The Legend of Zelda: Oracle of Ages
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Copyright 2005-2006 Brian McPhee
Author: Brian McPhee (Kirby021591)
E-mail: Kirby0215@aol.com
Most Recent Update: April 30, 2006
Originally Created: September 6, 2005
Version 1.0
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---------------------------Table of Contents---------------------------
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Section 1*
Introduction*
Navigation*
Storyline*
Section 2*
Spirit’s Grave*
Wing Dungeon*
Moonlight Grotto*
Skull Dungeon*
Crown Dungeon*
Mermaid’s Cave*
Jabu-Jabu’s Belly*
Ancient Tomb*
The Black Tower*
Section 3*
Linked Games & Changes*
Linked Secrets*
Hero’s Cave*
Room of Rites*
Section 4*
Pieces of Heart*
Gasha Seeds*
Magical Rings*
Bipin & Blossom*
The Trading Sequence*
Equipment & Upgrades*
Enemy Index*
The Zelda Timeline*
FAQ*
Section 5*
Credits and Legal Information*
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=============================Introduction*=============================
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Finally! Yes, I have had a very long period of... inactivity. No, I
was doing all sorts of stuff since February 13, 2005. I had every
intention of writing a guide for the Oracle Zelda games starting the
next day. But, things got a little out of hand. Considering a long
Mario binge, as well as taking a month to reformat all of my old guides,
I had to put off writing for the Zelda series for quite some time. But,
today, on July 17, 2005, I am finally finishing what I started and
writing this guide! As for the Oracle of Seasons, I plan to release
that guide on the same day as this. After all, I need to use them to
write the connectivity sections, now don’t I? Now, enough of my
ramblings. Let’s get down to the review.
Oracle of Ages was released during the Game Boy Color’s last days
alongside Oracle of Seasons. After the success of Link’s Awakening,
the other portable game in the Zelda series, the oracle games had to
live up to their predecessor. I think that they did. Oracle of Ages
takes place in the land of Labrynna. It is there that a famous singer
named Nayru was abducted by an evil sorceress named Veran. Unbeknownst
to the others, Nayru is actually the Oracle of Ages. As such, she can
control time within Labrynna. Veran plans to use her to change the
past so that she can rule the present. But, using a strange harp that
Link finds, he can travel between the present day and the past to save
Nayru and defeat Veran.
Many Zelda games work with two main elements that Link must manipulate
to beat the game. In A Link to the Past, there was the Light/Dark
World. In Ocarina of Time, there was childhood and adulthood.
Majora’s Mask actually had four different forms Link could assume.
Minish Cap had size – miniature or regular. Oracle of Ages has the
past and present, and it works out very well. Actions in the past
affect the present, and items gained in the present age can be used in
the past.
Similarly, the game changes with animals. You can pick any of three
partners to help you at certain times in your adventure. Some are
definitely better than others, but the game changes depending on which
you take (certain screens will change to require certain animals).
The other innovation in this game lies in its counterpart, Oracle of
Seasons. If you connect the two games, you can exchange passwords to
unlock new things and unlock a new ending that ties together the two
stories. In password games, you can get new rings – equip-able items
that have specified effects on you – as well as other, better items.
In my opinion, Oracle of Ages is a harder game than its counterpart.
This is a very puzzle-oriented Zelda game with lots of action, but
puzzles take priority. If you like the post-Game Boy era of Zelda
games (those after Link’s Awakening), this is really your cup of tea.
Unlike Seasons, Ages focuses on
All and all, though, this game is so complex and long that it’ll take
you quite some time to finish it, which is never a bad thing. It’s
another Zelda game. Need I say more?
By the by, should you see this guide on any site other than GameFaqs
and its affiliates, please contact me at the address listed at the top
of the screen. With your help, we can end plagiarism... to this guide.
Thanks a million, my friend!
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==============================Navigation*==============================
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This guide is pretty big, and navigating it can be a hassle. For that
reason, a navigation system is implemented. If you press CTRL and F at
the same time on your keyboard (it’s Apple and F on a Mac), you’ll
bring up a Find/Search box. Type in the name of the section, asterisk
(*) and all, and click Find/Search. You’ll be taken first to the Table
of Contents. Click it again to go to the beginning of that section.
Easy, right? The asterisks are there to distinguish the titles of
sections from times I might say the names of sections in text. After
all, heaven forbid I say navigation to disrupt your navigation in
reaching the section entitled navigation.
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==============================Storyline*===============================
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Although I kind of revealed it in the Introduction, here’s the
storyline of Oracle of Ages, in my own words.
+-------------------------+
| Storyline Summary |
+-------------------------+
Link was summoned to the Triforce one day, which he had assembled in
Hyrule Castle. It transported him to a strange land, and he awoke in a
forest. Ahead of him, a group of monsters were attacking a woman. The
monsters fled as Link approached, and he found the woman to be Impa,
the nursemaid of Princess Zelda of Hyrule. Impa stated that she was
attacked while searching for a young singer named Nayru.
They continued through the forest to find a large stone bearing the
mark of the Triforce. Impa did not touch it; she instead asked Link to
move it for her. Link did not hesitate, and he moved it for her with
ease. Beyond it was Nayru, the singer they were looking for. As she
sang, a group of animals had gathered by them to hear her beautiful
voice. But, it was disrupted by a peculiar laugh. It was from Impa.
Impa’s body was engulfed in a shadowy aura. The darkness rose from her
figure.
What came was Veran, Sorceress of Shadows. After referring to Nayru as
“Oracle of Ages,” Veran lunged at her and was assimilated by the young
singer. A brilliant flash of light marked their union. Veran was in
control of Nayru’s body. Veran cackled again and claimed that she
could now travel through time as she pleased. She vanished shortly
afterward, and left Link and Ralph, Nayru’s childhood friend, alone in
the forest.
The Oracle of Ages could control time within Labrynna, and Veran now
had control of the oracle – the unwitting Nayru. Veran would go to the
past to change the present and bring about an “age of shadows” in
Labrynna, the land that Link had been taken to. Clearly, the Triforce
had taken Link here to stop Veran, and so begins a new chapter in The
Legend of Zelda.
I was on the edge of my seat! Okay, calm down... Now that we know
what happens, let’s go over the important characters, listed in order
that the manual lists them. Of course, I will leave out some
“important” characters that the manual lists, like Bipin & Blossom.
+----------------------------+
| Important Characters |
+----------------------------+
Link: A young hero from the land of Hyrule, the Triforce transported
him to the mysterious land of Labyrnna. There, it has become clear
that he must rescue a young singer named Nayru from a sorceress named
Veran. But, does this new adventure have any significance to Hyrule or
the sacred Triforce? Perhaps young Link does not realize the gravity
of his mission.
Nayru: In Hylian myth (which is actually their religion in Hyrule),
three goddesses created the world and left behind a mark of their visit
before ascending to the heavens, the Triforce. The goddesses were
named Nayru, Din, and Farore. In Labrynna, a young singer named after
the first goddess is in fact the Oracle of Ages. The oracle can
control the currents of time in Labrynna, an envious power that can
change history. Little did she know that an evil sorceress named Veran
would attempt to take this ability from her.
Ralph: The childhood friend of Nayru, he is loyal and hot-tempered.
Though he is an unlikely and hasty hero, Ralph has determined that he
will rescue Nayru from Veran.
Veran: The self-proclaimed “Sorceress of Shadows,” she has possessed
the Oracle of Ages. Now she can travel to the past and change the
course of history to make herself all-powerful in the present. But,
perhaps she has other ulterior motives that we are unaware of...
Ambi: Queen Ambi is an ancient ruler of Labrynna long since dead. In
the past, she was responsible for building Ambi’s Tower, a great
monument to her reign. But more recently, the people have begun to
refer to it as the Black Tower. What has become of her once kind
nature? Is it connected to Veran’s recent intrusion into the past?
Impa: The nursemaid and protector of Princess Zelda of Hyrule, Impa was
sent to bring Nayru back to Hyrule to protect her. Zelda had a
premonition of evil, shadows surrounding Nayru, but Impa arrived too
late. Her body was possessed by Veran, and the possessed Impa used
Link to gain access to Nayru. After abandoning Impa’s body, Veran took
Nayru’s. Afterward, Impa aided Link by giving him the Hero’s Wooden
Sword.
Maple: Hardly an important character, but Maple is a young witch. As
an apprentice to her grandmother (named Syrup, who runs a shop in Yoll
Graveyard in Labrynna), she often sneaks out to hone her flying skills.
If she flies into Link, their items would be scattered all over the
place. In the game, a Maple appearance is triggered by Link defeating
30 enemies and then entering an appropriate screen.
Maku Tree: The guardian and symbol of Labrynna is a giant tree with a
feminine personality. She seems to like Link for something he did in
the past. In Holodrum, there is a male version of the Maku Tree. And
obviously, the Maku Tree’s name is based off of the Deku Tree, a wise
guardian of Kokiri Forest from Ocarina of Time.
And there you have it – the important characters. Now, let’s get to
the good stuff – the walkthrough. May the way of the hero lead to the
Triforce.
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============================Spirit’s Grave*============================
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+----------------------------------+
| The Oracle of Ages & Veran |
+----------------------------------+
Walk north twice after landing from your fall. You’ll hear someone cry
for help before coming to Impa. Three enemies around her flee as you
come, and she notices your hand. It bears the mark of the Triforce...
She realizes that you’re a Hyrulean hero! She is looking for a singer
named Nayru, and she joins you for safety. Go north again and then
head west once. You’ll come to a stone bearing the mark of the
Triforce. She doesn’t want to touch it, but she’ll have you push it
aside. Do so by stranding to a side and walking against it. Now go
north with her. The music changes in this screen; go north again. If
you try to talk to the animals here by pressing A by them, they’ll be
absorbed in the song.
Talk to the bear twice and it moves to let you join in. Do so and a
short cinema breaks out showing Link listening to Nayru sing. The boy
to the right, named Ralph, realizes that you are messengers from Hyrule
– Impa and Link. Apparently, Zelda had a dream that terrible things
would happen in Labrynna, and Nayru has been concerned. As they finish
conversing, Impa steps forward and starts cackling. A shadowy figure
rises from Impa’s body and assumes the form of Veran, Sorceress of
Shadows. She thanks Link for dispelling the barrier – the stone that
we pushed that she could not touch.
She then reassumes shadow form and launches herself into Nayru, now
possessed by Veran. Ralph draws his blade to attack Veran, but he
cannot; it is still Nayru within. Veran reveals that Nayru is in fact
the Oracle of Ages, one who can control time! And now that Veran has
possessed her, she can now manipulate time. She casts a spell to
create a portal to the past and enters it. She will do as she pleases!
Ralph always knew that Nayru was the Oracle of Ages. But he has failed
to protect her. He vows that he will save her in the past, and he
takes off hurriedly. Perhaps this is why Link was brought to Labrynna.
+------------------------+
| The Wooden Sword |
+------------------------+
Link goes to examine Impa, collapsed since Veran’s possession ended.
Impa came to bring Nayru back to Hyrule because shadows were
surrounding her, but now this has happened. Noticing the mark of the
Triforce on your hand, Impa gives you the Hero’s Wooden Sword. To use
it, press Start to reach a sub-screen. Assign the sword to either A or
B and then press A or B on the action screen. I prefer using the B
Button for the sword myself, but it’s your choice. If you hold the
sword button until it flashes and then release it, you’ll do a spin
attack as strong as two normal slashes of the sword.
Impa inquires if you know the Maku Tree in Lynna Village. The Maku
Tree is the guardian of Labrynna, this land we’re in. She can help.
For now, Impa will leave for Nayru’s House to the east.
+------------------+
| Lynna City |
+------------------+
Go south twice the way you came to reach the barrier stone. Go south
past it to reach a dead-end screen full of shrubs and grass. If you
slash either, you may be rewarded with rupees, the official currency of
Labrynna and other lands. Now slash the three shrubs to the left to
create an opening to Lynna Village, the village that the Maku Tree can
be found in. Of course, the first man in the village calls it Lynna
City. Whatever...
Enter the shop. They are selling a shield for 30 rupees and recovery
hearts for 10 rupees. Recovery Hearts fills your heart meter, your
life force in Zelda games. It is found in the upper-right corner of
the screen. You lose hearts when you take damage. Lose them all and
you get lose your life. Currently, we cannot afford any; leave the
shop. Go west and then north. The man here says that people have been
vanishing or turning to stone lately. Quite odd. Enter the house to
meet Plen, the mayor of Lynna City. In ancient times, it was called
Lynna Village. I see. Exit the house and go west again. In this
house, the lady’s grandson has turned to stone. And outside, they’re
telling awful jokes.
If you go south, a woman tells you that they’re building a tower across
the river. Do not enter the water; you’ll be hurt and lose half a
heart. Go north and west twice now. Here’s the hut of a few smart
birds. Talk to them to learn some hints about the game. North of here
is the home of Troy. He studies animals and monsters, and he knows
quite a bit about them. Go east twice from there to reach a house.
This is the home of Bipin & Blossom. Bipin is an “expert arborist” who
plants Gasha Seeds. But, he recently had his first child. If you talk
to his wife, she’ll ask you what name you’d give the child. After
coming up with a name, give it to the baby boy, mind you. Naming the
child helps the game generate codes for your game.
Exit the house and go east again. Here, a man says that the Maku Tree
is beyond this cave, Maku Path. Before we enter, let’s go south. Here
is the home of Vasu, a jeweler. He explains that rings made from
Mystical Seeds have mystical powers. Wearing them gives you powers.
But, you must keep it in your Ring Box, and rings’ powers gradually
weaken to the point that you can’t wear them. Vasu sees that you have
no Ring Box, and so he gives you one. It’s L-1. It can hold one ring,
and Vasu gives you a ring for it to hold. You must get rings appraised
by Vasu to reveal their power. This is the Friendship Ring. It is the
symbol of a meeting and has no powers outside of that. Since you’re a
n00b, he’ll appraise this one for free, but all after it cost 20 rupees,
and he’ll pay you 30 rupees if it’s a duplicate ring. Furthermore, you
have a list of rings that Vasu keeps for you. Talk to him to access it
and move rings from your list to your box and vice versa. There are a
total of 64 rings to collect. You can also talk to Red and Blue Snake
or read their books to learn more.
+-----------------+
| Maku Tree |
+-----------------+
Exit and go north to Maku Path, which is actually named Maku Road.
Naming discrepancies aside, go north inside to a new screen. Continue
north past the rock to another new screen. Go north again and take the
stairs up to reach another flight of stairs. They lead out to the Make
Tree, a female tree guardian of Labrynna. She explains that you must
stop Veran from spreading sorrow across the land, and quickly. But, in
order to stop her, you’ll need... huh? The Maku Tree is vanishing!
Something is happening to her in the past! When she has left, go right
to find Ralph. He says that Veran must be responsible. Veran just
leapt through this Time Portal, and we can use it to enter the past.
The man here in the past sees you come. Ever since Nayru came, weird
things have been happening. Follow him south and then go west into
Lynna Village. Everything is... old. A man here says that lots of
rubble has been around since they started working on Queen Ambi’s Tower
a while ago. You’ll need a Shovel to get around here... Here’s a
building with a shop and a mini-game in it. The shop is only open to
you if you’re playing on the Game Boy Advance (this was released very
late in the Game Boy Color’s lifespan). Go west to find a girl who
explains that Ambi’s Tower is being built as a lookout of sorts. The
queen’s boyfriend sailed away one day and never returned, and she wants
to use the tower to search for her lost love.
If you go west thrice (three times) more and then south, you’ll find
the entrance to Ambi’s Tower. Go south twice and then east to find a
man in front of the entrance. A cinema shows that this tower was
originally built to guide Ambi’s love safely back from sea. But when
Nayru came, the sun never sets and they must work forever. The
disgruntled workers have begun calling it the Black Tower, but you may
enter if you’d like. He moves aside to let you in. Go north and enter
the tower. Inside, go east twice and then north. Now go west once.
Here, go left to a guard and go down to find a supervisor. Talk to him
and he’ll give you a Shovel to help you work. Dig the dirt to the
right and then go south, digging it there, too. Go south now to exit
the tower.
Go south and dig the dirt to the right to get a Piece of Heart. If you
collect four, you can add a Heart Container to your meter, making you
harder to defeat. Now exit the tower area and go north three times to
reach a house where a farmer lives (named Pippin, the ancient ancestor
of Bipin). Talk to him and he’ll give you a spare Gasha Seed. If you
plant these in soft soil, they’ll grow. Go south after exiting his
house and press A by the square-shaped soil here to plant it. Now go
north again and then east. Here, two guards won’t let you into Queen
Ambi’s Palace unless you have a rare item to give her as tribute. Head
east again, go south, east, and then north to reach the Maku Road
entrance screen. Dig up all the dirt here to enter.
You’ll find things were much tougher in the olden days. Go north to a
new room. Here, the door is locked. Push the block forward (just walk
into it from the south) and the door will open. Now go through it.
Here, push the block aside. You’ll find bat enemies in this room
called Keese. If they fly near you, you can defeat them by slashing
them with your sword. You’ll find that they leave good spoils – items
after being defeated. The door to the west is locked and requires a
key; go through the eastern opening. You’ll find small gel enemies
called a Gel. Slash it to defeat it (otherwise, it jumps onto you to
slow you down). Defeat them to go north.
Push the block here forward and go right. Follow the path, avoiding
pits (falling in one will lose you half a heart and return you to the
door), to reach two blocks. Push the left one forward and the right
one right. Walk onto the switch to the left now to make a chest form.
Return to the start of the room, follow the path left, and you’ll reach
the chest. Open it for a Small Key. These can be used to open locked
doors within this mini-dungeon. Now return to the door and exit it.
Return to the room with the locked door we saw earlier. In this room,
walk up to the left arrangement of blocks, push the middle block on the
right side left, push the one above it up, and push the block to the
left over. Step on the switch and go north.
In here, you’ll encounter two new enemies. Both are Stalfos, skeletal
knights. They will try to jump on you; just slash them once to defeat
them. Now push the lower-left block in the upper-left corner forward,
the block next to it left, and take the Piece of Heart. Now push the
lone block to the right over to open the door. Go through it to the
right. Take the stairs up here twice to reach where the Maku Tree
rests.
Gasp! The Maku Tree is but a little sprout now, and two enemies,
called Moblins, are trying to rough it up! They were ordered by Veran
to take care of the infant Maku Tree so that it could not help Link in
the future. We must stop these Moblins from attacking! Walk up to
them and they come forward. Slash them once to defeat them and the
Maku Tree is happy. Being a little girl, she finds you very cool. She
introduces herself as the Maku Tree, and commends you for your mad
skill. She says that the Oracle of Ages convinced Queen Ambi to build
the Black Tower. The young tree suspects that’s who made them attack
her. She’ll never forget you rescuing her, though! When she grows up,
she’ll repay you. For now, all she can do is open the gate to give you
easy access to her. Come see her when she’s older! Now go south. As
you leave, she claims that some day, she’ll be your bride! Link really
has a way with the ladies. Go south to find a time portal here. Enter
to go back to the future.
Now in present-time, go north to see the adult Maku Tree. She seems to
have lost quite a bit of her memory, but she remembers you. After all,
she’s only had a few hundred years to think about you... Kind of
creepy, really. She seems to recall Link saying “When I grow up, I’ll
marry you,” which he certainly did not. She’s been waiting for 400
years! Link hates to break her heart, but he’s not here for that.
Veran can do what she wants now if she gains power in the past. The
Maku Tree asserts that we must stop Veran and save Nayru. Will do.
Her memory is a little foggy, but she thinks that you need the eight
Essences of Time hidden in Labrynna to defeat Veran. The essences let
one see the truth, and the Maku Tree needs them to restore her memory.
To learn how to beat Veran, we must find the essences. First, she asks
us to go to Yoll Graveyard to the east. She thinks the first essence
is there.
Also, before you go, she drops down an item – the Seed Satchel! In the
Oracle games, seeds are used to do a variety of things. The satchel
lets us carry them. Right now, we only have Ember Seeds, but we can
find more. Ember Seeds can illuminate the darkness and burn small
trees. Pick up the satchel and be proud. Right now, you have 20 Ember
Seeds. Thanks, bride to be... I mean, Maku Tree!
+------------------------------------------+
| Yoll Graveyard – the Graveyard Key |
+------------------------------------------+
Go right of the Maku Tree and flip over the ledge. When you see a
ledge or ridge, you can walk against it to jump over it to the lower
level. However, it does not work in reverse. For now, go south down
the left path twice to the Triforce-marked stone. Go east from there
and then south once more to reach a sign. It says that Yoll Graveyard
is to the east. Set the Ember Seeds to either button your sword isn’t
using and press it by the tree to burn it down. Now go right into the
graveyard.
Burn down the next tree and go east. Then head south and west. You’ll
reach three boys daring each other to enter the grave beneath the tree.
After they chicken out and run away, go south on the bridge. Then go
west to find two small trees. Burn the lower one to uncover a
staircase. Take it down to the grave...
It’s dark in here, but it’s of no concern. Walk forward so that you’re
aligned with the torch ahead of you and then walk up to it. Use an
Ember Seed there to light the room. Now head right across a bridge to
another torch; use an Ember Seed on it, too. Now that the room is lit,
a key falls to the left. Take it for the Graveyard Key! It’s used to
unlock a lock in Yoll Graveyard. Now exit this grave from the
staircase you came by.
Go west to the bridge, head north across it, go east, go north twice,
and you’ll reach a lock. Press B against it to use the Graveyard Key
and unlock it. Now go right a screen, down another, and you’ll reach
enemies called Crow (sometimes called Takkuri as well). If you
approach their trees, they will fly at you. Just avoid them and go
south again. Now take the bridge down to a new part of the screen with
the grave beneath the tree in it. Go around the bend and enter the
strange structure here.
+----------------------+
| Spirit’s Grave |
+----------------------+
This is Level 1, and it is indeed a dungeon. So, what’s a dungeon?
Those loyal to the Zelda series would know that dungeons are the
primary scenes of action in Zelda games. Link must clear all of them,
each of which have a boss at the end and a new item within, to get an
item at the end like an essence, in this game’s case. There are many
locked doors, and those can be opened using Small Keys. There are also
a few generic dungeon items found in each. Dungeon Maps show the
layout of the rooms in the dungeon. Compasses show the location of
treasure chests and the boss chamber. They also make a chime when you
enter a room with a Small Key in it. Boss Keys open the door before
the boss. In some Zelda games, which includes this one, there are also
mini-bosses. Your goal is to reach the boss, defeat it, and claim one
of the eight Essences of Time. Good luck.
Start by going right to a new room. Here, you’ll encounter enemies
called Zols. They are large versions of Gels, but they don’t cling
onto you. They hit you. Slash them and they turn into Gels. If you
use a spin attack, you can defeat them without having them leave Gels.
When you’ve defeat them all, push the block to the right over and go
north. Here’s a block. Push it forward into the hole. Now go left,
take the ladder south, and you’ll come to a treasure chest. Open it to
get the Dungeon Map. Just like the map of Labrynna, you can access it
by pressing Select. Dark rooms are ones you haven’t visited yet.
Jump off the ledge below you and push the block to the right aside. Go
north back into this room and push the block here forward to a hole.
The torches will light blue and open the door to the right and north.
Go through the north opening to a +-shaped room. Push the block ahead
forward. Now go left to a chest. Open it for the Compass. Now that
we have it, return south. Go south again, jump off the ledge, push the
block to the right over, go north, push the block forward into a hole,
and the door to the right will open. Take it. Here, go north after
defeating a few common enemies to reach another new room. To the left
is a Ghini, ghost enemies. Slash it a few times and it will die, um,
again, and a Small Key falls down. Score! Take it and go left.
We’re back at the hub room. Push the block to the left to the left and
then go north to a locked door. Take it. Up! The Compass chimed,
meaning a treasure is present here. Defeat the Keese here if they get
in your way and push the block to the right down. Go up to a chest,
open it for a Small Key, and push the next block down. Let’s go left a
room now. Push the lower block over, the one above it up, and go left
through the narrow passage. At the end, go right past a doorway to a
new room. Follow the path here and go north to another new room. In
here, push the blocks that can be pushed to form two paths to the left
and right. Go right, step on a switch, and repeat this to the left.
Now board the moving platform for and take it to a chest with a Small
Key in it.
Take the platform down and exit the room. Go left to a new room and
then go north. To the left is a slowly moving platform. Step onto it,
let it rise, and get onto the upper-right path. Push the block to the
right here and follow the newly formed path to a switch. Press it to
make a chest appear. Open it for a Gasha Seed. Now go around to the
switch and head left. Jump off the ledge to the moving platform. Get
on it and cross the pit, going left a room when it is lined up. Slash
the shrubs here and head through the locked door to the left.
----------------------
Mini-Boss: Giant Ghini
----------------------
This is an... interesting battle. Basically, you have a gigantic ghost
that creates smaller duplicates of itself. These duplicates act like
Gels; they slowly get onto you to slow you down. Giant Ghini then
charges at you to hit you. And while the smaller ghosts are latched
onto you, you can’t draw your sword. So, to beat this thing, you must
slash it repeatedly. After being slashes, it opens its mouth and tries
to tackle you again. Avoid it at this point and continue attacking.
When it creates its smaller counterparts, just slash them once to
destroy them. Note that Giant Ghini keeps them in supply and may use
them as shields. Just try to stay away from corners and you’ll do fine.
When you’ve hit it enough times, it explodes. It leaves behind two
things – a fairy and a portal. The fairy will heal you completely, and
the portal is a shortcut to the mini-boss room that connects the first
room with this room. Now exit this room to the left.
----------------------
There are two boomerang-wielding Moblins in this room. Defeat them
with two swipes of the sword. Now use the key to take the door to the
lower-left. Now go down to a block arrangement. Push the two side
blocks and then the middle block to the left or right. Now go south.
Defeat these initial Stalfos and go right to a few more. Slash them
and go north. Beat them as well. See the torches here? Light them
with Ember Seeds and a staircase forms. Trek down it. It’s a 2D
screen! Gasp! Head down the ladder and go right to another one.
Climb it and go left to take the... Power Bracelet! It’s the dungeon’s
prize. Select it with A or B and press those buttons in front of a
stone or a pot to lift them. Yes, Link is too weak to lift them on his
own.
Take the ladder back up to the overhead view. Lift the jars around you
for rupees, recovery hearts, what have you, and then go south. Lift
the pots here, too, to reach a treasure chest. Open it for a ring.
Remember, we’ll have to get it appraised by Vasu before we can use it.
Now head south to a new room. Here, jump over the ledge to find a pot.
Do not lift it. Instead, push it right twice onto a switch to keep it
pressed. Then go right through the door there. Lift a pot, chuck it
at one of those jump-happy Stalfos, and pick up the pot in front of the
treasure chest here. Open it for the Boss Key! With it, we can open
the Boss Door. Go right one more screen to appear in the starting
chamber.
Yes, we traveled in a complete circle. Step into the portal to be
transported to the mini-boss room. From here, go north into an old
room. Slash the shrubs ahead of you and take the door to the north.
Beware! This room is not as innocent as it looks. It is actually home
to a Wall Master, morbid hand monsters that drop down and take you back
to the entrance of the dungeon. No matter how many times you defeat
them, they reappear. To prevent them from taking you, just keep moving
(for the record, they take two hits and leave pretty good rupees). Now
go right through the Boss Door...
+--------------------------+
| Boss: Pumpkin Head |
+--------------------------+
In the Zelda tradition of beheading bosses, started by Gleeok in the
first game but continued in many later games, this is a gigantic ghost
with a clothed body and a giant pumpkin for its head. Although I admit
that it’s terrifying, it’s pretty easy to beat. Pumpkin Head has two
attacks. It walks around and jumps on you, and it sends fireballs at
you. Either way, it makes little difference. Approach Pumpkin Head
with a charged sword for a spin attack and unleash it. It’ll be hit.
Continue this and its head will drop. Pick up the pumpkin and a small
ghost (the actual boss) flees. From here, you have two options for
defeating it. Either slash the ghost, a Mini-Ghini from our battle
with Giant Ghini, a few times, trying to prevent it from returning to
its head, or lift the pumpkin and toss it at the ghost (which takes two
hits. I prefer it).
When it explodes, a large heart remains. This is called a Heart
Container. Pick it up to add one heart to your meter. Now go north to
the essence room. Walk up to it and it drops to you. This Essence of
Time is the Eternal Spirit. “Even after life ends, it speaks across
time to the heart.” You appear at the entrance of the dungeon and the
Maku Tree contacts you. She hears an essence echoing in the Western
Woods this time. That must be where the second dungeon is. Well,
judging by our experience in Spirit’s Grave, we’ll come out of that
dungeon smelling like a rose, too, with one more Heart Container and
item to boot.
=======================================================================
=============================Wing Dungeon*=============================
=======================================================================
+----------------------------+
| Yoll Graveyard Items |
+----------------------------+
As long as we’re here, let’s finish up in the graveyard by collecting
as many items as we can here. Go north of the dungeon. Here, you’ll
have your first run-in with Maple, the Great Witch Syrup’s Apprentice.
Maple is looking for a picture book, and she will crash into you on her
broom (she’s quite inexperienced), causing your items to be scattered.
Pick up as many as you can (mostly rupees). If you see a red bottle,
nab it quickly. It’s a fairly rare Magic Potion, and it revives you if
you lose all your hearts. You can tell by Maple’s response whether you
gained or lost items. From now on, Maple’s appearances will be random.
and then go left to find a ghost. Lift the stone here with the Power
Bracelet and talk to it. A gravestone is blocking his way to the
afterlife (you’re talking to an illusion, the real ghost is below the
headstone), and he’d like you to move it for him. He disappears,
letting you push the gravestone forward. A staircase! Take it down to
find him within. Talk to the ghost and he’s excited that you moved it.
Now he can ascend to the afterworld. Surface and talk to him. He’s
moving on now and has no need for it, and so he gives you the Poe Clock.
It lightens hearts, I guess. It’s actually a trade item. It is
interesting that they refer to the clock as that of a “Poe,” the N64
name for ghosts, even though ghosts are called “Ghini,” the traditional
name for ghosts, in this Zelda game.
Lift the rock to the right and go east, then north. Avoid the Crows
here and go north again. Head west now, and follow that up by going
south twice. Head west again to reach soft soil. Plant the Gasha Seed
we got in Spirit’s Grave here. Now go south. Lift the rock to the
left up to reach a Piece of Heart. We haven’t gotten everything in
Yoll Graveyard, but we’ve gotten all that we’re going to get now. So,
leave the graveyard and head for Lynna City (from the graveyard’s exit
screen, north, west, south, west).
+-------------------------+
| The Wooden Shield |
+-------------------------+
While in the dungeon and in getting to it, you’ve probably amassed
quite a few rupees. Well, it’s high time we purchased a shield from
the shop in Lynna City. It costs 30 rupees, chump change in this game.
To buy it, walk up to it, press A or B, bring it to the cash register,
and press A. Now say “OK” and you seal the deal. The Wooden Shield is
pretty good for certain situations. Not only does it match your sword,
but it can also block enemy attacks. Hold it with whichever button you
assign it and you can walk facing a certain direction with your shield
covering the front of your body. It can also deflect certain
projectiles. It’s well-worth the price. However, it can be eaten by
one type of monster – a Like Like. For this reason, you may have to
buy another later on (they keep them in stock).
While you’re in town, you can do a few new things. First, go to Vasu.
For 20 rupees, you can appraise any rings you came by. The ring from
the dungeon is the Discovery Ring, and it senses soft earth. It’s far
better than that useless Friendship Ring; why not put it on? If you go
north of Vasu to the Maku Road entrance, you can burn a tree to the
right. Take this path to a chest containing 30 rupees (in case you
were short any). Now, on with the show! Go west as far as you can to
the screen that you can enter the Black Tower area by. Go left from
here to enter the Nuun Highlands.
+---------------------+
| Fairies’ Woods |
+---------------------+
Pick up the rock here and chuck it at the enemy here, an Octorok.
These enemies, which have appeared in every Zelda game to date, shoot
rocks at you. Slash them once to beat them. Now go left and south to
Fairies’ Woods, an annoying place to say the least. Defeat the
Octoroks and go right. Take down a Moblin and the Octoroks with it to
go south. Now head west and south. A fork in the road! Let’s try
going west and north. Hey look! It’s our good friends, a group of
fairies. They’re Majora’s Mask-styled, too. It’s their playground,
they say, and they want to play Hide n’ Seek with you. If you don’t
win, you can’t go on! Drat. It’s kindergarten all over again.
You know what I think? I think IT’S GO TIME!!! IT’S ON!! The forest
is jumbled up, meaning that you should just wander around aimlessly to
find the screens that they’re on. One screen has six shrubs arranged
in a diamond shape. When you find that screen, slash the bushes here
and you’ll uncover one of them. One screen has a treasure chest
against the water. Slash the shrubs there to uncover another. The
last one is a bit hard to find. You want to look for one with two
mounds in it and a rock that you need to lift to uncover the third.
The disappointed fairies decide to put the forest back in order. For
now, let’s head right to find a sign by the Ancient Cave. The sign
warns that it crumbles easily, and it does when you lift the rock. At
this point, the Maku Tree contacts you. The stone we lifted was a
support rock; the cave has crumbled. Unfortunately, that was the
dungeon containing the second Essence. We can’t get in now. She
wonders what Nayru would do if she was here... Let’s go see her house
to see if she had any notes about this sort of thing.
+------------------------+
| The Harp of Ages |
+------------------------+
To Nayru’s House! First, we must exit the forest. Go north from the
Ancient Cave screen and then north again to Nuun Highlands. Go right
of it twice to return to Lynna City. From there, go to the Maku Tree
(don’t go on Maku Road; go through the gate she opened in the past).
Now go right of her to hop down to where you first met Nayru. From
here, go south, east, and north. This is Nayru’s House. Enter to find
Impa staring at the fairy statue. She suspects that there’s a hidden
room in here. She felt drafts from above. Push the statue to the left
and take the stairs up. Now head down the next flight and you’ll come
to a secret room. Touch the glowing object to claim the... Harp of
Ages!
Nayru appears before you to explain it. She, as you know, is the
Oracle of Ages. And it is not a coincidence that you possess the Harp
of Ages. You are a hero “chosen by the currents of time.” She is not
in this age any longer, and so she hid her harp here in case this would
happen. She entrusts the harp to you. By playing certain tunes on
this mystic Harp of Ages, you can travel through time as though you
were the oracle. She will now teach you the Tune of Echoes! She plays
the song for you. If you play that song, you will unlock the power of
Time Portals across Labrynna. Step into a Time Portal to travel back
in time, 400 years into the past. As you continue your travels, you’ll
learn new tunes. Good luck, chosen hero.
+--------------------------------+
| Ancient Cave in the Past |
+--------------------------------+
Exit Nayru’s House and the Maku Tree contacts you. She says that the
Ancient Cave containing the second essence has crumbled in this age,
but it is sturdy in the past. That in mind, head over to Lynna City.
Go to the Maku Tree and go right to find a circular symbol. This is a
sleeping Time Portal. Play the Tune of Echoes on it with the Harp of
Ages to awaken it, transporting you to the past. Head south and go
left to enter Lynna Village. Go west to where you planted the Gasha
Seed earlier. It’s grown into a tree! Slash it for a Gasha Nut.
Within this one is a ring. Now go south to find two rocks. Lift them
and go left to West Lynna. Head left and then south after that.
Welcome to Deku Forest! In the past, this was a haven for Deku Scrubs,
a race of forest-dwellers. Go east through the lower route and you’ll
find an old man. Her husband is off working at the Black Tower, even
though he paid tribute to Queen Ambi. Remember those guards we met
earlier who said that Ambi needed something rare as tribute to let us
in? Well, it’s in this very forest. Go south now, and then head west
once. A man here thinks there’s treasure in the cave, but it can’t be
opened. If only he could blast it away. Funny, the man to the east
said that Ambi had bombs. Go west once again to find a boy and an old
man. There are mystical seeds in here that make statues move! Follow
the path to the old man and then go right of him to go north.
Here, lift the rocks to the left and take the staircase down. First,
defeat the Zol to the right. Now push the block to the left down. To
the right is a cluster of rocks, correct? Push the first one aside and
the next one down. Now, two blob-like enemies are pursuing you. They
are called Hardhat Beetles, and they can be defeated only by knocking
them into a pit. Slash them so that they’re knocked into one, and then
proceed left. Follow this path to another block, which you should push
down. Then push the one right of it down. Tada! You can now open the
chest. Do so for a Gasha Seed. Now exit this cavern and go south.
This time, go north to the left. The soldier warns that beasts are
ahead. Go left a screen.
Here we see Moblins throwing/shooting arrows/spears. Slash them twice
and head south twice. Burn the small tree to the left and take the
stairs down. Go right from here one screen to find a Piece of Heart.
Now exit this cave through the staircase you came from. Go left one
screen. A Moblin is here, as well as a Business Scrub, Deku Scrubs
that sell items (for this one, a Wooden Shield for 50 rupees. No one
said they were cheap). Burn the small tree right of it and go north
through that passage. Then go east and north once more. Here’s
another Business Scrub, this one selling its shields for 30 rupees
apiece. Continue going north to find a Moblin behind two stones. Lift
a stone, hurl it at the Moblin, and take the stairs down.
Lift the rock to the left to access a chest containing 30 rupees. In
case you didn’t get the shield when I advised you to earlier, use these
30 rupees to buy a Wooden Shield from that Business Scrub I pointed out
earlier (only if you didn’t buy one from the shop at Lynna City). Now
go left to a few plants. Clear them with your sword and go down,
defeating the enemy there, too. Now go left, lifting the rock as you
go, one screen. Take the stairs here to the surface. Go south once to
find... a tree! In the shape of a question mark! Slash it to receive
its seeds – the Mystery Seeds. You get 18 at first. Try these on many
things for varied effects. Basically, they’re this game’s Magic Powder
(if you play Zelda games, you’ll know what I mean). Use them on owl
statues to make them give you hints.
Go north to the stairs; take them down. Go right, around the turns,
and take these stairs up as well. Now go south once to the Business
Scrub. As you do, a soldier approaches you. Those are the Mystery
Seeds Queen Ambi has been demanding! He takes you to Ambi’s Palace to
reward you, and they take to the queen. She’s outside standing there,
and the guard transfers your Mystery Seeds to her. Nayru wanted
these... To reward you, she gives you ten Bombs! The guard then
rushes you out of the palace, your guide through it.
We then cut to a scene with Ambi. She asks if you’ll be able to return,
and a guard answers that you will. Then Nayru, who we know to be
tainted by Veran, steps forward. Nayru laughs. First Link let her
through the barrier, and now he’s brought her Mystery Seeds! She seems
to dislike the Mystery Seeds... Let’s keep note of that. Nayru then
speaks to Queen Ambi. With her powers, she can make a day that never
ends so that the people will never stop working on the tower. The
tower will reach the heavens, and Ambi will be the greatest queen ever
(I don’t really see the connection...). When the guard hears this, he
rushes south to explain it to the others. Ambi then leaves, and Nayru
talks to herself. The Age of Shadows is closer, but still a ways off.
The Black Tower must first reach the heavens... And at its highest
turret, Veran will rain down sorrow. That’s right! Cackle all you
want, Veran, but we’re going to stop you! Wait, am I typing this?
Regardless, we’re back in Lynna Village. Plant your Gasha Seed in the
soft soil by the house to the southwest (that is, if you already took
the Gasha Nut of the old one). Now, return to Deku Forest. Take the
lower route east and go south. To explore, go south again, then west
until you must stop, then north, and then east to reach the Ancient
Cave, not so ancient in the past. Note that you’ll need Mystical Seeds
before entering. Even though Ambi took them, we still have a spot for
them in our Seed Satchel. Walk around, slashing shrubs, to find
Mystical Seeds (take many – maybe 20 to be safe). Now, go to the
Ancient Cave and set a bomb in front of its opening (to set a bomb,
press the bomb button again after lifting it out of your Bomb Bag).
Step away from the bomb and it will explode, opening the path to Level
2.
+--------------------+
| Wing Dungeon |
+--------------------+
Our second dungeon isn’t that tough. In the first Zelda game on the
NES, all dungeons were shaped like some object (an eagle, a moon, a
manji, etc.). This is shaped like two wings. You’re going to want to
have the Wooden Shield, by the way (it’s why the Business Scrubs were
pushing it on you). Go north one room to see new enemies – Spiked
Beetles. They charge at you. As the owl in the first room said,
defend with your shield. They’ll be flipped over. Now your chance to
slash them! Defeat all three in this manner to open the door to the
left. In here, we must push the block into the hole so that the red
side shows. Push it right three times, down once, left once, up once,
and then left to the hole. Now go north.
Hop over the ledge ahead of you to find a bunch of snake enemies called
Ropes. They move vertically slowly, but can charge you quickly.
Luckily, they take only one hit. Afterwards, go north. Here, we must
go left. In this room, you’ll meet an annoying new enemy – the Spark.
They just move about the edge of whatever object they’re on (for this
one, the blocks and wall) to hit you. Move out of their way and go
left to a new room. Here, you’ll see a Moblin with a sword. In fact,
you’ll find two. Having a sword doesn’t make them any stronger, though.
Slash each once (the same goes for the two Keese in here) to beat them.
A Small Key falls down when we’re done. Take it and return to an
earlier room, the one with the Ropes in it. Climb the stairs onto the
ledge here and then go right. See the wall? It’s weak to the right.
Bomb it there to create an entrance to the room to the right, which
contains a chest. Open it for the Dungeon Map. See? It’s shaped like
a bird’s wings. Also, it’s the first dungeon to have two floors.
Return to the second room, the one with the Spiked Beetles in it (to
bypass the block arrangement in the Rope room, push the two side blocks
down and the middle one over). Once there, defeat the enemies if
they’ve respawned and then use the Small Key on the door to the right.
Welcome to the real Rope room! Aside from all the pits, it’s a breeze.
Stand in one column/row with an extended sword and wait for the Ropes
to come to you. They’ll slide right into your blade’s edge. Now, go
right along the southern wall. Bomb it where it’s weak (if you really
can’t tell, nudge the wall with your sword. Where you hear a different
sound is where it can be bombed). This creates an opening; go through.
Here we have a few arrow-throwing Moblins and some Zols that release
Gels. Defeat them all to take a staircase down.
It’s a 2D screen! Defeat Keese if you can throughout. Climb right on
these ladders and drop to the main platform to the right. Wait for the
next one to come to you and take it across the gap. From there, go
right to another section of the screen. Go right to see a Thwomp, a
Mario enemy in a Zelda game (of course, the Zelda type have one eye).
Drop near it, but not under it, and it crashes down. As it rises, walk
right under it. Now take this rising platform up to the ladder, which
you should take up. Defeat all the Ropes in this room that ambush you
to make a chest appear. Open it for a Small Key. Now return to that
room full of Ropes we saw earlier, the one with all the pits. Push the
lower block aside and go up to a chest. Open it for the Compass. Only
three chests left already! Great. Now go north. Defeat two sword-
wielding Moblins to go left to a locked door; use your Small Key on it.
To the right is a mine cart. Hop in and you’ll start riding down the
tracks through several rooms. Hit enemies as you go and you’ll stop at
the Spark room. Go north from it to the mini-boss room.
----------------
Mini-Boss: Swoop
----------------
Swoop is pretty confident for a giant bird, but he’s quite easy. It
says that you can’t win because you have no wings, and promptly rises
into the air. Walk away from it and keep moving, avoiding Swoop’s
shadow. It will eventually lunge in at you and drop, hoping to crush
you. Slash it a few times while it’s on the ground and continue the
process (I recommend storing up a spin attack to hit it with). Note
that it leaves holes in the floor, and falling in them will make you
battle through a few rooms to reach Swoop again. As the battle
progresses, Swoop gets faster and may bounce after landing to try to
hit you. It will stop when you hit it, though, which makes it a wasted
effort on Swoop’s part. When you’ve beaten it, take the Fairy, note the
teleport, and take the upper of the two doors to the right.
----------------
Use the stairs and you’ll appear in a room with new enemies – Whisps –
in it. Whisps are like Sparks but they bounce around the room. Also,
hitting them will leave you unable to draw your sword for a while.
There is also a Stalfos in here, the hooded variety that throws/shoots
spears/arrows. Either way, go south. Use your shield to block any
arrows that might hit you as you walk around this path. At the end, go
right a room. Here, defeat two Stalfos to reach a staircase. Take it
to a side-scrolling area. Go right, defeating Keese as you go, to see
a Thwomp. Get near it so that it drops, and then walk right under it
as it rises. You’ll come to the blue feather. You got Roc’s Feather!
Using it, you can jump (in all Zelda games, Link cannot jump until he
gets one of these (or reaches a ledge). And in some games (not this
one, though), Link can get Roc’s Cape, an almost flying item. Note
that a roc is a monstrous bird in Arab mythology.
Go left a screen to the Thwomp. Let if fall, jump up the steps, and
exit (note that you can ride the Thwomp up to a 30-rupee bundle). Back
in this old room, get onto the yellow tile. Jump at the red block,
jump back to the yellow one. It turns blue. Repeat this and it turns
red, opening the door. Now go through it. Jump right, upward, right,
down three times, and then wrap around the bend to a mine cart. Jump
in. Hit the switch as you go to raise a bar and change the tracks,
letting you get off in this room. Defeat any enemies present and go to
the block. Push it forward so that it’s red. Now push it left once,
down once, right once, and up once to make it blue. This raises the
bar, letting you advance along the tracks. But first, go to the right
side of the room and bomb the wall there. This leads to a hidden room.
Here, defeat the Stalfos Knights and the Keese to make a chest form.
Open it for a Small Key. Now go left to the old room.
Jump into the mine cart and you’ll be ejected in a new room. In here
are two Peahats, old Zelda enemies. Slash them when they stop moving
to defeat them. In here, you must make the tiles match the blocks.
For the left two tiles, jump on and off of them to make both yellow.
For the right two, do the same to make them blue. That way, they’ll
match the blocks to the left. This makes a Small Key fall; take it.
Now go left to the old Whisp room. Go through it to the left and take
the staircase. When you emerge, use your Small Key on the key block to
the right. Now we can use a new mine cart, but trying to take it only
leads to a bar and a dead-end. So, let’s go back a bit and change this.
Jump off the lower ledge on the raised platform here and go south.
Jump across the platforms here to reach the tracks. From it, jump left
to a red tile. Jump from it to the blocks below to it to the blocks
below to it. This changes it from red to blue, thus raising the bar
for you.
Jump back to go north, go left to the mini-boss room, go right through
the upper door, and go further right to the mine cart. You’ll exit in
a new room. Go right, jump across the pit, take down two Moblins, and
open the chest for a Gasha Seed. Now then, let’s jump north to a new
room. First things first. Take out the trash by defeating the enemies
– Moblins and Peahats, two each. This clears the way for moving a pot
onto that switch. Now jump to the entrance of the room. Lift the
first pot and then push the one above it forward five spaces. Jump
over the pit and push the pot right three times. Now jump above it and
push it down twice. Jump left of the pot and push it right thrice
(three times) onto the switch. Finally! Go right through the now-open
door.
Go south to a tile puzzle. First, clear out the enemies. It does not
involve much jumping, though. Instead, see the statues? You must push
them so that they match the statue arrangement to the left. However,
you can only push statues when the tile by the torch matches their
color. So, jump from that tile and back to it to change the color, and
then push the statues accordingly to make them match. Now take the
Small Key that falls and go north. We’re going to spend our first key
to go east. Welcome to a strange room. Everything is colored red, and
there are several color-changing Gels camouflaged here. And while they
match the tiles, they’re invincible. So, jump onto the central tile
and the color changes. Quickly attack the Gels before they change
color. Repeat until you’ve beaten them all. A chest forms – the last
one – containing the Boss Key. Take it!
Exit this room to the previous and use your last Small Key on the door
in the northwest corner. All you have to do is get through here taking
as little damage as possible. Stand on the left side of the square-
arranged blocks and wait for two Sparks to pass the door. Follow the
second one through the room, defeating Keese as you go, to reach the
Boss Door. Use the Boss Key here. Before continuing, lift the pots
for bombs and a Fairy. The owl statue hints at defeating the boss.
But, where is it? Take the stairs and find out. Boss battle in 2-D!
+-------------------------+
| Boss: Head Thwomp |
+-------------------------+
Really, it’s bad enough having Thwomps, Mario series enemies, in a
Zelda game, but it is terrible making one a boss! Head Thwomp launches
fireballs that resemble Podoboos, also from the Mario series, from his
crown, and it switches faces to attack. Quickly take the ladder up and
go left to another one. Climb to the top and stay there. Head Thwomp
launches fireballs from side to side as its primary attack. When it’s
not attacking, pick up a bomb and run forward. Chuck it into its crown
and a roulette face-wheel of sorts starts up. If it stops on the red
face, Head Thwomp takes damage. If it lands on the blue face, you’re
in trouble. Get dead below Head Thwomp to avoid it. If it lands on
the purple face, Head Thwomp crashes down and causes rocks to start
falling. Avoid them by staying under one of the platforms to the side
of the ladders. If it lands on the green face, don’t move from the top
of the ladder. Should you run out of bombs, wait for Head Thwomp to
launch them out with his normal fireballs. The same goes if you’re low
on hearts (it drops them after being hit). After hitting Head Thwomp
on the red face four times, you win the bout.
It drops, explodes, and leaves behind a Heart Container. Take it and
climb down the ladder to the right. Now go right a room to find the
Ancient Wood, the second Essence of Time. “It whispers only truth to
closed ears from out of the stillness.” When you appear outside
Ancient Cave, a.k.a. the Wing Dungeon, the Maku Tree tells you that she
senses an essence on the south sea’s Crescent Island. We can find a
way there from Lynna Village/City’s coast.
=======================================================================
===========================Moonlight Grotto*===========================
=======================================================================
+---------------------------------+
| The Trade Sequence Begins |
+---------------------------------+
Exit the forest (east, north, west, north, east, east) to Lynna Village.
The Gasha Seed I instructed you to plant before going off to Deku
Forest should be grown; slash it for a Gasha Nut. This one’s a ring.
Go north and then return south to plant the Gasha Seed we got in Wing
Dungeon there. Now, go north of the mermaid statue and enter the house
to find the postman. With the day never ending, he can’t know when to
deliver mail. Show him the Poe Clock we got earlier in Yoll Graveyard
and he’ll reward you with Stationery.
Perhaps someone else could use this. Go west twice and enter the house.
It’s an outhouse, I guess, in which a ghastly hand named “???” lives
(it’s a character from Majora’s Mask, and not one I’d expect to see out
of the Stock Pot Inn, let alone in a different game). It needs – ahem
– paper for some reason, and so give it the Stationery. It gives you
a... Stink Bag. I can’t believe this is in a Zelda game! Perhaps we
could find someone who could put this Stink Bag to good use.
The Trade Sequence has a purpose for later in the game. But for now,
let’s move on.
+-----------------------+
| The South Shore |
+-----------------------+
Go south of where you met the postman to a mermaid statue. Continue
south of it until to reach an old woman. Cross a bridge here and
continue south from there to reach water and a house. Enter it and
talk to the man here. His name is Rafton, and his dreams is to build a
raft. However, rope decays in water, and he cannot find suitable rope
to build his raft. Cheval, a man living on the east side, is working
on it, but he won’t finish for a long time. Exit the house and go
north to the old woman. Cross the bridge and go south, this time
turning east to a new screen. Go north to find an Ember Seed tree, and
then return south. Go east.
A sign here states that Cheval’s house is to the east. Use Roc’s
Feather to jump across the watery gap here and go north. This is the
house of Cheval the inventor. He is busy working on items that work in
water. Before he dies, he must complete two projects – rope that does
not decay in water and flippers used for swimming. Unfortunately, we
don’t have enough time to wait for him to invent these things. Exit
his house. Hey! It’s Ralph, Nayru’s friend who vowed to save her. He
asks what we’re looking for, which is Cheval Rope. He’s heard that
name before... yeah! There’s a grave in the present age of a guy named
Cheval. But, he’s busy, he declares, and with that he rushes off.
Thank you, Ralph. You’ve just given us the clue to finding Cheval’s
greatest inventions.
+------------------+
| Meet Moosh |
+------------------+
In Labrynna, Link has no Epona to ride (she’s still in Hyrule). Here,
he must find a new animal to take him around the land. But, there are
three “pets” available to you. Depending on how you get a special
flute, you’ll get a certain animal partner. The default pet is a
flying bear named Moosh. He is a lazy bear with wings whose only
attack is stomping the ground. In my opinion, he’s the worst of the
possible pets, and the hardest to use. Then you have a kangaroo named
Ricky. With boxing gloves to fight enemies and a pouch to carry Link
in, he can get around with a great jump. Also, consider the third
option, Dimitri. He looks like a red Dodongo and will swim through
water with Link on his back. Whoever you choose, note the different
ways to get them. For now, though, we will be meeting the first
candidate (you’ll meet all of them before you have to choose), and
that’s Moosh.
From Cheval’s house, go south, jump across the water, and go north
until you reach the people playing ball. Then go west into Lynna
Village. Play the Tune of Echoes on the Time Portal to go the future.
Now go south to Vasu Jewelers. Appraise your rings if you’d like and
continue south to the shop. They now sell bombs there for 20 rupees.
Regardless, exit Lynna City in this screen to the east. Go north, east,
and south. Enter Yoll Graveyard here, burn down the tree with an Ember
Seed, and go right one screen. That’s Moosh, sucking his paw as three
Ghinis harass him. Link’s Awakening-style mini-boss music starts
playing, and you must defeat the Ghinis. Slash them up and talk to
Moosh. He explains that he can float if you tap A repeatedly. Hold A
to release him for a shockwave-emitting slam.
Go left a screen and then head north. Here are pits we could never
cross on our own. Tap A repeatedly and move around to hover over these
pits. I’ll say, this is hard. If you mess up, you reappear at the
beginning of the screen and have to do it all over again. When you get
it (it’s all about fast-paced A Button mashing), hop off Moosh with B
and lift the rock to the left. Now you can take a shortcut by jumping
over the first gap. Then push the headstone forward to reveal a
staircase. This is Cheval’s grave!
Go north once and then head right, south, and south all the way. Jump
over the water here to the ground to the right. Repeat this to reach a
sign. Cheval made it. He will entrust his invention only to one with
light feet and might. Lucky for us, we have both. Hop over the water
to the left and bust out the Power Bracelet. Pull the switch here back
to cause two blocks blocking the flippers to the right to separate.
Press Start and exchange the Power Bracelet for Roc’s Feather once
you’ve pulled it all the way out, and then jump right to the staircase.
Rush up it before the blocks close and grab the item here. You got the
Zora’s Flippers! Now you can swim in shallow water. In water, press A
to swim forward and B to submerge. Jump into the water to the left,
swim north a screen, swim right around the object here in the water,
swim around the bend, go left, and you’ll reach stairs. Climb them and
you’ll reach Cheval Rope! It’s one rope that won’t decay in water,
letting you build a raft.
+----------------+
| The Raft |
+----------------+
Exit the grave and go south. Moosh wishes you well and takes off.
Return to Lynna City and go to the past (the time portal is one screen
right of the Maku Tree). Go southwest to Lynna Village and go to
Rafton’s house (he’s a few screen south of the mermaid statue). Give
him the Cheval Rope and he gets excited. He can finish his raft!
Since you provided, he’ll let you test it out. But, we’ll need an
Island Chart if we want to go rafting. He’ll be constructing the raft
while we get a chart. Otherwise, we’d have no way to navigate the high
seas, now would we?
Go north and you’ll find Ralph. Well, if it isn’t Ralph! He comes to
see what we’re doing (dawdling he calls it). Looking for an Island
Chart? Well, Ralph’s heard that that weird guy has sea charts to the
secret isle in the present age. But, he’s too busy saving Nayru to
help you. He leaves, and we have our hint. Go to Lynna Village and
use the time portal before the Maku Tree to return to the present age.
Go to Yoll Graveyard’s entrance.
It’s Ricky! He’s a kangaroo and a potential pet. Normally, he can
clear cliffs and pits with the greatest of ease, but he’s not in a good
mood. He lost his gloves on the beach... Where could they be? He
left them by the tree. Go south and slash the bushes to the left to go
west. Now go south, jumping over the pit, to go south again. Now go
left to a tree on the beach. Bring out the Shovel and start digging.
Ricky’s Gloves are under one of the piles of sand.
Return to Ricky and give him Ricky’s Gloves. Now in his pouch, he
shows you around. Press A to punch or build up power to unleash a
tornado. Also, he jumps if you move him around. Go south, punch
through the shrubs, and go west. Ricky will jump up the cliff if you
get near it, he says. Do so and he leaps up. Now head south,
following the path. Approach the pit to clear it, and then hop up the
cliff. Here’s the strange chart-drawing weirdo we’re supposed to meet.
Hop out of Ricky’s pouch (B) and jump with Roc’s Feather. In the air,
slash your sword to pop his balloon. The green-clothed cartographer
falls to the stump. Green clothes? You must be smitten with forest
fairies!
This is Tingle, the fairy-obsessed, 35-year-old, map-drawing weirdo.
His first appearance was in Majora’s Mask in which he drew maps from
his lofty aerial position and sold them to Link. In this game, Tingle
is alienated from Lynna City. He will be your friend if you want.
Accept him and he is so happy that he gives you the Island Chart.
Tingle, Tingle! Kooloo-Limpah!
Ricky can’t stand Tingle, and he’s leaving. Hop down the cliff as well,
take the stairs down, lift the rock to the right, jump across it, and
continue to Lynna City. Warp to the past and head for Rafton’s place.
What took you so long? He’s set up the raft and everything. Exit
through the right door and step onto the raft. Explore if you want,
but we’re going straight to Crescent Island in the guide. Sail south
twice, then east, north, and north again. A storm starts! The wind
pins Link against a wall, and lightning destroys his raft. When he
awakens, he’s on Crescent Island, a bunch of weird things steal your
stuff!
+-----------------------+
| Crescent Island |
+-----------------------+
The Tokay are a reptilian race of creatures residing on Crescent Island.
And they have no moral problems with robbing you blind, as several did
when you washed up on the island. It’s like when we met Impa, only now
we can press Start. Climb the stairs to the right and talk to the
Tokay here. Clearly, they don’t get many visitors. It asks if Link is
a long-eared Tokay. Since you have no weapons, I hope you brought a
good ring with you. We need our sword or the monsters here will rip us
to shreds. Jump off the cliff below and go right. Enter the cave you
come to. A Tokay is hiding here with our Wooden Sword. But, we’ll
need our Shovel to reach it.
Exit the cave and go south. Aha! The Tokay with our Shovel is hiding
here! Talk to it and it claims to have found it by a Tokay with no
tail. Likely story... He realizes that was you and gives it to you.
Maybe other Tokay have your stuff, too, he says. Go north and enter
the cave. Walk to the north wall and push the block here to the left.
Dig through the dirt here and go down to talk to the Tokay with your
sword. For now, let’s exit the cave. The sword will protect us for
now, though. Go left and north to a staircase. Climb it and go east.
Here you’ll find two Octoroks and a new enemy – a Leever. Defeat the
Octoroks as you normally would and then take on the Leever. These
annoying creatures shift through the sands to hit you when you least
expect it. Slash them twice to beat them. Now go east. We’re going
to need the Power Bracelet to reach that Tokay... Go west and south.
Slash the shrubs to the right and go right to a new screen. A Business
Scrub here is willing to sell a Wooden Shield to us for 50 rupees. If
you want it now, spend an extra 50 rupees and take it instead of
waiting to return to Lynna City to buy it for 20 rupees left. Go south
twice now to a set of stairs. Take them down and go right. Here, talk
to the Tokay. He says that their guardian is at the center of the
island, but you can’t reach him when the sun is high.
Go north repeatedly until you reach a tent in the water. A Tokay here
made off with both our Power Bracelet and our Roc’s Feather. He’ll
trade you one of the items for one of yours. For now, give him your
shovel for the “hoop,” a.k.a. your Power Bracelet. Now that we have it,
much of the island is open for exploration. Go south to the water’s
edge, and then go west. Climb the stairs and go east along a narrow
path. Follow it to a stone; lift it with the Power Bracelet. Enter
the cave here. Right now, we don’t have our bombs to use on the blocks
here, but we can push the lower one and the one to the upper-right of
it over to reach another staircase. Take it to the chicken tent. Go
left, take the Bombs back, and take the stairs back. Bomb the cracked
blocks here for a Gasha Seed in the chest. Now exit the cave.
Go south, west, and north. Lift the rocks to the left and go west. To
the north is a weak wall; slash the shrubs and bomb it. Enter the cave
to see a Tokay with your Zora’s Flippers. We can’t reach it, though;
exit the cave. Go right a screen, lift the rocks, and go north to a
Business Scrub. Go left from there and then north. Head right a
screen, lift a rock, and talk to the Tokay. If he had a Scent Seedling,
he could grow a Scent Tree...
That in mind, jump off the ledge to the right and go right. Enter the
tent and exchange the Power Bracelet for Roc’s Feather. Now go south
as far as you can and west. Take the stairs up, jump over the pits,
and go west. Then head north; enter the cave. Chuck a bomb across the
water to blow up the blocks, hop across the water, hop right, throw a
bomb to the south, hop there, and then go around to find the Tokay with
your Zora’s Flippers. Now that we have them, go to the screen with the
tent that you exchange items in. Give him Roc’s Feather back and take
the Power Bracelet.
Go south of it and climb the stairs to reach a weak wall. Blow it up
and enter to play the Wild Tokay. Fit Tokay, like this yellow one, can
play. Today’s prize is the Scent Seedling! That’s what the one at the
Tree Nursery wanted. Pay 10 rupees (if you don’t have enough, dig
around for them with the Shovel) and let’s play. The object of the
game is to throw a hunk of meat to each Tokay that passes by in the
right and left lanes. Feed each one and you win. It’s actually pretty
easy if you have a good strategy. Pick up the meat as it comes and
throw it at the slow-moving Tokay to either side. The key is to throw
it at them from the center of the room where the meet falls. When the
red one takes his, you’ve won. Now that we have the Scent Seedling,
give it to the Tokay in the Tree Nursery. He plants it, but it’ll take
a few hundred years to grow into a tree.
Now that we’re done planning for the future, go to the cave we got the
Flippers in. With the Power Bracelet and Flippers, we can reach a new
area. Swim to the northwest corner, lift the rocks, and dive in the
deep water there to enter a 2D screen. Swim down, go right, and take
the ladders up to another cave segment. Lift the rocks and take the
other set of stairs up. On the surface, go left to the Tokay. Talk to
him and he’ll return your Seed Satchel. Yes! Now we can finish this
scavenger hunt up.
Go to the Tokay Trader tent and trade 10 Mystery Seeds for Roc’s
Feather. Now that we have both Roc’s Feather and the Power Bracelet at
once, we can get our remaining missing items (note that we’ll have to
leave the Shovel with him – for now). Go to the cave where you got the
Flippers, but do not enter. Instead, go south. Enter the cave here
and lift the pot here to take the stairs down. Drop into the water,
swim left a screen, and climb the ladder. Jump to the moving platform
and then jump up the steps to a ladder. Take it up and go outside the
cave at the end. Talk to the Tokay here for your Harp of Ages back.
Excellent! Now we can finish up this chain of events. Go north, west,
and south. A Time Portal is here, but we need the Shovel. Let’s keep
note of this.
Before we go back to the future, we need to set up a few shortcuts. Go
to the screen you were first shipwrecked in. Go south and push the
vine sprout here right twice. Then go north, east, south, east, and
south. Push the vine sprout here up twice and left four times. Now go
south, east, and then north. Use the Harp of Ages at the Time Portal
to warp to the present age. All of those vine sprouts we left (well,
both of them) have grown into vines for shortcuts. For now, go north.
The Wild Tokay game is now a museum to the sport (although it looks
like the same Tokay is host, or at least its descendant). If you go
north and west, you’ll see that the Scent Seedling is now a Scent Tree.
And we can trade that Tokay ten of those seeds to get our Shovel back,
and thus reach that Time Portal we saw on the west side of the island.
Let’s go.
Go east and then south twice. In here is a Tokay with a cold. I know!
Let’s give him the Stink Bag to clear his nose! Do so and it starts
hopping around madly. It trades you Tasty Meat for your Stink Bag. A
good trade, no? Now exit the house and go west. Head north twice, go
west, and climb down the vine. The Tokay warns you that it takes a
long time to grow that; you could wreck it. Now go west and climb the
vine here. Head east a few times to reach the Scent Tree. Now we’ve
added Scent Seeds, which attract monsters, to our repertoire of seeds.
Huzzah! Hop the cliff and go right. Head south to a Time Portal; use
it to return to the past age.
Go north a few times to find the Shovel in the Tokay Trader’s tent.
Give it ten Scent Seeds for access to your digging device (first give
him the Power Bracelet back, and then give it the seeds for it). We
now have all of our old items back, and new seeds! Score! Return to
the Tokay we got the Harp of Ages back from. Go north, west, and south.
Dig your way to the Time Portal, play the Tune of Echoes, and we’ll
reach the present age on the west side.
Start by going north, east, and south. Enter the cave, a Fairy
Fountain, and be healed. Now go north and west. Defeat the crabs (one
slash), go north twice, east once, and go south. Follow the winding
path down into Level 3, within the guardian of Crescent Island.
+----------------------+
| Moonlit Grotto |
+----------------------+
Go to the northwest corner and push the block aside (the one beneath
the upper cracked one). Now go west. Here, you’ll find monsters
called Pols Voices. With their sensitive ears, just play the Tune of
Echoes and they explode. Collect their drops and open the chest for a
Dungeon Map. Just like the second dungeon of The Legend of Zelda, the
first game in the Zelda series, this is shaped like a moon in the
crescent phase. So is the basement floor.
Go right to the first room, bomb the block, push it aside, and go north
to a new room. Here are two worm enemies called Mini-Moldorms, but
I’ll just call them “Moldorms” from now on. Defeat both with four hits
and the door to the right opens. Go through to a new room. Here are
new enemies as well, called Iron Masks. They are invulnerable to
frontal attacks, but they’re rears are wide open to your sword. Now
defeat both. See that Blue Crystal (1)? Slash it. The floor rumbles
and you hear something far-off loosen. Now go north.
Welcome to the dial, the turntable of the dungeon. Step into the dial
(it will turn right due to the arrow pointing) to go right. Now go
right a room. Here, walk around the path to the northeast corner.
Bomb the block to the lower-left and then throw a block left of where
it was into the aisle it was blocking. Now go there, push the block
down, and get in front of the aisle. Throw the bomb here down it to
blow up a cracked block near the crystal. Now go around to the
southwest corner; push the block to the lower-left of the block forward
and you’ll be able to reach the Blue Crystal (2). Slash it. Two down,
four to go. Push the block that was next to it forward. Now push the
statue here over to the middle tile. Push it up twice, push it left
once, and push it down once. A Small Key falls; take it. Return to
the previous room, the turntable.
Turn in it and go south, then west. You’re in the Moldorm room. Use
the Small Key on the door to the north. Here, drop into the pit. You
are surrounded by Zols and Tektites, jumping spider-like enemies. Now
that we’ve cleared them out, head south. A Moldorm... I don’t like
its face. Slash it! Get behind the rail and defeat it. The door to
the lower-left opens. Head through the opening to the lower-right and
play the Tune of Echoes on the Harp of Ages. On the north wall now, go
through the left door. We must defeat the Moldorm again. Throw two
bombs into the relative center to hit it twice. Now go through the
lower-left door. Take the left door now.
Go to the south wall. See that switch? We must hit it. Stand in line
with the tile, lift a bomb, wait one second, and throw it forward to
hit it. This brings the Armos, a statue to the north, to life. This
one can’t be beaten with a sword; you must let it be caught in a bomb
explosion. This makes a chest containing the Compass appear. Take it.
Now go to the northwest and use the stairs. Here, go west to a small
room. Push the upper block up and the ones to its side left and right
against the wall so that the room is symmetric. A Small Key falls down
to you. Grab it. Now go east and take the stairs again. Bomb the
block, push the other one forward, and go east. Now go north twice to
another staircase. Take it and go forward to hit a Blue Crystal (3).
Now push the block to the right. Defeat the Zols and go right a screen.
Enter the dial. It will turn you right. Good... Go to the Moldorm
room and go north, then east. Enter the dial again and you’ll be
emitted to the north. Go north to find new enemies. These are the
dreaded Like Likes I name-dropped earlier. These enemies eat shields.
Beat them carefully with sword slashes. Now go to the left side of the
room. Here’s the final Blue Crystal, but we can’t hit it yet. So,
let’s go east through the exit there. Press the switch in the
northeast corner and the Armos statues come to life. To beat them, lay
bombs in their path and hope they get hit. To get a good head start of
sorts, leave one bomb by them before you hit the switch and press the
switch just before the bomb explodes. If you run out of bombs, leave
the screen and restock at the shrubs. When you defeat all of them, a
Small Key drops. Take it and go left a room. Now go north.
Here, the tiles start flying at you. Quickly defeat the Zols and then
get out your Wooden Shield. If you have it for the A Button, stand in
the southwest corner. If B, the southeast. Let all fly and crash into
your shield and the door to the west opens. Take it. Beware monsters
under the bushes and go south. Raze down the bushes here, conscious of
monsters, and go north on the left side of the room. Repeat the bush
process here and climb the stairs. Go south here, open the chest for
30 rupees, and go north. Take the stairs to the left down and use the
Small Key to go north.
Go west now to the tip of the crescent on the map. Here, you must
defeat several enemies. One is the Arm-Mimic, an enemy that moves
opposite you. Defeat it with sword slashes, and then take on the
Moldorms. Afterwards, a chest forms in the center of the room. Open
it for this dungeon’s prize – the Seed Shooter! With it, you can
launch seeds as projectiles. They ricochet all over the room. Go east
and use the Seed Shooter to launch an Ember Seed into the torch. Now
go south. Take the stairs up, jump over the ledge to the right, and go
right. Get through the tiles here and go south. Now, to take down the
final Blue Crystal (4). Stand against the rail there that touches the
wall, point the Seed Shooter right, and let a seed fly into the crystal,
busting it open. It sounds as though something fell below...
Go south to find a Gasha Seed in the chest here. Now go left. Fall
into the pit here, take down those sorry Tektites and Zols, and go
right a screen. The turntable fell! Walk into it and go south.
Defeat the Iron Masks and go to the lower-right corner. Push the two
upper blocks into the pit. Stand in the upper one and aim the Seed
Shooter down. Shoot an Ember Seed and it should light the far torch.
Stand down and aim it up to light the close one. Take the treasure
that appears – a Gasha Nut. Now go west, north, and east. Enter the
dial and go north. Defeat the Peahats here and go north.
--------------------
Mini-Boss: Subterror
--------------------
While our last mini-boss was airborne, this one fights underground.
Subterror is a mole, and his attack pattern would be: burrow to you,
poke you with spiky nose, repeat. However, it’s quite easy to avoid
and beat. One of the only bosses you’ll ever use a Shovel against, dig
him up and rush him. Slash as many times as you can as Subterror
crawls about until he starts burrowing again. Repeat the process until
you’ve beaten it. As you go, it increases speed, but it’s all very
simple. When you’ve won, take the Fairy and note the portal. Go west.
--------------------
Go north and defeat the Moldorms. Now push the lower-right block left
to make a Small Key fall down. Take it and go southeast to the mini-
boos room. Go south twice. The turntable should be blue. Go north
twice now to the mini-boss room and teleport back to the start of the
dungeon. Go north twice from here and fall down that hole. Go east to
the dial and enter it to go south. Now go west. The dial is set well;
go through the process to reach the stairs to the left in here (go
south) and take it. Go east to the first room now, enter the portal,
and go south twice. Take the dial to go east. In this room, go right
to a switch. Press it so that the boards here point toward the switch
diagonally and shoot a seed with the Seed Shooter from the switch,
pointing it diagonally to the right, and launch it. It will hit the
switch, opening the door to the north. Walk forward in it to find the
Boss Key. Take it.
Jump left off the ledge and go west. Go south, step into the dial and
go west to a pack of enemies. Go north now to the bridge room. Use
the Seed Shooter to hit the switch to the right to make a bridge form.
Cross it and then shoot the switch across from you to make a board
ahead of you turn. Shoot a seed into it when it is pointed diagonally
to the upper-left and lower-right to hit the switch again. Cross the
bridge and stop. If you change the board with the switch to the right
and shoot the switch again, you can go down a bit to open a chest for
20 rupees. Now go north over the bridge and use your Small Key here.
Shoot the switch across from you and then shoot board to hit the switch.
Cross the bridge, hit the switch until the board is pointed correctly,
shoot a seed at it, and cross the next bridge. Go north to the Boss
Door. Open it.
+------------------------+
| Boss: Shadow Hag |
+------------------------+
This is the toughest boss yet, but not hard if you know what you’re
doing. Shadow Hag will disappear if you look at her, forming into four
shadows. Avoid these shadows as well as you can (Roc’s Feather can be
used here) until they form into one. Rush the dark butterflies that
are emitted and slash them up. Do not turn around. Shadow Hag will
try to tackle you now that you’re distracted by the butterflies. You
have to hit her with a seed when she’s materialized and trying to
tackle you. Repeat this until you win. I find it easier to stand away
from the butterflies, on second thought, facing away from them until
she appears, then launching the seed (and moving out of her way in case
you miss).
When she finally explodes, take the Heart Container and go west. Take
this Essence of Time, Echoing Howl. “It echoes far across the plains
to speak to insolent hearts.” Now you reappear in front of the dungeon.
Suddenly, we see a new scene. Ambi’s Tower will soon be completed, a
monument to Ambi. The Maku Tree contacts you to say that the Black
Tower is near completion and hears an essence northwest of Lynna City.
=======================================================================
============================Skull Dungeon*=============================
=======================================================================
+-----------------------------------+
| To South Shore with Dimitri |
+-----------------------------------+
Go south, west, north twice, and you’ll find a Tokay. A huge fish
washed ashore, it says. The Tokay here is so excited to eat it. Talk
to the one left of the fish and it asks you for ten Ember Seeds.
They’re red and must have an exciting flavor, right? When they eat it,
they go running due to the heat. Now talk to the “fish.” It
introduces itself as Dimitri. Going somewhere? It can give you a ride.
Press A to chomp and swallow enemies, and he can swim like a fish –
even up waterfalls. If you swim right through Crescent Strait, you’ll
reach a few shrubs that cover soft soil for to plant a Gasha Seed
(there are other, more convenient places, though). Now swim west to
South Shore. When you reach land, Dimitri deposits you and swims off.
Now that you’ve sampled each pet, which would you like? Moosh, Ricky,
or Dimitri?
+------------------------+
| Tingle’s Upgrade |
+------------------------+
As long as we’re in the South Shore area, go to see Tingle. Just go
north of the screen you landed on with Dimitri and enter the cave you
find. Here, use the Seed Shooter to hit the crystal switch to the
lower-left. This makes a bridge form; cross it to reach a staircase.
Here, talk to Tingle (burst his balloon first, though). Using his
magic, Tingle can increase the number of seeds you can carry. After
casting a spell, you can now carry 50 seeds at once, 30 more than
before! Now that we have that, return to Lynna City. Tingle, Tingle,
Kooloo-Limpah!
+--------------------+
| The Decision |
+--------------------+
You’ve met Moosh in Yoll Graveyard. You met Ricky in South Shore. You
met Dimitri on Crescent Island. Who did you like the best? Your
choice will change the very map of Labrynna (literally, the map changes
slightly depending on who you choose to make it easy for your animal
partner to get through it). To make your choice, you need to obtain
that animal’s flute. Each is gotten in a different way.
Moosh’s Flute: You find Moosh in Fairies’ Woods and he gives it to you.
Ricky’s Flute: You just have to win at the shooting gallery mini-game
in the past age in Lynna Village. It’s north of where the present age
shop is built. It can be done. You need to hit the ball with your
sword into the blue blocks or Fairy blocks to get a score over 200.
Dimitri’s Flute: This one is quite obvious. In the shop in the present
age of Lynna City, the three recovery hearts has been replaced by this
flute. However, it costs 150 rupees. Pretty steep, but it makes
things very easy.
Moosh is the default partner, and therefore I am forced to get him for
the purposes of this guide. But, be aware that you can still get the
others.
+---------------------+
| Getting Moosh |
+---------------------+
Exit Lynna City to the southwest and go west and south to enter
Fairies’ Woods. If you go east and south in here, you can use Roc’s
Feather to jump to the chest in here for 50 rupees. Now return to the
screen just west of Lynna City (from the forest entrance, north and
east). Go up the stairs here and go west to find a man that resembles
the Happy Mask Salesman in Majora’s Mask/Ocarina of Time. He’s very
hungry, and you have Tasty Meat from Crescent Island. Trade it for a
Doggie Mask. This will come in handy somewhere... Now exit the house
and go east.
Bust out the Seed Shooter, equip it to Ember Seeds, and shoot the small
tree across the water. Then shoot the switch to make the bridge
complete. Cross it and go north. These are Buzz Blobs, and you can’t
defeat them with your sword or you’ll electrocuted. For now, use the
Seed Shooter. Go west and north, avoiding the fireballs of the aquatic
Zolas here, and go east a few times. We come to a few holes. Jump
across them to go east, north, and west to a bridge where you’ll see a
man standing shaking his head. Talk to him. He’s building a bridge to
Symmetry City Ruins, but his workers ran off. Yep, that’s the head
carpenter from Ocarina of Time, among other games. And he’s right. We
can’t navigate this terrain. Head south and return to Lynna City.
On your way there, a fairy catches up with you. It’s been wanting a
rematch of Hide n’ Seek ever since you won. No, that’s not it.
Apparently, they have an intruder in the forest – your animal friend –
that can’t get out. She’ll be waiting at the forest entrance for you
to come and haul it out. The fairy guides you south. Go south and
west to find the fairies gathered in one spot. The forest is jumbled,
and so just go north and south randomly until you come to a screen with
your animal character, in this case Moosh, in it. The fairies
transport both of you out and Moosh is very grateful for you helping
him twice. To repay you, he gives you Moosh’s Flute. Play it when you
want him to come. Now, return to Nuun Highlands. Specifically, return
to the head carpenter... with Moosh.
+----------------------+
| Nuun Highlands |
+----------------------+
NOTE: Because Moosh is the default animal partner, this guide will
cover the path through Nuun Highlands with him. However, if you choose
to get Dimitri or Ricky, the path does not change next. Only this
section will be different for you if you choose to get Ricky or Dimitri.
After that, it’s all the same for the rest of the game. Note that if
you decided not to get Moosh, it will be Ricky or Dimitri in Fairies’
Woods, not Moosh.
The highlands are filled with holes, and we must use Moosh to cover
them (if you use Ricky, you just jump around to find the slackers; if
you use Dimitri, you just have to swim to look for them). From where
you got Moosh, go east, north, across the bridge, north, west, north,
east three times, north once, and then west. We’re back at the head
carpenter. Talk to him and he’ll ask you to find those slackers for
him. Agree to do so and he’ll have you catch all three of them. Then
he can get back to work on this bridge.
Go east and slash the bush. Hover across these pits to the stairs;
land on the steps. Now fly across this hook-shaped pit, pressing A
quickly to do so, and go north. Dismount and talk to the carpenter
here. When you talk to him, he jumps over the ledge to join his boss
(who does no work and complains all the time, he says). One down, two
to go.
Go south, fly over the pits, and go east a screen. Here, we see a
carpenter, but it will be a long while before we reach him. Get up to
the first pit and fly over it two spaces. Then fly forward for three
after that. Here, fly down and around the rock to land on safe ground.
Slash the bushes below and go south. Fly over these first few pits and
then fly left over another three. Fly over the next one and go west.
Fly up the stairs, go east (wary of Leevers) and then north to find the
carpenter. Talk to the disgruntled employee and he’ll hop over cliff
to rejoin his co-workers and boss. Just one more left.
On your way back down past all those pits, be sure to enter the cave to
find a ring for appraisal. Then exit it, get back on Moosh, and fly
north. Get through this mess of holes to go left a screen, and then
head north. Fly to the staircase and go north from there. Peahats...
Go east. Take the stairs down and go left to the cave. Enter it, a
Fairy Fountain, to be healed. Now exit it and east, then south.
There’s the last carpenter. They’re pretty athletic to get all the way
over there. Use the Seed Shooter to launch an Ember Seed across the
gap and at the bush to burn it down. Now fly over the pits, dismount,
cut down the bushes to the right, and talk to the last carpenter. He
stops “hanging out” and jumps back to work.
Now that all three are there, and they get to work with no breaks until
the bridge is done. They finish it in a few seconds before leaving for
the next job. A carpenter’s work is never done... Take the bridge to
Symmetry Village Ruins.
+------------------------------+
| Symmetry Village Ruins |
+------------------------------+
Here you’ll find two Kanalet Soldiers, basically harder versions of
Moblins. Slash them a few times and they’ll die. Now go north to the
real ruins. The only inhabitants of this village are monsters
(Podoboos-Geldarm mixes?). Go west to see... a tree! Hit it for new
seeds – Gale Seeds. Using them, we can transport ourselves around the
map! Neat-o! Slash the bushes on either side of the Gale Tree to
reveal Time Portals. We shall use it to return to the past when
Symmetry Village was at the peak of its power!
+------------------------+
| Tuni Nut Mending |
+------------------------+
Play the Tune of Echoes to awaken the portal. Well, it would seem that
the village has always been volcanic. It periodically rumbles. Enter
this house and talk to either girl here. It seems that the Tuni Nut is
broken. Without it, the city falls out of balance and the volcano will
erupt. The laws of Symmetry City (oh, not a village, make up your mind)
state that left and right must be in perfect balance, thus making
everything symmetrical. But the Tuni Nut is broken! The eruptions of
the volcano will destroy us all! Her husband went to see Patch atop
Restoration Wall to mend the nut, but he can’t climb it.
Explore the city, but you’ll eventually have to go to the upper-right
corner house. Talk to the man within. This is Symmetry City, and he
can’t move unless his brother does. His brother, though, was hit by a
rock during an eruption from the volcano, and he can’t move, which
means this brother can’t either. He’ll give you the Tuni Nut to take
to Patch in his stead. After all, Link isn’t a citizen, and he can
ignore the rules. Take it to Restoration Wall to the south where Patch
lives, and from there we’ll set it on the pedestal in the central house.
Got it!
Go to the lower-left corner of the city and go south from there. Here
you’ll find blue Kanalet Soldiers. Their blue-colored armor makes them
require even more hits than usual. Afterwards, go west and then north
twice. You’ll run into a few minor enemies along the way, but it’s all
quite plain. Here, swim right to some shallow water. Walk along it to
the corner patch of water and dive down to a 2-D screen. Here is a
Cheep-Cheep, old Mario enemies. Swim past it and go right a screen.
Slash the next one with your sword and climb the ladder.
It’s Tokkey! He researches time, and he thinks he’s one step away from
perfecting a tune that lets the user move forward in time, but not
backward. He has “Echoes produce waves...” but he’s not sure what it
all means. Pull out the Harp of Ages and treat him to a session of
Tune of Echoes. Due to his bad hearing, you’ll have to play on the
tile. He is inspired, and he plays you his now complete song. It’s
the Tune of Currents! Play it to move from anywhere in the past to the
future.
Now we can fix the Tuni Nut. Exit this screen to the south and go west.
Stand low here in the left part of the screen and play the Tune of
Echoes to warp to the future. Go right, pick up the Piece of Heart,
and go left. Return to your portal to go back to the past. Return to
the screen just south of Symmetry City and go west three times. Here’s
a Time Portal, but it’s useless. Go south of it to the lower-left
corner and play the Tune of Currents there. Go south from that point.
Defeat/avoid the Tektite and go right once, then down the stairs. Go
west now to fight two sword-wielding Moblins and dual Tektites. Beat
the lot of them and go south twice down these steps. Now go right a
screen.
Climb the vine here on Talus Peaks. Armos statues are flooded here...
Take it down and go north with the stairs. Lift the rock here to
reveal a Time Portal. Use it with Tune of Echoes. Now go north and
enter the cave. Take the stairs and exit with the left cave. Push the
block to the left here and the water changes sides. Now go down to the
cave and play the Tune of Currents when you emerge. Go south now and
climb the vine to the left. Go left and read the sign. Don’t drop
anything in there. Throw a bomb in and approach the water. A fairy
appears to ask if you dropped a golden or silver bomb into the water.
Answer “A regular one” honestly. She likes honesty, and will reward
you with a bomb bag upgrade. You can now carry 30 bombs instead of 10.
Hee-yah!
Go right, enter the portal to return to the past, and push the vine
sprout to the right below the eastern cliff. Play Tune of Currents now
and travel north up the vine in the present age. Swim right, head up
the stairs, and go north again. Defeat the Tektites, go west, and head
down the stairs. Play the Tune of Echoes on this Time Portal and go
north in the past. Head east after that and then travel south twice.
Swim left to a staircase, walk down the steps, and you’ll reach a new
area. Walk right, go north, and you’ll have finally reached
Restoration Wall.
Start climbing and boulders will begin to roll down the vine wall.
Avoid them if you can and you’ll reach a cave at the end. Enter it to
find Patch, the fixer. Let the restoration guru take the Tuni Nut. He
suggests a restoration ceremony. Follow him down to the basement.
Talk to him and he welcomes you to Patch’s Crazy Cart. Choose to
participate. Basically, all you must do is knock a ton of monsters
into a hole while he chants the ceremony’s various verses. But, the
Tuni Nut is on the tracks. As long as you stand on the switch, the
cart won’t hit it. Venture off of it, though, and the nut is destroyed.
You need to win! The fate of Symmetry City rests in your hands.
It’s really quite difficult. Stand on the switch as it starts and
charge up a spin attack. Let it hit the first Hardhat Beetle and
hopefully hit it to a hole. The key is to press the switch when the
cart is about to hit the Tuni Nut. This lets it travel away from the
Tuni Nut, buying you more time. Try to knock a bunch of them into the
hole at once. When you finally win, he gives you the mended Tuni Nut.
Refer to him for any future fixes, he says. Yeah right...
+-----------------------+
| Opening Level 4 |
+-----------------------+
Exit Patch’s cave and play the Tune of Currents (just to get this space
on our maps). Then return to the past and go right a screen. Drop
down over the ledge and take the stairs up to Symmetry City. Here, go
left and enter the house. Place the Tuni Nut on the pedestal. The
volcano should calm down now that balance has been restored to the city.
Now that we’ve stopped the volcano in the past, Symmetry Village won’t
suffer in the present age. Use the Tune of Currents to return to the
modern era. Yep. The lava has been replaced by water (also, there are
no longer Symmetry Village Ruins; the village exists in modern times).
Enter the watery cave that was buried by the lava of the volcano to
reach Level 4.
+---------------------+
| Skull Dungeon |
+---------------------+
Pretty good music for a dungeon. Go north to see that the lava truly
is flowing. Go west to find a few Stalfos to rough up. Defeat all
three and go left a room. Shoot Gale Seeds at the Stalfos across the
lava to carry them out of here and then jump across the lava to go
north. You’ll find a Spark in this room. Wait against a wall that
it’s not on right now for it to pass and then follow it out of the room.
Go south at the end. Here, push the block down to reach a treasure
chest. Open it for the Compass. Now go south.
Defeat the Zols and Stalfos to clear the room. Now we have another
block puzzle on our hands. Jump over the lava to get behind the block.
Push it down four times, right once, down once, left once, up once, and
left twice. Open the chest that appears for a Small Key. Now go right
up the steps and north. Hop off of the ledge here, go east two rooms,
and then go east once again to a new room this time.
Note that if you need to kill a Fire Keese, use a jumping attack with
Roc’s Feather. Jump right onto the floor, jump down, walk right, jump
up, right, head up, jump left onto the platform there, jump in-and-out
of the blocks, and you’ll be under the middle block. Push the one to
the side over and go north to a locked door. Deploy your Small Key on
it and pass through. Here, a Whisp is bouncing around by a few Stalfos.
Carefully pass through here, defeating the skeletal knights and
avoiding the Whisp, to reach the door. Defeat the Zol at the end and
pass through the opening.
Hit the switch here and jump into the mine cart. You’ll be taken to
the far side of the room and pass through a one-way door to a secret
area. Here, jump left and open the chest for the Dungeon Map. Yes, it
is shaped like a skull. Now take the cart back to the previous room.
Throw the switch again and enter the cart again. You’ll end up in a
new room this time by a Moldorm. Use the Seed Shooter to send four
Scent Seeds into the Moldorm, thus killing it. Now use the Seed
Shooter to hit the moving crystal switch. Stand in one place, aim
diagonally, and hope for the best. If you hit it, a chest containing a
Small Key forms. Take it and ride north on the mine cart. Hit the
switch along the way and you’ll be deposited in this room.
Head to the lower-right, defeating any Stalfos in your way, to reach a
locked door. Spend a Small Key on it and pass through it. Here, go
east. You can’t tell due to the limited view, but there are monsters
on the other side of that stream of lava. Shoot them up with the Seed
Shooter if you want. Now, do you see those blue objects between the
blocks? These are Razor Traps, and they’re quite bothersome. Get used
to them. Walk up to the line between them to trigger them. They rush
in on you; move out of the way. As they slowly recoil, pass by them
and jump over the lava stream. Take care of any lingering enemies and
go north to a new room.
There’s no floor to walk on here. Go forward, defeating any Keese
(they’ll wait for you to be pulling something to attack), and pull the
lever ahead back all the way. This cools the lava into rock for the
time being. Quickly rush across it to the northwest exit. Shortly
afterward, it will revert to lava. For future shortcuts, push the
block sticking out to the left down. Now go north. We just have to
defeat a few Stalfos. This type can throw bones, by the way. Spin
attack them (they require two hits) and head west. A few Hardhat
Beetles are assembled to intercept you. It’s pretty easy, though.
Throw a bomb past them and it will explode, knocking them into the lava.
Jump over the stream and go north to a new puzzle.
It’s simple, though. We need to change the tile colors so that they
match the blocks to the right. Walk up to a tile and jump onto it to
change color (red -> yellow -> blue -> red, etc.). When they all match,
the door to the west opens. Head through it and jump immediately to
avoid a razor trap. Defeat the Stalfos and then walk to the block in
the northeast corner. Stand below it and step forward to trigger the
Razor Traps. Quickly jump in and push the block down twice. Now
position yourself over the weak floor when the Razor Traps are
retracting and push it forward twice. Push it left four times more now
and down twice to make the light green. Jump into the mine cart and
you’ll end up in a room of Ropes. Defeat them and go east one room.
Defeat any Keese that get in your way and jump onto the moving platform.
Get out the Seed Shooter and aim it to the upper-right (stand on the
upper end of the platform). When the platform nears the wall, shoot.
The seed should ricochet into the crystal switch, making a Small Key
chest form. Take its contents and go west twice. Use your key on the
block here, and then jump onto the tile to change it from red to blue.
Double back to the previous room, get in the lower cart, and you’ll
wind up in a room of Stalfos. Get ready for target practice; pull out
the Seed Shooter. As you ride, you must shoot the three Stalfos ahead
of you. Each takes one seed to beat. When you’ve beaten all three,
the cart stops. Go west from here.
This room can be tough. Jump to the first platform, then to the second,
to the third, and to safe ground. Move south a room. Here, defeat the
Peahats if necessary. Then jump to the red tile to the left. Jump to
the second from there, and alternate between them until the second is
blue and the first is red. Then jump to the third until it is blue. A
Small Key falls down for you to take. Do so and exit north. Use your
key on the locked block here and jump into the mine cart. Enjoy the
ride. You’ll be dropped off in a room with a Gibdo in it. Gibdos are
mummies in Zelda games, and they took several hits to defeat. What
makes them “difficult” is that they don’t react to being hit; they
don’t get knocked back like we’re used to. After testing my statements
on the Gibdo, head west.
------------------------
Mini-Boss: Armos Warrior
------------------------
Much like the Armos Knights in A Link to the Past, this is an Armos
Warrior. The difference? I suppose this warrior has better weapons
(he calls them mighty a few times), as you can’t really hurt it
directly. He throws his mighty sword at you and it begins to chase you.
It will make one dive at you, stay in place for a while, and attack
again. For this part of the battle, just walk behind Armos Warrior
without touching him. And by “behind,” I mean on the yellow tiles.
The sword should dive at you and hit Armos Warrior instead of you. He
speeds up; lure the sword to him again, and again! Three hits of this
break the mighty sword and shield. Now he’s mad. He’ll charge at you.
Dodge him and he hits a wall. He’ll be stunned for about a second;
slash him or spin attack him. Repeat this until he explodes. Now take
the Fairy, use the warp portal here if you die later, and be proud.
Who’s mighty now, huh?
------------------------
Go south to a room of Stalfos and Moldorm. Defeat them all and go
south again. Here, cross the bridge to a weak wall. Bomb it and pass
through this opening. Welcome... to the room of fancy footwork! Each
tile you step on lights. You might reach the center of the room,
lighting each tile, without ever stepping on another one. Ah, don’t
worry. You have a guide, remember? From the starting tile, go one
left, one up, three right, one down, all the way right, two up, two
left, one down, two left, one up, one right, one up, two right, one up,
one right, all the way up, two left, two down, one left, two up, two
left, one down, one right, one down, three left, two up, one left, down
as far as you can go without stepping red, two right, one up, and one
right. This makes a chest form.
Open it for the Switch Hook! It is like the Hookshot, but this
switches places with the object you shoot it at and you. Go west and
test it out on the diamond across the gap. Afterward, go down the
stairs and go north to the mini-boss room. Go right from here and
climb the steps you come to. Walk north, switch with the diamond
across the gap. Defeat the Stalfos here and go south. Kill the Gibdo
if you’d like and pass through the doorway to the east. Here, switch
with the diamond across the lava, defeat the Zol and Stalfos, and
follow the path to a switch. Stand on it, switch with the diamond, and
go up the stairs to go south. Now go east a few times, then north a
few, and then west. Here is the staircase to the basement.
Go north of these Gibdos to a room with Ropes in it. Defeat them and
then go stand between the blocks in the lava (that is, stand below
them). Launch the Switch Hook from here to switch with a diamond. Now
switch with the pot to the right. Now walk down the path to the
diamond. Switch again with it and walk all the way left so that you’re
left of the switch. Switch with the diamond now and go left to stand
on the switch. Switch once again so that the diamond is on the switch
and then go south and west.
Beat the Keese and Moldorm here and go down the steps. Switch with a
pot to the left, first of all. Then switch with the pot left of it.
Switch with the jar to the south next, and then once more to the east.
Now you can go south to a colored tile room. But, we’ve done this
before. Jump onto the central tile to change color. Then slash the
Gels before they change color. Repeat until you’ve beaten them all and
go west. Take care of the Peahats here and jump over the lava stream.
Jump over the next few razor traps and go west to another fancy
footwork room.
This time, from the starting tile, go one left, one down, one right,
all the way down, left twice, up five, right twice, one up, one left,
one up, one right, one up, left twice, down once, left once, up once,
left all the way, twice down, right, down three times, one left, three
down, once right, up twice, right, down twice, right seven times, up
twice, left twice, down once, left once, up once, left once, left once,
up once, left once, up once, left once, up three times, right once, up
once, right once, down once, right twice, up once, right twice, down
once, right once, down once, left six times, down once, right once,
down once, right once, up once, right four times, down once, and left
twice. Open the chest that appears for a Small Key. Now go north.
Here, jump onto a moving platform and use the Switch Hook to switch
with the diamond. Now jump/step onto the next platform. When the
Hardhat Beetle isn’t in the opening, jump to it. Now knock the beetle
into its fiery grave, and then hike up the stairs. It’s a 2-D screen.
Jump up the steps and get onto the platform. Ride it up, switch with
the next two jars, and jump to the ladder. Take it up to the first
floor. Switch the diamonds ahead here twice and go west. Take the
stairs down here and pull the lever with the Power Bracelet. Walk
across the floor, using Roc’s Feather toward the end if needed, and go
north. Defeat the Keese and go forward to a lever. Do not push the
block to the right out; the Spark will prey on you if you do. Pull the
lever back and run onto the lava. Use the Power Bracelet to lift the
first pot and get onto its ground. Now Switch Hook your way to a point
that you can jump north from to a new room.
Step up the stairs and jump right across the lava. Switch Hook the pot
and then Switch Hook the one to the right after that. Go right a bit,
Switch Hook the pot north of you, and then push the pot north of you
against the wall. Then switch with the pot to the left of it, push the
next pot to the left onto the switch, and then switch with the pot you
pushed earlier to the right. Open the chest for the Boss Key. Now go
right, hop over the ledge, and go south twice. Go east now, switch
twice with the diamonds, and go right to a staircase. Switch with the
next two pots here in 2-D and then jump your way to the ladder. Take
it down. Lift the pots to recover any lost health. The Boss Door is
to the left. Unlock it.
+---------------------+
| Boss: Eyesoar |
+---------------------+
I got to hand it to Nintendo; only they could come up with such a great
pun. However, they didn’t come up with a hard boss for this LONG
dungeon, which is actually quite nice for us. Eyesoar is sort of like
Patra, old enemies from the first Zelda game. He has four miniatures
of himself fly around him as a shield and projectiles. Switch Hook
them to beat them instantly. You want to keep using the Switch Hook
until you switch with Eyesoar itself. It’ll be confused and the
miniatures scattered. Run up to it and slash away. Whenever Eyesoar
is open, Switch Hook with it and slash. It’s quite easy to switch
several times in a row, and soon Eyesoar will explode.
Take your Heart Container and go north take the fourth Essence of Time,
Burning Flame. “It reignites wavering hearts with a hero’s burning
passion.” And the Maku Tree chimes in to say that her memory is
improving and that the ridge north of Nayru’s House must be related to
the essences. Thanks for the tip, Maku Tree!
=======================================================================
============================Crown Dungeon*=============================
=======================================================================
+-----------------------+
| The Great Trade |
+-----------------------+
With the Switch Hook added to our inventory, we are now able to
complete the trade sequence we started with the ghost in Yoll Graveyard
so long ago. First, let us return to Lynna City. Rather than walking
like suckers, let’s use a Gale Seed. Sprinkle it from your Seed
Satchel and you can use one. It lets you warp to any seed-bearing tree
we’ve seen (so far, an Ember Seed one south of Lynna City, a Scent
Seed-bearing one in Crescent Island, a Gale Seed one in Symmetry
Village, and a Mystery Seed-bearing one in Deku Forest in the past).
Go north into the village and let the trade begin! For those just
tuning in, I’ll list all the steps of the trade here, even though we’ve
already done a few in the guide.
1) Go to Yoll Graveyard in the present age, northwest of Spirit’s Grave
(Level 1). Here, lift the rock and talk to the ghost. You’re speaking
to an illusion; the real ghost is under the grave. It is trapped there
and cannot go to the afterworld, and so it would like you to push its
grave open. It disappears, letting you push the grave over and take
the stairs down. Talk to the ghost and it happily exits the grave.
Before departing for the afterworld, it lets you have its one material
possession – the Poe Clock. After all, it won’t need it in the
afterlife, now will it?
2) In the past age, go to the home of the postman. Because Veran has
made a never-ending day to erect Ambi’s Tower, he can’t tell what time
it is and can’t tell when you to deliver the mail. Give him the Poe
Clock and he’ll be ecstatic. He rewards you with Stationery.
3) Go west to a shack in the past ages marked “Toilet” on the map.
Enter and a strange hand emerges from a hole in the ground. That’s how
it was done in the old days, after all. It asks for paper, and so give
it the Stationery. It returns a little later with a Stink Bag. Hooray!
4) On Crescent Island (use Gale Seeds to go there if need be) in the
present age in the southeast corner in a tent is a Tokay chef with a
cold. It cannot cook well if it can’t taste. Let him have a whiff of
the Stink Bag and his nose is cleared immediately. To thank you and
take the Stink Bag off your hands for future colds, it gives you Tasty
Meat, just like in the Wild Tokay game.
5) West of the bridge you made in Nuun Highlands using Ember Seeds is a
house. Enter and meet the Happy Mask Salesman, a demented freak
obsessed with masks. He’s hungry at the moment, though; let him chow
down on the Tasty Meat. Surprised that you’re so greedy as to ask for
something in return, he gives you the Doggie Mask, the worst one.
Normally, I would be outraged and send a firm but polite letter to him,
but we haven’t the time. Just take it.
6) Near the river in Lynna City, present-day, is a house. It is home
to Mamamu Yan, the resident dog-breeder of the city, and her shy pooch.
The dog is so shy that it won’t show its face in public. Give the
Doggie Mask to trick it into thinking it’s hidden. You get his dog toy
back – a Dumbbell. Now the dog runs all over.
7) Use a Gale Seed to go to Symmetry City. Yes, the past. Enter the
building the Tuni Nut is in and go downstairs to see a thin man
practicing weight training with only one dumbbell. Why not use two to
make those sways really count? Plus, now he can abide by the laws of
symmetry here. Now that he’s working out, he should rip off his
mustache. He does so and you get a... Cheesy Mustache. Now he’s going
to be a real ladies’ man!
8) While he lost it to get girls, someone could use it for laughs. In
the screen with a bridge across a river in it in Lynna City, that is,
the present age, are two comics. They have lame jokes like “What kind
of candy is always late? Choco-late!” Needless to say, he’s washed up.
Give him the Cheesy Mustache, though, and he puts it on. It’s
hilarious! A real riot! If only he knew it came off of someone who
lived 400 years ago in a basement. He teaches us his funniest gag and
gives us a bowtie called Funny Joke. Will we be a big hit?
9) I bet that joke would perk up a depressed person. Go to the past
age in Lynna Village and find a house with a darkened room and a
depressed kid in it named Dekadin. Tell him the Funny Joke and Link
does a bizarre skit for him. He doesn’t get it at first, but then he
realizes. It was so funny he forgot to laugh. You can take any of his
books. Let’s take the Touching Book. What that means exactly, I’m not
sure. A Nintendo DS manual? OK, bad joke. It’s probably just written
in brail. And it’s said to be a sad story.
10) You need to run into Maple, the witch that appears semi-randomly.
To trigger a meeting, defeat 30 enemies and go to a screen Maple can
appear in. This time, when she bumps into you, the Touching Book pops
out. She reads it quickly and sniffles. How touching... She gives
you the Magic Oar in return. It’s the first one she made, but Syrup
never gave her any compliments on it. She’s keeping the book, though.
Take that, Syrup!
11) Rafton likes aquatic things. Go to him on South Shore in the past
and he tells you that he’s been considering entering rafting races, but
hasn’t been able to find a descent oar. Well, Rafton, you’re in luck!
Give him the Magic Oar in exchange for the Sea Ukulele. He says that
lazily playing guitar while gazing at the moon is great. Who could
want this? It has a sweet sea smell...
12) Exit Lynna Village and go east (in the past). Now go south.
Switch Hook across the gap and go south. Enter the cave to meet an old
Zora elder. He misses the smell and sound of the sea. Give him the
Sea Ukulele, which he says has the spirit of the sea. He sees you’re
on an adventure, and so he gives you the Hero’s Sword that a hero gave
his ancest