The Legend of Zelda: Link's Awakening DX
----------------------------------------

Copyright 2005-2007 Brian McPhee

Author: Brian McPhee
Most Recent Update: March 3, 2007
Originally Created: February 13, 2005
Version 1.0

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---------------------------Table of Contents---------------------------
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Section 1*

Introduction*
Navigation*
Storyline*

Section 2*

Tail Cave*
Bottle Grotto*
Key Cavern*
Angler's Tunnel
Catfish's Maw*
Face Shrine*
Eagle's Tower*
Turtle Rock*
Wind Fish Egg*

Section 3*

Secret Dungeon*
Photographs*
Pieces of Heart*
Secret Seashells*
The Trade Sequence*
Secrets and Tricks*
Enemy Index*
The Zelda Timeline*
FAQ*

Section 4*

Credits and Legal Information*
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=======================================================================
=============================Introduction*=============================
=======================================================================

Note: Why hello there.  This guide might seem somewhat familiar.  
That's because it is entirely based on my guide for Link's Awakening, 
the black-and-white version of this game.  The only new sections are 
"Secret Dungeon" and "Photographs" found in Section 3 of this guide.  
Other than that, Link's Awakening DX differs from the original only in 
color and a few text changes.

Welcome one and all!  For all of you were blind and just miraculously 
regained your vision, this is a guide for The Legend of Zelda: Link's 
Awakening DX.  Now, to stick with my formulaic introductions, I shall 
review the game.  I did not plan to write a guide for this game from 
the beginning.  But, as I started to write more and more Zelda 
walkthroughs, I decided to write one for them all.  For me, this game 
is the worst in the series.  Honestly, I don't see how it couldn't be.

Link's Awakening was Zelda's first shot at portable games, and its 
success probably led to the release of future portable Zelda games.  
Well, I didn't dislike Link's Awakening at first, but playing other 
Zelda games showed me the light.  First, let me establish that I'm not 
a shallow player; I do not take the graphics into account when I judge 
a game (although the game's is color is great and the graphics slightly 
resemble A Link to the Past, downgraded a bit).  However, this game has 
plenty of problems outside of its view.  I love Zelda games.  I think 
that it's the best series of videogames for any system ever.  This 
feels less like a Zelda game than Adventure of Link did.  As much as 
like the Mario series, too, this is like a mix of Mario and Zelda (you 
will definitely know what I mean when you play the game), and although 
most people like the mix, I'm more of a Zelda purist.

First, they named absolutely everything.  No joke.  I swear; they 
practically gave a name to every tree and enemy in the game.  This is 
more annoying when you're writing a guide than when you're playing it, 
though.  Second, this game is not set in the familiar land of Hyrule, 
but on Koholint Island, whose inhabitants name everything.  It was the 
first Zelda game to do this, but not the last, and this game 
incorporates as few elements from other Zelda games as it can get away 
with.  Aside from items, enemies, and Link himself, you'll find no 
characters from Hyrule.  This means that new characters, all of whom 
are corny or weird, had to be introduced.

Then we have one of the worst aspects of the game - the ending.  The 
game isn't too easy to beat, although it's not the hardest I've ever 
played, and the ending is seriously disappointing.  It is un-heroic, 
not very satisfying, and it makes you feel like you just wasted a lot 
of time.

But let's not overlook the good in this game.  First, despite its 
cheesiness, this game is not without its charm.  This game is also one 
of the longer Zelda games.  A lot of people criticize games like 
Majora's Mask for having only a few dungeons.  Well, this game leaves 
little to be desired in that respect.  There are eight dungeons and 
quite a bit to do beforehand.  Collecting keys to enter dungeons can be 
a bit bothersome, but it only adds to things.  This game has sort of 
stupid bosses, but you'll see some familiar faces when you fight the 
final, Zelda-worthy boss.  This game also features quite a few old 
items (many from A Link to the Past).  In fact, this game inherits many 
qualities from A Link to the Past, my favorite Zelda game.

And I admit, before I played Ocarina of Time (this was the second game 
I played in the series), this was a great game to me.  Also, it is very 
popular.  It was on the top-ten best-selling portable game for over 90 
months (seven and a half years, putting it right up there with Super 
Mario Land 2).  Although I say that it's the worst game in the series, 
that doesn't say much; this game is better than the vast majority of 
other games that you could be playing.  Link's Awakening also has its 
fair share of secrets, and you might be impelled to replay it.  Also, 
you can steal stuff from merchants, the greatest redeeming feature of 
the game!  Sorry for my ramblings.  Let's get on to the guide, shall 
we?

By the by, if you see my walkthrough on any site other than 
GameFaqs.com or GameSpot (it is an affiliate of GameFaqs), please e-
mail me.  With your help, we can put an end to plagiarism of this 
guide, which is illegal.

=======================================================================
==============================Navigation*==============================
=======================================================================

You may be wondering what the deal was with all the asterisks (*).  
Well, they are pretty festive.  Other than that, you can use them to 
easily go to different parts of the guide.  Press CTRL and F (Apple if 
you own a Mac) to make a search box pop up.  Type in the name of the 
section, asterisk and all, and press Find/Search to go to the first 
time it was used (the Table of Contents).  Search again to skip right 
down to where that section begins.  It's very useful in navigating this 
document.  Anyways, the asterisks differentiate the title names from 
times I might say the words in text (navigation, navigation).

=======================================================================
==============================Storyline*===============================
=======================================================================

I don't really like the storyline of the game.  Below I summarize it 
(based on the manual).

Ganon has been dead for a while, and the people of Hyrule are wondering 
what fate awaits them.  In a quest for enlightenment, the hero of 
Hyrule Link sails to foreign lands.  While sailing back to Hyrule, a 
storm overcomes his ship and it is destroyed.  Shipwrecked, Link washes 
up on a mysterious island called Koholint Island.  Awakened to the 
voice of a girl who resembles Princess Zelda of Hyrule, Marin takes 
Link to her father's home.  Link, anxious to leave the island, equips 
himself with a shield given to him by Tarin, Marin's father, and sets 
out to find a way off the island and back to his homeland.

That's all well and good.  Below is a list of important characters in 
the game.

                         +------------------+
                         |    Characters    |
                         +------------------+

Link: The hero of the story, Link has washed up on Koholint Island 
after an accident to find all his gear scattered along the beach.  
While collecting it, he encounters a strange owl that tells him to 
awaken the Wind Fish.  How he will do it and what will happen remains a 
mystery.

Marin: Marin is the name of the local that found Link on the island.  
An excellent singer, Marin is Link's best friend throughout his stay on 
Koholint Island.  Perhaps she has more to do with the ancient riddle 
than Link might guess...

Owl: a mysterious and wise owl, it is leading Link to awaken the Wind 
Fish.  What its awakening portends it will not reveal, but it will, 
apparently, allow Link to go back to Hyrule.  I find it kind of funny 
that Link goes through this entire quest just so he can get off this 
island.  Ha!

Wind Fish: A mythical creature that slumbers eternally within an egg 
resting on top of the central mountain of Koholint Island, little is 
known of the Wind Fish.  How it will help Link leave this island is a 
mystery, but it must be done.

Of course, there are many, many more colorful characters to meet on 
Koholint Island.  There is also one cameo that I find incredibly 
clever.  Just wait; I'll point it out when the time comes.
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=======================================================================
==============================Tail Cave*===============================
=======================================================================

             +------------------------------------------+
             |    The Wooden Shield and Wooden Sword    |
             +------------------------------------------+

Link wakes up to see Marin, the girl that rescued him after his 
shipwreck.  Although he mistakes her for Zelda, the princess of his 
homeland of Hyrule, Marin takes a liking to you and welcomes you to 
Koholint Island.  Move to jump out of bed and then go talk to the man 
with the large nose.  This is Tarin, and he is Marin's father.

They knew your name because it was written on the back of your shield, 
which he then gives to you.  Go south to exit the house into the 
outside world.  The large chicken is called a Cucco.  Go west a screen 
to see a fox and what would seem to be a Chain Chomp from the Mario 
series.  Go west again and then head south twice.  To the east is Tail 
Cave, whatever that is, and to the south is Toronbo Shores.  Marin 
recommended that we go to the beach, so let's go that way.

At first, it might seem that we cannot.  However, an interesting part 
of Zelda games is Link's ability to jump down ridges.  Stand at the 
opening in the ridge and hop down.  Go south again, this time jumping 
south a screen, and you'll encounter your first enemy - an Octorok.  
These are real old-timers in the Zelda world.

As of right now, you cannot defeat it.  However, you can block the 
rocks that it shoots by lifting your shield, which has been 
automatically set to B.  Take the stairs down (the steps to the right) 
and hop the ledge to go south.  This time there are two Octoroks to 
threaten you.  They are pretty passive though; just take the ladder 
leading south.  In the sand of the beach are enemies called Leevers.  
They are particularly tricky because you can never predict where 
they'll come from.  Again, you cannot beat them due to your lack of any 
offensive item at all.

So, go right and then north.  Here, we have no choice but to go right.  
Here, you'll see a Kirby enemy, the name of which I'm unsure at the 
present time.  To move it, simply put your shield up and push it aside.  
When you can, go south.  Here in the surf is your sword!  Touch it to 
take it back.  Before you can, though, a mysterious owl swoops down.  
After figuring out that you own the sword, it makes sense to him that 
the monsters are acting violently.  They want to prevent you from 
waking the Wind Fish, for legend speaks of a courageous man who will 
come from the seas to awaken it.  After setting up a rendezvous point 
in the Mysterious Forest, it flies off.

Now you can pick up your sword.  Although the game never tells you, I 
assume that this is Link's classic starter sword, the Wooden Sword.  It 
is automatically set to A, although you can switch it with the shield.  
Now the heroic music starts to play.  That's more your speed.

                      +-------------------------+
                      |    The Owl's Message    |
                      +-------------------------+

Look to the left to see another one of those enemies we pushed earlier.  
With a single slash of the sword, you can make meat out of it.  Hold 
the sword out and it will become charged.  Release now to perform the 
Whirling Blade Technique, which I will call the Spin Attack.  Go left 
and defeat the enemies here.  Leevers take several hits, as do 
Octoroks.  However, they may drop behind a rupee.  In Hyrule, Termina, 
Holodrum, Labrynna, and on Koholint Island (all the lands Link has 
visited), the rupee is the official unit of currency.  In Link's 
Awakening, you can hold a maximum of 999 rupees at any given time.  Go 
left again and then take the ladder up.

Now go north to see that first Octorok.  Cut it down and go right.  Go 
north from here and go to the northern limit of this screen.  Follow 
this path left and then go back north into town.  Go north again and 
then go right.  Feel free to explore the village.  One screen has many 
bushes and some grass in it.  Slash the bushes and you'll find a Secret 
Seashell.  What they are good for, no one knows.  There is a town north 
of that screen.  Although you are able to steal, it is not worth it 
right now (when you steal, the shopkeeper will kill you the next time 
you enter his store).  For now, we're saving up for that 200-rupee 
Shovel.  When you're ready to leave town (called Mabe Village), go to 
the northwestern-most screen.

Here, slash the bushes near the top and jump over the ledge into a pit.  
Inside is a Piece of Heart.  Introduced in this game's predecessor, A 
Link to the Past, you get a new Heart Container (your life meter) every 
time you get four of these valuable items.  Take the stairs up to exit 
and then go north into Mysterious Forest.  Slash the bush and go north 
a screen to see the Owl.  Actually, Owl calls it Mysterious Wood.  
Either way, he tells you that the Wind Fish is watching your quest to 
wake the dreamer.  He advises that you visit Tail Cave, south of the 
village.  Enter it with the key you find here.

                    +-----------------------------+
                    |    The Mysterious Forest    |
                    +-----------------------------+

Go north and you'll see two new enemies, although they're not new to 
the series.  Moblins are common enemies that populate the forest.  They 
attack by throwing spears, but you can beat them in two slashes.  From 
that screen go east and then north, skipping over enemies unless you 
need the practice.  Go right from here to see a cave.  Enter it and 
you'll see cracked floors for the first time.  If you stand on such 
terrain for about a second, it will crumble and create a pit.  To avoid 
this, just run around until you reach non-cracked floor on the other 
side.  Here, slash the crystals to destroy them.  Push the block into 
the pit by walking into it and then go around and slash the other 
crystals on the other side of the remaining rock.

In the meantime, you'll be fighting bat enemies called Keese.  If you 
open the chest, you'll get 50 rupees.  That's a good step toward our 
goal of 200.  Now go north in this cave.  The enemies on the floor here 
are called Zols.  When you slash a Zol of this nature, it will die 
instantly.  That in mind, go left.  In here, we won't be able to get 
the Piece of Heart for the time being.  However, you can go south out 
the cave.  Push the lowest block you can access left and the one that 
was diagonal of it left.  Now go south.  Pick up the mushroom out here.

This is a toadstool called a Sleepy Mushroom, the primary ingredient of 
Magic Powder, but more on that later.  Reenter the cave and push the 
second block you pushed last time right and the first one you push 
right.  Above that, push a block up and go right.  Now it should be 
easy to exit the cave.  Outside, go north and you'll see a Moblin 
swordsman.  They are tougher than your average monster, but they aren't 
hard in the least.

Go north to see some advanced Zols.  Slash them and they split into 
Gels.  However, this is not the right path either.  Go south twice from 
here and then go left, then north.  This is where a devious raccoon 
lives.  If you try to go north, it will make you lost and return to the 
starting point.  Obviously, we must find a way to defeat that raccoon.

                      +------------------------+
                      |    The Magic Powder    |
                      +------------------------+

Make sure that you got the Sleepy Mushroom as I instructed earlier.  Go 
to where you first saw the Zols that divide into Gels (go south, right, 
and north twice).  Defeat the Moblin here.  Usually, this particular 
Moblin drops something called a Piece of Power or a Guardian Acorn.  
Getting these temporarily doubles the strength of your sword, or, in 
the case of the latter, doubles your defense.  Go right and slash the 
Moblins with the powered-up sword and they'll go flying.  They may drop 
items called Recovery Hearts, which I will just call hearts.  These 
items refill your Life Meter, also called the Heart Meter.  When it 
reaches zero, you get a Game Over.

Anyways, go right and south.  The enemy here is a Buzz Blob.  Try to 
slash it and you'll be electrocuted.  Also, a Zola is in the water.  
These water monsters are violent female Zora, a race that is made 
peaceful in Ocarina of Time (in A Link to the Past, they stood to make 
a quick buck off you by selling you the Flippers).  South of that 
screen and to the right is Witch's Hut, the home of a witch (duh!).  
The screen is already dark because she hasn't lit her room.

With no background light, it can be hard to see in here.  Talk to the 
witch in here and she'll establish that she needs a toadstool.  Give it 
to her (set to A or B and then use it) and she'll go nuts.  After a 
brief burst of energy, the Magic Powder is made!  There's a limit to 
how much you can hold at a time, so use it wisely.  For instance, you 
can use it to light the torch in here, lighting the room.  Now it's 
time to go pay that raccoon a visit.

                        +--------------------+
                        |    The Tail Key    |
                        +--------------------+

Exit the witch's hut and head on over to where that raccoon was (left, 
north twice, west twice, south twice, west, north).  Sprinkle Magic 
Powder on him and he'll ricochet around the screen.  In a poof, he 
becomes Tarin!  Apparently, he bit into a mushroom and so it began.  
Now that he's out of the picture, go north.  Open the chest for the 
Tail Key.  With it, you can access Tail Cave.  What lies in that cave 
we shall find out in due time.  The Owl flies down and tells us to 
retrieve an instrument inside.  The Wind Fish is waiting.

                        +--------------------+
                        |    To Tail Cave    |
                        +--------------------+

Return to Mabe Village.  From where you enter, go south three times in 
the direction of Toronbo Shores.  Instead of going there, though, go 
right three times.  Go down from here and take the other path left.  
Here, you can push the Octorok into the pit (ha-ha!) using your Wooden 
Shield or Sword.  Go south from here and then right.  This is Tail 
Cave, which looks much more manmade than natural.  Step up to the lock 
and the place will rumble before unlocking.  Walk forward and enter it.

                          +-----------------+
                          |    Tail Cave    |
                          +-----------------+

Of course, this is a Zelda game.  Tail Cave is Level 1, a dungeon.  
Yes, this game is the first one to officially use dungeons instead of 
palaces of labyrinths, although A Link to the Past started the trend.  
There are four basic items in a dungeon.  They are the Dungeon Map, 
which shows the layout, the Compass, which pinpoints the location of 
the boss (called Nightmares in this game) and chests, the Nightmare's 
Key, which opens large locked door that lead to the boss, and there are 
Small Keys, which open regular locked doors.

For now, go west.  Here, you'll see two new monsters called Hardhat 
Beetles.  They can be beaten by knocking them down pits, which you 
should do with your blade.  When both are down for the count, a Small 
Key falls down.  Take it and go left again.  Open the chest for the 
Compass.  This is the first Zelda game in which the Compass shows where 
treasure chests are in the dungeon (which is so useful, trust me).  
Also, if you enter a room a tone will alert you if there's a Small Key 
hidden in it.

Defeat the Zols to open the door that slammed shut to the right and 
then go through it.  Go right again to the starting room.  Now go 
north.  In here, defeat the enemies to make things easier and then step 
on the switch (the circle on the floor).  This makes a chest appear, in 
which is a Small Key.  Go right, defeat the Stalfos, and a chest 
appears containing the Dungeon Map.

Now go left twice.  Be wary of the cracked floors and defeat the Keese 
using the Spin Attack.  Go north and you'll see a new enemy called a 
Mini-Moldorm.  Slash it twice to beat it.  Also, there's a chest in 
here containing 20 rupees.  You might have reached 100 right about now.  
Now, go north.

Unlock the door to the north.  Along the way, you'll encounter a common 
trap called a Razor Trap.  If you step forward, it will swing out to 
slice you.  Wait for it to stop and retract and then set forward.  Go 
right and then go around the blocks to go left.  The enemies here are 
called Sparks, and they cannot be defeated as of now.  In here, the 
door slams shut as soon as you take a step toward it.  To unlock it, 
avoid the Spark and push the leftmost block right.  Through the door 
you'll find two Spiked Beetles.

Use your shield to defend against their charges and they'll be flipped 
over.  Attack their undersides and they'll die.  Beating both makes a 
stairwell appear.  Take it down and you'll find a 2-D screen.  You 
thought that they learned their lesson from Adventure of Link, but no!  
The enemies on the bottom are called Goombas from the Super Mario Bros. 
games.  You can jump on them by falling from above, or you can slash 
them.  When you're ready, go left using the ladder.  Now take the 
ladder up back to the overhead view.

Go north and you'll see an aerial heart.  Go north again to see a 
chest.  Open it for Roc's Feather!  This soon-to-be-classic Zelda item 
lets you jump.  It is very useful, especially in this game.  Jumping is 
a great way to avoid enemies, too.  Go back south and jump to the 
recovery heart.  Go south again and take the stairs back to a previous 
room.  Here, jump over the hole below and go south.  This time, go 
right.

Wait for the Spark to pass and open the chest for a Small Key.  Defeat 
the Mini-Moldorm and go right via the upper path.  Go north and jump 
over the pit to the left with Roc's Feather.  Unlock the locked block 
here and go up the ladder to go left.  Open the chest for the 
Nightmare's Key.  With it, you can unlock the door to the Nightmare, 
which I call bosses.  Go right, jump over the pit, go south, go left, 
go down and go right.  The enemy here is called a Stalfos.  Defeat it 
with a sword slash or two and then go right through the locked door.

Here, go north to see some card-based enemies.  It is kind of tough, 
but you must hit them to freeze them.  If all three of their marks are 
the same - spade, club, heart, or diamond - then a chest appears.  The 
easiest way to do this is to wait for them to gather in one place and 
use a Spin Attack them.  If you open the chest that forms, you get the 
Stone Beak.  It is also called the Stone Fragment in the original.  
With it, you can read the inscription on the north wall.  Go south and 
then jump over the pit and go right.

                       ------------------------
                       Mini-Boss: Rolling Bones
                       ------------------------

Every dungeon in this game has a sub boss.  In this particular dungeon, 
the sub boss is very easy.  Jump over the spiked cylinder it tosses 
around the room and slash it multiple times.  Keep doing it and it will 
die.  Not only will it leave behind a Fairy, but a transport is made as 
a shortcut to this room.  Go north into a new room.

                       ------------------------

Stand in the doorway to avoid the razor traps.  Now go forward and take 
the stairs down.  To the left are several corpses, each hanged to 
death.  Is that supposed to intimidate us?  Apparently so.  Go back up 
and open the door ahead.

                        +---------------------+
                        |    Boss: Moldorm    |
                        +---------------------+

It can talk!  Seriously though, this is an old Zelda boss that has been 
used many times, this being the second game it appears in.  Moldorm is 
a larger version of the Mini-Moldorms that you saw in the dungeon.  The 
boss's difficulty lies completely in its ability to knock you around.  
If it knocks you into a hole, you end up back at the hanging corpses we 
saw before and you must reenter the room to find a healed Moldorm to 
fight.  The easiest way to beat it is to slash furiously while standing 
against the north wall.  After exploding segment by segment, we find a 
Heart Container.  It adds one heart to your Life Meter.  Go north and 
you'll see an instrument.  Is this what the Owl was referring to?  Pick 
it up.  You got the Full Moon Cello!  It plays a mysterious and 
enchanting melody that warps you to the beginning of the dungeon.  It 
also tells you something...  in the swamp.

=======================================================================
============================Bottle Grotto*=============================
=======================================================================

                  +--------------------------------+
                  |    The Meaning of the Cello    |
                  +--------------------------------+

Go left and the Owl appears.  The Full Moon Cello is an Instrument of 
the Sirens.  Along with the seven others, those instruments have the 
power to awaken the Wind Fish.  Our next goal lies north in Goponga 
Swamp.  Return to Mabe Village.  As you enter, two villagers run toward 
you.  A band of Moblins came to the village and abducted BowWow.  Who 
that is, you'll find out.  Go north and go right to see that the Chain 
Chomp is gone!  You'd think that it could kick Moblin butt.  Anyways, 
we're headed for the Moblins' lair.  Head over to the entrance of 
Mysterious Wood and take the following directions: north twice, right 
three times, and then jump over the holes to the Piece of Heart.  Now 
jump to go north.  Go right and go through the cave to enter the lair 
of the Moblins.

                      +------------------------+
                      |    The Great Moblin    |
                      +------------------------+

A swordsman is the first to notice you.  From where you're standing, 
walk forward a bit and slash to beat him in two swipes.  Now go north 
to see a group of Moblin spearmen.  The Spin Attack, twice as strong as 
normal sword slashes, can take them off quickly.  Go right to see the 
Great Moblin.  He's the one who instigated the whole kidnap.  BowWow 
belonged to Madame MeowMeow (that's...  no, too easy to make fun of).

"It is you who came get me but it is I who will get you" - Great 
Moblin.  He's much stronger than his minions, but he's still a 
pushover.  Stand against the wall opposite him with your shield raised 
to block his spears.  When he charges you bull-style, move out of the 
way and he'll hit his head, stunning him.  Slash quickly to finish him 
off after eight hits.  When he explodes, go right to BowWow.  This pet 
will be extremely useful to us.  Yes, the Great Moblin has come in 
handy.  Without him, we'd never have been able to steal him!

                        +---------------------+
                        |    Goponga Swamp    |
                        +---------------------+

With BowWow, we can now destroy some road blocks in Goponga Swamp where 
we were told we could find the next instrument.  Exit the Moblin 
compound and go left.  Go south from here and jump over the pit to go 
west back into Mysterious Woods.  Go left three times utilizing Roc's 
Feather.  Go north and then go right.  The monster there - the 
pulsating tube of flesh as I am fond of calling it - is a Like Like.  
It will eat your shield if you're not careful.  Luckily, BowWow will 
eat the enemies instinctively.  Go right again into Goponga Swamp.  
Explore, letting BowWow eat the swamp monsters that are otherwise 
impassable, and you'll find a chest containing 50 rupees.  Also, you'll 
find the entrance to Bottle Grotto, the second dungeon.

                        +---------------------+
                        |    Bottle Grotto    |
                        +---------------------+

This dungeon has a fairly useful item within.  Every dungeon has an 
item or piece of equipment inside that I call the prize.  Also, it has 
the instrument, but that's not nearly as important.  Go forward and 
you'll enter a dark room.  You need to light the room to see.  One 
function of the Magic Powder is the more useful one.  That is, sprinkle 
it on the torches and they'll light.  Lighting both opens the door to 
the right.  Take it and you'll see two Stalfos.  Defeat them both and a 
Small Key falls down.  Use it on the door to the south.

Here, you'll see a mimicking monster similar to a Shy Guy in Mario 
games, although it is officially a Mask-Mimic in Zelda games (because 
it mimics).  It copies your moves and reverses them, and the mask makes 
it hard to beat them.  To do so, though, lure them around the room so 
that you're facing away from it and you're back-to-back.  Charge a Spin 
Attack and use it to attack its vulnerable back, thus beating it.  A 
chest containing the Compass (most-useful item ever) appears.

Now go north and then right.  The object in here is called a crystal 
switch.  Not original to this game, it is very new in the Zelda world.  
Hit it and the blocks that are raised lowered and those downed rise.  
Hit it so that the blocks to the south lower and then go down.  The 
enemy present is an advanced Stalfos called a Stalfos Knight.  Defeat 
it and slash the crystal switch in here to make the treasure chest 
accessible.  Open it for a Small Key.  Now go right.  Pull out Roc's 
Feather and get ready to use it.

First, the floating object is Magic Powder, just in case you're low.  I 
recommend getting it anyways, even if you have plenty.  Right of it is 
a switch.  Press it and a treasure chest appears to the north.  Jump to 
it and open it for a Small Key.  Now jump back and hit the crystal 
switch.  Jump back north and then jump left.  Now go north one room.  
Here, you must defeat two Mask-Mimics.  Use the same strategy as before 
(stand back-to-back with it and use a Spin Attack) to beat it and a 
Small Key falls down.

You cannot reach it now, so we'll return for it later.  For now, go 
south.  Hit the crystal switch and go west.  Go north and then east.  
Take the Small Key to have two.  Now go left, hit the switch, and go 
left again.  In here, beat the Stalfos and go west again.  Use your 
Small Key on the west door in this dark room.  Stand in the doorway to 
avoid the razor traps and go left to light the braziers with your Magic 
Powder.  Go north and jump over the gap to open the chest for a Stone 
Fragment/Stone Beak, depending on which version of the game you're 
playing.

Go south and east.  Light the torches and go right.  Go right, and go 
through the old square pattern (south, right, north).  Here, go right 
and you'll see two Spiked Beetles.  Like our bout with them in Tail 
Cave, lift the shield up to them and they'll collide with it.  When 
flipped over, slash their underbellies and they'll be defeated.  Go 
north using the locked door.  In here, beat the Keese if you so desire.  
More importantly, push the two blocks toward each other and a staircase 
appears.  Take it down to a 2D screen.

Drop onto the platform over the spikes and jump when needed to the 
left.  Do the same here and climb the ladder to a new dark room.  Use 
Roc's Feather to jump forward.  The panel in the wall will flip and 
allow you to pass through to a new room.

                           ----------------
                           Mini-Boss: Hinox
                           ----------------

This muscle-bound Cyclops looks intimidating, but he's no trouble at 
all.  He's definitely the most memorable of all the sub bosses.  
Approach it with a charged Spin Attack.  Occasionally, Hinox will toss 
a bomb at you.  Retreat for this and then close in to hit it again.  
After a few hits, it explodes.  In its place are a Fairy (they restore 
all your health, for now) and a portal that you can use a shortcut to 
and from the first room.

                           ----------------

Go right a room.  Here, defeat the hiding Keese and jump across the 
pits to go north.  The owl there really helped by the way (uniting a 
Stone Beak/Stone Fragment with an Owl Statue/Stone Slab gives you a 
hint).  The eye object in here acts as a vacuum and sucks you in, as 
well as the other residents of the room.  However, it is easy to resist 
its pull, allowing you to open the chest for the Dungeon Map.  As you 
can see, this dungeon is arranged in the shape of a pot.  When you can, 
go north.  Open the chest in here for 20 rupees.  If you've been 
following me, you probably have close to 200 rupees now, if not more.  
For now, go left into a dark room.  These two ghosts, called Ghinis, 
are known as the Boo Buddies (they name everything, what did I say?).

Use Magic Powder on the two torches in here to make them vulnerable to 
sword attacks.  Defeat them and a chest appears.  Open it for the Power 
Bracelet!  With it, you can lift objects formerly too heavy for weak 
little Link, like pots and rocks.  Go right and cross the blocks to the 
raised one.  Hit the crystal switch and fall into the pit, then go 
right and hit the switch again.  This time, go right to open the chest 
for a Small Key.

Before going east a screen, hit the crystal switch so that the majority 
of them are up.  To the right are a Hardhat Beetle and a Gel.  Defeat 
them and go right again.  In here you'll find a locked door.  Instead 
of taking it, go south.  In here are two enemies - a Pols Voice and a 
Stalfos Knight.  Pols Voices are mysterious ghosts that seem invincible 
at first.  Push the front blocks (right down, left over) to free the 
beast and then throw a pot at it.  Kill the Keese in the corner before 
the other enemy.  Now defeat the Stalfos Knight as you would normally.

Open the chest that forms (if you beat the enemies in the right order) 
for the Nightmare's Key.  Go north and then east using the Small Key 
you got earlier on the door.  In this room, defeat both Pols Voices 
with pots and slash the Zol and resulting Gels to make a staircase 
appear.  Take it down to a 2D screen.  Stand on the first platform to 
make it fall.  Right a screen, lift the pot and stand on the platform 
and it will lower.  Take the ladder up to a new room.  Here, use Roc's 
Feather to jump forward and unlock the door to the Nightmare's Lair.  
Also, there's a chest in the first room containing 50 rupees if you're 
interested.  Now for the boss.

                         +-------------------+
                         |    Boss: Genie    |
                         +-------------------+

Quite a creative boss, huh?  "He's our bad guy this time."  These 
bosses are such dorks.  Genie, who looks more like a clown with issues, 
will pop out of the bottle here to attack you (which consists of him 
throwing fireballs around the room).  To beat him, slash the bottle 
when it is bouncing toward you.  Then pick it up and throw the bottle 
against the wall.  Three hits like this breaks the bottle and frees 
Genie.  Now you can attack all you want with your sword.  It will feel 
good after listening to that loser ramble.  But, Genie still has a few 
tricks up his/her sleeve.  Keep slashing it and it will spin around you 
with a double and throw a fireball.  A few hits like this and Genie 
will be defeated.  Genie wasn't that easy.  Its attacks do a lot of 
damage.  But when you have won, go west with another Heart Container.

Here you'll find Conch Horn.  Playing the same song as the Full Moon 
Cello, it warps outside Bottle Grotto.  It tells us to search in the 
prairie...

=======================================================================
==============================Key Cavern*==============================
=======================================================================

               +---------------------------------------+
               |    The Deluxe Shovel and the Bombs    |
               +---------------------------------------+

Note: If you're playing the DX version of this game, now is the perfect 
time to start collecting photographs.  That is, go east of the Moblins' 
hideout where you rescued BowWow and talk to the storeowner.

I know that you and BowWow have grown close, but it's time to return 
him to his owner, Lady MeowMeow.  Don't ask me; I didn't name them. To 
easily return to Mabe Village, no swamp involved, go right of Bottle 
Grotto's entrance and lift the stones.  Now go south to jump over the 
ledge down to where you fought the Great Moblin.  Now go to the 
southwest and then left into Mysterious Woods.

When you enter, go left to see rocks around a cave.  Lift the rocks 
with the Power Bracelet and you'll see that we can do nothing (yet).  
We'll keep this place in mind for when we get a new item in the future.  
Also, there's a chest blocked by a rock to the south.  The chest 
contains a Secret Seashell.  Now return to Mabe Village.  Talk to Lady 
MeowMeow in the house that BowWow was chained to and she'll give you a 
kiss for rescuing her poor puppy dog.  Exit quickly (awkward moment 
alert) and go right two screens, then north.  And there are two items 
on sale that we'll want to purchase.  One item can be bought in bulk, 
ten of them, for ten rupees.

The Shovel, on the other hand, costs a whopping 200.  Buy the Deluxe 
Shovel (you should have enough after going through the dungeons) and 
the Bombs, the rightmost item.  Bombs are very useful.  Place them 
strategically when in battle to hurt enemies or use them to blow up 
fragile walls.  In fact, if you return to Tail Cave, go north, left, 
and north.  Bomb the left wall and open the chest in here for a Secret 
Seashell.  You want to collect them all, but what do they do?

                           +---------------+
                           |    The Bow    |
                           +---------------+

Replacing the Shovel, which digs hole, is the Bow.  It costs an 
outrageous 980 rupees.  Yes, the shopkeeper is running a lovely little 
monopoly.  Well, you have two options.  If you're incredibly honest and 
saintly, you can go out and kill monsters, collect treasure, etc. until 
you have enough rupees.  I laugh at you fools!  The easier way is to 
steal the Bow, which can and probably will be done.  Now, before 
stealing, I must warn you about the effects.  First, you will be called 
THIEF instead of whatever name you chose for Link from then on.

Second, the shopkeeper will kill you the next time you enter his shop 
in a manner much resembling the way the Emperor tries to kill Luke 
Skywalker in the sixth episode of Star Wars.  If you're aiming for a 
000 score on this game (not dying once), you must save up for it.  
Personally, stealing it isn't so bad.  Just don't mimic these actions 
in real life.  It's all just a game.  Remember that.  Now, if you want 
to steal it, here's what you do.  Pick up the item from the shelf and 
stand north of the shopkeeper so that he turns his head to look at you.

Now quickly run out the door.  Chances are he won't catch you and 
you'll get it for free.  After a little blurb about stealing, you go on 
with your life.  Just don't enter his shop again.  Now you can shoot 
arrows!  Plus, if you set your bombs and arrows to your two selected 
items and hit the button at the same time, you can fire an arrow with a 
bomb on it (kind of like a missile).  Cool!

                        +--------------------+
                        |    Link's Trade    |
                        +--------------------+

Before we advance, we need to prepare ourselves for the future.  In 
Mabe Village, go south twice of the normal shop to find the Trendy 
Game.  Although a major rip-off, we must play it in excess.  We are 
trying to win the doll of Yoshi in the center.  So, fork over the ten 
rupees it costs to play and step over to the switches.  Here, B moves 
the crane horizontally and A vertically.  Move the crane over until the 
shadow is exactly over the doll.  Now move the crane down with A so 
that the bottommost tips of the crane are between (in the space in the 
middle of) the two tracks moving around the board.  If done correctly, 
the Yoshi Doll will be picked up and dropped at your feet.  Yet another 
Mario cameo in a Zelda game, this time it's Yoshi, Mario and Luigi's 
trusty steed.

Regardless, we need this doll for tea parties, err, trading.  Three 
screens north and one left will lead you to the house of the Quadruplet 
Family, so called because they had quadruplets, or four babies at once.  
Talk to the mother with your Yoshi Doll and she'll want it.  Trade her 
it for the Ribbon.  And there's someone in town looking for one of 
these, too.  Go to Madam MeowMeow's house and enter by the right 
entrance.  Use the Shovel to dig in here for your fourth Secret 
Seashell.  Talk to the Chain Chomp here and it will give you Dog Food 
for the Ribbon.

Now, who would want Dog Food (sounds like a dumb question)?  Well, we 
only know a few freaks...  We'll have to find a new person for this 
one.  Go to Toronbo Shores, the place where we found the Wooden Sword.  
Follow the north coast and you'll eventually reach an alligator.  After 
eating your Dog Food, he gives you the Bananas.  And that's where we 
stop this trade.

                        +---------------------+
                        |    Ukuku Prairie    |
                        +---------------------+

Go north of where you fought Great Moblin for BowWow and you'll see two 
Moblins by some rocks.  Defeat the former and lift the latter.  Now go 
right a screen to see a ladder.  Take it up and you'll find the Owl.  
Here on Mt. Tamaranch sleeps the Wind Fish in its egg.  Right now, it's 
not important too us, but we might as well get that Owl run-in out of 
the way.  Now that we have that established, let's return to Mabe 
Village (I know, I'm so annoying).  Our next destination is actually 
quite close to the village.  East of the shop is the entrance to Ukuku 
Prairie.  Lift the rock in the way and go east once more (jump into the 
hole, too.  The effect isn't obvious at first, but it'll pay off 
later).

If you went north instead of east, you could find a cave with a chest 
with 50 rupees inside (push the blocks, obviously).  Now, east like I 
said, go east again.  Follow the path north and bomb the wall to the 
left to form a cave.  Enter if you want, but there's nothing we can do 
as of now.  Go right and you'll see a wall to the north that can be 
bombed.  Doing so reveals a Great Fairy Fountain.

Great Fairies (there's one in Mysterious Woods, too) heal all your 
wounds.  In this game, they appear as they did in the first Zelda game, 
The Legend of Zelda.  Go south of there to see a huge skull blocking 
your way.  Bomb it and it crumbles.  Follow the path to the right.  
Defeat the winged Octoroks here and go south.  Follow this path south 
around a huge garden until you reach a house, Richard's Villa to be 
precise.

                      +-------------------------+
                      |    Richard's Request    |
                      +-------------------------+

Richard, an avid amphibian-collector, is the prince of ancient Koholint 
Island, back when a king ruled it (that is, he has no power today, but 
he does still own a castle).  His servants went berserk and he fled to 
this dump.  He knows that you want the key to Ukuku Prairie.  He left 
behind a Golden Leaf in his castle.  Actually, there are five.  Agree 
to help him and he'll help you.  If you own a Shovel, which you should, 
you're ready to roll.  Go back up to where I first told you to go south 
until you reach Richard's Villa.

Instead of going south, go north.  Follow the path to the gates of 
Kanalet Castle, the oldest standing structure on all of Koholint 
Island.  It's locked right now, so let's go right twice to see a 
monkey.  Kiki here can be traded for the Bananas that we got from the 
alligator named Sale earlier.  For doing this, a gang of monkeys pop 
out of nowhere and build a bridge leading north.  Go forward to find 
the Stick, a left over part from the construction of the bridge.

It will be our next trade item, but for now let's go north.  Follow the 
path until you see a telephone booth.  Go left from it to see a bush.  
Slash it to reveal a staircase and take it down.  Go left using Roc's 
Cape.  When you emerge on the other side, go left and around the castle 
grounds to enter Kanalet Castle.

             +-------------------------------------------+
             |    The Golden Leaves of Kanalet Castle    |
             +-------------------------------------------+

As you already saw, some enemies called Kanalet Soldiers are roaming 
the castle with ready swords.  Inside, go left.  Here, you'll see two 
Gels and two Kanalet Soldiers.  Also, there's an enemy present called a 
Bubble.  It bounces around the room and will hurt you if it makes 
contact.  Defeat all the other enemies and a Gold Leaf falls down (I 
don't know what to call them!), even though everyone refers to them as 
Golden Leaves.

Pick it up and go north.  Defeat the spearman and the swordsman and 
then go right a screen.  Press the switch and the gate to the castle 
opens, allowing easy access.  Now take the ladder north and follow it 
left to a staircase.  At the top, go down into the pit.  See the two 
outlines of soldiers?  Bomb the wall there and they'll pop out.  Kill 
them both and the second drops a Gold Leaf.  That makes two.  Now take 
the ladder back up and go right.  Go south and then left to find an 
exit to the roof.

Take it and then go through the large door to the right to reenter it.  
Lift the pots for bombs and hearts, but save one at the end.  Toss it 
at the door to force it open and then go north.  It's a Ball & Chain 
Soldier, the most elite of the knights of Kanalet Castle.  To make it 
cake, shoot it twice with the Bow.  It drops the third Gold Leaf.  Now 
exit the castle to be back on the grounds outside.

Two more of those leaves are hidden out here.  First, go right of here 
to see six holes in the ground.  Kind of like Whack-A-Mole, a Kanalet 
Soldier will pop out randomly and throw a bomb at you.  Slash it if you 
can manage to and it will eventually kick the bucket, giving you the 
fourth Gold Leaf of course!  Go to the left (the castle is symmetric in 
layout, and it is the exact opposite of where you are) to see a bird 
sitting on a tree.  This enemy, called a Crow, sits there and does 
nothing.  To rouse it, throw a rock at it and it'll come flying at you.  
Slash it twice and it dies, leaving the fifth and final Gold Leaf 
behind.  Huzzah!

Let's return to Richard now.  After a bit of French, Richard moves to 
let you push a box beside him.  Do so and take the stairs you find 
down.  Take the northwest path and push the block.  Jump over the gap 
and open the chest for the fifth Secret Seashell.  With it, go to the 
northeast to a new level of the cave.  Go left and take the ladder 
down.  Now exit the cave.  Your goal is to south, then east, then north 
and left to that owl statue.  This is made difficult as most of the 
bushes have holes under them.  When you reach the owl, hear what it has 
to say.  Dig in front of it for the Slime Key.  Perfect.

                    +----------------------------+
                    |    Unlocking Key Cavern    |
                    +----------------------------+

Return to Richard's Villa and exit it.  Go left of it and follow the 
path to a keyhole.  Use the Slime Key there to open the dungeon.  To 
enter it, go back to Richard's Villa and go right of it until you see 
water to the left.  Step on the leftmost path and follow it down until 
you see an island to the left.  Jump to it with Roc's Feather and jump 
across these islands to land.  Climb the ladder up to an elevated 
platform, on which is some grass.  Dig in the center of it for the 
sixth Secret Seashell.  Now take the ladder back down to go west and 
into the third dungeon.

                         +------------------+
                         |    Key Cavern    |
                         +------------------+

Step forward and the door slams shut.  How rude!  Throw a pot at it 
with the Power Bracelet and proceed north.  Two enemies in here similar 
to Bob-ombs from the Mario series are called Bombites.  Slash them with 
your sword and they will ricochet around the room before exploding.  
Defeat the Stalfos Knight, too, and the Gel to make a chest appear.  
Open it for a Small Key.  Go north through the right door.  Defeat the 
four Zols that pop up and open the chest.  It is a dud, as you'll see 
when a Zol comes out to attack you.  Defeat it and go north.

Here, you'll encounter two Stalfos.  Defeat them and go north.  Take 
the stairs down to a lower floor, a B1 of sorts.  There are four locked 
doors, one in each cardinal direction.  Go through the southern door 
using your only Small Key.  In here, you'll see an enemy that warps 
around the room and shoots spells at you.  I don't know the name, but 
boy does it look stupid.  Defeat the enemies in here, including the 
Zols hiding in the floor, and a Small Key falls down.

Take it and go north.  This time, go right.  Take the stairs in here up 
a floor and walk around the room to lure all the Zols out.  Defeat them 
and a Small Key drops down.  Take it and go north.  Go left and you'll 
see a Zol surrounded by four Gels.  Defeat them all to open the doors.  
Go north.

                       -------------------------
                       Mini-Boss: Dodongo Snakes
                       -------------------------

They've made the Dodongos into snakes.  You need at least six bombs to 
beat them, so come prepared.  If you're short, go south and then east.  
Here, lift the corner pot to find bombs.  Go south, take the stairs 
down and then back up, go north, and the pot will have a new bomb under 
it.  Repeat this until you have enough bombs (more is recommended) to 
fight these beasts.  Originally, Dodongos were dinosaur-like creatures 
that ate bombs and were vulnerable to them.  In this game, the snakes 
are the same way.  Place a bomb directly in front of their gaping 
mouths and they'll swallow a bomb.  After three explosions rock their 
tummy, they explode.  Each releases a separate Fairy and beating both 
makes a portal appear.  They really need to up the difficulty on these 
mini-bosses.

                       -------------------------

Go south and then left.  Why did we beat the Dodongo Snakes?  To open 
the portal of course!  In here you'll find two enemies.  Defeat it, as 
well as the Zols, to make a Small Key fall down to you.  Now go north 
through the flipping panel.  Defeat the Zols in here to make a chest 
appear to the right.  We'll get it later.  Now go north.  Use the 
Bombite to kill the Stalfos Knight and then lift the pots to jump for a 
bomb.  Take the stairs leading south to find a chest containing 50 
rupees.

Go back north and follow the path right.  You cannot access them, but 
it is a preview of the next rooms.  Go back left and follow the path 
south to a block.  Push it down and then go right a screen.  Go north 
and then east.  Defeat the Stalfos Knights and go north.  In here is a 
new type of Bombite.  Slash them and they start following you.  After 
three seconds or so, they explode.  When all are defeated, go left.  
Open the chest here for the Compass!  Defeat the other enemies and bomb 
the wall to the left.  Go through and take out the Bombites.  Beating 
them all makes a Small Key fall down.

Go right twice and head south.  Go left, south, and left.  Unlock the 
three blocks to the north.  Now we can go on no further.  Go down and 
go left to a door.  Take it and you'll be back in the Dodongo Snakes 
room.  We could've gotten this much earlier, but I didn't feel like it 
(what can I say?).  Go right and push the lower block in the pair left 
and the one above it forward.  Open the chest for the Pegasus Boots, 
this dungeon's prize!

With the Pegasus Boots, you can dash quickly.  Ramming into certain 
objects destroys them.  Try it on the crystals to the south.  Push the 
block to the right aside and go south, north, and then right.  Once 
there, beat the Stalfos Knights and bomb the south wall that the arrow 
points to.  Here, defeat the Stalfos Knight and equip Roc's Feather and 
the Pegasus Boots.  When dashing, jump to go even further than normal.  
Use this move to go right over the pit.  Go north and repeat it to open 
the chest.  It contains the Nightmare's Key.

Now that we've plundered all the treasures in the area and have wasted 
all our Small Keys (technically, we didn't waste them, but we're out), 
let's restock earlier in the dungeon.  Use the mini-boss portal to 
return to the start of the dungeon.  Starting by going right.  The eye 
here is repelling you with wind.  When it stops, dash to the right past 
it.  You can slash it to kill it.  Open the chest for a Small Key.  
That's all we need, but we'll be opening some other chests while we're 
in the dungeon.  Go back left and throw a pot at the door to go north.

Go to the northwest and charge the crystals ahead of you.  Go north and 
follow this path, killing the Gel as you go.  At the end, turn right 
and go down.  Defeat the Stalfos in the room that the Gel was in to 
make a chest appear.  Open it for 200 rupees (nice!).  Now that we have 
it, go north and take the stairs down.  This time, lets use our Small 
Key to go left.  Defeat the enemies here for another Small Key.  Now go 
north.  Defeat the Stalfos Knight and the Stalfos for a Small Key.  Now 
hit the crystal switch and go south.

Take the stairs up.  To the left you'll find the Stone Fragment/Stone 
Beak, depending on what version you're playing.  Now go south twice to 
a room with Zols.  Slash them and go right.  Follow the path right and 
open the chest for the Dungeon Map.  Now that we have opened all the 
chests, go left and south to the starting room.  Warp using the portal 
and go south.  To the right is a path leading north.  Follow it, 
unlocking all blocks you may or may not have before, to a set of 
stairs.

In here is a Thwomp, another Mario enemy, against a 2D background.  Get 
onto the same level s it by using the ladder and dash into the Thwomp 
using the Pegasus Boots.  Now go right.  Here, use the Roc's 
Feather/Pegasus Boots combination to cross the spike bed to a ladder.  
When the Piranha Plant is down, go right over the pipe and take the 
ladder down.  In here, dash across the room to defeat the enemies.  
Also, jump for the recovery heart if you need it.  Go left to a room 
filled with Keese and conveyor belts.  Defeat the former to make a 
Small Key fall down to us, not that it's very useful to us now.  Go 
north into the Nightmare's Lair.

                      +------------------------+
                      |    Boss: Slime Eyes    |
                      +------------------------+

After taunting you like a two-year old, the boss starts dropping Zols 
down on you.  To lure it out, dash into the north wall with the Pegasus 
Boots.  A huge eye falls down from the ceiling.  Quickly run in front 
of it and slash the pupil.  Slowly, it starts to divide into two eye, 
hence the "eyes."  When they are as divided as they'll ever be, charge 
through the center with the Pegasus Boots.  This divides the monster 
into two separate entities.  Slash both, but focus on one at first.  
They will repeatedly jump and fall down, stunning you momentarily.  
Defeating one will make the task of beating the boss twice as easy.  
Keep slashing, not necessarily the pupils, and they die in an explosion 
(what else?).  Pick up the Heart Container they leave behind and go 
north.  Take the third instrument, the Sea Lily's Bell!  Its chimes 
play the same song as before, warping you back to the starting point.  
The instrument seems to whisper waterfall...

=======================================================================
===========================Angler's Tunnel*============================
=======================================================================

                      +-------------------------+
                      |    To Animal Village    |
                      +-------------------------+

Go right and hop to the island.  And then comes the Owl.  Mostly, he 
echoes what we heard earlier and tells us to go to Yarna Desert.  Go 
right across the islands and then go north.  Go north and then right.  
Now go north twice and then east.  Now go south twice.  Go down in that 
maze the Moblins are in and lift the rock for the seventh Secret 
Seashell.  Go back north and then right.  Here, slash the bush to make 
a staircase appear.  Take it down and go right.  Make sure stay in the 
shallows.  Here, dash through the crystals to take the stairs up.  Go 
south twice and go right using the lower path to enter the Animal 
Village.

Go south and then right.  Go down into the water.  Here, you'll see a 
portal similar to the one near the beginning of Ukuku Prairie.  You can 
now warp to the village quickly without having to go through all that 
effort.  Reenter Animal Village and go left in it.  Go south twice and 
then head east.  A large walrus is blocking the way to Yarna Desert.  
Take the portal back to Ukuku Prairie and go left into Mabe Village.  
You'll find Marin north of her house (you started the game there).

                         +-------------------+
                         |    The Ocarina    |
                         +-------------------+

Talk to her and she'll sing a song - the Ballad of the Wind Fish.  It 
sure would be nice if we could play it on some instrument...  Go right 
and then north.  See the house?  Lift the rocks in front of it and 
enter.  Sleep here and you will have a vivid dream.  It is what this 
house is famous for.  The monsters inside are almost invincible.  
However, they are very weak in essence.  Dash through them with the 
Pegasus Boots to beat them.  Follow the path to a set of stairs.  Take 
both up here to find a chest containing 100 rupees.

Now go down and look to the left to see a crystal.  Dash through it and 
take the stairs north.  Open this chest for the Ocarina.  This is the 
first Zelda game to use the Ocarina as an instrument, but it's 
definitely not the last.  The next game in the series is Ocarina of 
Time, by far the most famous of any Zelda game.  Now dash right out of 
this creepy place.  Go to Marin and get her to start singing by talking 
to her.  Make beautiful music with her and say that it sticks in your 
mind.  You learned the Balled of the Wind Fish!

                        +---------------------+
                        |    The Tag-Along    |
                        +---------------------+

Go to the portal in Ukuku Prairie and go right.  Go north and then 
right to see Tarin.  He is looking at something that might've caught 
your eye earlier - a beehive.  Talk to Tarin and he'll borrow your 
Stick we got from Kiki earlier.  With it, Tarin hits the hive and they 
all start chasing him.  Ha!  This game is better than I thought.  Lift 
the Honeycomb that fell.  Surly someone wants it somewhere.  Yes, 
that's true.  Go to the warp portal near Mabe Village and warp to 
Animal Village.

Go right and north to a house.  Inside is Chef Bear, a cook out of 
ingredients.  If you let him have the Honeycomb, he'll give you a 
Pineapple.  He also suggests that we take Marin to wake it up.  Go over 
and talk to the walrus.  Sound asleep.  Now warp to Mabe Village and go 
left twice to where Marin usually is.  However, Marin is not there.  
The boy here says that she went to the ocean.  Go south to Toronbo 
Shores.

Go down until you can see the sea and then go right until you find her.  
The Leevers, Octoroks, and Sea Urchins are cake for you now.  When you 
go as far right as you can, go north, east (while in this screen, lift 
the rocks to take the content of a chest here, 50 rupees), and south.  
Go south and talk to her.  Sitting on a log together, they stare out at 
the sea with seagulls above.

Honestly, there has never been a moment like this in a Zelda game, let 
alone Nintendo.  I, err, my "friend," was so crying when I, I mean, he, 
saw this.  After making religious reference to the Wind Fish, she asks 
if you're listening.  Say yes and she says something.  I hate it when 
this happens in Zelda games (especially Ruto in Ocarina of Time...).  
Well, Marin is now going to follow you.  You got Marin!  What do they 
mean by "is this your big chance?"

Before you go to Yarna Desert, there are a few things you need to do 
with Marin.  I recommend doing the following (very funny): the Trendy 
Game (Marin wants to play with your money), dig holes, fall in the with 
the Piece of Heart, throw a pot, check chests in houses, play the 
Ocarina, and attack Cuccos over and over.  When you're done having fun, 
let's move on.

                        +--------------------+
                        |    Yarna Desert    |
                        +--------------------+

Northeast of that portal to Animal Village is a cave we blew up earlier 
(before Key Cavern).  Enter it and equip the Pegasus Boots.  Dash 
through the line of crystals while avoiding the Spark to go north.  
Here, go south.  Crush the crystal, push the block aside, and open the 
chest for 50 rupees.  Now exit the cave and go to that portal.  Take it 
to Animal Village.  Go back to where that walrus was and unleash Marin.  
When the walrus wakes up, it rolls over into the water.  A bunny then 
comes to take Marin back to Animal Village to entertain the masses.  So 
long!  She was holding us back, anyways.

Go right into the desert.  If you explore, you'll find Pokeys (Mario 
reference #...  I lost count) and Leevers.  If you go north from the 
start several times, though, you'll find a monster.  It's the Lanmola!  
It's a classic Zelda enemy.  Attack the head and it will eventually 
die, making for a very easy battle.  Just make sure the quicksand 
doesn't take you in.  If it does, go right, take the stairs up, and go 
west back to the boss.  When it explodes, take the Angler Key.

Afterward, be sucked in by the quicksand and go right.  Take the stairs 
and then go south along the right wall.  At the end, lift the rocks to 
find the eighth Secret Seashell.  Go south of the quicksand along the 
left wall and the Owl swoops down to hoot at you.  He says that the 
next dungeon is in the mountain waterfall.  Great...  Return to Mabe 
Village, restock, and get ready for the worst dungeon yet.

                       +-----------------------+
                       |    Tal Tal Heights    |
                       +-----------------------+

Go north into Mysterious Woods and exit it to the east.  Jump over the 
pits to the north to be by the Moblins' Hideout.  Go north, beat the 
baddies, and then lift the rocks.  Head right along the north path.  
Eventually you'll reach two Moblins by a rock.  Defeat the former and 
lift the latter.  Now go right.  Take the ladder down and then go 
north.  Watch the water.  You'll see a cave one space to the right.  
Here, there are two new enemies called Tektites.  Simply slash them to 
defeat them.  Right again and you'll see a keyhole before a waterfall.

Unlock it and the water ahead of you drains to form the entrance to 
Angler's Tunnel.  Go right again to see a warp portal (go through the 
cycle).  Now we can warp to this area easily using the Animal 
Village/Ukuku Prairie warp.  Now go left continuously until you see 
stairs leading up (they're right of the stairs leading to the Wind 
Fish's egg).  Take them up once and then enter the cave.  Defeat the 
Hardhat Beetle and go right.

Here, jump over the top pit with Roc's Feather and quickly run to the 
right, slash the crystals, and stand there.  Defeat the Zol that hops 
toward you and then quickly rush in and push the uppermost block right.  
Push the lower block right and then the one below it down.  Now take 
the stairs.  Go right and take the stairs up.  Go right again, go south 
using the cave door, and open the chest for 50 rupees.  Reenter the 
cave and dash through the crystals to the right.

Dash again and exit the cave.  Here, go right until you're positioned 
on the map above Angler's Tunnel.  When you are, jump off the mountain 
and down in front of the dungeon.  Enter it if you dare...

                       +-----------------------+
                       |    Angler's Tunnel    |
                       +-----------------------+

Go north into a room with two Spiked Beetles and Gels.  Use the shield 
to flip the former and then slash them.  As for the Gels, you know what 
to do.  Go right and defeat the enemies.  Open the chest for a Compass 
and then go south.  Defeat the aquatic enemies present here with a 
sword slash and the door will open.  Now slash the crystals to make a 
path to the chest, which contains a Small Key.  Go north and then left.  
Here, take the stairs up and go north.  Go right and follow the path to 
eventually take a ladder down.  Run toward the hole with the Pegasus 
Boots and leap over the gap using Roc's Feather.

Now go right.  Defeat enemies as they threaten you and then bomb the 
cracked block to the right.  Push the block to the right and open the 
chest for a Small Key.  Now go north.  The enemies here are called 
Peahats.  Like the first Zelda game, they are only vulnerable when they 
are still, that is, not moving.  Defeating them does nothing for you 
anyways, so go north.  Ahead of you is a cracked block.  Bomb it and 
open the chest for a Small Key.  Now that we're armed with three, 
backtrack to the room north of the room that held the Compass (which is 
northeast of the first room).

Go right using one of your Small Keys.  In here, jump over the water 
and enemies to go north through the locked door.  Go north from here to 
that intersection room we made a leap of faith in earlier.  This time, 
dash forward and jump o'er the pit to go north.  Unlock the key block 
here and push the block forth.  Defeat the Stalfos Knight and kill the 
Star, a brand new enemy that bounces around the room.  Go left a room.

Defeat the Zols and resulting Gels.  A Small Key falls down...  right 
into the hole.  I hate it when that happens.  Go south twice and use 
Roc's Feather to jump the water gaps.  Just avoid the Peahat and jump 
left to go west a room.  You have no choice but to go left, so do so.  
Go north and you'll see two Stalfos Knights and two Zols.  What?  You 
see only one?  Well, open the chest and you'll find the second.  Go 
north and then go right.  Here, you'll find a chest.  Open it for a 
Small Key, but be sure to avoid the Spark and fireballs.  When you have 
it, go left, then south.  This time, go left.  Return to the room with 
the locked door, which is the one that the Small Key fell into a hole 
in.  Unlock the door there and go north.

                          -------------------
                          Mini-Boss: Cue Ball
                          -------------------

This boss is pretty darn easy.  The back of its head is the vulnerable 
part.  Yes, this boss acts much like Big Octo in Ocarina of Time.  That 
is, it dashes around the room to hurt you.  Pull out the Pegasus Boots 
and dash around the room until you get behind it.  When you have the 
sword out when dashing, you automatically perform a Dash Attack.  Seven 
such hits in the back of the head will defeat Cue Ball, leaving behind 
a Fairy and a portal.

                          -------------------

Go north and pull out the Power Bracelet.  Pull the lever back and the 
blocks blocking the left exit repel.  When the Spark is out of the way, 
make a run for the western exit.  In this new room, climb the stairs 
and open the chest for this dungeon's prize...  the Flippers!  We can 
finally swim in water now.  With it, go south and defeat the Zols to 
open the door.  Now go down a room.  In here are two new enemies of the 
same card.  Called Iron Masks, they are invulnerable to frontal 
attacks.  Slash their behinds twice to finish them.

Regardless, go south.  Go here and walk down to the water and swim 
right a screen to the fallen key room.  Go right a screen and take the 
stairs down.  Jump across the platforms and go left.  Here, the Small 
Key falls into the water.  Swim down to it and take your reward.  
Surface and go left, then south.  Swim to the left and in this screen, 
swim to the chest containing 50 rupees.  Go south and then head left.  
Go north twice from here.  The tiles here must be stepped on in the 
correct order.

Step on the center, the upper-right, the lower-right, the lower-left, 
and then the upper-left tile.  Lo and behold!  A staircase forms.  Take 
it down to a 2D screen.  Walk left so that the Thwomp starts to fall, 
then pull back.  As it rises, go left to a new room.  Repeat this 
process here to go left.  Step forward so that the Thwomp falls and 
then jump to the ladder, then to the right onto the Thwomp's top.  Jump 
left and take the ladder up.  Go south from here to find the 
Nightmare's Key in a chest.

If we wanted to, we could go fight the boss.  However, I always get, at 
least, the Dungeon Map and other accessories.  From the starting room, 
go forward and take the ladder up.  Head right and you'll soon reach a 
ladder leading down to the Stone Beak/Fragment.  Go north of that room 
using the path you opened the locked door to reach a room with another 
chest.  Swim to the left and open it for 50 rupees.  Go left a screen 
and then go north continuously until you reach the chest with the 
Dungeon Map in it.

Now that we've opened every chest, let's go fight the boss.  From the 
start, warp to Cue Ball's room.  Go south three times and then swim 
west twice.  Go north and then left.  Here, it would seem that we 
reached a dead-end.  However, it's certainly not.  Jump diagonally to 
the left and then go north into the Nightmare's Lair.

                      +-------------------------+
                      |    Boss: Angler Fish    |
                      +-------------------------+

It would seem that you could go north into the instrument room.  
However, you can't!  The door slams shut and a staircase is sitting in 
the middle of the floor.  Take it down to a 2D room.  Yes, we fight 
this boss, Angler Fish, in a 2D screen.  It reminds me of Adventure of 
Link, in which the entire game was 2D.  Quite possibly, this is the 
easiest boss in the game.  Very slowly, miniature monsters appear 
called Cheep Cheeps, Mario enemies.  However, the monster is very weak.  
Slash its face beneath the light fixture quickly and furiously and it 
will die in about ten seconds.  Take the Heart Container that sinks 
(they're denser than water) and swim up to the ladder.

Take it up and go north to find the Sea Harp.  We're already halfway 
done in terms of collecting the Instruments of the Sirens.  After 
playing that mysterious song, you warp to the entrance of Angler's 
Tunnel.  It speaks of the bay...

=======================================================================
============================Catfish's Maw*=============================
=======================================================================

                        +---------------------+
                        |    Manbo's Mambo    |
                        +---------------------+

Get in the water and swim left a screen from the entrance to Angler's 
Tunnel.  Enter the cave here.  It's Angler's brother!  No, but 
seriously, swim to it and it starts to talk.  It is Manbo, child of the 
Sun Fish.  See, they have fish for everything on this island.  Tell him 
that you have an Ocarina, which you should, and he'll teach you his 
song.  It is called Manbo's Mambo, and it is your second song.  And it 
sounds pretty good, too.

Now go right until you see a cave above the water.  Enter it and you'll 
be in a large empty room.  Press B to dive and wander around the water 
floor until you find a Piece of Heart.  Swim back left and take the 
stairs near the entrance to Angler's Tunnel.  When you take them, go 
right to a stone.  Push it in and jump over the block here.  Take the 
stairs up and behold!

You're on the surface.  Play Manbo's Mambo and you'll reappear in a 
strange pool of water.  To the north is Crazy Tracy's shop.  She will 
sell potions that revive you when you die.  Yes, they replaced Fairies 
with this.  Also, a strange apparition should be following you by now.

                          +-----------------+
                          |    The Ghost    |
                          +-----------------+

Lift the rock to the left of Crazy Tracy's, and then go left again.  Go 
through all of Mysterious Woods and Mabe Village to Toronbo Shores.  
You know where you met Marin?  It is the most southeastern space in the 
place.  Go north from there and lift the rock to the right.  Go east a 
screen and then go south.  Here, there's a house.  When you approach 
it, the ghost demands that you enter.  Thanks for leading the spirit 
back to its house.  After checking it out, the ghost demands to be 
taken to the cemetery.  How much nostalgia can it stand, really?

Use Manbo's Mambo to warp to the pool in front of Crazy Tracy's Health 
Spa and then go right.  Lift the rock.  Welcome to Tabahl Wasteland.  
South of it is the cemetery.  Go south, go left, and then go south.  
That's the Witch's Hut to your left.  Jump over the hole and go left.  
Lift the rock and go down.  Avoid the monsters here and go south.  Go 
left and then north to a lone gravestone.

The ghost tells you to look in a jar in its home before leaving.  Then 
the Owl swoops down to deliver another well-planned, ultra-boring 
speech.  After hooting you off, he leaves. Phew!

                        +---------------------+
                        |    The L-2 Sword    |
                        +---------------------+

Go to the ghost's house and lift the pots in the corner for a Secret 
Seashell.  You did all that for that?  Well, that's a very good reward.  
We need twenty Secret Seashells to reap their rewards, and that leaves 
us with eleven more to get.  The Flippers make this possible.  However, 
if you haven't been following my guide, I will just re-list the Secret 
Seashells we've gotten now.

1) East of Marin's house in Mabe Village is a screen with many bushes.  
Slash them and a Secret Seashell will pop out.

2) In Mabe Village, dig in the dog house by Madam MeowMeow's house for 
a Secret Seashell.

3) In Mysterious Woods, when you enter, go north.  Now go right.  Lift 
the rock here with the Power Bracelet to open a chest containing a 
Secret Seashell.

4) In Tail Cave, go north and then west to a room where you can blow up 
the wall, revealing a room with a chest containing a Secret Seashell.

5) In the basement of Richard's Villa, take the northwest passage and 
jump over a hole to open a chest holding a Secret Seashell of all 
things.

6) Go right one screen from the entrance to Key Cavern and climb the 
ladder here.  Go left and dig in the center of the grass for a Secret 
Seashell.

7) You know the staircase we used to go to Animal Village the first 
time?  Go left of it and then south.  Lift the rock in here for a 
Secret Seashell.

8) There's a cave in the northeast part of Yarna Desert.  Hug the right 
wall and go south to eventually find two rocks, under one of which is a 
Secret Seashell.

9) After leading the ghost back to its grave, you can check in its 
house under some jars for a Secret Seashell.

That's as far as we've gotten right now.  However, we can continue on 
this quest by collecting eleven more with little difficulty.  It just 
takes a bit of traveling.

10) West of Tail Cave is a lone tree.  Dash into it with the Pegasus 
Boots for a Secret Seashell.  Dash into it from the right.

11) Go to the gates of Kanalet Castle and stop.  Go right twice to 
where you met Kiki and then go south.  Go south again, then left, and 
then north.  This is the Seashell Mansion, where you go to redeem your 
Secret Seashells.  If you have exactly ten, pass through the bars and 
you'll get a Secret Seashell in return.

12) East of Seashell Mansion described in # 11 are several bushes.  
Under the northeast corner hedge is a Secret Seashell.

13) Swim south of where you got # 12 and jump over the ledge.  Enter 
the water via water and swim down the southern stream to reach two 
ladders.  Take the southern one and head south from there.  Enter the 
water and swim left twice to reach a ladder.  Take it and go south (on 
land) and then east.  Slash the bush here for a Secret Seashell.

14) Go left of where you got # 13 and then go south.  Here, enter the 
water and swim to the island, which has a Secret Seashell hidden under 
the bush on it.

15) In Ukuku Prairie, there's an island one screen northeast of the 
entrance to Key Cavern.  Slash the bush here from the north end of the 
island and a Secret Seashell flies south, just barely remaining on the 
island.  Get it.

16) This is also in Ukuku Prairie.  Two screens east of where you heard 
the Owl speak to you after Key Cavern (you cannot go east directly; 
you'll have to go east, north, east, north, north, east, and south 
twice).  This is the same screen that we got Secret Seashell # 7.  
Here, go west via the southern path and enter the cave.  Go west a 
screen in this cave and bomb the western pocket.  Go left and jump to 
the staircase.  Take it up and go left.  Here, defeat any Zols you 
encounter and push the block to the left by the hole into the hole.  
Jump over the hole and go left once.  Now go down and around that path 
to go right again.  Here, do you see the stone you pushed originally?  
Look directly south of it two stones.  Push this stone over and the one 
above where it was north.  Now exit the cave.  Go north once to see an 
owl statue.  Talk to it and it says something about nigh secrets.  As 
always, this means that you must dig around it for a Secret Seashell.  
Whoa!  That was a long, but easy and cleverly hidden, shell.

17) Go to the Witch's Hut.  One screen west of it is a rock.  Lift it 
and take the ladder down to the living dead zone.  Slash the bush here 
and dig where it was for a Secret Seashell.

18) When you enter Ukuku Prairie from Mabe Village, go south once to 
find a telephone booth.  Dash into the tree right of it and a Secret 
Seashell flies forth.

19) You know where the Wind Fish's egg is, right?  Go there and then go 
south twice.  You should now be in Tal Tal Heights.  Go right and take 
this ladder up.  Go through the cave here to end up outside, as if we 
were going to Angler's Tunnel for the first time.  Go as far east as 
you can and you'll end up at a pool of water.  Swim right in it and go 
right a screen to a cave.  Enter it and you'll see lots of shallow 
water, but one spot is dry.  Bomb the wall touching there and go north.  
Take the stairs up and go south.  Open the chests here if want (you can 
get 80 at most), but go south afterward.  Here, go south, defeat the 
Tektite, and open the chest for a Secret Seashell.

20) In the above shell, we went to a part of Tal Tal Mountain Range 
that had Flippers-required water, right?  Go there and take the ladder 
north.  From here, go west twice, north once, and then east twice to 
three rocks.  Lift the corner one for a Secret Shell.

Although there are 26 Secret Seashells, you only need to collect 
twenty.  There is no reward for getting all 26, and it is quite 
possible to make it impossible for you to get a few of them (hence, 
there are 26).  Go to Seashell Mansion when you have all twenty and 
pass through the bars.  The bar fills and the spirit of Seashell 
Mansion makes lightning forge a blade.

Take it for the L-2 Sword!  It is far superior to your horrible Wooden 
Sword.  It is twice as strong and is capable of defeating most enemies 
in one swipe.  Also, if you're health is full, you can make a sword 
beam fly from your blade as a projectile.  Neat-o!

                       +----------------------+
                       |    Into the Jowls    |
                       +----------------------+

Now that we have the new sword, we're ready to continue our adventure 
by heading into Catfish's Maw.  With the Flippers secure in our 
possession, we can enter it quite easily.  In fact, you've already seen 
the entrance if you used my guide to get the L-2 Sword.  By the way, if 
you decided not to steal the Bow from the shop in Mabe Village, you 
should have just enough to make the purchase about now (I think losing 
one life was worth having it three dungeons early).

From the House By the Bay (the home of the ghost you led back to the 
cemetery), go right to a gap.  Jump it using Roc's Feather and the 
Pegasus Boots, then go north.  Go right and then north again.  Here, 
get in the water and swim right.  Here is the entrance to the dungeon.  
However, there's the small matter of getting in.  After all, the place 
is surrounded by rocks.  If you dive along the sides, you'll eventually 
come to a 2D screen (it's the small pocket on the left side).  Swim 
right and surface to be within the ring of rock.  Now enter Level 5.

                        +---------------------+
                        |    Catfish's Maw    |
                        +---------------------+

This dungeon's prize is quite useful.  It will let us do a few things 
we couldn't earlier.  Go left a room and you'll see a Spark, an Iron 
Mask, and a Zol.  Skip over all of these to go left again.  You'll find 
another Iron Mask here among the Keese.  Defeat every enemy to open the 
door to the left and then take it.  Obviously, open the chest for the 
Compass.  It is undoubtedly my favorite dungeon item, and I am happy.

With it, take the stairs in this room.  Use the chained platform, which 
act as balances, to cross the gap and go left.  Repeat this process on 
a larger scale to the left and then take the ladder up.  As the tone 
will tell you, there's a key in these parts.  Defeat the Stalfos and 
then slash the crystals away.  When this is accomplished, push the 
blocks together so that they form a box.  A Small Key falls down to 
you.

Take it and go left.  There's nothing in this room at first glance, and 
there's nothing in it at second glance either.  So, play Manbo's Mambo.  
Rather than appearing outside Crazy Tracy's, you appear at the 
beginning of the dungeon.  Go left twice and head through the north 
door using your Small Key.

Defeat the enemies if you'd like and go left a room.  Here, stand still 
when you enter to avoid the blades of two razor traps.  Step forward as 
they retract and defeat the two Iron Masks by attacking their 
unshielded rears.  Go left from there to a new room.  Defeat both Iron 
Masks in this room and a chest appears.  Open it for the Stone 
Slab/Beak, differing based on which version you're playing.  Make sure 
to jump for the bombs and return right.  Go right again and head north.  
Defeat the Stalfos here and the door opens.  Take it.  In a somewhat 
mini-boss-like battle, you must fight Master Stalfos.

He's one resilient fighter.  You'll face him a total of five times in 
this dungeon.  He looks intimidating at first glance, but they behave 
just like Skeleton Knights do in A Link to the Past.  Slash his 
vulnerable side and it'll collapse.  Bomb its remains quickly before it 
springs back to life to do damage.  Three hits like that and he runs 
away.  If only Link could jump like that...  Go right and open the chest.  
Up, nothing... only a note stating that Master Stalfos took the 
contents of the chest.

Go north to a room with blocks in the shape of an X.  Yes, this dungeon 
is a lot like Ice Palace from A Link to the Past, both in Skeleton 
Knights and this room.  Push the block forward and go left, then return 
right.  Push the block aside and go north.  Return south, press the 
switch, and push the block down to go right one room to your old 
friend, Master Stalfos.

This guy's a grade "A" coward.  He's afraid of you - a guy a fraction 
of his age (Link is a kid in this game) with explosives.  Beat him like 
last time.  This time, though, he's weakened; he takes two hits.  Go 
left out of this room afterward and go north.  Defeat the dual Stalfos 
Knights and a Star.  Go north from there and go left.  In here, defeat 
the Zols (stand near the edge to make one to the southwest appear) and 
go north.  It's our third encounter with Master Stalfos, your best pal.

You know the drill.  He still takes only two hits.  Go left after hand-
delivering a whooping to him and you'll find a room with a chest.  Lift 
the pots and defeat the Stalfos.  Open the chest for the Dungeon Map.  
Sweet deal!  Now play Manbo's Mambo to reappear at the beginning of the 
dungeon.  Remember the room where we got the first Small Key?  Go there 
and go left.

This time, he's not the official mini-boss.  This time, though, he's 
determined.  He takes three hits, unlike his previous two battles.  
Although you already know, I'll cover it here.  Slash his vulnerable 
side, which depends on the way he's facing.  He will collapse into a 
pile of bone.  Bomb it and he takes a hit.  After dying, Master Stalfos 
leaves behind the dungeon's prize...  the Hook Shot!  With its retracting 
hook, you can grapple to different objects.  It's the height of Hylian 
technology.  Normally, this item is spelled "Hookshot," and I will 
refer to it as such throughout the rest of the guide.  Now play Manbo's 
Mambo to return to the start of the dungeon.  It's so useful!

We're going to sweep through the dungeon, collecting all of the 
Hookshot-related prizes within.  Go left from the start twice.  Go 
right on the upper path and then Hookshot to the chest.  Open it for 
200 rupees.  Hookshot to the block to the left and go left again.  Go 
north, left, and north.  Go left from here to a room filled with pits.  
Hop across them using Roc's Cape (or Hookshot to the block) and go 
left.  Hookshot to the chest to your left and open it for a Small Key.

Take note of the Iron Masks.  With the Hookshot, you can kill them from 
the side with the greatest of ease.  Or, you can pull off their masks 
from the front and then slash them like a weak Zol.  Go right afterward 
and Hookshot right over the gaps.  See that rolled bridge?  Hookshot it 
to drag it toward you on the rebound, forming a path over the gap.  
Walk across and go left using your Small Key.

                           -----------------
                           Mini-Boss: Gohmas
                           -----------------

You need the arrows (or the Hookshot or sword) to best these beasts.  
Gohma used to be a boss in the first Zelda.  You wouldn't know it, 
though, because it's so easy.  I suggest that you use the Hookshot and 
shield.  The shield can block their fireballs, and your newest item can 
hurt them.  The Gohmas only attack one at a time; you must be in their 
range to be attacked.  Remember, you can use the Hookshot many times 
when the eye is open because it's so fast.  Take the hearts from 
beating them and a portal appears.  Personally, I liked Master Stalfos 
much better as a sub boss than any Gohma any day.

                           -----------------

We will return there later.  For now, go east through the lower door 
and head south through the first exit.  Go south again and head east.  
Take a north here and defeat the Stalfos.  Try it; the Hookshot can 
beat each in one shot.  Go right from here and go north to the X room.  
Push the block forward, go left, go right, push the block over, and go 
north.  Here, jump to the right space and Hookshot to the treasure 
chest north of you.  It contains 50 rupees.  Go right and Hookshot to 
the block.  Go down and open the chest for a Small Key.

Hookshot back and go left.  Now head north.  Pull the bridge to you and 
cross it to a chest holding 50 rupees.  Grapple to the block to the 
left and go south two screens to the X room.  Push the block down and 
go left.  Go north and get in the water.  Dive in the center to enter a 
2D screen.  Swim left and jump up to a ladder.  You can tell that this 
room was meant to be secret.  It's not on the map or the Compass.  
Grapple to the bridge south of here and cross the path to a chest.  
Open the chest for this dungeon's Nightmare's Key.
111
Now play Manbo's Mambo.  Take the portal here to the mini-boss room and 
go right through the upper door.  Take the stairs down to a 2D screen.  
Climb down the ladder and jump left with Roc's Feather.  Hookshot to 
the Bowser head here (another Mario cameo!  Sheesh!) and go left to the 
ladder.  When you emerge, unlock the key block.  Go left using the 
Hookshot and go north into the Nightmare's Lair.

                       +-----------------------+
                       |    Boss: Slime Eel    |
                       +-----------------------+

It's a ssssnake.  I wonder how the game's text writers were paid...  In 
fact, this is the first boss to acknowledge the Wind Fish's existence.  
First, the tail of Slime Eel breaks through the floor.  Then its head 
breaks through the wall.  Let's get ready to rumble.  Stand on one side 
of the room, either one, facing the tail.  If the head pops out on 
either of the closer holes, Hookshot it and attack its second segment, 
the vulnerable one (you can even see its Heart Container).  After nine 
slashes, it speaks.  It says that we must not know what kind of island 
this is...  After calling you a fool, it leaves a Heart Container behind.

Slime Eel was wiser than most of these idiot bosses.  What did he know 
that we didn't?  Regardless, go north and take the Wind Marimba.  It 
plays the song of the Wind Fish and takes you outside the dungeon.  It 
speaks of the shrine...

=======================================================================
=============================Face Shrine*==============================
=======================================================================

        +----------------------------------------------------+
        |    The Secret of Koholint Island - The Face Key    |
        +----------------------------------------------------+

Exit the circle of rocks by diving to the left.  Now swim east and take 
the ladder up.  Follow the path north and go east.  Go north, following 
the path, and you'll officially enter a part of the map called Face 
Shrine.  Pretty soon, the Owl swoops down in an attempt to force you to 
dislocate your jaw by yawning.  Ahead are ruins, to the south and to 
the north.  The southern ruins speak of the Wind Fish.

I don't know what that was all about, but let's go south.  Go right and 
take out the Power Bracelet.  Defeat the Red Tektites as you come by 
them and go right.  Go south from here to the ruin areas.  On the file 
select screen, you know that suit of armor in the background?  That is 
an Armos, and they are the enemies that make up this area.  Explore the 
area if you want, just don't touch any Armos (some will spring to life 
to attack you, at which point you must bomb them to defeat them) unless 
you need to.  Eventually, you'll reach the southwestern-most screen.

You'll have to push aside Armos to do this.  The best path is south, 
west twice, north, south around the other side, and then west.  Go 
north of here and enter the shrine, which looks like Eastern Palace 
from A Link to the Past on the outside.

Apparently it is.  Go north to find the Armos Knight, which was the 
boss of Eastern Palace in A Link to the Past (only there were several).  
In this game, it behaves in much the same way.  Activate it and then 
stand toward the south.  The Armos Knight will inch toward you, 
occasionally making a big jump that stuns you for a second.  However, 
it is very easy.  Shoot arrows with your Bow at it nonstop and it will 
get hit.  Every five times, it loses a layer of armor, eventually 
cracking its armor and then its helmet.

Take the Face Key that drops down afterward.  With it, you can enter 
the northern shrine.  Now go north.  Light the torches with the Magic 
Powder.  Here you'll see an inscription.  Read it.  It is as follows, 
and is very important text.

"TO THE FINDER...  THE ISLE OF KOHOLINT, IS BUT AN ILLUSION...  HUMAN, 
MONSTER, SEA, SKY...  A SCENE ON THE LID OF A SLEEPER'S EYE...  AWAKE THE 
DREAMER, AND KOHOLINT WILL VANISH MUCH LIKE A BUBBLE ON A NEEDLE...  
CAST-AWAY, YOU SHOULD KNOW THE TRUTH!"

And to this, Link (or the narrator, I don't know) wonders what it means 
(kind of stupid, really).  Well, this is definitely the strangest Zelda 
game yet.  I finally know what they based the Matrix on...

                     +---------------------------+
                     |    The Northern Shrine    |
                     +---------------------------+

Exit and the Owl comes to talk to you.  He just tells you to take a 
chance and see what happens.  After all, you might be discouraged from 
awakening the Wind Fish if you thought you would disappear afterward.  
While you're in the southern region of the shrine, go to the screen 
that is two north of the northwest corner of Yarna Desert on the map.  
In here, you can find a staircase on the left with stairs leading to a 
chest holding 20 rupees.  Go north to the area beneath the two ends of 
the shrine.  Go left of here and pick the rocks up as you make your way 
to the northwest.  Go left of here and you'll see two ladders.

If you bomb the north wall here, you'll find a Fairy Fountain.  When 
you've healed, exit and go south into the water.  Swim south to the 
island with the two Armos we saw earlier.  Here, defeat the left one to 
reveal a staircase.  Of course, take the stairs down.  Swim left and to 
a new screen.  Hookshot over the gap and take the stairs up.  Go north 
on the lower tier of this island to find a lock.  Unlock the dungeon 
here.  Actually, the ruins rise from their grave.  Go down and head up 
the ladder this time to enter Level 6.

                         +-------------------+
                         |    Face Shrine    |
                         +-------------------+

Oh, you'll just adore this dungeon.  Like all dungeons in this game, 
it's painfully obvious what the prize is.  Go left and you'll 
experience Wizzrobes.  These fiendish monsters cast spells to hurt you 
and are invulnerable to the vast majority of your weapons.  If you want 
to waste bombs, though, go ahead and fight them.  If not, go north.  
Defeat the Mini-Moldorm and go left.  Here, you'll see a Mask-Mimic.  
We haven't seen these losers since Bottle Grotto!  Remember how we beat 
them?  Make them move so that you're back-to-back and then finish it 
with a Spin Attack.  That accomplished, make the orange blocks down and 
go north through either passage.

Lift the pots to find a switch under one in the corner.  Pressing it 
makes the door to the left open.  When it's open, go south and hit the 
crystal switch to raise the orange blocks in the room.  Then go north 
through the left opening.  To do this, you'll have to leave a bomb by 
the crystal switch and go past the orange block but not north.  When 
this is done, go north and then left.  Head north again and throw a pot 
at the top door in here.  Go through it and go right to find a chest, 
which contains the Compass.

Take it, defeat the Star, and go up the stairs.  Hit the crystal switch 
and follow the elevated path right.  At the end, you'll reach an arena 
of sorts, the foes being two Wizzrobes.  To effectively beat them, 
equip the Hookshot and Bombs.  Stun them with the former and then blow 
them into bits with the latter.  When both are defeated, a Small Key 
falls down to you.  Now follow the path back to the Compass chest.  Go 
left.  By hitting the crystal switch, you lowered some orange blocks in 
here, letting you go north.

Unfortunately, it slams shut when you approach it.  Go south and then 
right.  Open the chest here for the Stone Fragment/Beak.  Now that we 
have it, go left and then south.  In this room are three Wizzrobes.  
Defeat them like last time with the Hookshot and your explosives.  Note 
that you can defeat Wizzrobes with four arrows instead.  Doing this 
makes a chest appear.  Open it for the Dungeon Map.  Now play Manbo's 
Mambo and go left at the start.  Beat the Wizzrobes and go through the 
northeast door, you'll reach a chest with 50 rupees.  We cannot advance 
yet on this side of the dungeon, but we did pretty well for ourselves - 
the Compass, the Stone Fragment/Beak, and the Dungeon Map.

So, let's get the dungeon's prize now.  From the starting room, go 
left, north twice, left, and then north.  In the room below here, make 
sure that you go north when the blocks are up in it (leave a bomb by 
the crystal switch so it explodes before you go north).  Here, bomb the 
wall that the tiles lead to and you'll be in a dark room.  Light the 
torches with two doses of Magic Powder and then defeat each Zol in this 
room to make a staircase form.  Take it down and you'll see a giant 
flashing object called a Giant Spark.

Time your jumps with Roc's Feather correctly to go left safely.  After 
a repeat of that screen, you'll surface.  Defeat the Mini-Moldorm 
present and the dual Wizzrobes to open the door to the north.  Take it 
and open the chest to the left for the Powerful Bracelet!  This is the 
L-2 Power Bracelet, and can lift the elephant statues.  Try it by 
lifting the ones in this room.  Remember the 50 rupee chest we got 
earlier?  Go to it and lift the adjacent elephant statue.  Go north and 
open this chest for 100 rupees.  Jump for the heart and be proud.

Return to the starting room and go right.  Here, use Roc's Feather to 
jump over razor traps and conveyor belts to go right again.  In here, 
the tiles will fly at you.  Stand in the northwest corner (this works 
because Link is left-handed) and face the east wall.  Slash your sword 
rapidly and the tiles will break on it.  When all are gone, the door 
leading north opens.  Take it to a locked door.  Open it with the Small 
Key we got earlier and advance.  Defeat the Zols and bomb the north 
wall.

                          ------------------
                          Mini-Boss: Smasher
                          ------------------

Remember Rolling Bones from Tail Cave?  This is his long lost twin.  
Normally, it is invincible, but this is not so when you have the 
Powerful Bracelet handy.  It's not too tough, but its attacks are quite 
effective.  It throws its ball around the room to hit you.  Only the 
Powerful Bracelet can enable you to lift it.  To deal damage to 
Smasher, throw the ball back at him.  It must be made of lead or 
something.  After a few hits, it explodes and you're rewarded with a 
Fairy and a teleport.

                          ------------------

Go north.  If you go north again, you'll be in a never-ending maze 
comparable to Hebra's Hill from The Legend of Zelda.  So, instead of 
going north, lift the elephant statue to the left to find a staircase.  
Enter it and immerse yourself in a 2D world.  Avoid the Sparks and go 
left via jumping.  Climb the ladders to the top and fall off to the 
left.  Repeat this until you can surface.  Much like before, tiles will 
fly at you.  However, this time they leave holes.  Stand in the 
southeast corner and face north.

Slash the sword repeatedly and you won't take much damage at all, 
really.  Take the Small Key that falls and use it on the block here.  
Go north and lift the elephant statue.  Toss it at the door to the left 
and take it to a strange hallway.  To open the doors, first discard the 
pots.  Now you must throw these horse-head puppets (Horsehead was a 
boss in Adventure of Link) so that they land upright.  When you can 
manage to do this, go left.

Take the staircase here and take out the Pegasus Boots.  See those 
Thwimps (mini-Thwomps)?  Dash under them to avoid being crushed.  
Repeat this at the next screen and then take the ladder up to a new 
room.  So far, you've seen very few of these enemies - Pols Voices from 
Bottle Grotto.  You can beat them by throwing pots at them, or you can 
stun them with the Hookshot and then bomb them.

Beating them silly makes the doors open to the south and north.  Go 
north, of course.  Here, use Roc's Feather in combination with the 
Powerful Bracelet to dodge the Sparks and head up the path laid out 
here.  Go north afterward to a room with two horse-heads.  Use the 
Hookshot to lower the blocks and open the chest for 200 rupees.  This 
is just as frustrating as normal.  You must not only throw the horse-
heads upright in the correct order, but you must do it in sequence; you 
cannot throw one right and miss the other or you'll lose them both.  
When you get lucky, go south twice.  This time, go south once more to 
see the Dodongo Snakes!  Gasp!

You thought that we left them in the dust, but it wasn't to be.  Like 
last time, you must plant three bombs in their stomachs, but unlike 
last time there are holes in the floor.  When you've beaten these 
mighty beasts, the door leading west opens.  Take it.  Here, jump into 
the water and go north.  You'll find several creatures skimming on 
water and a chest.  Open it for a Small Key, your third in this 
dungeon.  Continue south afterward to reach a room with four Wizzrobes 
in it.  Defeat them to unlock doors leading south and west.  Go south 
and you'll see blocks, hopefully lowered.

This is a big if, and you may have to go back to a crystal switch to 
reset the blocks.  If you need to return here, in the room west of the 
room north of here, throw an elephant statue against the door.  If the 
majority is down, get on the elevated platform to the southwest and hop 
off the edge to the block.  Jump from block to block to get to the 
southeast corner and follow the path north.  Open the chest for Secret 
Medicine, which revives you when you die.  It is the same medicine that 
Crazy Tracy sells.

Return to where you defeated the Dodongo Snakes and went left.  Here, 
Hookshot over the gap and unlock the key block.  Go north twice to see 
a chest.  If you try to open it, it will resist you.  To open it, chuck 
a jar at it.  Inside is the Nightmare's Key.  Before we head over to 
the boss, let's open the last chest in the dungeon, which happens to be 
in the corner.  From the first room (play Manbo's Mambo) go left, north 
twice, left, north once (before you go north, use the bomb/crystal 
switch trick), left, north, right, hit the crystals witch, and then 
left.

Throw an elephant statue at the upper door to force an entry.  In here, 
open the chest for 100 rupees.  Take the stairs up to be outside Face 
Shrine (in Rapid Rides, to be specific).  Open the chest if you want 20 
rupees, or a Secret Seashell if you haven't gotten the L-2 Sword yet.  
Now play Manbo's Mambo and warp to Smasher's room with the portal.  Go 
north, lift the left elephant statue, go through this 2D screen, and go 
south.  Welcome to a new room!  Walk around the vacuum to make Zols 
appear, which will subsequently fall down the pit thanks to the vacuum.  
Go right afterward and you'll see your first Beamos.

From A Link to the Past, these creatures are annoying with a capital a-
n-n-o-y-i-n-g.  As of now, you cannot block nor defeat them; push the 
block to the right to reach the Wizzrobe.  Since its over a gap and 
fighting is made risky due to the Beamos, you may want to consider 
using a Hookshot/Bow combo.  When the Beamos turns its eye and the 
Wizzrobes is no more, jump north and push the block aside.  Now quickly 
run north to exit the room.  If you light the torches, two Fairies made 
from Sparks will aid you.  Now go north into the Nightmare's Lair.

                        +--------------------+
                        |    Boss: Facade    |
                        +--------------------+

How clever!  This is the Face Shrine, after all.  In fact, the map 
shows that this place is in the shape of a face (Angler's Tunnel was in 
the shape of a fish and Bottle Grotto was a jar).  Well, Facade is 
another enemy hiding in its lair.  Walk forward and a giant face 
appears on the floor.  Hello there!  It taunts you like normal before 
engaging you.  Facade is one simpleton in the enemy department.  At 
first, it will toss pots and tiles at you.  When it's out of them, 
holes appear randomly in the floor.  To weaken the boss, lay bombs on 
its vulnerable face when it is out.  Here's a hint, by the way.  When 
the holes are appearing, stand on its face.  You'll take no damage and 
holes never appear there, obviously.

After several hits, Facade tries to plead with you.  He tells you that 
if the Wind Fish wakes up, everything on this island will be gone 
forever.  After blowing up excessively, take his Heart Container.  Were 
the Nightmares we've fought just trying to protect the island from 
annihilation, or are they lying?  Regardless, go north and take the 
sixth instrument, the Coral Triangle.  After playing that mystical 
tune, you reappear outside Face Shrine.  It calls you to the mountains...

=======================================================================
============================Eagle's Tower*=============================
=======================================================================

                      +------------------------+
                      |    To the Labyrinth    |
                      +------------------------+

Go south and the Owl comes to hoot at you.  He says that the monsters 
fear that the Wind Fish is about to awaken, which heralds their 
extinction.  However, the power of the monsters is real!  It is no 
element of this dream thought up by the dreamer.  You must awaken the 
Wind Fish to stop them from conquering the island.  Will do, Mr. Owl.  
For now play Manbo's Mambo and go left of Crazy Tracy's.  Go left twice 
to a tunnel.  Maybe, if you were using my guide, you remember when I 
said we'd return here.

Enter the cave and use the Hookshot to reach the chest, which contains 
50 rupees.  With it, return to Mabe Village.  Enter Ukuku Prairie to 
the east and go south.  Go south again and you'll see a huge pit 
accompanied by a Moblin.  Hop the gap using the Pegasus Boots and Roc's 
Feather, read the sign, then go south into Signpost Maze, a series of 
misleading signs.  What they lead to, none know.

                   +-------------------------------+
                   |    The Frog's Song of Soul    |
                   +-------------------------------+

You must read the signs in here in the right order, starting with the 
one that you just read by the pit.  In this screen, you'll find several 
signs.  Read the southernmost sign first.  Follow the sign's 
instructions and go right a screen.  Again, read the southernmost sign.  
When you go down, read the southernmost sign again.  Go left and use 
the Hookshot to reach and read the southernmost sign.  Now go north to 
the first screen.  Read the northernmost sign.  Go right and read the 
northernmost sign here.

Walk straight south of this sign to another one, the leftmost sign of 
the screen.  Now read the rightmost sign here.  Go north and read the 
rightmost sign.  Go left a screen and read the sign by the pit.  Read 
the sign directly south of that this time.  Go right and read the 
second-southernmost sign.  Go south, read the northernmost sign, and go 
left.  Read the northernmost sign here and a staircase forms in the 
pond, provided you did everything right.  Enter the stairs and to see a 
huge frog creature named Mamu.  This is the most clever cameo EVER!

You might recognize him by looks, or you might recognize the name.  
Mamu is the Japanese name of Wart, the boss of Super Mario Bros. 2 
(once again, Mario cameos prevail).  See, this all makes sense because 
Wart existed in Subcon, the land of dreams, in Super Mario Bros. 2.  
For 300 rupees, Mamu will let you listen in on his unreleased cut.  Pay 
up and listen to their song, which isn't all that great.  This is the 
Frog's Song of Soul, and it is added to your collection on the Ocarina.  
With it, we can advance to the next dungeon.

                  +--------------------------------+
                  |    The Flying Rooster Lives    |
                  +--------------------------------+

Go to Mabe Village.  You know the screen where Marin would normally 
hang out were she not in Animal Village, right?  It is north of her 
house.  Go north and push the statue that serves as the tombstone of 
the Flying Rooster, as the epitaph tells us, and take the stairs down.  
Your ability to push the statue was brought to you by the Powerful 
Bracelet.  Anyhow, go straight forward to see the bones of some winged 
animal.  Remember, Mamu told us to play our song to liven things up.  
Do so here and the heap of bones becomes a Cucco!  Better yet, it's a 
Flying Rooster!

This legendary bird lived long ago, back when chickens could fly (as 
the man in the Hen House on Tal Tal Mountain Range told us).  It will 
follow you for a while now.  This must be what the Owl meant when it 
told us to fly like a bird to the mountain tower.  If you lift it, it 
will fly until you let go, making it easy to cross otherwise impossible 
crevices.  For instance, you can pass the five holes left of the gates 
to Kanalet Castle, which would lead to a Secret Seashell if you hadn't 
already gotten the L-2 Sword.  Get ready to rock.

                     +--------------------------+
                     |    Into Eagle's Tower    |
                     +--------------------------+

Go to Tal Tal Heights.  Specifically, go to the Wind Fish's egg.  Two 
spaces south of it and one right is a ladder.  Take it and then Owl 
will come down to harass you.  To think, Link records everything he 
says on his map...  He's like a talkative, semi-wise stalker!  Enter the 
cave when it's left and go through it.  This should be your third time 
through it, so you know what to do.  When you reach the screen left of 
the exit, use the Flying Rooster to reach a chest containing 50 rupees.  
Now exit the cave.  Go right, take the ladder down, and head right 
until you reach water.

Take the ladder up and go left twice.  Here, enter the cave.  Walk west 
once and use the Flying Rooster to go north.  Use it again to cross the 
huge gap here and go left.  Fly one more time to the heart of the cave, 
in which you'll find the Bird Key.  It's our last key and it unlocks 
Eagle's Tower, the next dungeon.  Now exit the cave the way you came.  
Go right twice and take the ladder down.  Go east and enter the cave.  
Go right in here and exit it.  Go right again to find an owl statue.  
Not only is Owl annoying, but he has cryptic copies of himself all over 
the place.  Take the ladder by it up to a cave.  Go right in it and 
you'll find an exit back to the outside world.

Go left and enter another cave.  In it, go right and descend down the 
stairs.  Take the ladder up and go right, following the path south.  
Hookshot across the gap and jump down to the south to exit this cave.  
If you're low on health, bomb the wall to find a Fairy Fountain.  After 
healing, go north through the obvious cave entrance.  Head north in 
here to a staircase (why are there staircases built in random caves?) 
and take it up.  Go left and exit the cave.  Go left again to see the 
tower.  The keyhole is in a rock in the northwest corner.  Use the Bird 
Key and the tower flips around to expose the doorway.  Take it to Level 
7.

                        +---------------------+
                        |    Eagle's Tower    |
                        +---------------------+

Unfortunately, the Flying Rooster cannot come with us.  Because it is 
four stories high, Eagle's Tower's map is divided into four sections.  
In case you're wondering, let me tell you now that this level is 
neither fun nor pretty.  Start by going right.  Stop here and the razor 
traps will not hit you.  Jump over them and go right.  Defeat the Like 
Likes here with a single swipe of your L-2 Sword and a Small Key falls 
to you.  Use it on the locked door in this room.

Go north to a staircase leading to 2F.  Go north of here, as it is your 
only option, and you'll see two items of interest.  First, you'll see 
an orb.  Such orbs are instrumental in Eagle's Tower, and we must carry 
it through the place.  Second, you'll spy a lever.  To get through this 
room with orb in hand, lift the orb (Powerful Bracelet) and place it by 
the blocks impeding your progression to the west.  Pull the lever back 
all the way and run for the exit.  Grab the orb as you go and go left.

In here, there are Zols that you want to clear out.  Set the orb down 
(IMPORTANT!  If the orb falls down a hole, it will reappear in its 
original position) and raze them to the ground.  Afterward, lift the 
orb and go north.  Set the orb down and then toss around the horse-head 
puppets until both are standing tall.  This makes a chest form.  It 
contains the Dungeon Map.  This place is quite large on each level, not 
quite so on the fourth, though.

Go back south and stop.  See the pillar?  Throw the orb against it and 
the pillar will crumble.  If you do this to every pillar on a floor, 
what do you think will happen?  We'll see if you were right in due 
speed.  To the south in this room is a gap.  At one point in the gap 
the hole is three "squares," or the size of Link, long.  Throw the orb 
south while standing on the edge here and it should make it across.  
Use Roc's Feather to jump diagonally to the orb.  Lift it and go south.

Here, try to throw the orb over the gap, but not into the spikes.  If 
it does land in the spikes, you'll have to go fish it out personally, 
and that can cost a few hearts.  Throw the orb into the pillar to 
topple it and then go south.  It's a crystal switch!  Hit it to lower 
the blocks in the area and go north.  You can now go west; do so by 
pushing the block and going west.

In here, throw the orb over the gap to the north and hop the spikes.  
Go north to find a Three of a Kind, the same thing we saw and despised 
in Bottle Grotto.  I think that the most effective way to do this is to 
enter, wait for them to gather in one area, and then unleash a Spin 
Attack on them.  Remember, the goal is to make their symbols match.  
Doing so makes a chest containing the Compass appears.  There aren't 
many chests in Eagle's Tower, and some of them have to be mandatory.

Go north, right, and south.  Go right again and then north.  Take the 
stairs down and you'll see a Beamos.  Quickly run right and go south.  
Here, stand on the lowered block and Hookshot the crystal switch from 
here so that you'll be on it when it's elevated.  Go left and jump over 
the break in the blocks to go left again.  Go south from here to a 
chest containing a Stone Beak/Fragment.

Go right to see a pit and some mummies.  Hookshot across the gap and 
attack the mummies, called Gibdos.  Go right from here and climb the 
stairs.  Jump off the side to the right.  Go north and go right to the 
crystal switch.  Hit it to lower the blocks and go left, then south.  
Walk right and take this path out to an old room.  Go south and go left 
twice.  This is the main room.  Go left and then north to a set of 
stairs.  Take them up to 2F.  Go south to find a Hinox, the mini-boss 
of Bottle Grotto so long ago.  Like last time, you must slash it only a 
few times to beat it.  It takes only a few hits with the L-2 Sword, but 
don't let it throw you into a pit.  Beating it makes a Fairy appear as 
well as a Small Key.

Take both and head right.  Defeat the Three of a Kind here to make a 
chest appear, which we will collect later.  Go right to see the crystal 
switch.  The blocks to the right should be high.  Hit the crystal 
switch to lower them and go right.  Use the Small Key on the key block 
here and jump off the side to the right and open the chest for this 
dungeon's prize, the Mirror Shield!

The L-2 Shield, the Mirror Shield, reflects beams from Beamos.  No, 
they couldn't think of a better item to put in here.  Go south and then 
left.  Take the stairs up to 3F.  Go left and you'll find a ladder.  Go 
south here and go right, down, right, north, and right.

                        -----------------------
                        Mini-Boss: Grim Creeper
                        -----------------------

The Grim Creeper and his minions, the Battle Bats, are here to fight.  
Like Master Stalfos, this mini-boss can talk.  The Battle Bats must be 
beaten all at once.  To do this easily, stand in the northeast corner 
and slash your sword rapidly.  It's like flying tiles only easier.  
After beating his brothers, Grim Creeper vamooses.  The portal is the 
best part of this deal.

                        -----------------------

Go north.  The chime of the Compass indicated a key, but where?  Push 
the blocks in here together and a chest containing the Nightmare's Key 
forms.  This is particularly dangerous due to the Spark infestation.  
When you have the Nightmare's Key, go south.  We've been avoiding it, 
but we need to destroy the remaining pillars on 2F.  Let's get to it.

First, go west and south of here to a staircase.  Take it down to 2F 
and go left.  It is probable that the Three of a Kind needs to be 
defeated again.  Do so if you must and then go left, north, and then 
north through the wall tile.  Wait for the flying tiles to get through 
their cycle and then go right.  It's the orb at last!  Toss it at the 
pillar to bring it down.  Push the block to the right and go right, 
then south twice to the crystal switch.  Throw the orb over the rim 
here and then play Manbo's Mambo.

Warp to the Grim Creeper's room and go west, then south, and then down 
the stairs.  Pick up the orb, go left, and throw the orb north over the 
rim here.  Make sure to hit the Three of a Kind to make a chest form.  
Return to the room where you rediscovered the orb.  Now bomb the wall 
between the torches.  Go south of here and bomb the wall to the south.  
Hookshot to the chest, open it for a bundle of bombs.  Now lift the orb 
and go north to the final pillar.  Throw the orb against it and you'll 
see a scene in which the third floor of Eagle's Tower collapses.

As a result, the third floor is now changed around.  Use Manbo's Mambo 
to return to the beginning of the dungeon and warp to Grim Creeper's 
room, which has not changed.  Go left and you'll see a locked door.  
Also, the place is filled with Goombas.  Normally, I'd collect all the 
treasure chests in a dungeon, but this place just reeks and I could not 
stand to guide you to them all.  Go through the large locked door.  
Climb the ladder and use the Hookshot to grapple to the block to the 
right.  Go down and right to a ladder.  Take it to a 2D screen.  
Another 2D boss battle!

                      +------------------------+
                      |    Boss: Evil Eagle    |
                      +------------------------+

This name just screams originality.  Grim Creeper waits at the top of 
the tower to kill you for killing his brothers.  Down swoops his pet, 
Evil Eagle.  Evil Eagle is really easy if you use your shield to block 
its attacks.  If wind is released, walk toward it to prevent from 
falling off the tower.  Also, avoid the feathers it fires at you 
occasionally and use your shield to defend against when it flies at 
you.  When it flies close enough for you to attack it, slash its 
underside.  When it starts coming at you diagonally, stand on the 
ladder with an extended sword and lower as it flies at you.  After 
many, many hits, Evil Eagle is no more.  It is actually really easy if 
you stand in the center with a raised sword and you Spin Attack it 
constantly.  Grim Creeper has lost, but he says that you will be lost 
too if you awaken the Wind Fish.  Same as him, you are in him dream...  
This was really cheap because I fell down a screen before taking the 
Heart Container and I had to fight him again!

Regardless, take the Heart Container after an unusually long explosion 
and reenter the tower.  Go right and enter the room to claim the Organ 
of Evening Calm.  The eighth instrument calls to us from...  the Ocarina?

=======================================================================
=============================Turtle Rock*==============================
=======================================================================

       +-------------------------------------------------------+
       |    Magic Powder Upgrade While We Go to Turtle Rock    |
       +-------------------------------------------------------+

There's nothing to it but to do it.  That is, we're going to find the 
Owl once and then head to the next dungeon.  From Eagle's Tower, go 
straight down over the ledge and you'll fall in a hole that leads to an 
underwater cavern.  It's the same one we got the Piece of Heart in 
earlier while exploring the region around Angler's Tunnel.  Exit it and 
swim south.  Take the ladder up and go north.  Use the Hookshot on the 
rock-thing to go right.  To the south is the raft ride shop, but it's 
not important right now.

Now that we know where it is, go northwest and Hookshot across the gap.  
Go west until you reach the steps leading to Tal Tal Mountain Range.  
Enter the cave and pass through it.  Since this is your fourth time 
through it, I won't need to guide you.  When you exit, go right until 
you reach deep water.  Take the ladder up and go left twice on the 
bridge.  Welcome to the Hen House!

Go left of it to an out bridge.  Hookshot left and go west.  Hey look!  
It's Marin!  Some monsters left her there.  And she's afraid of 
heights.  Hookshot to her and she'll ride with you across the gap to 
the other side.  She says something along the lines of "I don't know 
how to say this," when Tarin comes looking for her.

She goes left and away with her pop, leaving the Owl to come down to 
give you a verbal thrashing.  He says that Marin went to the egg of the 
Wind Fish and sang the Ballad of the Wind Fish, her song of awakening.  
Did she intend to wake up the sleeping fish?  He tells you to look to 
the west for the next instrument.  Hoot!

Go left to a shrub.  Slash it to unearth a staircase.  The reason 
people hate mountains in Zelda games is because they're filled with 
caves!  Take it down and go left.  Jump into the pit and take another 
staircase down.  Go left, Hookshot across the gap, and take the cave 
out.  Yup, this is definitely the prelude to the final dungeon.

Boulders rain relentlessly upon those brave enough to enter the western 
region of Tal Tal Mountain Range.  Go left and defeat the Mini-Moldorm, 
previously a dungeon-exclusive monster.  Afterward, climb the ladder 
and go right.  Climb this ladder and you'll be on the summit.  Oddly 
enough, there are no boulders rolling here.  Go left to a treasure 
chest sitting out in the open.  It contains 50 rupees.

Defeat the Mini-Moldorm and lift the rock.  This reveals a staircase.  
Take it down to find an altar of some sort.  A Link to the Past players 
will know what to do.  Sprinkle Magic Powder on the altar and a bat 
flies up.  He's a bit confused on whether to take revenge on you or to 
help you.  He "curses" you by doubling your Magic Powder capacity.  Now 
you can carry 40 servings of it.  Just look at all that junk you have 
to carry!  Ha!  Surface and go west on the bridge.  Jump over the ledge 
here.

This place is like the monster headquarters!  Defeat the Stalfos Knight 
and the Like Like.  Then blow up the wall here that is fragile.  Enter 
the cave and walk forward.  A machine here blows fire at you.  There 
are two ways to get past it, one of which being a glitch.  To get past 
it normally, hold up the Mirror Shield and go left to the staircase.  
With that you're outside again.  Go left past some Leevers to a new 
screen.  Go south and then left again.  It's a telephone booth.

Go left of it to find the head of a huge turtle.  Play the Frog's Song 
of Soul to revive it and the turtle pops out.  Get ready for a brawl.  
It's sort of mean that Link resurrected the beast just to kill it.  To 
do so, slash at its head constantly.  It's only attack, which he seldom 
uses, is a lunge at you.  When it's defeated, enter the cave.

                         +-------------------+
                         |    Turtle Rock    |
                         +-------------------+

This dungeon is not new.  No, Turtle Rock first appeared in A Link to 
the Past, and was much harder, too!  Still, Turtle Rock in this game 
reminds me of a certain fiery place filled