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Jag hittade inte sidan så här är en ny.. • Get the Sword and Shield • Rescue Princess Zelda • Enter the Secret Passage • Find the Sanctuary • Visit Sahasrahla • Complete the Eastern Palace • Get the Pegasus Shoes • Get the Book of Mudora • Complete the Desert Palace • Get the Magic Mirror • Complete the Tower of Hera • Get the Master Sword • Complete Hyrule Castle • Complete the Palace of Darkness • Purchase the Flippers • Complete the Swamp Palace • Complete the Skull Woods Palace • Complete Blind's Dungeon • Complete the Ice Palace • Get the Shovel • Get the Flute • Free the Bird • Get the Ether Medallion • Complete Misery Mire Palace • Get the Quake Medallion • Complete Turtle Rock Dungeon • Complete Ganon's Tower • Use the Super Bomb • Get the Silver Arrows and Golden Sword • Complete the Pyramid of Power Get the Sword and the Shield Exit Link's house, go down the ladder, and talk to the girl named Saria. Facing away from the ladder, follow the left wall around and up the ramp to a meadow with a series of fences. Follow the path through the fences to a small tunnel. Enter the tunnel and crawl through it. Follow the passageway, avoiding the rolling boulder, to reach a large treasure chest. Open it to receive the Kokiri Sword. Return to the village, enter the Shop, and purchase the Deku Shield for 40 Rupees. In Link's house (where you begin the game), go to the bottom-right corner of the room and open the treasure chest to get the Lamp. Go down through the door to appear outside. Go right and drop down onto the dirt path. Follow the path up all the way and then follow it left to reach a bridge. Cross the bridge and follow the path right all the way. Follow the path up all the way to the end to find a single bush in the middle of a square. Lift up the bush to reveal a hole and step onto the hole to fall down into the basement of the castle. Go left and talk to Link's uncle to receive the Sword and Shield. Rescue Princess Zelda After getting the Sword and Shield, go left from Link's uncle and down through the door. Continue down through the next door to appear outside. Go down, left, and then go up. Enter the double doors to appear inside the castle. Follow the right wall and enter the first door, then follow the red carpet up and enter the door on the left. Continue left and enter the first door to go down to B1. Go down through the next door and go down the ladder to the lower area. Go down all the way to the wall and follow the path left, then continue left all the way and go up through the door in the top-left corner of the room. Go up through the door and enter the next two doors to go down to B3. Go to the right side of the room and defeat the enemies to get a Big Key. Then, enter the jail cell on the right to rescue Princess Zelda. Enter the Secret Passage From the room where Link rescued Princess Zelda, exit the room and go through the next two doors. Defeat the Green Knight and go through the bottom door. Go down, right, and up the ladder to the upper section of the room. Follow the path right, up, and drop down to the lower section of the room. Go right, up the ladder, and enter the door. Go through the next door to appear on 1F. Go right, enter the door, follow the red carpet down, and go down through the door. Continue down on the red carpet and go through the door on the left. Go up the ladder to reach the upper section of the room, then go left and enter the door to go up to 2F. Continue up to the top of the room to find an altar. Stand on the left side of the altar and walk right to move the altar. Enter the doorway to appear in the Secret Passage. Find the Sanctuary From the start of the Secret Passage, follow the right wall and enter the door to go down to 1F. Go left and enter the door to appear on B1. Follow the right wall to find a treasure chest and open it for a Small Key. Go left from the chest, then go up and enter the locked door. Follow the left wall and enter the door, then go up to the wall, head left, and enter the door. Go left and light the brazier (torch) with the Lamp to illuminate the room. Destroy all of the enemies to get a Small Key. Enter the locked door on the right side of the room and go to the top of the next room. Walk up against the middle block to move it up and enter the door to appear on 1F. Enter the next door and pull the lever on the right side of the room. Enter the door that opened to appear in the Sanctuary. Visit Sahasrahla Exit the Sanctuary through the bottom door to appear outside. Go down all the way to a T-intersection and go right all the way until you reach some water. Go down to a bridge and cross it, then go down through the sandy area to a bridge and some statues. Follow the dirt path right and go up through a passageway. Continue up and go up the steps. Go up to a wall, go right, and go up again. Continue up, drop into the lowered section of ground, and enter the house to find Sahasrahla. Eastern Palace Enter the Palace Get the Big Key Get the Bow Find the Boss Defeat Six Armos Knights Enter the Eastern Palace After finding Sahasrahla, talk to him and exit the house. Go right, up, and then up the steps to the next level. Go right to the wall, down to the wall, and right to the wall. Go down, continue through the gap to the right of the statue of a bird's head, then go up the steps. Go up the steps on the right and then up the next set of steps on the right. Go up through the door to enter the Eastern Palace. Eastern Palace - Get the Big Key From the Palace entrance, lift the jar in the center of the room to reveal a floor switch. Step on the floor switch and enter the door directly above. Step on the next floor switch and go up through the door. Go down the ladder to the lower section of the room and go up through the hallway, avoiding the black cannonballs. Go up the ladder on the left and enter the door. Follow the left wall to some jars, lift them, and step on the floor switch in the corner. Enter the door that opened and go through the door on the left side of the room. Destroy the enemies that appear and go through the door at the top of the room. Go down the ladder and through the door on the right. Continue right through the door, go to the far-right side of the room, and enter the door. Walk down to the bottom of the room and enter the door to appear in a dark room. Go right, step on the floor switch, and enter the door that opened. Lift the jar on the right side of the room for a Small Key, Then go back through the door, go down, left, and enter the locked door. Go left, enter the door, and defeat all the enemies in the room. Lift the top-center jar, step on the floor switch, and open the treasure chest for the Big Key. Eastern Palace - Get the Bow From the Palace entrance, lift the jar in the center of the room to reveal a floor switch. Step on the floor switch and enter the door directly above. Step on the next floor switch and go up through the door. Go down the ladder to the lower section of the room and go up through the hallway, avoiding the black cannonballs. Go up the ladder on the left and enter the door. Follow the left wall to some jars, lift them, and step on the floor switch in the corner. Enter the door that opened and go through the door on the left side of the room. Destroy the enemies that appear and go through the door at the top of the room. Climb down the ladder and go through the door on the right. Continue right through the door and go to the middle of the room to find a Big Treasure Chest. Open the Big Chest to get the Bow. Eastern Palace - Find the Boss From the room where the Bow was found, go up through the Big Key Door at the top-center of the room. Defeat the enemies for a Small Key and go through the door on the left to appear on 2F. Lift the bottom-left jar, step on the floor switch, and enter the door on the left. Defeat the bottom Ghoma Knight, step on the floor switch, and enter the door on the left. Eastern Palace - Defeat Six Armos Knights Stand in the lower-right corner of the room and attack the nearest statue with the Bow. Repeat this process until only one Armos remains, then for the last Armos move around until it jumps up in the air. When it pauses before dropping, turn around and attack it with the Bow. Continue to fire until it is destroyed. For each Armos Knight, Link will have to use three Arrows, 12 hits from his sword, or two Bombs to destroy it. Collect the Pendant to exit the stage. Get the Pegasus Shoes From outside the entrance to the Eastern Palace, go left and drop down to the lower section of ground. Head left and down to drop down, then go left and drop down again. Go left, drop down, and enter the house. Talk to Sahasrahla to get the Pegasus Shoes. Get the Book of Mudora From Link's house, go down to the dirt path and follow it left. Continue along the dirt path as it goes down, left, up, and left to a house. Go left past the house and take the first path up. Follow the path to the left, go up, climb up the ladder, and enter the Library. Go to the bottom-left corner, face up, and Dash into the bookcase to knock down the Book of Mudora. Desert Palace Enter the Palace Small Key Guide Get the Big Key Get the Power Glove Find the Boss Defeat Three Lanmolas Enter the Desert Palace From Link's house, go down and continue through the passage to enter the swampy area. Go down and left to some water, and continue down to the bottom edge of the water. Go down to a large rock, then go left all the way to a wall. Go down along the wall and enter the first passage on the left. Go left, up, and left all the way. Walk down and follow the one-way path as it goes left into the desert area. Continue left all the way to a wall, then go up to reach a square, stone platform. Go to the small pillar in the middle of the platform and use the Book of Mudora to move the statue blocking the passage. Go up along the passage and enter the opening to appear in the Desert Palace. Desert Palace - Small Key Guide As you explore the Desert Palace, you'll require four Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed. Small Key One - From the Palace entrance, go up to a Beamos Statue, and then go left to some jars. Lift the jars and go left, then up to a door. Go left and enter the first door. Dash into the top-left pillar for a Small Key. Small Key Two - From the Palace entrance, go up to a Beamos Statue, and then go left to some jars. Lift the jars and go left, then up to a door. Go left, take the first path down, and go down all the way. Enter the door on the left and go through the bottom door to appear outside. Go right, up, lift the rocks, then enter the door to appear in 1F. Go to the top-right corner of the room and push the middle block left to open the top door. Enter the door and lift the jars in this room to find a Small Key. Small Key Three - From the Palace entrance, go up to a Beamos Statue, and then go left to some jars. Lift the jars and go left, then up to a door. Go left, take the first path down, and go down all the way. Enter the door on the left and go through the bottom door to appear outside. Go right, up, lift the rocks, and enter the door to appear in 1F. Go to the top-right corner of the room and push the middle block to the left to open the top door. Enter the next two doors to appear on 2F. Go down through the door, defeat all of the enemies, and enter the door on the right. Go to the top of the room and Lift the jars to find a Small Key. Small Key Four - From the Palace entrance, go up to a Beamos Statue, and then go left to some jars. Lift the jars and go left, then up to a door. Go left, take the first path down, and go down all the way. Enter the door on the left and go through the bottom door to appear outside. Go right, up, lift the rocks, and enter the door to appear in 1F. Go to the top-right corner of the room and push the middle block left to open the top door. Enter the next two doors to appear on 2F. Go down through the door, defeat all the enemies, and enter the door on the right. Go to the top of the room and enter the door, then lift the jars in this room to find a Small Key. Desert Palace - Get the Big Key From the Palace entrance, go up to a Beamos statue then go right to some jars. Lift the jars and follow the path right, down, and right to a wall. Go up and enter the locked door. Defeat all the enemies in the room and enter the top door, then go to the top of the room and open the treasure chest for the Big Key. Desert Palace - Get the Power Glove From the Palace entrance, go up to the Beamos Statue enemy, then go left to some jars. Lift up the jars, go left and follow the path up to a door. Go left and enter the second door, then lift up the jars on the left side of the room to reveal a floor switch. Step on the floor switch and enter the top door, then go up and open the Big Treasure Chest to get the Power Glove. Desert Palace - Find the Boss From the Palace entrance, go up to a Beamos Statue enemy, and go left to some jars. Lift up the jars, go left and follow the path up to a door. Go left, take the first path down, and go down all the way. Enter the door in the bottom-left and go down through the bottom door to appear outside. Go right, up, lift the rocks, and enter the opening to appear on 1F. Go to the top-right corner and push the bottom block to the left to open the door. Enter the door and go through the locked door to appear on 2F. Enter the door at the bottom of the room, defeat all of the enemies, and enter the door that opened. Go to the top of the room and enter the locked door, then go through the next locked door. Use the Lamp to light the four braziers on the left side of the room, which reveals a Big Key Door. Enter the door with the Big Key to find the Boss, Three Lanmolas. Desert Palace - Defeat Three Lanmolas Watch the ground closely, because Lanmolas appears where the ground starts to break. Charge up the Sword and use the Whirling Blade Technique on the worm's head when it appears. Repeat this process until all three worms are defeated. It will take eight hits from Link's Sword, two hits from the Ice Rod, four Bombs, or four Arrows to defeat each worm. Collect the Pendant to exit the stage. Get the Magic Mirror From the Sanctuary, go down to the dirt path and go left one screen. Go up one screen, walking along the edge of the water. From the ladder that goes into the water, go up and follow the path to the left. Go to the right of the wooden sign, lift the large rock, and enter the cave. In the cave, go up, right, down, right to the wall, and walk up the narrow passage. Take the first right and talk to the Old Man. Enter the opening on the right, go right to a hole, and continue right all the way to a T-intersection. Go down and enter the opening to appear outside the cave. Follow the path to the right to reach a cave entrance, and the old man will give Link the Magic Mirror. Tower of Hera Enter the Tower Small Key Guide Get the Big Key Get the Moon Pearl Find the Boss Defeat Moldorm Enter the Tower of Hera After getting the Magic Mirror, go to the right of the cave entrance, up the first ladder, and go right. Follow the path up to a cave entrance and go to the left. Go left all the way then go up the tall ladder to the top. Go right, pass the cave entrance, and step into the Portal to appear in the Dark World. Go left to a dark patch of ground shaped like a diamond, stand on the patch, and use the Magic Mirror to return to the Light World. Go up, right, and up the steps to enter the Tower of Hera. Tower of Hera - Small Key Guide As you explore the Tower of Hera, you'll require one Small Key. If you come to a locked door as you follow my directions to the Big Key and other items in the Tower, use this guide to determine which Small Keys you may have missed. Small Key One - From the Tower entrance, hit the Crystal Ball Switch to turn it blue. Go left and hit the Crystal Ball to turn it red, then enter the door above to go down to 1F. Hit the Crystal Ball to turn it red and get the Small Key. Tower of Hera - Get the Big Key From the Tower entrance, hit the Crystal Ball Switch to turn it blue. Go left and hit the Crystal Ball to turn it red, then go to the top-left corner of the room and enter the locked door to go down to 1F. After all the flying tiles are destroyed, hit the Crystal Ball to turn it blue and enter the door. Hit the Crystal Ball to turn it red, go down through the door, and light all four braziers with the Lamp to make a treasure chest appear. Open it for the Big Key. Tower of Hera - Get the Moon Pearl From the Tower entrance, enter the door on the right to appear on 3F. Defeat the enemies and go through the door on the left. then step on the Star Tile and go up through the Big Key Door. Walk to the right side of the room, step on the far-right Star Tile, and enter the door to appear on 4F. Go to the far-left side of the room and go up through the door to appear on 5F. Go down, step on the Star Tile next to the spinning flame, and go right to the blue bumper in the middle of the room. Go up to the hole, stand above it, and walk down into the hole to land next to the Big Treasure Chest. Open it for the Moon Pearl. Be careful, because entering the hole from any other side will cause Link to fall several floors. Tower of Hera - Find the Boss From the Tower entrance, enter the door on the right to appear on 3F. Defeat the enemies, go through the door on the left, then step on the Star Tile. Go up through the Big Key Door, then go to the right side of the room, step on the far-right Star Tile, and enter the door to appear on 4F. Go to the far-left side of the room and go up through the door to appear on 5F. Go to the far-right side of the room and enter the door to appear on 6F, then go down, left, and up the first path to find the Boss, Moldrom. Tower of Hera - Defeat Moldorm Use Link's Sword to attack Moldorm's tail, and if you have to, run around the hole to avoid the worm. If Link falls off the platform, Moldorm's hit points will reset. Hit Moldorm's tail six times to defeat it. Collect the Pendant to appear outside the Tower. Get the Master Sword From the Sanctuary, go down to a dirt path and go left all the way to a house. Go down from the house, through the wooden arch and enter Kakariko Village. Take the first left, go left along the trees, and continue left to a dirt path. Follow this dirt path left and up. Go up all the way and enter the opening to appear in the Lost Woods, then follow the left edge of the path up and enter the first log. Continue up, enter the log on the right, go up, and then enter the log on the left. Walk up all the way, go behind the pedestal, and Pick up the Master Sword. Hyrule Castle Enter Hyrule Castle - From Link's house, go down through the door to appear outside. Go right and drop down onto the dirt path, then follow the path up all the way and left to reach a bridge. Cross the bridge, continue up, and enter the double-doors to appear inside Hyrule Castle. Destroy the Electricity Beam - From the Castle entrance, follow the left wall, go up the ladder, and enter the door on the left. Go left to the wall, down all the way, and go down through the door to appear outside. Go right to an electricity beam in front of a door and hit it with the Master Sword to make it disappear. Find Agahnim - After destroying the electricity beam, enter the door to appear on 2F of the Castle. Go up, enter the door, defeat the enemies in the next room, and enter the door on the right. Defeat the two enemies and enter the locked door to appear on 3F, then enter the door on the left and through the next locked door. Enter the door to appear on 4F. Enter the door on the left, follow the path up, left, and up to a brazier. Light the brazier to lighten up the room, then continue left, take the first path up, and go right and enter the door. Defeat the enemies and enter the locked door to appear on 5F. Defeat the enemies, enter the door on the left, defeat all of the enemies in this room, and go down through the door. Enter the locked door, then go through the next door to appear on 6F. Go through the door on the left and go through the next door to appear on 7F. Go through the next door, use the Sword on the curtains at the top of the room to find a doorway, then enter it to fight Agahnim. Defeat Agahnim - When Agahnim first appears, he'll cast a spell. If he throws a Fireball, hit it with the Master Sword to reflect it back at him. If he throws an Iceball, move out of the way or hit it with the Sword. If he moves to the top-center of the room, go to the side of the room to avoid his lightning bolt. Hit Fireballs back at Agahnim six times until he's defeated. You will then enter the Dark World. Palace of Darkness Enter the Palace Small Key Guide Get the Big Key Get the Hammer Find the Boss Defeat Helmasaur King Enter the Palace of Darkness From the Pyramid, go right to the next screen, and continue right to the wall. Go down along the wall and take the first right. Go right and take the first path up, then follow the dirt path as it goes right and up. Above the first orange-brown tree are some light-colored squares in the ground that form an arrow pointing up. Go up along this arrow, enter the hedge, go left, and go up to exit the hedge. Go up all the way, left all the way, and then go left through the hedge. Go up all the way, right all the way to a small statue of a head, and then go down through the hedge. Continue down to reach a large hedge, go left, and go down into the opening in the hedge. Go through the large hedge and come out the other side to find Kiki the monkey following Link. Pay him 10 Rupees, then go up, right, down, and go through the hedge on the right. Go up through another hedge, right, down, and right. Go up through the hedge and continue up, then Kiki will open a door for Link. Enter the door to appear in the Palace of Darkness. Palace of Darkness - Small Key Guide As you explore the Palace of Darkness, you'll require six Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed. Small Key One - From the Palace entrance, go left and step on the floor switch in the corner. Enter the left-hand door and go through the next door to appear on B1. Lift up the bottom-left jar, step on the floor switch, and open the treasure chest which appears for a Small Key. Small Key Two - From the Palace entrance, go up through the middle door, and enter the locked door. Go on the bridge on the right, enter the door, and open the treasure chest for a Small Key. Small Key Three - From the Palace entrance, go up through the middle door and enter the locked door. Go on the bridge on the left, put a Bomb on the cracked section of floor, and fall down the hole to appear on B1. Go right to drop down into the lower part of the room and lift the jars. Step on the floor switch and open the treasure chest that appears for Small Key. Small Key Four - From where you found the Map, go left and Bomb the cracked section of wall. Enter the opening and open the treasure chest for a Small Key. Small Key Five - Enter the dark room before the Hammer, go left and take the first up. Go left to the corner, down to a four-way intersection, and go left to the corner. Walk up to a T-intersection, go left, take the first down, and go left to the wall. Go up and open the treasure chest for a Small Key. Small Key Six - From the Palace entrance, go up the middle door, enter the next middle door, and go to the bridge on the right. Enter the door at the top of the bridge, go forward, and go up the steps. Go left, enter the locked door, and quickly cross the bridge before it falls apart. Enter the door on the right, walk upwards through the door on the left to appear on B1. Go down and open the treasure chest for a Small Key. Palace of Darkness - Get the Big Key From the Palace entrance, go up through the middle door and enter the locked door. Go on the bridge to the left, put a Bomb on the cracked section of floor, and fall down the hole to appear on B1. Go up and enter the locked door to appear on 1F, then open the treasure chest for the Big Key. Palace of Darkness - Get the Hammer From the Palace entrance, go up the middle door, enter the next middle door, and go to the bridge on the right. Push the block on the bridge to the right into the gap, then enter the door at the top of the bridge. Go forward, jump down, and then go up the steps. Go left, enter the locked door to appear in a dark room, and quickly cross the bridge before it falls apart. Enter the locked door on the left, locate the cracked wall, and Bomb it. Enter the opening and open the Big Treasure Chest to get the Hammer. Palace of Darkness - Find the Boss From the Palace entrance, go up through the middle door, enter the next middle door, and go to the bridge on the right. Enter the door at the top of the bridge, go forward, and enter the door on the right. Lift the jars in the top-right corner to reveal a floor switch. Push any one of the statues in the room onto the floor switch to open the door and enter it. Defeat the enemies in this room and enter the top door. Hit the crystal switch to make it red, go to the right side of the room, and shoot an Arrow into the eye of the statue. Go right and go down the steps to appear on B1. Use the Hammer to lower the blocks with faces on them, go left, up, and hit the crystal switch in the top-right corner to make it blue. Enter the locked door and go through the next door. Defeat all of the enemies and go through the door that opened. Push the top-right block down and enter the teleporter. Go up and enter the Big Key Door to appear in the room with the Boss, Helmasaur King. Palace of Darkness - Defeat Helmasaur King It takes 20 strikes from the Hammer to destroy Helmasaur's helmet, or three Bombs. Once the helmet has been destroyed, shoot Arrows at the exposed green circle on the Helmasaur King's forehead. It takes eight hits from Link's Sword, four hits with the Whirling Blade Technique, or eight Arrows to defeat Helmasaur. Collect the Crystal to complete the stage. Purchase the Flippers From Link's house in the Light World, go down to the dirt path and go right to a bridge. Go up across the bridge and go up all the way to reach a river. Go right along the river, past a wooden bridge, and continue up past the single tree. Follow the path to the right and continue past the Witch's House. Lift up the large rock, go up, right all the way, down, and Dash into the three-rock formations to break them. Go right onto the sandy area and go up all the way to the river. Walk into the shallow section of the river, which is the light-blue water, and go up. Follow the shallow water to a split and take the path that goes up. Follow the shallow water up and then right to an intersection. Go down all the way, then follow the shallow water right all the way. Follow the path up all the way to find Zora. Pay 500 Rupees to get the Flippers. Swamp Palace Enter the Palace Small Key Guide Get the Big Key Get the Hookshot Find the Boss Defeat Arrghus Enter the Swamp Palace From Link's house in the Dark World, go down to the dirt path, and continue down through the passage to enter the swamp area. Go down to a large rock, go to the left side of it, and go down all the way to another large rock. Go to the left side of the rock and go down to the second rock, then go left to a building and walk inside to enter the Swamp Palace. Swamp Palace - Small Key Guide As you explore the Swamp Palace, you'll require six Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed. Small Key One - From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all the enemies for a Small Key. Small Key Two - From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all the enemies and enter the locked door to appear on B1. Lift the bottom jar for a Small Key. Small Key Three - From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all of the enemies and enter the locked door to appear on B1. Go into the bottom alcove on the left and enter the locked door. Go left, down the ladder, up into the opening, then lift the jar for a Small Key. Small Key Four - From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all of the enemies and enter the locked door to appear on B1. Go into the bottom alcove on the left and enter the locked door. Go left, down the ladder, and up the ladder on the left. Enter the locked door, use the Hammer to flatten the face blocks, and push the lever to the left to let water in. Go back down through the opening and go through the door on the left. Walk to the lower-left side of the room, go up the ladder, and go left through the door. Go left, down the ladder, up through the door, and Lift the jar for a Small Key. Small Key Five - From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all of the enemies and enter the door to appear on B1. Go into the bottom alcove on the left and enter the door. Go all the way left and go left through the door. Go up the ladder in the middle of the room to reach the Big Treasure Chest. Use the Hookshot to reach the platform on the middle-right side of the room. Lift the skulls to find a Small Key. Small Key Six - Standing next to the Big Treasure Chest, use the Hookshot to reach the top-center platform and enter the Big Key Door. Go to the left side of the room, lift the top-left jar to reveal a floor switch, and push the statue onto the switch. Go to the right side of the room and go up through the door on the left. Go through the next door to appear on B2. Push the lever left to lower the water, go down the ladder, and go left through the door. Walk up through the door, go to the second waterfall from the right, and walk straight up through it. Go up the ladder and enter the door to appear on B1. Go down through the door, go right, and Lift the skull for a Small Key. Swamp Palace - Get the Big Key Standing outside the entrance to the Swamp Palace, use the Magic Mirror to return to the Light World, and enter the building. Push the middle block up, then push the left block to the left, and go up and enter the door. Go up, pull the lever on the right to release the water, and exit the building. Step back into the portal to return to the Dark World, and enter the Swamp Palace. Go into the water, go left, and go up the ladder. Defeat all of the enemies and enter the locked door to appear on B1. Go into the bottom alcove on the left and enter the locked door. Go left, down the ladder, and up the ladder on the left. Enter the locked door, use the Hammer to flatten the face blocks, and push the lever to the left to let water in. Go back down through the opening and go through the door on the left. Go to the upper-left side of the room, go up the ladder, and go left through the locked door. Hit the crystal switch to make it blue and push the lever left to let water in. Hit the crystal switch again to make it red, back through the door on the right, and go to the lower-left portion of the room. Go up the ladder, left through the door, and go down the ladder. Go through the door on the left and go down the ladder. Push the bottom block left, push the middle block up, go up the ladder, and up through the door to appear on 1F. Drop through the hole in the upper-right part of the room, go right through the door, and open the treasure chest for the Big Key. Swamp Palace - Get the Hookshot From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all of the enemies and enter the door to appear on B1. Go into the bottom alcove on the left and enter the door. Go all the way left and go left through the door. Climb up the ladder in the middle of the room and open the Big Treasure Chest to get the Hookshot. Swamp Palace - Find the Boss From the Palace entrance, go into the water, go left, and climb up the short ladder. Defeat all of the enemies and enter the door to appear on B1. Go into the bottom alcove on the left and enter the door. Go all the way left and go left through the door. Climb up the ladder in the middle of the room to the Big Treasure Chest. Use the Hookshot to reach the top-center platform and enter the locked door. Go to the left side of the room, lift the top-left jar to reveal a floor switch, and push the statue onto the switch. Go to the right side of the room and go up through the door on the left. Go through the next door to appear on B2. Push the lever left to lower the water, go down the ladder, and go left through the door. Go up through the door, walk to the second waterfall from the right, and go straight up through it. Climb up the ladder and enter the door to appear on B1. Go down through the door, go left, and enter the locked door. Go up through the next door to reach the Boss Arrghus. Swamp Palace - Defeat Arrghus Use the Hookshot to pull one of its puffballs close to Link, then attack it with the Sword. Strike each puffball twice until they are all destroyed. When the one-eyed jellyfish jumps off the top of the screen, watch its shadow and keep moving to avoid it when it drops to the ground. Immediately attack it when it lands. To defeat Arrghus in this form, it will take eight hits from Link's Sword, four hits from the Whirling Blade Technique, four strikes from the Hammer or eight Arrows. Collect the Crystal to exit the stage. Skull Woods Palace Enter the Palace Small Key Guide Get the Big Key Get the Fire Rod Find the Boss Defeat Mothula Enter the Skull Woods Palace From the Pyramid, go right to the next screen, and go up and follow the river up to reach a broken bridge. Go up past the bridge to a small opening in the wall along the river. Stand in the opening, face left, and use the Hookshot to be pulled across the river. Go up and left all the way along the dirt path to reach the Fortune Teller's Shop. Go up the path on the right side of the house, and continue up to enter the Skull Woods. Go up all the way, left, and up again to find a skull with its mouth open. Walk behind the skull, go up through the bone passage, left, and down through the other bone passage. Go down and enter the skull to appear inside the Skull Woods Palace. Skull Woods Palace - Small Key Guide As you explore the Skull Woods Palace, you'll require five Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed. Small Key One - From the Fortune Teller's house, go up and enter the Skull Woods. Go up and drop into the first hole to land on 1F. Open the treasure chest in the center of the room to get a Small Key. Small Key Two - From the Fortune Teller's house, go up and enter the Skull Woods. Go up to a hole, then go left to a second hole. Drop into this hole, go up through the door, and open the treasure chest for a Small Key. Small Key Three - From the Fortune Teller's house, go up and enter the Skull Woods. Go up past the first skull opening, go through two bone passages, and enter the skull opening. Go left through two doors and Lift the skull in the top-left corner to find a Small Key. Small Key Four - After opening the large skull with the Fire Rod, enter the Skull Palace and go down the ladder to the lower section of the room. Go right, up, right, up, left, up, right, up, left, up, left, up, and enter the door. Go down, enter the door on the left, and open the treasure chest for a Small Key. Small Key Five - From the room with two statues and a door at the top center of the room, go left through two doors. Go down through the door to appear outside. Go up through the bone passage on the left to reach a large skull. Stand directly below the skull and use the Fire Rod on the mouth to create an opening. Enter the opening, go up, and enter the locked door. Enter the next door in the star tile room. Light all four braziers by using the Fire Rod to light the top-center one, and enter the door that opened in the top-left corner of the room. Cut the vines in the top-center of the room and enter the door that was revealed. Defeat all of the enemies in this room for a Small Key. Skull Woods Palace - Get the Big Key From the room with two statues and a door at the top center of the room, lift the jar in the middle of the room to find a floor switch. Grab and pull the statue on the right so that it's directly below the floor switch. Stand between the floor switch and the statue, then grab and pull it up onto the floor switch to open the top-center door. Enter the door and open the treasure chest to get the Big Key. Skull Woods Palace - Get the Fire Rod From the room with the Big Treasure Chest, go right through the door and step on the star tiles. Use the Hookshot to be pulled to the upper section of the room. Bomb the cracked section of wall on the left and enter the opening. Go left, pull the lever, go down, and open the Big Treasure Chest to get the Fire Rod. Skull Woods Palace - Find the Boss From the room with two statues and a door at the top center of the room, go left through two doors then go down through the door to appear outside. Go up through the bone passage on the left to reach a large skull. Stand directly below the skull and use the Fire Rod on the mouth to create an opening. Enter the opening, then go up and enter the locked door. Enter the next door in the star tile room. Light all four braziers, using the Fire Rod to light the top-center one, and enter the door that opened in the top-left corner of the room. Cut the vines in the top-center of the room and enter the door that was revealed. Enter the locked door and drop into the hole to find Mothula. Skull Woods Palace - Defeat Mothula Attack Mothula with the Fire Rod while avoiding the spike traps in the room. Collect the Crystal to complete the level. Blind's Dungeon Enter the Dungeon Small Key Guide Get the Big Key Get the Titan's Mitt Find the Boss Defeat Blind the Thief Enter Blind's Dungeon From the Pyramid, go right to the next screen, go up, and follow the river up to reach a broken bridge. Go up past the bridge to a small opening in the wall along the river. Stand in the opening, face left, and use the Hookshot to be pulled across the river. Go up and left all the way along the dirt path to reach the Fortune Teller's Shop. Go down through the wooden arch to enter the Village of Outcasts, then go down and take the second left. Go left, take the second downward path, and go down to the wall. Go left a few steps to see a greenish-colored gargoyle statue holding a trident. Grab and pull the bottom of the trident to create an opening. Enter the opening to enter Blind's Dungeon. Blind's Dungeon - Small Key Guide As you explore Blind's Dungeon, you'll require three Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Dungeon, use this guide to determine which Small Keys you may have missed. Small Key One - From the Dungeon entrance, go up all the way and then right all the way. Drop down to the lower section of the room, go up into the next room, and go right into the next room. Walk right, climb up the ladder, and go up the path. Go right and enter the Big Key Door. Lift the jars at the top of the room to find a Small Key. Small Key Two - From the Dungeon entrance, go up all the way and then right all the way. Drop down to the lower section of the room, go up into the next room, and go right into the next room. Go right, up the ladder, and go up the path. Go right and enter the Big Key Door. Enter the locked door on the left and go left through two doors. Go up through the door at the top of the room and Lift the jar for a Small Key. Small Key Three - From the Dungeon entrance, go up all the way, and then right all the way. Drop down to the lower section of the room, go up into the next room, and go right into the next room. Go right, climb up the ladder, and go up the path. Go right and enter the Big Key Door. Enter the locked door on the left and go left through two doors. Go up through the door at the top of the room and hit the crystal switch to make it blue. Go back down through the door, enter the first door on the right, and go through the next door on the right. Go up through the door to appear on B2. Defeat the enemies, go through the door on the left, and go to the bottom of the room. Enter the door on the right, and go right through the door. Go to the top-right of the room and open the treasure chest for a Small Key. Blind's Dungeon - Get the Big Key From the Dungeon entrance, go up all the way and then right all the way. Drop down to the lower section of the room, go up into the next room, and then go right into the next room. Go down into the next room and take the first right. Go right, take the first down, and go down all the way. Walk left all the way into the next room and open the treasure chest to get the Big Key. Blind's Dungeon - Get the Titan's Mitt From the Dungeon entrance, go up all the way and then right all the way. Drop down to the lower section of the room, go up into the next room, and go right into the next room. Go right, up the ladder, and go up the path. Go right and enter the Big Key Door, then enter the locked door on the left and go left through two doors. Go up through the door at the top of the room and hit the crystal switch to make it blue. Go back down through the door, enter the first door on the right, and go through the next door on the right. Go up through the door to appear on B1. Defeat the enemies, go through the door on the left, and go to the bottom of the room. Enter the locked door on the left, and open the Big Treasure Chest to get the Titan's Mitt. Blind's Dungeon - Find the Boss From the Dungeon entrance, go up all the way and then right all the way. Drop down to the lower section of the room, go up into the next room, and go right into the next room. Go right, up the ladder, and go up the path. Go right and enter the Big Key Door, then enter the locked door on the left and go left through two doors. Go up through the door at the top of the room and enter the locked door to appear on 1F. Lift the bottom-right jar to find a floor switch, step on it, and enter the door that opened. Go through the door on the right side of the room. Stand between the tables, face up, and throw a Bomb onto the cracked section of floor at the top-center of the room. Go left through two doors, and go up through the door to appear back on B1. Make the crystal switch blue, go down through the door, and enter the first door on the right. Enter the door on the right, then go up through the door to appear on B2. Go down through the door, enter the door on the right, and go to the top-right part of the room to find a girl. Backtrack up to B1, lift the jar in the top-right to reveal a floor switch, and step on it. Enter the door on the right, go up through the Boss Door, and take the Girl into the light to make the Boss Blind the Thief appear. Blind's Dungeon - Defeat Blind the Thief Stand above Blind the Thief and strike his head with the Sword. When his head comes off and starts flying around the room, avoid the flying head and attack the head still on the body. To defeat Blind the Thief, it takes 13 hits per head from Link's Sword, or three strikes per head from the Hammer. There are three heads which must be defeated. Collect the Crystal to exit the stage. Ice Palace Enter the Palace Small Key Guide Get the Big Key Get the Blue Mail Find the Boss Defeat Kholdstare Enter the Ice Palace From Link's house in the Light World, go down to the dirt path and go right to a bridge. Go down from the bridge and go into the water, then swim down to the right of the island, and get on the next island on the right. Lift up the black rock to reveal a portal, and step into it to be teleported next to the entrance of the Ice Palace in the Dark World. Ice Palace - Small Key Guide As you explore the Ice Palace, you'll require six Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed. Small Key One - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat all of the enemies in this room for a Small Key. Small Key Two - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner of the room and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door. Hit the crystal switch to make it blue, place a Bomb next to it, and go to the upper half of the room before it explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opened. Defeat all of the enemies in this room to get a Small Key. Small Key Three - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door. Hit the crystal switch to make it blue, place a Bomb next to it, and go to the upper half of the room before the bomb explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opens. Go to the left side of the room, hit the crystal switch to make it red, and enter the locked door. Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right. Enter the door to appear on B3, defeat the enemies, and enter the top-center door. Go through the top-center door, wait for the floor to fall away, and drop down to appear on B4. Go through the door at the top-right of the room, Hookshot to the other platform, and go down through the door. Go through the door on the left to appear on B3. Enter the door on the right to appear on B2, then lift the large block to reveal a Small Key. Small Key Four - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door. Hit the crystal switch to make it blue, place a Bomb next to it, and go to the upper half of the room before the bomb explodes. After the Bomb explodes to make the crystal switch red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opened. Go to the left side of the room, hit the crystal switch to make it turn red, and enter the locked door. Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right. Enter the door to appear on B3, defeat the enemies, and enter the top-center door. Go through the top-center door, wait for the floor to fall away, and drop down to appear on B4. Fall through the hole on the right to land on B5, then go through the door on the right, continue through the next door on the right, and lift the skulls in the top-left to reveal a Small Key. Small Key Five - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door. Hit the crystal switch to make it turn blue, place a Bomb next to it, and go to the upper half of the room before the bomb explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opened. Go to the left side of the room, hit the crystal switch to make it turn red, and enter the locked door. Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right. Enter the door to appear on B3, defeat the enemies, and enter the top-center door. Go through the top-center door, wait for the floor to fall away, and drop down to appear on B4. Fall through the hole on the right to land on B5, then go through the door on the right, continue through the next door on the right, and lift the jars in the top-right to reveal a floor switch. Step on the floor switch, enter the bottom-center door, and go through the next door. Lift the jar to reveal a floor switch, step on it, and open the treasure chest which appears for a Small Key. Small Key Six - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door. Hit the crystal switch to make it blue, place a Bomb next to it, and go to the upper half of the room before the Bomb explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opens. Go to the left side of the room, hit the crystal switch to make it turn red and enter the locked door. Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right. Enter the door to appear on B3, defeat the enemies, enter the door that opens, and enter the locked door on the right. Lift the jar on the right side of the room to reveal a floor switch, step on it, and open the treasure chest which appears for a Small Key. Ice Palace - Get the Big Key From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door. Hit the crystal switch to make it turn blue, place a Bomb next to it, and go to the upper half of the room before it explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opens. Go to the left side of the room, hit the crystal switch to make it turn red, and enter the locked door. Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right. Enter the door to appear on B3, defeat the enemies, and enter the top-center door. Go through the top-center door, wait for the floor to fall away, and drop down to appear on B4. Go through the door at the top-right of the room, Hookshot to the other platform, and go down through the door. Go through the door on the left to appear on B3, then enter the door on the right to appear on B2. Pull the tongue of the statue and go right through the door that opens. Go up the steps to appear on B1 and open the treasure chest for the Big Key. Ice Palace - Get the Blue Mail From the Palace entrance, defeat the enemy with the Fire Rod, and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door. Hit the crystal switch to make it turn blue, place a Bomb next to it, and go to the upper half of the room before it explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opens. Go to the left side of the room, hit the crystal switch to make it turn red, and enter the locked door. Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right. Enter the door to appear on B3, defeat the enemies, and enter the top-center door. Go through the door on the left and go down the steps to appear on B4. then Bomb the cracked section of floor, fall down the hole that appeared, and open the Big Treasure Chest to get the Blue Mail. Ice Palace - Find the Boss From the room with the Big Treasure Chest on B5, go through the door on the right and enter the Big Key Door. Enter the next locked door to appear on B6. Go down through the door and enter the locked door on the right. Hit the crystal switch to make it turn blue, go back through the door on the left, and go up through two doors to appear back on B5. Go down through the door, enter the locked door on the right, and lift the jars in the top-right corner to reveal a floor switch. Step on the floor switch, go down through the door at the bottom of the screen, and enter the next door. Go up through the door to appear on B4, enter the locked door and lift the jars at the bottom of the room to reveal a floor switch and step on it. Enter the door on the left that opened and drop into the hole to appear on B5. Go right through the door and push the lower-left block into the hole and drop into the hole to appear on B6. Lift the jar to reveal a floor switch, then grab and push the block onto the switch to open the bottom door. Enter the bottom door, go to the left side of the room and grab and pull either one of the statues up. Use the Hammer on the face switch, Lift the large block, and drop down the hole to appear in the room with the Boss, Kholdstare. Ice Palace - Defeat Kholdstare Hit the big block of ice eight times with the Fire Rod to free the Boss, then use Link's Sword on the eyes until they are destroyed. Once Kholdstare has been defeated, grab the Crystal to complete the stage. Get the Shovel From Link's house in the Dark World, go down to the dirt path and follow it left. Continue along the dirt path as it goes down and then left. At the group of shrubs that forms an arrow pointing down, go up through the path between the two trees to enter the Haunted Grove. Go up toward the top-center of the screen and talk to the boy on the stump to get a Shovel. Get the Flute From Link's house in the Light World, go down to the dirt path and follow it left. Continue along the dirt path as it goes down and then left. At the group of shrubs that forms an arrow pointing down, go up through the path between the two trees to enter the Haunted Grove. Go up toward the top-center of the screen to find a stump. Go up from the stump to a single tree, then go left so that Link is above another single tree. Use the Shovel to dig around to find the Flute. Free the Bird From the Sanctuary in the Light World, walk down to the dirt path and go left all the way to reach a Fortune Teller's house and a wooden arch. Go down through the wooden arch to enter Kakariko Village. Continue down to a T-intersection, and go left to the second path that goes down. Go left a few more steps and go down between the hedges to reach a weather vane. Stand below the weather vane and use the Flute to free the Bird. Get the Ether Medallion Stand at the entrance to the Tower of Hera and turn left. Go left, follow the upper wall as it goes up to a wooden bridge, then go left across the bridge. Go left to a monolith and use the Book of Mudora to get the Ether Medallion. Misery Mire Palace Enter the Palace Small Key Guide Get the Big Key Get the Cane of Somaria Find the Boss Defeat Virtreous Enter Misery Mire Palace Anywhere on land in the Light World, use the Flute to be picked up by the Bird. Press Left on the Control Pad three times to select number 6, then press the A Button to be taken to the lower-left section of the desert. Lift the right-hand rock to reveal a portal and step on it to be teleported to the Dark World. Go up to some deep swamp water and continue up onto the section of ground in the middle of it. Stand on the Ether Medallion symbol and use the Ether Medallion to create an opening. Enter the opening to appear in Misery Mire Palace. Misery Mire Palace - Small Key Guide As you explore the Misery Mire Palace, you'll require six Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed. Small Keys One and Two - From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Go up through the top-right door, enter the door on the right, and lift the top-left skull to reveal a Small Key. In the same room, lift the bottom-right skull to reveal a floor switch. Step on the floor switch to reveal a treasure chest and open it for another Small Key. Small Key Three - From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Go up through the top-right door, push the block to the right, and enter the door that opens. Go up through the door, cross the bridge, and open the treasure chest for a Small Key. Small Key Four - From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Enter the locked door in the bottom-left corner of the room and hit the crystal switch to make it turn blue. Go back through the door on the right and lift the skull on the grating to reveal a floor switch. Step on the switch to make a treasure chest appear and open it for a Small Key. Small Key Five - From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Climb down the ladder to the lower section of the room, then go up the top-left ladder. Go down, enter the bottom-left locked door, and defeat the blue creature for a Small Key. Small Key Six - From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Go up through the top-right door, enter the door on the right, and enter the locked door at the top of the room. Go up through the next door, cross the bridge, and enter the next door. Continue across the bridge, enter the door, and lift the skull in the top-left corner of the room to find a Small Key. Misery Mire Palace - Get the Big Key From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Go down the ladder to the lower section of the room, then go up the top-left ladder. Go down and enter the bottom-left locked door, then enter the next locked door on the left, and go down through the door. Enter the door on the right to appear on 1F. On both sides of the room, push both the top and bottom blocks outward, then push the middle block up. Go down through the door and repeat this same process: push the top and bottom blocks outward, then push the middle block up. Quickly, light both braziers in this room, go up through the door, and light both braziers there as well. If all four braziers are lit quickly enough, there will be an earthquake. Go down through the door, enter the door on the right, and drop down through the hole. Open the treasure chest for the Big Key. Misery Mire Palace - Get the Cane of Somaria From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Go right, enter the first door, and go right through the next door. Cross the bridge before it falls apart and open the Big Treasure Chest to get the Cane of Somaria. Misery Mire Palace - Find the Boss From the Palace entrance, go
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det fick ej plats... Go right one screen, climb the vines up one screen, go left one screen and enter the cave. Walk left, use your Magnetic Gloves to pull yourself up across the pit, walk all the way right, use your Magnetic Gloves to pull yourself down across the pit and take the stairs in the top-right corner. Push the far-right block down one space, push the top-left block left one space, push the lower-left block down one space, go left across the bridge, push the lowest block up one space, push the top block right one space and take the stairs to exit. Go left one screen, go up the steps and take the stairs. Go left one screen along the top path and take the stairs in the top-left corner. Go left two screens, go up the steps, enter the door and step into the warp to go to Subrosia Village. Climb the steps up two screens and enter the opening in the top-left corner of the screen to appear at the entrance to the Sword and Shield Maze. Complete Sword and Shield Maze Small Key Guide Get the Hyper Slingshot Find the Mini-Boss Defeat the Mini-Boss Get the Boss Key Find Medusa Head Defeat Medusa Head Sword and Shield Maze - Small Key Guide As you explore the Sword and Shield Maze, you'll require seven Small Keys. If you come to a locked door as you follow these directions to the Boss Key and other items in this Dungeon, use this guide to determine which Small Keys you may have missed. Small Key One - From Start, go up one screen, right one screen, stand below the one-eyed statue, hit it with your Slingshot and pick up the Small Key that appears. Small Key Two - From Start, go up three screens, defeat all of the enemies and go up one screen. Bomb the cracked blocks along the top wall to free the metallic ball and use your Magnetic Gloves on the metallic ball to defeat all of the enemies in the room to get a Small Key. Small Key Three - From Start, go up three screens, defeat all of the enemies and go up one more screen. Go right two screens, unlock the locked block and take the stairs. Go down one screen, take the stairs, go left one screen, jump across the platform and climb up the ladder on the far-left. Use a Pegasus Seed and Roc's Cape to fly along the top side of the room and go down one screen. Step on the switch in the top-right corner of the room and go right one screen. Go right one screen through the locked door, step into the turnstile, walk up the steps, go left one screen, drop down, go right one screen, step into the turnstile again and go down one screen. Wait for the single Armos Statue to move (you must stand still), go down the stairs it was blocking and go right one screen. Using your Magnetic Gloves, move the ball onto the switch in the top half of the room to create a bridge. Go left one screen, take the stairs, go right one screen, take the stairs in the top-left corner, jump to the bridge you created previously, walk down across it and take the stairs in the lower-right corner. Go up one screen, jump across the gap, go left one screen, step into the turnstile, go right one screen and open the treasure chest to get a Small Key. Small Key Four - From Start, go up three screens, defeat all of the enemies and go up one more screen. Go right two screens, unlock the locked block and take the stairs. Go down one screen, take the stairs, go left one screen, jump across the platform and climb up the ladder on the far left. Use a Pegasus Seed and Roc's Cape to fly along the top side of the room and go down one screen. Step on the switch in the top-right corner of the room and go right one screen. Go right one screen through the locked door, step into the turnstile, walk up the steps, go left one screen, drop down, go right one screen, step into the turnstile again and go down one screen. Go right one screen, take the stairs in the top-left corner, jump to the bridge you created previously, walk down across it and take the stairs in the lower-right corner. Go up one screen, jump across the gap, go down the steps and use your Magnetic Gloves to reach the top-right corner. Go right one screen, stand next to the middle statue, go straight left to the wall, use your Hyper Slingshot to hit all of the statues and make stairs appear. Take the stairs, bomb the blocks to your left, keep bombing the cracked blocks until you reach the treasure chest and open it to get a Small Key. Small Key Five - From Start, step into the Mini-Boss Warp, go up one screen, light all seven of the torches without any of them going out and take the set of stairs that appear. Go up one screen, left one screen through the locked door, left another screen, bomb the crack in the top-right corner and go up one screen through the opening. Watch the path that the statue takes and follow the exact same path. Take the Small Key that appears. Small Key Six - From Start, step into the Mini-Boss Warp, go up one screen, light all seven of the torches without any of them going out and take the set of stairs that appear. Go up one screen, left one screen through the locked door, then left one screen. Pick up one of the chunks of ice, go down one screen, throw the chunk of ice into the red pit, take the stairs and open the treasure chest to get a Small Key. Small Key Seven - From Start, step into the Mini-Boss Warp, go up one screen, light all seven of the torches without any of them going out and take the set of stairs that appear. Go up one screen, left one screen through the locked door, then go left one screen, pick up one of the chunks of ice, go down one screen, throw the chunk of ice into the red pit and take the stairs. Go left one screen, take the stairs, jump into the mine cart, ride it to the next room, take the stairs in the top-right corner, go right one screen, down one screen, take the stairs, go up one screen, pick up a chunk of ice, jump into the mine cart and ride it until it stops. Set the chunk of ice down, unlock the locked door, pick the chunk of ice up, go down one screen, jump into the mine cart, ride it to the next room, and throw the chunk of ice into the red pit. Jump into the mine cart, ride it to the next room, go up one screen, jump into the mine cart, ride it until it stops, pick up a chunk of ice, jump into the mine cart, ride it until it stops, unlock the locked block and throw the chunk of ice into the red pit. Jump into the mine cart, ride it until it stops, pick up a chunk of ice, jump into the mine cart, ride it until it stops, hit the lever, jump into the mine cart, ride it the room on the right and throw the chunk of ice into the red pit. Jump into the mine cart, ride it until it stops, go down one screen, take the stairs, go right one screen, take the stairs, go right two screens, down one screen, and open the treasure chest to get the Small Key. Sword and Shield Maze - Get the Hyper Slingshot From Start, go up three screens, defeat all of the enemies and go up one more screen. Go right two screens, unlock the locked block and take the stairs. Go down one screen, take the stairs, go left one screen, jump across the platform and climb up the ladder on the far-left. Use a Pegasus Seed and Roc's Cape to fly along the top side of the room and go down one screen. Step on the switch in the top-right corner of the room and go right one screen. Go right one screen through the locked door, step into the turnstile, walk up the steps, go left one screen, drop down, go right one screen, step into the turnstile again and go down one screen. Go right one screen, take the stairs in the top-left corner, go left one screen, defeat the lower two Armos Statues, push the lowest block to the right and open the treasure chest to get the Hyper Slingshot. Sword and Shield Maze - Find the Mini-Boss From Start, go up three screens, defeat all of the enemies, and go up one more screen. Go right two screens, unlock the locked block and take the stairs. Go down one screen, take the stairs, go left one screen, jump across the platform and climb up the ladder on the far-left. Use a Pegasus Seed and Roc's Cape to fly along the top side of the room and go down one screen. Step on the switch in the top-right corner of the room and go right one screen. Go right one screen through the locked door, step into the turnstile, walk up the steps, go left one screen, drop down, go right one screen, step into the turnstile again and go down one screen. Defeat all the enemies, exit the room, come back into it and don't move until the Armos Statue begins to move. Take the stairs in the lower-left corner. Go right one screen and use the Magnetic Gloves to move the metallic ball onto the switch. Go left one screen and go back down the stairs. Go right one screen, take the stairs in the top-left corner, jump to the bridge you created previously, walk down across it and take the stairs in the lower-right corner. Go up one screen, jump across the gap, go down the steps and use your Magnetic Gloves to reach the top-right corner. Go right two screens through the locked door to begin a battle with the mini-boss. Sword and Shield Maze - Defeat the Mini-Boss Attack the mini boss with Mystery Seeds in your Hyper Slingshot to stun him and turn him blue. Re-equip your Hyper Slingshot with Ember Seeds, hit him once to cause damage and repeat. It takes 15 hits to defeat the mini-boss. Sword and Shield Maze - Get the Boss Key From Start, step into the Mini-Boss Warp, go up one screen, light all seven of the torches without any of them going out and take the set of stairs that appear. Go up one screen, push the far-left ice block down and right to another ice block. Push the top ice block down and right to the wall. Push the middle ice block down, right to the wall, up to the block and right to the wall. Push the last block right to the wall to make a set of stairs appear, then take them. Jump from block to block without stopping. Go left one screen, jump on either moving platform, ride it to the top-left corner, go left one screen, jump from block to block and climb up the far-left ladder. Go right two screens, hit the crystal ball switch with your Magical Boomerang to make a bridge appear, walk across it and go down one screen. Ride the moving platforms to the left side of the room, defeat all of the enemies, go down one screen through the lower-left door, climb up the steps and open the treasure chest to get the Boss Key. Sword and Shield Maze - Find Medusa Head From Start, step into the Mini-Boss Warp, go up one screen, light all seven of the torches without any of them going out and take the set of stairs that appear. Go up one screen, left one screen through the locked door, left one screen, down one screen, pick up one of the chunks of ice, go down one screen, throw the chunk of ice into the red pit and take the stairs. Go left one screen, take the stairs, jump into the mine cart, ride it to the next room, take the stairs in the top-right corner, go right one screen, down one screen, take the stairs, go up one screen, pick up a chunk of ice, jump into the mine cart and ride it until it stops. Set the chunk of ice down, unlock the locked door, pick up the chunk of ice, go down one screen, jump into the mine cart, ride it to the next room and throw the chunk of ice into the red pit. Jump into the mine cart, ride it to the next room, go up one screen, jump into the mine cart, ride it until it stops, pick up a chunk of ice, jump into the mine cart, ride it until it stops, unlock the locked block and throw the chunk of ice into the red pit. Jump into the mine cart, ride it until it stops, pick up a chunk of ice, jump into the mine cart, ride it until it stops, hit the lever, jump into the mine cart, ride it the room on the right and throw the chunk of ice into the red pit. Jump into the mine cart, ride it until it stops, go down one screen, ride the other mine cart down one screen, take the stairs, go up two screens, unlock the locked block, go right one screen and up one screen using the Boss Key to find Medusa Head. Sword and Shield Maze - Defeat Medusa Head Stand along the lower wall of the room, wait for the boss to shoot fireballs or lasers at you and jump over the attacks with Roc's Cape. As soon as you see the boss warp to the middle of the room, get next to it and hit it as many times as you can. Get away before it starts attacking again. It takes 25-30 hits to earn the Changing Seasons. Defeat Onox Enter Onox's Castle Find and Defeat the Mini Boss Defeat Onox Enter Onox's Castle After completing the Sword and Shield Maze, return to Horon Village and go to the Maku Tree in the top-right corner of the village to automatically receive the Huge Maku Seed. Exit Horon Village through the top exit, go up one screen, right one screen, up three screens, left one screen, up one screen, left one screen, up two screens, left one screen, up one screen, left one screen and up one screen to use the Essences of Nature to remove the barrier. After the automatic sequence, go up two screens and enter the opening at the top to enter Onox's Castle. Find and Defeat the Mini Boss From Start, go up one screen, defeat all of the enemies, go up one screen, defeat all of the enemies and go up one more screen to face the mini-boss, Facade. Toss Bombs so that they land on top of the face until it is defeated (it will take about five hits). After defeating Facade, go up two screens to face the final boss, Onox. Defeat Onox Move around the room to avoid Onox's swinging mace and hit him with your powered-up Sword whenever you can. After hitting him about 10 times he will use Din (trapped inside of a crystal) as a shield. Knock Din away using the Rod of Seasons, and continue attacking Onox with your powered-up Sword to inflict damage. After hitting Onox another 10 times the floor will give away and you'll fall into a sideview screen where you will need to defeat Onox's new form, a dark dragon. Wait for him to lower one of his hands, jump on top of it, ride it to the top, then jump up and hit the jewel on his forehead with your sword. Keep hitting this jewel until he is defeated. Defeat TwinRova and Ganon In a Linked Game, after defeating Onox, enter the warp outside of the Maku Tree. Go up one screen, then enter the doorways that the eyes of the statues are not facing to go through six rooms. Go up one more screen to face TwinRova. Hit the fireballs with your sword so they hit the opposite colored witch. Try to stay on the bottom edge of the room to avoid them as they fly by. After hitting them three to four times they will combine. Hit them with a powered-up attack. When they change color to red and blue at the same time shoot them with Scent Seeds. Use your Sword to hit Ganon when he appears. If you do not have the L-3 sword, you can only damage him with powered-up attacks. It takes 30-40 hits to defeat Ganon. Once Gannon is gone, go up the stairs to save Zelda. Secret Password Information The following is a list of secret passwords as seen in Farore's book. These passwords are received from various characters throughout the game. If you've forgotten your secret password you can view it again in her book. The password received while doing side quests is unique. It can only be used on the original game file or linked game of the same name. Elder Secret Fairy Secret K Zora Secret Library Secret Mamamu Secret Plen Secret Symmetry Secret Tingle Secret Troy Secret Tokay Secret Elder Secret Receive the secret password from the Red Gorons near the Sunken City. Here is the clue: "My ancestor's diary said he came to Goron Mountain from Labrynna long ago. If I could meet him, I'd ask him the meaning of the secret in the diary." In the Oracle of Ages, give the secret password to the Gorons Elder to receive the Biggoron Sword. Fairy Secret Receive the secret password from the girl near the fountain. Here is the clue: "If you tell this happiness secret to the fairies in Labrynna, you can be even happier." In the Oracle of Ages, give the secret password to the Blue Fairy to receive a Heart Container. K Zora Secret Receive the secret password from the Zora in the Hero's Cave. Here is the clue: "I'd like you to tell this secret and my report to King Zora in Labrynna's seas." In the Oracle of Ages, give the secret password to King Zora to get a Sword Upgrade. Library Secret Receive the secret password from the Ghost in Horon Village. Here is the clue: "I worked in the library in Labrynna long time ago. Just because I hear secret I become this...To set it right, I want you to hear secret. Hear my secret!" In the Oracle of Ages, give the secret password to the Librarian to receive a Shield Upgrade. Mamamu Secret Receive the secret password from the old woman near Horon Village. Here is the clue: "I'm the mother of Mamamu Yan, Labrynna's top dog breeder. This fellow's from Labrynna, too, but we met here by chance. Can you help me?" In the Oracle of Ages, give secret password to Mamamu Yan to receive the Snowshoe Ring. Plen Secret Receive the secret password from a Subrosian in Subrosia Village. Here is the clue: "Hey! Can I ask you a favor? Mayor Plen in Labrynna's Lynna City has done so much for me! I want to thank him, but I'm too embarrassed to do it myself. Can you tell him this secret?" In the Oracle of Ages, give secret password to Mayor Plen to receive the Spin Ring. Symmetry Secret Receive the secret password from the woman down a chimney. Here is the clue: "I want you to tell you a touching secret to the authors of my favorite book. The authors are twins who lived in Labrynna's Symmetry City, but the book was written so long ago, they may be gone." In the Oracle of Ages, give secret password to the Symmetry Twins to receive a Ring Box Upgrade. Tingle Secret Receive the secret password from the Fairy Near Horon Village. Here is the clue: "There's a man named Tingle on the edge of Lynna Village who thinks he's a fairy. I want you to tell him a secret." In the Oracle of Ages, give the secret password to Tingle to receive a Seed Satchel Upgrade. Troy Secret Receive the secret password from the boy on the hill near Horon Village. Here is the clue: "I'm very busy, so I want you to tell this secret to Dr. Troy up on Rolling Ridge in Labrynna!" In the Oracle of Ages, give the secret password to Dr. Troy to receive the Bombchu. Tokay Secret Receive the secret password from the Moblin in the Moblin Fortress. Here is the clue: "This secret is related to the Tokay people in Labrynna!" In Oracle of Ages, give the secret password to the Tokay in the cave to receive a Bomb Bag Upgrade.
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• Get the Wooden Sword • Find Gnarled Root Dungeon • Complete Gnarled Root Dungeon • Find Snake's Remains Dungeon • Complete Snake's Remains Dungeon • Find Poison Moth's Lair • Complete Poison Moth's Lair • Find Dancing Dragon Dungeon • Complete Dancing Dragon Dungeon • Find Unicorn's Cave • Complete Unicorn's Cave • Find Ancient Ruins • Complete Ancient Ruins • Find Explorer's Crypt • Complete Explorer's Crypt • Find Sword and Shield Maze • Complete Sword and Shield Maze • Defeat Onox • Defeat TwinRova and Ganon (Linked version only) • Secret Password Information Get the Wooden Sword Travel west from Horon Village to reach the Hero's Cave. Push blocks and hit switches to make it through the cave, avoiding Keese and Gels along the way. In the last chamber of this seven-room cave you'll find the Wooden Sword. Find the Gnarled Root Dungeon After getting the Wooden Sword, return to Horon Village, and go to the large gate in the top-right corner of the village. Hit the large gate with your Wooden Sword, and go up one more screen. Go up to the tree, hit the bubble with your Wooden Sword to make the tree wake up, and talk to it to receive the Gnarled Key. After receiving the Gnarled Key, leave Horon Village through the top exit. Go up one screen, right one screen, up one screen and left one screen. Use the Gnarled Key on the keyhole to make the Gnarled Root Dungeon appear right next to you. Complete Gnarled Root Dungeon Small Key Guide Find the Mini-Boss Defeat the Mini-Boss Get the Seed Satchel Get the Boss Key Find Aquamentus Defeat Aquamentus Gnarled Root Dungeon - Small Key Guide As you explore Gnarled Root Dungeon, you'll require two Small Keys. If you come to a locked door as you follow these directions to the Boss Key and other items in this Dungeon, use this guide to determine which Small Keys you may have missed. Small Key One - From Start, go up one screen and push the top-right block in any direction to open the doors. Go right one screen and defeat all of the enemies to get a Small Key. Small Key Two - From Start, go up one screen then left one screen through the locked door. Defeat all of the enemies then go up one screen and walk into the mine cart to begin riding it. After the mine cart stops, go up the steps in the top-right corner and go right one screen. Hit the switch with your sword then go left one screen, and jump back into the cart. After automatically jumping out of the cart, go up the steps then down the steps on your right. Follow the path, then step on the only switch to get the Small Key from the treasure chest that appears. Gnarled Root Dungeon - Find the Mini-Boss From start, go up one screen then left one screen through the locked door. Defeat all of the enemies then go up one screen and walk into the mine cart to begin riding it. After the mine cart stops, go up the steps in the top-right corner, and go right one screen. Hit the switch with your sword, then go left one screen and jump back into the cart. After automatically jumping out of the cart, go left one screen and open the chest to get the Bombs. Go right one screen, up the steps, then left one screen. Bomb the crack in the top wall, then go up one screen through the opening, working your way through the maze to the top of the room. Go up one screen through the locked door to start fighting the mini-boss. Gnarled Root Dungeon - Defeat the Mini-Boss To defeat the Moblins, concentrate all of your attacks on one of the two Moblins while avoiding their boomerangs when they throw them. Once you defeat one of them, both will disappear. Gnarled Root Dungeon - Get the Seed Satchel From Start, step into the Mini-Boss Warp then go left one screen. Go to the far-left block, push it up one space and go down the stairs. Follow the path through the sideview screen to get the Seed Satchel. Gnarled Root Dungeon - Get the Boss Key From Start, go up one screen then left one screen through the locked door. Defeat all of the enemies and go up one screen. Use your Ember Seeds on the pots next to the left door to open it, then go left one screen through the door. Defeat all three enemies in this room to make a treasure chest appear with the Boss Key. Gnarled Root Dungeon - Find Aquamentus From Start, go up one screen then push the top-right block in any direction. Go right one screen, use your Ember Seeds on the pots next to the top door to open it, then go up one screen through the door. Go right one screen along the top path, use your Boss Key to go up one screen, and you'll find Aquamentus. Gnarled Root Dungeon - Defeat Aquamentus Use your Wooden Sword on the horn until it begins to blink, then pull up your Shield to block its attacks whenever possible. If the boss rears its head back get away because it will charge into the wall. It takes about 10 hits to defeat Aquamentus and earn the Fertile Soil. Find Snake's Remains Dungeon Find and Enter the Warp to Subrosia Village Get the Boomerang Get the Rod of Seasons and the Power of Winter Return to Holodrum Find and Enter the Warp to Subrosia Village After completing the Gnarled Root Dungeon, return to Horon Village. Go down two screens and right three screens. Walk over to the bushes above the boy with the dog to make the sleeping man wake up. After talking to him, use your Ember Seeds to burn either bush, and go right one screen. Go up two screens and right one screen to meet Rosa. After she runs away, go up one screen, wait for her to run away again while avoiding her, and go up one screen. Wait for her to run away again while avoiding her, and go up one more screen. Avoid Rosa until she leaves the screen, wait for her to come back onto the screen briefly, then go left one screen when she leaves. Cut the top-left bush to make a Warp appear. Step into it to be taken to Subrosia Village. Get the Boomerang After warping to Subrosia Village, go down one screen using the left ladder. Then walk left one screen, down one screen and go down the staircase. Talk to the man in red and say "Yes" to begin a random dancing sequence. To complete this sequence, watch the moves that the man in red does, then repeat those moves in that order. If the man in red points left, press Left on the Control Pad. If he points right, press Right on the Control Pad, and if he spins, press the A Button to spin. If you make a mistake you'll need to start over. When you complete the sequence correctly you will automatically receive the Boomerang. Get the Rod of Seasons and the Power of Winter After getting the Boomerang, go up one screen, right one screen, up one screen, down one screen using the right ladder, down two more screens, right two screens and go down the ladder. Next, go right two screens, up three screens and enter the Temple of Seasons. Go up one screen, and stand on the platform in the middle of the room to receive the Rod of Seasons. Go down two screens to exit the Temple of Seasons, then go down two more screens, right one screen and enter the only door. Use your Boomerang to hit the Crystal Ball switch, then go up the staircase. Go up the next staircase and walk up to the statue along the top wall of the room to receive the Power of Winter. Return to Holodrum After receiving the Rod of Seasons and the Power of Winter, take the stairs back down to the first floor and go down one screen to exit the tower. Go left one screen, down one screen, left two screens and go up the ladder. Next, go left two screens, up three screens and step into the warp to return to Holodrum. Go right one screen and press against the tree stump to jump on top of it and use the Rod of Seasons to change the season to Winter. Go right one screen, up two screens, right two screens, then jump onto the tree stump and use the Rod of Seasons to change the season to Winter. Climb the ladder, then go right one screen and drop down onto the deep snow. Walk above the chimney, and press Down to jump down the chimney. Talk with the woman in the house to receive the Shovel. Exit the house, use the Shovel to remove the snow, and go down three screens and left one screen. Use the Rod of Seasons to change the season to Winter, then go left one screen, up one screen and use the Shovel to get rid of the snow. Go right one screen, up one screen and left one screen to find the entrance to Snake's Remains. Complete Snake's Remains Dungeon Small Key Guide Get the Power Bracelet Find the Mini-Boss Defeat the Mini-Boss Get the Boss Key Find Dodongo Defeat Dodongo Snake's Remains Dungeon - Small Key Guide As you explore Snake's Remains Dungeon, you'll require three Small Keys. If you come to a locked door as you follow these directions to the Boss Key and other items in this Dungeon, use this guide to determine which Small Keys you may have missed. Small Key One - From Start, walk up to both pots in the room and use your Ember Seeds on them to light up the room and open the doors. Go left one screen, up one screen and defeat all of the enemies to get a Small Key. Small Key Two - To get this key, you must have the Power Bracelet. From Start, use your Ember Seeds on the pots to open the doors. Go up two screens, right one screen and push the far-right block to the right. Go right one screen and open the treasure chest in to receive the Small Key. Small Key Three - To get this key, you must have the Power Bracelet. From Start, use your Ember Seeds on the pots to open the doors. Go up two screens, right one screen, push the far-right block to the right and go right one screen. Go down one screen and take the stairs to appear outside. Go left one screen, take the stairs, then go up one screen to enter the Bomb Maze. Complete this maze to get the Small Key from the treasure chest in the middle. Bomb Maze Solution - Go up and right to the second cracked block and bomb it. Go up and left to the next cracked block, and bomb it. Go to the cracked block directly to your left, and bomb it. Go down and left to a group of three cracked blocks, and bomb all of them. Go right and down to a cracked block, and bomb it. Go up and open the treasure chest for a Small Key. The Bomb Maze must be completed quickly or the chest with the Small Key in it will disappear. Snake's Remains Dungeon - Get the Power Bracelet From Start, use your Ember Seeds on the pots to open the doors. Go up two screens, up one screen through the locked door and defeat both enemies. Go left one screen, defeat the enemies in this room, and open the treasure chest to receive the Power Bracelet. Snake's Remains Dungeon - Find the Mini-Boss From Start, light both torches with your Ember Seeds. Go up two screens, right one screen, push the far-right block to the right and go right one screen through the newly opened door. Go right one screen, bomb the cracked blocks and take the stairs. Go left to the large block, make it drop down, then walk across it and go left one screen. Go left past the dropping blocks, then climb up the ladder. Go right one screen and down one screen through the locked door to start the battle with the mini-boss. Snake's Remains Dungeon - Defeat the Mini-Boss To defeat Facade, toss Bombs so that they land on top of its face. When they explode, it will be damaged. It takes five direct hits to defeat Facade. Snake's Remains Dungeon - Get the Boss Key From Start, step into the Mini-Boss Warp then go right two screens. Open the locked block, then go right one screen and down one screen. Use the floating platforms to get to the right side of the screen, climb up the ladder, go up one screen and open the treasure chest to get the Boss Key. Snake's Remains Dungeon - Find Dodongo From Start, step into the Mini-Boss Warp then go right one screen. Bomb the cracked wall in the lower-right corner, go down one screen through the opening and defeat the enemies by tossing Bombs at them. Go right one screen, down one screen and use the Boss Key to go right one screen. Snake's Remains Dungeon - Defeat Dodongo Wait for Dodongo to open his mouth. When he does throw a Bomb into his mouth to stun him. Use your Power Bracelet to pick him up, and throw him onto the spikes in the middle of the room. Repeat this four times to defeat Dodongo and earn the Gift of Time. Find Poison Moth's Lair Get to Spool Swamp Enter Subrosia Village Get the Power of Summer Enter Poison Moth's Lair Get to Spool Swamp After completing Snake's Remains, return to Horon Village and take the northern exit. Go up one screen, right one screen, up one screen and pick up either of the rocks next to the sign. Throw it away, then go up three screens (If you are playing a Linked-Game you will have a small battle with the Great Moblin's forces and rescue Zelda at this point). Go right one screen, down one screen and enter the building. Talk with Blaino and bet 10 Rupees on the match. Defeat Blaino by standing next to him and tapping the A and B Buttons quickly to push him out of the ring. After beating him, take Ricky's Gloves, exit the building, go up one screen, left one screen, down one screen, left one screen, up one screen, left two screens, up one screen and talk to Ricky the Kangaroo to give him back his gloves. After jumping into Ricky's pouch, go down five screens, left one screen, up one screen, walk up to the cliff to make Ricky jump to the top and go up one screen to enter Spool Swamp. Note: If you lose Ricky, you can use the Rod of Seasons on a stump in this area to change the season to winter and return to where you found him. Enter Subrosia Village After riding Ricky the Kangaroo to Spool Swamp, go up two screens, left one screen, jump out of Ricky's pouch, and hit the tree with your Wooden Sword to get the Pegasus Seeds. Jump back into Ricky's pouch, go down one screen, left one screen, up two screens, right one screen and enter the building. Hit the switch in the lower-right corner with your sword and go down the steps to get the Floodgate Key. Exit the building, take the stairs, step on the switch and use your Pegasus Seeds to get across the water before the bridge disappears. Go left one screen, push the right green block up, push the next green block down, pick up the rock on your left, throw it, push the lower green block left, push the upper green block up and take the stairs. Go left one screen, down one screen, right one screen, take the stairs, then take the other set of stairs to exit. Go down two screens, right one screen, and touch the keyhole to open the floodgates. Go left one screen, up one screen, right one screen, drop down into the water, go left one screen, use the Rod of Seasons to change to Winter (if you're using Moosh, don't change the season), go right one screen, and down three screens. Note: If you don't have Ricky's Flute, go left one screen and up one screen to find Moosh. If you are using Ricky, go left one screen and use Ricky's Flute to call Ricky. Jump into Ricky's pouch, jump to the upper ledge, go down one screen and use Ricky's Tornado Punch to destroy the bushes. Go down one screen, up one screen through the right opening, jump out of Ricky's pouch and enter the warp to Subrosia Village. If you are using Moosh, go down two screens, right one screen, left two screens along the lower path, up one screen through the right opening and enter the warp to Subrosia Village. Get the Power of Summer After entering Subrosia, go left one screen and down one screen to reach the beach. Use your Shovel in the different areas of the beach to dig up the Star-Shaped Ore. Exit the beach, then go left one screen, up one screen and enter the Market. Stand next to the Ribbon, press the A Button and agree to trade your Star-Shaped Ore for it. Exit the Market, go right one screen, down two screens, right one screen, down one screen, and give the Ribbon to Rosa. Go up one screen, left one screen, up two screens, left one screen, up one screen and enter the door. Go through the only other door to exit, then go right four screens, up two screens, left one screen, up one screen and enter the door. Throw any boulders out of your way, and take the stairs along the top wall. Take the next set of stairs, and walk up to the statue to automatically receive the Power of Summer. Enter Poison Moth's Lair After getting the Power of Summer, exit the Tower of Summer and go down two screens, right one screen, down one screen, left four screens and enter the cave. Exit the cave through the only other door, go down two screens, right two screens and enter the warp to go back to Holodrum. If you are using Ricky, hop back into Ricky's pouch and go down one screen, up two screens through the left path, right one screen, up three screen, and left one screen. If you are using Moosh, hop onto Moosh's back, go down one screen, right two screens, left one screen along the top path, up six screens and left one screen. Use your Rod of Seasons to change the season to Summer, go up one screen, walk up the green vines, and enter the opening to appear in the Poison Moth's Lair. Complete Poison Moth's Lair Small Key Guide Get the Roc's Feather Find the Mini-Boss Defeat the Mini-Boss Get the Boss Key Find Mothula Defeat Mothula Poison Moth's Lair - Small Key Guide As you explore Poison Moth's Lair, you'll require two Small Keys. If you come to a locked door as you follow these directions to the Boss Key and other items in this Dungeon, use this guide to determine which Small Keys you may have missed. Small Key One - From Start, go up one screen and defeat all of the spiked beetles to open the door. Go up one screen through the door. Go right three screens and go to the two jars in the lower-right corner. Destroy the far-right one and push the other jar onto the switch to keep the door open. Go down one screen through the door, left one screen, down one screen, push the blue barriers out of your way to reach the treasure chest and open it to get a Small Key. Small Key Two - From Start, go up one screen and defeat all of the spiked beetles to open the door. Go up one, right two and use the Roc's Feather to jump to the moving platform. Ride the platform and take the stairs to reach a side-scrolling area. Exit the side-scrolling area to the right to reach a room with trampoline. Push the trampoline left three, down two, right seven, up two, and right one screen onto the marked spot. Jump on the trampoline to bounce up to the next floor. Hold Down to land near the treasure chest and open it to find a Small Key. Poison Moth's Lair - Get the Roc's Feather From Start, go up one screen and defeat all of the spiked beetles to open the door. Go up one screen and right three to reach a room with a switch and several jars. With the Power Bracelet, push the second jar from the right on the right side of the room onto the switch to keep the door open. Go down one screen and take the stairs. When you exit, push the third block from the bottom to the left, then the second block from the bottom down to make an opening. Go left one screen to find a puzzle with three red and three green moveable statues. Push the two right-most red statues and the two left-most gray statues all down one space. Push the far-left red statue right one space and push the lower-left red statue right one space. Push the top red statue down one space, and push the final gray statue into the remaining space to complete the puzzle. Go left three screens, up two screens through the locked door, and defeat all of the enemies to make a treasure chest appear. Open the treasure chest to get the Roc's Feather. Poison Moth's Lair - Find the Mini-Boss From Start, go up one screen and defeat all of the spiked beetles to open the door. Go up one screen and right three to reach a room with a switch and several jars. With the Power Bracelet, push the second jar from the right on the right side of the room onto the switch to keep the door open. Go down one screen, left one screen and use the Roc's Feather to jump over the switch. Go left one screen through the locked door to start a battle with the mini-boss. Poison Moth's Lair - Defeat the Mini-Boss Stand next to one of the squids and use your Power Bracelet on it to pull it out of its hole. Attack it with your Wooden Sword until it jumps back into the water. It takes about four hits to eliminate each squid. Poison Moth's Lair - Get the Boss Key From Start, step into the Mini-Boss Warp then take the stairs. Go left three screens then go to the lower-left corner, jump up across the gap, go down the steps and drop down the hole. Go right to the line of blocks that are just to the left of the treasure chest and push the fifth block from the top to the right into the pit. Use the Roc's Feather to jump over the pit and open the treasure chest to get the Boss Key. Poison Moth's Lair - Find Mothula From Start, step into the Mini-Boss Warp then take the stairs. Go left one screen, go to the lower-left corner, and jump up across the gap. Go right one screen and go up one screen using the Boss Key to find Mothula. Poison Moth's Lair - Defeat Mothula Avoid Mothula as it flies around the room until it stops to rest in the middle of the room. At this point jump to the center of the room and quickly attack it until it starts moving again. After 10 direct hits, you will defeat Mothula and earn the Bright Sun. Find Dancing Dragon Dungeon Save Dimitri Get Zora's Flippers and Enter Subrosia Village Get the Power of Spring Get the Dragon Key Enter Dancing Dragon Dungeon Save Dimitri After completing Poison Moth's Lair, return to Horon Village. Go up one screen to exit, go right one screen, up four screens, left one screen, up one screen, jump over the pit and go up one screen into the log. Hit the lever to make the bridge complete, go left one screen and use your Flute to call your pet. Go right one to the screen with the bridge. There are different routes to Sunken City, depending upon your pet: Ricky's Route: Go up one screen and use Ricky to jump to the higher ledge. Go right three screens, down one screen and drop down to the lower area. Go down one screen and use Ricky's Tornado Punch to remove the bushes. Jump over the pits and go down one screen. Use Ricky to jump to the upper ledge, then go up one screen, right one screen, up one screen, down two screens through the right path, drop down, go up three screens, right two screens, down one screen and right one screen to enter the Sunken City. Moosh's Route: From the bridge, go right two screens along the lower route using Moosh to fly across the pits. Go up one screen, right one screen, down one screen, right one, up one, right two and use Moosh to fly across the pits. Go down one screen then right one to reach the Sunken City. Dimitri's Route: Go right one screen, use Dimitri's Flute to call Dimitri to you and jump on him to begin riding him. Go up one screen, walk onto the land, go right one screen, down one screen and go back into the water. Go up one screen, right three screens and walk onto land. Go right one screen, jump off of Dimitri, jump over the pits, go down one screen and right one screen to enter the Sunken City. In the Sunken City go down one screen, right two screens, up one screen and get the Gale Seeds. Go down one screen, left two screens and talk to the kids. Answer "Yes" when they ask you if you have Bombs to save Dimitri. Note: If you are playing a linked game with Dimitri as your pet, you will not need to save him and you can move on to the next step. Get Zora's Flippers and Enter Subrosia Village After getting Dimitri, go up one screen, right one screen, up one screen, go up the waterfall and go up one screen. Go up the left waterfall one screen and enter the cave. Push the statues so all four of them can be hit by one Spin Attack, then do so to make a ladder appear. Jump to the ladder and open the treasure chest to get the Master's Plaque. Exit this cave, go down one screen, go up the right waterfall one screen and enter the cave. Talk to the man (the Master Diver) in the top-right corner to receive Zora's Flippers. Exit this cave, go down two screens, left one screen, swim next to the left blue tree and dive down to find an underwater passage. Go left one screen and up one screen to exit the underwater passage. Go left, climb up the vines, go up one screen, right one screen, up one screen, climb up the ladder, take the first passage down and fall off of the ledge to land in the warp to Subrosia Village. Get the Power of Spring After falling into the warp to Subrosia Village, jump across the lava river to automatically have your Roc's Feather stolen. Go left one screen and enter the building. Go left one screen and down one screen to exit the building. Avoid the two guys while they move around the screen, and when they leave follow them to the next screen. Repeat this step until they say that they are going to find more treasure. Go to the square they were standing next to and dig with your Shovel to get your Roc's Feather back. Go down one screen, right one screen, up two screens and enter the building. Go right one screen and exit the building. Go right two screens, jump down over the lava river, and take the stairs. Jump across the platforms, go right one screen, climb up the ladder and enter the door to appear in the Tower of Spring. Go to the top floor of the tower and stand in front of the statue to receive the Power of Spring. Exit the tower, take the stairs, go left one screen, climb up the ladder, jump across the lava river, go left one screen, jump across the lava river and enter the warp to return to Holodrum. Get the Dragon Key After getting the Power of Spring and returning to Holodrum, drop down from the ledge, jump onto the stump and change the season to Spring. Go right one screen, talk to the Moosh, go up one screen using the right path, and pick up the cucco with your Power Bracelet. Tap both buttons repeatedly to make the cucco fly higher, and it will drop you off on the highest ledge. Go up one screen, enter the cave, jump from ledge to ledge, take the stairs and hit the tree with your Wooden Sword to get the Spring Banana. Drop down to the lower ledge, go down one screen, drop down to the lower ledge, drop down again and give the Spring Banana to Moosh to begin riding him. Go left five screens, up one screen, hover to the top-left corner of the screen, jump off of Moosh and pick up the Dragon Key. To avoid falling into the holes, change direction before hitting a rock to prevent Moosh from falling. Enter Dancing Dragon Dungeon After getting the Dragon Key, go down one screen, right four screens, jump onto the stump and change the season to Spring. Go left three screens and use the Bloom Blast to reach the higher ledge. Go up one screen, right two screens, jump onto the stump and change the season to Winter. Go left two screens, climb up the ladder, drop onto the snow, go right one screen and enter the cave. Go left one screen, jump to the stairs and take them. Take the other set of stairs to appear outside, go right one screen, grab the cucco and float across the gap to the other ledge. Go right one screen and use the Dragon Key on the lock. Go left one screen, drop down through the opening, go right one screen, jump onto the stump, change the season to Summer and enter the opening to appear in Dancing Dragon Dungeon. Complete Dancing Dragon Dungeon Small Key Guide Find the Mini-Boss Defeat the Mini-Boss Get the Slingshot Get the Boss Key Find Gohma Defeat Gohma Dancing Dragon Dungeon - Small Key Guide As you explore Dancing Dragon Dungeon, you'll require five Small Keys. If you come to a locked door as you follow these directions to the Boss Key and other items in this Dungeon, use this guide to determine which Small Keys you may have missed. Small Key One - From Start, go up one screen, jump into the mine cart, ride it to the end, bomb the cracked wall and go right one screen. Destroy the middle-left and middle-right jars, push the remaining jars onto the switches and stand on the remaining switch to get a Small Key. Small Key Two - From Start, go up one screen, jump into the mine cart, ride it into the next room, hit the switch with your sword to ride the mine cart into the room to the left. Push the only statue in this room onto the switch, go up one screen, push the second block from the top left, push the block below you down and take the stairs. Go down one screen using either path, take the stairs, go right one screen, jump across the disappearing platforms and climb up the ladder on the right. Work your way to the treasure chest and open it to get a Small Key. Small Key Three - From Start, go right one screen through the locked door, up one screen, dive under the spiked logs and go up one screen. Jump into the mine cart and hit the switch in the next room. Jump back into the mine cart to go to a new room on the left. Defeat all the enemies and dive down to get a Small Key Small Key Four - From Start, go right one screen through the locked door, up one screen, dive under the spiked logs and go up one screen. Jump into the mine cart. When it stops unlock the locked block and go right one screen. Defeat all of the enemies, go up the steps that appeared, use your Pegasus Seeds and Roc's Feather to jump across the gap, go right one screen, jump the gaps there and take the stairs. Push the lowest block out of your way, jump into the mine cart, jump out of it when it stops and open the treasure chest to get a Small Key. Small Key Five - You can only get this key after finding the Slingshot. From Start, go right one screen through the locked door, up one screen, dive under the spiked logs and go up one screen. Jump into the mine cart. When it stops unlock the locked block and go right one screen. Defeat all of the enemies, go up the steps that appeared, use your Pegasus Seeds and Roc's Feather to jump across the gap, go right one screen, jump the gaps there and take the stairs. Push the lowest block out of your way, jump into the mine cart and light all of the unlit torches in the next room using your Slingshot and Ember Seeds to make a treasure chest appear on the upper ledge. When the mine cart stops, go down one screen, jump to the lower-right corner of the room, go up one screen by using the steps, go right one screen and open the treasure chest to get a Small Key. Dancing Dragon Dungeon - Find the Mini-Boss From Start, go right one screen through the locked door, up one screen, dive under the spiked logs and go up one screen. Jump into the mine cart. When it stops unlock the locked block and go right one screen. Defeat all of the enemies, go up the steps that appeared, use your Pegasus Seeds and Roc's Feather to jump across the gap, go right one screen, jump the gaps there and take the stairs. Push the lowest block out of your way, jump into the mine cart and jump out of it when it stops. Go down one screen, jump over the spikes, and go down one more screen to start the mini-boss battle. Dancing Dragon Dungeon - Defeat the Mini-Boss Light both of the torches in the room using Ember Seeds, look for the wizard with a shadow, and attack it with your Wooden Sword. It takes about five hits to defeat the mini-boss. Dancing Dragon Dungeon - Get the Slingshot From Start, step into the Mini-Boss Warp, go down one screen, jump into the mine cart and ride it until it stops. Go down one screen, left one screen through the locked door, push the statue onto the switch, use a Pegasus Seed, run to the top-right corner and open the treasure chest there to get the Slingshot. Dancing Dragon Dungeon - Get the Boss Key From Start, step into the Mini-Boss Warp, go down one screen, jump into the mine cart, ride it into the next room and hit both switches with your Slingshot to ride the mine cart a new area. Go up one screen, right one screen, use your Pegasus Seeds and Roc's Feather to reach the top-left corner, unlock the locked block, go up one screen and dive down in the right pool of water in the middle of the room to get the Boss Key. Dancing Dragon Dungeon - Find Gohma From Start, step into the Mini-Boss Warp, go down one screen, go to the spinning blade and push the block that is up and to the right of it down so it blocks the moving blade. Hit the switch with your Boomerang and jump into the mine cart to be taken to a new room to the left. Defeat the ghosts in this room, go up one screen, unlock the locked block and take the stairs. Stand next to the gap, shoot both pots on the other side of the room with Ember Seeds to make a bridge appear and go right one screen. Go up one screen, stand on the platform, ride it to the top-right corner, jump off of it and go right one screen using the Boss Key to begin the battle with the Gohma. Dancing Dragon Dungeon - Defeat Gohma Equip the Roc's Feather and Wooden Sword, then attack the claw with your Wooden Sword. Use your Roc's Feather to avoid Gohma's attacks until the claw is removed. This process takes about 10 hits. Next, equip the Slingshot and shoot Gohma's eye with Ember Seeds whenever it opens. It takes five direct hits to defeat Gohma and earn the Soothing Rain. Find Unicorn's Cave Get the Power of Autumn Enter Unicorn's Cave Get the Power of Autumn After completing Dancing Dragon Dungeon, return to Horon Village and take the north exit out of the town to enter the snowy area. Go right one screen, up one screen, right one screen, down two screens, right one screen and take the warp to Subrosia Village. Go down three screens, left two screens, up one screen, right one screen, then jump to the biggest island and pick the Bomb Flower using the Power Bracelet. Go left one screen, down one screen, right two screens, up two screens, left two screens, up one screen, remove the block, then run and jump over the gap. Go left one screen, up one screen, right two screens, up two screens, right one screen, up one screen and talk to the blue guy to open the entrance to the Tower of Autumn. Go up one screen to enter, take the stairs to the top floor and go to the statue to automatically receive the Power of Autumn. Enter Unicorn's Cave After getting the Power of Autumn, exit the Tower of Autumn, go down two screens, left one screen, down one screen, left two screens, down one screen, right one screen, then run and jump over the gap. Go down one screen, right two screens, up one screen and enter the warp to return to Holodrum. Go up two screens, jump onto the stump and change the season to Autumn. Go up one screen, right one screen, remove the mushrooms using the Power Bracelet and enter the opening to appear in Unicorn's Cave. Complete Unicorn's Cave Small Key Guide Get the Magnetic Gloves Find the Mini-Boss Defeat the Mini-Boss Get the Boss Key Find Digdogger Defeat Digdogger Unicorn's Cave - Small Key Guide As you explore Unicorn's Cave, you'll require five Small Keys. If you come to a locked door as you follow these directions to the Boss Key and other items in this Dungeon, use this guide to determine which Small Keys you may have missed. Small Key One - From Start, go up one screen, right one screen, jump into the right mine cart then hit the switch in the next room. When the mine cart stops, open the treasure chest to get a Small Key. Small Key Two - From Start, go up one screen, right one screen, jump into the mine cart on the right, hit the switch in the next room to make the track bend right and ride the mine cart to a new room on the right. Stand below the metallic block and use your Magnetic Gloves to push yourself over the pit. Jump into the mine cart and open the treasure chest when the mine cart stops to get a Small Key. Small Key Three - From Start, go up one screen, right one screen, ride the left mine cart up and left until it stops. If the track is straight, hit the switch in the second room to make it curve to the left. Use the Magnetic Gloves to pull yourself to the metallic turnstile and continue to hold the button until you are on the left side of the turnstile. Use your Magnetic Gloves again to push yourself to the ledge on the left and open the treasure chest to get a Small Key. Small Key Four - From Start, go left one screen, use your Magnetic Gloves to pull yourself to other side of the room, go up one screen and open the treasure chest to get a Small Key. Small Key Five - From Start, go left one screen, up four screens, defeat all of the enemies, go left one screen, defeat the Armos Statues one by one, then open the treasure chests that appear in the same order you defeated the Armos Statues to get a Small Key. Unicorn's Cave - Get the Magnetic Gloves From Start, go up one screen, right one screen, jump into the mine cart on the right, hit the switch in the next room to make the track bend to the right and ride the mine cart to a new room on the right. Take the stairs, go left one screen, climb up the ladder on the left to exit the sideview screen, go left one screen, up one screen, drop down, go left one screen through the locked door and open the treasure chest to get the Magnetic Gloves. Unicorn's Cave - Find the Mini-Boss From Start, go up one screen, right one screen, jump into the mine cart on the right and hit the switch in the next room to be taken to a new room on the right. Stand beneath the metallic pole, use your Magnetic Gloves to be push yourself backwards across the pit and go right one screen through the locked door to begin the battle with the mini-boss. Unicorn's Cave - Defeat the Mini-Boss Use the Roc's Feather to jump over the tiger any time it rolls at you, and attack the tip of its tail with your Wooden Sword to cause damage. It takes about 10 hits to defeat the mini-boss. Unicorn's Cave - Get the Boss Key From Start, go up one screen, right one screen, ride the left mine cart, hit the switch in the next room to go into the next room above, go right one screen and push the block to make a metallic ball appear. Go left one screen, ride the left mine cart, go left screen when it stops, go down one screen and step into the Mini-Boss Warp. Go up one screen, right one screen, step on the switch, then go up one screen, left one screen and defeat the enemies using your Magnetic Gloves and Sword. Go left one screen and use your Magnetic Gloves to move the ball as far to the left as possible. Go right two screens, down one screen, and left two screens through the locked door. Move the ball onto the switch, go up one screen, move the ball to the left side of the room, stand under it, drag it to the right so it blocks you from the flames and go up one screen through the locked door. Take the stairs, use your Magnetic Gloves to pull yourself up to the ceiling, hold Left on the Control Pad to land on the higher ledge, jump to the moving ledge, then jump to the left and climb down the ladder. Go to the right side of the room, pull yourself up to the ceiling with your Magnetic Gloves and hold Right on the Control Pad to land on the ledge with the Boss Key. Unicorn's Cave - Find Digdogger From Start, step into the Mini-Boss Warp, go up one screen, unlock the locked block and take the stairs. Jump left to the moving platform, use your Magnetic Gloves to pull yourself to the ceiling, drop down on to the higher platform and go left one screen. Jump to the left platform, use your Magnetic Gloves to push yourself to the ceiling, drop down on to the left platform and climb up the ladder into the next screen. Use your Magnetic Gloves to reach the far-left platform, then switch the polarity to go to the far-right platform and switch your polarity again to go to the top-center platform. Use your Boss Key to go up one screen and face the Digdogger. Unicorn's Cave - Defeat Digdogger Use your Magnetic Gloves to push and pull the spiked ball at Digdogger to damage it. After every four hits with the spiked ball, Digdogger will split up into smaller moving eyeballs. Attack the smaller eyeballs with the spiked ball or your Wooden Sword. When all of the smaller eyeballs are destroyed, Digdogger will be defeated and you will earn the Nurturing Warmth. Find Ancient Ruins Purchase the Treasure Map Collect the Four Jewels (If Playing a Password-Linked Game) Learn How to Exit the Lost Woods Enter Ancient Ruins Purchase the Treasure Map After completing Unicorn's Cave, return to Horon Village and exit it to the North. Go right one screen, up two screens, right one screen, down two screens, right one screen and take the warp to Subrosia Village. Go down one screen, left two screens, up one screen, left three screens, enter the Market and buy the Member's Card. Exit the Market, go right three screens, down one screen, right two screens, up one screen and enter the warp to return to Holodrum. Return to Horon Village, go to the shop, enter the opening, take the stairs and purchase the Treasure Map. Collect the Four Jewels After getting the Treasure Map, exit Horon Village to the West, go left one screen, down one screen, right one screen on the lower path, down one screen, light the torch with the Slingshot and Ember Seeds, then cross the new bridge. Use a Mystery Seed on the "?" on the ground, defeat the enemy that appears and open the treasure chest to get the X-Shaped Jewel. Return to Horon Village, exit to the North, go up one screen, right one screen, up one screen, left one screen and down one screen. Swim left one screen, down one screen, enter the cave and talk to the old man to get the Round Jewel. Exit the cave, swim left three screens, up one screen, left one screen, up three screens, left one screen and change the season to Winter. Go right one screen, down three screens, right one screen, down two screens, bomb the cracked wall, enter the opening and open the chest to get the Square Jewel. Exit the cave, use a Gale Seed to warp to the Sunken City, go down one screen, left one screen, up two screens and dive down on the left side of the left blue tree to find an underwater passage. Swim left one screen, up one screen, climb up the vines, go up one screen, right one screen and change the season to Spring. Go left three screens, use the Bloom Blast to reach the higher ledge, go up one screen, right two screens and dive down in the top-right corner to find an underwater path. Swim right one screen, swim to the top-right corner and touch the object to get the Pyramid Jewel. Learn How to Exit the Lost Woods Return to Horon Village, exit the village to the North, go up one screen, right one screen, up three screens, left one screen, up one screen, left three screens, down four screens, left one screen, up one screen and change the season to Summer. Climb up the vines, go up three screens, walk up to each marking along the top wall to automatically place the four jewels and open the gate. Go up one screen, change the season to Summer, climb up the vines, go left one screen, climb down the vines and push the only statue. Climb up the vines, go right one screen, climb down the vines and change the season to Winter. Go left one screen, climb the ladder, go left onto the snow and go up one screen using the ladder in the top-left corner. Push the lower two statues onto the ice and change the season to Autumn. Go right one screen, take the stairs, then defeat the Deku by deflecting the seeds he shoots back at him with your Shield. Talk to him to learn how to exit the Lost Woods. Enter Ancient Ruins After learning how to exit the Lost Woods, take the stairs, go left one screen, up one screen, left one screen, down one screen and left one screen to enter the Lost Woods (a single repeating screen). Change the season to Winter, go left one screen, change the season to Autumn, go down one screen, change the season to Spring, go right one screen, change the season to Summer and go up one screen to exit the Lost Woods. Go up two screens, right one screen, change the season to Winter, go down one screen, right one screen, up two screens, left one screen and push the lower statue to the right. Drop down from the ledge, change the season to Spring, use the Bloom Blast to return to the higher ledge, go left one screen and enter the opening to appear in the Ancient Ruins. Complete Ancient Ruins Small Key Guide Get the Magical Boomerang Get the Boss Key Find the Mini-Boss Defeat the Mini-Boss Find Manhandla Defeat Manhandla Ancient Ruins - Small Key Guide As you explore the Ancient Ruins, you'll require three Small Keys. If you come to a locked door as you follow these directions to the Boss Key and other items in this Dungeon, use this guide to determine which Small Keys you may have missed. Small Key One - From Start, go up two screens, right two screens, down one screen, left two screens, up one screen, left one screen, up one screen, then use your Magnetic Gloves to move the metallic ball onto the switch in the top-right corner. Open the treasure chest that appears to get a Small Key. How to get the metallic ball on the switch: From where the metallic ball starts, use your Magnetic Gloves to pull it all the way right. Stand above the metallic ball, and use your Magnetic Gloves to pull it all the way up. Stand on the right side of the metallic ball, and use your Magnetic Gloves to push it all the way left. Jump over the gaps to the top-left corner of the room and use your Magnetic Gloves to pull the metallic ball all the way up. Make sure the polarity on your Magnetic Gloves is the opposite of the metallic ball, turn on the Magnetic Gloves and walk all the way left. Quickly switch the polarity on your Magnetic Gloves and push the metallic ball across the pit before it drops in. Jump back across the pits, move the metallic ball to the right and use your Magnetic Gloves to push it up across the pit. Make sure the polarity on your Magnetic Gloves is the same as the metallic ball and move the metallic ball all the way right. Finally, stand next to the right wall and use your Magnetic Gloves to pull the metallic ball onto the switch to make the Small Key appear. The ball will not fall down the gaps if you are holding the button which keeps the Magnetic Gloves on. Small Key Two - From Start, Go up one screen, left one screen, defeat all of the enemies, go up one screen, defeat all of the enemies and go right one screen. Go down one screen, left one screen, up one screen, right one screen, up one screen and use your Magnetic Gloves to push the metallic ball on to the switch to make a staircase appear. Take the stairs to the second floor, go down one screen and open the treasure chest to get a Small Key. Small Key Three - From the Boss Key, go right one screen, take the stairs, defeat all of the enemies, push the top-left block, go up one screen and drop into the pit. Stay on the upper ledge and go to the bottom of the room to reach a treasure chest with this key. Ancient Ruins - Get the Magical Boomerang From Start, go up two screens, right one screen, up one screen through the locked door, right one screen and step on the switch in the top-right corner of the room to make a path appear. Use your Pegasus Seeds to go left one screen using this new path before it crumbles and take the stairs to the second floor. Bomb the cracked section of the lower wall, go down one screen through the opening, left one screen, push the trampoline onto the marked spot and bounce off it to reach the third floor. Go down one screen, right one screen and open the treasure chest to get the Magical Boomerang. Ancient Ruins - Get the Boss Key From Start, go up one screen, left one screen, go up the steps in the lower-left corner, go up one screen, left one screen, hit the switch in the lower-left corner, go up one screen, use the Magical Boomerang to hit the switch and take the stairs that appeared in the top wall. Go down one screen, use the Magical Boomerang to hit the switch, go down one screen and drop down into the pit. Go down one screen, up one screen using the right path, light all of the torches in the room and take the new stairs in the top wall. Go right one screen, grab the large Rupee to make the walls start to move, then use a Pegasus Seed to run right one screen and left two screens along the lower path. Open the treasure chest to get the Boss Key. Ancient Ruins - Find the Mini-Boss From Start, go left one screen, up one screen using the steps, left one screen, step on the switch in the lower-left corner, go up one screen, use the Magical Boomerang to hit the switch and take the stairs which appear in the top wall. Go down one screen, use the Magical Boomerang to hit the switch, go down one screen and drop down into the pit. Go down one screen, up one screen using the right path, light all of the torches in the room and take the new stairs in the top wall. Go right one screen, grab the large Rupee to make the walls start to move, then use a Pegasus Seed to run right one screen along the upper path. Go back to the left two screens on the lower path to get past the walls that are closing in on you. Go right one screen, take the stairs, defeat all of the enemies, push the top-left block, go up one screen and go up one more screen through the locked door to begin the mini-boss battle. Ancient Ruins - Defeat the Mini-Boss Avoid the blue shots and hit the dragon with the Wooden Sword whenever you can until it breaks up into two smaller dragons. This will take about 10 hits. At this point, hit each of the smaller dragons with the Wooden Sword until they are defeated. This takes about two hits apiece. Ancient Ruins - Find Manhandla From Start, step into the Mini-Boss Warp, go right two screens, jump over the spiked logs, step on the switch in the top-right corner, go down one screen, then step on both switches until stairs appear in the lower-right corner. Take the stairs. Go up one screen, use your Magnetic Gloves on the metallic ball to defeat the two enemies and go left one screen. Hit all three switches to turn them red and go down one screen. Defeat the enemies, push the trampoline straight down to the wall, right five spaces and bounce off of it to land on the next floor up. Hit the switch, drop down the pit and take the new stairs. Go right, push the block to the right and go up one screen through the locked door using the Boss Key to find Manhandla. Ancient Ruins - Defeat Manhandla Use your Magical Boomerang to attack each of the four heads, and use your Roc's Feather to avoid the balls that the heads shoot at you. Once all four heads have been defeated, stand in the very center of the bottom wall and hit the stem quickly with the Magical Boomerang five times to make the boss open up. Hit the exposed red crystal once with your Wooden Sword to defeat Manhandla and earn the Blowing Wind. Find Explorer's Crypt Talk to the Pirate Captain Find the Rusty Bell Ride the Pirate Ship Enter the Explorer's Crypt Talk to the Pirate Captain After beating the Ancient Ruins, return to Horon Village, go to the stairs in the lower-left area, hit the switch with the Magical Boomerang, walk across the path that appears and take the warp to Subrosia Village. Go down the stairs until you reach the bottom floor and speak with the skeleton in the middle of the room to learn about finding the Rusty Bell. Find the Rusty Bell After warping to Subrosia Village and talking to the Pirate Captain, take the stairs back up to the top and take the warp back to Holodrum. Take the stairs to appear back in Horon Village, exit the village through the lower-right passage, go down one screen through the log and right two screens to appear at a large gate. Talk to the pirate, then press third panel from the left twice, the second panel from the left once, the far-left panel twice and the far-right panel three times to open the large gate. Go up one screen, right two screens and take the stairs on the ship. Talk to the ghost pirate that appears, take the stairs to exit the ship, go right one screen, up two screens and pick up the skull with your Power Bracelet. Now walk through all of the areas of the desert that have pits of quicksand until the skull's mouth begins to move. Throw the skull into the nearest quicksand pit, and fall in yourself to find the Rusty Bell. After getting the Rusty Bell, take the stairs, go down one screen to exit the cave, go down two more screens, left two screens, up one screen, left one screen to return to Horon Village. Take the stairs in the lower-left area again, and take the warp back to Subrosia Village. Go down the stairs to the bottom floor and speak with the Pirate Captain to find out that you need to get the Rusty Bell polished. Ride the Pirate Ship After returning the Rusty Bell to the Pirate Captain, go down one screen to exit the building, go up two screens, right two screens, jump across the lava, go right one screen, use your Magnetic Gloves to pull yourself across the pit, go up two screens and enter the cave. Exit the cave through the other door, go left two screens, enter the building and speak with the man behind the counter to get the Rusty Bell polished to turn it into the Pirate's Bell. Exit the building, go right two screens, enter the cave, exit it through the other door, go down two screens and use your Magnetic Gloves to push yourself backwards across the pit. Go left one screen, jump over the lava, go left two more screens, down two screens, enter the building, speak with the Pirate Captain to return the Pirate's Bell and automatically ride the pirate ship to the beach south of Horon Village. Enter the Explorer's Crypt After getting the Rusty Bell polished and riding the pirate ship, go down one screen, walk off the left side of the ship, go up two screens and enter the house. Bomb the cracked section of the wall, go right one screen through the opening, down one screen to exit the house, stand on the stump and change the season to Summer. Enter the house, go left one screen and down one screen to exit it. Go down two screens, left two screens, then climb the ivy up one screen to enter the Graveyard. Go up one screen, climb the steps, and take the stairs to enter the Explorer's Crypt. Complete Explorer's Crypt Small Key Guide Get Roc's Cape Find the Mini-Boss Defeat the Mini-Boss Get the Boss Key Find Gleeock Defeat Gleeock Explorer's Crypt - Small Key Guide As you explore the Explorer's Crypt, you'll require five Small Keys. If you come to a locked door as you follow these directions to the Boss Key and other items in this Dungeon, use this guide to determine which Small Keys you may have missed. Small Key One - From Start, go up one screen, left one screen, right one screen along the upper path, up two screens, right one screen, defeat all of the enemies and open the treasure chest that appears to get a Small Key. Small Key Two - From Start, go up one screen, left one screen, right one screen along the upper path, up two screens, work your way to the center of the room by pushing the blue barriers out of your way and take the stairs. Go left one screen, go up the steps and stand on the switch to make a trampoline appear. Push the trampoline down two spaces, left one space and bounce off it to reach the first floor. Press Left on the Control Pad to land on the small space with a switch. Step on the switch, drop down the pit and walk up to get a Small Key. Small Key Three - From Start, go up one screen, left one screen, right one screen along the upper path, up two screens, work your way to the center of the room by pushing the blue barriers out of your way and take the stairs. Touch each statue until you find one that doesn't start moving around. Push that one onto the switch and defeat any others that come to life. Go down one screen, walk down the steps and take the stairs in the top-right corner. Step on to the moving platform, ride it to the end and use your Magnetic Gloves to push yourself backwards across the pit. Go up one screen, left one screen and solve the puzzle to get a Small Key. Puzzle Solution: Step on the lower switch of the two along the left wall. Step on the left-most switch along the bottom wall. Step on the top-most switch along the left wall. Step on the right-most switch of the two along the bottom wall to complete the puzzle. Small Key Four - From Start, go up one screen, left one screen, right one screen along the upper path, up two screens, work your way to the center of the room by pushing the blue barriers out of your way and take the stairs. Touch each to statue until you find one that doesn't start moving around. Push that one onto the switch and defeat any others that come to life. Go down one screen, walk down the steps and take the stairs in the top-right corner. Step on to the moving platform, ride it to the end and use your Magnetic Gloves to push yourself backwards across the pit. Go up one screen, right one screen by flying over the pits with Roc's Cape (a very difficult jump) and defeat all of the enemies to make a trampoline appear. Push the trampoline up three spaces, bounce off it to reach the higher floor, move the metallic ball all the way to the left with your Magnetic Gloves, then push it all the way down to make a treasure chest appear. Drop down and open the treasure chest to get a Small Key. Small Key Five - From Start, step into the Mini-Boss Warp and go right one screen. From the door on the right, take the stairs above you, then take the only other stairs. Take the stairs on the right, then take the only other stairs. Take the stairs on the right, then take the top stairs. Take the stairs up and to the left, then take the stairs on the right and go up one screen. Go up another screen, then work your way to the lower-left corner using the Magnetic Gloves. Jump onto the moving platform, jump off when the platform is at the far-left, go up one screen and defeat all of the enemies to get a Small Key. Explorer's Crypt - Get Roc's Cape From Start, go up one screen, left one screen, right one screen along the upper path, up two screens, work your way to the center of the room by pushing the blue barriers out of your way and take the stairs. Touch each to statue until you find one that doesn't start moving around, then push that one onto the switch and defeat any others that come to life. Go down two screens through the locked door, right one screen through the locked door and defeat the ghost. Defeat the ghost by lighting all of the torches and hitting it with your sword. Go left two screens, swim to the top-left corner of the room and take the stairs. Go left one screen, defeat the enemies across the gap with your Slingshot and Scent Seeds, go across the bridge and go up one screen. Hit the crystal ball switch to make the turnstiles start rotating, go down one screen, cross the bridge, go up one screen, use your Magnetic Gloves to get across the room and bounce off of the blue trampoline. Trouble using the Magnetic Gloves to get across the room? Follow these instructions: Stand below the first rotating turnstile, pull yourself to it with your Magnetic Gloves and continue to hold the button until you are on the left side of that turnstile. Switch the polarity on your Magnetic Gloves, push yourself all the way left, quickly face up and change the polarity on your Magnetic Gloves to reach the next turnstile. Continue holding the Magnetic Gloves button until you are on the left side of the turnstile, then switch the polarity on your Magnetic Gloves to push yourself to the left. When you are directly below the next turnstile, quickly face up and change the polarity on your Magnetic Gloves to reach it. Continue holding the button you have the Magnetic Gloves equipped to until you reach the bottom side of the turnstile, switch the polarity on the Magnetic Gloves and push yourself to the platform with the trampolines. Jump across the gap along the top wall using the Roc's Feather and Pegasus Seeds, go up one screen, jump to the moving platform, jump to the platform in the middle and open the treasure chest to get Roc's Cape. Explorer's Crypt - Find the Mini-Boss From Start, go up one screen, left one screen, right one screen along the upper path, up two screens, work your way to the center of the room by pushing the blue barriers out of your way and take the stairs. Touch each to statue until you find one that doesn't start moving around, then push that one onto the switch. Defeat any others that come to life. Go down two screens through the locked door, left one screen, swim to the top-left corner of the room while diving under the blue barriers and take the stairs. Unlock the locked block, fly across the gaps using Roc's Cape and go down two screens. Go up one screen along the right path, drop down to the lower area, defeat the enemies and go down one screen. Fly to the ledge in the lower-right corner using Roc's Cape, step on the switch, fly back across the gap, go up the steps, push the block down and go right one screen to fight the mini-boss. Explorer's Crypt - Defeat the Mini-Boss Attack each ghost with your Wooden Sword while keeping at least one torch lit at all times with the Slingshot and Ember Seeds. If all of the torches go out, you will automatically have to start over. It takes about five hits to defeat each ghost. Explorer's Crypt - Get the Boss Key From Start, step into the Mini-Boss Warp then go right one screen. From the door on the right, take the stairs above you, then take the only other stairs. Take the stairs on the right, then take the only other stairs. Take the stairs on the right, then take the top stairs. Take the stairs up and to the left, then take the stairs on the right, and go up one screen. Go up two screens and right one screen through the locked door. Jump over the gap, go up one screen, climb down into the water, go down one screen, use a Pegasus Seed and Roc's Cape to fly all the way to the lowest switch, step on it, jump to the highest switch, step on it, jump to the middle switch and step on it to complete the sequence. Jump to the lower-right corner of the room, go up the steps, jump across the gap, and go up one screen. Step on the switch in the top-right corner, drop down and bounce off the trampoline to a new room on the first floor. Ride the moving platform to the left side of the room, take the stairs, hit each switch once and take the stairs back to the previous room. Ride the moving platform to the right side of the room, take the stairs, hit the lower switch once to open the door, fly to the door using Roc's Cape and go up one screen. Defeat all of the enemies in the room and open the treasure chest that appears to get the Boss Key. Explorer's Crypt - Find Gleeock From Start, step into the Mini-Boss Warp, go right one screen, take the first stairs above you, take the only other set of stairs, take the stairs on the right, take the only stairs
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______________________________ | | | @@@@@@@@@@@@@@@@@@@@@@@@@@ | | @ @ | | @ _ @ | | @ / @ | | @ / @ | | @ / @ | | @ /______ @ | | __________________[]| .~~~~'~~~/_/~/_/~/_/~/_/~/_/~~~~~~~||* * * * * * * * * * * *||) `' ._______________________________| * * * * * * * * * * * *||) | @ __ _| /~~~~~~~~~~~~~~~~~~~[]| | @ / / @ | | @ / / @ | | @ / / @ | @ /______ /______ @ / @ @ / @ @ / @ @ / @ @ / @ @ / @@@@@@@@@@@@@@/ --------------- I. Introduction II. Story III. Thief, Deku Shrub, and the Fairy a. Lost Woods b. Lost Dungeon c. Clock Tower; Inside d. South Clocktown IV. South Clocktown; Directory a. Deku Shrub Trader "=" b. Happy Mask Man "+" V. West Clocktown; Directory a. Post Office "*" "+" b. Mighty Training Center "*" c. Lottery Shop d. Bomb Shop "=" e. Trading Post f. Curiosity Shop "+" "=" g. Bank "*" VI. East Clocktown; Directory a. Mayor's Residence "* "+" b. Milk Bar "+" c. Honey & Darling's Shop "*" d. Town Shooting Gallery "*" e. Treasure Chest Shop "*" f. Stock Pot Inn "* "=" g. Astral Observatory "=" h. North Clock Town; Directory i. Fairy Fountain "+" j. Deku Scrub Playground "*" VII. Retrieve the Orcania a. South Clocktown II b. Laundry Pool c. North Clocktown; Fairy Fountain "=" d. North Clocktown e. North Clocktown; Hide & Seek f. East Clocktown; Observatory Basement g. South Clocktown III h. South Clocktown IV; 12:00; Final Day i. Clocktower; Roof j. Clocktower VIII. Return to the Fairy Fountain a. South Clocktown V b. Laundry Pool II c. North Clocktown; Fairy Fountain II "=" IX. Extra Stuff a. Clocktown b. East Clocktown; Observatory "+" c. North Clocktown "*" d. North Clocktown; Deku Shrub Playground "*" e. West Clocktown; Post Office; 6:00 p.m.- Midnight "*" f. West Clocktown; Swordsman's School "*" g. West Clocktown; Bank "*" h. East Clocktown; Observatory i. Termina Field "*" j. East Clocktown; Stock Pot Inn; Midnight "*" k. Laundry Pool; Day I&II; Midnight "+" m. North Termina Field; 12:00 a.m.-6:00 a.m. "*" n. West Clocktown"*" o. North Clocktown; Day I; Midnight "+" X. Uniting of Anju & Kefei a. Laundry Pool "*" "+" b. North Clocktown; Mayor's Residence c. East Clocktown; Stockpot Inn d. Laundry Pool e. Stockpot Inn II f. Laundry Pool II g. Milk Bar II h. Laundry Pool III i. Post Office II XI. Keeton Mask Side Quest a. North Clocktown "*" XII. Secrets of the Swamp a. South Clocktown VI; Deed Trading Game b. Path to the Southern Swamp "*" c. Southern Swamp "*" d. Woods of Mystery "=" e. Southern Swamp "=" XIII. Information about Tingle a. Southern Swamp XIV. Save the Monkey's Tail a. Southern Swamp b. Deku Palace "*" c. Deku Palace; Outside d. Deku Palace; 2nd Floor XV. Freeing Woodfall and the Deku Princess a. Woodfall "*" b. Woodfall Temple c. Woodfall; Sub Boss d. Woodfall; Odolwa e. Woodfall; Side Exit f. Woodfall II g. Woodfall; Fairy Fountain h. Deku Palace II i. Deku Palace; Outside II "+" XVI. Extra Stuff a. Koume's Swamp Cruise Target Game "*" b. Termina Field; Pea Hat Grotto "*" c. Honey & Darling's Shop II "*" d. Path to the Southern Swamp; Swamp Shooting Gallery e. Termina Field II f. Gold Skulltula House "+" II. Extra Stuff a. Romani Ranch; Dog Track "*" III. Investigate the Northern Mountains a. North Termina Field b. Path to Mountain Village c. Mountain Village d. Goron Village e. Goron Village; Deed Trading "*" f. Goron Village II g. Lone Peak "=" h. Goron Village III i. Mountain Village III j. Darmani's Grave "+" k. Goron Village IV l. Mountain Village IV m. Goron Village III IV. Freeing Snowhead & Goron Village a. Snowhead b. Snowhead Temple c. Snowhead Temple; Sub Boss d. Snowhead; Sub Boss e. Snowhead; Boss f. Snowhead; Fairy Fountain V. Spring Time Fun a. Goron Village IV "=" b. Goron Racetrack "=" c. Mountain Smithery "=" d. Goron Village IV "=" e. Mountain Village VI "+" VI. The "R" Files! a. Romani Ranch "=" b. Romani Ranch; The Invasion "*" "=" c. Romani Ranch; Milk Wagon "+" VII. Extra Stuff a. Clocktown b. Ikana Canyon "+" VIII. Searching the Great Bay Coast a. North Bay "+" b. Fisherman's Hut c. Research Lab "*" IX. Extra Stuff a. Zora Pit "*" b. Mountain Village Path "*" c. East Clocktown "+" d. Gorman Brothers Race Track X. Search the Zora Hall a. South Bay "*" b. Zora Hall "*" c. Zora Hall; Deed Trading Game XI. Retrieve the Zora Eggs a. North Bay II b. Pirate's Fortress "*" "=" c. Research Lab II d. Fisherman's Hut II e. Pinnacle Rock "*" f. Research Lab III XII. Extra Stuff a. Beaver Races "*" "=" b. Oceanside Spider House "*""+" c. Zora Hall II "*" d. East Clocktown e. North Bay III"*" f. Snowhead "*" XIII. Freeing Great Bay a. Zora Hall III b. Great Bay c. Great Bay; Sub Boss d. Great Bay; Sub Boss II e. Great Bay; Boss XIV. Extra Stuff a. South Bay II b. Zora Hall IV c. North Bay; Jumping Game "*" d. Snowhead II e. Mountain Village VII "*" XV. Investigating Ikana Canyon a. Ikana Canyon Path b. Graveyard "+" c. Inside the Gravestone; Night 1 d. Inside the Gravestone; Night 2 "*" e. Inside the Gravestone; Night 3 "=" f. Ikana Canyon II g. Ikana Canyon; Deed Trading Game "*" XVI. Uniting Anju & Kafei II a. Ikana Canyon III "+" b. Stock Pot Inn; 4:30 p.m. c. Mayor's Residence II "*" XVII. Search for the Royal Family a. Ikana Canyon IV b. Ikana Canyon; Ikana Cave c. Ikana Canyon; Music Box "+" d. Ikana Canyon; Poe Hunter "*" e. Ikana Canyon V f. Bottom of the Well "=" g. Ikana Castle "*" h. Ikana Castle; Throne Room XVIII. Free the Stone Tower a. Stone Tower Entrance b. Stone Tower c. Stone Tower; Sub Boss d. Stone Tower; Inverted e. Stone Tower; Sub Boss II f. Stone Tower; Sub Boss III g. Stone Temple; Boss h. Ikana Canyon; Fairy Fountain "=" XIX. Extra Stuff a. Ikana Canyon VI b. Ikana Canyon; Secret Shrine "*" XX. Face the Skull Kid a. Clocktown b. Clocktown; Clocktower XXI. The Finale; Mujara's Mask a. Moon b. Moon; Odolwa Child c. Moon; Goht Child d. Moon; Gyorg Child e. Moon; Twinmold Child f. Moon II g. Mujara's Lair XXII. Finale a. Happy Mask Salesman b. Friends Again XXIII. Secrets & Mysteries a. Mask Salesman b. Akido Nuts c. Epona d. Location, Location, Location? e. More Questions ====================WALKTHROUGH===================== I. Introduction Zelda Mujara's Mask is a great, but complicated game. The key to the game is remembering that when you play the Song of Time and you return back to the beginning of the three days all that you did will be erased including certain items. The save system has two options. Both of the save systems are not available until AFTER you retrieve the Orcania of Time from Skull Kid. The first is automatic; after you play the Song of Time your game is saved. The second one is a little different. If you played Dragon Warrior I&II Remix you may be familiar with it. There are Owl Statues all across this world that have two uses. The first is saving; you must hit it with your Sword, only your sword, to activate it. Talk to it and your game will be saved at that spot. The trick is you will be kicked out of the game. Once you start your game again you will start at the same exact spot, but if you hit reset then you return to the point you last played the Song of Time. The other use is when you hit it to activate the Owl Statue it becomes a Warp Point for later on when you get the Song of Soaring. The other thing to remember is that time is always flowing. The clock on your screen tells you what time and day it is. People and places are open at certain times. You may see the postman when you enter an area, but then see him in another area later that day. II. Story In the land of Hyrule, there echoes a legend. A legend held dearly by the Royal Family that tells of a boy. A boy who, after battling evil and saving Hyrule, crept away from that land that had made him a legend. When he finally fulfilled his heroic destiny and took his place among legends. Shortly after his victory he decided to go on a new journey. A personal and self fulfilling journey. Link rode his horse, Epona, in the woods when two fairies appearing out of nowhere startled Epona. A Strange Skull Kid came over took the Orcania of Time, the present from Princess Zelda. He then jumped on Epona and rode off into the Woods and Link gave a chase after him. III. Thief, Deku Shrub, and the Fairy a. Lost Woods i. After Epona and the Orcania get stolen, Skull Kid will run away. ii. The first part is pretty simple, just follow Stalking into the tree and then you will fall down into the pit. b. Lost Dungeon i. When you land the Skull Kid will place a curse on you. He calls forth a spirit of a Deku Shrub and transforms you into Deku Shrub! ii. Deku Shrub Mask 1. This mask has several properties; one won't be available until later. 2. You can dig into a Deku Flower spot and shoot up into the air; this will allow you to fly for a certain period of time. 3. You are vulnerable in this state and if you are hit you will fall to the ground 4. You are VERY weak to Fire and Water, Fire, or Lava, these elements will kill you, but water will transport you back to the spot you jumped from with a heart missing. 5. Later you can shoot a "Snot" bubble from your nose like an Arrow, the longer you hold it and bigger it gets, but it takes MP. 6. You are stuck with the mask until you complete the first part of this game. iii. Open the large door and run to the end of the hall, where you will be introduced to your Fairy companion for this game, Tatl. iv. Glide over to the door on the other side of the room, and this leads to a large canyon with several platforms. v. Dive into the first flower and glide over to the platform in front of you. Once there use the flower to get to the platform to your left, where you will find a chest containing a Deku Nut. vi. Turn around until you can see a platform behind the large pillar. Dive into the flower and fly around the pillar to land on the platform. Then use that flower to fly into the air, around the two pillars in front of you, and onto the rectangular platform. Take the Exit. vii. You pass this odd twisting room run up the stairs to the left and you will come to a small room with a door. c. Clock Tower; Inside i. You will now meet the owner of the Happy Mask Shop. He will say that if you get the precious item back, he will be able to turn Link into his normal self again. ii. He also tells you that Skull Kid stole a very precious and dangerous mask and he will be leaving the area in 3 days. You must find that mask before then. d. South Clocktown i. This town is the center of this land. You are currently in South Clock Town, but there is also an East, West, and North. ii. When you see a "*" next to a title it means there is a Heart Piece, a "+" means there is Mask that can be found here, and a "=" means there is a key item to be found there. IV. South Clocktown; Directory This directory has all the times each shop is open. If you need to see times the stores are open refer back to this section. a. Deku Shrub Trader "=" i. Give him something special 1. 24 Hours b. Happy Mask Man "+" i. Inside the Clocktower 1. Leaving the Final Day V. West Clocktown; Directory a. Post Office "*" "+" i. Main Mail Delivery System ii. Play his game and stop the clock in10 seconds for a Heart Piece. 1. You must be within .10 seconds. 2. Get the Bunny Ears and the time will be shown. a. Day 1&2=3:00 p.m.-12:00 a.m. b. Day 3=3:00 p.m.-6:00 a.m. b. Mighty Training Center "*" i. When you get a Sword you can play the game here. ii. Choose the Expert Course and get a Perfect Score and you get a Heart Piece. 1. 24 Hours c. Lottery Shop i. You can play the lottery, but if you play it again after you play the Song of Time it stays the same. 1. 6:00 a.m.-11:00 p.m. d. Bomb Shop "=" i. You can buy bombs here. If you are a Goron they have some special items. ii. They are out of stock of Bomb Bags, but they are due in 12:00 on Day I. 1. 24 hours e. Trading Post i. You can get some basic stuff here that you can use or put in bottles. 1. 24 hours f. Curiosity Shop "+" "=" i. You never know what will be here. ii. If your items are stolen then you can retrieve them here. 1. 10:00 p.m.-6:00 a.m. g. Bank "*" i. You can store you Rupees here, but they ran out of ink so they stamp the balance on your head. ii. When you play the Song of Time you can get your money out. 1. The system begs to be abused! 2. 24 hours iii. You can get some new items for high balances. 1. A Large Wallet and a Heart Piece VI. East Clocktown; Directory a. Mayor's Residence "* "+" i. Meet the Mayor and get some info about this new World. 1. 10:00 a.m.-8:00 p.m. b. Milk Bar "+" i. You need a membership pass, but you may get some good stuff here! 1. 10:00 p.m.-5:00 a.m. c. Honey & Darling's Shop "*" i. This place is a ton of fun. If you complete all the games with a perfect score you get a Heart Piece. ii. Not so fast! You have to do each game on a different day. iii. You also need a Bow & Arrow. 1. 6:00 a.m.-10:00 p.m. d. Town Shooting Gallery "*" i. 6:00 a.m.-10:00 p.m. 1. Get a prefect score for a Heart Piece, but you can get a Quiver for a lower score. e. Treasure Chest Shop "*" i. This shop is very fun, but hard. You get a certain amount prizes for your 4 different forms. ii. The Goron form will get you a Heart Piece. f. Stock Pot Inn "* "=" i. There are tons of things to do here and you will visit here often, a lot of waiting in rooms. ii. Make sure you get there early for a Key, if not then you can fly up there. 1. 8:00 a.m.-8:30 p.m. g. Astral Observatory "=" i. This has tons to do and see, but I will explain about it later in the Walkthrough. 1. 24 hours h. North Clock Town; Directory i. Tingle "=" 1. Here is a Weird fellow. You have to shoot him down in order to get his maps. 2. 24 hours i. Fairy Fountain "+" i. The Fairy has been scattered by the Skull Kid so you have to put her back together. 1. Get use to it, you will be doing a lot of this, but a lot harder. j. Deku Scrub Playground "*" i. This is a game you must play in Deku form. You have to defeat the games 3 times in 3 days. VII. Retrieve the Orcania a. South Clocktown II i. When you emerge from the Clock Tower the site will be overwhelming. ii. The Moon is crashing into the world and you have 3 days to complete this part of the game. You need to get the Orcania before it is too late. iii. Take note some people don't like Deku Shrubs and will snub you, but others will help you. Dogs will attack you, but it won't hurt. iv. The first thing you should do it get the stray fairy. The Fairy Fountain is in North Clocktown on the left side. If you visit you find they are scattered, but only one fairy is lost. v. Go to the bottom of South Clocktown and go up the small stair ramp. This is the Laundry Pool. b. Laundry Pool i. You should see the Fairy next to the bridge, but Deku's can't swim, but then can hop on water, hop over and grab the fairy. You can only hop several times in a row. ii. Now head to the Fairy's Fountain c. North Clocktown; Fairy Fountain "=" i. The fountain is on the left side of the area. Enter and the Fairy will take her place in the group. ii. She thanks you for saving her and talks about Skull Kid. She also gives you the power to blow "Snot Bubbles" from your snout. 1. Press A and Hold it to blow the bubble. iii. While you are here take use of your new power. You should see where you could use it. iv. She also says to visit her again when you are human and she will give you another gift. d. North Clocktown i. Look around and find a man wearing a green suit and shoot him down. ii. His name is Tingle and he sells maps. He is an odd man, but he sells maps. Buy one of Clocktown. If you need some money then you can cut down the grass for some money. iii. After you get the map you need to complete another game in order to get to the next phase of the game. iv. Look for the boy who is trying to shoot down the balloon. v. Go on the hill and shoot it down for him. He is the leader of the Bombers Gang. He will let you go to the Observatory if you play and he let you in if you play hide and seek. e. North Clocktown; Hide & Seek i. You have till dawn to find all 5 of the members. ii. Member 1 1. He is in the top right corner of North Clocktown, look behind the tree. a. You have to give chase to get him. iii. Member 2 1. The next is in North Clocktown also; look in the bottom left-hand corner. iv. Member 3 1. This one is in West Clocktown. He is in the middle of the area at the top of the stairs. v. Member 4 1. The final 2 are located in East Clocktown. Go to the Stockpot Inn, but there is no way to get to him. 2. Go to the Deku Flower and fly up to the Inn's Roof. vi. Member 5 1. Jump onto Milk Bar and get the final one. vii. Now that you have caught them all you will be given a password to get to the Observatory. viii. Unfortunately they will not let you join just yet, they don't want Deku Shrubs in their group. 1. Kids can be so cruel. ix. Write down the password, you must enter each time you enter here and you will enter here several times. x. When you become human the password will be in your notebook. f. East Clocktown; Observatory Basement i. Go to East Clocktown and look for the Bomber blocking the entrance. ii. Give him the password and he will move allowing you to enter. iii. Once you enter you can move to the right and hop over the water to the different platforms. iv. At the end walk in the shallow water to avoid the Skuttulla. v. Enter the chamber and blow the Skull Kid's Balloon down with your bubble. vi. Climb the ladder and enter the door. vii. You will now see an old friend, Piet! He gives you a hint about songs that will slow and speed up time. Do not talk to him now or he will skip the day ahead by 1 and you have very little time as it is. viii. Go up the stairs to the main chamber where you can talk to the Scientist. He will let you look into the Telescope. ix. Look at the Moon and you should see Skull Kid on top of the Clocktower. x. A Moon Tear will fall from the sky; you can run outside and get it from the door below. g. South Clocktown III i. Go back to South Clocktown and you should see a brown Deku Flower. Try to step into it and an Akido Nut will come flying out stopping you from entering it. ii. Talk to him and he will say he is looking for a rare object. What he wants is the Moon Tear you just got. Set it to "C" and give it to him and he will give you the Deed to the Spot. 1. This is the first step in the "Deku Land Title Swap" game. iii. You now have nothing to do, but wait for Midnight on the Final day. iv. Take this time to deposit any rupees you may have found in the Bank in West Clocktown. v. Take time to go searching for chests too! h. South Clocktown IV 1. 12:00; Final Day i. Once this time comes the door to the Clocktower will open. There is also a Heart Piece there, but it is too high to get too! ii. Go to the Deku Flower you traded for and you will be able to jump up and fly to it. i. Clocktower; Roof i. After you get the Heart Piece climb to the top to meet Skull Kid. ii. You learn that the Skull Kid is responsible for pulling the moon down to the earth. iii. Tahl's brother, Tael, gives a hint on how to beat him, but it is almost useless now. iv. Shoot a "Snot Bubble" at him and he will drop the Orcania of Time. Run and grab it and Link will get a telepathic link with Princess Zelda and teaches him the Song of time. v. Song of Time 1. >A / >A / a. Using the "C & A" Buttons j. Clocktower i. You will be transported, and game saved, back to the entrance of the Clocktower. 1. Your items, bombs, Deku Nuts, Deeds, Moon Tears, and Money will be gone, but Heart Pieces and other important items will stay like Bottles. ii. Talk to the Happy Mask Salesman and he will fulfill his promise to fix Link back to his normal self. iii. He teaches the Song of Healing iv. Song of Time 1. < > / < > / v. After you play the song you are back to normal as Link, but there is a bonus, there is the Deku Shrub Mask! You now can change at will! vi. There are a couple of things you should know when you go back in time. vii. Items like Deku Sticks, Bombs, and other collectable things will not be taken back with you when you play the Song of Time. viii. The Money should be deposited in the bank before you go back in time. ix. There is another added bonus. With the Orcania of Time you can slow down and speed up time! x. Inverted Song of Time 1. / > < / > < a. Time will flow at Half Speed. xi. Song of Double Time 1. < < > > / / a. Play each note twice in the Song of Time. b. This will skip the day by 6 hours. VIII. Return to the Fairy Fountain a. South Clocktown V i. Go to the left side of the Clocktower and hit the statue with your sword to activate the Owl Statue. b. Laundry Pool II i. Go back to the Laundry Pool and jump into the water and grab the fairy. If you can't get her then turn into a Deku and get her. c. North Clocktown; Fairy Fountain II "=" i. Go back to the Fairy Fountain and return the lost fairy. As thanks she rewards you with the Fair Mask! ii. Fairy Mask 1. If there is a Fairy in the room or area you are in, the mask's hair will sparkle and rise. 2. It also calls them to you if they are not trapped by a monster or bubble. IX. Extra Stuff a. Clocktown i. This part of the game is a good time to get any extra stuff. I will show you how to get all the available Heart Pieces you can, as wells as Rupees. ii. The first thing you should do is b. East Clocktown; Observatory "+" i. Go back to the Bomber who guards the path to the Observatory and give him the code you got while you were a Deku. He will let you pass. ii. Then the Head Bomber will come over and let you join. He guesses you are already a member because you know the code and gives you a Bomber Notebook. 1. The notebook keeps track of all the people you have met and made promises to. Each person that gives you an important item, mask, or heart piece will be marked. c. North Clocktown "*" i. There is a Heart Piece on the tree in North Clocktown. Getting it as Link is easy, just climb up the poles and jump to each pillar and then the tree for the Heart Piece. d. North Clocktown; Deku Shrub Playground "*" i. Go back to North Clocktown and turn into a Deku form. Fly over to the fence and jump down the hole. ii. Talk to the Deku and he will let you play, but only as a Deku. iii. If you beat the game once on each of the 3 days you will get a Heart Piece. 1. The game gets harder each day, so be patient. Be sure to have a lot of money on reserve. e. West Clocktown; Post Office; 6:00 p.m.- Midnight "*" i. First go to the Post Office and play his time game. ii. You must stop the clock 10 seconds after it starts with only .10 difference. 1. I got it on 10.00 on my first try, so it isn't too hard. f. West Clocktown; Swordsman's School "*" i. Talk to the Swordsman and take the Expert Course for 10 Rupees and get a perfect score for a Heart Piece. 1. The key is to do jumping slashes on the boards from a short distance. 2. A regular vertical slash will only cut the board in half and leave 1/2 standing. 3. Take your time and take the beginner's course for some practice. g. West Clocktown; Bank "*" i. If you have the time and patience you can get an Adult Wallet and then a Heart Piece if your balance reaches 5,000! h. East Clocktown; Observatory i. Go back to the Observatory look in the telescope for the Akido Nut that will trade you the Moon Tear for the Land Deed. He should be flying around there somewhere. Follow him to his secret hide out. Remember where it is. ii. Now get the Moon Tear again. Trade it for the Land Deed. i. Termina Field "*" i. Look for the area where the Deku flew to and fall down in the hole hidden in the grassy field. ii. Look in the right side, and across from the small pond. iii. He will give you a Heart Piece to keep the secret of this spot quiet. j. East Clocktown; Stock Pot Inn; Midnight "*" i. Now go to the Stockpot Inn and wait in the bathroom until Midnight on any day. You should see a hand coming out of the toilet looking for paper. ii. Talk to him and give him the Land Deed. In return you get a sticker in your notebook and a Heart Piece. 1. Are you sure you want it from the toilet? k. Laundry Pool; Day I&II; Midnight "+" i. Go to the Laundry Pool and talk to the man playing the Organ Grinder. ii. Talk to him to learn that he stole a mask that had the power of making animals follow you. He gives you the mask! iii. Bremen Mask 1. This mask will make Cuckoos follow you around. l. Romani Ranch; Final Day "+" i. Go to the southern part of Termina Field and go to the road next to the Southern Swamp path. ii. If you go on day I or II then a huge boulder will be blocking the path. The only way to get through is wait for the man to crack the boulder, or use a Goron's Bomb, but you are not a Goron. iii. When it is open go to the back of the ranch and enter the door next to the barn. iv. The man in there knows the world is dying and all he wants is to see his Cuckoos as adults. v. Put on the Bremen Mask and hold the "March" Button. Walk around until all 10 of the chicks are following you. vi. When they are they will pop into adults. The lonely man will give you a new mask as a present! vii. Bunny Hood Mask 1. This mask is one of the most helpful masks in the game. 2. This mask allows you to run 2X faster than before! m. North Termina Field; 12:00 a.m.-6:00 a.m. "*" "+" i. There are some more items and Heart Pieces here that you can get. ii. There is a man on top of one of the trees in the snow covered Termina Field. You should hear a strange song on any night between 12:00 a.m.-6:00 a.m. iii. Talk to him and he will say that his spirit is lost because he was never able to pass on his Mastered Dance moves. iv. Play the Song of Healing for him to cleanse his soul and he will give you his "Spirit Mask" of himself that contains the dance moves. v. Kamaro's Mask 1. This will allow you to do some master dance moves! Who do you know who likes to dance? vi. Dodongo Grotto 1. There is a small hole in North Termina Field that has aseveral Dodongo monsters. 2. If you can beat them you can get a Heart Piece. The best stradegy is to jump slash them from behind and dodge their fire breath. a. If they are too hard then try this later. n. West Clocktown"*" i. Return to West Clocktown and you should see two women dancing. ii. The Rosa Sisters are looking for a new dance form. Put on the Kamaro's Mask and hold A to Dance for them and they will call you MASTER and get a Heart Piece out of it! 1. The dance moves are scarier than Ganondorph! o. North Clocktown; Day I; Midnight "+" i. Go to North Clocktown and you should see an old lady walking by. A Thief, Sakon, will try to steal this old woman's goods. Chase him and hit him with your sword before he runs out the exit past the guard. ii. If you do the woman will give you the Blast Mask. iii. Blast Mask 1. This mask will blow up as a bomb, but you will sustain damage! 2. Hold your shield out then hit the Blast Button to keep from getting hurt. X. Uniting of Anju & Kefei a. Laundry Pool "*" "+" i. This part of the Bomber's Notebook will take all 3 days, but you will be doing this over, and over again to get Masks, and Heart Pieces. ii. If you followed the Walkthrough you should have got the Bomb Mask. You must play the Song of Time BEFORE you start this Side Quest. If you already have then don't worry, but you can't do both on the same day. b. North Clocktown; Mayor's Residence i. Day I; 24 hours (by 4:00 the latest recommended) ii. Go to the Madame Aroma. She is missing her son Kefei and asks you to find him. She gives you the Kefei Mask to help find him. iii. Kefei Mask 1. You can now go around the town talking to the people with the mask and get some information about Kefei. c. East Clocktown; Stockpot Inn i. Day I; 1:50 p.m.-4:30 p.m. 1. Talk to Anju in the Stockpot Inn and register as Link, or whatever you named your hero. 2. Tell her that the registration is yours and she will give you a room key. ii. Day I; 3:00 p.m.-8:30 p.m. 1. Wait at the Inn until the Postman delivers his letter to Anju. 2. Talk to Anju with the Kefei Mask and she knows you are looking for Kefei. She sets up a meeting with you for 11:30 that night. iii. Day I; 11:30 p.m. 1. If you have a key then you can just stay in the inn until 11:30 that night. 2. If not they will kick you out at 8:30 p.m. You can get back in by turning into a Deku and flying over to the roof and opening the door. a. Some security. 3. Wait in the Kitchen, it is on the first floor in the back, behind the bathroom. 4. Talk to Anju and she will tell you she knows something is wrong with Kefei. She got a letter from him the other day. 5. She asks you a favor to deliver the letter for her in the mailbox. 6. Go to any mailbox and drop off the letter to be delivered. d. Laundry Pool i. Day II; 2:30 p.m. 1. Go to the Laundry Pool and wait by the bridge. By now the letter has been picked up, brought to the Post Office and should be delivered shortly. ii. Day II; 3:00 p.m. 1. The Postman will come and he will deliver a letter and a boy wearing a Keeton Mask will come out. 2. Run back over the bridge to the door the boy came out of and open the previously locked door, but now open. 3. Wait here for Kefei. He will talk to you and tell him he can trust you. He will take off the mask and prove your suspicions that he is Kefei. He gives you a pendent to hand to Anju as proof of their love. e. Stockpot Inn II i. Day II; 5:00 1. Go back to the Stockpot Inn after you get the Pendent. 2. Give it to Anju and she immediately recognizes the pendent, but she can't understand why she can't see her fiancé, but she decides to wait for him, even if the world falls apart around them! ii. Day II; 12:00 p.m. 1. If you want to you can see Sakon the thief try to sell some goods at the Curiosity Shop. 2. Wait there for him to come in and argue with the shopkeeper. He will give information about this a Kafei. f. Laundry Pool II i. Final Day; 1:00 p.m. 1. Wait back at the door Kefei came out of. At 1:00 p.m. the door will open, but Kefei is gone. 2. The man from the Curiosity Shop is there instead! He tells you that he went after the thief to find his mask, but he gives you the Keeton Mask. 3. He also gives you an Express Letter that needs to be delivered to Madam Aroma, it was written by Kefei. ii. Keeton Mask 1. This mask will allow you to summon the three tailed fox Keeton where ever there and moving grass! g. Milk Bar II i. Final Day; 6:00 1. Go to the Milk Bar, but it is closed and all the people are fleeing from the Moon. 2. Put on the Kefei Mask and talk to her, give her the letter. 3. In return you get a bottle of the world famous Chateau Romani, but this isn't the best part, you get to keep the Bottle! ii. Empty Bottle a. The bottle can contain bugs, fairies, potions, fish and other stuff too! h. Laundry Pool III i. Now repeat all of the steps up to when you get the Express Letter. i. Post Office II i. Take the letter to the Post Office and you will find that he is upset that it's the end of the world, but is afraid of leaving because of there may be mail. Give it to the Mailman the Express Letter and he will rush out to deliver it. ii. Follow him to the Milk Bar and he will give the letter to Madam Aroma. Talk to her to hear the Dialog. 1. He wants to stay, but Madam Aroma orders him to flee. iii. Follow him outside and he will stop be the exit to Termina Field. He will thank you for giving him the letter. As a reward he will give you the Postman's Hat. iv. Go to any mailbox and the first one will contain a Heart Piece. v. This is all that you can complete for now, but there is still more to do! XI. Keeton Mask Side Quest a. North Clocktown "*" i. Go to North Clocktown and put on the Keeton Mask. ii. Go to the bushes on the top right side and cut down all of the jittery grass that run away when you try to chop them down. iii. If you do Keeton will appear and challenge you with some questions: 1. What song does Romani teach you? a. Epona's Song 2. How many cow figurines are there in Clocktown? a. 10 3. How many cows are there in Romani Ranch? a. 3 4. How many Cuckoos are there in the barn at Romani Ranch? a. 1 5. What times does Romani go to bed? a. 8:00 p.m. 6. What time does Romani wake up? a. 6:00 a.m. 7. How many balloons does Romani use in practice? a. 1 8. What weapon does Romani use in practice. a. Bow 9. What is the name given to you by Romani? a. Grasshopper 10. Where does Cremia try to deliver milk? a. Milk Bar 11. How old is Tingle, the Map Salesman? a. 35 years 12. What are the magic words Tingle created a. Kooloo-Limpah! 13. Is Tingle Left handed or Right handed? a. Right Handed 14. What color trunks does Tingle wear? a. Red 15. What is the name of the festival held in Clocktown? a. Carnival of Time 16. What is the name of the Mayor of Clocktown? a. Dotour 17. What is the name of the vintage milk at the Milk Bar? a. Chateau Romani 18. How many mailboxes are there in Clocktown. a. 5 19. What is the name of Clocktown's inn? a. Stockpot Inn 20. What is the bad habit of Anju the innkeeper? a. She apologizes too fast. 21. What is Anju bad at doing? a. Cooking 22. What is the name of Anju's father? a. Tortus 23. What does the owner of the Bomb Shop call his mother? a. Mommy 24. Who is the Leader of the Bomber Gang? a. Jim 25. Once it is completed how tall will the Festival Tower be? a. 4 Stories 26. What is the name of the singer in Indigo-Go's? a. Lulu 27. How many members of the Indigo-Go's are there? a. 5 28. Mikau is of what race? a. Zora 29. Darmani is of what race? a. Goron 30. What instrument does the Skull Kid play? a. Flute. iv. If you answer his questions correctly you l get a Heart Piece! XII. Secrets of the Swamp a. South Clocktown VI; Deed Trading Game i. Start the Land Deed Title Game again and take the South Clocktown Deed with you to the Southern Swamp. b. Path to the Southern Swamp "*" i. Head south through the South Clocktown exit to the Southern Swamp. ii. Keep going until you get attacked by the Wolfos. Wait for them to attack, dodge and jump slash them in their back to kill them. iii. There should be a tree in the middle of the path. Kill the Keese with a Snot Bubble from the Deku Mask to kill them and then climb up the vines for a Heart Piece. iv. Make sure you shoot Tingle Down for a map if you haven't already bought one from him. 1. Kooloo-Limpah! v. The path to the left has a shooting gallery, but you can't play now. vi. Keep moving and you should end up in the swamp. c. Southern Swamp "*" i. Welcome to Southern Swamp! This place can be a Deku paradise or pain. ii. Go up into the tree house and talk to the man, he mentions a Picture Contest, but Koume's Boat Cruise is currently closed. 1. Talk to him as a Deku and get more unequal rights for Deku's! a. Equal Rights for Deku's! Equal Rights for Deku's! iii. Go outside and talk to the Akido Nut. He tells you that he is looking for some "Prime Real Estate" to open his shop. He wants a place with a lot of people. iv. Trade him the Land Deed for the Swamp Deed. Turn into a Deku and dive into the flower and pop out. Land on the roof to get a Heart Piece. v. Head back down and you can swim, or bounce on the water while a Deku heading left. 1. The Deku Bounce on water is faster. vi. When you get there you can climb up the tree house and buy some potions from Kotake, but I would wait for a short time. vii. Climb back down and go to the back of the corner and you will see the entrance to the Woods of Mystery. d. Woods of Mystery "=" i. This is very easy to navigate, but if you take a wrong turn you end up back at the beginning. ii. The easy part is that you only have to follow a Monkey to get through. So put on the Bunny Ears and run with him, he tries to trick you a few times, but he will get you through. iii. When you get there you Koume is injured, the Skull Kid knocked her down while she was getting some mushrooms. iv. She needs some Red Potions to heal herself. v. Go back outside and talk to Kotake and she will give you a bottle of Red Potion for her sister. vi. Take it back to Koume and give her the potion, but you get to keep the Empty Bottle! She also promises a free ride for the Swamp Cruise. vii. When you try to leave the monkeys stop you. They want you to help their brother. He was take prisoner by the Deku people for kidnapping the Princess. They say he is innocent. viii. Head back, but stop and get some Red Potions. e. Southern Swamp "=" i. Go back to the entrance of the Southern Swamp and head back up the Tourist Hut and talk to the info Guide. ii. He will give you a Camera to take pictures with. You can only take one picture at a time, but there are prizes for the winners of the contest. iii. Koume has re-opened the Swamp Cruise, but before you head out why not take a very special picture. XIII. Information about Tingle a. Southern Swamp i. Head back up the path and take a shot of Tingle flying in a balloon or landing on the ground. ii. Take this picture back to the man who gave you the camera and show it to him. iii. If you took the picture he tells you that Tingle is his son. He constantly tells him to stop running around like that. A 35- year-old kid should not be dressing up in that outfit. iv. He then gives you a Heart Piece. 1. If you don't want to use Tingle's picture take one of the Deku King and you will get a Heart Piece. 2. You only get one! XIV. Save the Monkey's Tail a. Southern Swamp i. Now take Koume's Swamp Cruise. Just sit back and enjoy the ride. You can take some pictures if you want, but you only keep one on file. b. Deku Palace "*" i. When you get to the Deku Palace you will be given the choice to get off of the boat. Say Yes, but stay clear from the water, it is poison. ii. Turn into a Deku and then go inside, talk to the Monkey and he tells you his brother is inside. iii. Go through and a few Deku Guards will not let you through. Talk to them and they will let you through to see the "foolish monkey" that kidnapped the Princess. He will be killed soon. iv. Go through and see the monkey in his cage. You can take a picture of the King if you want. v. Go back to the Entrance and go back inside. On the Right side and prepare for some quick running. vi. The goal is to get through this palace without being seen by the Deku guards. 1. It is better to go at night. You can see their line of sight by white dotted lines. As long as you don't cross these lines you are safe. vii. At the end of the road you will find a small hole, dive in. viii. When you get inside turn left to talk to the Bean man who will sell you beans and teach you how to use them. ix. Buy several, but they do not come back with you, now go back to the entrance of the hole and go up this time to the pool of water. x. Take some with the bottle you have. Now plant the bean in the Square Soil Patch. Drop the Spring Water into the Soil Patch and watch the plant grow. 1. The water near the tourist information booth will also give you Spring Water! xi. Step on it and get the chest with a Red Rupee. Take one jar of water. xii. Now go back outside the hole and get caught for a quick exit. Now take the left side and grab the Heart Piece. c. Deku Palace; Outside i. Now that you have the Magic Beans head outside the palace and go to the right, facing the palace, and hop along the lily pads until you reach the end of the path and reach land. ii. Place a bean in the patch and then pour the water on it. iii. Now step on it and go up into the second floor of the palace. d. Deku Palace; 2nd Floor i. This part is basic, but it may take a few tries to get it right. You must jump out of each flower flying over the sections to reach the Monkey's Cage. ii. If there is a Red Deku they're shooting at you either fly over him if he in on a single pillar, or spin attack it to create a new flower. iii. Once you get to the end there will be some moving pillars, so be careful iv. When you reach the cage talk to the money, but be human, by Z targeting him and talking to him. v. He wants you to cut him down, but it is no use. The King starts to notice, but before he can the monkey teaches you the Sonata of Awakening. vi. Turn into a Deku and play your pipes for the song. vii. Sonata of Awakening 1. / < / A > A viii. You will get kicked out, but go back inside and you can see the monkey get boiled. ix. Go back to the outside of the palace. Hop onto the pads to the right and go down. The pad is on a landing that will allow you to go over Southern Swamp. x. When you get across the water, where the boat is, an old friend will stop you. The Owl. xi. He will tell you that whenever you need his help, just call upon him and he will take you where you need to go. xii. Song of Soaring 1. / < / / < / XV. Freeing Woodfall and the Deku Princess a. Woodfall "*" i. After you get through the Swamp by going over you will see a huge circle of poison water. ii. There are a few things here that you might want, but the first thing to do is get to the Deku Alter. iii. Go from the right, facing out from the entrance, and hop onto the lily pads onto the wooden ramps with the Deku Flowers. iv. As Link you can kill the bugs that ram you down, but be careful if they knock you over the water could kill you. v. When you get to the top dive into the flower and repeat until you get to the circle platform. vi. When you get there, hit the Owl Statue to activate it, you can now return here without having to go through the ordeal of getting here. vii. There is still more here. Keep going left and you should reach a chest with a Heart Piece. viii. Play the Song of Soaring and return to Clocktown. When you get there deposit any money you have and play the Song of Time. b. Woodfall Temple i. The first thing to understand is that there are Fairies hidden all across the temple. Some are in chests, in monsters, and others in bubbles. ii. Once they are free the Fairy Mask will call them to you, but not until they are free. The Mask will also give sparkles if there is still a fairy in the room. 1. There are 15 Fairies iii. The first room is the first of many rooms that depend on Deku Link. iv. If you put on your Fairy Mask you will find that there is a fairy or fairies in the room. v. The first is right in front of you and the second is on a chest to the right. You must dive into the Deku Flower and fly to the chest to get it. 1. Fairy 1&2 vi. Now fly through as Deku Link and get to the flowers and continue to the end platform. Watch out for the Big Skulltulas on the sides so enter in the middle. vii. The huge flower in the middle will needed later, but watch out for the little ones. They will not hurt a Deku Link, but a regular Link will get chewed up and spit out. viii. There are 2 Fairies here. The first is inside one of the pots on the southeast corner and one in the Deku Baba that is guarding the locked door on the west side. 1. Fairy 3&4 ix. The only unlocked door is to the east side of the room. Take it for the next area. x. This room has a Deku Flower in the middle of the room and a chest on a ledge. xi. Hop over the water and the flowers to get to the Deku Flower and dive in and fly to the chest. xii. Open it to get a Small Key, but don't rush away yet. There is another Fairy here. xiii. The face to the left of the chest, facing the wall, and shoot the face in the wall to get the Fairy in the bubble. It may take a few times to get it. 1. Fairy 5 xiv. Take the flower and fly to the room on the east side with the torches. xv. This room has a bunch of spiked turtles that are immune to your sword attacks and mostly any other attacks except one. xvi. Lure the turtles to you while you are near a Deku Flower. Dive in and wait for them to go above you and pop out. xvii. It may take a few times, but you'll get the hang of it, it is kind of fun too. xviii. Once they are all dead you will get your first Dungeon Map. xix. Dungeon Map 1. This is the only time you will get an explanation. 2. This map will tell you the format of the room, but you need the compass to find out where you are. xx. Return back to the previous room and then to the next. So you are back to the room with the huge flower. xxi. Go to the west side and open the locked door. xxii. This room has a huge block in the middle, but only Link's form can move it. xxiii. There are 3 fairies in this room all of them you can get now, but you can wait on one. xxiv. Push the block forward and follow the planks right until you get to the northeast corner. xxv. There is a Big Skulltula here that has a fairy inside. Kill it to get it. 1. Fairy 6 xxvi. There is another one under the planks in a bubble. You can pop it by swimming into it, but the water is poison. If you are low on hearts with no potions to refill yourself then you can wait till later. It is near the entrance. 1. Fairy 7 xxvii. If you do get it you must find the ramp that will take you back up out of the water. xxviii. Go around and push the block again and go down towards the end with the door. xxix. Go up the ramp and shoot down the hives with a "Snot Bubble" and put on the Fairy Mask to call it to you. 1. Fairy 8 xxx. You will need to light all of the torches to the room. You can get the flame from the torch near where the fairy was. xxxi. Use a Deku Stick and the Bunny Hood to get them all. xxxii. Go into the southern room that is now open with the torches lit. xxxiii. This room has the same feeling as the ones with the turtles. The Dragon Flies can be a pest, dive into the flowers and wait for them to come near you and pop out to kill them. xxxiv. In return you will get the Compass. xxxv. Compass 1. This goes with the Map. Now when you enter a room you can see where you are and where you came in. xxxvi. Return back to the previous room and go to the left from the door. Go up the stairs and you should notice the platforms in the air. xxxvii. Take a Deku Stick and light it with the torch on the stairs. Jump over the platform and then to the web jump to it and burn the web. 1. If you roll before you jump or have the Bunny Hood you should be all set. xxxviii. When you start here stock up on some Deku Sticks you will need them. Turn into a Deku Link and go up the stairs. xxxix. This room is infested with these irritating Dark Boes. They are small and you can only see their eyes in the dark. xl. Deku Spin until they are all dead. Once they are dead turn into regular Link and take out your Deku Stick. Light it with the torch in the middle and then run along the edge of the room to light all of the 3 torches. xli. If you do in time a chest will appear with another fairy inside. 1. Fairy 9 xlii. Go into the next room. This room can be tricky. There are tons of Dragon Flies here and if you fall into the wrong area you will be back to the beginning again. xliii. Take out the flies with your "Snot Bubbles" before you go flying across the room. xliv. Fly to each of the Deku Flowers until you get to northeast corner of the room and take the stairs. xlv. You are now back in the second room, but on the upper level this time. xlvi. There are 2 more fairies that are available now; the first is to your right as you exit. 1. Fairy 10 xlvii. Walk around to your right heading to the eastern door and step on the switch. xlviii. This will make a ladder so that you can climb straight to the second floor without having to worry about going all the way around. xlix. Go back to the door you came in from and look to the left. There is an unlit torch there; this will come into play later, and a footswitch. l. Turn into Deku Link and dive into the flower near the door. Fly over to the switch and press it down as normal Link. li. A chest will appear at the entrance to the room. Open it to find the final fairy for this room. 1. Fairy 11 a. There are 4 more left. lii. Go to the right where you hit the first switch and enter this room. This room should look familiar. Stay on this level, but go to your left. liii. Go into the door and you will fight an old friend from Oot. The Lizalfos. liv. He's go some new moves, including fire breath, so just horizontal slash and dodge. lv. He isn't too hard so you shouldn't have too much trouble. lvi. Once you defeat him you will get the new weapon and best friend. The Hero's Bow. lvii. Hero's Bow 1. This bow can be used for many things, mainly as a weapon. 2. You can shoot Eye Switches and Crystal Switches from a distance now as well as sniper a lot of enemies. 3. To make the Arrow turn into a Fire Bow without the Fire Arrow upgrade just shoot it through a torch. lviii. Go back into the previous room and shoot the Eye Switch across the way from the level you are on. This will make the Deku Flower in the middle of the room to elevate and descend so you can fly across the hall to the next room. c. Woodfall; Sub Boss i. Gekko 1. This is going to be a tough fight. You need to change form Deku to Link very fast and pull out your Bow and Arrow even faster. 2. What will happen is the Gekko will jump on his turtles and come after you. You need to go into a Deku Flower and jump when he comes over you. 3. This will knock over the turtle, sometimes releasing some Arrows. 4. The Gekko will now run across the walls and ceilings for a short time. 5. Shoot him with your Arrows and repeat. Three shots and he is gone. a. He turns into a frog, but this will come to play when we do the Don Gero's Side Quest. 6. The door in the back will open allowing you to get the Boss Key. ii. Boss Key 1. This key is the only one that will open the Boss' Door. iii. Go back to the previous room with the elevated Deku Flower. iv. This time go back taking the west exit to the room with the huge flower. v. Right in front of you when you enter this room is a torch. You need to shoot an Arrow through the torch and hit the torch base in the center of the flower. 1. It may take a few tries to get the hang of it. vi. This will make the flower rise and spin. It also clears the water of the poison so you can go back to get that fairy in the room with the block, if you need to. 1. You can also shoot the bubble with an Arrow and call it with the Fairy Mask. vii. Jump onto the spinning flower from the second level and take a spot near, but a little away from the torch in the middle. viii. Remember the torch near the Switch that makes the Fairy chest appear? You need to light that from the moving flame. ix. If you can do it the door will open leading you to the next room and one more step to the Boss. x. Go through the now open door. There are 4 fairies in this room too so get ready. xi. The first one is in a bubble surrounded by fire, just shoot an Arrow to pop the bubble and then call it with the Fairy Mask. 1. Fairy 12 xii. The next two are in the alcoves to the right of the entrance. Go down to the bottom and then use the Deku Flower to go to your left facing the entrance. xiii. Go up to the first one and land in the alcove to get this one. Then take out your Bow and Arrow and shoot the one across the room in the other alcove, and then get the final one on the next alcove above you. 1. Fairies 13,14, &15 xiv. Now that the fairies are all saved you just need to make it to the Boss Room. xv. Go back to the bottom of the ladder and take the Deku Flowers up to the second alcove on the left facing the entrance. xvi. Shoot the Crystal Switch with an Arrow and then turn into Deku Link. xvii. Now dive in and fly straight to the pillar. Ignore the Deku Flower above the Crystal Switch. xviii. Dive into the pillar Deku Flower and then fly to the Boss Room before the fire comes back. xix. Open the door and prepare for your first Boss fight. d. Woodfall; Odolwa i. Odwola is a large boss to fight. You need to be in Human form to fight him. ii. Z Target him and shoot an Arrow once you think his defense is down. iii. While he is stunned do a Jump Slash at him. After a few good hits he will summon some bugs. Place a Bomb to kill them or do a Spin Attack to take them out. iv. Use your R to block his jump slash attacks and jump when his defenses are down. v. When he is dead you will get the Odolwa Mask. It is the first of 4 Sacred Masks you must collect as well as a Complete Heart Container. e. Woodfall; Side Exit i. If you need to, or want, to defeat Odolwa again because you skipped the Deku Princess you only have to enter the temple and step on the glowing platform, if you need to go through the temple again just pass it. 1. You will be transported to the Boss' Room automatically. f. Woodfall II i. Now that you defeated Odolwa the temple raises a level and you are placed in the back. ii. Turn around and use your sword to chop down the vines and talk to the Deku Princess. She will thank you for saving her and wants you to take her to her father. iii. Swipe a bottle in front of her and she pop in. 1. Don't bother, I don't get it either. How will she fit in a bottle? iv. Now that you are out you need to return the Stray Fairies to the Fairy Fountain. v. The Fountain is on a ledge in the southwest corner of the map. g. Woodfall; Fairy Fountain i. Once you return all 15 Fairies you will be given a gift of Power. ii. Every time you charge your sword you will do a large spin, minus some MPs. h. Deku Palace II i. Return to the Deku Palace and turn into a Deku and enter the palace. ii. Talk to the King and release the Princess. She will then order the freedom of the Monkey. You are also allowed a gift, but you must go to the side of the palace to get it. i. Deku Palace; O
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Hyrule Castle Area Artifacts found in and around Hyrule Castle: A Lamp, A Sword, A Shield, A Boomerang, Magic Cape, Two (2) Pieces of Heart Lamp - Link's Cottage (or in Hyrule Castle if you don't get it in the cottage) Sword - Link's Uncle (just inside Hyrule Castle) Shield - Link's Uncle (just inside Hyrule Castle) Boomerang - Hyrule Castle, First Basement, Room near center of floor. Magic Cape - The Cemetery Inside the Castle Walls: This is the area you will first go through in the game. You get in by lifting up a bush on the right side outside Hyrule Castle. Fall in the pit and you will land in a short secret passage which leads to the Castle. Work your way down to the third basement, being sure to pick up the boomerang on the first basement floor (location is above). On the third floor, you will encounter a Ball and Chain Trooper. Defeat him to rescue Zelda. How to Defeat the Ball and Chain Trooper: The easiest way to defeat this guy is to pick up some pots in the first cell and throw them at him. If you run out of pots, use the boomerang to stun him, and hit him while he is stunned. A Secret Escape Route: After rescuing Zelda, bring her up to the second floor in the throne room. With her help, you can move a large object blocking the door out. You will then be scrounging around in the sewers. Be careful! Many of the sewers are dark. Find a grey box (torch) and light it with your lamp. You will be able to see better. Light a second one for full vision. When you come to a room with 2 switches in it, pull the one on the right. This will open the door. If you pull the one on the left, it will bring down a bunch of enemies which you don't want. After exiting through this door you will reach Sanctuary. The Castle Tower: NOTE: This part of your adventure does not happen until after you have all 3 pendants. However, since it is in Hyrule Castle it is listed here. To get in to this part of the tower you must have the Master Sword. Immediately after acquiring the Master Sword, you receive a telepathic message from Zelda who claims to be held here. This tower climb will bring you face to face with one of your worst enemies. Proceed up the tower, lighting rooms when they are dark. On the fifth floor there is a telepathic tile. Read it to receive a message from Sahasrahla. On the seventh floor you will have an encounter with Agahnim. Right before your eyes Princess Zelda is whisked off to the Dark World. To get into the next room to fight Agahnim, cut down the curtain with your sword. For advice on defeating Agahnim, see the Defeating Boss Characters section of the FAQ. Sanctuary: You arrive at Sanctuary and receive a heart container from the Sage. How generous! This is one of three places you can restart your game. The other two are your house, and at the base of Death Mountain. Sacred Ground: The Cemetery: In the cemetery, by pushing on the upper left tombstone, you can go back into the sewers you were in to start the game. You will pass a previously unbreakable wall that can now be broken with either bombs or the Pegasus Boots. There are some nice treasures inside! Also, by dashing into the upper right tombstone you can find the Cape inside a small cave. You need the Titan's Mitt to pull up the stones surrounding the tomb. B) The Lost Woods Area Artifacts found in the Lost Woods: The Master Sword, Mushrooms, Two (2) Pieces of Heart The Master Sword: Upper left corner of Lost Woods Mushroom: Lost Woods, near center Robbing Hoods in the Woods: In the Lost Woods you will encounter thieves. If they touch you, you will lose some bombs, rupees, and arrows. If they collect them, they keep it, so stay away from these guys! Fortunes Told: A Fortune Teller lives just south of the Woods and just north of Kakariko village. For a price, he will look into your future and give you a clue. He also restores your energy. The price he charges varies. The Lumberjacks' House: Two lumberjacks live to the north east of the Lost Woods. The tree they cut sure looks strange! There is in fact a piece of heart inside. See Heart Container Locations for details. Warp Tile: There is a warp tile in this area, but to get at it you must exit Kakariko village at the north central exit. A Power Glove is required to get at this. Ancient Game of Chance: This is found in the north of the Lost Woods. Go through a log to find this house. Be warned: you stand to lose money playing here, so only come if you're feeling real lucky! Den of Thieves: The hideout for thieves. A piece of heart is found here. See Heart Container Locations for details. The Path to Death Mountain: The first time you go to Death Mountain, this is the way to go. You need a Power Glove to get to the cave. The Master Sword: The Master Sword is located in the north west corner of the Lost Woods. You need to go through a log to get to it. There is an inscription that can be read, if you have the Book of Mudora. However, you can't get the sword until you have all three pendants. c) Kakariko Village Artifacts found in and around the village: A Bug-catching net, The Book of Mudora, Two (2) Bottles, Three (3) Pieces of Heart. Net - Sick kid in bed, house just SE of weather vane. Book of Mudora - Library Bottle 1 - Bottle Seller Bottle 2 - The Inn Sahasrahla's Cottage: Where Sahasrahla resides. Much information can be obtained from people inside. The Thieves' Hideout: Blind the Thief used to live here, but he's long gone. There is a lot of treasure here, including a Piece of Heart. The Inn: Good place for gossip. Also, by entering through the back entrance, you can get at a Bottle. Mysterious Hut: There is a hut in the SW corner of town that seems strange. It has no door, and their are no weak spots typical of bomb-able walls. Still, a bomb does the trick. There are a few small treasures inside as well as a few rodentia. The Village Shop: Stop here if the Rupees are burning a hole in your pocket. You can get Red Potion for 150 R, a Heart (not a Piece of Heart) for 10 R, or 10 bombs for 50 R. The Blacksmith: The Blacksmith is capable of tempering your sword and making it extremely powerful. Too bad his partner isn't there to help. When you find him, bring him back and they'll improve your sword. Game of Chance: If you like gambling and winning, stop here. Odds are that you'll come out even or perhaps better than when you started. 20 Rupees buys a shot at one treasure. The House of Books: There is a large green book on one bookshelf. Dash into it when you have the Pegasus Boots and the Book of Mudora is yours. The Quarreling Brothers and the 15-Second Game: The Quarreling Brothers have sealed their room off. Use a bomb or a dash with the Pegasus Shoes to get these two talking to each other again. The 15-Second Game can win you a Piece of Heart if you can make it to the finish in less than 15 seconds. The easiest way to win is to jump over the fence just south of the sign. You'll notice two dots on the ground which means you can jump over the fence. You'll be sure to win if you take this shortcut! d) The Eastern Palace Area: Artifacts found in and around the Eastern Palace: The Bow and Arrows, Zora's Flippers, The Magic Boomerang, The Pegasus Shoes, Magic Powder, The Red Shield, One (1) Piece of Heart Bow and Arrows - Eastern Palace main treasure Zora's Flippers - Zora's Falls Magic Boomerang - Waterfall of Wishing Red Shield - Waterfall of Wishing Magic Powder - Witch's Hut The Witch's Hut: Give the Witch a Mushroom, and she'll make you some Magic Powder. After this you can buy all sorts of magic potion at the hut. Red Potion is 120 R, Green Potion is 60 R, and Blue Potion is 160 R. Also by talking to the Witch's Apprentice (inside) you can get a free sample of the red potion - a free refill of all your hearts! The Waterfall of Wishing: When you throw an item into the Waterfall, a beautiful Faerie will ask you if you threw it in. Answer yes. If you throw in your Boomerang and say yes, she'll give you a magic boomerang. If you throw in your Shield, you'll get a better shield! Sahasrahla's Hideout: Sahasrahla is hiding out here, near the NW corner of the ruins. There is some treasure in the back room. Also, come here immediately after completing the Eastern Palace to claim your prize: the Pegasus Boots! Warp Tile: A few screens south of the palace ruins you can find another warp tile. This one cannot be uncovered until you have the hammer, but once you do you will find it is often the easiest one to get to. Zora's Falls: When you first enter here you do not have the flippers. You can only stay in the shallow water. Follow these instructions to get to Zora: Go N, then NW, then N, then W. At the fork in the road, take the very bottom road. Follow this to get to Zora. If you've got 500 Rupees you can buy the flippers. They are a must so buy them. Also note that now is an excellent time to get the piece of heart here. See Heart Container Locations for details. The Eastern Palace: The Compass: Found on the first floor in the room that is on the very west side and as far north as you can go on that side. In Treasure Chest in plain sight. The Map: Found on the very east of the palace (first floor)in the middle room here. Note that this chest can only be gotten by coming from the north entrance to the room. In Treasure Chest in plain sight. The Big Key: Found in the room that is one room due west of the "bowling ball" room on the first floor. To get the key, defeat all the enemies in the room. Then pull up a pot and throw it at the anti-Faeries on the platform. They will disperse and the Big Key is yours. The Big Treasure: The Bow and Arrows. This is in the large middle room on the first floor. Note that you must enter from the east or west but not south to get this. Trouble Spots: To defeat the Rocklops (big red or blue creatures with one eye) either the arrow or throwing pots are the most effective. Also you may find yourself being frustrated because somewhere you want to go is unreachable because it is too high up (or too low). Do not get frustrated, just find another way around. The Boss: Armos Knights The Prize: Heart Container and Pendant of Courage e) The Great Swamp Area Artifacts found in the Great Swamp: A Flute, Two (2) Pieces of Heart Flute - Buried in the Haunted Grove Swamp Ruins: You can get a heart container here. It also plays a part in the Dark World water place. Haunted Grove: The boy playing the flute keeps disappearing. How do you get the flute? See Dark World Haunted Grove for details. Warp Tile: Another warp tile is in the NW corner of the swamp. Again, you will need a hammer to get to it. f) The Desert of Mystery Artifacts Found in the Desert of Mystery: The Power Glove, Bombos Magic, One (1) Bottle, Three (3) Pieces of Heart Power Glove - Main treasure in Desert Palace. Bombos - Found on high-up ledge on the SE side of the desert Bottle - Sleeping Man Hylian Monolith: Here's how to get the Bombos magic. First of all, get to the Swamp Area in the Dark World. Work your way west until you come to a place where you can go no further. There are pegs sticking up from the ground. Stand inside the pegs and use the Magic Mirror. You're now on the Hylian Monolith. Use the book to read the inscription and you'll have the magic of Bombos! Note that to get this you must have the Master Sword. Faerie Fountain: See Faerie Locations for more details. Warp Tile: In order to reach this tile you must have the flute and be able to call the bird. Go to location #6. If you have the Titan's Mitt you can lift the stone and go through to the Dark World. This is the only way to get to Misery Mire. Desert Sanctuary: Just east of the Desert Palace is a small sanctuary of sorts. Talk to the guy and then get the Piece of Heart. Desert Palace: To enter the Desert Palace, go up to the large stone, and use the book to read the inscription. The snake heads will move, allowing you passage to the palace. The Compass: Found in the First Basement in the northernmost center room. Stand om a trigger to make the treasure chest appear. The Map: Found in the First Basement on the easternmost side, in the middle room. In a Treasure Chest in plain sight. The Big Key: Found in the room directly north of the map. Just run up and get it. Could it be any simpler? The Big Treasure: The Power Glove. It is in the NW corner of the first basement. To get into the room you must step on a trigger. Trouble Spots: Be careful of the rotating laser. You must use careful techniques to not get hit. If you hide behind a pot or other solid object you'll be OK. After getting the Power Glove, exit through the SW exit. You'll be outside the place temporarily. Now is the time to get the Heart Container just south. After that, use the Power Glove to pick up the stones that block the entrance to the cave just north of the big head. Once you enter this cave, make your way to the final room where you will have to light all four torches. This will open up the way to the boss(es). The Boss: Lanmolas The Prize: Heart Container and the Pendant of Power g) Lake Hylia Area Artifacts found in or around Lake Hylia: The Ice Rod, One (1) Bottle, One (1) Piece of Heart. Ice Rod - Ice Cave Bottle - Under Bridge Fortune Teller: There is another fortune teller just west of Lake Hylia. Shop: This shop is slightly NE of the fortune teller. It sells the same items as the Kakariko Shop at the same prices. Warp Tile: Another Warp Tile is Here. It is on the largest island in Lake Hylia. You must have the Titan's Mitt to uncover it. This Warp Tile is the only way to get inside the Ice Palace in the Dark World. Faerie Fountain: See Faerie Locations for details. Ice Cave: The Ice Cave can be found by swimming to the SE side of Lake Hylia, then climbing the ladder and going north. In the main cave, by dashing in to the statue, you can get a Good Bee, which will attack enemies on the screen if you capture it with your net and keep it in a bottle. From this entrance you can see, but not get to, a treasure chest. To get this you must blow up the wall just west of the Ice Cave with the Power Glove. Go in there and retrieve the Ice Rod! h) Death Mountain Artifacts found on Death Mountain: The Moon Pearl, Ether Magic, The Magic Mirror, Four (4) Pieces of Heart Moon Pearl - Main treasure in Mountain Tower Ether - Hylian Monolith Mirror - Old Man Mountain Caves: You must go through the mountain caves to get to Death Mountain. By entering the cave to the east of the Lost Woods, you will come out close to the old man's Mountain Cave. The Old Man, who you find en route, will give you the Magic Mirror. Spectacle Rock & Warp Tile: Called this because it looks like a pair of eyeglasses from the top. This is sort of the "middle path" between the warp tile and the mountain tower. To get to the Tower you must first go on the warp tile. If you don't have the Moon Pearl, you'll turn into a bunny, but that's OK, you're not staying long. Move up to where Spectacle Rock should be (it's not there in the Dark World) and use the mirror. Now you're on Spectacle Rock. Pick up the Heat Container and jump off the top and you're practically there. Another Hylian Monolith: Cross the bridge just west of the Mountain Tower and find another monolith. Read the inscription on the book to get Ether Magic. Again, you need the Master Sword. Caves to the East: When you get the Hookshot, you can cross the broken bridge east of the old man's mountain cave. There are some interesting items as well as a Faerie Fountain in these caves. More Warp Tiles!: You can find one warp tile just south of some of the eastern Death Mountain Caves. Another is located on the very NE corner of Death Mountain. This is the way to get to the Turtle Rock dungeon. The Mountain Tower: This is beyond a doubt the hardest challenge you have faced yet. There are many pitfalls awaiting you as well as the orange/blue switches. The Compass: The Compass is on the fourth floor, in the dead center of the room. It is in a Treasure Chest in plain sight. The Map: The Map is on the Second Floor, which is the floor you enter on. Flip the switch so that the blue tiles are down so you can get out, the use another weapon (bombs, arrows work; boomerang is best) to hit the switch again so that the orange tiles are down. Then get the map which is on a raised up platform in a Treasure Chest in plain sight. The Big Key: After acquiring the Map, go down the stairs to the first floor via the staircase NW of the map's platform. Flip the switches so you can move to the SE room on the first floor where you'll get the Big Key after you light up the four torches in that room. The Big Treasure: The Moon Pearl. This is tricky. First of all get all the way up to the fifth floor. Hit the star switch near the fire-bar so the positions of the holes change. Find a hole that appears to be over the big treasure chest (which you can see across a pit on the fourth floor). Drop in the pit FROM THE TOP and you will land right in front of the chest. Note that if you fall in the pit from the bottom or side this will not work. Trouble Spots: The orange/blue switches can be frustrating. Remember that if you're stuck, go back to the last switch and change it. Also it is important to remember that using the boomerang you can flip a switch from a long distance so you can be outside the tiles when they pop up. This is pertinent to remember. The Boss: Moldorm The Prize: Heart Container and the Pendant of Wisdom C. The Dark World This section of the FAQ tells a bit about each section of the Dark World. It will be done in a similar fashion to the Light World Section. NOTE: During this section I will refer to a place as "where x is in the Light World." What I mean is that since the worlds are parallel, I can refer to a spot in the Dark World which corresponds the parallel spot in the Light World. Do not be confused by this terminology. The sections of the Dark World Are: a) Pyramid of Power B) Dark Palace c) Swamp Palace d) Skull Woods e) Village of Outcasts f) Ice Island g) Misery Mire h) Death Mountain a) Pyramid of Power Artifacts found near the Pyramid: A Super Bomb, Master Sword (Level 4), One (1) Piece of Heart Super Bomb - Bomb Shop Master Sword - Inside Pyramid The Pyramid: The final battle takes place inside the Pyramid. Once you defeat Agahnim in Ganon's Tower, he will transform into a bat and crash through the top of the pyramid. Drop through to face Ganon. There is a cracked wall near the bottom of the pyramid. If you buy a Super Bomb (see Bomb Shop) you can blow it open. There will be another Faerie Fountain inside. If you throw your sword in the fountain, she will replace it with a stronger sword. Also, if you throw your Bow and Arrows in, she will give you back Silver Arrows. Silver Arrows are required to defeat Ganon, so you must do this! Bomb Shop: The Bomb Shop is located where Link's house was in the Light World. You can buy 30 Bombs for 100 Rupees. After defeating the first six Dark World dungeons, you can buy a Super Bomb to break open the Pyramid wall. Item Shop: The item shop is located west of the Pyramid of Power. To get to it you must go around the large moat. Inside you can buy a Red Shield for 500 R, Bees for 10 R, and 10 Arrows for 30 R. The Storyteller: Located where Sanctuary was at in the Light World. For 20 R you can hear this guy tell you that the crack in the pyramid could not be opened by normal bombs. Ghostly Garden: Located where the Cemetery was in the Light World. B) Dark Palace Area: Artifacts found in the Dark Palace Vicinity: A Magic Hammer, Quake Magic Magic Hammer - Big treasure in Dark Palace Quake Medallion - Rock Circle Rock Circle: By throwing an item (bush, stone, sign, etc.) into the circle of rocks located north of the Dark Palace in the water (near where Zola's Falls is in the Light World) you will get the Quake Medallion. A catfish will be so mad that you disturbed him that he will give it to you. If you already have the medallion and you throw an item in, he'll throw a bomb back at you. Item Shop: Located where the Witch's Hut is in the Light World, you can buy Red Potion for 150 R, Small Shield for 50 R, and 10 Bombs for 50 R. Storytellers: There are two storytellers in this area. One is near the Dark World Entrance. The other is where Sahasrahla's Hideout is in the Light World. Don't go here unless you've got Rupees to blow. Faerie Fountain: Located in the same place as the one in the Light World. The Dark Palace: This is the first of 8 dungeons you must face in the Dark World. To get it, though you need the help of a monkey named Kiki. When trying to make your way to the palace by going through the grass, you'll encounter the monkey. Pay him the Rupees he asks for and he will open the door to the Dark Palace. The Compass: The compass is located in a room on the first floor that is at the very north end. When you cross the room with the long, crumbling bridge, take the door to the right. The compass is in this room in a Treasure Chest in plain sight. The Map: It will take a while to get to the map. First of all, in the entrance room, take the door on the right. In the next room, go down the stairs. In the next room, use the warp tile. In the room you warp to, take the south exit. Work your way north from this room. You will soon find yourself in a room with conveyor belts. Go to the north exit in this room, and you'll then appear in the room with the map. It's in a Treasure Chest in plain sight. The Big Key: To get the Big Key, go two rooms north of the entrance room. Go to the left side of this room. there is a crack in the floor on the bridge. Bomb a hole in it and fall through. You'll land in the basement on a ledge. Go through the stairs at the north side of the room. You'll then be in the same room that the cracked floor was in, only now you can access the Treasure Chest with the Big Key. The Big Treasure: The Magic Hammer. To get this, get into the room with the crumbling bridge. Take the exit on the left. You'll be in a dark room that is like a maze. Work your away around to the middle of the right wall, where there is a crack. Bomb the crack and you'll be on a small ledge in the crumbling bridge room, and the hammer is right there. Trouble Spots: This dungeon is trouble. First of all, the switches are very tricky to control. Remembering where all the switches are as well as which color is up is always important. To defeat the Goriyas, which are rats that mimic your every move, use arrows. Stand far away and just to the right or left of one. Shoot the arrow, which is not aimed directly at the enemy. Then move the opposite direction you want the Goriya to move. He will step right into the path of your arrow. To defeat the turtles, use the hammer. They'll flip over on their backs, where they'll be vulnerable to your sword. Also, use the hammer to knock down the moles that keep popping up and down. This is the only way to pass this obstacle. In the room just east of the large bumper/switch room, you may have trouble opening the door. To open it, pick up all the skull pots. The one on the right and farthest back conceals a trigger. Also, one of the statues is movable. Now, put two and two together. The statue goes on the trigger. You can now pass. Also, in the second room north of this trigger-statue room, there appears to be a dead-end. Not so. Hit the blue statue in the eye with an arrow. A stairway will be revealed. The Boss: Helmasaur King The Prize: Heart Container, the 1st Maiden, the 1st Crystal. c) Swamp Palace Area Artifacts found in this region: The Hookshot, The Shovel Hookshot - Big treasure in the Swamp Palace Shovel - Haunted Grove Haunted Grove: In the haunted grove, you will meet up with the flute-playing boy. He will give you the shovel. To obtain the Flute, go to the Light World and start digging near the NW corner of the Haunted Grove. You'll find it buried there. When you get the Flute, it will replace the shovel. Swamp Palace: Once you enter the Swamp Palace, you realize that there is nowhere to go. How do you solve this? Simple. Get right outside the palace and use the Magic Mirror. Pull on the switch inside the Light World Swamp Ruins. The water will rush into the Palace. Go back through the mirror, and there will now be water inside, allowing you to continue through the dungeon. The Compass: The compass can be found in the first basement in the southernmost room. Once in there, you must go all the way around the square room to get it because two stones block your immediate attempt to get it. It is in a Treasure Chest in plain sight. The Map: You should get the map first in this dungeon. As soon as you go down the stairs in the entrance room, you will be in a water-swamped room, go through the first door immediately to your left. The map is sitting there in a Treasure CHest in plain sight, waiting to be taken. The Big Key: Now this is difficult. I will go through step by step. After acquiring the map, you back out in the water-swamped room. Go to the south end of the room where you will see a door to the left. Go to the next room. In this room, go down to the lower level and then climb back up the ladder just to its left. In the next room, there is a lever. Push the lever and water will rush out of the nearby faucet. Now go south a room and in that room exit using the west exit. You are now in the "large room." In the large room take the NW exit. Once again there is a lever to push so that water will spew out. Leave the room the same way you entered, making sure that the blue pegs are up. Now, back in the large room take the SW exit, and proceed west. When you get to a place where blocks are blocking you, push the bottom one left and the middle one up. Climb up the ladder and head for the staircase. Once up the stairs, go toward the NE corner of the room. You will see a block blocking a pit. Push the block up or down (not right) and fall through the pit. Now move one room to the right of where you fall. Finally, you've found the Big Key! The Big Treasure: The Hookshot. In the large room, simply walk up the ladder to the big treasure. Trouble Spots: I went through most of these on the way to the Big Key. However, there are still a few spots that bear attention. In the room directly north of the large room, there is a staircases and two closed doors. What you need to do is pick up the skull pot in the NW corner of the room to reveal a trigger. Push the statue on the trigger. This will open the doors. You may be tempted to go into the one near the trigger; however, you should make your way to the other side of the room and go through that door. After that you will come to a room you must suck out the water. Simply throw the switch. Then exit through the west door. Immediately, go north. You're now in a room with a lot of waterfalls. Go through the second waterfall from the right. It's a secret passage. Soon you will be in a room with a lot of water and three doors at the north end. You will have to swim using the flippers to avoid the water enemies since you can't use your sword in water. You must go to the very right side of the room to get an important key. The boss lies behind the door on the very west side of the room. The Boss: Arrghus The Prize: Heart Container, the 2nd Maiden, the 2nd Crystal d) Skull Woods Area Artifacts found in the woods: A Fire Rod, One (1) Piece of Heart Fire Rod - Big treasure in Skull Dungeon Fortune Teller: This Fortune Teller is in the same spot as the one in the Light World. He serves the same function. Item Shop: This guy will sell you Red Potion for 150 R, Small Shield for 50 R, and 10 Bombs for 50 R. Cave: There is a cave which corresponds to the Death Mountain entrance cave in the Light World. In it you can earn a Piece of Heart if you have the Magic Cape and the Hookshot. Skull Dungeon: This is probably the most complex dungeon in the game. It has 8 entrances and exits, for Pete's sake. Nevertheless, detailed instructions follow. The Entrances: I will try to describe which entrances are where. Entrance A: Big Skull just as you enter the Woods Entrance B: Pit just south of entrance A Entrance C: Pit SW of entrance A Entrance D: Skull north of entrance C Entrance E: Pit, concealed by bushes, just north of entrance A Entrance F: Skull, near west side of woods, after going under rows of bones Entrance G: Pit NE of entrance F, must go through rows of bones Entrance H: Large Skull just north of entrance F The Compass: Most easily obtaining by falling in entrance C (a pit). It is in the room you fall through, just south of where you land. The Map: Most easily obtained by falling through entrance E. It is south of where you land. The Big Key: Go through entrance D. Defeat the Gibdos (mummies) in the first room. Pull up the skull pot in the center of the room. A trigger is revealed. Push the statue so that it lines up with the narrow gap. Now you must pull on the statue from behind so that you can reach the door when the statue lands on the trigger. The Big Treasure: The Fire Rod. Enter through entrance E. Bomb the wall on the left side of the screen you start on. Walk through to the next screen. Pull on the switch in the center of the screen. The whole bottom wall will explode. You can now walk up to the treasure chest and get the Fire Rod. Trouble Spots: Doesn't sound too bad, huh? Try getting all the keys. You'll go in, you'll go out, you'll go in, you'll go out, you'll wish you didn't have to do this dungeon. Stay cool and methodically search for the keys. Once you get the Fire Rod, it will put a quick end to the Gibdos. To enter through entrance H, you must have the Fire Rod. Burn the front of the skull off so you can enter. Once you do, you're not far from the boss. In the room on the right side of the dungeon and in the middle, to open the door you must light all four boxes. The fire rod is necessary to accomplish this. In the NE corner, fall in the pit to start the battle with Mothula. The Boss: Mothula The Prize: Heart Container, 3rd Maiden, 3rd Crystal e) Village of Outcasts Artifacts found in the Village: Titan's Mitt, Locked Chest, Three (3) Pieces of Heart Titan's Mitt - Big treasure in Blind's Dungeon Locked Chest - Broken down shed Game of Chance: Here's where to play! You can win a piece of heart as well as some other great prizes. Go for it! Item Shop: Same old, same old. Red Potion is 150 R, Shield is 50 R, 10 Bombs are 50 R. Stake Garden: To the east of town, there is a place where there are a bunch of stakes. To get to it you must have Titan's Mitt. If you pound down all the stakes, you'll find a cave with a Piece of Heart in it. Shooting Gallery: This place is a hoot, as well as a place to round up a considerable amount of Rupees. Just shoot the arrows so they hit the targets in the back with out hitting the hands that are in front. The first hit wins 4, the second 8, the third 16, the fourth 32, and if you get all 5, you'll get 64 for the last hit, for a grand total 124 Rupees. Quite a deal considering the initial investment is 20 Rupees. The Grim Reaper playing the drum is a riot. Treasure Field: Where the 15-second game was in the Light World is a new game - the Digging Game. For 80 Rupees you can dig for 30 seconds. If you're lucky, you'll find a piece of heart! This is fun, and with some luck, can be mildly profitable. Broken-down Shed: In the shed you'll find a locked treasure chest. Take this to the sleeping man in the Light World desert, and he'll open it for you. The Gargoyle's Domain or Blind's Dungeon: To get in this Dungeon, pull on the pitchfork of the gargoyle in town. You'll uncover the entrance. The Compass: First of all let me define that there are 4 "large" rooms. They are in the first basement and they are in a square together. They will be referred to often. The compass is in the SE large room on the upper level in a Treasure Chest in plain sight. It is not difficult to reach it. The Map: The map is in the SW large room. It is on the ground level, and can be found soon after entering. The Big Key: The Big Key is also in the SW large room. However you must use an alternate route to get to it. From the entrance room, get on the lower level. Go north one room and then go east a room. From here go south a room. Get in the SW corner of this room and exit through the west side. You now can get to the Big Key. The Big Treasure: The Titan's Mitt. To get this, you must get on the upper level in the NE large room. Go through the door. Then go north up the hall in the next room. Take a left at the top of this room. In the next room, go down the stairs. In the second basement, go west a room. In this room, which has a bridge of conveyor belts. When you reach the bottom of this room, take a left. In the following room, you'll find the Big Treasure Chest. Trouble Spots: Immediately after acquiring the Titan's Mitt, go east three screens. You'll be in a jail cell where you'll find a captive. Defeat the guards and rescue her. Then, go west a screen and then north a screen and take the stairs to get back up to the first basement. Once you're back up, go east a screen. Go south down the hall and take a left. Go west three screens. This room has a conveyor belt. Go north and use the north door. In the next room, take the stairs up. Go east two rooms. In this room there a window and an apparently weak floor. To break the floor, place a bomb at your feet, pick it up, and throw it at the weak floor. The light will now shine through the hole. Go back to the room that has a skull on it on the map (the boss's room). Expose the captive to the light and she will be forced to reveal her true self, Blind the Thief. Fight him The Boss: Blind the Thief The Prize: Piece of Heart, the 4th Maiden, the 4th Crystal f) Ice Lake Area Artifact Found in the Ice Lake Area: Blue Mail Blue Mail - Big treasure in the Ice Palace Item Shop: Sheesh, can there be more of these? You won't find anything new here. Storyteller: Located where the Ice Cave is in the Light World, the storyteller will tell the story of another thief. Ice Palace: To get in, you must come from the Light World. The warp tile on the large island in Lake Hylia will take you here. Also note that the Ice Palace is huge! Bring some potions because you're gonna be here a while. The Compass: Surprisingly easy to find. But then again, the compass isn't that much of a help. In the first basement, it's in the southernmost room. To get to it, simply push the ice stone in the center room to the right and go down a room. It's in a Treasure Chest in plain sight. The Map: And you thought this was going to be easy. NOT!! Here goes. In the first basement, go north from the center room. Use the switch in the room covertly so that you can be on the top half of the room yet still have the orange tiles down. A bomb works well in doing this, even though it's possible to use the boomerang. Blow a hole in the floor where it's weak. In the next room there is a skeleton guy. Whack him with your sword, then place a bomb to rattle his bones. Then the door will open to the south. Go through, and in the next room work your way west so you can go through the exit on the south wall. Go through the next room and east in to the next room to find a staircase. Go down the stairs. In this room are some Pengators, use the Hookshot to make short work of them. Go north. Now, avoid the big spiked eye and go to the right. In the next room, use your hookshot to get past the spikes unharmed. Go through the up stairs which are on the right side of the screen. Finally, you're in the room with the map. But to get to it, you must use the hammer to pound down the moles and the Titan's Mitt to pull up the block. Pull on the tongue of the statue to make the Treasure Chest containing the map appear. Wheh! The Big Key: Once you get to the room with the map it's not to difficult to get the Big Key. Move to the right one screen and go up the stairs. You're there! It's right in that Treasure Chest in plain sight. The Big Treasure: The Blue Mail. Remember on the way to the map the room with the spikey eye in it? Get back there. This time go to the door on the left into a real icy room. Go down the stairs. Now your in a room with a real weak floor. Place a bomb and fall down the pit. Ta da! Now you've got the Blue Mail. Trouble Spots: To defeat the ice creatures who melt off the wall, you need to use the Fire Rod. Conventional weapons just won't cut it. Now this is a big trouble spot and it's called getting to the boss's room. Immediately after obtaining the blue mail, go to the room to the east. We'll call this room the "pit" room for convenience's sake. Go north from this room. In the next room go up the stairs which are at the north wall. In the next room go south. You'll see a skull pot. You'll probably pick it up. You'll find a trigger. Unfortunately, there's nothing to trigger it with. You guessed it - that's the mystery to this place. Now go to the east one room and hit the switch. Go back up the stairs to the "pit" room again. Notice that you can't get to the blocks on the left side now because of the orange switch. You have to find an alternate way. Go east one screen, then south , then west. Now go up the stairs in this room. From this room, go around the "fence" to the door on your right. Enter into the icy room. You must pick up a skull pot and hit the trigger to go on to the room to your left. Go through that door, and fall in the pit. Go east one room and you're back in the "pit" room. Push one of the blocks down the pit. Now fall in the pit yourself. Remove the skull pot, and push the block on the trigger. Go south one room. Pull the statues out of your way and lift up the big stone on your left. Fall in the pit, and you've made it to the boss. After this ordeal, you're probably ecstatic that you're facing a boss and about to leave! The Boss: Kholdstare The Prize: Heart Container, 5th Maiden, and the 5th Crystal (and the ability to leave!) g) Misery Mire Artifacts found in the Mire: The Cane of Somaria, One (1) Piece of Heart Cane of Somaria - Big treasure of Misery Mire Maze Treasure Cave: Found in the leftmost of three heads in the mire. Rupees and a Piece of Heart can be found. Faerie Fountain: Found in the rightmost of three heads in the mire. Storyteller: Found near the east side of the mire. He gives a clue about how to enter the Misery Maze. Misery Maze: To enter Misery Mire isn't exactly straightforward, but it doesn't take a rocket scientist to figure it out. Stand on the space that looks like the Ether medallion and cast the spell of Ether. The Compass: The compass is pretty far away. It's in the first basement, on the very west side, near the middle. Make sure that the blue pegs are down. In a Treasure Chest in plain sight. The Map: The map is also on the first basement. There's more than one way to get at it, too! (That's an oddity in this game) The easiest way is to get into the large room with the metal grating. Make sure the blue pegs are down. Then, when you're on the lower level of this room, you need to go down the path that is blocked off by a blue peg. Follow the path, climb up the ladder and go through the door. You'll get the map, in the next room over in a Treasure Chest in plain sight. The Big Key: To get to the Big Key, start at the room just east of the compass. Go north one room from here. Immediately take a left. In that room, you'll find a warp tile. Step on it. This will take you to a room in the very SW corner of the first basement. Go one room east and you've got Le Grand Clef (the big key, for those who don't speak French). The Big Treasure: Cane of Somaria. Make sure the blue pegs are down. Get in the room with the metal grating. Get on the metal grating. Go to the door at the north wall. Enter through to the next room. From there, go east two rooms. Go south one room. Then go through the door directly to your right. The Cane of Somaria is in the large Treasure Chest. Trouble Spots: This dungeon is too bad except for the fact that it's so maze-like. There are so many walls blocking your way that you often have to go halfway around the place just to get to the other side of the room. Anyway, after you get the Cane of Somaria, go back west one room, and then north two rooms. In the room with the ledge, jump off and exit via the door on the left. In the middle of the next room is a locked door. Unlock it. In the room to the north, cross the bridge until you reach the stairs. Go down them. In the following room, which is dark, you must use your recently-acquired cane. First, pick up the skull pot to reveal yet another trigger. Make a block with your cane that will cover the trigger. Exit the door at the SW. From there, go west one room. If the orange pegs are up, you must go up and change the switch with a boomerang. If not, keep on going west. In this room, bomb the north wall so that you can gain access to a switch. After hitting the switch go back to the room and keep going west. In the next room, be sure to hit the switch which is at the very north wall. Hit that switch before you go down the stairs. Then, go down the stairs. Go west one room and then north to face Vitreous. The Boss: Vitreous The Prize: Piece of Heart, 6th Maiden, 6th Crystal. h) Death Mountain Artifacts found on Death Mountain: Cane of Byrna, Mirror Shield, Red Mail Cane of Byrna - Treasure Cave Mirror Shield - Big treasure in Turtle Rock Dungeon Red Mail - Big treasure in Ganon's Tower Faerie Fountain: This is in the very SW corner of Death Mountain. Treasure Cave: Once you enter the Dark World from the Warp Tile near Spectacle Rock, Go straight south and there is a ledge you can jump off of. Inside the cave you will find the Cane of Byrna Item Shop: Again, same items. It's located in the Eastern series of Death Mountain caves, near the bottom, the one farthest east. Turtle Rock Dungeon: To enter Turtle Rock, first use the Warp Tile in the Light World in the north eastern most part of Death Mountain, on top of a plateau. To get this tile to appear, pound all three stakes in a counter-clockwise pattern. You materialize on top of Turtle Rock. To open up the entrance, use the Quake magic when standing on the symbol that looks like the Quake Medallion. The Compass: When you enter, use the Cane of Somaria on the question marks. This will create a moving platform which you can control at certain points. Cross over the first gap using this method. In the next room, create one and move left. Stop it at the next ledge. Go through the door near this ledge, and go south to find the compass in a Treasure Chest in plain sight. The Map: To get the map, go back to the room where you can move the platform in a pattern of a large square (second room you enter). Using the platform, go up to the NE corner and get off on the ledge in that corner but on the east wall. Go through to the next room. Create a platform and go down. Let it take you around. When you are starting to head up for the last time, quickly use the fire rod to light all four torches. Then quickly run through the door on the north wall before it closes. Avoiding the rolling pin, get the map which is in a Treasure Chest in plain sight at the north end of the room. The Big Key: First of all, get down to the first basement. In this room with a bunch of pipes, enter the pipe at the bottom of the screen. When you get to the end of the pipe, go through the nearby door. Go into the pipe that is further SE than the other. Again, go through the nearby door. Head south in the room you enter, and go out the door at the SE end of the room. Go through the pipe in front of you and you'll get the key. The Big Treasure: The Mirror Shield. This is tricky to get. Go back in the room with the pipes and lava. Remember when getting the key how you went in the SE of two pipes? Well this time go in the other one. Exit through the nearby door. Go south two rooms. Then head for the door on the west side of the room. Go through it and then leave the cave through the south exit. You will now be outside on a narrow ledge. You're at the left cave, so now go to the right cave. Stop!!! Before entering the right cave, use the mirror to transport to the Light World. In the cave before you will find a Piece of Heart. You'll find it a lot more convenient if you get it now than later. Anyway, when you get back to the Dark World, enter the cave. A simple tap on the Cane of Somaria and you've got the Mirror Shield. Trouble Spots: Immediately after getting the Shield go north two rooms. Enter the pipe and at the other end, go through the nearby door. From here go up two rooms until you reach a staircase. Go down those stairs. Warning! The room you have just entered is a PAIN!!!! Follow instructions explicitly unless you want to get lost. You'll have to step on a trigger that is on the platform in the center of the room. Follow the instructions I give after creating a platform. I will give the instruction of what to do at EACH dot you encounter: down, right, down, nothing, down, stop. Get the key. to reach the exit, follow these instructions from the platform with the key: left, right, nothing, right, nothing, up, up, left, nothing, nothing, nothing, right, up, left, nothing, stop. It's about time! Next room you're in you must dash across to avoid getting hit by the eyes' light beams. Don't dash too far though or you'll fall off. Go through the door on the left. Work your way to the north wall of the large room you're in. flipping the appropriate switches as you go. Once you enter the stairway, it's a hop, skip, and a jump away from Trinexx. The Boss: Trinexx The Prize: Heart Container, Princess Zelda, 7th Crystal Mountain Caves: Just west of Turtle Rock you'll find some interesting caves. When it looks like you're at a dead-end, use the Ether magic to light up your way. You will find an invisible bridge that you must cross to get a Heart Container. Ganon's Tower: This is one huge tower. There are tons of tricky spots. If you're having trouble with a spot I haven't listed, I wouldn't doubt it. The Compass: Geez! Even the compass is tricky to get to! When you first enter take the downstair case on the right. Go to the right two rooms. To take the south exit in this room is going to take some fast feet. Spread out through the whole room are four torches. You must light them all, starting with the one at the top and run for the door before the light burns out. This may take some practice. If that weren't enough, you've got an even trickier job in the next room. You must place a bomb and throw it over the fence and onto the conveyor belt so that it will hit the switch. That brings to the blue pegs down. Now you must repeat the same process, and run across the blue pegs before they go up again. Now you can cross the orange pegs and go through the door to the next room which is where the compass is. It is in a Treasure Chest in plain sight. Now, to get back, you must touch the tile in the same room because the blue pegs prevent you from leaving the way you came. The Map: To get the map, get to a room where there are a bunch of pits and lots of blocks sitting on the dispersed platforms. It is on the middle of the west side of the first floor. Once in this room, head for the southern exit on the eastern wall. In the next room is the map. The Big Key: After getting the map, go back to the room with all the pits. Take the southern exit on the southern wall. Once in the next room, move east one room. Step on the warp tile. You will now be caught up in a maze of warp tiles. Attempt to get on the one that will take you near the entrance to the large room in the southern center of the first floor. Enter the large room. Take the exit that is near the NE corner. How do I do that, you say? There is an invisible bridge in that room. Either light the torch or use Ether magic to see the bridge. In the next room, you will see some weak floors. One will break away. Fall down the pit. Once downstairs, it's the Armos Knights again! Make short work of them the same way as the first time. After defeating the Knights, go north a screen to get the Big Key. The Big Treasure: The Red Mail. Not to hard to get to, once you have the key. From the Armos' room, move left a screen. Go up the stairs. Push the blocks out of the way, and the mail is yours. Trouble Spots: Now that you've got all the good stuff, the real fun begins! Head back for the main entryway. This time, take the up stairs. None of the rooms on the third floor are too difficult to figure out. However, there's a neat trick in the easternmost room in the third floor. There is a platform, but it seems impossible to get to. What you do is dash into the blocks on the right. The rebound will knock you onto the platform. Bomb the wall and you'll find some minor treasure inside. Go up to the fourth floor now. There are lots of moving lasers in this floor. Watch out! In the room in the SW corner of this floor is a rematch with the Lanmolas. Watch out! They're meaner now. They move faster and spit out more debris when they emerge from the sand. After disposing of that threesome, go up to the fifth floor. After making it to a room where there are four grey torches you have to (you guessed it!) light all four and make a run for your money, to the door. In the next room over is a staircase. On the sixth floor, take the logical route (there's only one new way to go in each room. In the large room, hop down the stairs for a rematch with the Moldorm. He's a bit easier now, and there's more room to work with, so you can dust him off pretty easily. After defeating him, Hookshot over to the south side of the room so you can leave. In the room to the west you will find a staircase leading to the seventh (and final) floor. On this floor, you'll face off with Agahnim again. The Boss: Agahnim The Prize: Agahnim is revealed to be Ganon's alter ego. What do you get? Nuttin. D. The Waterways This section will tell you which water funnel leads where. From To Near Lost Woods East of Lake Hylia East of Lake Hylia West of the Magic Shop West of the Magic Shop North of the Swamp North of the Swamp West of the Magic Shop South of Lake Hylia South of the Waterfall South of the Waterfall South of Lake Hylia E. Tricks of the Trade This section contains interesting perks about Link's Journey Mushroom Power: Sprinkling magic powder on some enemies does strange things. The Buzzblob (guy who shocks you when you hit him) can be turned into a potatohead with powder. Also the Anti-Faeries (small skulls with rotating red blobs) can be turned into real faeries. Opening Doors: Sometimes it is hard to figure out hoe to open a closed door. Sometimes it helps to defeat all the enemies in a room. You may have to search for a switch or a trigger. Link the Bee-Keeper: If you keep a bee in a bottle, and then release it, it will attack foes on the screen. If you get the Good Bee from the Ice Cave, he will wait to be caught again. The Walls Tell Tales: If a wall has weak marks (or a floor for that matter) you may be able to bomb it open. If it looks like a wall is really weak, you may just be able to dash into it. Link the Invisible: Before you get the flippers, if Link falls into deep water, he will automatically be placed back in the shallow water. If enemies are attacking, keep jumping in the deep water. Link can't be hurt when he's doing this. The Fountain of Happiness: On the large island in Lake Hylia, there is a fountain that asks if you'd like to throw money in. If you throw in 100 Rupees, a faerie will give you more bombs or arrows. For each additional 50 Rupees thrown in, she will increase it even more. You can get a maximum of 50 Bombs and 70 Arrows. Free Fill Up: In the Faerie fountains where the faerie will make your items better, throw in an empty bottle. The faerie will fill it up with green potion. Fast Money: If you find a cave with lots of Rupees in it, just pick them up and the leave. Come back in, and they'll be back. This does not apply to Rupees in treasure chests though, just ones that are under pots. The Running Man: Link can catch up with the running man in Kakariko once he has the Pegasus Shoes. This man thinks Link is a crook. He thinks Link is so fast that he could have easily kidnapped Princess Zelda. How rude! Faeries in the Depths: If you see a large pot-shaped item in a dungeon, there's a good chance that if you fall in it, there will be faeries down in it. Try several things including falling from the floor above in to the pot. Treasure from the Enemy: In the Great Swamp region of the Light World, Link would sometimes cut the grass, and a rabbit would appear. Since the rabbit no longer had a place to hide, if Link caught it, he would be able to take some Rupees from it. Shortcut: To conserve time in your quest, if you need to be on the other side of the world, just save and quit your game. Since you can start in one of three locations, you can take a shortcut there! Reflections on a Bug-Catching Net: This may belong in the Defeating Bosses section, but this is more of an oddity than a strategy. You are supposed to use the Master Sword to bat back Agahnim's spells. How ever the net seems to work just as well. How strange! Picture This: In Kakariko Village, there is a house with a portrait on the wall. Pull on it for some major dough! Prize Beneath the Bridge: By swimming beneath the Hyrule Castle Bridge in the Light World, Link found a camper. The generous camper gives him a bottle! Animals for Sale: The bottle-seller in Kakariko also has a keen interest in animals. If you lug the fish all the way back from the great swamp, you'll get 100 Rupees. If you release the Good Bee near him, he'll buy it off of you for 100 Rupees as well! Revolt of the Chickens: Chickens are everywhere, especially in the village. If you start to mow down a chicken, he'll squawk at you. Hit him enough times, and he'll call his buddies. They won't be too happy that you're hitting his friend. You'd best be advised to get off the screen before they peck you. The Flute and the Duck: Once you have the flute, if you play it in front of the weather vane in Kakariko, the duck will come and help you. He can transport you to many locations. Here they are: #1 Death Mountain #2 Witch's Hut #3 Kakariko Village #4 Link's Cottage #5 Warp Tile South of Eastern Palace #6 Warp Tile in Desert #7 Swamp Ruins #8 South of Lake Hylia The Well by the Smithy: If you have the hammer, go to Smithy's. Pound down the stake east of his house, then fall down in to the well. You'll find a strange statue that is holding a cauldron. Pour some powder into the cauldron, and the Mad Batter will appear. He, in trying to harm you, actually makes your magic spells take only half as much magic power. Of Foes and Frost: If you freeze a foe with the Ice Rod and then break him up with the hammer, he will almost always leave a magic vial for you to pick up. The Gratitude of a Fish: Once you pull the switch in the Swamp Ruins, there is a fish floundering about. Take him north one screen and throw him in the water. In gratitude, he'll give you 20 Rupees! The Prince of Thieves: A strange creature called a Pikit lives in the Skull Woods. He has a long tongue and if he gets hold of you he'll eat your shield. Oh no! Not to worry; just defeat him and you'll get it back. The Fire and the Hook: The Gibdos can be defeated easily using the Fire Rod, and the Onoffs (Red and blue blobs that become electric) can be defeated using the Hookshot. Link the Invincible, Part II: Not only is the Hook Shot an important weapon and tool, when Link uses it, he becomes invincible. An enemy that touches Link while he is using the Hookshot will not damage Link. Reunion of the Blacksmiths: You can find the Blacksmith's helper in the Dark World near the Village of Outcasts, if you have the Titan's Mitt. The blacksmith at first appears to be a frog, but if you take him to Smithy, he'll help you by tempering your sword. The Rupee Throwers: Sometimes Link comes upon an enemy called a Hoarder they live under bushes and rocks. If you take the bush or rock off, he'll start throwing out Rupees. link can make a lot of money by letting him roam around. Just collect the stuff he throws out. An Impassable Situation: Near Death Mountain in the Dark World, there is a cave. In it, there is a bumper that blocks a narrow passageway. The only way to clear this obstacle is to use the Cape to become invisible. You can then pass right through it. The Faerie in Disguise: The woman sweeping her broom in Kakariko isn't all she's cracked up to be. Sprinkle powder on her and she'll turn into a faerie. The Defeat of the Pengators: In the Ice Palace you'll find a strange enemy called pengators because they look like cross between an alligator and a penguin. These green fiends attack by trying to slide into you. They can be easily defeated by one swift blow of the Hookshot. The Staff of Byrna: The Staff is found in a cave in Death Mountain in the Dark World. Its location is described above.
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det fick ej plats.. you should see an alcove to the right. Go there and you will see a ladder. Climb it and defeat the Bokoblin to take the searchlight off. Before you climb back down, look to the right of the ladder and you should see another path that takes you to another searchlight. Jump out and climb the ladder at the end of the little path, then turn off the searchlight. Climb back down, then go down the ramp here. Once you’re in the hallway, take the door on the left. Defeat the Bokoblin here. Use the Deku Leaf to glide over the other side of them room, smash down the spiky “switches” with the hammer, and then go inside that door. Go to the alcove to the left and go up the little ramp here. Climb the ladder and defeat the Bokoblin to take another searchlight off. Head down the ramp and take the door on the left. Again, use the leaf to glide to the other door, then enter it. Keep walking and get to the door straight ahead of you. Defeat the Moblins if you want to, then go inside the room by using the door near the stairs. Go up the stairs and watch out with the Miniblins. They will keep appearing repeatedly, so just defeat the ones that are on your way. Continue running and smash the spiky switches when you see them. Sidle across the two ledges and then go up the stairs. Smash yet another spiky switch with the Skull Hammer to open the door. Then go inside. Aryll, Mila and Maggie will be inside the cell. Tetra will come and tell you that the bird is coming. Her pirates will then come and take the three girls away, then take them to their parents/grandma. A little later, Tetra will leave and the bird will appear. The room will start to get fill with water. Run to the “ramp” and keep running. The Helmaroc King will hit the ramps and try to hit you repeatedly. You might want to keep rolling until you get to the top because, of course, it’s faster. Bokoblins will come down and try to attack you. Ignore them. Just keep rolling up the path. If you try to attack the Bokoblins, the bird will have just enough time to break some of the path. If this happens, wait until the water raises enough for you to swim back to the ramp. Once you get to the top, the bird will land in front of you and will not let you pass. Use the Skull Hammer on its head to get him out of the way. Climb the ledge and onto the roof. Finally, it’s time to defeat the Helmaroc King. Helmaroc King What you first need to notice is the spike walls in this area. At some point, the Helmaroc King will fly and create gusts of wind to push you into them. When this happens, look for a wall that doesn’t have spikes, or just try to keep running towards and roll. He’ll start to fly around and then land in front of you. When this happens, he’ll try to peck at you. Avoid it and he’ll get stuck on the ground, then hit him with the Skull Hammer. Repeat this until you remove its helmet. The bird will then fly again and do some attacks. They aren’t hard to avoid, so I’ll leave that up to you. Again, the bird will try to peck you and his head will get stuck on the ground. This time hit him as much as you can with the sword. After two or three more of these kinds of attacks, he’ll be dead. Get the Piece of Heart in the middle of the area and then run up to the ramp. At the end, there should be a door there. Enter it. No spoilers will be given, so after entering a door, a cut-scene will play. After it is over, you’ll appear at Hyrule Castle. Tetra will also be with you. Someone will talk to you over the Pirate’s Charm. Take Tetra to the place where you got the Master Sword and you’ll find someone in there. There will also be a long cut-scene explaining what has happened to Hyrule and much more. Once it’s over, you can head back to your adventure. We need to sail around the Great Sea and collect some upgrades, bottles and new items. First, if you haven’t learned the Ballad of Gales, do so. You can see the explanation on how to get it just right after you pull out the Master Sword. When you learn it, use the Wind Waker to play it and then warp to (2,6), which is Mother & Child Isles. The Fairy Queen will give you the Fire Arrows and Ice Arrows. Both of these will be very helpful when we go to certain islands. You can now either sail (or warp) to (5,5), Eastern Fairy Island, or (4,2), Southern Fairy Island. Both of these islands contain entrances that are being blocked by either a big rock or a “wooden wall.” Use bombs to bomb them, then go inside. The Great Fairy inside will give you the ability to carry 60 and then 99 bombs. That’s a lot. Now that you have the Skull Hammer, you can also upgrade your quiver. Sail to (1,5), Western Fairy Island and then to (7,4), which is Thorned Fairy Island. Smash the switches with the hammer to gain entrance to the Fairy Fountain. The Great Fairy in there will give you the capability to carry 60 and then 99 arrows to anywhere you go. To double your magic meter, sail to Two-Eye Reef at (4,1). Use your telescope and look around until you find a flock of seagulls. Sail to where they are and a squid, known as Big Octo, will appear. Use your Boomerang to target its eyes then hit them with it. You have to hit its eyes more than once, so be quick before the whirlpool drags you in. Once you defeat it, a Great Fairy will appear and will double your magic power. You have already gotten a wallet that lets you carry 1000 Rupees (or I’m guessing that you have). Now sail to Northern Fairy Island at (3,7) to get a wallet that lets you carry up to 5000 Rupees. Sail to (6,3), which is Bomb Island. Look around and you’ll find a submarine. Go inside and defeat all of the enemies in there. You’ll get a new bottle as a reward. Now go to (2,5) and look for a Beedle shop sailing around the island. Once you find it, go inside and purchase the bottle for the low price of 500 Rupees. You might want to buy the Piece of Heart and the Treasure Chart, too, but don’t worry if you don’t have enough Rupees. Although Beedle claims to close the shop after seven days, it will still be open. By now, you should at least have 10 Knight’s Crests, and they can be obtained by defeating Darknuts. Once you have them, warp to Outset Island and visit Orca. Show him the Knight Crests and he’ll teach you the Hurricane Spin. This is an useful attack for a boss (you don’t need it, but it defeats it faster). When he teaches this attack to you, talk to him and accept the challenge. Try to hit him 500 times before he hits you 3 times. If you do the Parry Attack, it will count for 2 hits. Be patient. If you just start hitting him without thinking, he might hit you and before you know it, you lose. When you reach 500, let him hit you until all three of your hearts are done. Orca will give you a Piece of Heart in reward. Nice. Warp to Windfall Island now. There are many things to do in this island, but we’ll only do two of them for now. First, go to where the gravestone is (to the left side of the island). There should be a dancing guy there, known as Tott. Talk to him and then take out the Wind Waker. Don’t play anything, then Tott will start dancing. He’s actually trying to teach you a song called Song of Passing: Right, Left, Down. Play it to make it night (if it already isn’t). Wander around Windfall Island until you find a blonde girl. Her name is Mila. She will be standing far from the right where Zunari, the “ice man”, usually is. Talk to her and she’ll tell you to back off. Continue your path and as soon as you do, she’ll walk away. Follow her, but it’s easier if you just wait hidden somewhere near Zunari’s store. If she spots you, just go inside a house and then come back. She’ll be standing in the same spot before you talked to her. Mila will go all around town, and she’ll end up on Zunari’s shop. She’s trying to steal some Rupees. Go talk to her and she’ll tell you what happened to her. Just pick the top answer on all of her questions to receive a new bottle. That’s all you need for now. Let’s go back to your adventure. Fire Mountain Teleport to Dragon Roost Island, set the wind to S to reach Fire Mountain, at (6,5). Look around for a volcano, then sail to it. Take out your bow and use the Ice Arrow to fire it at the top of the volcano. It should freeze, and a 5-minute timer will start. Get off the boat and start climbing all of the ledges. Watch out with the Kargoroks flying around the area. It is not too hard to figure out how to get to the top of the volcano. Once you do, drop inside the hole. The timer will still be going, so defeat the Fire Keeses in here. Jump across the platforms (don’t stay in them too long because they’ll sink) and at the end you’ll see two Magtails. Defeat them and a chest will appear, containing the Power Bracelets. The timer will stop. Lift up the stone and go through the little hall to get out of the volcano. Now, get back to King of Red Lions and warp to Southern Fairy Island at (4,2). Ice Ring Isle Set the wind to E and go to (5,2). Look for another island and sail close to it. You should see a dragonhead. Shoot a Fire Arrow at it and another 5-minute timer will start. Get off the boat and onto the shore. You should see a treasure chest covered by ice. Shoot another Fire Arrow at it to obtain the Treasure Chart #36. Run around the island until you find a ledge that you can climb. Slide down carefully then continue your way until you can jump on the platforms. You might want to crawl instead of walking/running. It’s easier. Jump across the platforms and get to the dragon’s head, then go inside. Defeat the Keese in here then keep going. Go down the slide and get open the chest to obtain the Iron Boots. The timer will stop now. Equip the boots to walk past the wind blowing from a hole. Go out by stepping on the glowing light. Now you’re ready for the next dungeon. But first, warp to Outset Island, set the wind to E (it already is, though) and sail to Headstone Island, at (3,1). Hop off the boat and get on the island. If you have a Hyoi Pear, use it to take control of a seagull. Fly to the top of this island to get a Piece of Heart. Return to Link and lift up the stone to reveal a little cave. Go inside and you’ll find a tablet containing a song. Take out the Wind Waker and play Earth God’s Lyric: Down, Down, Center, Right, Left, Center. Laruto, a Zora, will appear and explain some things to you. Also, she’ll tell you that you need to find someone who shares her bloodline and has the same instrument as she does, which is a harp. Medli is the one you need to find, so teleport to Dragon Roost Island. Go inside of the island and go to the second floor. To the left of Koboli (the person who used to sort mail letters) there should be a door. Go into it and look to the right. Grapple across and climb up the ladder. You’ll find Medli there playing the harp. Talk to her then play Earth God’s Lyric. After playing it, she’ll faint and Laruto will appear by Medli, and both will play the harp together. Now that Medli knows what she’s supposed to do, take her back to Headstone Island. Once you get to Headstone Island, King of Red Lions will explain some things to you. After that, go inside and play Earth God’s Lyric. Medli will join you and the tablet will break. Keep walking, then fall on the hole you see ahead. Earth Temple Key(s): Room 5 Room 9 Room 14 Map: Room 3 Compass: Room 7 Big Key: Room 19 Treasure Charts: T. Chart 12: Room 14 T. Chart 20: Room 18 Dungeon Item: Room 10, defeat the Stalfos Total Rooms in Dungeon: 21 (1) Pick up Medli by pressing A then run to the edge to fly across the gap. When you’re on the other side, pick up Medli and enter the door. Make sure you pick her up, or else she’ll stay behind and you’ll have to go back. (2) Defeat the three Moblins roaming around this room. Once you do, pick up your friend and run up the stairs. While still holding her, fly to the first pillar that you see. Set Medli down and step on the switch. Play the Command Melody to control Medli, then keep pressing A so she can fly to the other pillar and press the switch. The door will open. You can make Medli follow you by pressing the R Button. (3) The door will get locked when you enter this room. Defeat the Red and Green ChuChus, then play the Command Melody. Once you’re able to control Medli, stand in the light and the A Button will flash. Press it and Medli will use her harp as a mirror. Reflect the light on the Dark ChuChus to make them stones, then pick them up (or use the Skull Hammer to smash them) and throw them to take them out. When you’ve defeated all of the ChuChus, make Medli’s light shine on the transparent chest on the small ledge. Open it to obtain the map. Continue onto the next room. Note: Also, don’t forget to use a bomb on the Warp Pot to make it open. (4) On the right side of this room, there’s a hidden switch on the smoke. You can press it down on two ways: you can take control of Medli, stand on the light, and use her harp to clear the smoke. You should be able to see a switch that can be pressed down with the Skull Hammer. The other way is to use the gusts of wind that the Deku Leaf makes. This will remove the smoke for a little while, but you have to be quick about it. If Link gets surrounded by the smoke, he won’t be able to use items. When this happens, stand near a light to wash it away. Once you’ve pressed the switch, take the door of the right. (5) Use your Deku Leaf to defeat the Red Bubbles. Now, grab Medli and take her to the other side of the room, then set her down. Climb the ladder on the left side of the room, then pull the block until it reveals a ray of light. As Medli, reflect the light toward the transparent chest. Get the key inside of it, and as soon as you do, Floor Masters will appear. You can defeat them by stunning them and then slash them with your sword. If one of them grabs Medli, go back to Room 4 (the one that has smoke and a big statue), play the Command Melody, and tap A so she can fly away from the cell. Once you have the key, return to the previous room and unlock the door in front of you. (6) Defeat the Red and Green ChuChus in this area, then use the Fire Arrows to burn the red curtains on the left side of the room. You can use Medli’s mirror to turn the Dark ChuChus into stones, or just wait for them to get in the light. Pick two of them up and place them in the switches. This will cause some stairs to appear. Go upstairs while ignoring any ChuChus that appear, then push the big block over to the edge to make it fall. Play the Command Melody and make Medli fly over to the door. Pick her up and go through it. (7) Drop Medli and take out the Floor Masters using the boomerang and sword. Then, push the first block to the left until it ‘clicks’ into place. Light will shine in the room. As Medli, stand on the light and reflect it on the elephant statue standing on top of a block. Don’t switch back yet. Instead, look for four sun switches on the wall (there are two on each side). Light them up to reveal a Warp Pot on the right side and another block on the left side. Switch back to Link and push the block that had a statue on top of it until it gets to the wall. Finally, pull the block that hasn’t been touched until it can’t move anymore, then push it all the way to the wall. Make Medli fly to the treasure chest that appeared, then as Link, climb the block and open the chest to get the compass. Pick up Medli and take the door. (8) Set your Rito friend down and go up the stairs. Defeat the two Moblins in there and get their spoils. There will also be two Poes, and they will try to take over you. When this happens, you can drink Elixir Soup (though I don’t recommend it) or run around the room until it wears off. Once all of the enemies are gone, call Medli using the R button and play the Command Melody. Have her fly to the right side of the room where there is light, and using her harp, reflect it on the stones across the room. Switch back to Link and open the treasure chest to obtain a Joy Pendant. Carry Medli and go upstairs, then take the door of the left. (9) In this room, there are five coffins. Three of them contain ReDeads, and one of them a key. Drop Medli and stand near a coffin. They will drop (and will cause damage if you stand near them) and a ReDead will appear. Once all of the coffins have been open, grab the key and take Medli with you. (8) Use your newfound key to open the door on the left. Medli will stay behind, so don’t worry about her. (10) Prepare for a mini-boss fight with a Stalfos. Two ways to attack it are these: you can throw a bomb at it to blow him apart, or use the boomerang to stun him, then attack him with your sword until it blows. Either way, when the skull flies off, keep hitting it with your sword. If you do it fast enough, you’ll defeat it. If not, the Stalfos’s parts will come together again. When you kill the first one, two more will appear. Take them out one at a time to obtain the Mirror Shield. Once you have it, reflect some of the light into the switch above the door to escape. (8) Medli will be on your right. Leave her right there for now, and defeat the Poes and Moblins again (just let the Poes control you; it’s easier). Now, take control of Medli and fly to the ledge of the right; where she reflected light to make a Joy Pendant appear. Instead of doing that, use her harp to direct a beam of light at the ground, then switch back to Link. Use the Mirror Shield to bounce the light at the sun switch, which is below where Medli is standing. Once the light hits the switch, a little passage will appear. Switch back to Medli and go into the new corridor Link opened, then use the light to break the ‘elephant statue’. While still reflecting the Light as Medli, switch back to Link and use the beam of light to break the sun switch and get 80 Rupees. Finally, grab Medli and go through the door. (4) We’re back at Room 4, where there is smoke and a big statue in the middle. As Medli, stand on one of the rays of light and reflect it on one of the statue’s eyes. While still doing that, switch back to Link and make him do the same thing. Once both of the eyes have been lighten up, stairs will appear and the smoke will be gone. Grab Medli and go down the stairs, then enter the door. (11) There will be two Blue Bubbles down the staircase. Use your Ice Arrows to take them out or blow a gust of wind with the Deku Leaf and then take them out with your sword. When they’ve been defeated, go across the bridge and play Earth God’s Lyric to reveal a door. (12) Defeat the two ReDeads by stunning them using your Mirror Shield and the beam of light, then hitting them with your sword. When they’re gone, bounce the light onto the mirror, reflecting it on the statue. Do this with the remaining mirror, then break the little statue on top of the block. Pick up Medli and take the left door. (13) Approach the fog and a Floor Master will rise. Shoot it with arrows three times to defeat it, but there’s another one at the end of the fog. You might want to pick up Medli and jump off the ledge so that her wings can carry you over the smoke. Still, be careful with the Floor Master. Once you’re on the other side of the room, hit the switch with the Skull Hammer, then pull the statue as far as it can go. Get close to the fog and defeat this Floor Master as you did with the other one. Grab your friend and leave this room. (12) Go to the door in front of you (not the one on the left) and enter it. (14) This part is a little difficult. What you have to do is go through this little “fog maze” and get to the other end of the room. However, be careful, since there are many Floor Masters in this room. Just walk slowly and you’ll make it over to the treasure chest. When you cross the room, open it to get a Small Key. The blue fog will disappear. If you defeat all of the Floor Masters in this room, you’ll get Treasure Chart #12 as a reward. Leave this room and go back to the twelfth room. Push the block to the wall, make Medli fly over to the door, pick her up, and then enter the next room by unlocking the door. (15) Defeat the Red Bubbles and Poes in this room. You can defeat the Poes by reflecting light into them. This will make them solid and will start to run around. When this happens, hit them with your sword to defeat them. Use your mirror or Medli’s harp to destroy the two statues across the room. The third one is a bit trickier. Use Medli’s harp to and bounce the light where the left statue used to be. While still doing that, switch back to Link and reflect her light on the third statue. Grab Medli and go to the next room. (16) Use your boomerang to defeat the Keese in here. If you run straight ahead then to the right, you’ll find a treasure chest with 20 Rupees. You may or may not stop in every coffin and get what’s inside. It’s up to you. Either way, go to the right and on a coffin there, a Stalfos will appear. Kill it and continue your way until you find a tablet with the Earth God’s Lyric song in it. Play it, pick up your friend and go through the door. (17) Use a bomb to open the Warp Pot on your right, then go down the stairs. Set Medli down on the floor and go down the vines. Climb down to where another staircase is. Switch to Medli and make her fly to where Link is, pick her up and carry her to the next door. (18) This room is not as hard as it looks. It’s actually fun to solve this ‘puzzle’. It might be easier if you do this without reading the next part, but is up to you. Drop Medli and play the Command Melody. Fly to the platform across from you where there’s a switch in it, then press it. Switch back to Link, then go down the ladder on the right or just jump down. Pull the first mirror you see until it clicks into place. This will make light shine over a platform. As Medli, go to that platform and, if you’re facing the entrance of this room, bounce the light on the big statue that’s on your right. As Link, pull the mirror that you just revealed until it clicks on place. Back as Medli, reflect light in the treasure chest (if facing the front) and open it as Link to get 50 Rupees. Switch back to Medli again and, while still being in the same platform, face the entrance of this room and look to the left. Reflect some light on the upper-left side of the room (northeast, if you prefer) and switch back to Link. As Link, reflect light on the sun switches in the wall. A mirror will appear. Pull it and then push it until it clicks into place. Now, cross over to the left side of the room and you’ll see another mirror. Push it as far as it will go. Switch to Medli and look for another platform like the one on the right side of the room. Once you find it, stand on top of it and bounce some of the light on the big statue to make a mirror appear. Still as Medli, reflect the light on the transparent treasure chest on the ledge to make a Joy Pendant appear. Grab it as Link, then pull the mirror you just revealed as far as it can go. Switch to Medli and face the entrance. Reflect some light on the floor of the left side, then as Link, use that light to hit the sun switches and make another mirror appear. Pull it as far as it can go. Don’t switch back yet, but instead, look for a sun switch. Once you find it, use the light Medli is giving you to bounce it on the switch. This will reveal a door, but don’t go in it yet. Now, make Medli follow you to the end of this room. As Medli, stand on one platform and use her harp to lighten up a part of the statue. Do the same thing with Link. Stairs will appear below the statue. Grab Medli and go inside the door. (19) You’ll have a mini-boss fight when you enter this room. Drop Medli and get close to the Darknut. Two Blue Bubbles will also be here. Remember that if one of the bubbles touches you, you won’t be able to use an item. Defeat both of the Blue Bubbles with the Ice Arrows or the Deku Leaf, then the sword. Once those two are gone, continue with the Darknut. Just use the Parry Attack, then the boomerang. When the room is clear, open the treasure chest to get the Big Key. Go back to the previous room. (18) Once you get out of room 19, go to the right side of the room and you should see a door. Go through it. (20) You’ll see three coffins. Set your Rito friend on the floor and open one of the coffins at a time. A Stalfos will appear. Defeat it and do the same thing with the remaining two. When they’re dead, a Treasure Chart will appear. Grab it and go back to Room 17. You might want to skip this next part, because you only get a Joy Pendant. Plus, you have to go back all the way to Room 4 with Medli. Anyways, once you’re on Room 4 (where the giant statue is), go through the door on the right. The two Floor Masters and Red Bubbles will be there. Ignore them and go to the right side of the room. Drop Medli on the switch and go to the door you just opened. (21) Use your Mirror Shield to illuminate the sun switches. Open the chest and get a Joy Pendant. (17) Assuming that you skipped Room 21, use your Deku Leaf or fly with the help of Medli to get to the room where the boss awaits. Refill your bottles with fairies and anything else you need, then use the Big Key to enter the door. Jalhalla Jalhalla is composed of tiny Poes. Get to where the light is and reflect it on Jalhalla until it turns solid. Pick it up and throw it at one of the spiked walls along the room. When you do this, he’ll break into Poes and will start to run around. If you have the Hurricane Spin that Orca taught you, use it to defeat all of the Poes. Repeat this and once all of them have been defeated, Jalhalla will be no more. Grab the Piece of Heart, then Medli, Laruto and Link will play Earth God’s Lyrics. This will give more power to the Master Sword, but it’s not done yet. Link will be taken back where King of Red Lions is. Play the Ballad of Gales and transport to Windfall Island at (4,6), set the wind to N, then go to Gale Isle at (4,7). Land on the island and use your Iron Boots. Walk up to where the statue is and hit it with the Skull Hammer. Go inside and use the Wind Waker to play the Wind God’s Aria: Up, Up, Down, Left, Right, Left. Fado, a Kokiri, will appear and will have a little chat with you. As you did with Laruto, you’ll have to find the same person who has the same instrument as he does. Go back to where King of Red Lions is and teleport to Forest Haven. Look for musical notes coming out of the waterfall on the right. Climb up the ledges and use your Grappling Hook on the grapple pole. Press R to make Link stop, then push the Control Stick down to lower down where the waterfall is. Swing to it, then go inside. You’ll find Makar in there. Talk to him then play the Wind God’s Aria. Fado will appear and Link will conduct him. Once that’s over, take Makar to Gale Isle. He works just as Medli: press R to make him follow you, and he has a special power when pressing the A button on the appropriate time. Makar is not strong enough to help you fly, though. Go inside and play the Wind God’s Aria with Makar to break the tablet. Drop down the hole to enter the Wind Temple. Wind Temple Key(s): Room 8 Room 12 Map: Room 7 Compass: Room 5 (B1) Big Key: Room 11 Treasure Charts: T. Chart 35: Room 8 T. Chart 5 : Room 13 Dungeon Item: Room 9, defeat the Red Wizzrobe Total Rooms in Dungeon: 15 (1) Nothing much to do here. Go to the next door. (2) Play the Command Melody. As Makar, go over the sandy patches below and press the A button to make trees grow. A treasure chest will appear containing 100 Rupees. Don’t grab it yet, instead, fly through the wind pressing the A button and get to the other side of the room. Press the switch there to stop the wind, then switch back to Link. Grab the 100 Rupees and go down a level. Watch out with the Blue Wizzrobe. Continue your way and you’ll see a Stalfos rising from the ground. Defeat it (or ignore it) and to the left you’ll see a Warp Pot. Open it up with bombs then go back. You’ll find a brown spring platform. Get on top of it, equip the Iron Boots, take them off and you’ll be able to bounce your way back up. Get on top of the second spring platform and do the same thing, and once you jump, use the Deku Leaf to glide to where Makar is. Grab him and go to the next room. (3) Drop Makar and defeat the two Armos statues here. Use the Deku Leaf to power the switch and open the gate. Pass the blade and as Makar, plant 2 seeds on the sandy patches, pick up your friend, then go to the next area. (4) Switch to Makar and fly to the right platform. Plant a tree there, then to the left platform, and continue planting seeds. Once you plant the third one, Floor Masters will appear and grab Makar. You can’t do anything about it, so take the door on your right. (5) You’ll see your Korok friend on the left part of this room, but you can’t get him out of the cell just yet. Go through the door where two Armos Knights are. Ignore or defeat them and take the door. (6) Defeat the Peahats on this room and pass the blade. Don’t drop off the edge, but look around the room until you find a weird floor tile (or just drop off out of the small hole). Stand on it, put on the Iron Boots to break the tile and fall down. Take out the Floor Master in here and use the Deku Leaf on the propeller. Use the spring platform to come up through the hole you dropped down (ignore the other Floor Master and the spring platform). Once you’re back up, keep walking until you find a tablet. You can’t break it since Makar is not with you, so take the door on the right. (7) Use the tornado and the leaf to reach the platform on the left. Press the switch there to lower a gate, then get to that gate with the Deku Leaf. Defeat the Blue Wizzrobe using the Fire Arrows. Again, use the tornado and go straight across until you find a treasure chest. Open it to get the map. Now, drop to the floor and go back to the beginning. Climb up using the vines there and get to the gate you opened earlier. Once you’re in the gate, jump to the platform on the left, then glide to the platform in front of you. Look on the right and use the tornado to boost you up and go through the open gate. Keep gliding and you’ll see yet another tornado. Use it to get to another gate. Defeat the two Peahats and shoot a Fire Arrow at another Blue Wizzrobe waiting for you at the far end of this room. When the room is clear, glide to the tornado and cross to the end of the room. Cut the grass to recover magic power, then go to the next area. (5) We’re back on Room 5, where Makar is. Use a Fire Arrow or a bomb to open the Warp Pot in this room. In front of you, there is a switch. Get on top of it then equip the Iron Boots to press it down. This will open a huge gate at the bottom of this room, which will shoot off some air. Drop down to the very bottom of the floor, using the Deku Leaf to smooth the fall. Once you’re at the bottom, enter the door that doesn’t have a lock on it. (8) Choose a tile and use the Iron Boots to drop down. Fight whatever enemies you encounter and defeat them. Look on the front of this room and you’ll see a brown tile with a weird sign on it. What you want to do is put the block with the spring platform on top of that tile. Then, push the other block beside it so you can climb the spring platform. Do so and get on top of it, then equip and take off the Iron Boots to go up a hole. Open the treasure chest to obtain a small key. To obtain Treasure Chart #5, you’ll have to break every tile left in the room. You’ll also have to fight Floor Masters, Green ChuChus, Red ChuChus or Armos statues. Once you’ve defeat them all, use the spring platform to go back where you got the small key. Another treasure chest will appear, containing the Treasure Chart. Now, leave this room. (5) Go straight ahead of you and unlock the door with your newfound key. Prepare for a tricky mini-boss fight. (9) A Red Wizzrobe will appear as soon as you enter this room. It will summon enemies to help it fight. What you want to do is run around the room, dodge the enemies and wait for the Red Wizzrobe to appear. Once it does, shoot it with Fire Arrows. If you don’t defeat the enemies the Wizzrobe sent, it will not summon more enemies. Try to hit it as much as possible, and once you defeat the Red Wizzrobe, open the treasure chest containing the Hookshot. Look around until you find a platform with a switch. Hit it with the hammer to go back to the previous room. (5) Look around on the edges of the room and you’ll find platforms that have Hookshot Points on them. Keep climbing them up using your new Hookshot. When you can’t go any further, use the Deku Leaf to glide across the room to a platform that has a chest on it. Open it to get the compass. Now, while facing the chest, climb the nearby spring platform. Use it and glide to a platform that’s on your left (if still facing the chest) Now it’s time to save our little friend Makar. Keep using the Hookshot to get all the way to the first floor. Once you do, go to the cell. Equip the Iron Boots and target the face stone until a yellow star appears. Use the Hookshot and the rock will fall (make sure you do this from the side!). Face away from Makar’s cell and below you, there should be a platform. Drop down to it and look to the right. Use the Hookshot on the two statues and reach the platform. Then, play the Command Melody and fly as Makar to where Link is. Carry him and go through the door. (4) You’re back at the room where Makar got kidnapped. A Blue Wizzrobe will appear (the kind that summons enemies). Defeat it quickly by shooting a Fire Arrow at it. As Makar, fly to the top of the room. Switch back to Link and use the trees that Makar planted to get where he is, then take the door. (10) Take out all of the Blue Bubbles with the Ice Arrow. Switch to Makar and plant trees on all of the platforms, then fly to the top of the room. Use the trees and Hookshot all the way to the top. Pick up your friend and go through the door. (5) Place Makar on one of the switches, then have Link step on the one’s that left. You’ll open a gate at the bottom of this room. Use your Deku Leaf to glide down to the first floor. Now, look around until you see a door guarded with two Armos Knights. Once you find it, go to it, but before that, defeat the Armos Knights, then bring Makar along. Enter the next area. (6) Walk to the end of this room and drop Makar. Play Wind God’s Aria to open a new room. (11) Defeat the Darknuts/Mighty Darknuts in this room. Use the boomerang and Parry Attack to do so. Once you defeat them, get the Big Key and return to Room 5, where Makar was imprisoned. (5) Fall all the way down until you get to B1. If you fall through the grate and pass the f*n blades, look around for a switch and get on top of the platform to go back to B1. Now, as Makar, plant two trees on the left side of the room to create an updraft. Now, use it and get to the second floor. Get on a platform that has 4 statues (this platform is right across from the two switches that you pressed earlier), then play the Command Melody to have Makar get to where Link is. Then, go into the next area. (12) In this room, defeat all of the six Armos statues by shooting them arrows. Once they’re gone, take the small key that appears. Now return to the previous room. (5) Yet again, drop all the way down to B1, then go down under the f*n (where the updraft is being created). As Makar, go to where Link is. Unlock the door and go through it. (13) You’ll have to defeat all of the enemies in this room. I would recommend eliminating the Wizzrobes first, but that’s up to you. Once they’re gone, use the Hookshot to move from platform to platform until you find a switch. Activate it with the Iron Boots to open the door. To get Treasure Chart #5, you’ll have to use the Iron Boots and Hookshot to pull the statues off the walls to find enemies hidden in them. The treasure chest will appear once the room is clear. Now, go to the next area while carrying your friend Makar. (14) Drop Makar and take out any enemies that you encounter. Keep walking and play the Command Melody. Pass the gusts of air and plant a tree on the sandy patch (watch out with the Floor Master). Switch back to Link and use your Hookshot on the tree. Take out (or dodge) the Peahats you see, pick up your Korok friend, then go through the door on the right side of the room. (15) When you enter this room, set Makar on the ground. First, push the right-hand block two spaces to the left, then keep pushing it forward until you approach the first blade trap (but don’t stop it). Equip the Iron Boots and wait until the first trap is on the right side of the room. When this happens, quickly push the block forward until it stops it. Now, wait again until the second trap is on the right side, then push it forward a little bit. This will stuck the first and second trap with one block. Get the middle block and push it forward so that it drops on the gap that’s at almost the end of the room (don’t forget to equip the boots). Go back for the last block and line it up with the block that you just dropped. Push it over the gap and block the last blade trap. Go back for Makar and go through the open door at the end of the third trap. Go down the stairs and play Wind God’s Aria to break the tablet. Open up the Warp Pot and get fairies in bottles if needed. Use the Big Key to open the door ahead of you. Molgera When the battle starts, Molgera will dig and open its mouth. Target it with the L button then use the Hookshot to pull it towards you. When the tongue is near you, start hitting it with your sword. Molgera will then send small worms. You can pull them out with your Hookshot then finish them off with your sword. Molgera will also fly around the room, then dig back down. If the ground turns black, roll away from it. The temple’s boss will appear when the sand turns black, so watch out. Keep targeting the tongue and use the Hookshot and sword. Repeat this process until Molgera is defeated. Grab the Heart Container, then Makar will restore full power to the Master Sword. Step into the Triforce to go back where the King of Red Lions is. Now you must start your quest to find the eight pieces of the Triforce of Courage. Triforce Shards Sometime after you beat the Tower of the Gods, you should have gotten the IN-credible Chart in the mail. It costs 201 Rupees, and it shows you every location of the Triforce Charts. You’ll need to pay in order to have the chart in your inventory. To get the first Triforce Chart, play the Ballad of Gales and transport to Greatfish Isle. Set the wind to SE and sail to (3,3). Climb Stone Watcher Island and use your Power Bracelets to lift then throw the rock to reveal a hole. Jump down and open the door in front of you. You’ll have to enter every door and defeat all of the enemies that are in there. Once you’ve eliminated all of the enemies in every room, the door with a Triforce on top of it will open. Go through it and play the Wind’s Requiem to get your first Triforce Chart. You can’t read it as it is, you’ll have to get it deciphered by someone. Go to (2,3), which is Islet of Steel. Use your cannon to destroy the little ship that is blocking the entrance. Once it goes down, go inside and stand on the blue circle. Play the Wind’s Requiem to make a treasure chest appear with a Triforce Chart inside of it. Now, set the wind to W and go to Needle Rock Isle at (1,3). Sail around and look for a golden ship (use the Telescope to find it). When you find it, destroy it with your cannon, then use the Grappling Hook where the ship sank to find another Triforce Chart. Now we need to get the Ghost Ship Chart, so set the wind to S and go to (1,2). Once you’re on Diamond Steppe Island, use your Hookshot to pull yourself to the trees. Keep doing that until you get to the top, then drop into the hole. This is a maze of warp jars. (You can open them by grabbing a Deku Stick, burn it with the torches and then burn the wood off the top of the jar. Or use a bomb) Right in front of you there's one. Jump into the first one and it will take you to another place. Go into the one that's in front of you (as soon as you land) and you'll appear in another room with two Floormasters with in there. Watch out. If they grab you, you'll have to start from the beginning. Pass the Floormasters and use a bomb on the jar of the right to destroy the wood of the top. This is another room with a Floormaster in it. Pass the Floormaster then go to your right. Put a bomb (or use the Deku Stick with fire) on the jar of the left to appear in yet another room with a Floormaster and with a treasure chest on it. As soon as you land, get away from that Floormaster, since you have chances of him grabbing you and taking you back to the beginning. Open the treasure chest and you'll get the Ghost Ship Chart. Look at the chart and look at the island that looks like a diamond (simple, eh?). To the left of it, there will be a moon phase. Basically, play the Song of Passing until the moon has that phase. Once that moon phase comes, look around the island with your telescope and look for a Ghost Ship. Sail to it and you’ll be inside it. Eliminate all of the enemies there to make a ladder drop. Climb it and get the Triforce Chart inside the chest. You’ll automatically go back to the boat and it will be day. Warp to Outset Island. Get off the boat and go to where the bridge used to be. To the left, there should be a man gazing at a telescope (known as Old Man Ho Ho). Look to where he’s pointing at and there should be a rock. Set the wind to W and glide to that spot. Pick up the stone to reveal a hole. Before you drop down to it, make sure you have one bottle of Elixir Soup, and at least two other bottles with fairies in them. Now, go down. What you have to do here is go down each level and fight whatever enemies you encounter. Be patient. To get the Triforce Chart, you have to fight your way down to 30 floors. Every 10th floor, there will be some jars that you can break to get a couple of hearts. Use fairies and/or Elixir Soup if you need to. Remember that the soup will double your power attack. When you get to the 30th floor, play the Wind’s Requiem on the blue circle to get another Triforce Chart. Now, if you reflect the light on the elephant statue, you’ll have to go down 20 more floors. You may or may not want to do this. If you pass all 50 floors, you’ll get a Piece of Heart. However, it’s easier to do this if you get *another item*. Leave by stepping on the light. Make sure you have at least 2 Hyoi Pears before you go to the next island. Get on the boat and transport to Forest Haven. Set the wind to NE to go to (7,3), at Bird’s Peak Rock. Stand on the small island where the mailbox is and try to shoot the Kargoroks with arrows. This might take a while, but be patient and aim carefully. You do not need to take all of them out, but it’s better and easier if you do. Once you take out all of the Kargoroks that you can, use a Hyoi Pear to take control of the seagull. You’ll have to fly to the five nests on top of the rocks and touch a crystal in each one. Try to avoid the Kargoroks, because if they touch you, you won’t have control over the seagull anymore, and you’ll have to use another Hyoi Pear. When you’ve activated all of the crystal switches, a gate will open on the small island. Switch back to Link and go inside. You know what to do here: play the Wind’s Requiem on the wind circle. Warp now to Dragon Roost Island. Make your way to (7,7), to an island called Overlook Island (the wind should already be on NE). Go to the island and use the Hookshot to pull yourself over to the trees, making your way to the top of this place. Fall down the hole, then go through the next door. Like before, you’ll have to go inside each room and defeat every enemy in there. Once all of the rooms are cleared, the door with the Triforce on top of it will open. Go through it and play the Wind’s Requiem to get a Triforce Chart. Go back to the boat and warp to Windfall Island. Speak to Mrs. Marie, the teacher, at her school. She’ll tell you something about some kids who refuse to go to class. Go of out this room and talk to the four boys (yes, all of them are boys, though one of them doesn’t look like one), known as the Killer Bees, then agree to play hide-and-seek with them. The first kid is on the big tree, which is beside Mila’s father (the person who became poor) and the mailbox. Roll to the tree and the kid should fall. Follow it until you catch him. Another kid is behind the graveyard, where Tott, the dancing guy, is. Once you catch him, go to the door that leads to Tingle’s cell. Don’t go in; instead, go up a little brown ramp, then to the right. Continue walking (you should find two blue vases) until you find a bush. Skip it and you should see another one. That’s where the third kid is hiding. Get him and go to the bomb shop. Go to the left side of it and sidle across the gap to find the last kid hiding there. When you find them all, talk to the Killer Bees to discover their teacher’s favorite jewelry. Roll into the tree that’s in front of the bomb shop to get a pendant, then return to their teacher and give her all of the Joy Pendants that you have (at least 20). If you give her 20, she’ll hand you the Cabana Deed. Go back to the King of Red Lions, and transport to the Tower of Gods. Set the wind to S and go to the Private Oasis at (5,3). Land on the island and show the Cabana Deed at the door. Go inside (from now on it’s going to be called Link’s Oasis) and look up. Use the Grappling Hook on the ceiling to open up a secret passage in the fireplace. Go down the hole that opens. This is a maze, so you’ll have to pay attention to the directions and you don’t get lost. From where you start, go forward then to the right. Keep walking, then go to the right again. Go down the ladder and crawl into the little hole that’s on the same wall as the ladder. Take the first right, then go straight, straight again, left, then right. You’ll be in a room with a couple of blue pots. Break them to get a few Rupees (you’ll need them for later), then go back to the hole. Go left, left, then right and you’ll find another ladder. Climb up and hit the two switches with the Skull Hammer, then take the left door to find yet another ladder. Go down and face the ladder. Take the hole that’s on your right and keep crawling (there are no forks here). Get to the end and open the chest to find 100 Rupees, then go back to the room with the ladder. Take the other hole now. Don’t worry about the choices because there aren’t any, so crawl all the way to the end to find a ladder. Climb up and look for a switch, then hit it with the hammer, but don’t go through the door. Instead, go down the hole that’s near the switch. Eliminate the two Re-Dead then break the two jars on the wall to discover a hole. Crawl in and follow the path to the end to find the last ladder. Go up and stand on the blue switch, then play the Wind’s Requiem to obtain your last Triforce Chart. Hit the switch and go through the door. Turn left then walk straight until you hit the wall, then left again. Take the door then turn right, right again then left. Step on the light to go back out. Leave the house and go back to the boat. Transport to Tingle Island. Before you go anywhere, make sure that you have at least 3200 Rupees (or 3184) to be able to decipher all of the Triforce Charts. If you don’t have enough, transport to Forest Haven and go one square south (Boating Course). You can play the game there for 30 Rupees, and you can win up to 150 Rupees per game. Once you have enough money, go back to Tingle Island and talk to Tingle. He’ll decipher a Triforce Chart for 398 Rupees. Make him translate all of the 8 charts, and when he’s done, warp to Greatfish Isle. Talk to the Fishman to fill in a square, then use Triforce Chart #1 to get your first Triforce Shard on Greatfish Isle. Transport to Windfall, then to Gale Isle. Get your map (by talking to the Fishman) and use the second chart to pull up a piece of the Triforce of Courage. Warp to Southern Fairy Island, set the wind to NW, go to Stone Watcher Island at (3,3), then get your map. Triforce Chart #3 will have what you want. Go to Outset Island and use the fourth chart to pull up your fourth Triforce Shard. Play the Ballad of Gales and go to Forest Haven, then set the wind to E. Set to Cliff Plateau Isles at (7,2), get your map, then use Triforce Chart #5 to get the treasure. Play the Wind’s Requiem and let the wind blow to N, then transport to Southern Fairy Island. Sail to Southern Triangle Island, which is one square away from the fairy island and get your map. Use your sixth chart to get another piece of the Triforce. Now, set the wind to S and go to Two-Eye Reef at (4,1). Get your map and use chart #8 to get the seventh shard. Finally, warp to Dragon Roost Island and go one square north to reach Seven-Star Isles. Get the map, and use the last Triforce Chart that you have to get the full Triforce of Courage. Now that the Triforce of Courage is complete, transport to the Tower of the Gods. The gods will accept you and call you the Hero of Winds, and the gate to Hyrule will open. King of Red Lions and Link will go back down. Go inside the castle and head to where Zelda is waiting for you. As you walk to her, she’ll disappear, and two Mighty Darknuts (along with fire around the room) will appear. You’ll have to burn their capes off with the Fire Arrows, then use the Parry Attack. When they’re gone, so will the fire. Go back upstairs. Now it’s time to take the front door. Go through it and walk over the “bridge”. Link will use his Master Sword to break the seal that surrounds the castle. Keep walking and you’ll encounter Peahats, Red ChuChus, Moblins, and a Darknut. When you encounter the Darknut, defeat it, then use the Boomerang/Hookshot/arrows to defeat the two Keese that are hanging by the Hookshot Point. Once they’re gone, use the Hookshot to go across the gap, then walk to your final dungeon. Ganon's Castle Nothing to do in this room, so go to the next one. Walk to the middle of this big room. We’ll start with the left door, so enter it (the SW door). This looks like Dragon Roost Cavern. Use the Grappling Hook to swing across the lava, and then let go when you see a small platform. Once you get to the last grapple pole, press R then the Control Stick up to climb all the way up. Use the Deku Leaf to go across the gap, then enter the door. This room contains an old boss: Ghoma. Defeat him the same way you did before. You’ll also notice that your equipment has been cleared, so you’ll only have the Grappling Hook, sail, etc. When you defeat him, you’ll be taken back to the main room. Re-equip all of your items, then break the skulls to get hearts and magic jars. Now, go to the next door (NW). Use the Deku Leaf on the propeller to bring the platform, then hop in. Take it to its original position and glide to the green platform that moves up and down. Blow a gust of air on the other propeller to bring another moving platform. Go in it and take it back to where it was. Glide to another green platform then to the other one. Go to the end of the room and enter the door there to fight Kalle Demos again. Eliminate it as you did before to go back to the main room. Take the door on the upper-right hand to go in a room similar to that of the Earth Temple. You’ll have to open each coffin one at a time. As you make your way, Dark ChuChus (and maybe a Poe) will appear. Go back to the beginning of this room and wait in the light. Strike the ChuChus with a beam of light to freeze them. Now, take the Dark ChuChu and put it on the switch. Now, roll all the way down (rolling is faster…!) to reach the stairs, then go up. If you don’t reach it, go back to the beginning and freeze the ChuChu. Keep doing this until you get to the end of the room. Take the door to encounter Jalhalla. Defeat him and go back to the main room. Finally, go to the door on the lower-left. Eliminate the Wizzrobe with the Fire Arrows. Keep walking until you find a spring platform. Get on top of it and use the Iron Boots to launch into the air, then use the Deku Leaf to glide through the currents. You might want to hug the wall in the right to make it easier. Land on the far side of the room and defeat the Bokoblins that are hidden in the jars. Use the Hookshot to reach the upper are, then go through the door. Take out Molgera to go back to the main room. The door in front of you will break, so enter it. Walk up the stairs and defeat (or dodge) the Miniblins, then take the door that’s at the end of this hall. There are two doors (at the moment) in this room. Take the one on the left and as you enter, four candles will be shown in a specific order. Remember it well, exit this room, then take the door on the left (which is now in front of you). If you forgot the order of the candles, it will be shown again. Now, take out your boomerang and target the switches as they were shown. If done correctly, King of Red Lions will show up. He’ll tell you some things. Now, go back to the room with the candles on it. Jump down into the pit and when you land, Phantom Ganon will attack you. Now, you’re actually supposed to defeat it, and when you do so, its sword will point at which door you need to go through. But don’t fight him. Instead, take the door behind you (as soon as you land), then take the doors in this order: left, straight ahead, left, right, straight ahead. Once you get to the end, the door behind you will close. Phantom Ganon will appear again. You’ll have to defeat it this time. He will sometimes make 6 of itself and they will surround you, so roll out of their way. The fake ones will disappear, so attack the one that’s left. Be quick about it because he’ll disappear. Also, he’ll throw at you a red ball. You can use the spin attack to take it back to him. Once you take him out, open the chest to obtain the Light Arrows. If you fire one Light Arrow at any enemy, it will be eliminated no matter how strong it is. Go into the door that opens to be taken back to the room with the two doors. Phantom Ganon will appear again. Use the Light Arrow to take him out. Grab his sword and throw it at the brick wall to open a new door. Enter it. Climb the stairs and defeat the enemies that you encounter along the way. You can either fight or take them out with a single shot from the Light Arrow. At the end of this long hall, open the jars to refill and catch a fairy if you have to. Save the game before you go through the door. Ganon will transform into Puppet Ganon. In the first phase, use the boomerang to target the blue strings. You’ll have to hit them twice. Once you’ve cut all of them, hit its tail (the blue sphere) with a Light Arrow. Repeat two more times to defeat its first form. The second form of Puppet Ganon is a spider. Zoom out the camera as far as possible to see its reflection in the water. Position yourself near the blue sphere (not under it) and when the spider falls, hit the blue sphere with the Light Arrow. Two more arrows and we move on. The final phase of Puppet Ganon it’s a snake. You might want to hit its tail while you’re far away from it. Aim carefully. If you run out of magic, drink the Elixir Soup or defeat the Morths/ Keese that appear to recover. Just be patient. Eventually, you’ll defeat it, and Ganondorf will appear at the top of the room with Zelda. Open up the Warp Pot that’s near. Climb the ledge that’s by the red rope, then jump off the edge and grab on the rope. Press R then Control Stick Up to climb all the way up. Now, look around for a grapple pole, then use the Grappling Hook on it. Climb to the top and at one point, you’ll see Morths and another Warp Pot. Open it up and look for a blue door. Use the Hookshot on the Hookshot point, save your game, then go through the door for the final battle with Ganon. Ganon This fight has three stages. On the first stage, Zelda will shoot Light Arrows at Ganon, which will stun him. When this happens, attack him with your sword. Repeat this, and at one moment, Ganon will knock Zelda out. L-Target the boss and circle around the room. Wait until the A button becomes a star (or known as the Parry Attack), then press that button to attack Ganon. Keep doing this until Zelda wakes up. She’ll try to hit Ganon with the Light Arrows, but he’ll dodge them. All you can do now is try to evade his attacks and circle around the room while L-Targeting him. Eventually, Zelda will think of something else. Look for Zelda’s Light Arrow, then hold the L and R Buttons. When the arrow bounces off your shield and hits Ganon, release the R button, run towards him and press the A button. You’ll have to be quick, for he’s only stunned for a little while. This will eliminate the King of Evil and the ending will begin. Once the credits finish and everything has been done, the game will ask you if you want to save a special file. This file will have a few differences, like new clothes for Link and Aryll, and you’ll be able to understand Hylian. Save the new file on the second quest, and congratulations for beating The Legend of Zelda: The Wind Waker.
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This is the starting point in the game, a relatively medium sized island that is home to you, your grandma and sister, and some other villagers. It's your birthday, and because you happen to be the same age of the legendary Hero, your grandma has a special gift for you. But you need to go see her first. Go down the ladder and swim across until you get to the last house. That is your grandmas house, and that is where you need to go. Go upstairs and talk to her to get the green tunic. Exit and head back to where your sister was. talk to her and get the Pirate Telescope. Use it to look at the mailbox to start a event. Point it up and you will see a large bird with a young girl. The bird then drops the girl into the forest. The only way to get to the forest area is to get a sword, but you don't have one yet. Go to old warriors house which is the next to last house near your grandmothers and the bottom one and go in. Choose the top option and your training will begin. The training is easy for the most part. The only thing you will have trouble with is the new A button move. When your sword starts to turn green, press the A button and you will roll behind your opponent and strike them in the back. Complete this to get the sword. Go north and chop down the sapling trees and continue forward. Go pass the bridge to get to the forest area. Here, you need to defeat 3 enemies to rescue the pirate girl, tetra. After that, a cut scene will start and you will go back to the bridge area. Aril will then be kidnapped by the same bird that captured tetra and will take her off. Tetra then offerers to take you where the bird went, a large stronghold in the northeast called Forbidden Fortress, but you need to speak to your grandmother first. Go upstairs first to find that the Hyland Shield is missing. Go downstairs to find your grandmother with the shield. After a conversation, you will finally get the Hylian shield. When your ready to leave, go talk to tetra. You will then get on the pirate ship and leave. This is a VERY short part where you need to get the Enemy Drop bag to go further.This is pretty easy for the most part, though. Go through the door in the back of the ship and go down the stairs to get to a puzzle. This is a pretty simple one, jump from platform to light and swing to the next and get to the end. You can stop the swinging light by pressing the L shoulder button and up and down on the analog stick to go...well..up and down!!! Get to the end to get the Enemy Drop bag, which is used to keep the special drop items from enemies. After that, go back to the main deck. You will then be blasted onto Monster Island, but in the process, you will lose your sword, so you'll have to use some stealth on this one.... You will need to use some stealth on this one, and some of the enemies weapons. Your goal is to get to the top where your sister is being held, but before you can do that, you need to take care of the three moblinites at the searchlights. The path for the most part is straight forward, but you will need to go on the top part of the halls to get anywhere. Once your done with the guards, look for a circular room with two moblins and a stairway to a door. That is the path you need to go. Once on the outside, avoid the moblin and go to a partly blown off area. This part is where you need to push against the wall and move the analog stick in the direction you want to go. Make sure you've taken out the lights man that does the walls and you will be fine. Make is across to get your sword, and your first Mini Boss. Mini Boss: Warrior Moblinite Difficulty: [1/5] This is pretty much the Moblinites you've seen, only with a sword and a shield. You cannot run from this battle, so you need to defeat him, though I'm not saying he's hard in the first place. Several hits and he's gone. After that, enter the prison area where your sister is being held. The reunion is cut short from the same bird that got Aril, and it gets link! You are then carried to a area with....a strange green skinned man!?!?!?! Is that who you think it is? Only time will tell. You'll then be thrown into the sea, and to be awoken by a...Talking ship? Yup, its your partner for Wind Waker, and he's not annoying this time. Before you can do anything, you need to get a sail first, but where, and speaking of where, where are you? Why, your on Windfall Island!!! You'll be going here a lot. Windfall island is pretty much the only village in Wind Waker, and a pretty small one at that. Its about the size of Kakiriko in Ocarina was. Anyway, to cut this short, you need a sail, and for the sail, you need 80 rupees. Your pretty much on your own to get rupees, there's really nothing to do at this point to get the big rupees, so you need to use the bushes for your income. Once you got 80 rupees, go find the Eskimo salesman and but the sail from him. Before you leave, I recommend you let Tingle go from his prison at the side of the windmill. Go near the gravestone and look for a door in the wall. To free tingle, you need to press the switch on the left side. After freeing him, he will give you a GBA remote and a very poorly done map about directions to his island. It isn't important right now, so don't bother with him. After he's gone, look in the cell for a hole in the wall that you can crawl in. Go through a maze(don't go on the wooden parts, its a trap) and at the end is a Black and White camera. You'll need it later, so don't worry about it now. You will finally be able to leave!!! Go back to the ship and press A to enter and assign the sail to one of the buttons and press it to cast it. You will now be able to go to your first island, Dragon Roost island, home to the bird type people. After landing on the island, the King of Red Lions will give you the Wind Waker. This is pretty much the ocarina of the game. Practice and go to the back of the island and look for a slab. On it is your first song, the Wind Song. You wont need it now, but you will be using it pretty much ALWAYS in traveling in the game. Use the bomb plants or pay tingle 10 rupees a bomb to clear the path of boulders blocking your path. You'll have a small cut scene with the bird man from the beginning of the game. After the short conversation, go inside the volcano. You'll have another conversation with there king this time, and after that you will get the Mail Pouch. Its similar to the Enemy Item Drop bag, but instead holds trade items and important items that has to do with the main game. Go upstairs and go into the room with the girl bird named Medli. Remember her, she plays a big part in the upcoming dungeon and a VERY big role much later in the game. After meeting her, she willgive you a letter to Prince Komali. Go downstairs and look for a path that goes down a short hallway that leads to a door. That's his room. Give him the letter and leave. Now go to the door opposite from where you entered when you first got here. You'll find some shriveled up bomb plants, a broken bridge, a big rock, some water, and melody. After talking to her, pick her up with A and go to the levitated rock near the back. Wait until the dust starts blowing north of where your standing and throw her. It may take a couple of tries, but be patient. After successfully getting her across, she will give you your first bottle of the game. Use it to get some water and go back to where the Shriveled bomb plants are. Use the water on them to revive them and pick one up and throw it toward the rock. After it explodes, water will start shooting out and fill the area. Climb up the bridge and you will find a easy puzzle. The temple is on the other side, but there is no bridge, and there is two statues with pots. Use the nearby bomb plants and throw them into the pots to bring the statues down. Once you do that, you can access the first temple. Dungeon Item locations: Keys: Room 1 Room 3 Room 7 Room 8 Map: Room 3 Compass Room 7 Boss Key: Room 17 Treasure Maps: T. Map 39: Room 10 Dungeon Item: Room 13, beat Mini boss and get from Medli Total Rooms in Dungeon: 17 1. Push the left block forward, and then press the middle block left. Defeat the moblins and light there staff on fire. Light the torches to make a chest with a key appear. Use it on the locked door and go through. 2. Break the wooden door with your sword. Go left and jump from ledge to ledge until you get to a block at the bottom. Pull it out and climb on top and keep going. Go across the bridge and defeat the keese if you wish. Use the Bomb Plant to blow up the rock and then go through the door. 3. Use the water jugs to make temporary platforms in the lava. Go left to get the map. Go forward to a door and a Red Chu Chu. Defeat it if you wish and go through the door. 4. Break the wooden door infront of you and defeat the moblin. Take his sword and break the other wooden door. Pick the sword up again and use it on the other wooden door on the ledge. Get the key and go through the other door. 2. Use a bomb plant on the rock and go to the locked door on the left side. Go though that door 5. Ignore the lava pit on the other side. Defeat the red chu chus and go down the hall until you get to a bar door and two wooden doors on both sides. Go to the one on the left and break it to find a moblin. Defeat him and take his staff and set it on fire with the torches. Go near the other wooden door with the burning staff and burn it up to find a swich. Press it to raise the bars. Go through the door 6. You'll be outside for this one. go past the moblin and then defeat him Be careful of doing it on the bridge, for that may break the cables and break the bridge. Go up the ladder and wait for the lava going out to stop and continue up. Defeat the Pheonix bird and press against the wooden beam and go across, waching for the lava. Go past the rock and try to grab onto the railing of the wood. Climb across and go up on the rock and jump up on the ledge to find a bomb plant. Throw the bomb at the rock to break it and discover a door. Go through. You could also use Tingle for the Bomb 7. Pull out the bottom blocks to make a stairway. Jump up on them to find a hole in the wall. Pull out the bottom block in the wall and jump up to find a ledge with the Compass, several staffs, and fire. Light one of the staffs and get near the edge and throw it with A. It will burn the wooden wall, showing a chest with a key in it. Get the key and go through the locked door on the other side 8. Go up the steps and get the key from the birds nest and use it on the locked door infront of you. 9. Light the staff and then go throught the hall. Light the torch and then burn the door with your burning staff. Light the other two torches to raise the bars 2. Go past the bridge to the other side and go throught the door 10. Defeat the moblins to open the bars up. Some may use jars as hiding places, so break all the jars to find them all. Light the other torch to find Treasure Map 39. Go up the Ladder to find the other door. 11. Defeat the Centepede and use the jugs to make platforms. Use one jar near the fireblast to make a platform that raises and falls. Use it to get to the upper level and go through the door 12. Use the bomb plant to break the rocks and go through the door. 13. Hurry up the breakable steps to find the Mini Boss arena. Heres the Mini-Boss: Warrior Moblinite and two Moblins Difficulty: [1/5] Still easy. by now, you should have learned the controls well enough to beat all three of them easily. Once you did that, Medli will be released and give you the Grappling Hook. Use it to swing from pole to pole. The path is prety straightforward, so I'll let you do get though this part. Once your at the end, you will find a door. Go though 14. Break the bridge with your spin attack and go though the door 15. Break the cages cables with your sword for it to drop down. Jump onto the ledge and then platform to platform until you get to the ladder. Go up and look for a swingable switch on the celing. Use the G. Hook to open the door and use R to stop and turn around and then swing again to get to the door. 16. Hook and then go down. Swing onto the ledge and then platform to platform untill you get to a hook. Swing across to get to the Door 17. Hit a centepede to make it ball up and then pick it up. Go on the switch to null the flames and press B to drop the Centepede to keep the switch down. Get the boss key. If you blew up both rocks in room 12, save and quit Go back to the 2nt area of part one and use the warp urn to go to room 12. If not, backtrack to room 12 12. Swing across to get to the boss door. The boss awaits!!! Ghoma The game's first boss, Ghoma, is a towering crab like creature that snaps at you with it's claws from a lava pit in the middle of the room. Keep moving to avoid the creature's attacks, and as it powers up to scorch you with it's feiry breath, use the grappling hook on Valoo's tail, which is dangling from the roof of the cave. You will swing over Ghoma and land on another side of the arena. Part of the roof will collapse and land on the beast, cracking it's shell. Repeat this process again and again until Ghoma's armor hide shatters completely, exposing it's vulnerable skin. Use the grappling hook to stun the boss in the eye, and then slash it when its stunned. Several hits and the fight will be over. After the fight with Ghoma is over, you will appear on Dragon Roost Island, and Komali will give you the Din’s Pearl. Your next destination is to go south, to the Forest Heaven, so use your Wind Waker to play the Wind’s Requiem and make the wind blow south. Before you get too far, a fish known as Fishman, will leap out of the water and talk to you. He will fill in one section of your Sea Chart in exchange of All-Purpose Bait. While you’re traveling, if you see Fishman (there’s one in each section) leaping out of the water, get close to him and throw some bait in the water. Also, each Fishman will give you some helpful tips. Forest Haven This is the Forest Haven, home of the Koroks, and where your second pearl lies. Jump out of the boat and climb the ledges, but watch out with the Boko Babas. You could use the Grappling Hook to pull out their spoil, the Boko Baba Seed. Once you get to the top, look up and you’ll see a grapple pole. Use the Grappling Hook to swing across the gap and get to the next platform. Jump to the left and defeat the Boko Baba there, then quickly use your shield against the Octorok that is shooting at you. Jump to the platform that is straight ahead of you and then the next one. Wait for the Octorok to shoot at you and reflect its rock back at him. Look up and use the grapple pole to swing over the highest level of water, and then enter the cave. Head right and climb a couple of ledges. Once you get to the end, you’ll see the Great Deku Tree. As you get close, a bunch of Red and Green ChuChus will appear on its face. Run towards the tree and press A to roll and knock down all of the ChuChus. Defeat all of them and after you do, the Great Deku Tree will introduce you to the Koroks. After they tell you that Makar, one of the Koroks, fell in the Forbidden Woods, the Deku Tree will ask you to rescue him. He’ll also give you the Deku Leaf, but you’ll have to work your way to it. Look next to the tree for a purple Baba Bud, and then climb into it and you will be fired into the air. While in the air, aim for another Baba Bud and continue this process until you get on top of a tree. Look up and you’ll see a grapple pole. Simply use the Grappling Hook to get to the Baba Bud in front of you. Continue doing this until you reach the Deku Leaf. This leaf uses magic power (the magic bar will appear on top when you get it) if you use it in the air, and if you press the C-Button again that it’s equipped on while gliding, you’ll do a little attack with the leaf. It doesn’t do much, but it’s useful when you encounter a Peahat or any other enemy. You can also use the Deku Leaf while on the ground. If you use it, it will make a powerful gust of air. Now, from where you got the leaf, use it to glide over to a platform where there’s a big arrow made of grass (you will also see a Korok there). Land in there, recover some magic by cutting the grass, and then follow the arrow to the next area. You’re now closer to the Forbidden Woods. Once you get to the next area, play the Wind’s Requiem and make the wind go southwest. Glide to the small island that is on that direction, and then recover your magic power by chopping down the grass. Now you’ll have to make the wind blow to the northwest and fly over to the larger island, so use your Wind Waker to do so. For you to get to the bigger island, you’ll have to wait for the little tornado flying around the island. Wait until the tornado is on the northwest position, then jump and use your Deku Leaf. If you did it right, the tornado will boost you up a little. Use this to get to the other island. If the Peahats want to attack you, press the button that the leaf is set to so you can blow them away. Enter the cave, and welcome to the Forbidden Woods. Forest Woods Dungeon Item locations: Key(s): Room 9 Map: Room 1 Compass: Room 9 Big Key: Room 17 Treasure Charts: T. Chart 15: Room 17 T. Chart 1: Room 2 Dungeon Item: Room 13, defeat the Flying Mothula Total Rooms in Dungeon: 20 (1) When you enter the Forbidden Woods, you’ll see that vines are blocking the door in front of you. First, head to the right and you’ll see a chest, which contains the map. To the left corner is a Boko Nut, so pick it up and throw it at the door (try to hit the blue plant) to make the vines disappear. (2) Use the Baba Buds and the Deku Leaf to jump and get across to the other side of the room. Once you reach the platform on the other side of the room, pick up the bomb at the right side to remove the vines blocking the door. Notice that every time that you jump on a Baba Bud, it will refill a little bit of your magic power. You can get a Treasure Chart in this room, but we can’t get it yet. We’ll come back to it once we get what we need to obtain it. (3) Once you open the door, you’ll find a moveable platform and a propeller to the left. Use the Deku Leaf to make a gust of air move towards the propeller, making the platform move towards you. Jump to the platform and use the leaf on the propeller again so that it takes you to the other side of the room. (4) Watch out with the Peahats in this room. You can take them out by blowing a gust of air towards them and finish it off with your sword. Walk forward and you’ll see three Boko Babas. The one on the right side will turn into a Baba Bud, so defeat it and use the plant to go up a ledge and find another Baba Bud. Use the plant one more time so that you get to the 3rd floor. (5) On the 3rd floor, there will be another propeller to the right. Get onto the platform and use the Deku Leaf to move to the other side of the room. Once there, grab the Boko Nut with the A Button and take it back to the platform. Place it to the side with the R Button and then go back to where the platform originally was. Take the nut and use it to clear the vines. (6) Straight ahead, you’ll see another Boko Nut, but as you get close, weird tentacles will appear and will not let you take the nut that easily. Take out the Deku Leaf to make the Boko Nut move with the air. Grab the nut and use it to open the door. (7) Walk to the right and use the Grappling Hook to reach another ledge, then continue jumping on the two moving platforms so you can reach yet another platform that contains a Boko Nut. Grab the nut and jump to the middle of the room, then walk to the right and use the nut to destroy the vines covering the door. (8) In the middle of the room, there will be a bunch of Morths and a treasure chest. Don’t bother on grabbing it, because it only contains 10 Rupees. But if you insist, go down and grab the treasure. The Morths won’t do any harm, but they will stick to you and slow you down. If this happens, use a spin attack to get them off. Continue your way to the next door. (9) Better be careful in this room. This is a maze of tentacles that appear suddenly from the floor. First, walk to the left to get the compass. Make sure you walk slowly, and you will be fine. Use the nearby bomb so you can blow up the bars of wood covering the treasure. Then, grab another one and throw it at the other bars. Now, work your way back to where you started and now head to the right to get the first key of the dungeon. Once you get it, use the Baba Bud as a shortcut to get back to the door. (7) Walk out of room 9 and get back to room 7. Jump to the middle platform, then make your way to the left door, which is locked. Use your new key to open it. (10) Here there’s another one of those moveable platforms. Use the Deku Leaf on the propeller so that the platform comes to you, then ride it to the next door. (11) Look around the room until you find a Baba Bud, or you can also defeat the Boko Baba near the door so that it transforms into one. Climb inside it so that it takes you up one level, then repeat the same thing with another plant near that level. It will take you to the 4th floor. One of the doors is covered with vines, so go inside the other one while avoiding/ defeating the Peahats. (12) This is the room where you get your new weapon. But first, you’ll have to have a Mini-Boss fight, which is a Flying Mothula. It’s really not that hard. When it gets close to you, you will have an opportunity to do the Parry Attack. Or you could also target it and blow gusts of wind with the Deku Leaf. Doing that will stun the Flying Mothula, so that’s your chance to hit it with your sword. Eventually, you’ll cut its wings off, becoming a Mothula. It will probably sprout Morths, so wait for them to stick to you then use the spin attack. Once you defeat the Mothula, open the treasure chest to receive the Boomerang. The Boomerang can target up to five things at a time (like Rupees, enemies, switches etc.). To target items, simply press and hold the button you’ve equipped it to, then move the Control Stick around over the objects. You’ll know that you’ve targeted something if you see a yellow star over it. Now, use Boomerang to hit the two crystal switches above the exit to open the door. (11) Ahead of you, there’s the door that was being blocked by vines. Use your new boomerang to target the two blue flowers to clear the door, allowing you to go in. (13) Use the Boomerang to clear the room of vines (5 at a time if possible), then use your Deku Leaf to get across the room. Open the treasure chest to the left to obtain a Joy Pendant, then enter the next room. (7) Target all of the 5 vines at once to cut down the big flower. Now you’ll have access to Basement 1. Important Note: If you look around, you’ll see a platform containing a circle of yellow leaves. If you glide to that area and use the Deku Leaf to blow away the leaves, you’ll discover a Warp Jar. Make sure you do this, because we’re going to need it later. (14) Fall down into the basement. Though it is a long way down, you will not take damage. Go inside the door in front of you. (15) Go to the right (you can’t go left) and kill all of the Green ChuChus. Blue tentacles will appear, and if they grab you, they will suck some of your magic power. Cut them with your boomerang before they can do anything, then enter to the next room. (16) Jump across the flower in front of you to get a treasure chest, which contains 10 Rupees. Cut down the flower and then drop down and land on top of it. You might want to kill the Octorok with the boomerang or returning its attack with the shield. Then, grab the bomb and use it to blow up the boards. Go inside the room. (17) Go around the room killing Morths, Peahats, and Boko Babas. All of them, except the Peahats, die with one strike with the boomerang. One Boko Baba (it’s located after, not before, a couple of Morths on a platform) will turn into a Baba Bud. Once this happens, use the Baba Bud to get on top of a higher platform. There’s another propeller and a moveable platform there. Use the Deku Leaf to bring the platform to you, then move back to where the platform originally was. There will be a bomb flower there. Grab it, get on the edge of the moveable platform and throw it into the hole of the ceiling in the room below. It may take a couple of tries, but eventually you’ll get it and it will kill the plant that was blocking the treasure chest. You could make the platform move over the hole and then drop down, or crawl in a hole on the floor below. Either way, open the chest to obtain a Treasure Chest, which is #15. (16) Cut down the flower again, get on top of it, and then kill the Octorok. You’ll have to use your Deku Leaf to make your way through the room (it will take more than one gust of wind). Kill the Octoroks as you make your way. Once you make your way to the end of the river, climb up the ledge and go to the next room, while being careful not to get grabbed by the blue tentacles. (18) Go to the top of the hill and while you’re facing the door, turn to your right and target that switch first. Continue targeting the other four switches while moving to the right, then let the boomerang go. If you did it right, you’ll open the bars below you, which contains the Big Key. Once you grab it, two Moblins will appear. Use your boomerang to stun them, and then attack them with your sword. Repeat this until you defeat them. Now climb back up the hill and grapple your way to the next door. (15) You’ll appear back at room 15. Kill the Morths that are in your way and head back to room 14. (14) Now we need to get out of the basement. Once you’re in the room where the big flower fell through the floor, use the Deku Leaf to blow some air on the propeller to the left of the room. It will make a tornado and a timer will start. Get on the Baba Bud and then use the Deku Leaf to get to the 2nd floor. Defeat the two blue flowers blocking the near door and then go to the next room. (19) Defeat both Mothulas, then get the chest containing a Joy Pendant. Continue to the next room. (20) This is like a refill room. Destroy any of the ‘balls’ that you see to recover hearts and other stuff. A couple of them contain Morths or Green ChuChus. To the left is a Fairy, which you may want to catch it in an empty bottle. Now, grab a Boko Stick and light it up with some fire. Get next to the Warp Jar (it’s to the left of this room) so that it opens up. Go inside it, and it will take you back to the first room. Go to the next room and get to the door that leads you to room 3, but don’t go inside. Instead, take the Baba Bud and glide over to the right platform, where there’s another plant. Repeat until you get to the highest platform, where there will be a blue flower covering a treasure chest. Defeat it with the boomerang to obtain a Treasure Chart (#1). Now, go back to the first room, take the Warp Jar, and then take another one so that it takes you back to room 20. Take other stuff that you need and prepare for a boss fight. Kalle Demos Kalle Demos might seem tough at first sight, but once you get the pattern, it won’t be as hard. What you need to do is to keep moving around the room, because its tentacles will follow you and pop up to surprise you. When this happens, stop and use your boomerang to target 5 of Kalle Demos’s tentacles, which are holding it up. Repeat this process until you cut them all, and once you do, it will fall. This is your chance: run up to it and attack its weak middle spot with your sword. You’re supposed to escape before it closes up, but don’t do it. Just keep hitting its weak spot until it closes, which will later throw you. It doesn’t do much damage, and you can get some hearts by cutting down the grass on the edge of the room. Repeat the process until Kalle Demos is no more. Grab the Heart Container and step on the glowing spot, where Makar awaits. You’ll appear back at the Forest Haven. The Deku Tree will talk to you and then he’ll give you the Farore’s Pearl. Only one more to go. Go back where the King of Red Lions is, and you should see that the red mailbox is moving around. Press A to check it and you’ll get a letter containing a Piece of Heart. Now get on the boat and head to Greatfish Isle, which can be seen in the Sea Chart. Use the Wind Waker to set the wind to NW. Greatfish Isle When you arrive to this island, Quill will come to talk to you. Once he’s done, you will need to sail northeast. But before that, you can do a little something else in this abandoned island. Stand on the raft where the Goron is standing on and look around until you find a little cave (it probably is above you). Remember where its position is, then get on the boat and go to a small island (you’ll know it’s the right one because there will be a tree and a Korok on top of it). Get on top of it, make the wind blow northwest, and look for the small cave again with the telescope. Once you find it, use the Deku Leaf to glide over it. Open the treasure chest to obtain a Piece of Heart. Now, sail northeast to Windfall Island Back to Windfall Island As you make your way to Windfall Island, you’ll see Tetra’s Pirate Ship. Jump out of the boat, and then go to the Bomb Shop. The store is closed, but you can go inside by a secret entrance. Walk to the left of the store and you’ll see a narrow path. Get close to the wall and press A to sidle across the ledge, then climb up the vines on the back of the shop. Crawl inside the shop through the small hole to get inside the bomb shop. The pirates will be inside. During the conversation, one of the pirates will reveal the password to get inside the pirate ship. They’ll say it about three times, so you can’t forget it. You might want to write it down or something. Once the pirates leave, head outside and jump to the pirate ship, which is near the gravestone. Talk to the door and give Niko the password exactly as it was said, and if written right, you can go inside. Note: If you forget the password, talk to the King of Red Lions and he’ll repeat it for you. Head downstairs to where you got the Spoils Bag earlier. Just like before, Niko will make you do one of those rope challenges. Step on the right switch to raise the bars at the end of the room, then swing from rope to rope. You may need to use the R Button to change the angles. If you pass this test, you’ll be rewarded with bombs. These bombs serve two purposes: when on land, you can use them as bomb flowers. When you’re on the boat, the bombs will serve as cannons, which can take down enemies and certain walls. We’re now heading back to get the third pearl. Get on the boat, set the wind southwest, and sail back to Outset Island. Return to Outset Island If you have a fairy in a bottle, run towards Grandma’s House. She’ll be in the bottom floor feeling sick. Get close to her and take out the fairy. It will heal Link first, then Grandma. She’s feeling better now, and she’ll give you the Elixir Soup, which heals your magic power and hearts. In addition, it has two servings inside. Too bad you can only get one at a time. If you run out of soup, come back and talk to your Grandma to get a refill for free. The Elixir Soup also doubles your attack power until you take damage. There’s another thing we need to do in this island. Remember the place where you saved Tetra? Well, we need to go there to get an upgrade. As you walk towards that place, Miniblins and ChuChus will attack you, so defeat them. Keep walking until you get to the part where the bridge was. It is now broken, so you need to get on the highest place you can see and make the wind blow west. Once you do that, jump (you might want to get on top of the pole near the broken bridge) and use the Deku Leaf to glide over to the other side. Go inside the cave and keep walking forwards, defeating enemies as you go. At some point, you’ll see a big rock. Destroy it with your newfound bombs and drop inside the hole. As you get close, a Great Fairy will appear, and she’ll give you the 1000-Rupee Wallet. If you didn’t have a fairy to heal your grandmother before, capture one in here and go back to her house. If you have already done that, get on the King of Red Lions. Sail around the back of Outset Island and look for a weird-looking wall. It will have some strange “symbols” in it, so you can’t miss it. Try shooting the wall from afar if you can. Eventually, you’ll get stuck inside a whirlpool, so start shooting at the wall with bombs, starting from the top. When you destroy the wall, the whirlpool will disappear. Go inside the cave. In there you’ll find the water spirit, known as Jabun. He’ll have a conversation with the King of Red Lions, and then he’ll give you the final treasure you need: Nayru’s Pearl. That wasn’t so hard. What we need to do now is put the pearls in their place. Look at the map and you’ll see that three islands are highlighted. Go put each one on their correct island. When you find the statue, simply walk up to it and press A to check it. Once you get to Eastern Triangle Island, which is at (6,4), you might want to look around for some people wearing diving helmets, known as the Salvage Corp. If you talk to them, they’ll give you a Treasure Chart. Also, if you encounter a big tornado (you will be able to tell it apart from the other ones) try to get as far away from it. Getting to close to it will take you inside the tornado and place you in a random island, so try to avoid it. When all of the pearls have been put into place, a giant tower will be raised from the water. You won’t have to sail all the way to it, since Link already flied over there. Enter the tower to find your 3rd temple. Tower of the Gods Dungeon Item locations: Key(s): Room 4 Room 17 Map: Room 2 Compass: Room 5 Big Key: Room 19 Treasure Charts: T. Chart 6: Room 5 T. Chart 30: Room 16 Dungeon Item: Room 13, defeat the Darknut Total Rooms in Dungeon: 20 (1) The King of Red Lions will come along with you in this tower. You’ll need him to get to some doors etc. You can sail around with the boat in two different ways: you can equip the sail to a C Button, take it out and hold the Control Stick up to move. The other way is to press R to move. Another thing is that the water level changes after a little while. Some areas will require the water level to be high; others need it to be low. Now, head directly to the right and when the water level is low, you’ll see a door. Get off the boat and go inside the room (2) Water will fill and drain this room, just like the one before. In here, you’ll meet the Yellow ChuChus. To defeat them, you’ll first have to stun them with your boomerang, and then attack them, or else you’ll get electrocuted. You need to move the crates to bomb the cracked walls, but the most important one is the last one on the right, which contains the dungeon map. The other ones contain Rupees and a Joy Pendant. (1) Return to the previous room. Sail to the right until you see a barred door and two statues. When the water level is high, climb the ledge. This is simple: pick up the statue on the right and place it on the glowing circle. The bars will disappear, allowing you to go to the next room. (3) Stun and then defeat the Yellow ChuChu in here. When the water drains from the room, drop down the large pit in here. Quickly: pick up a box and then put it on the pink circle to create a bridge above you. Climb the ladder, wait for the water to drain (or, if you did it fast enough, you won’t even have to wait), then cross to the other side with the help of the bridge. Grab the statue and go back to room 1 with it. Once there, look to the left and you’ll see a place where you can drop the statue. It actually looks exactly where you took it. Drop it and a light will shine, making a new path open. (1) Sail around the corner (to the left) and at the end, you’ll see another barred door with two statues. Obviously, place the two statues on top of the glowing circles. This will open a door. (4) Wait for the water to lower, then hop down to where the crates are. What you want to do is make a straight line of crates, all of them being separated by the same length. Skip the first two crates, and grab the third one that is slightly to the left. Push it to the right two times, then push it two times towards the back of the room. Test it first by jumping without the Boko Stick, and if you placed the crates right go back and light up a Boko Stick. Jump across the room and light up the other two torches. Open the chest to obtain a Small Key. When you return, Yellow ChuChus will appear. Avoid or defeat them, then go back to the main room. (1) Sail to the left side of the room now. When you get to the end of the room, you’ll see three walls that can be blown up with your bombs. Blow them off, hop off the boat and go across the new area you’ve discovered. Head up the stairs and kill the Yellow ChuChu there. Break the vases and pick up a Boko Stick, light it up, run downstairs (once the water drains) and light up the two torches there. A chest will appear containing a Joy Pendant. Go into the door up the stairs. (5) Defeat the Red Bubble in here and open the chest to obtain the compass. There’s a Treasure Chart in this room, but we can’t get it right now, so leave. Head down the stairs and into the door there. (6) Kill the four Yellow ChuChus to make the light stairs appear. Grab the statue there and go out that room. Once outside, go upstairs and place the statue where it belongs. Now, head to the waterfall, which is in the very center of this room (it’s also the door you just opened). Get off the boat and go behind it, then go to the next room. (7) The Beamos in this room might be of annoyance to you, since they have better sight than those of Ocarina of Time, and are a little difficult to defeat. Getting back on track, you might want to kill those rats that are roaming around the room with the boomerang. Now, grab one of the statues and run across the room while hugging the wall. If you don’t get close to the wall as much as possible, the Beamos might shoot you, and it will make you lose your statue. Once you get to the other side, put the statue on the pink circle, then repeat with the other statue. When the two statues are in place, step on the one that’s left. This will make the platforms above you move up and down. Keep jumping from platform to platform until you get to the top. Enter the door there. (8) The other two doors are locked, so head to the right door and go inside the room. (9) Kill the Yellow ChuChu in here and jump to the moving platform. Two more Yellow ChuChus will appear on the other side of the room, but don’t get off the platform yet. Wait for them to jump to the pit in here so you won’t have to bother killing them. Once they’re gone, enter the door. (10) Go up the light stairs and walk to the other side of the room. Get near the black tablet and press the R Button. Doing so will lower the platform and the black statue will start to follow you. Walk slowly through the room, making sure you don’t skip any corners causing the statue to fall. At the end of the little maze, pick up the statue and jump the gap with it. Get out of that room and still carrying the statue, ride the platform to go back to room 8. (8) You will automatically drop the black statue, then it will stand on a platform, which will later rise. A tablet will appear in the center of the room, which contains a new song. Go up to it, check it and, with the use of the Wind Waker, play the Command Melody in 4/4 time: Left, Center, Right, Center. This song lets you control people and things, which is very useful in this and the next two temples. Now, go into the left door of this room. (11) Defeat both of the Red Bubbles in here with the use of the Deku Leaf. Then, use the Grappling Hook to go across the room (straight, not to the left). Go inside the other room through the door. (12) Use the Grappling Hook again to cross the gap in this room, then press R to call the statue. Pick up the statue then drop it so it stops following you, and then step on the pink circle to make a light bridge appear. Play the Command Melody to take control of the statue, then cross the bridge. Press R or Start to switch back to Link. Make use of the Grappling Hook to get to where the statue is. Pick it up and take it to the eleventh room. (11) Place the statue on the glowing switch to the left of the room, then grapple to the left side of the room. Prepare for a mini-boss fight. (13) This knight is known as a Darknut. As soon as the fight starts, lock on to it with the L Button. Wait for the A button to display a starburst, and when it does, press the button and Link will knock off one part of the Darknut’s armor. If you knocked off the helmet, it will be easier, since you can use the Boomerang to stun him and then hit him with your sword. If you didn’t, do another Parry Attack to take it off. When both of its armor parts are gone, just keep hitting him with your sword, or continue doing the Parry Attack. When the Darknut is gone, a treasure chest will appear. The Hero’s Bow is inside. Exit this room the way you came in. (11) Look in front of you to spot a big eye, then shoot it with an arrow. This will make two moving platforms appear. Now, grapple over to the left side, where you left the statue. Pick it up and jump across the platforms. When you go across to the other side of the room, Armos statues will come to life and start to chase after you. Ignore them if you can, but if you have the urge to kill them, shoot them in the middle with arrows (it might take two arrows) to stun them, and then attack the pink oval on its back. Exit through the door. (8) The statue will go to its proper position. You may want to skip the next part, since you only get a Joy Pendant. However, if you’re in no hurry, then go to the right door, which is the first one we entered. (9) Defeat the Yellow ChuChu again, and shoot arrows at the Blue Wizzrobe that appears on the other side of the room. Ride the platform and look to the ride. You should see an eye switch. Shoot it with arrows to make another platform appear. Hop into it and let it take you to the top door, then enter the room. (14) In here, you’ll have to fight two Armos Knights. You could stun them by shooting arrows, which will open their mouths, but why waste them? Avoid them until they open their mouths, (it doesn’t take that long) then throw a bomb at them. Do this with both to make a chest appear, containing a Joy Pendant. Go back to the eighth room. (8) Enter the door that we haven’t gone to, which is the top door. (15) Two scales (or platforms, if you prefer) will be in this room, along with Keese. Defeat them with your boomerang, then drop to the left scale. Throw a bomb at the cracked wall on the left side and enter through the room. (16) There will be two Armos Knights here. Defeat them and stand on the circle that has a “wind” symbol (it’s blue). If you guessed, you’ll have to play the Wind’s Requiem. Do so and a chest will appear. Open it to get Treasure Chart #30. Return to the previous room, then go through the door that is straight in front of you. (17) In here, you’ll have to shoot three eye switches. One of them is directly above the door you just entered. The other two are on the moving platforms. You might also want to defeat the Red Bubbles by shooting them arrows. Now, jump from platform to platform until you reach a chest containing a key (it’s to the upper left of the room). The other chest contains a Joy Pendant. Once you’re done with your work here, use the Deku Leaf to glide back to the entrance, then back to room 15. (15) Climb back up using the ladder to your left. Pick up a statue and drop it on a scale (doesn’t matter which one). Repeat this one more time. Jump on the other scale to the other side and use your key to unlock the door. (18) Get on top of the gold block and use your Deku Leaf to glide over the yellow energy beams, then press R to call the black statue. Play the Command Melody and make the statue go past the beams, then step on the pink glowing switch to make the beams disappear. Switch back to Link, grab the statue and go back to the previous room. (15) Drop the statue and kill the Blue Wizzrobe with arrows. Run across the other side of the room and, this time, place three statues on a scale. Jump back to where the statue is, grab it, jump across the room and exit this room. (8) Watch as the statue hops to its platform. When all of the statues are gathered, they will create some sort of beam that will transport you to another part of the tower, which is the 3rd floor. (19) Take out the Beamos with statues, then pick up a statue and place it on the glowing switch. Bring the second one and place it beside it. Now, stand on the third switch to make the energy beams disappear, allowing you to grab the Big Key. The Armos statues will come to life, so shoot them with arrows then attack their backs. Leave through the only door in this room. (20) Defeat the bird, known as Kargorok. In here you’ll encounter Blue and Red Beamos. You want to kill the Blue ones only, and you can just avoid the Red ones. Now, get close to the Blue Beamos then shoot it with arrows or drop a bomb near it. Do this and keep climbing the stairs until you get to the top. Make sure you bottle the fairies (if you have an empty one) and recover from arrows and other stuff that you need. Then, enter the door. Tower of the Gods Dungeon Item locations: Key(s): Room 4 Room 17< br> Map: Room 2 Compass: Room 5 Big Key: Room 19 Treasure Charts: T. Chart 6: Room 5 T. Chart 30: Room 16 Dungeon Item: Room 13, defeat the Darknut Total Rooms in Dungeon: 20 (1) The King of Red Lions will come along with you in this tower. You’ll need him to get to some doors etc. You can sail around with the boat in two different ways: you can equip the sail to a C Button, take it out and hold the Control Stick up to move. The other way is to press R to move. Another thing is that the water level changes after a little while. Some areas will require the water level to be high; others need it to be low. Now, head directly to the right and when the water level is low, you’ll see a door. Get off the boat and go inside the room (2) Water will fill and drain this room, just like the one before. In here, you’ll meet the Yellow ChuChus. To defeat them, you’ll first have to stun them with your boomerang, and then attack them, or else you’ll get electrocuted. You need to move the crates to bomb the cracked walls, but the most important one is the last one on the right, which contains the dungeon map. The other ones contain Rupees and a Joy Pendant. (1) Return to the previous room. Sail to the right until you see a barred door and two statues. When the water level is high, climb the ledge. This is simple: pick up the statue on the right and place it on the glowing circle. The bars will disappear, allowing you to go to the next room. (3) Stun and then defeat the Yellow ChuChu in here. When the water drains from the room, drop down the large pit in here. Quickly: pick up a box and then put it on the pink circle to create a bridge above you. Climb the ladder, wait for the water to drain (or, if you did it fast enough, you won’t even have to wait), then cross to the other side with the help of the bridge. Grab the statue and go back to room 1 with it. Once there, look to the left and you’ll see a place where you can drop the statue. It actually looks exactly where you took it. Drop it and a light will shine, making a new path open. (1) Sail around the corner (to the left) and at the end, you’ll see another barred door with two statues. Obviously, place the two statues on top of the glowing circles. This will open a door. (4) Wait for the water to lower, then hop down to where the crates are. What you want to do is make a straight line of crates, all of them being separated by the same length. Skip the first two crates, and grab the third one that is slightly to the left. Push it to the right two times, then push it two times towards the back of the room. Test it first by jumping without the Boko Stick, and if you placed the crates right go back and light up a Boko Stick. Jump across the room and light up the other two torches. Open the chest to obtain a Small Key. When you return, Yellow ChuChus will appear. Avoid or defeat them, then go back to the main room. (1) Sail to the left side of the room now. When you get to the end of the room, you’ll see three walls that can be blown up with your bombs. Blow them off, hop off the boat and go across the new area you’ve discovered. Head up the stairs and kill the Yellow ChuChu there. Break the vases and pick up a Boko Stick, light it up, run downstairs (once the water drains) and light up the two torches there. A chest will appear containing a Joy Pendant. Go into the door up the stairs. (5) Defeat the Red Bubble in here and open the chest to obtain the compass. There’s a Treasure Chart in this room, but we can’t get it right now, so leave. Head down the stairs and into the door there. (6) Kill the four Yellow ChuChus to make the light stairs appear. Grab the statue there and go out that room. Once outside, go upstairs and place the statue where it belongs. Now, head to the waterfall, which is in the very center of this room (it’s also the door you just opened). Get off the boat and go behind it, then go to the next room. (7) The Beamos in this room might be of annoyance to you, since they have better sight than those of Ocarina of Time, and are a little difficult to defeat. Getting back on track, you might want to kill those rats that are roaming around the room with the boomerang. Now, grab one of the statues and run across the room while hugging the wall. If you don’t get close to the wall as much as possible, the Beamos might shoot you, and it will make you lose your statue. Once you get to the other side, put the statue on the pink circle, then repeat with the other statue. When the two statues are in place, step on the one that’s left. This will make the platforms above you move up and down. Keep jumping from platform to platform until you get to the top. Enter the door there. (8) The other two doors are locked, so head to the right door and go inside the room. (9) Kill the Yellow ChuChu in here and jump to the moving platform. Two more Yellow ChuChus will appear on the other side of the room, but don’t get off the platform yet. Wait for them to jump to the pit in here so you won’t have to bother killing them. Once they’re gone, enter the door. (10) Go up the light stairs and walk to the other side of the room. Get near the black tablet and press the R Button. Doing so will lower the platform and the black statue will start to follow you. Walk slowly through the room, making sure you don’t skip any corners causing the statue to fall. At the end of the little maze, pick up the statue and jump the gap with it. Get out of that room and still carrying the statue, ride the platform to go back to room 8. (8) You will automatically drop the black statue, then it will stand on a platform, which will later rise. A tablet will appear in the center of the room, which contains a new song. Go up to it, check it and, with the use of the Wind Waker, play the Command Melody in 4/4 time: Left, Center, Right, Center. This song lets you control people and things, which is very useful in this and the next two temples. Now, go into the left door of this room. (11) Defeat both of the Red Bubbles in here with the use of the Deku Leaf. Then, use the Grappling Hook to go across the room (straight, not to the left). Go inside the other room through the door. (12) Use the Grappling Hook again to cross the gap in this room, then press R to call the statue. Pick up the statue then drop it so it stops following you, and then step on the pink circle to make a light bridge appear. Play the Command Melody to take control of the statue, then cross the bridge. Press R or Start to switch back to Link. Make use of the Grappling Hook to get to where the statue is. Pick it up and take it to the eleventh room. (11) Place the statue on the glowing switch to the left of the room, then grapple to the left side of the room. Prepare for a mini-boss fight. (13) This knight is known as a Darknut. As soon as the fight starts, lock on to it with the L Button. Wait for the A button to display a starburst, and when it does, press the button and Link will knock off one part of the Darknut’s armor. If you knocked off the helmet, it will be easier, since you can use the Boomerang to stun him and then hit him with your sword. If you didn’t, do another Parry Attack to take it off. When both of its armor parts are gone, just keep hitting him with your sword, or continue doing the Parry Attack. When the Darknut is gone, a treasure chest will appear. The Hero’s Bow is inside. Exit this room the way you came in. (11) Look in front of you to spot a big eye, then shoot it with an arrow. This will make two moving platforms appear. Now, grapple over to the left side, where you left the statue. Pick it up and jump across the platforms. When you go across to the other side of the room, Armos statues will come to life and start to chase after you. Ignore them if you can, but if you have the urge to kill them, shoot them in the middle with arrows (it might take two arrows) to stun them, and then attack the pink oval on its back. Exit through the door. (8) The statue will go to its proper position. You may want to skip the next part, since you only get a Joy Pendant. However, if you’re in no hurry, then go to the right door, which is the first one we entered. (9) Defeat the Yellow ChuChu again, and shoot arrows at the Blue Wizzrobe that appears on the other side of the room. Ride the platform and look to the ride. You should see an eye switch. Shoot it with arrows to make another platform appear. Hop into it and let it take you to the top door, then enter the room. (14) In here, you’ll have to fight two Armos Knights. You could stun them by shooting arrows, which will open their mouths, but why waste them? Avoid them until they open their mouths, (it doesn’t take that long) then throw a bomb at them. Do this with both to make a chest appear, containing a Joy Pendant. Go back to the eighth room. (8) Enter the door that we haven’t gone to, which is the top door. (15) Two scales (or platforms, if you prefer) will be in this room, along with Keese. Defeat them with your boomerang, then drop to the left scale. Throw a bomb at the cracked wall on the left side and enter through the room. (16) There will be two Armos Knights here. Defeat them and stand on the circle that has a “wind” symbol (it’s blue). If you guessed, you’ll have to play the Wind’s Requiem. Do so and a chest will appear. Open it to get Treasure Chart #30. Return to the previous room, then go through the door that is straight in front of you. (17) In here, you’ll have to shoot three eye switches. One of them is directly above the door you just entered. The other two are on the moving platforms. You might also want to defeat the Red Bubbles by shooting them arrows. Now, jump from platform to platform until you reach a chest containing a key (it’s to the upper left of the room). The other chest contains a Joy Pendant. Once you’re done with your work here, use the Deku Leaf to glide back to the entrance, then back to room 15. (15) Climb back up using the ladder to your left. Pick up a statue and drop it on a scale (doesn’t matter which one). Repeat this one more time. Jump on the other scale to the other side and use your key to unlock the door. (18) Get on top of the gold block and use your Deku Leaf to glide over the yellow energy beams, then press R to call the black statue. Play the Command Melody and make the statue go past the beams, then step on the pink glowing switch to make the beams disappear. Switch back to Link, grab the statue and go back to the previous room. (15) Drop the statue and kill the Blue Wizzrobe with arrows. Run across the other side of the room and, this time, place three statues on a scale. Jump back to where the statue is, grab it, jump across the room and exit this room. (8) Watch as the statue hops to its platform. When all of the statues are gathered, they will create some sort of beam that will transport you to another part of the tower, which is the 3rd floor. (19) Take out the Beamos with statues, then pick up a statue and place it on the glowing switch. Bring the second one and place it beside it. Now, stand on the third switch to make the energy beams disappear, allowing you to grab the Big Key. The Armos statues will come to life, so shoot them with arrows then attack their backs. Leave through the only door in this room. (20) Defeat the bird, known as Kargorok. In here you’ll encounter Blue and Red Beamos. You want to kill the Blue ones only, and you can just avoid the Red ones. Now, get close to the Blue Beamos then shoot it with arrows or drop a bomb near it. Do this and keep climbing the stairs until you get to the top. Make sure you bottle the fairies (if you have an empty one) and recover from arrows and other stuff that you need. Then, enter the door. Gohdan The tower’s boss is composed by a pair of hands and a head. Gohdan has mainly three attacks. One of them is that the head will most likely shoot fireballs out of his mouth, which they will follow you, so just try to roll and avoid them. The hands may come together and try to smash you in the middle, or try to toss you to the electric floor around the room. They key to defeat this boss is to shoot its hands with arrows, and once you do, Gohdan will open its eyes. You’ll now have to shoot each one of its eyes twice with arrows. Don’t worry if you run out of arrows. Gohdan will drop out some out of his nose. Now, once you’ve shot its eyes, the boss will drop to the floor and open its mouth. Throw a bomb inside it and it will take damage. Repeat this two more times and you’ll pass the test. Grab the Heart Container and step into the light. The light will transport you to the top of the Tower of the Gods. Climb the stairs and use the Grappling Hook to ring the bell. This will cause a yellow light appear at the entrance of the tower. Link and the King of the Red Lions will automatically step on it, taking them to a familiar place that was forgotten under the ocean waves. Hyrule Castle Link and the King of Red Lions are teleported under the sea to Hyrule Castle. You’ll notice that everything is black and white, as if time had stopped. Head inside the castle. Darknuts and Moblins will be everywhere, but they won’t be able to harm you because they’ve been frozen in time (at least not yet). Take a time to explore, then walk to the middle of the castle. There will be three blocks shaped in triangles. What you need to do here is put the triangles into the Triforce mark. It’s difficult to explain what to do here and how to move the blocks. Figuring out this puzzle is not as hard as it looks, so try it. Once you’ve done that, the Triforce mark will glow, and the Link statue will move. Head to where the statue is and go down the stairs. Go to the center of the room, and the King of Red Lions will talk to you. Head to where the Master Sword is and pull it. The Master Sword will double the damage that is taken to the enemies. Now that you’ve pulled the sacred sword out, you’ve restored the color to the castle. Not only that, but also the Darknuts and Moblins you saw earlier are now alive. Head back upstairs. The Link statue will move back to its original position. You’ll now have to defeat all of the Moblins and Darknuts inside this castle in order to get out. I would recommend defeating the Moblins first, then the Darknuts. Just make sure you use the boomerang to stun them first and then attack them. Use the Parry Attack on the Darknuts, and then stun them with the use of the boomerang. Both enemies will drop item balls. If you hit them with your sword, ammo, hearts and the spoils of the enemy. Make sure you grab the spoils! You’ll need them. The item balls won’t disappear, so once you’ve defeated all of the enemies, go ahead and break the item balls and grab the spoils. Now, get out of the castle and go back to the boat. Head back to the glowing light to go back to the Great Sea. Before you go anywhere, we need to get a Treasure Chart we couldn’t get before. Go inside the Tower of the Gods and sail to the left of the room, then go up the stairs and enter the door there. Shoot the eye switch with your bow and open the treasure chest to obtain the Treasure Chart #6. Now leave the tower. After you get out the tower, set the wind to NW and sail there. This island is called Northern Triangle Island. If you look around the island, you should see a big tornado. Sail to where it is and you should get stuck on it. Cyclos will appear on a pink cloud. Quickly, fire arrows at him (it should at least be three arrows or so). You need to do this fast, because you don’t have that much time to shoot him. Once you’ve done so, he’ll teach you a song called Ballad of Gales in 4/4 time: Down, Right, Left, Up. This lets you warp to nine different islands, and it will make your life easier. You can warp to these islands: (2,6) - Mother & Child Isles (4,6) – Windfall Island (6,6) – Dragon Roost Island (3,5) – Tingle Island (2,4) – Greatfish Isle (5,4) – Tower of the Gods (4,2) – Southern Fairy Island (6,2) – Forest Haven (2,1) – Outset Island Note: If the tornado doesn’t appear on Northern Triangle Island, try Shark Island, which is at (3,2). Now that you’ve learned that song, we need to go back to the Forsaken Fortress and save Link’s sister. Take out the Wind Waker and play the Ballad of Gales, then warp to Tingle Island. Yes, Mother & Child Isles are closer to the Forsaken Fortress, but we won’t be able to warp there just yet. So, warp to Tingle Island, set the wind to NW (it should already be, though) and sail to the Forsaken Fortress. Forsaken Fortress When you get to the Forsaken Fortress area, sail to the left and you should find a giant wooden door. You’ll need to blast it off with your bombs to go inside. Once you do so, go inside and King of Red Lions will drop you off. You won’t need to hide anymore in barrels or anything. If you encounter a Moblin, just let it see you and have a little fight. Now, go up the stairs and then to the middle to have a mini-boss fight. This is Phantom Ganon. He’ll throw glowing balls at you, so return them to him with your sword. Every time you hit it back to him, he’ll return it even faster, so stay alert. Eventually, one fireball will hit him and it will stun him. Run up to him and hit him with your sword. Repeat this until you defeat him. A treasure chest will appear in the middle of this area. Open it to get the Skull Hammer. You can use this hammer to stun enemies when you hit it on the ground, or press down certain switches. You probably haven’t gotten a Piece of Heart in this dungeon (there’s only one). If you haven’t, go inside the big door in front of
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det finns bara ett zelda till GC TWW
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Klarar aldrig event match 50 master hands
Zeem svarade på Jonathan A's ämne i Gamla speldiskussioner
LEVEL 50: YOU: Choose (1 life) COMPUTER: Two Master hands with 300 HP each! Now this is a really tough level to complete! Yes, you have to destroy both hands to win. No matter who you use, the strategy is going to be similar, but once again I say use Captain Falcon or Gannon. Their UP and A smash move can hit the hands without jumping, and he'll quickly hit them twice with it. No one else has a better move to hit the hands with. Staying on the ground while you hit them is VERY important! Gannon is the same only more powerful and slower, so make your decision accordingly. Some people say Yoshi is good to use because of his DOWN and A move. I don't like it as much since you have to jump to do it, but it could work too. Go for the left hand first. The left hand is easier to defeat because it will sometimes mess up and sit there doing nothing. It's not a bug, it's just something that happens to it to give you a break. Every so often you get lucky and can take off loads of HP from it before it ever does anything again. It's not all that common, but once is all you need! Even when this happens, do your best to avoid the other hand's attacks by jumping over them at the proper time. Most of the attacks thrown at you are avoided by well timed jumps, but some of them require a little more. Here I will explain what to expect and what to do for certain attacks: GRAB: Sometimes a hand will try to grab you. It will float around with an open palm and then grab you after maybe a second. When you see it coming, your best bet to get away is to do a forward B move in the air or on the ground, if you're using Captain Falcon. Merely jumping usually is not enough. If you aren't using Captain Falcon, then do whatever move will get you forward quickly, maybe just running on the ground. If you get caught, twirl the control stick and push the A button as fast as you can. You will get out quicker that way. LASER: When the hand you're attacking is shooting lasers, make sure to get under it and jump and beat on it. It's even worth it to get hit a few times if you can tack on a bunch of hits, especially if both hands are still alive. The sooner you can take out one hand, the better. BOMBS: When the left hand goes and drops bombs in the center of the stage, it's best to avoid him until the very end of his move when you can try to get in one quick shot at him if you want. It's just too hard to not get hit when the bombs are being dropped. DOUBLE PUNCH: Sometimes you get put to sleep and the hands try to punch you together while you're vulnerable. Try to twirl the control stick and mash buttons to see if you can wake up and jump away. If not, then you could be done for. It's better to take the hit right in the middle if you have to cause then you don't seem to get smashed off the side. BULLET: When the right hand goes to shoot a bullet at you, ducking will avoid it. If you need to avoid another attack while the bullet is being aimed, jump up but make sure you are FALLING when the hand is ready to shoot. If not, you'll probably be hit. Most if not all of the characters fall too fast to be hit. LAUNCHING HAND: When a hand launches itself into the air like a rocket, you have to jump (or run, but jumping is usually best) to avoid it when it comes flying back at you, but then you have to also try to avoid it when it comes back onto the stage immediately after. A really high jump will leave you damageless, but a lot of the time I found myself unable to avoid taking some damage from this move. Just be aware of it so you can try to get out of the way. You can duck under it if you get down quickly enough. CRAZY LEFT HAND: Sometimes the left hand falls to the ground and starts having spasms. This is very damaging and I usually just reset the match when I got stuck in it. Just stay out of the way when it does this. As soon as you see it fall down, move away! Every chance you get, UP and A smash the hand you are attacking. The battle may sometimes be impossible depending on which combinations of moves are thrown at you, but every so often you'll get lucky and be able to take off tons of life from the left guy without taking much damage. When you get a lucky break, be sure you don't squander it. Just because you got the hand down below 100 HP doesn't mean the next 100 will come just as easy. You need to be patient once the strong attacks start coming again. And unless you're the luckiest guy ever, they will come! I was ready to kick myself when I got careless a few times. Once you manage to defeat the left hand, the battle gets much much easier. The right hand cannot be killed quickly, though, since it won't get paralyzed. Only hit it about two or three times before you prepare to avoid another attack. If you attack too much, sometimes he'll do a quick sweep and this late into the fight that's the end of you. So attack two or three times, prepare to jump away, and repeat. LEVEL 51: YOU: Choose (3 lives) COMPUTER: Giga Bowser, Gannondorf, MewTwo (3 lives each) I am going to outline TWO strategies to win this event with. The first uses Jigglypuff, the second uses Princess Peach. These are the two easiest strategies to pull off for the average gamer, from my experience. JIGGLYPUFF METHOD: I don't know WHO to give credit for this because I recieved at least ten emails, maybe more, keying me in to THE move. Therefore, I'll list everyone who sent me the information before this update. A few other ideas were sent to me but this is the only one that worked well so I'm only crediting people here who gave me this particular strategy. Use Jigglypuff. Yes, Jigglypuff! Jiggly has a move that is really cheap which can KO any of these guys in 1-3 hits depending on how close they are to the edge. DOWN and B, AKA Rest. Rest will easily take out Bowser since he's so big, and with some luck will KO the others enough to give you a fighting chance. You have to be right inside of an opponent for it to work, and sometimes even then it won't work, but when it does, it wreaks havoc! Bowser is easiest to defeat this way, as I've said, but you may not want to just go for him. When Bowser is alive, he'll be able to hit you so often that you'll be able to perform Rest over and over. Remember, you don't wake up until you're hit or a long time passes. So one technique is to try and get a good start by focusing on KOing Gannon and MewTwo. Try doing this at the edge of the stage because it'll KO them faster and sometimes Gannon or MewTwo will jump off the edge accidentally as well. No matter what you do, you're going to end up killing Bowser first this way, barring some freak accident. I tried a lot of different things after Bowser was gone and the most effective one was to continue using Rest until you narrow it down to one opponent. You can just try to jump into the guys and use it, or there are two moves that might work as well. Forward and B into them and then use Rest, or down and A (spin) and then Rest. If they're closely surrounding you and beating you up, just use Rest right away and hope it works. Once you narrow it down to one guy, I suggest beating them in hand to hand combat. Dashing at an opponent and hitting A often works, and the you can follow that up with a quick smash. Often times you can get a fast jump kick in without being hit. You can also try flying around and avoiding the enemy until a good item appears. If you stay calm, though, it's quite possible to beat one of these guys one on one. Be patient, smash at just the right time, and you can do it. The smash move is the only way besides an item or Rest to send them off the edge, so don't expect running at them to knock them off. PRINCESS PEACH STRATEGY This is really is easy to do. What you do is go to one edge of the level, wait for them to follow you, and double jump up, whatever it takes, and float over to the other side of the map. You can run away like this without taking damage if you practice it a lot. Just remember that if you hold jump Princess floats, and make sure to use the UP B jump as well (of course). Now that you can stay alive, you can deafeat the trio by waiting for a good chance to grab some items! Items appear along the edges of the map, so if you always have the trio lured to one edge then another edge, eventually you'll be open to grab a really good item! I really think this is a great strategy, I can pick up the game and almost effortlessly pull this off and come close to winning. Maybe it'll work as well for you guys too! Hope this helps. -
Klarar aldrig event match 50 master hands
Zeem svarade på Jonathan A's ämne i Gamla speldiskussioner
LEVEL 50: YOU: Choose (1 life) COMPUTER: Two Master hands with 300 HP each! Now this is a really tough level to complete! Yes, you have to destroy both hands to win. No matter who you use, the strategy is going to be similar, but once again I say use Captain Falcon or Gannon. Their UP and A smash move can hit the hands without jumping, and he'll quickly hit them twice with it. No one else has a better move to hit the hands with. Staying on the ground while you hit them is VERY important! Gannon is the same only more powerful and slower, so make your decision accordingly. Some people say Yoshi is good to use because of his DOWN and A move. I don't like it as much since you have to jump to do it, but it could work too. Go for the left hand first. The left hand is easier to defeat because it will sometimes mess up and sit there doing nothing. It's not a bug, it's just something that happens to it to give you a break. Every so often you get lucky and can take off loads of HP from it before it ever does anything again. It's not all that common, but once is all you need! Even when this happens, do your best to avoid the other hand's attacks by jumping over them at the proper time. Most of the attacks thrown at you are avoided by well timed jumps, but some of them require a little more. Here I will explain what to expect and what to do for certain attacks: GRAB: Sometimes a hand will try to grab you. It will float around with an open palm and then grab you after maybe a second. When you see it coming, your best bet to get away is to do a forward B move in the air or on the ground, if you're using Captain Falcon. Merely jumping usually is not enough. If you aren't using Captain Falcon, then do whatever move will get you forward quickly, maybe just running on the ground. If you get caught, twirl the control stick and push the A button as fast as you can. You will get out quicker that way. LASER: When the hand you're attacking is shooting lasers, make sure to get under it and jump and beat on it. It's even worth it to get hit a few times if you can tack on a bunch of hits, especially if both hands are still alive. The sooner you can take out one hand, the better. BOMBS: When the left hand goes and drops bombs in the center of the stage, it's best to avoid him until the very end of his move when you can try to get in one quick shot at him if you want. It's just too hard to not get hit when the bombs are being dropped. DOUBLE PUNCH: Sometimes you get put to sleep and the hands try to punch you together while you're vulnerable. Try to twirl the control stick and mash buttons to see if you can wake up and jump away. If not, then you could be done for. It's better to take the hit right in the middle if you have to cause then you don't seem to get smashed off the side. BULLET: When the right hand goes to shoot a bullet at you, ducking will avoid it. If you need to avoid another attack while the bullet is being aimed, jump up but make sure you are FALLING when the hand is ready to shoot. If not, you'll probably be hit. Most if not all of the characters fall too fast to be hit. LAUNCHING HAND: When a hand launches itself into the air like a rocket, you have to jump (or run, but jumping is usually best) to avoid it when it comes flying back at you, but then you have to also try to avoid it when it comes back onto the stage immediately after. A really high jump will leave you damageless, but a lot of the time I found myself unable to avoid taking some damage from this move. Just be aware of it so you can try to get out of the way. You can duck under it if you get down quickly enough. CRAZY LEFT HAND: Sometimes the left hand falls to the ground and starts having spasms. This is very damaging and I usually just reset the match when I got stuck in it. Just stay out of the way when it does this. As soon as you see it fall down, move away! Every chance you get, UP and A smash the hand you are attacking. The battle may sometimes be impossible depending on which combinations of moves are thrown at you, but every so often you'll get lucky and be able to take off tons of life from the left guy without taking much damage. When you get a lucky break, be sure you don't squander it. Just because you got the hand down below 100 HP doesn't mean the next 100 will come just as easy. You need to be patient once the strong attacks start coming again. And unless you're the luckiest guy ever, they will come! I was ready to kick myself when I got careless a few times. Once you manage to defeat the left hand, the battle gets much much easier. The right hand cannot be killed quickly, though, since it won't get paralyzed. Only hit it about two or three times before you prepare to avoid another attack. If you attack too much, sometimes he'll do a quick sweep and this late into the fight that's the end of you. So attack two or three times, prepare to jump away, and repeat. LEVEL 51: YOU: Choose (3 lives) COMPUTER: Giga Bowser, Gannondorf, MewTwo (3 lives each) I am going to outline TWO strategies to win this event with. The first uses Jigglypuff, the second uses Princess Peach. These are the two easiest strategies to pull off for the average gamer, from my experience. JIGGLYPUFF METHOD: I don't know WHO to give credit for this because I recieved at least ten emails, maybe more, keying me in to THE move. Therefore, I'll list everyone who sent me the information before this update. A few other ideas were sent to me but this is the only one that worked well so I'm only crediting people here who gave me this particular strategy. Use Jigglypuff. Yes, Jigglypuff! Jiggly has a move that is really cheap which can KO any of these guys in 1-3 hits depending on how close they are to the edge. DOWN and B, AKA Rest. Rest will easily take out Bowser since he's so big, and with some luck will KO the others enough to give you a fighting chance. You have to be right inside of an opponent for it to work, and sometimes even then it won't work, but when it does, it wreaks havoc! Bowser is easiest to defeat this way, as I've said, but you may not want to just go for him. When Bowser is alive, he'll be able to hit you so often that you'll be able to perform Rest over and over. Remember, you don't wake up until you're hit or a long time passes. So one technique is to try and get a good start by focusing on KOing Gannon and MewTwo. Try doing this at the edge of the stage because it'll KO them faster and sometimes Gannon or MewTwo will jump off the edge accidentally as well. No matter what you do, you're going to end up killing Bowser first this way, barring some freak accident. I tried a lot of different things after Bowser was gone and the most effective one was to continue using Rest until you narrow it down to one opponent. You can just try to jump into the guys and use it, or there are two moves that might work as well. Forward and B into them and then use Rest, or down and A (spin) and then Rest. If they're closely surrounding you and beating you up, just use Rest right away and hope it works. Once you narrow it down to one guy, I suggest beating them in hand to hand combat. Dashing at an opponent and hitting A often works, and the you can follow that up with a quick smash. Often times you can get a fast jump kick in without being hit. You can also try flying around and avoiding the enemy until a good item appears. If you stay calm, though, it's quite possible to beat one of these guys one on one. Be patient, smash at just the right time, and you can do it. The smash move is the only way besides an item or Rest to send them off the edge, so don't expect running at them to knock them off. PRINCESS PEACH STRATEGY This is really is easy to do. What you do is go to one edge of the level, wait for them to follow you, and double jump up, whatever it takes, and float over to the other side of the map. You can run away like this without taking damage if you practice it a lot. Just remember that if you hold jump Princess floats, and make sure to use the UP B jump as well (of course). Now that you can stay alive, you can deafeat the trio by waiting for a good chance to grab some items! Items appear along the edges of the map, so if you always have the trio lured to one edge then another edge, eventually you'll be open to grab a really good item! I really think this is a great strategy, I can pick up the game and almost effortlessly pull this off and come close to winning. Maybe it'll work as well for you guys too! Hope this helps. . -
hjälp ? till alla olika sorters spel
Zeem svarade på DaNiEl tHHe GamER's ämne i Gamla speldiskussioner
Nej det måste man inte,ha 4 spelare istellet för två,då är det 5 timmar! -
Jag struntar i poäng!
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på www.tradera.se så har jag köpt zelda skivan för 620+porto!
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LEVEL 1: TROUBLE KING YOU: Mario (2 lives) COMPUTER: Bowser (2 lives, easy difficulty) The first level is as you would expect - very easy. Bowser is set to get hit far, and he's not too smart. Just smash him over and over again, maybe even do a charged smash while he's jumping back on and release it when he gets back. LEVEL 2: LORD OF THE JUNGLE YOU: Giant Donkey Kong (2 lives) COMPUTER: Tiny Donkey Kong (2 lives) The biggest problem here is actually hitting your opponent. When your opponent is below you, use the pound the ground (DOWN and B) or a low smash move to hit him. Once you've knocked him in the air, get ready to do an upward smash when he gets back down to you. He'll be sent off the stage. LEVEL 3: BOMB-FEST YOU: Choose anyone (1 life) COMPUTER: Samus (1 life), Link (1 life) It's easy to get KOed here, but if you just keep trying you should pass this one pretty fast. A good strategy is to stay as high as possible. The computer will blow itself up once the items start to appear. If you see a poke ball, it's going to be a big bomb pokemon, so it can be fun to throw these and then run away. The computer will somtimes stand inside of them since it's on a low difficulty. LEVEL 4: DINO-WRANGLING YOU: Choose anyone (3 lives) COMPUTER: Giant Yoshi (1 life) This one is probably just as easy or easier than Level 1. You have 3 lives to KO Yoshi just once. The biggest threat here is if Yoshi eats you and turns you into an egg cause you could get thrown into the pit. But you can jump back up, and Yoshi here is pretty stupid so it's no big deal. Just do smash moves and you'll destroy him. Sometimes he even jumps right in the pit for you! LEVEL 5: SPARE CHANGE YOU: Ness COMPUTER: Captain Falcon This is a coin battle, and you need to get 200 coins to win. Captain Falcon here is pretty easy, and he's not too good at getting coins. Even if he beats you up, you can often get the coins that he knocks out of you. Ness can be pretty tough to use if you've never used him before, so I'll explain a few of the best moves to use: 1) Forward Smash + A: Ness will hit guys with a powerful baseball bat. 2) Down and A: Push this really fast and opponents will usually just stand there and take a beating. 3) PK Fire: Forward and B. This move will shoot direstly ahead and stun opponents. Use this as your opportunity to smash. Basically you want to beat Captain Falcon up and take the coin he drops. The best place to do this is on the very bottom in the middle. Cars will come by every now and then, right after the (!) Warning appears, and the good Captain likes to let them hit him while you jump safely away. Should be no problem to win, especially since you're allowed to die. LEVEL 6: KIRBYS ON PARADE YOU: Choose (1 life) COMPUTER: 3 Kirbys (2 lives each) >From the description this sounds hard, but it's really easy. These Kirbys will get KOed in one hit from a smash! Donkey Kong's pound the ground (Down and B) KOs them in one hit too, as will most things. LEVEL 7: POKEMON BATTLE YOU: Choose (2 lives) COMPUTER: Pikachu (2 lives) The only way for you to hurt each other in this match with the Pokemon that come out of the Poke balls. So choose a quick character like Fox or Captain Falcon, and try to get all the Poke balls that appear. It's best to throw them straight down (Down and A) since they'll go right through Pikachu. Keep summoning Pokemon until Pikachu is overwhelmed. Not too hard, and quite fun! LEVEL 8: HOT DATE ON BRINSTAR YOU: Choose (3 lives) COMPUTER: Samus (3 lives) You both start with 130% damage, even after you die, so all it takes is a few hits to get knocked off. Just smash Samus a few times and that's all it takes. Samus likes to hang in there a while, but she's not too smart here so you can probably get a lot of hits on her no problem. It might be a good idea to use a big character like Bowser here to dish out more damage and so you don't get knocked too far. LEVEL 9: HIDE 'N' SHEIK YOU: Choose (1 life) COMPUTER: Two Zeldas (2 lives each) This battle is kind of cheap since the computer likes to change back and forth a lot, and I've also seen it jump right in the pit as Zelda more than once. The easiest way to beat them I found was to use Donkey Kong and pound the ground (DOWN and B) non-stop, and then smash them up off the screen when they're on their way down. If you're lucky, they'll turn into Sheik before while you're doing this, but even if they don't, if you keep trying they will eventually. This one might take a few tries. LEVEL 10: ALL-STAR MATCH 1 YOU: Choose (2 lives) COMPUTER: Mario, Donkey Kong, Yoshi, Peach, Bowser (1 life each) One of the hardest things about these all-star matches is that you have a time limit. So the best idea to just to beat up your opponents as fast as you can. These guys aren't too smart, so you can smash them over and over again without too much problem. I was able to hit them with the super-strong Falcon Punch (B) with Captain Falcon over and over, so smashing them should be even easier. Just don't ever stand in the center of the stage on the first battle against Mario. Those blocks will spin and you could end up in the pit even if you don't think they should have started to spin. LEVEL 11: KING OF THE MOUNTAIN YOU: Choose (1 life) COMPUTER: Two Ice Climbers (Immortal) To win this you just need to survive until time runs out. Choose a fast character like Captain Falcon so you can run away. Killing the Ice Climbers brings you no penalty, but I chose to just run away the whole time since they continually respawn. Jump to the top, run to the right, fall down through the floor (Just push down), run to the left, jump up, whatever it takes to get away. There is one move that is good to learn and can help here: Pushing R in the air. Your character will float in mid air and move over a little more. This helps get away from attacks and is useful all the time. I don't think it lets you do this AND an UP and B jump, so watch out if you think this will help you get back onto the stage anywhere. LEVEL 12: SECONDS, ANYONE? YOU: Choose (1 life) COMPUTER: Captain Falcon (1 life) Use Captain Falcon and hit B as soon as the fight starts. You should win in about 1.25 seconds. LEVEL 13: YOSHI'S EGG YOU: Yoshi (1 life) COMPUTER: Donkey Kong, Pikachu, Fox This level counts score in KOs, but you don't need to KO anyone to win. To win, you just have to make sure the Yoshi egg lives til the end. The best idea is to grab the egg and run away. You will have to pick up the egg eventually anyway since the stage will shift before the time runs out. Jump from one side to the other avoiding your foes. Using the R in the air move (described in the LEVEL 11 guide) will help a lot also. LEVEL 14: TROPHY TUSSLE 1 YOU: Choose (2 lives) COMPUTER: 3 Random Characters (2 lives each) This is a pretty difficult fight if you don't know what you're doing since all the computers are against you at the same time. If you're having problems here, use Captain Falcon. You can start off the stage with his B button Falcon Punch move and knock the computer good. If you get surrounded, push DOWN and B and he'll do a kick that hits them all. Just make sure that when you do DOWN and B you don't go off the edge since he'll slide pretty far. Falcon Punch can really put the hurtin on these guys, and a few good hits with it will win the trophy for you. LEVEL 15: GIRL POWER YOU: Choose (2 lives and tiny) COMPUTER: Samus, Zelda, Peach (2 lives each) This fight is similar to the last except you're small and the battlefield is smaller. You're going to want a character with strong and easy to pull off moves. Therefore, the same old techniques IU keep bringing up work pretty well here, like DK's pound the ground. I also found that items can really make a huge difference here. A lot of bombs and poke balls dropped when I played this one. If you can let the computer get blown up by the bombs and get all the poke balls, you should have a pretty easy time. LEVEL 16: KIRBY'S AIR RAID YOU: Kirby (1 life) COMPUTER: 10 Kirbys All you have to do here is KO all the other Kirbys with warp stars before the time runs out. Wait til they're all near a warp star and send them flying! Remember also, you can hold a direction after you get on the warp star and change where you land. LEVEL 17: BOUNTY HUNTERS YOU: Samus (1 life) COMPUTER: Bowser, Captain Falcon (1 life each) You have to KO Bowser here, but you can't let Captain Falcon KO him. It's pretty tough to write a consistent strategy for this, you just have to try to smash Bowser off yourself. I've had Captain Falcon fall in the pit a few times. If this happens, it makes it a lot easier. Whether or not you have problems here, if you keep trying you should eventually win even if it's by some fluke. LEVEL 18: LINK'S ADVENTURE YOU: Link (2 lives) COMPUTER: Link's Shadow (2 lives) Link's shadow is the same as Link, and he's also the hardest guy you've fought so far. The computer AI is set at a pretty decent level here. For those of you who remember Zelda 2, Link's Shadow is the last boss. Anyways, if you're not good at combat, this is going to either train you to fight better or make you give up on the Event Matches. Link's Shadow likes to grab you or jab at you with quick sword blows. An excellent strategy is to make him follow you somewhere and then right before he gets to you release a smash move, preferably a forward smash move. You can often get him into rhythms where he keeps jumping into the same trap over and over. Getting the good items that sometimes appear will help tack on some additional damage too. And don't forget about the strong DOWN and A and UP and A while in the air. These thrust moves are pretty strong. As an additional point of interest about this stage: If you get really hurt badly, fighting in the tunnel in the middle of the stage is a good idea. It's very hard to KO anyone while they're in there. So he won't be able to KO you very well, and you can take him down with you. This is only good when there's no timer like on this event. LEVEL 19: PEACH'S PERIL YOU: Mario (1 life) COMPUTER: Bowser, Peach You can't let Peach die here, that's all. Sometimes you might get unlucky breaks with the items, but overall this isn't very hard, especially if you can beat level 18. Beat up Bowser and much as you can! Even if he starts hitting Peach, that makes him vulnerable for a smash move. It doesn't appear as though he can smash her, either, so he'll have to hit her a lot to knock her off. I ran this stage accidentally once without touching the control and it got down to 18 seconds before she was KOed... Kind of funny. LEVEL 20: ALL-STAR MATCH 2 YOU: Choose (2 lives) COMPUTER: Samus, Link, Zelda, Captain Falcon, Fox (1 life each) This is just like the first All-Star Match, only a little harder. Samus will go down very easily, and so will Link. (Smash, smash, smash!) When you fight Zelda, make sure you lure her to one of the sides of the stage and knock her towards the edge if you can. This Hyrule stage you fight her on can take forever to KO someone on since it's so big. Luring characters to an edge will help save time. Anyways, on to Captain Falcon. He's pretty tough and he tries to use some good B button moves on you. His weakness though is his own stage. He often has trouble getting back onto the level and likes to get hit by the cars. Smash him as much as you can and try to take advantage of the items that fall. When you get to Fox, see if you can hit him with a few forward smash moves right away. He'll probably walk right at you as soon as the level begins. These computers aren't a pushover, but with practice you should be able to take them out. You're going to need the practice for the later events... LEVEL 21: ICE BREAKER YOU: Choose (1 life) COMPUTER: Two Ice Climbers Here you have to KO both Nanas (the pink ones). If you KO either of the blue ones, you lose. It's very hard not to hit both of them at once, but don't worry about it. Just smash away. If you manage to only hit the pink one, great. Once you get her separated from her partner, move in quickly to take her out if you can. If you happen to knock them both off to the edge if the screen, which you might, just wait for them to jump back on. When they do, either the pink one won't make it, or she'll end up separated from the blue one allowing you an opportunity to KO her. Repeat this twice and that's it. Basically don't worry about hitting them both. Chances are that if you do, you'll get the chance to hit the pink one off sooner or later anyway. And if you mess it up, just pause and Z reset. LEVEL 22: SUPER MARIO 128 YOU: Choose (1 life) COMPUTER : 128 Tiny Marios (1 life each) You can use any strategy you like, but if you want an almost guaranteed win, use Donkey Kong's pound the ground (DOWN and B). Just stop doing it if a bomb appears. Should be very simple. LEVEL 23: SLIPPY'S INVENTION YOU: Choose (2 lives) COMPUTER: Fox and Falco (2 lives each) This is a tough battle, no doubt about it. You opponents are invisible, but you can be certain that they're going to either be following you or on top of you. Make sure you get up using the B button to knock them away. A downward smash move is a good thing to use often here since it'll usually hit guys on both sides of you. Just keep smashing them and getting good items if they appear. I'd say to use Captain Falcon or Donkey Kong for their effective B button moves, but then again I almost always say that! LEVEL 24: THE YOSHI HERD YOU: Choose (1 life) COMPUTER: 29 Yoshis, 1 Giant Yoshi (1 life each( It's not hard to KO these guys, but it can be difficult to do it within two minutes. Donkey Kong's pound the ground works, except usually the Yoshi's will hide and you have to go after them. So I don't really recommend using that here. What you really need is well timed air smash moves. Use this stage to hone your aerial skills. Make sure you never hang out towards the middle here. Those blocks might suddenly start turning and land you in the pit. One time I did an UP smash move and they started moving. Kind of weird. LEVEL 25: GARGANTUANS YOU: Giant Bowser (1 life) COMPUTER: Giant Donkey Kong (2 lives), Tiny Mario, Tiny Peach (1 life each) Now you see how hard it is to be giant! The funny thing about this stage is that DK usually KOs himself by falling in the pit somehow. It's just so hard to stay on when you're that big. I would recommend staying on the left side of the screen. Try to hit DK with a lot of quick moves, or the B button fire move and get him to just fall in the pit. Jumping and doing DOWN and B works alright also, but it's pretty tough to send him flying anywhere. You'll probably win on the computer's own stupidity. The tiny Mario and Peach usually die within a few seconds, I think they're just there to be funny. LEVEL 26: TROPHY TUSSLE 2 YOU: Choose (2 lives) COMPUTER: 3 Random Characters (2 lives each) Another tough one. There's no magnificent strategy to use here unfortunately. You have a few things to your advantage, though. The computer will hurt itself here because they can hurt each other, and some of the items that appear are really helpful. Lots of warp stars like to come, and maybe a few pokeballs. One of the computers also likes to sit at the left end pretty much doing nothing unless you come near. If you can KO him with the others, great. If not, it's ok to leave him for last since less guys fighting you at once is easier. Keep using smash moves if you can, get up using the B button, and use R and BACK to flip away when you're in trouble. Once you get down to the last guy, you can get him in a smash loop where you knock him off, he jumps back on and you immediately smash him off again. I liked using Dr. Mario here; for some reason I did much better with his smash moves than anyone else's. LEVEL 27: COLD ARMOR YOU: Samus (1 life) COMPUTER: Three Metal Samuses (2 lives each) This is kind of intimidating since you have three guys against you and they all have double your lives. If you just fight them head on, though, you shouldn't do too badly. They don't usually hit you with very damaging moves. Just keep doing your downward smash move when they're around you and forward whenever you get a chance. Sometimes they even fall in the pit on their own because they get confused by the stage's movemnet. That's Kraid in the background, and he looks menacing but all he really does is turn the stage when hits it. As always, make sure you take advantage of the items that appear. LEVEL 28: PUFFBALLS UNITE YOU: Choose (1 life) COMPUTER: 14 Kirbys (1 life each) This is the stage where I first discovered the DK pound the ground trick! While it's well known now, when I first played this stage I had no idea it was so cheap! This shouldn't be too hard no matter who you use, but with DK it's even easier. My record is 16.7 seconds. LEVEL 29: TRIFORCE GATHERING YOU: Link (1 life) COMPUTER: Zelda (1 life), Gannondorf (2 lives) Here's where you can get Gannon as a playable character! You and Zelda are on the same team here, and you will need to use that to your advantage to really have a good chance. You don't have to go overboard on the smash moves at first. Just jab at him from one side while Zelda does the same on the other. Once you get him pretty hurt, then start smashing him or luring him towards a side of the stage to hit him off. Repeat this twice. Remember, the key to winning is teamwork. Gannon is kind of tough but he just gets beaten down by both of you at once. Make sure you do not ever get hit by his powerful B button punch move. He screams and looks like he's charging up when he's going to do it. Stay away! Once you complete the level, Gannon challenges you. Using your UP and B move when he gets near it pretty effective, or just use a lot of smash moves. You can get to this stage without completing some of the harder events, but this might be too hard for you if you don't have the practice those events give you. LEVEL 30: ALL-STAR MATCH 3 YOU: Choose (2 lives) COMPUTER: Kirby, Pikachu, Ness, Ice Climbers (1 life each) Another All-Star match, and this one only pits you against 4 computers. The first two battles aren't too tough at all, but Ness is a real pain compared! Seems like he's set to be really hard. If you can KO him in direct combat, that's great. But if not, you might want to jump around until you can get some good items to apear. Don't take too long because of the time limit, though. If he does KO you, use the invincibility you have while you're flashing to get a few good hits on him. If you are still having trouble, try luring him to the edge and hoping you can land a strong smash on him. It's easy to knock people off the side here. The Ice Climbers seem to be a little easier than Ness, but you might be pretty beat up by the time you get here. It's also really easy to hit people off the side here, so just keep trying to smash them. Sometimes they may even act stupid and KO themselves off the bottom or top of the screen. LEVEL 31: MARIO BROS. MADNESS YOU: Choose COMPUTER: Mario, Luigi This is a timed battle. Whoever has the most points when the time runs out wins. The funny thing about the AI here is that you can make these guys jump right in the pit. If you intentionally fall in the pit, and jump out at the last second, sometimes they just hop right in and die. Try this out of you're having trouble. For people having trouble here: I believe now that this event requires you to score more POINTS than the computer, not more KOs. So you need to try for a high score. That means going for bonuses like being very accurate, not getting hit, etc. You can look up how many points each bonus gives and try to figure out which ones you think are the easiest to get. LEVEL 32: TARGET ACQUIRED YOU: Falco (1 life) COMPUTER: Jigglypuff You have to KO Jigglypuff more than the Arwings do. Sometimes it's kind of cheap if you knock him into the air really far and it says an Arwing hit him. Don't knock him up if you can possibly avoid it! Try to smash him off the left side repeatedly if you can get him over there. He's not hard to KO, it's just that sometimes things won't go your way and you'll have to start over. Don't sweat it. You'll win if you keep trying. LEVEL 33: LETHAL MARATHON YOU: Captain Falcon (1 life) COMPUTER: None This is like the Adventure Mode stage except you'll move really fast. As soon as you start, run! Count the platforms and jump up onto the fourth one you see to avoid the cars. Keep going and make sure you're ready to jump when the pit comes. The next place you should stop is on the platform over the second pit. The cars will go over your head. Keep going to the finish. LEVEL 34: SEVEN YEARS YOU: Young Link (3 lives) COMPUTER: Link (3 lives) This one have me a lot of problems back when I first did it. You have to really learn how to handle combat well before you can win this one. Young Link here seems to have a disadvantage cause his sword is shorter. But there are a few moves you can do that will work pretty well. The best one is the downward thrust move. Jump in the air and do a smash move down on Link's head. When he's hurt a lot, it'll send him flying off the stage. Do not ever fight the on the floating things. The computer will usually flip around you and then smash you off the stage real easy because it can bounce you off the bottom of the main platform. Sometimes you can get the computer in a pattern where you smash it off the edge of the main platform, and when it jumps back up you smash it again, etc. Also, every once in a while it will just accidentally fall below one of the floating platforms and die. I'm not sure why it messes up like this, but if it happens it's great. This goes for any stage: if you can get your hands on an umbrella or beam sword, you'll really have an advantage. LEVEL 35: TIME FOR A CHECKUP YOU: Luigi (1 life) COMPUTER: Dr. Mario, Peach (1 life each) The computer here is pretty hard to beat directly. Obviously, if you can win this through direct fighting, then go for it! If not, then I found a trick that can allow you to KO Dr. Mario without attacking or taking much damage. Hang out in the pit. If you start the battle and just jump in the pit (I think it works on either end but I got it to work twice in the right pit last time I played). Jump out at the last second and just keep jumping in the pit and jumping at the last second. Quite often, Dr. Mario will follow you in and sometimes he ends up falling all the way down. If you mess up and end up about to fall in yourself, just pause and reset the match. Once Mario's KOed himself, taking on Peach is much easier than it was before. However, she's still going to be tough, so don't get too excited. Try to hit her if you can, of course, but your real advantage will be if you can get some good items to use on her. Once you get a few good hits on her, she's pretty easy to hit off the stage, so just keep at it and you'll get her eventually. LEVEL 36: SPACE TRAVELERS YOU: Ness (1 life) COMPUTER: Samus, Kirby, Fox, Captain Falcon, Falco (1 life each) This is actually the last event I cleared. I think it's one of the hardest ones! Ness is not an easy character to use if you don't practice with him much, and you only get one life to KO all five opponents. Samus and Kirby are very easy and can be taken out in a snap. Sometimes Fox is easy also, but Captain Falcon and Falco are just really hard! You have to get real good at KOing the first three so that you can get practice on fighting the last two. I like to jump over to the right side as soon as the battle starts, put my back against the wall, and bat (Forward smash) Samus and Kirby away until they fall off. The other smash moves that Ness has aren't very good at hitting people off, so stick to the bat. The computer will probably keep coming back for more over and over, which should give you a lot of practice smashing. Charge the smash move to make it go faster. If you stand where I do, Fox will appear right in front of you as soon as Kirby is KOed. If you can, Anticipate this and charge up a smash as Kirby is going off to smack Fox when he appears. The same strategy often works on Fox that works on the first two, but sometimes he's a little harder to KO and will beat you up. Just keep recovering and getting into a position where you can keep batting him away. Ness's down and A move can hit him over and over to take his life down fast. Also, if you're lucky, he'll fall in a pit for no reason. Now for Captain Falcon. The key to this is not to get too scared of him. Sure, you might want to run away from him, and go ahead. But you can often just smash him when he's running at you. Try using the down and A kick as well. It's really effective! PK Fire is ok to use sometimes as well. (Forward and B) If it hits it'll stun your opponent and you can get a free smash afterwards. If you get a screw attack, you're in luck. The screw attack, when used well, can hit Captain Falcon (or Falco if you get to him) almost as much as you want without him ever hitting you. Just keep jumping back and forth into him. With practice, you should be able to take out the Captain eventually. Falco is really hard to KO, though, since you'll probably be pretty hurt when he comes. If you can get a beam sword or some other good item, it'll be a lot easier. Otherwise, just do your best and use the same strategy you've been using. It's all about how well you can fight. Good luck! LEVEL 37: LEGENDARY POKEMON YOU: Choose (1 life) COMPUTER: Four Giant Wire Frames and a Jigglypuff (2 lives each) To win this stage all you have to do is summon all the Poke balls that appear. Jigglypuff will try to beat you to them, so choose a character who you can move quickly to beat him. Most of the time the Pokemon who are summoned are extremely powerful. You are allowed to knock the computer off the stage yourself, but it's easier to mostly rely on the Pokemon. Winning this battle will cause Pichu to challenge you if you don't already have him. LEVEL 38: SUPER MARIO BROS. 2 YOU: Choose (2 lives) COMPUTER: Mario, Luigi, Peach (2 lives each) Just like on the some of the other stages with Mario and Co., you can make the computer jump in the pit by hanging out in it yourself. Jump in the pit, and jump out again at the last second. I was able to completely KO Peach and Luigi in about 20 seconds one time with this strategy. If you feel too cheap doing this, you're just going to have to be really good at brawling. Now's your chance to laugh at the computer, though, so I say take advantage of it! It's going to have its way with you plenty of times in later events... LEVEL 39: JIGGLYPUFF LIVE! YOU: Jigglypuff (2 lives) COMPUTER: Three Jigglypuffs (2 lives each) This is a really annoying level. Do not play keep-away with them in an effort to wait for good items! I tried this technique and it didn't work too well. Jigglypuff gets knocked off too easily is not too quick. You often won't be able to get items first if you're busy flying away from the computer, and a lot of the items appear in capsule form so you'll need to fight for the items anyway. Instead, use smash moves and the FORWARD B move to beat them up while looking for some good items. If you manage to get a beam sword, umbrella, or a good Pokemon out of a ball, you'll have a big advantage. Make sure you get up using the B button if they're surrounding you. A lot of people told me that you can easily win this one by throwing the Jigglypuffs off the screen. I don't actually like doing this, but it could work pretty well if done right. Try it this way if my guide didn't help you. LEVEL 40: ALL-STAR MATCH 4 YOU: Choose (2 lives) COMPUTER: Marth, Luigi, Jigglypuff, MewTwo, Mr. Game and Watch (1 life each) The first battle with Marth is not too hard except you have to make sure you lure him to one side of the level so you can knock him off quicker. There is a time limit here. Luigi might give you problems, but sometimes he jumps in the pit for some reason. The computer just loves to do that on this stage. Don't count on him doing this, though. Instead, try to beat him up a little and the lure him to an edge. It's pretty easy to hit someone off the edge of the stage here. Hopefully it'll be you doing it to him. On to Jigglypuff... I played versus him two times and both times he never moved off the original platform. So he just got KOed in the pit. If he happens to actually go after you, it shouldn't be too tough cause he gets knocked out easily. MewTwo was also pretty easy for me. I was able to continually forward smash him. Every time he approached, BAM! Mr. Game and Watch has another stage where it's easy to knock guys off of. I like to run at him and attack, then smash him away, and then run at him again and smahs him again, etc. Eventually you'll smash him so far that he'll either get KOed or you can just jump kick him off and end it. LEVEL 41: EN GARDE! YOU: Marth (2 lives) COMPUTER: Link (2 lives) I didn't find this battle to be nearly as hard at the previous matches against Link (SEVEN YEARS and LINK'S ADVENTURE) but it's still not a cakewalk. You can often hit Link a lot of unanswered times with Marth's FORWARD B move, but this is kind of weak so don't rely on it exclusively. Link's main weakness is that he will roll right into your smash moves. I would do a forward smash, keep it charged for a second until he'd jump or roll right into it. So if you knock him away for a second, start charging your move and hope he does the same thing for you. Overall, this battle isn't too bad compared to some of the fights you've had to endure so far, at least it wasn't for me. LEVEL 42: TROUBLE KING 2 YOU: Luigi (2 lives) COMPUTER: Giant Bowser (2 lives) It's hard to actually KO Bowser here by hitting him, since he's big, but it's easy to make him fall in the pit! When the battle first starts, get Bowser to come down on the arm with you (he'll come to you) and just keep using weak A button moves. If you're high enough on the arm, you'll get him to fall in the pit. Sometimes you can also get Bowser to just stand there until he's in the pit as well. I beat this level two times and both times it was because Bowser just fell into the pit like that. If you can't seem to get him to do either of these things, just try to survive long enough until the stage is too complicated for him. He'll fall off sooner or later. Don't be afraid to continually reset the match if it starts off badly for you. LEVEL 43: BIRDS OF PREY YOU: Fox (2 lives) COMPUTER: Captain Falcon and Falco (2 lives each) As soon as the match begins, jump down onto the lower cars. There are cars below the big one you start on. Falco will follow first. Use your DOWN and B move and it will send him flying away from you, often KOing him. Do the same thing to Captain Falcon. Keep using the down and B move and eventually you'll knock them off enough to KO them both for good. You could try to beat them up to get the same effect, but the DOWN and B move is designed to send all opponents away from you, so you're better off sticking with that. LEVEL 44: MEWTWO STRIKES! YOU: Choose (1 life) COMPUTER: Zelda and Mewtwo (1 life each) Do not KO Zelda, you lose the match if she is KOed. After 15 seconds, MewTwo will show up, and he's the one you want! This is pretty hard. I have won this one two times trying to develop a solid strategy, but both times I won it was cause MewTwo jumped in the pit. I would get knocked really far, and while I was jumping back on MewTwo just walked off the edge like a moron. The thing that was working best for me was just letting him have it as much as I could. I didn't worry about hitting Zelda cause it's just too hard to avoid her. I got MewTwo to almost 100% when he decided it was time to commit suicide, so that was high enough where I could have smashed him off the edge. To get him that high, I used Captain Falcon's B button moves, mostly DOWN and B and FORWARD SMASH B. That punch he does on a forward smash is a great move against anyone. There's no reason you can't use another character and do well here though. Just as long as you can fight well! "Stan" told me that if you use Kirby and fly above where MewTwo appears you can down and B onto his head. Then you can keep doing this over and over if you keep flying up and dropping on him. Seems like a very good idea to me! :) LEVEL 45: GAME AND WATCH FOREVER! YOU: Mr. Game and Watch (3 lives) COMPUTER: 25 Mr. Game and Watches (1 life each) To win this battle, you have to be really good at doing smash moves. See my smashing section at the beginning of the FAQ to learn the timing on them. Get into good positions and smash away. The forard smash move usually works best, but sometimes using the downward one is good if they're surrounding you. If you are good at performing smashes, this level should be pretty easy. LEVEL 46: FIRE EMBLEM PRIDE YOU: Choose (3 lives) COMPUTER: Marth and Roy (3 lives each) It's not really that hard to hit Marth and Roy with smash moves, but chances are you're going to take some heavy damage as well. If you get too high, use the trick where you sit in the cave in the middle of the stage and fight them there. It's just so hard to get KOed in there. This way, you can keep the battle pretty close because sometimes they'll have to get you to over 300% before they can KO you! In that time, you can have them well over 100 as well, and ready to be KOed. In fact, you may even manage to KO them first! Even better! Best case scenario would be to beat them up and then lure them to the edge where you smash them off, so do that if you can. Even if you use the trick where you sit in the cave, the only way to easily knock them off is to get them towards an edge anyway. So even if you've taken ultra heavy damage, you might want to just come out and see if you can hit them off and go hide in the cave again to fight them when they respawn. LEVEL 47: TROPHY TUSSLE 3 YOU: Choose (2 lives) COMPUTER: Three Random Characters (2 lives each) This battle takes place on Majora's Mask, which is a good thing because it allows you to do something which most other stages wouldn't. For my strategy, you'll want to use a character with strong B button moves. Captain Falcon or Gannondorf are recommended, and I'll write this as if you're using one of them. Jump into the space between the top two spikes on the mask. Perform your DOWN and B technique over and over. They will beat you up pretty bad, but you can almost do as much damage to them as they do to you this way. Just keep on doing it. Use B to get up to knock them around some more. Pay attention because eventually you'll get hit too far to get right back in. If the battle ends up over on the edge of the mask with you having to jump back on, Captain Falcon and Gannon have the fantastic ability that makes them grab people when they perform their UP and B move. So in the act of trying to get back on the stage, you can can sometimes get the computer in a little bit of a loop! This is a little harder to keep doing, though, so it might be better if you try to get back in the center and start doing what you did at first. Just keep on going with this technique and eventually you should completely KO someone and have the others pretty hurt. Once it's calmed down a bit, you could start trying to fight them like normal. In fact, you could fight the entire battle like normal if you wanted, but my strategy is just designed to work pretty well almost all the time. Don't be afraid to reset the level or restart it completely to try and get characters who get knocked off easier. If you're having trouble, try to restart it until you get Pichu and Jigglypuff or other easy to KO opponents. LEVEL 48: PIKACHU AND PICHU YOU: Choose (2 lives) COMPUTER: Pikachu (Undefeatable), Two Pichus (1 life each) Turn off your sound to do this level if you're the type who gets mad. If you're like me, you'll be wanting to go get a Pikachu doll so you can destroy it after playing this one a while. It's just so annoying to hear "PIKA PIKA!" shouted really happily after being defeated here. This is not a level for kids! It's tough! Anyways, you have to KO the Pichus to win. I am pretty sure that they are set not to get thrown off easy, cause I've smashed them when they were over 120% before and they wouldn't go off the edge! Really frustrating. There's really not a whole lot you can do here to make it easier. Hope you get some good items, and go for the Pichus only! If you get KOed, use the invincibility period to get a free smash on them. Captain Falcon's smash FORWARD and B punch move can sometimes hit them all a lot without taking damage, but it's not going to KO them, so it's only useful to hurt them a little. Make sure to smash a direction and R if you're getting beat up to much to flip away. Basically, to win this battle you'll have to combine solid fighting skill and good item usage. Good luck! There is another way to do this level, that was sent in by Galaway Nosora: "If you use DK's forward throw, he carries the flailing opponent around on his back, correct? In this, my friends and I have developed a DK "Suicide Jump", where he grabs the opponent and simply jumps off the edge of the stage, carrying them to their doom. USE THAT! Since the N64 Dream Land stage is quite small, it shouldn't be a problem. In fact, if you throw the Pichus before you've gone down too far, you might actually be able to recover from the fall. Since you have two lives, I suggest doing it to both of them, ditching the Pichus on your way down and having them die JUST BEFORE YOU DO. Risky, but it works. ^^" LEVEL 49: ALL-STAR MATCH DELUXE YOU: Choose (2 lives) COMPUTER: Dr. Mario, Falco, Pichu, Young Link, Roy, and Gannondorf (1 life each) NEW TRICK: A lot of people told me about this and it was on the messageboards a few times. If you are having problems here you can try to use DK's forward throw move to pick up your opponents and jump in the pit with them. You can also suck them in with Kirby. And the jump in the pit. If you do it right you can win the fight without losing a life. But be warned, it is not easy to do to all of them. See what works for you, it could be a big help though. Ok now for my standard guide.... This is the hardest All-Star match, and one of the hardest events. You'll have to fight well to win this one, there's no getting around it. I've tried it with a number of characters and I prefer Roy over anyone else here. His quick B button moves and long range forward smash make him ideal. My advice is to get the computer into a good position where you can smash them over and over again. The same AI problem happens here where the computer will often just walk right into it! I once hit Roy with a fully powered smash! In the fight against Pichu, he'll jump right on you as soon as it starts giving you a great opportunity to smash him! Sometimes you can get him three or more times before he learns his lesson! Besides all that, I have no other advice other than to fight your best and not to waste time! Don't forget the time limit! LEVEL 50: YOU: Choose (1 life) COMPUTER: Two Master hands with 300 HP each! Now this is a really tough level to complete! Yes, you have to destroy both hands to win. No matter who you use, the strategy is going to be similar, but once again I say use Captain Falcon or Gannon. Their UP and A smash move can hit the hands without jumping, and he'll quickly hit them twice with it. No one else has a better move to hit the hands with. Staying on the ground while you hit them is VERY important! Gannon is the same only more powerful and slower, so make your decision accordingly. Some people say Yoshi is good to use because of his DOWN and A move. I don't like it as much since you have to jump to do it, but it could work too. Go for the left hand first. The left hand is easier to defeat because it will sometimes mess up and sit there doing nothing. It's not a bug, it's just something that happens to it to give you a break. Every so often you get lucky and can take off loads of HP from it before it ever does anything again. It's not all that common, but once is all you need! Even when this happens, do your best to avoid the other hand's attacks by jumping over them at the proper time. Most of the attacks thrown at you are avoided by well timed jumps, but some of them require a little more. Here I will explain what to expect and what to do for certain attacks: GRAB: Sometimes a hand will try to grab you. It will float around with an open palm and then grab you after maybe a second. When you see it coming, your best bet to get away is to do a forward B move in the air or on the ground, if you're using Captain Falcon. Merely jumping usually is not enough. If you aren't using Captain Falcon, then do whatever move will get you forward quickly, maybe just running on the ground. If you get caught, twirl the control stick and push the A button as fast as you can. You will get out quicker that way. LASER: When the hand you're attacking is shooting lasers, make sure to get under it and jump and beat on it. It's even worth it to get hit a few times if you can tack on a bunch of hits, especially if both hands are still alive. The sooner you can take out one hand, the better. BOMBS: When the left hand goes and drops bombs in the center of the stage, it's best to avoid him until the very end of his move when you can try to get in one quick shot at him if you want. It's just too hard to not get hit when the bombs are being dropped. DOUBLE PUNCH: Sometimes you get put to sleep and the hands try to punch you together while you're vulnerable. Try to twirl the control stick and mash buttons to see if you can wake up and jump away. If not, then you could be done for. It's better to take the hit right in the middle if you have to cause then you don't seem to get smashed off the side. BULLET: When the right hand goes to shoot a bullet at you, ducking will avoid it. If you need to avoid another attack while the bullet is being aimed, jump up but make sure you are FALLING when the hand is ready to shoot. If not, you'll probably be hit. Most if not all of the characters fall too fast to be hit. LAUNCHING HAND: When a hand launches itself into the air like a rocket, you have to jump (or run, but jumping is usually best) to avoid it when it comes flying back at you, but then you have to also try to avoid it when it comes back onto the stage immediately after. A really high jump will leave you damageless, but a lot of the time I found myself unable to avoid taking some damage from this move. Just be aware of it so you can try to get out of the way. You can duck under it if you get down quickly enough. CRAZY LEFT HAND: Sometimes the left hand falls to the ground and starts having spasms. This is very damaging and I usually just reset the match when I got stuck in it. Just stay out of the way when it does this. As soon as you see it fall down, move away! Every chance you get, UP and A smash the hand you are attacking. The battle may sometimes be impossible depending on which combinations of moves are thrown at you, but every so often you'll get lucky and be able to take off tons of life from the left guy without taking much damage. When you get a lucky break, be sure you don't squander it. Just because you got the hand down below 100 HP doesn't mean the next 100 will come just as easy. You need to be patient once the strong attacks start coming again. And unless you're the luckiest guy ever, they will come! I was ready to kick myself when I got careless a few times. Once you manage to defeat the left hand, the battle gets much much easier. The right hand cannot be killed quickly, though, since it won't get paralyzed. Only hit it about two or three times before you prepare to avoid another attack. If you attack too much, sometimes he'll do a quick sweep and this late into the fight that's the end of you. So attack two or three times, prepare to jump away, and repeat. LEVEL 51: YOU: Choose (3 lives) COMPUTER: Giga Bowser, Gannondorf, MewTwo (3 lives each) I am going to outline TWO strategies to win this event with. The first uses Jigglypuff, the second uses Princess Peach. These are the two easiest strategies to pull off for the average gamer, from my experience. JIGGLYPUFF METHOD: I don't know WHO to give credit for this because I recieved at least ten emails, maybe more, keying me in to THE move. Therefore, I'll list everyone who sent me the information before this update. A few other ideas were sent to me but this is the only one that worked well so I'm only crediting people here who gave me this particular strategy. Use Jigglypuff. Yes, Jigglypuff! Jiggly has a move that is really cheap which can KO any of these guys in 1-3 hits depending on how close they are to the edge. DOWN and B, AKA Rest. Rest will easily take out Bowser since he's so big, and with some luck will KO the others enough to give you a fighting chance. You have to be right inside of an opponent for it to work, and sometimes even then it won't work, but when it does, it wreaks havoc! Bowser is easiest to defeat this way, as I've said, but you may not want to just go for him. When Bowser is alive, he'll be able to hit you so often that you'll be able to perform Rest over and over. Remember, you don't wake up until you're hit or a long time passes. So one technique is to try and get a good start by focusing on KOing Gannon and MewTwo. Try doing this at the edge of the stage because it'll KO them faster and sometimes Gannon or MewTwo will jump off the edge accidentally as well. No matter what you do, you're going to end up killing Bowser first this way, barring some freak accident. I tried a lot of different things after Bowser was gone and the most effective one was to continue using Rest until you narrow it down to one opponent. You can just try to jump into the guys and use it, or there are two moves that might work as well. Forward and B into them and then use Rest, or down and A (spin) and then Rest. If they're closely surrounding you and beating you up, just use Rest right away and hope it works. Once you narrow it down to one guy, I suggest beating them in hand to hand combat. Dashing at an opponent and hitting A often works, and the you can follow that up with a quick smash. Often times you can get a fast jump kick in without being hit. You can also try flying around and avoiding the enemy until a good item appears. If you stay calm, though, it's quite possible to beat one of these guys one on one. Be patient, smash at just the right time, and you can do it. The smash move is the only way besides an item or Rest to send them off the edge, so don't expect running at them to knock them off. PRINCESS PEACH STRATEGY This is really is easy to do. What you do is go to one edge of the level, wait for them to follow you, and double jump up, whatever it takes, and float over to the other side of the map. You can run away like this without taking damage if you practice it a lot. Just remember that if you hold jump Princess floats, and make sure to use the UP B jump as well (of course). Now that you can stay alive, you can deafeat the trio by waiting for a good chance to grab some items! Items appear along the edges of the map, so if you always have the trio lured to one edge then another edge, eventually you'll be open to grab a really good item! I really think this is a great strategy, I can pick up the game and almost effortlessly pull this off and come close to winning. Maybe it'll work as well for you guys too! Hope this helps. .
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Vilken sida?Vilken sida? Har altid velat ha en n64 emulator!
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Får man inte ha Konsol-spel på datorn? Jag har en kompis som har N64 till datorn.Vart fick han den ifrån?
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Kan ni några GTA vice city fusk? Jag kan dom här: * Väder: --- Stormigt: CATSANDDOGS --- Dimmigt: CANTSEEATHING --- Molnigt: APLEASANTDAY --- Mycket molnigt: ABITDRIEG --- Soligt: ALOVELYDAY * Spelaren: --- Alla vapen #1: THUGSTOOLS --- Alla vapen #2: PROFESSIONALTOOLS --- Alla vapen #3: NUTTERTOOLS --- Armor: PRECIOUSPROTECTION --- Liv: ASPIRINE --- Självmord: ICANTTAKEITANYMORE --- Bli attraktiv: FANNYMAGNET * Skins/utseende: --- Byt skin: STILLLIKEDRESSINGUP --- Rök en cigarrett: CERTAINDEATH --- Vercetti blir fet: DEEPFRIEDMARSBARS --- Smala ben/armar: PROGRAMMER --- Ricardo Diaz: CHEATSHAVEBEENCRACKED --- Lance Vance: LOOKLIKELANCE --- Sonny Forelli: IDONTHAVETHEMONEYSONNY --- Ken Rosenberg: MYSONISALAWYER --- Hilary King: LOOKLIKEHILARY --- Love Fist 1: ROCKANDROLLMAN --- Love Fist 2: WELOVEOURDICK --- Phil Cassidy: ONEARMEDBANDIT --- Mercedes: FOXYLITTLETHING * Bilar: --- Trafikljusen gröna: GREENLIGHT --- Köra på vatten: SEAWAYS --- Stora hjul på sporbilar: LOADSOFLITTLETHING --- Spräng alla: BIGBANG --- Galna trafikanter: MIAMITRAFFIC --- Rosa bilar: AHAIRDRESSERSCAR --- Svarta bilar: IWANTITPAINTEDBLACK --- Låg gravitet: COMEFLYWITHME --- Bättre kontroll: GRIPISEVERYTHING --- Bara hjulen syns: WHEELSAREALLINEED * Skapa bilar: --- Rhino (Tank): PANZER --- Bloodring Banger 1: TRAVELINSTYLE --- Bloodring Banger 2: GETTHEREQUICKLY --- Hotring Racer 1: GETTHEREVERYFASTINDEED --- Hotring Racer 2: GETTHEREAMAZINGLYFAST --- Romero's Hearse: THELASTRIDE --- Love Fist: ROCKANDROLLCAR --- Trashmaster: RUBBISHCAR --- Sabre Turbo: GETTHEREFAST --- Caddie: BETTERTHANWALKING * Fotgängare: --- Galna: FIGHTFIGHTFIGHT --- Hatar dig: NOBODYLIKESME --- Är beväpnade: OURGODGIVENRIGHTTOBEARARMS --- Beväpnade tjejer: CHICKSWITHGUNS * Övrigt: --- Snabba upp tiden: ONSPEED --- Sakta ner tiden: BOOOOOORING --- Mer efterlyst: YOUWONTTAKEMEALIVE --- Mindre efterlyst: LEAVEMEALONE --- Visa Media Level: CHASESTAT och till GTA3:* Väder: --- Rensa: SKINCANCERFORME --- Dimma: PEASOUP --- Molnigt: ILIKESCOTLAND --- Regn: ILOVESCOTLAND * Spelaren: --- Ändra skin: ILIKEDRESSINGUP --- Vapen: GUNSGUNSGUNS --- Pengar: IFIWEREARICHMAN --- Armor TURTOISE --- Liv: GESUNDHEIT * Bilar: --- Pansarvagn: GIVEUs*tanK --- Lätt hantering: CORNERSLIKEMAD --- Spräng alla: BANGBANGBANG --- Gravitet: CHITTYCHITTYBB --- Osynliga: ANICESETOFWHEELS * Fotgängare: --- Bråkar: WEAPONSFORALL --- Galna: ITSALLGOINGMAAAD --- Hatar spelaren: NOBODYLIKESME * Spelets gång: --- Snabba upp: TIMEFLIESWHENYOU --- Sakta ner: BOOOOORING --- Snabb tid: MADWEATHER --- Mer poliser: MOREPOLICEPLEASE --- Mindre poliser: NOPOLICEPLEASE -- Mer blod: NASTYLIMBSCHEAT och till roler coaster tycoon 2:Namn Händelse Chris Sawyer Går omkring och tar kort. Tom Cruise Besöker alla attraktioner. John Mace Betalar dubbla priset. Katie Braywhaw Vinkar åt alla hon möter. Simon Foster Målar av alla attraktioner. Damon Hill Dubbel hastighet i Go-karten. Tony Day Äter massor av hamburgare. John Wardley Tänker hela tiden: Wow Kan ni några fler till dessa spel så svara tack!
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Sluta! kan någon svara?