments in the game now! Excellent work!
"...BAY... your road goes into the bay..."
---------------------------------------------------------------
Chapter 12: In Which a Strange Apparition Starts to Follow Link
---------------------------------------------------------------
No, not yet it doesn't. But wait a few screens. It will.
For now, go left and into the cave with fish adorning the area above the door.
This is the home of Manbo the fish, and he will teach you another song for your
ocarina. Do not lie if you don't have an ocarina, because it won't work.
There's no reason you shouldn't have it by now though, so say yes and listen to
his incredibly dumb song. Contrary to advice, you should NOT play the song when
you come out of the water, and it is quite possibly the most useless song in
the entire game. In fact, don't ever play it. Ever.
With that out of the way, go east of Angler's Tunnel (not down the staircase)
to another cave. This one will be filled totally with water. Press B to dive
into the deep water; in the center of the room you will find a Piece of Heart
by diving. This should yield another heart container, bringing your count up to
nine. Leave the cave and return to dry land, then use the warp zone near
Angler's Tunnel until you get to Ukuku Prairie. Around this time, a ghost
should begin following you, and it's not going to let up either. This is a
ghost with a purpose, and it wants you to take it somewhere. Head for Toronbo
Shores.
Enough wandering around should get the ghost to tell you that he wants to be
taken to the house by the bay. Go to the screen above where you found Marin
sitting and staring at the waves washing ashore. You may or may not have gotten
the treasure chest here, but if you haven't, go ahead and get the 50 rupees
inside it and continue eastward. Two screens ahead you will find a house. The
ghost will tell you that this is the place where you need to go. Enter the
house.
A wave of nostalgia will rush over the ghost, who apparently lived here before
his untimely departure to the afterlife. He will look around for a second, then
ask you to take him back to the cemetery. The quickest way to get to the
cemetery is to just backtrack to the warp zone in Ukuku Prairie. Go to the
witch's hut north of there and west one screen. Go down the stairs and left,
then up the stairs to the single tombstone lying there. This is the ghost's
headstone, and he will return to his sad death underground after telling you to
look in a jar in his home. Hoot will then appear to give you one of his
ultra-boring messages:
"Hoot! It has been some time since our paths crossed, lad. You must dive into
the waters of Martha's Bay to enter the Catfish's Maw ... the closer you get to
the Wind Fish, the more restless he sleeps. Carry onward! Hoot!"
Return to the ghost's house as he said, but first, we're going to make a few
more stops. Go back to Tail Cave on your way to the ghost's house. At the
screen west of the entrance, charge the single tree there to reveal a Secret
Seashell. (This will be your eleventh; if you want an extra one from the
Seashell Mansion, go there when you have ten shells. When the meter gets up to
ten, it will give you a present containing the eleventh seashell. If you don't
want to take that detour, however, just go for this one). Now, go inside Tail
Cave.
Return to the room where you fought the mini-Moldorm and got 20 rupees out of a
chest. Bomb the wall to the left to get to an area with a single treasure
chest. It too contains a seashell, bringing your count up to either 12 or 13
depending on whether you went out of your way to get the one at the Seashell
Mansion or not. Now, return to the ghost's house by the bay. Look under pots in
his house (lift them with the Power Bracelet) until you find a Secret Seashell
under one. Wow! Your third in what feels like almost as many minutes! Amazing!
Here's what you must do next: buy the bow. It is excessively important that you
do this before going to the Catfish's Maw, because you'll need it to get
through that dungeon. Fortunately, you should almost have the funds needed to
get it by this point in the game (you should have at least 900 rupees if you
have followed this particular walkthrough's path very closely). Stay on Toronbo
Shores and fight Octoroks and Urchins until you have the 980 rupees required to
buy the bow, going in and out of Sale's House O' Bananas to regenerate them.
(Or you can steal it - see the Fun Secret Extras section following this
walkthrough for more details.) This may take up a good chunk of your time, but
there's no need to worry. We'll wait on you.
W A I T I N G . . . . W A I T I N G . . . W A I T I N G . . . . W A I T I N G
W A I T I N G . . . . W A I T I N G . . . W A I T I N G . . . . W A I T I N G
W A I T I N G . . . . W A I T I N G . . . W A I T I N G . . . . W A I T I N G
W A I T I N G . . . . W A I T I N G . . . W A I T I N G . . . . W A I T I N G
All right! That didn't take too long! With the bow in your possession, warp to
the Animal Village. This will put you closest to the Catfish's Maw. While in
Animal Village, take the hibiscus flower that you received from Papahl in the
Tal Tal Mountains to Christie. She lives in the house on the left in the
northeastern corner of town. Listen to her request and agree to take the letter
to Weird Mr. Write at the edge of the Mysterious Woods. For now, though, hang
onto the letter. You have a different mission to embark upon.
Leave Animal Village through the passage to the west and head northwest to the
bay. You will find a staircase going down into the water. Thanks to the fact
that you have flippers, you can now successfully swim in the large bay! Make
your way to the middle of it and you'll find a large catfish enclosed in rock.
His mouth is the way to the fifth dungeon. Go around to the left side of the
stone encasement and press B to dive in the alcove on that side. Swim through
the two-screen water area and go up to surface at the mouth of the catfish.
Once inside near the mouth, go inside.
-----------------------------
Chapter 13: The Catfish's Maw
-----------------------------
Head two screen west and kill the Keeses and armor-faced enemy to open the
shutter door to the left. (You must hit the armor face's backside to score a
valid salvo.) Go in the door once it opens and get the Compass located in the
chest. Go down the staircase to the left and use the Roc's Feather to jump to
the scale-tipping ledges. Use their own weight against them in order to move to
the next screen, and be sure to stand on each one long enough to balance it so
you can get to the ladder at the end.
In the room you end up in, kill the jumping Stalfos knights and then crush the
crystals around the blocks so that you can push them in towards each other.
When you do this, a small key will fall from the ceiling. Return to the room
that had the small key-type locked door.
Unlock the door and go north one screen and west one. You'll have to kill the
armor-faced dudes amid some dangerous corner traps, but defeat them and you'll
open the shutters above you and to your left. Go left and defeat the two armor
faces to reveal the treasure chest containing this dungeon's map. Return to the
previous screen and go back east two screens, then north. Kill the three
Stalfos knights to open the northern shutter, then go through and prepare to
fight the first of this dungeon's FIVE mini-bosses. I hereby grant thee
permission to do a spit take.
Well, actually, it's not five mini-bosses per se - it's just that one of them
appears four times throughout this dungeon, and the one you're fighting is that
one, Master Skull. His pattern is rather simple; just equip your bombs and
sword and wait until he jumps at you. When you score a direct hit, his skeletal
structure will crumble. This is only one-half of a hit though; to really
agitate him, you have to stick a bomb next to him while he is so immobilized.
Perform this sword-bomb combo three times, and Master Skull will soar away to
fight another day. Also, remember the fact that there is a single block in the
corner of this room. There is a sequence to the rooms in which you fight Master
Skull - the next room will have two blocks in two corners. Let's go seek that
one out by first heading east.
Master Skull has taken what was in the treasure chest in the room to the right,
as indicated by the sinister note he leaves in his tracks. That rapscallion!
You could have had an easy special item to add to your inventory, but he's
going to make it a hassle! I hate it when mini-bosses do that! Go up to the
next screen and push the block in the middle up. Go left and then return,
pushing the block right this time. Stand on the button to open the door. Go up
and come back down, push the block down, and go right to face Master Skull for
the second time. Repeat the procedure for beating him that you used in the
first room, except this time you can take him down in two hits. Is Master Skull
showing signs of weakening? Possibly...
Go back to the room that led you here and head north and one screen west. Kill
the two Gels that you can and then pick up the pot in the middle with the Power
Bracelet. Push the block beside it to the left to get the last Gel to come out
of hiding. Slash him and go in the door above you, where you will again meet
Master Skull. Two sword/bomb hits again will take him down; when the doors
open, go left for a probably much-need heart refill and the Stone Slab. Now, to
find Master Skull in his fourth hideaway, you'll have to do some heavy
backtracking. Go back to the room where you got your first small key in this
dungeon (you had to push the two blocks together, remember?). The door to the
left is already open and will lead to the final encounter with Master Skull.
This time he takes three hits with the sword/bomb combination to kill - can't a
diabolical undead genius make up his mind?!? When you finally destroy the beast
once and for all, he'll relinquish the Hookshot, which will latch onto certain
objects and pull you over to them. A handy item, indeed! You'll need it for
many areas through the rest of this dungeon.
For a start, return to the room with four Keeses and an armor-faced fellow
(whose face you can whack off with the Hookshot - now you don't have to worry
about hitting their backsides!) and take the upper of the two east paths. Use
the Hookshot to latch onto the treasure chest across the large pit. It contains
200 rupees, and if you weren't able to buy the bow before you came here, then
this little reward sure as heck ought to help towards that (unless you stole
it, THIEF). Return by shooting the Hookshot at the block across from where you
are now and go north past the button that opened the door to the second Master
Skull room. Jump to the small tile in the corner of that room and pull yourself
over to the treasure chest to find 50 more rupees. Go right from that chest.
The chest in the next room contains a small key; when you have it, go back to
the left one screen and up. Now here's what makes this Hookshot such a cool
weapon. Shoot it over at that hook that looks like the end of a coat hanger. It
will actually show itself to be an expandable bridge that you can now walk
across! God bless the Catfish's Maw for making Link into a lazier person. This
will also yield 50 more rupees. Link is rollin' in the money now! Go left to
the next room with your awesome new weapon, then south one room. You'll notice
a patch of deep water. Dive in the middle of it.
Cross over to the ladder on the left side of the room. When you come out, get
out the Hookshot and attach it to the coat hanger on the other end of the room
to pull out the bridge. This will let you get to the treasure chest, which has
the Nightmare Key in it. Now from the room where you first fought Master Skull,
go down two screens, left one, and up one. Pull the expandable bridge out and
lift the pot to find a fairy. Grab it and replenish what life you've lost
before going north to the room with the block door. Unlock it and go in the
room with the two Gomas.
You might recognize the Gomas from the original Legend of Zelda. If you do,
you'll know that this is why you need the bow right here. Concentrate on the
lower one first, and shoot it in its single eye with an arrow when it opens up.
If he stops and vibrates, he's going to close in on you. Move away at those
points and wait for it to stop and sit still. That's your sign that he's going
to open up. Shoot the eye and move before his projectile can hit you. The lower
one requires three hits to destroy; when he dies, he'll leave behind a single
heart. Concentrate now on the upper Goma, who also takes three hits to
eradicate for good. When they are dead, the ubiquitous dungeon warp will
appear. Leave through the southern door and go down a screen and left a screen.
Jumping across with the Roc's Feather will only prove to harm Link. You now
have the Hookshot, don't you? Use it to pull yourself over to the other side
(use the black block as a secure latching spot) and speed right past them,
making sure to also slash the two Gels that appear to flank you on both sides.
Go left one room and pull yourself over to the treasure chest by shooting the
Hookshot at it. It contains a small key. Now, go to the room with the treasure
chest that contained the note from Master Skull. Go down the staircase to the
right.
Use the Roc's Feather for faster transit over the water, but slice a
Cheep-Cheep should it happen to hop out of the water. Go right through the
hordes of enemies and push the block over. You'll be forced to go down the
stairs; just go right back up the ladder and unlock the small key block. Use
the Hookshot to cross the enormous pit, then head west and unlock the
Nightmare's chamber door.
*****************
BOSS: HIDDEN WORM
*****************
This boss's swinging tail is the toughest part of him to avoid, and you can
choose to either follow it and swings around or stand tucked away in a corner
so that it can't hit you. My advice goes to the latter, in the hopes that the
worm will pop out of the wall on your side. If he does, immediately hit him
with the Hookshot. This will cause him to stretch out of his hiding place.
There is a segment next to his head with a heart on it; that is his weakest
area, and the place where you need to hit him with your sword. At some point
after hitting him in the heart segment, he will pop out of his hole and start
squirming after you. Hit him once to make him retreat. This, however, appears
to be a random attack tactic that he uses; keep hitting him in the heart
segment, that's the most important thing. When he dies, collect your heart
container and Instrument (which this time is the Wind Marimba) as per the
usual.
"...SHRINE... An island secret in the shrine..."
Leave the Catfish's Maw and head to the stairs by where the mermaid waits.
There are a few stops to make before we head to the island shrine the message
speaks of.
-----------------------------------------------------------------
Chapter 14: A Few Pit Stops Before Heading Off to the Face Palace
-----------------------------------------------------------------
Climb out of the water and go up the stairs next to the mermaid. Go northwest
until you find a cave. When you enter, it should expand out to the right and
there should be a skull to your upper right. Go left and go to the leftmost
part of the wall. It should be a weak spot (i.e. ripe for bombing). Demolish it
and use the Roc's Feather to jump across to the staircase. Go all the way
around the rocks until you reach the exit and are on top of a mountain. Walk
north one screen and dig around until you find a Secret Seashell (hopefully
your 14th). This is the only thing of interest here, so leave the cave entirely
and head for the Ukuku Prairie warp. Take it to the Angler's Tunnel warp. There
are a few things to do around here.
First and foremost, you need to make the long trek westward to Mr. Write's
house. He's at the very western edge of Koholint Island, just north of the
Mysterious Woods. Go in and talk to him, thus effectively giving him the
letter. You even get to see the picture inside. (This Christie girl is some
kind of liar! She just knows that interspecies dating won't work and she wants
to toy with this fragile loser's emotions as long as she can before she breaks
his heart. I mean, a human, a goat .... it just won't fly .... but I digress.)
Take his broom off his hands and go further north still to a cave you haven't
been in yet. Use the Roc's Feather to get to a chest with 20 rupees and the
Power Bracelet to get to a chest with 50 rupees. When you have the 70 rupees
total, go through the Mysterious Woods real quick.
There is one cave you have not visited here yet, and that is because until now
you have not had the Hookshot in your arsenal. That's right, it's the one with
three rocks in front of the entrance. Lift up at least one of those rocks and
go inside, Hookshooting yourself to the chest with 50 rupees. Now, leave the
cave and swing by Mabe Village real fast. Been a long time since you've been
there, hasn't it? Go east of it and south. Use the Pegasus Boots and the Roc's
Feather to dash-jump past the pit.
Just past the pit is a sign. When you read it, it says GO THIS WAY and points
down. This is the beginning of the sign maze; successfully complete it and
you'll get to learn the third song on your ocarina. (Make sure you have 300
rupees before coming here, because that's how much the guy charges you to sit
in on his jam session - no reason you shouldn't have it though.)
You'll notice there is a sign directly across from where that first one was.
This parallelism is the key to the sign maze. The next sign in the sequence
will always be across from the one before it. Here's the sequence in words if
you need it, or I shall also be so kind as to point out to you Devin Morgan's
Signpost Maze GIF, which is located on the same page as the link to this
walkthrough, if you need a visual aid (I hope he's cool with this plug!).
1) GO THIS WAY > (next screen)
2) GO THIS WAY V (next screen)
(kill decoy plant enemy in front of sign)
3) < GO THIS WAY (next screen)
(cut plant, use Hookshot to get to rock, discard rock)
4) ^ GO THIS WAY (next screen)
5) > GO THIS WAY (next screen)
6) V GO THIS WAY (next screen)
7) > GO THIS WAY (same screen)
8) ^ GO THIS WAY (next screen)
9) < GO THIS WAY (next screen)
10) V GO THIS WAY (same screen)
11) > GO THIS WAY (next screen)
12) V GO THIS WAY (next screen)
(discard rock in front of sign)
13) < GO THIS WAY (next screen)
14) GREAT! YOU DID IT! YOUR REWARD IS > THIS WAY!
Upon reading the last sign in the sequence, a stairwell will open up across
from the last sign (would you really have it any other way?). Go down it and
talk to Mamu, the guy in the center of the room who looks extremely similar to
Wart from SMB2 - probably the same sprite, for all I know.
WARNING: THE EPILEPTIC-SEIZURE PRONE MAY WANT TO AVERT THEIR EYES AT THIS POINT
BECAUSE OF ALL THE WICKED AWESOME STROBE LIGHTY-NESS. THE REST OF US WILL NOW
SIT AND ENJOY MAMU AND FRIENDS' JAM SESSION.
You should come out with your final song, the Frog's Song of Soul, which as far
as I know has just one use in this game (which we'll get to in the chapter
following the Face Palace). All signs in the sign maze, you shall notice, now
read GONE ON TOUR - MAMU. While he's doubtlessly off opening for (I can only
assume) awesome groups like The Grateful Dead and The Dave Matthews Band, you
have a mission to embark upon. Find the Ukuku Prairie warp and head to the
Animal Village for a moment. There are two things to do here.
Outside Christie's house (you know, Ms. Pen Pal Liar?) you'll find Old Man
Ulrira's wife sweeping despite the incredible handicap of not having a broom.
Talk to her and give her the one you're carrying, and in return she'll give you
a fishhook. Go outside Animal Village to the south and walk all the way around
to the blocked-off cave entrance that you saw when you gave the broom to Old
Woman Ulrira. Blow it up and enter.
Push the boulder ahead of you up into the hole and hit the indestructible
turtle (whom you first encountered way way back in Tail Cave) into the hole.
Proceed left and up. You'll be at a hole with a cracked rock across from you.
Here's where you'll get to employ a REALLY cool trick. Equip your arrows to one
button and your bombs to another. Press both buttons at the same time and
BLAMMO! Both will fly across the screen and destroy the rock on impact!
Hookshot over to the rock and grab the Piece of Heart there. Now, hop off the
cliff where the heart piece was and go right. Fight your way through myriad
Gels and Keeses until you get to the south-facing dead end. Blow through it
with a bomb and leave the way you came. Now, head to the bay west of Animal
Village with the fishhook.
Find the bridge at the southeastern end of the bay and dive under on the right
side. You should end up under the bridge, where you'll find the guy from the
fishing pond looking for fish in the bay. Talk to him and give him the fishhook
you got from Old Lady Mrs. Ulrira. He'll promise to give you his next catch if
you give it to him, which will turn out to be a necklace. As it turns out, the
necklace needs to be transported elsewhere in the bay, to the mermaid at the
other end. Give her the necklace (which she apparently hasn't been looking hard
_enough_ for if it was lost in the same bay she was in) and you'll get to dip
under the water and take one of her scales. Link, being the scrupulous hero he
is, will only take one, and man alive! did he choose a big honkin' one to take
or what!
Now, go two screens south of the entrance to Animal Village (you will pass a
telephone booth along the way). While we're getting so much of the trading
cycle knocked out in one fell swoop, why don't we finish it out? After going a
screen south of the telephone booth, go west. When you get to the bridge where
you dove to get the necklace, go south again and Hookshot yourself to the rock
across the water. You will find a statue of a mermaid designed by one of the
residents of the Animal Village. Press A when touching it to insert the mermaid
scale and it will shake the earth while moving? (Why _do_ statues do that? No
moving statue can ever make a smooth transition even when moving mere inches
over.)
There are enemies inside the cave, but you will not be able to see them because
they're microscopically tiny. Go left and up to avoid getting hit by any of
them, then grab the magnifying glass in the center of the room. This is the
last item in the trading sequence - and thank goodness too, that thing was
taking forever! Return to the previous room, where you will now see a boatload
of enemies that were invisible to the naked eye prior to now. Just worry about
the Gels and leave the cave. With the trading cycle complete, you are go to
head back to the warp zone in the Animal Village. Take it until you reach the
area near Angler's Tunnel. Head east.
Go until you find the little things that look like fat rolls with a black spot
in the middle (you have to go east three screens or so. Hookshot over to the
one across the water and look around the island that you're on. You will come
to a raft shop. Go in and pay the 100 rupees for the raft ride - you should
have it on you anyhow. When you go outside, the raft will be pushed into the
water so you can ride in. A couple of things you should know first:
1) There will be A LOT of winged refills for your equipment on this ride.
Before getting on, equip your Roc's Feather so you can jump to get them.
2) There is a lot of stuff to get on this ride, and I want you to be able to
get it all the good stuff in one ride because I think you're kinda cool.
So, try to go along the exact route I describe here for maximum item
grabbage. Only go again if you don't get everything important the first
time around.
3) Pregnant women, people with a problematic cardiac history, and children
under 48 inches should not ride this ride.
O