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The Legend of Zelda: Majora's Mask

 

Zelda no Densetsu: Majora no Kamen ver 2.0

The Legend of Zelda: Mask of Majora

FAQ/Walkthrough

 

First Version: 5/7/00

Latest Version: 10/09/00

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[email protected]

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Look for these other texts by BabyRyoga:

 

Wild Arms FAQ and Secrets

Tenchi Souzou (Terranigma) FAQ

Dragon Quest 5 Walkthrough

Dragon Quest Monsters Breeding Chart

Final Fantasy IX FAQ/Walkthrough (Incomplete)

 

This file and all other files written by me can always be found at:

Http://www.geocities.com/timessquare/lair/2382

 

This file is copyright [email protected]. Please do not copy or

reproduce this list in any way. If you want to use it on a web

page, you can do so without permission as long as credit is given

and nothing is changed (don't e-mail asking to post it, just go ahead).

It must also be a non-profit web site.

 

I am also is no expert in the japanese language. If anyone can

provide advanced elements of the plot, please email me and you will

be given credit.

 

The names of some items in this walkthrough are incorrect, and will just

be listed as what they look like or do. In a future version, I will get

all the correct names of the items. Be patient please. If you can read

kanji, and want to help out, e-mail me. Also if you know the location of

anything else not listed, e-mail me for credit.

 

With the release of the US version of this game comming just around the

corner, I must remind people that this is for the JAPANESE

version of this game. Do not mail me saying that the names/info is wrong,

if you have been playing the american version.

 

If I ever get around to doing it, I will list the changes in the US and

Japanese versions.

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Updates

-------

 

Ver 2.0 - Everything complete! .... well, almost.

 

Ver 1.6 - More hearts, 10 left to go!

 

Ver 1.5 - Added a few more pieces of heart, still 12 left to go before finding them all.

 

Ver 1.4 - Added a few more pieces of heart, and a little bit of info on the subquests

involving the boy (thought it was a girl) in the keaton mask.

 

Ver 1.3 - Changed a few things, made a few sections easier to understand. Still looking

for the rest of the pieces of heart.

 

Ver 1.2 - More minor fixes, and more heart pieces. Added the location of the special

mask that allows you to turn into adult Link.

 

Ver 1.1 - Minor fixes, more hearts. Redid Masks sections, and added the song list.

Coming soon: Log book entries. Also added game fuctions section.

 

Ver 1.0 - Big update on masks and hearts.

 

Ver 0.9 - Walkthrough up to the final boss, more masks, items and hearts.

 

Ver 0.8 - Minor update, more masks and items, many more heart pieces.

 

Ver 0.7 - More items and masks, walkthrough from the Mirror Shield up to right

after the final dungeon.

 

Ver 0.6 - Big walkthrough update. Covers dungeon 3 and the 2nd set of 30 golden

spiders. Stops at the mummy trading sequence.

 

Ver 0.5 - More items and masks, secret songs listed. Walkthrough from dungeon 2

up until Link gets the Hookshot.

 

Ver 0.4 - Added the items and masks section, walkthrough is past the first dungeon

and up to the crying Goron baby, dungeon 2 comming soon.

 

Ver 0.3 - Just a rough start, walkthrough up to the Deku Village. A few heart peices,

More to come very soon.

 

 

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Contents

--------

 

I. Game Functions (For those who don't know japanese and can't read the manual)

Starting Off

The Game Screen

Controlling Link

Normal Link

Riding Epona

Deku Nuts Link

Goron Link

Zora Link

Explaination of the way the Time System Works; How to Save

Map of the World of Talmina

Characters

 

II. Walkthrough (Some chapters are optional)

 

Intro: The Legend of Zelda Continues

Chapter 1: Stalkid the Mask Thief

Chapter 2: Back to the Past

Chapter 3: The Marshy Cave and the Deku Princess

Chapter 4: The Truth Reavled, A Ghost of the Past

Chapter 5: The Curse of the Golden Spiders

Chapter 6: The Cry of the Goron

Chapter 7: The Frozen Caverns of Snowhead

Chapter 8: Death Moutain Comes Back to Life

Chapter 9: Link's Best Friend, Epona

Chapter 10: Dismay in the Great Bay of Decay

Chapter 11: Nightmares in the Night, Ikana Graveyard

Chapter 12: Fortress of the Female Pirates

Chapter 13: Zora Land with a Side of Eggs

Chapter 14: Turtle Island and the Demons of the Sea

Chapter 15: Arachnophobia

Chapter 16: Side Quests and Other Lose Ends

Chapter 17: Negotiations With the Underworld

Chapter 18: Sunshine on the Illusions of Ikana

Chapter 19: Time to Scale Rockvale

Chapter 20: Maze of the Inverted Ruins

Chapter 21: Mysteries in the World of Talmina

Chapter 22: The Mask of Majora

Chapter 23: Finale

 

III. Item/Mask/Song List

 

IV. Heart Container Pieces

 

V. Misc Hints and Tricks

 

VI. Log Book Entries

 

VII. Special Thanks

 

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I. Game Functions (For those who don't know japanese and can't read the manual)

 

Starting Off

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

 

As most people should know, you need the 4 MB RAM extension pack to play this game. The

pack comes with the US version of Donkey Kong 64, and can also be bought alone. There are

official versions of it, as well as third party ones. I did not buy Donkey Kong 64, and

did not want to spend much money, so I bought third party one for 19.95. To install the

pack, just open the door on the top of the N64 (inbetween where the cartridge slot is and

where the controller ports are on the front of the system) and pull out the jumper pack

using a coin or screw driver. Replace it with your RAM expansion pack and store the jumper

pack safely for later use.

 

When you push start at the title screen, you are brought to the file screen. The first 3

selections are your save files, of course. The next one down is "Copy", to create a copy

of a saved game. The 5th one down is to Erase a saved game. The last choice is "Options",

which is a good one to start out with.

 

Selecting options will bring you to antoher screen. The first heading is "Sound", and the

choices under it are "Stereo", "Mono", "Headphone", and "Surround" (Dolby Digital). Make

sure you select the one that is best suited for you. If you have a Mono connection and

select Stereo or Surround, you will miss alot of the music/sound effects in the game. The

next heading is "Z-Targeting Type", and the options are "Switch" or "Hold". The bottom

of the options screen just allows you to check color samples.

 

By highlighting a file, you can create a new adventure. On the name screen, the first choice

at the bottom is for Hiragana characters. The next is for Katakana characters. The third is

for english letters and numbers, so if you don't know what the first 2 mean, or feel more

comfortable with an english name, select the third. The 4th is "Backsapce", and the last is

"End", plainly enough.

 

The Game Screen

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

 

In the top right corner is you life bar, in the form of several hearts. You will not get a

Game Over if it is depleated, but rather be warped to the start of the area you were in,

with a mere 3 hearts. The only real way to get a Game Over is to reach 6:00 am of the 4th

day (which doesn't actually exist, since you get a Game Over after the 3rd). Right below

that is the magic meter that will slowly drain if you use special attacks, like Link's

Kaiten Giri, or Spining Slash. Each Link has a special move that will drain a little bit

of your magic meter. Also, using items such as elemental arrows will drain 2 mp, and using

the Light Arrows will drain 3. The green circle on the top is for what action the B button

will execute, usually Link's sword, or other form of attack. The blue is for the A button,

and will have a japanese word in it, indicating an action such as swimming, opening a door

or chest, etc. The next 3 circles are for the camera buttons that you can assign items to.

The Up camera button will move the camera and give you a view of things from Link's eyes.

In the bottom left corner of the screen is the rupee symbol that will keep track of how many

rupees you have (the currency in this game). A green rupee means you can reach a max of 100.

A blue one indicates a max of 200, and a pink one means you can carry up to 500 at once. You

will lose all rupees when you go back in time, but there is banker in Clock Town who will

store them for you. The bottom-middle of the screen contains a game clock, that will have

a number designating the hour of the day, as well as a green circle telling you what day it

is (1st, 2nd, or Last), and a circling sun that is like the minute hand of a clock, but for

hours on this time scale. At 0:00 of the last day, this clock will change into a counter and

count down the last minutes left before you get a game over. The bottom-right corner may or

may not have a mini-map of the area, depending on if you bought one or not in some areas.

Other areas will automatically give you the mini-map, or might not have one.

 

The sub-screen can be brought up by pushing start. It consists of many different menus. The

first is the mask screen which will keep track of all the masks you have. On the right side

of that screen, you will have the 3 transformation masks, and a 4th "special" mask in the

corner. The next screen is the item screen, which will keep track of all your items and

bottles. Going back in time will cause you to lose anything in the bottles on this screen,

and your stock of items with numbers by them. You will also lose items on the right side of

this screen, which are usually event or trading items. The next screen is the map screen

which will show you a map of the world, which has clouds covering some parts. To get rid of

the clouds, you must first goto that area and then find the elf that will sell you the map.

Elves are in various locations, and high up in the sky. You must shoot their balloon down to

make a deal with them. The final screen keeps track of the number of heart pieces, guardian

masks, Songs, and equipment you currently have (includes sword, shield, quiver, bomb bag).

You can also reach the Log Book from this screen if you have it, which I will go into detail

about in the Log Book section at the end of this guide.

 

Controlling Link

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

 

-----------

Normal Link

-----------

 

B button - Attack with Link's sword (if you have one)

You can also swim (Oyogu suimen) when in the water with this button and the

analog/3-D stick.

 

Holding down -

 

Will execute the Spining Slash (Kaiten Giri) for a small amount of magic.

 

A button - Execute an action, talk, etc.

Holding the analog stick in any dirrection and pushing A will execute a roll.

In the water, you can dive (Moguru) for up to 2 seconds with the A button.

 

While Z targeting -

 

You can leap to the side by holding the analog stick to the left

or right and pushing it.

Pushing it while holding forword will execute a jumping slash (Jump Giri).

Holding the analog stick back and pushing A will leap backwards (Back Chyuu)

 

R button/trigger - Used to hold up Link's shield. If you are Z-Targeting something, or

holding the up camera button, link can walk around while holding the

shield up. If you are just holding the R button/trigger, he will duck

for cover under it, and you can change the angle he holds it at.

 

Z Button - Will Z-Target an object or enemy.

 

special actions:

 

Jump - Jumping will be executed automatically if Link walks off a ledge.

 

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

Riding Epona

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

 

Link is invincible while riding Epona, but can still be effected by the blue skull monsters

that disable your sword for a set period of time.

 

B button - Will fire an arrow, if you have any in your current inventory.

 

A button - will give Epona a carrot, making her go faster. You have 6 carrots, which will

slowly regenerate if you run out, or do not use one for a few seconds.

 

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

Deku Nuts Link

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

 

Deku Link can make 5 small leaps to skip over water, after which he wall fall in and be

teleported to the last piece of solid ground he was on. If Deku Link is set on fire or

touches lava, he will be teleported back to the begining of the room or map.

 

B button - Bubble Spray (Shapon), will use a small amount of magic, hold down for a bigger

bubble.

 

A button - Attack, in the form of a spin.

 

special actions:

 

Launching - Find a flower-shaped launcher and press the A button on top of it. Yellow

launchers will send Link higher and for more time than pink ones. Gusts of

air in the Rockvale dungeon will also launch Deku Link.

 

----------

Goron Link

----------

 

Goron Link is resistant to fire, and can walk on lava, but if he falls in deep water, you

will be teleported back the begining of the room or map.

 

B button - Punch Attack

 

A button - Rolling Attack (Marumari), which will use magic when it reaches it's peak. Can

be used to roll up ramps, and leap over gaps.

 

special actions:

 

Press - Leap up in the air and stomp the ground. To execute, hold A and press B.

 

---------

Zora Link

---------

 

Zora Link can walk underwater. If he is hit by fire or touches lava, you will be teleported

back to the begining of the room or map.

 

B button - Combo Attack (kougeki), press multipule times for more punches/swipes.

Will cause Link to sink when pressed in water with analog stick in neutral.

 

holding down -

 

Will release 2 boomerangs, which can stun big enemies and kill small ones.

 

A button - Link will dive and "Fly" through the water at high speeds (Suichuude).

 

special actions:

 

Barrier - Press the R button/trigger during Suichuude. Hold down the R button/trigger to

keep the barrier up, but beware, it uses magic rather fast.

 

The Time System and Saving

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

 

This game is based on a 3-day clock. 30-45 seconds of real-life time will equal one hour

in the game. You can slow down the time with a special ocarina song mentioned later on in

this FAQ/Walkthrough. Once 24 hours have passed, the next day will start. Certain events/

conversations will only take place on certain days. When you get to 0:00 of the last day,

the clock at the bottom of the screen will count down from 6 minutes. If it reachs 0, and

the day ends, then you will get a game over. You can use the ocarina at any time to play

the song of time and go back in time. When you go back in time, you will save. You cannot

save otherwise, or travel back without saving first.

 

Map of the World of Talmina

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

 

An "x" indicates there is an owl statue somewhere in this arrow that can be used to teleport

there with the owl song. an "o" indicates no such statue.

 

x o

o Snow Head _ Goron no Hokora

Pirates Fort | | x x

| x Ikana Ruins Rockvale

Death Mountain _ /

x ------- | _/ x

Great Bay x _ Ikana

Clock Town - o /

| | - Ikana Graveyard

x x _

Zora Hole Milk Road /

o |o

Romani Ranch Marsh area

|x

Waterfall Woods

o

Deku Nuts Kingdom

 

 

Characters

----------

 

----

Link

----

 

The hero of the story, Link is the protector of princess Zelda and the savior of the land

Hyrule. He accidently finds himself in the land of Talmina, and he is the only one who

can save it from certain doom. Link can change forms using masks he might find on his

quest.

 

-------

Stalkid

-------

 

An imp who once had no friends, he is the companion of Chat and Trail. He makes a living by

stealing what he can from whoever he meets. By some coincidence, he has stolen the Mask of

Majora as well as Link's Ocarina of Time. He may not be all that bad, but as long as he is

wearing the Mask of Majora, it can control him.

 

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

Chat and Trail

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

 

A white fairy and a black fairy that travel with Stalkid and help him do his dirty deeds,

just to survive. They are brother and sister, and when Chat is separated from Trail, she

decides to help Link catch up with Stalkid.

 

-----

Epona

-----

 

Link's horse of choice. Stalkid runs away on her after he steals the ocarina, but seems to

abandon her once he gets away. Link can call her instantly to anywhere in the world, once

he finds where she has gone and learns the right song.

 

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

The Deku Nuts People

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

 

They live by the waterfall and can't stand to have non-Deku people enter their kingdom. If

you want to get in, you will need to be a Deku. It is said that their princess has been

kidnapped, and a monkey is being help captive and taking the blame.

 

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

The Goron People

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

 

The live in the normally warm climate of Death Mountain, but the guardian who occupies the

Snowhead dungeon has frozen the moutain over, making it dificult for race such as the Goron

to live there. They tend to freeze into a solid block of ice if in the cold for too long.

 

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

The Zora People

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

 

The water and land dwelling race that lives in the Zora Hole by Great Bay. The Zora people

can swim fast and love music. If you go to their village, maybe you can hear or take part

in the Zora Band.

 

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

The Mask Collector

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

 

A man who has collected several masks over the years. He is the holder of the Mask of Majora,

and parks himself right before the gates of Talmina, where he is unaffected by time, hoping

that someone will get his mask back. If you wear a mask, he will tell you it's abilities.

 

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

Romani and her Sister

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

 

Two girls who live at and manage to keep the Romani Ranch on Milk Road running. Lately, they

have been plagued by UFOs and poes that appear at night and try to abduct their cattle. Romani

has been practicing with her bow and arrow, but if she tries to defend the cattle and fails,

then she too might be abducted.

 

 

II. Walkthrough

 

 

Intro: The Legend of Zelda Continues

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

 

After a job well done in his previous adventure, Link rides home on Epona. As he rides

through the forest, he get a bad feeling that something is lurking nearby. Suddenly, a

white fairy and a black fairy appear and frighten Epona, who throws Link and knocks him

out. A rouge imp named Stalkid jumps in and searches Link for valuables. He finds the

ocarina of time, and rides off with Epona just as Link comes to. Link then tries to

follow Stalkid, and finds himself falling down a huge hole. When he looks up, Stalkid

casts a spell that turns Link into A Deku Nut. Stalkid flees so fast, that the white

fairy named Chat is left behind, and it decides to help Link catch up with Stalkid.

Further down the road, Link runs into a wandering man with many masks, who also seems to

be the victim of a thieft by Stalkid. He warns Link that time is running out. Soon Link

finds out that he is in a place called Talmina, and that this world will come to an end

in just 3 days. The people of Clock Town celebrate the end of the world, knowing there is

no way to prevent it... or is there? Wearing masks in this world allows the person wearing

them to use special powers. Maybe once Link gets his ocarina back from Stalkid, he can

search for special masks to help him stop impending doom from falling from the sky onto

this strange new world, as well as find a way to get back to Hyrule.. But where is Stalkid?

 

Chapter 1: Stalkid the Mask Thief

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

 

The first scene is pretty foward; just chase Stalkid around. Once you

fall in the hole, Stalkid will cast a spell on you and change you into Deku

Link. One of his fairy pals will get left behind and decide to help you

catch up with Stalkid again. Follow that path some more, and get used to using

the flowers as launch pads with Deku Link, beacause you will need to use them

alot during your quest. Eventually you should see the mask collector guy, and

a huge door. Once you exit this door, the first day will start, so make sure

you are ready. You will then have 3 days to find Stalkid before the moon crashes

into the planet. The first and only thing you can do right now is find him and

get your ocarina back.

 

First, you should make sure you have 5 rupees, and find the little man towards

the north side of town who will sell you a map of the town. Next, head towards the

southwest corner of the big middle room with the clocktower, and go up a ramp there

to get to the little section at the bottom of the map (It is straight and to the

right of the door you first entered town from). There should be a little fairy

floating around over the stream there. Hop over and catch the fairy. Head back to

where you bought the map from, go left, then follow the ramp up to the fairy's cave,

and return the fairy. The Huge fairy will appear and grant Deku Link the ability to

spit bubbles. Leave the cave and find the balloon nearby that is floating in the air.

Spit a bubble at it an pop it, which will upset it's owner - a little kid. He will

call 4 friends, and then they will all hide, giving you 1 day to find them. 2 of the

kids are in the same area you are, be sure to check behind trees and hard to see

spots. Another kid is in the area on the left side of town, by the shops. If he tries

to run away, spin after him until you can catch up. The remaining 2 kids are on the

right side of town. One will jump off a ledge when you try to catch him. The other is

on the balcony of the inn, you will need to use a flower launcher and glide over to

catch him. Being the last kid, he will give you a password (Which is different every

time, so don't ask what it is) which you can tell to a kid blocking your way on the

right side of town. The password is in the form of 5 numbers.

 

You will have to follow the passage and skip over a few platforms as Deku Link. You

can hop 5 times before falling in, so try to make each one count. There might be a

monster or two in here somewhere, but it should not pose any problems. When you get to

the ladder, a balloon will prevent you from climbing it. Just pop it like you did the

other one, and continue on. You will see a telescope, and a wizard-type man will ask

if you want to look through it. Say yes, and zoom in towards to top of the clock to

spot Stalkid. A flaming object will fall out of the moon's eye, and land right outside.

Take the door right by the telescope and pick it up.

 

Next, go back to the main part of town and look for the greenish-yellow flower launcher.

Another Deku will fly in. Give him what you picked up, and he will give you a paper in

return. You can trade that later on for a heart piece, but it will vanish if you travel

back with the ocarina. Since you have time to kill, you might want to do it now. Wait

until after 0:00 one night, and use the flower launcher by the inn to get in at night.

Find the room with the hand creature on the bottom floor, and give him the letter (To

give an item to someone, you must talk to them, and when the box that says to select an

item on the start menu appears, select the item you want to give and push the C button

it is assigned to while that dialouge box is still open).

 

In order to advance further, you will need to wait until night time of day 3. When you

see the cut scene of the fireworks at the clock, head back to the yellow launcher in

the middle of town, and use it to get on top of the clock tower where the heart piece

is. Follow the stairs and you will run into Stalkid and his black fairy. He will start

to cast a spell to pull the moon towards the earth, and will be distracted for a second,

so you can stand below him, aim upwards, and knock the ocarina away with a Deku Bubble.

A flashback with Link learning the song of the time will follow. After the scene finishes,

just play the song of time on your ocarina and you will be sent back to day 1. There is

no way to beat Stalkid at this point, and if you don't travel back in 5 minutes from the

time you entered the room, the moon will crash into the planet.

 

Chapter 2: Back to the Past

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

 

The mask collector will see that you have the ocarina, and play his song which will turn

you back into normal Link. He will also teach you his song, and day 1 will start again.

His song is called the Song of Healing, and can be used to remove curses put on people by

the masks they wear.

 

Since you are normal Link once again, The guards will now let you leave town if you want

to, but there are still a few side quests to complete. Wait till night time of day 1

hits, and there should be another fairy on the right side of town. Use the launcher to

catch it and bring it back to the fairy pond, to get a mask from the big fairy. Next,

head back to where you caught the first fairy, and talk to old man in the corner who

will only be there at night (The windmill man from OoT?). You can get the Buruu Mask

from him. Use a scarecrow or the Song of Time Compression (RightC x2, A x 2, DownC x 2) to

skip ahead to day 3, and goto Milk Road (west of Clock Town). There is an owl statue here,

just smack it with your sword and you will remember it's location. go straight down the

path to find the Lomani Ranch (And not the other one with the gate surrounding what

looks like a race track). Goto the chicken shed in the back and talk to the guy sitting

under the tree. Help him turn the chicks into chickens by wearing the chicken mask and

marching around the room, collecting all the little yellow chicks on the ground. When

you get them all, the guy under the tree will give you the Bunny Hood, which increases

regular Link's speed and jumping power when you use it. It is one of the most useful regular

masks in the game and will make alot of things much easier.

 

IMPORTANT ITEM MISSED OFTEN : The Log Book. Go back to the password kid, and through the

sewers with a bomb. take a left down the stream of water near the begining. When you get

to a little ledge in the wall, jump up and blow up the cracked wall to get 100 rupees.

When you leave, the kid will give you the Log Book which keeps track of your adventure

like a dairy. The Log Book is really called Notebook from the Bombers Members, but I will

refer to it as the Log Book.

 

Leave town from the exit towards the south end of the middle section, and head straight

south on the overworld map. Follow the path, and eventually you should reach a swampy

area. Don't try to get past the octopus monsters you see right now, they will just

spit you away. Make sure it is still day 1 with plenty of time, and find the hut with

the potion selling witch in it. Talk to her, then head to the area in back of her hut,

which is a forest maze type place. Talk to the monkey there, and follow the path he

chooses to get to an injured witch. Talk to her, then head back out of the area and to

the first witch hut, to get a bottle and some medicine. Bring that medicine back to the

injured witch, and she will fly away (back to the first hut in the swampy area, not the

hut with the other witch). You can get a camera from her in there, as well as ride on

the boat which will kill the Octopus monster in the way.

 

Beware of the water as normal Link after the octopus monster, beacause it will damage

you, and pretty much mean death if there is nothing to grab on around you. The boat

should stop and ask if you want to get off. Say yes, and talk to the monkeys standing

in front of the entrance to the Deku Village. Go inside the village (As a Deku) and

talk to the Deku king. Take a picture of him if you want for a prize back at the first

witch hut. Find the monkey locked up on the left and Z-target him to talk. Another monkey

will talk to you as you try to leave.

 

In the hallway after the 2 Deku Guards are 2 doors that lead to little flashlight mazes

like the castle one in the OoT. Take the left door and avoid the Deku Guards there. There

should be a doorway that leads to another room with Guards that has a heart piece. Find the

hole in this room and follow the path inside it to another hole. You can buy magic beans

from the guy in this hole for 10 rupees each.

 

Go back to the entrance of the Deku town, and leap across the lily pads on the right of

the bridge as Deku Link. Follow them all the way, and you should see a place to plant

a magic bean on the floor. Plant a bean here, then either wait for rain, or fill a bottle

up with some water and throw it on the bean. The stalk that appears will take you to the

upper level of the flashlight maze area. Just glide from one flower launch pad to the next,

until you find the exit that will take you inside the cage with the monkey. Talk to him,

and show him the ocarina to learn the Awake Sanata.

 

Now go back to the entrance and jump on the pads to the right again, this time jumping on

the little ledge agaist the wall after the 2nd pad or so. Launch up and outside, then follow

the launchers and land next to the top of the waterfall. Use the ocarina in front of the

slab and you will learn the owl song. The owl song is really called the Big Wind song, but

I will refer to it as the owl song. Launch over the waterfall, and exit into another

marsh area. Follow the wooden planks, gliding when you have to. If you need to kill the

big bug monsters, just spit at them twice. When you get to the plate in the middle of the

room, be sure to slash the owl statue with your sword, so you can instantly come back

here if you need to. When you are ready to enter the dungeon, play the Awake Sanata while

standing on the plate. You must be Deku Link for it to work.

 

Chapter 3: The Marshy Cave and the Deku Princess

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

 

You might notice the fairy floating near the entrance. If you have the Bunny Hood, you can

easily leap off as regular link and grab it. If not, you might need to glide Deku Link over

to it. There is another fairy in a chest on one of the launcher platforms. Take the launchers

all the way across the room. In the next room, walk down the plank and past the locked door.

Kill the chopper plant by the locked door to release a 3rd fairy, and grab it. Then you can

leap across the little lily pads to the next room. There is a key against the wall in this

room, so don't forget to launch towards it and grab it. You can go onto the next room if you

want, where you will need to fight 3 turtle monsters. Hit them with a bomb to knock them over,

then hit them with the sword, which gets you a map. Go back to the locked door, and open

it. Push the block in the middle of this room foward one, then go around to the other side

and push it back 2 spaces. Light the unlit torch with a Deku stick. Also, kill the spider in

the corner by the already lit torch to release a 4th fairy. Kill all the dragonflys in the

next room to get the compass. Leave that room, and put on the Bunny Hood. Light a stick, run

up the stairs, and jump across the platforms. Burn the web away with the stick and continue

up to the next floor.

 

Follow the path, killing anything you can on the way. Killing them all will make a chest

with a 5th fairy appear. Light the 3 unlit torches to open the door to the next room. Lanch

across the next room, careful of the dragon flies to end up back downstairs (But on the upper

level). Explore the ledges a bit to find a room where a mini-boss awaits. Not too hard, just

Z-target and hack away. Beating him will get you the bow. Exit the room, and use the bow to

hit the eye on the ledge all the way across from where you are now. Take the floating

launcher that now works over to the door and prepare for another mini-boss.

 

This boss can be kind of hard. Make sure you have full arrows and lots of bombs before you

start the fight. At first, you just havta stun him with Deku link and spit at him. But

after 2 spits, his turtle friend comes and makes things more difficult. Wait till he

crashes into a wall, then throw a bomb at him. Then the frog part of the boss will jump

on the wall. Hit it with an arrow. 3 arrows and the spell on the frog will be broken,

changing it back into a normal frog. If you find yourself dying too much, there is another

way to fight the boss, but it might take slightly longer. As Deku Link, hide in the launcher

in the middle of the room, and launch when it is right on top of you to score a hit, just as

if you hit it with a bomb. If you time it wrong, you might take a hit instead, so this

meathod really takes patience.

 

Grab the Boss Key in the back of the room, then head back to the room with the huge plant

in the middle. Stand by the door on the upper level, and fire an arrow through the lit

torch and into the unlit torch on the plant. When the plant pops up, jump on it and aim

through the flame on its torch to hit the other unlit torch. Go through the door that

opens. Make your way through the next room carefully. Learn the general layout of it, then

fire an arrow at the switch using normal Link and race to go as fast as you can from

launch pad to launch pad as Deku Link. Eventually you'll get to the boss door - The real

boss.

 

Boss: Odoruwa

 

Wow, this game has some pretty interesting bosses. He will leap around the room shouting

his cry and try to slash at you. Just target him and hack away. Try to hit him when he

slashes and misses, or when he leaps up to try and escape. Sometimes he may summon

smaller creatures to help, but when he does, just take them out with a spin and get

the hearts they leave. If he traps you in a circle of fire, just stand and wait for it

to dissapear. If he traps you in a cloud of locust, don't worry as they do very very

little damage and eventually dissapear. After alot of punishment, he will fall over and

you will get a heart container.

 

(Note: If you want to kill this guy really easy, Z target him and hit him dead on with a

leaping slash type attack. He will be stunned just enough for you to leap slash again,

and so on until he is dead).

 

(Also Note: If you go back in time, you will need to clear the dungeon again, but once

you beat this one, or any of the others, you can simply use a teleporter at the begining

to skip to the boss).

 

In a short cut scene, Link will learn a new song and the poison waters will drain from

this dungeon and the surrounding area. You will be teleported to a new room, where the

Deku princess is being held. Use an empty bottle to grab her. If you want, you can go

back in the dungeon, and get the faries you missed. There are 3 or 4 in the room before

the boss, but you havta be quick on hitting the switch and getting over the fire before

it reignites. If you are hit by a flame, you are teleported back to the room entrance.

There is a fairy underwater in the room with the large block in the intersection. There is

also another fairy in the room with the huge flower that you needed to light up with an

arrow. It is in the corner, under a pot. You can find 2 more faries by looking at the

ceilings in each room for beehives. Shoot them down with arrows to release faries.

 

Take the Deku princess back to the king and release her for a short scene, then go back

to the entrance of the village and take the left lily pads over to the cave. You will

need to follow the Deku guy as normal link, wearing the Bunny Hood. If you get too far

behind, the doors will close and you will need to start over. You get a Pig mask if you

are fast enough and clear the maze. Return all the faries from the first dungeon to

the pond also, that is in the same area as the dungeon. You will get a new sword attack

if you turn them all in. Also, once you get the Pig mask, you can goto the injured witch

and use it to find a purple cloud. Use the bottle on it to get mushrooms, and take them

back to the potion-selling witch. Come back a bit later, and you can get a blue potion

from her for free (the potion that heals life as well as magic).

 

Chapter 4: The Truth Revealed, A Ghost of the Past

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

 

Go back to Clock town, and exit on the eastern side. Jump up on the little blue wall that is

surrouding the ledge to the east and fire some arrows at the icicle ahead. Jump down into the

canyon and climb up the ramp on the other side to get to the Death Mountain area. Everything

is covered in snow, and large snowballs block the way. Just blow them up with bombs and make

your way to a small village. Find the exit there, and you will be in a place with bridges.

Make sure you take the exit that leads to the map with bridges, not the one with falling

snow balls and huge gaps in the moutainside. Follow the rope bridges and you will be in the

frozen Goron Village.

 

First thing to do here is find the owl. He will drop feathers onto invisible platforms over

a huge pit. You havta be quick in following the feathers, or they will dissapear. You will

also slip on the platforms, so don't use the bunny mask or you will fall off. When you get

to the other side, go in the cave and pick up the Lens of Truth in a chest.

 

Use the lens and you shall see the platforms on the way back. Also, there will be a Ghost

waiting for you at the other end. Follow him (Or his shadow if you don't want to waste magic

on the lens) into the next area, and the area after that. Put on the bunny mask and use the

lens if you weren't before at this point. Follow him some more across 2 ice burgs. You should

see a ladder on the wall. Climb up it and enter the cave at the top. Talk to the ghost, and

play the Song of Healing for him to get the Goron mask. Before you leave the area, look for

an owl statue somewhere outside this cave so you can teleport back with little trouble.

 

You can explore a little more, or skip right past the next chapter and continue your hunt on

the snowy mountain, but remember where the long ladder you climbed is, you will need to come

back there soon if you decide to do the next chapter.

 

Chapter 5: The Curse of the Golden Spiders (Optional)

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

 

You will need a Deku stick, 2 magic beans, and a bottle to complete this next task. Go

down the stream some more from the Deku village, until you see a burning torch and a spider

web. Use the stick to burn open the web and enter the cave. In here is a guy cursed to

be a spider. The only way to break the spell on him is to destroy all the spiders inside and

collect the tokens they leave.

 

The first is in a jar next to the platform you start on. Then go along the wall to the

closest door you can find. There is a boulder in the corner of that room that needs to

be destroyed with a bomb. After you destroy it, plant the magic seed where it was and

water it. Roll into the boxes around this room to get spiders number 2 and 3. Climb the

ladder on the side wall and go across the balcony. Number 4 is behind a burning torch.

Go through the door up there, and look on the side of each pillar on ledge it leads to

and you will get number 5. Glide across and enter the door on the other side. Use the

laucnher in there to get to the ledge on the left side of the room, and lift up the

stone to catch some bugs with your jar. Go through the door and hit the switch to make

a ladder appear on the wall. Shoot the spider on the ladder with an arrow, making it

the 6th. Go back into the first room and kill one in the water, and one on a pillar.

Wait till the pillar one is low enough to kill so you can grab the token it leaves.

The 9th is back in the room with the rock you had to blow up. Ride the bean stalk along

the wall and kill it. In the same room, climb the ladder and use the bunny mask to jump

over onto the pillar in the center of the room to kill number 10. Go up the ladder again

and through thr door. Shoot the spider on the wall in the main room with an arrow or

bubble and use the launcher to get the token. Launch across and to the platform where the

rock with the bugs are and get number 12 on the wall, then take that door and climb the

switch ladder again. Plant and water the magic bean there. Jump back down and get the one

on the pillar, then climb up the switch ladder again and ride on the stalk as far as it will

go to get another spider on the wall. Then use the stalk to get to the door. You will come

to a room with a tree. Roll into the tree until all the spiders fall out and kill them all.

You should have 19 after all the spiders in here are dead. Don't forget to look for them in

the tall grass too. Go back to the room with the big pots. There is one under the set of jars

in the corner. Also, slash the green plant covered wall behind the scared Deku to find one.

Back in the room with the stalk (not the one where you blew up a rock), Ride the stalk and

jump onto one of the pillars. Shoot the beehives down with an arrow to find number 22. There

are 3 more in the main room. Catch some bugs and release them wherever you see a patch of

soil on the wall (where you would beable to plant beans). Go back to the room with the large

pots and wear the Goron mask. Hit and roll into the pots until 2 more spiders come out.

There are another 2 spiders in the beehives on the ceiling. finally, the last spider is

in a beehive in the room with the large tree. Go back to the cursed spider in the very

first room now, who will be human again. He will give you a mask that allows you to talk to

gossip stones and animals. You can go back and play the Awake Sanata for the Scared Deku

in the pot room, but all it seems to do is let you use the launcher it was hiding in.

Sorry if the order I listed these in is kind of confusing, it is the order I found them in

myself.

 

Chapter 6: The Cry of the Goron

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

 

As Goron Link, go to the snowy Goron Village (Its where you got the Lens of Truth). A Goron

near the top will show you how to open the door when you talk to him. Go outside the door,

and do the Goron Stomp move to open it. You will be on the inside of the Goron's village, and

hear a loud crying baby. Goto the throne room and talk to the baby.

 

Use the owl song to teleport to the statue on death mountain. Use the Lens of Truth to get

back to the cave where you got the Goron mask. As Goron Link, get in back of the slab in

the middle of the cave and pull it backwards to reveal a hidden hot spring. You can bottle

the water from this spring and use it to unfreeze a frozen Goron. Start with the one outside,

the go back and grab some more water.

 

The spring water will turn into normal water if you don't use it in about a minute or so, so

run as fast as you can from that cave to the next area - the one with the rope bridges. smash

the snowballs until you find a frozen old Goron and use the water to thaw it. If you can't seem

to make it in time, you can use the water to melt the huge block over the hole on the hill in

that area to get to another hot spring. You can also use water from there to melt the ice in

Goron village and talk to the big Goron (which is mentioned later). Talk to the unfrozen old

Goron, and you will learn part of the Goron's Lullaby Song. Return to the crying baby Goron and

play that part of the song to learn the rest.

 

Now go back to where the hot springs are, but look for another path leading out of the area.

You will need to use Goron Link for the next area. Roll to gain speed and when you are going

your fastest, use the wooden ramps to leap over the holes. When you get to the end, and the

next area, there is an owl statue that you can use to get back here at any time you want.

Play the Goron Lullaby here, and you are ready to advance onto the second dungeon. Just punch

any snowballs that get in your way on the way up the path to the cave, but be carefull not

to fall of the ledge from the force of the impact. There is a fairy fountain on the way up,

if you need it, or if you rescue all the faries in this dungeon.

 

Chapter 7: The Frozen Caverns of Snowhead

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

 

Punch the icicles at the entrance, and push the block foward to move on. Take the door on the

right, and roll across the bridge, gaining speed so you can jump over the middle part. Exit

through the door against the left wall, not the one across a small gap. From the big room,

find the room with the little bouncing fire skulls. You can hit a switch in here to release

a Fairy. next, go back to the room with the bridge. Leap across the gap and go upstairs.

 

There is a chest in this room that has the map, as well as the 2nd fairy hiding in a corner.

Go back, and jump down. Shoot an arrow up at the bubble under the ledge to release a fairy.

Go back up and roll into it or hang of the ledge with normal link to get it.

 

Go back to the big room, and go across to a door on the other side. Pull the 2 blocks over

to the white area and push them to the end of the white area to make a chest appear overhead.

Go back to where the blocks were originally, and open a chest for a key. Now you need to go

back to the begining and take the left door that was locked before. There is a chest with the

compass in this room. Bomb the wall at the end of the room and continue on.

 

Use Link with the Bunny Hood to jump from pillar to pillar in this room. When you see a white

stain of ice on the wall, jump towards it and you will go through the wall and find a fairy.

Jump from that ledge with the fairy to the next ledge, and finally to the last ledge to get a

key, and use that on the locked door in this room. In the next room, stomp on the gold block

with Goron Link, then jump over to the other side. Jump on the blue one, then back to the

raised gold platform. Jump on that, then use normal link to jump on the raised blue one and

back onto the ledge. Go through the door. Roll and jump over the gap in the bridge, then roll

and gain enough speed to roll over the steep part of the wall. Turn around, then roll and

jump over that bridge.

 

Time for a tricky little mini-boss. He will teleport to one of the corners of the room, then

spin his rod and try to freeze you. After you hit him twice, a clone will appear and they

will both switch teleporters once before the real one attacks. No big deal, just punch him

with Goron link 3 times to defeat him. After he is dead, you will pick up the fire arrows.

 

Now you can melt whatever ice gets in your way. If you go back to the previously locked door

by the entrance, there are 2 faries in the following room. You can melt the ice in there for

a block and a switch. Use the block first to leap up and go back to the room where a chest

appeared overhead before to get one. Step on the switch and use the block to get the chest

that appears for 2.

 

Find and melt all the ice blocks you can. The room you are looking for is one with many raised

platforms and the statues that spit ice at you. Kill all the statues, and jump over to the

door that is shut. Shoot fire arrows and light all the torches to open the door. In the next

room, stomp the switch with goron link. Go back to the room near the begining where you had

to roll across the bridge for the first time in here and kill everything now that you have the

fire arrows to get a key. Leap to the door on the ledge (that had a fairy under it) and jump

on the pillar in that room. Kill the statue with a fire arrow, then hit the switch with one.

In the central pillar room, move up when you can. You might need to use the wall to roll with

Goron Link.

 

When you get to the top floor, roll down one, and unlock the door. In the next rooms, kill all

the monsters for 2 faries, then go on to the mini-boss. It is the same one as before, just with

more teleporters, more clones, and 4 hits instead of 3. Waste him, and take the boss key. At

this point, you will need to goto the central pillar room and punch away all of the blue

sections. After you have done that, go back to where the final locked door was, roll up, and

cross the pillar. Climb up the stairs and use Goron Link to roll over the gap.

 

Boss: Goato

 

A rather fun boss to run. Use Goron Link and roll to follow him up the endless tunnels. When

you run low on magic, just hit one of the pots. Avoid the rocks and when you hit him, try to

dodge left and right because he will spit a bolt at you. When you hit him enough, he will

fall down, then get back up and run faster. This time he will also throw bombs, which hurt

to be hit by. Just ram him a few more times to turn this bull into veil. Grab the heart

container, and the area around will thaw out. Death mountain is back to normal! Finding

all the faries (Even though I barely found half) in this dungeon will get you double magic

if you bring them back to the fairy outside and down the moutain a tiny ways.

 

Chapter 8: Death Mountain Comes Back to Life

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

 

Now there are many side quests you can complete. First thing, is the blacksmith. He is in the

building right by the owl statue on death moutain. For 100 rupees, he will upgrade your sword

to level 2. You will lose the level 2 sword if you go back, though, so read on to find out

how to get the level 3 one which is perminant.

 

You can also go back to the cave right by Goron Village as a Goron and the big Goron there

will give you a big bomb. Take this bomb as fast as you can outside and back to the other

side of the rope bridges. Throw it up the hills in the begining of that area and let it blow

up the big rock up there. After you blow that rock up, you are able to buy more

big bombs from the big Goron.

 

Behind the first rock you blow up are the Goron races. If Death Mountain is currently thawed

out, you can compete as Goron Link. First place will get you a second bottle item to use,

as well as the contents of that jar, which can be used at the blacksmith after you have

upgraded your sword once. If you upgrade the sword, and do not bring the jar back to the

blacksmith, the upgrade will vanish if you use the ocarina to go back to day 1. You must get

the sword upgraded on day 1 and then bring the jar to him on day 2, as it takes time. Also,

If you go back, The moutain will freeze again. If you go back and Death Moutain freezes over

again, you can just ocarina to the owl at Snowhead and use the teleporter in the first room

of the cave to skip right to the boss again.

 

You can also do the big bomb quest if you have the fire arrows, and have not completed the

cave yet, but doing so this way will not allow you to compete in the races until the moutain

has thawed out.

 

You can also get a peace of meat by breaking the spining pot by the crying baby in Goron City,

by lighting all the touches and uses goron link to break all the vases that are on the lamp.

If you take this meat to the Goron with the frog on his head, he will give you the Ribbit's

Mask.

 

If you have the Zora Mask, you can grab a piece of heart in a chest that is now underwater.

It is on the same map as the Goron Races are, just watch out for the annoying skeleton fish

monsters that now swim around the area.

 

Chapter 9: Link's Best Friend, Epona

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

 

After you have completed the time bomb quest (Hopefully with time to spare on day 1), Get

another big bomb from the big Goron and use the ocarina to get to the owl on milk road.

Detonate the super bomb next to the big rock that blocks the Lomani ranch and enter on the

first day. Talk to the little girl, and you will have to ride Epona and shoot down 10 baloons.

I think you are supposed to do this in under a minute or 2, so it might take a little

practice. When you do it right, she will teach you Epona's song. If you cannot find her, it

is probably already day 2. You will need to go back and get there on day 1.

 

You can also do a little side quest here for a 3rd bottle, if you have the log book. It

involves Link keeping all the ghosts away from the barn until day break of day 2. Wait

until night of day 1 falls, and wait outside of the barn until about 2:00 am. Romani will

come out and walk into the barn. Follow her, and after a few more seconds, A whole bunch of

poes will appear. You can only kill them with a shot from the arrow, and the only way to

get more arrows is to pick up what one drops. If one of them makes it close enough to the

barn, you will lose and the cows + Romani will be abducted. If you can hold off the poes

long enough, you will get yourself a 3rd bottle. The key to winning this mini-game is to

watch the location of the dots on the map. Sometimes a poe will sneak up from behind the

house, and you will need to kill it before it reac

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