Copyright by William Roesner Most Recent Update: jan 28, 2006 Originally Created: jan 28, 2006 Version 1.0 william roesner ----------------------------------------------------------------------- ---------------------------Table of Contents--------------------------- ----------------------------------------------------------------------- Section 1* Gnarled Root Dungeon* Snake's Remains* Poison Moth's Lair* Dancing Dragon Dungeon* Unicorn's Cave* Ancient Ruins* Explorer's Crypt* Sword & Shield Maze* Onox's Castle* Section 2* Linked Games & Changes* Linked Secrets* Hero's Cave* Room of Rites* Section 3* Pieces of Heart* Gasha Seeds* Magical Rings* Bipin & Blossom* The Trading Sequence* Equipment & Upgrades* Enemy Index* The Zelda Timeline* FAQ* Section 4* Credits and Legal Information* ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 2*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= =========================Gnarled Root Dungeon*========================= ======================================================================= +--------------------------------+ | Oracle of Seasons & Onox | +--------------------------------+ The Triforce takes you from Hyrule Castle, asking you to accept their quest, and places you unconscious in Holodrum, a foreign land. A girl with red hair finds you, and you awaken outside a wagon. Go east a screen, now able to move, to find the dancer, named Din, along with her troupe. Impa is here, acting as the troupe's cook, and so are a bunch of men (who appear to be drinking). Talk to everyone, but be sure to talk to Din (to talk to someone, approach them and press A). She saw a red flash in the woods and came to see what it was to find you lying there. She offers to dance with you, and you can talk to her again to actually dance. After a nice cut scene showing off the Game Boy Color's abilities, you both spin in circles, the equivalent of dancing from an overhead view. After the jam session, she notices a triangle mark, the crest of Hyrule, on your left hand. If it's real, then you're a hero with a special fate. You continue dancing when suddenly lightning strikes the ground all around you! You hear a laugh, and then it addresses Din, "Oracle of Seasons!" A tornado appears, takes out all of the troupe but Din and yourself, and then aims itself at the dancer. You step in its way and it casts you to the side. The tornado then takes Din before rising into the skies. It drops down to a strange structure, and Din is inside chained to a rock. A knight, apparently, with yellow armor approaches the "Oracle of Seasons" and explains his plot. As Din knows, if he imprisons the Oracle of Seasons and buries the houses of the Season Spirits, the seasons of Holodrum will be cast into chaos, nature will rot, and life will end in this land. This will bring about the darkness that Onox, General of Darkness, longs for! Onox imprisons Din in a crystal, and then turns his thoughts to the Temple of Seasons. Outside, the Temple of Seasons that controls seasons in the land sinks below the surface into the earth, destroying order in the land. In the meantime, Link awakens by Impa, also sent into this new screen by the tornado. After awakening you from the second time you've been knocked out, she reveals that she is not the cook of the troupe. She is the nursemaid of Hyrule's Princess Zelda. And Din is not a dancer, for that matter. She is the Oracle of Seasons who wields control over the forces of nature. Zelda foresaw this event, and Impa came to prevent this from happening by escorting her to Hyrule in secret. But Impa is wounded, and Din is gone. You must rescue Din. You are according to the crest on your left hand. You must save the world! Take this message to the Maku Tree in Horon Village. The Maku Tree is guardian of all Holodrum. He will be able to help. For now, go south to Horon Village. +--------------------+ | Wooden Sword | +--------------------+ Welcome to Horon Village, Holodrum. For now, go east twice and enter the house. This is Mayor Ruul's residence (he rules Horon Village with an iron fist). If you talk to Ruul (one screen over from the entrance), he'll give you a Gasha Seed. When these are planted in soft soil (like the square outside his house), they grow into Gasha Tree that bear a Gasha Nut. Inside the nuts are items. To welcome you to town, the mayor gives you a Gasha Seed. Exit the house and plant the seed here in that square patch of ground. Now go south. See the ledge? If you walk up to a ledge, you'll jump over. Flip off the side and head east a screen. This is Maku Tree Gate. You must show courage to see the tree... We need a sword to look totally cool and outrageous, err, courageous. Go south and then west. This is Vasu Jewelers, a jewelry store. Enter and talk to the man here. There are Magical Rings made from Mystical Seeds in Holodrum, and wearing one transfers its mystical power to you. But, rings must be kept in Ring Boxes to prevent them from losing power. Say that you understand and he'll get on with things. He gives you a L-1 Ring Box (after all, that assures him business). It can hold one ring that you can take with you. And as a sign of your friendship, he bestows upon you the Friendship Ring! You can wear it if you want, but it's really pointless; it has no effect. I'm not quite sure why I used an exclamation mark there... When you find a ring, it must be appraised (at Vasu Jewelers, of course) for you to know its power. If you get two rings of the same power, he'll buy one from you for 30 rupees. Finally, he'll keep rings for you in his List (since you can't carry all of them with you). To wear a ring, press Start, Select, and then move the cursor to the lower-left corner and select the ring. Remember, rings do nothing unless worn! Head west two screens to find the shop. Nothing's in stock yet, though; go south from here. This is the home of Bipin & Blossom, who recently had a baby. Bipin, a farmer, is the one running around the room. Blossom is holding the baby. She can't think of a name for the infant (it's a boy, by the way), and she'd like to hear your suggestion. Pick carefully, as this name will be its permanent one. After naming their child, exit the house and advance north three times to return to the first screen of Horon Village. Travel west now to find two new buildings. The left one is the home of the Know-It-All-Birds. They're no birdbrains! Ha, a pun. Now, you can enter and talk to them to learn the various the ins and outs of the game. The right building is the Advance Shop, only open if you're playing on a Game Boy Advance. It has nothing in stock right now; go west. This is Western Coast, and its ridden with monster (well, it has a few). This enemy here is called an Octorok. It shoots small rocks at you, and you are defenseless (as well as weaponless, which means you can't defeat it). Head west and south a screen to find a cave. Enter. This is a Fairy Fountain. If you somehow have taken damage already, the Great Fairy here heals you. From the cave, go down a bit so that you're past the wall, and then go right a screen. Enter the cave here. Hero's Cave is your first "challenge." It is rumored that a sword is found within, but only the bravest of souls enter this place. The first room features new monsters called Keese (basically, bats). Avoid them as you walk right through the door. As you walk forward, the door slams shut. Push the block in here (to push a block, stand by it and walk against it) to open the doors. Now go north a room. In here, walk up to the block and push it forward. Then walk around the winding path (do not fall in a pit. It will make you lose half of a heart. Lose all hearts and you get a Game Over) to find a pair of blocks. Push the left one down and the right one over. Continue along the path to go east a screen. In this room are more enemies. You recognize the Keese, but the pink specs are Gels. They jump onto you to slow you down. Shake them off by walking and press the switch to the right. Open the chest that forms for a Small Key, which opens normal locks. Return west and then south to the block room. Push it in any direction and then go south. Here, avoid Keese and use the Small Key on the locked door to the right. In this room, pass the Gels and press the switch near the pit to the upper-right. Now walk around the pit to reach the door that opened. As you go, large green creatures called Zols, relatives of Gels, appear. They are simple creatures, but we must run from them for now. Once you've gone north, walk forward to the steps. Take them up to a chest. Open it for the Wooden Sword! Equip it to A or B (do so by pressing Start) and then use that button to attack with it. It's the primary weapon of the game. If you hold the sword button until it flashes, release for a spin attack. Spin attacks are two times as powerful as a normal slash. Now that we have it, not only can we see the Maku Tree, but we can explore! +---------------------+ | The Maku Tree | +---------------------+ Head east, up past the wall, and west. Trim the bush here with your blade and flip over the ledge into an opening. You'll fall right into Hero's Cave, but a new part. Open the chest in front of you for 30 rupees. Rupees are the official monetary unit in Holodrum (money). Flip over the ledge to the left to reach the block room. Push it in whichever direction you choose and go west. Now you can defeat Keese. Slash them once to defeat them. They often drop recovery hearts, which restore lost health, or rupees. Green rupees are worth 1, red rupees are worth 5. Exit the cave to the south. Return to Horon Village (from Hero's Cave, go west, north, and east twice). Note that Octoroks can now be beaten with a simple touch of your sword. In Horon Village, the shops are now stocked. Enter the normal shop (not advanced) and you'll see a Wooden Shield on sale for 30 rupees. Make the purchase (you must have at least 30 rupees from those we found in Hero's Cave) and equip the Wooden Shield to the other button (the one the Wooden Sword doesn't take up). You can use the shield to block enemy attacks, like an Octorok's rocks. Travel east to the Maku Tree Gate. Show your courage (that is, use the Wooden Sword) and the gate opens. Pass north to the venerable Maku Tree... So, it's a sleeping tree with a branch for a nose, eh? Burst its bubble with your blade and it awakens. It hears the terrible news, some of which we didn't even know, and we learn that guarding the oracle is the Maku Tree's duty. With the seasons in flux, the Maku Tree has lost power. He asks you to save Din in his stead. There is evil on the Northern Peak, the peak where the Temple of Seasons once rested. General Onox has cast a shadow on the Northern Peak, he's sure of it. Onox is there, and he's surrounded himself with a barrier. Only one force in Holodrum can break that barrier, and that's the combined strength of the eight Essences of Nature. The first essence lies within the giant root by the lake up north. There will be resistance; Onox has made sure of it. He gives you the key to the lock there. Pick it up - the Gnarled Key! If we have any hopes of rescuing Din and defeating Onox, we need to use the power of the Essences of Nature. And to do that, we must clear eight dungeons that Onox has hidden them in. +-------------------------+ | To the Giant Root | +-------------------------+ Go south to Maku Tree Gate and then return to the first screen of Horon Village (three west, one north). Go north to enter the North Horon region. Go west of Impa and then north. Cut down the bushes here and go north once again. Here, slash the bushes, traverse the bridge, and use the Gnarled Key in the lock. And so the dungeon rises. If you have ever played The Legend of Zelda, the original, you'd know that this setup is very similar to that of the first dungeon in that game. In fact, the bosses are eerily similar... Enter the structure that rose from the earth, Level 1. +----------------------------+ | Gnarled Root Dungeon | +----------------------------+ As you can see, this is a dungeon. The ultimate goal of any dungeon in a Zelda game is to collect the reward at the end (in this case, an Essence of Nature). The reward is always guarded by the dungeon boss or guardian, and so we must reach it. To do this, we have several items at our disposal. In every dungeon there are locks that we must use Small Keys to open. You're already somewhat familiar with them from Hero's Cave; you collect them and then open doors with them. There are also Dungeon Maps and Compasses. Maps show the layout of the dungeon. Light blue rooms are one's you've visited (the flashing one is the one you're in), and dark rooms are ones you haven't. To see the map, press Select. Compasses show the location of the boss and treasure chests, which contain items. It also makes a sound when you enter rooms with Small Keys or the other dungeon item, Boss Keys. Boss Keys are used to open the Boss Door. Furthermore, dungeons also have mini-bosses, and beating these baddies makes a portal appear as a shortcut to their arena. Finally, there is always a special weapon or item in a dungeon, the dungeon prize. Now that we know what to expect, let's clear this root! Go north a room to find a hub room. Push the upper-right block to open the doors here. Go north to find the Old Man! Yes, from The Legend of Zelda, the original! Talk to him for a hint, and then go south, then east. Here, you'll find four new foes, all Stalfos. Stalfos are skeletal warriors, and this variety jumps around. Slash them to defeat them. After all four are down, take the Small Key that drops. Now go west and use the Small Key on the locked door to the west. It's another Stalfos room! Beat them all and open the chest that forms for the Dungeon Map. As you can see, this dungeon is shaped like a bird, maybe an eagle... Go north from there to find a few red Zols. This type leaves Gels behind when defeated. If you spin attack them, though, you'll defeat them all with no Gels to spoil your victory. After taking care of them, walk forward to a mine cart. Hop in and you'll come out in a new room. Ignore it for now and take the steps to the north up, and then go east. Here, walk to the switch, slash it to make it point left, and open the chest to the right for the Compass. Now return to the west and walk left of the mine cart. There are two new types of enemy here. First, the boomerang-throwing creatures are Moblins (they also come carrying other weapons). Block their attacks with your shield and then slash them twice to finish them. Then you have the sharp, motion-sensitive obstacles, otherwise known as Razor Traps. If you step forward, they are triggered. They will close in on you quickly to hit you, and then slowly retract to their original position. Push the block there to the left, trigger them, and pass left through the door as they retract. This is a simple puzzle. Walk forward to the block mass. Push the second rightmost block down, the next one to the left over, the next one down the narrow passage down, and the one left of where it was left. Now climb the stairs to open a chest containing a... Gasha Seed! Now flip over the ledge to the right and exit this room to the east. Pass the Razor Traps by drawing them out and hop into the mine cart (this works only if you hit the switch earlier). You'll ride it past a few rooms to reach a new one. As soon as you hop out, go west a room and open the chest for ten Bombs! Now we can blow up stuff! That's not the dungeon prize, but it's very good all the same. Now double back to the east. Take these steps up and go right to a set of stairs. Take them down to see a blade trap, the worst type of trap. When triggered, it follows you down a narrow path relentlessly. Trigger it until it's in the block space to the lower-left, and then make a run for it to the north. Press the switch and open the chest that appears to the north for a Small Key. Return to the stairs and take them up. Then Go west a room. See the cracked part of the wall to the north? Blow it up with a bomb (to do this, walk up to the wall, pull out a bomb, drop it with the same button, and run to avoid being hurt by your own explosion). Now pass through your forced opening to reach a room full of Razor Traps. Trigger them and then run into an alcove or between blocks to hide from them and avoid them. After the first two traps, you'll come to a blade trap. Trigger it and let it pass you in two movements. Then run past it through the hallway of sorts. Now continue down this path until you reach the locked door. -------------------------- Mini-Boss: Goriya Brothers -------------------------- Even Goriyas make a return appearance in this old school dungeon. Too bad for them. They make for easy bosses. There's a blue and red one, and each throw boomerangs around to hurt you. Walk up to them, slash them silly, and they will explode. When one goes, they both go, which means you don't have to spread out your attacks. After they explode, they leave behind two things. First, take a Fairy. It will restore many of your hearts. Then, notice the smoke that appeared. It's a portal to take you to and from a previous room of the dungeon as a shortcut. Well, they were easy. Head left through the door. -------------------------- Walk forward immediately to avoid Razor Traps. Walk around the bottom set of Razor Traps and push the leftmost block up. Take the stairs now open to you to a 2-D screen! Climb down the ladder to get onto the ground. Walk right from there, climb the ladder, and go left to pick up the dungeon prize... It's the Seed Satchel! This item carries Mystical Seeds in it, up to five types. It comes with 20 Ember Seeds in it already. Ember Seeds can be used to light torches, burn down small trees, and set enemies afire (though that won't be available to you for a while). Exit the 2-D screen, push a block to the lower-left down, and go east a screen to the mini-boss room. Use the portal to return to the mine cart room with Zols from before. Defeat the Zol attackers first and then light the torches to the left using the Ember Seeds. Destroy the three boomerang-wielding Moblins in this room to make a chest form. Open it for the Boss Key. Most excellent. With it in hand, travel east, south, and east. Push the upper-right block in here to open the doors. This time, take the one leading right. Kill any Stalfos that get in the way and light the two torches to the north. Pass through the door that opens and four ghastly hands rise from the floor. These are Floor Masters, monsters that can return you to the first room of the dungeon. Slash them three times to defeat them, all four, before going left to the west wall. Open the chest ahead of it for a Magical Ring. We'll appraise it later. For now, go east a room along the uppermost path. There are four new Floor Masters to defeat. Do so and then head around the blocks, slashing bushes for recovery items, and go north through the Boss Door... +------------------------+ | Boss: Aquamentus | +------------------------+ A gigantic dragon drops into the room. It has a single horn on its head, it breathes fire, and it is the boss of Gnarled Root Dungeon. Aquamentus was also the first boss ever in The Legend of Zelda, the game and the series itself. While he is pretty strong, Aquamentus has never been a hard boss. It is weak at its horn; stand above it and slash like there's no tomorrow. It will fire three fireballs, and one will probably hit you (the Wooden Shield can't block it; don't even bother). But, if you came in with three hearts, it doesn't matter. Slash nonstop and move as Aquamentus moves. It will die before you do. With its horn gone, Aquamentus explodes. In its place is a Heart Container. Pick it up to add a heart to your meter. Now go east a room to the chamber containing the first Essence of Nature, Fertile Soil. "Seeds scattered across bountiful lands are nourished in this Fertile Soil!" You automatically exit the dungeon when the Maku Tree contacts you. He already feels stronger. But, he's been having dreams lately. The Temple of Seasons is not destroyed, but it is in a strange place... Inside the temple is a precious item we will need to defeat Onox. We'll have to investigate that. ======================================================================= ===========================Snake's Remains*============================ ======================================================================= +---------------------+ | Horon Village | +---------------------+ Go east and stop. Hear that music? See that shadow? This is a screen that Maple runs into us at! Maple is a young witch learning to fly; bump into her. All of your stuff goes flying all over the place. She's had a terrible day; she can't find Lon Lon Eggs and now her stuff is all over the place. She's just going to take it all! Run around, grabbing the stuff that flew out, until both of you have taken everything. Now, after she's left, burn down the small trees to the upper-left. The left one reveals a staircase! Take it down to find... the Old Man! Talk to him and he'll give you 100 rupees! Neat-o! Exit the staircase and go south, then east. You can plant a Gasha Seed in the soft soil here if you want. Now go south to find Impa's Refuge. Nothing here, though. Head south again to enter Horon Village. We have a few things to do here before we continue our quest. The seasons change each time you enter the village, exampling again Onox's control over season flow. Go west one screen of the Maku Tree Gate and you'll see a small tree blocking a heart object. Burn the tree and touch the heart. It's a Piece of Heart! Collect four of these to add a heart to your meter! Go south to Vasu Jewelers now. You can appraise the ring we found to add the Discovery Ring to our collection. It tells us when soft soil is in a screen. If you go south and it's winter, Ember Seeds will be growing on that tree. Slash them to stock up. Now go east a screen. Burn down the small trees and take the stairs down to an Old Man. He gives us ANOTHER 100 rupees! Surface and enter the house. The man here is named Dr. Left, and he can't read because it's too dim (and he wouldn't want to go outside, of course). Light the torch for him with the Ember Seeds and he rewards your good deed with a Cuccodex, a book all about Cuccos! Furthermore, you can blow up a weak part of the wall to the right. Do so and exit to the south. If it's winter (if not, exit and reenter the village until it is), you can walk across the frozen water to take 20 rupees from the chest. Go to Mayor Ruul's Residence. He's the guy who gave you a Gasha Seed. First off, your Gasha Seed should have grown. Slash it for a Gasha Nut, which contains a somewhat random item. Now enter the house and bomb the wall right of Ruul. Take the opening to find another Gasha Seed. Plant it if you'd like, and then go to the Maku Tree Gate. South of it is a boy playing catch with his dog and a sleeping man. Approach the small trees and the sleeping man, who reveals himself as Sokra, wakes up. He's a traveling prophet, and he sees that the four spirits of the seasons are calling you from the Temple of Seasons hidden somewhere. Cool... +----------------+ | Subrosia | +----------------+ Burn down the small saplings by him and travel east to the Eastern Suburbs. For now, let's just go east and north twice. Hmm, what's this? A girl wearing a bow with a key runs by. It's terrible, she says. A "temple," like, fell into Subrosia! After asking what a "temple" is, she blurts out that Subrosia is a secret place. She must return in secret! With that, she dashes north, as she mustn't be seen. I don't know about you, but I want to investigate this secret. Go north after her into the Woods of Winter. Remember, she can't know we're tailing her. Walk up to the tree and stand on the side opposite this girl until she eventually goes north. Repeat this twice more and she'll go west (she'll come back into the screen to check, though; be careful). Now we see her walk up to a shrub and disappear! Slash down these bushes to find... a portal? Enter. Welcome to the mysterious land of Subrosia, located in the Underworld. One says that a "temple" fell into the East Plaza. These two, as well as the girl we saw, are Subrosians, the race that lives here. Exploring the area will show us a few things. First, the official currency of Subrosia is the Ore Chunk, which can be dug for. Second, Subrosians love to dance, and winning at their Dance Hall earns you a Boomerang. Third, Subrosians rule! From the first screen, go south down the left ladder. As the blue Subrosian here says, the volcanoes here in this region (named "Subrosian Volcanoes") have been acting up lately due to a "temple" falling into Subrosia. Head west of him to see the Subrosian Hot Springs. You can't enter, of course, because it's lava. Go south from there to find Subrosia Dance Hall. Take the stairs down to it and talk to the Subrosian in red. Good dancers get prizes, and they're about to practice. Care to join them? Do so and join the circle. The dance here is a bit more complicated than the one in Oracle of Ages with Gorons. Here, dancing is all about turning directions. When you hear "doo," turn right. "Dah" calls for left, while "dee" requires you to pose with A. Subrosians always dance in groups, and no Subrosian can touch. You have to keep up with the others to succeed here (Subrosians smiling is weird). The dancing is pretty fast-paced, and they kick you out if you mess up. You know the dance will end soon when the moves start to get faster. If you manage to pass through all the steps in the dance (always a random number) without messing up, you are rewarded with the Boomerang. You crushed the other Subrosians hopes. As you can hear from them, one wants to impress Rosa, whoever that is, they all want to win, they review instructions, they tell you that the Subrosian Dance is the traditional dance of Subrosia, and it's a great workout. Well, that's not really important right now. The Boomerang is a handy item. It can stun enemies, retrieve distant items, and hit switches across gaps. It can be thrown diagonally, too, if you press both directions at once. From the Subrosia Dance Hall, go north, east, north, and south to the right. Go south twice now to see a Subrosian that won the dance before (that's why there were only nine dancers). Go west, cross the bridge, and go west again to a Subrosian house. Things sure are different here... Go east, south, and cross the bridge. Go west to find the Subrosian Smithy. They have Shovels in excess, but we can't take one yet. Return to where you saw the Subrosian with the boomerang and go south, then east twice. Take the steps down to what was East Plaza, now the Temple of Seasons (it sunk in when Onox kidnapped Din, remember?). Go right a few screens to a bridge. Walk across it to the north and you'll hear a voice... in green. Then red! And yellow! And blue! These are the... Season Spirits! The seasons thought you might not make it after Onox sank the Temple of Seasons, but they're glad to see you. Continue north and you'll reach a building. Enter and the four seasons combine to form the Rod of Seasons! Now, if we gather the Season Spirits, we can change the seasons ourselves! We must bring the rod to each spirit in the four corner towers. Exit the temple and go to the southeast corner, the winter one. Here, you need to hit the Crystal Switch. Lift a Bomb and throw it at the switch to make a bridge form (alternately, use your newly acquired Boomerang). Cross it, take the stairs up to the highest room of the tower, and you'll find the Spirit of Winter. A fairy appears, Ocarina of Time-style, and tells you that Din is their dear friend. To aid you in her rescue, she gives you the power of the Spirit of Winter on the Rod of Seasons! Swing the rod atop a stump to turn the season to winter. In winter, water freezes and snow builds up. Please, rescue Din quickly. The Rod of Seasons has been blessed with a wintry chill! Exit the tower to hear from the Maku Tree. He has dreamt of woods in the east... Maybe there's an Essence of Nature there. Exit Subrosia through the path you entered by. +---------------------------+ | The Woods of Winter | +---------------------------+ Go east of the portal to see Sokra sleeping on a stump. He sees that you have the Rod of Seasons, and says that if the Rod of Seasons held the power of the Season Spirits, you could change the seasons. But it only has the power of winter. Stand atop a stump and swing the rod to unleash the power of winter! And since the Temple of Seasons has sunk into Subrosia, there must be other entrances to the Subrosian land. We must find them. With that, Sokra leaves. Hop onto the stump and swing that rod! It becomes winter, and the enemies come out of the woodwork. We want to get through here. To do this, start at the stump and go east, north (west of here is a Fairy Fountain), north again, and east to a summery strip of the Woods of Winter. The tube of flesh here is a Like Like. It will eat your shield if you're not careful; defeat it quickly along with the Moblin archers. Then bomb the wall to the north and enter the cave. In the upper-right corner is a chest containing 30 rupees. After that, go east to a stump. Make everything cold and wintry and take the stairs up here. Then go right. Walk across the pile of snow here and drop through the chimney to Holly's House. Talk to Holly, who is stunned, and she figures out that you're not Santa. Now take her Shovel and clear the snow in her walkway, jerk! Exit the house and dig your way out of here. Go south now. See those trees? Do not talk to the Old Man who lives down there. If you do, he'll force you to pay for his door. Now go south, defeat the Moblins, and continue south to see a Piece of Heart. We can't get it yet; head west now. Bring winter to the woods on this stump to clear the trees to the left. Now go west. Head north up the right clearing to find piles of snow. Dig through them, avoid the Leevers (burrowing enemies) here, and advance to the east. Here you'll find a tree bearing Mystery Seeds. Slash them to add them to your Seed Satchel. Use them on Owl statues to receive hints. Now go north. Climb the vines, hop onto the stump, and let it snow. Enter the cave on the ground to find some bushes with recovery items in them. Now exit the cave, go west, and slash your way to the opening here. Welcome to Level 2. +-----------------------+ | Snake's Remains | +-----------------------+ The initial room is dark. Let us go left. Trigger the Razor Traps and quickly step back, then move ahead as they retract. In this room, Zols will attack you from the ground (of course, they still take one hit). Go all the way to the left, open the chest for 5 rupees (huzzah!), and go north a room. Let me introduce you to snakes in Zelda games, Ropes. They can move in any direction but diagonal, and they do so very quickly when they see you. Hold out your sword and let them charge right into it. When you've beaten all of them, a Small Key falls from above. Take it and double back to the first room. Use Ember Seeds to light each torch to illuminate the darkness and open the door. Go north, of course, and you'll find two torches, both of which fire at you, and a few Zols hidden underfoot. Take the east exit out of here. As you enter, a small gang of Ropes fall down to attack. Slice 'em up to give yourself some room to move, and follow that up by push the mid-right block to the right. Open the chest that forms for the Compass. As we can see from the chest locations, this dungeon is either really long or just plain huge. Go west out of here and then north. Ah, the blocks form an arrow pointing west. Avoid or destroy the enemies here and go to the point on the well wall the arrow points to. Bomb the wall there, pass through the opening, and go crazy collecting rupees! When you're done, return to the room to the east and go east again. A handful of Zols and Ropes are your opposition here. Kill them all. Push the rightmost block right once and the door to the right opens. Pass through the doorway. Stay in the doorway! A gigantic Razor Trap will pass by you. Follow it around the blocks and to a chest containing a Small Key. Retrace your steps to the room two screens to the west. Use the Small Key we recently acquired on the northern door and you'll come to a room with two Hardhat Beetles. Use your sword (easier) or shield (harder) to knock them into the pits, which also opens the door to the left. Use it and you'll reach a dead-end. We must defeat the Moblins on the other side of the pit, but we can't very well jump over it, now can we? Either step to the edge and wait for them to get to the edge, at which time you can slash them, or throw a bomb at them and hope it explodes by them. Either way, they take one hit each. A chest forms after you've beaten them. Open it for this dungeon's prize... the Power Bracelet! Just hold the button you assign it to and pull back on the D-Pad (the + on the GBC). Now that we have it, return to the previous room. Open the chest (lift the pots) for the Dungeon Map. Now go back to the giant Razor Trap room. First, get to the chest that had the Small Key in it. Wait for the gold Razor Trap to pass and go south. Here, use the Power Bracelet to push against the large rolling objects. Go down and go to the lower- right. Push this block and take the stairs up and out of the dungeon to a chest we couldn't get earlier. Open it for a Gasha Seed. Now go left to a staircase. Use it to reenter Snake's Remains. Go north, with a full stock of bombs (if you're lacking, there's a Business Scrub in the southern room selling bombs), and quickly rush to the right. This room is timed; keep that in mind. Blow up the block here and rush left. Blow it up and then blast your way down to the lower-left corner. From there, blow up blocks to penetrate the innermost circle and open that chest! It's only a Small Key, but it wasn't easy to get. Return to the giant Razor Trap room, but this time go east. Bomb the blocks to the right and descend down the stairs into a 2-D screen. Go left to see a Thwomp, an old Mario enemy from Super Mario Bros. 3 (also, note the presence of Keese). Step near it to trigger its only attack - falling down. When it hits bottom, drop onto its top and walk across it to go left a screen. Here you'll see Thwimps, enemies from Super Mario World. They're just miniature Thwomps (get it? Thwimps are "wimps"). Walk past them and take the ladder at the end up to a new room. Push the cylinder out and go right into the room. There's a chest containing 5 rupees to the south, but we want to go east. This room is a bit trickier than the last. You must push the cylinders over, but there are holes in the floor to make it difficult. Stand at the top of the first cylinder, push it over, and run downward. Now stand in the middle of the next cylinder, push it over, and run up to some Keese. Defeat them and follow the trail to a locked door. Spend a Small Key on it and go south. ----------------- Mini-Boss: Facade ----------------- Well, I'll be darned. This enemy, originally a boss from Link's Awakening (of Face Shrine, Level 6, in case you wanted to know), is back as a mini-boss. It's learned a few new tricks, but it'll still be a breeze. A giant face in the floor, Facade awakens when you walk on its tiles. Pull out a few Bombs and toss them onto Facade. When they explode, he will take damage (Facade does periodically disappear; time it well). If not, the mini-boss will rage on. It has three attacks. For one, it can summon Beetles, those tiny spider enemies sometimes dug up with the Shovel. It also has the ability to spit fireballs out and drop them from the ceiling. Just walk and hope to avoid them. His other attack creates holes in the floor as he tries to get you to fall. Chances are, he'll mix these attacks up so that you have a lot to deal with at once. Still, after five explosions in the face, Facade explodes, leaving in its place a Fairy and a portal. ----------------- Go east of the mini-boss room and walk through this part until you see the door. Take it. Here, use a Small Key on the lock block and deploy the Boomerang on the Sparks, the energy enemies here. When hit, Sparks release Fairies to heal you. Now, go east and stand in the doorway. Trigger the Razor Traps and then head right after defeating the Ropes. Go south to a new room. Ride the panels here to cross the pit and get to the right. Take the steps up and go north. Now open the chest for the Boss Key! Yes, now we can fight the boss. Jump off the ledge to the left and head west two rooms. See the pots below? Lift them, bomb the wall, and head down a room. Here, you must defeat ghost enemies called Pols Voices. While they are weak to music, you don't have any, which means you'll have to toss a bomb into their pins and hope they jump into it. When you've defeated them all, head right. Welcome to the dial room. Walk through it, go south, and you'll reach a pit. Cross it on these platforms, lift the pots for recovery items, and head east through the boss door. +---------------------+ | Boss: Dodongo | +---------------------+ Holy guacamole! Yes, I said "holy guacamole!" Now, to the matter at hand. Dodongo usually comes as a boss among other Dodongos, but this guy's an exception. The fight is simple enough. Dodongo has two attacks. First, it will stomp its feet and charge you (easy to avoid). Second, it can open its mouth for a while and then breathe fire. As anyone who's ever played The Legend of Zelda or other titles would know, Dodongo has an invulnerable exterior, but its insides aren't rock-hard. When it opens its mouth to breathe fire down your neck, chuck a bomb down its throat. Its belly expands. That's your cue to pick it up with the Power Bracelet and toss it into the spike bed in the room. Be careful, though, as it will charge you as soon as it takes damage. After four run-ins with the spikes, it will explode. Take the Heart Container and exit to the south. Here, take an Essence of Nature (a nod to Oracle of Ages), Gift of Time. "Seeds sprout as seasons change with the Gift of Time!" And as always, the Maku Tree has something to say now. Something is afoot to the west in Spool Swamp, he says. ======================================================================= ==========================Poison Moth's Lair*========================== ======================================================================= +--------------------------------+ | The Power Bracelet & You | +--------------------------------+ A few side quests are now open to us. First, go south of Holly's House three times. Walk across the ice/shallow water to reach the south row. Walk right, lift the rock, and take the Piece of Heart. Now exit the Woods of Winter to go to the Eastern Suburbs. Go to the southeastern corner and use the stump to bring winter to the suburbs. Head north now, take the stairs, and walk across the snow to go west. Now head south and enter the cave to find another Piece of Heart. Enter Horon Village and exit and reenter it until its fall. Go west of Vasu Jewelers to the shop, and then go south. Note that Bipin & Blossom have a new event; their son is ill, and they need money. See the "Bipin & Blossom" section for all the details you'd ever need on answering their questions. Now go west a screen. In autumn only, you can lift mushrooms (that's when they're ripe). Pick them and open the chest for 20 rupees. Now, that's about it for side quests. +-------------------+ | Spool Swamp | +-------------------+ NOTE: If you do not want to get Ricky as your animal partner, feel free to get the Flute in a different manner. You can also get an aquatic Dodongo named Dimitri and a flying bear named Moosh. To get Moosh, buy the Flute in the shop in Horon Village. To get Dimitri, win his Flute at the Subrosia Dance Hall. Dimitri can eat enemies and swim through water. Moosh can pound the ground with his weight and fly fairly long distances. Ricky is a kangaroo with a high jump and a mean punch. Your pick, but I assume you get Ricky, the default character, for the purposes of this guide. It doesn't change that much. Spool though it may be, the swamp is where something - or someone - is afoot. Go east of Gnarled Root Dungeon, where you first met Maple, and lift the rocks to go north. This is North Horon if I've ever seen it. The enemies here are Peahats. Wait for them to stop moving and then slash them twice to finish them. Now go north to find new enemies called Buzz Blobs. You can't slash them or you'll be electrocuted. But, you can Boomerang them and then bomb/Ember Seed them, or use a Mystery Seed on them. Now go north to find a new tree bearing Scent Seeds! With these, you can attract enemies. Cool... Head east and go south. Hmm, this seems to a gym. Enter and talk to Blaino, who was actually a mini-boss in Link's Awakening (Level 8, Turtle Rock). He's the legendary champ, Blaino. If you pay 10 rupees, you and him can fight, no items, no rings, just good old fashioned fists. Pay him and let the match begins. It's quite easy. Walk up to him and press B or A like crazy until he's knocked out of the ring. You may have to wait for Blaino to start his wind-up to get a good chance to jab him out of the ring. When you win, he gives you, da new champ, Ricky's Gloves. You can continue fighting to win rupees, but we're moving on in this guide. Go north of Blaino's Gym, head west to the Scent Seed tree, and then go south. Let's go west this time. Go north now and follow the path west. After passing over the bridge, go west again and take a north after that. It's Ricky, the boxing kangaroo! Spool Swamp is his background, he says, but he can't go anywhere without his gloves. Some guy named Blaino took them when he lost to him in a boxing match. When he sees you have them, he asks for them back. If you beat Blaino, you must be tough. What's your name, champ? After learning it, he introduces himself as Ricky. Ricky gives you his Flute, which you can use to call him to your aid. But for now, we're headed for Spool Swamp. Note that if you got Moosh or Dimitri as alternate animal partners, this one section will be slightly different. With Ricky, head south and approach the gap to jump over it (Ricky can also punch through enemies with A). Continue south until you see three saplings. Don't burn them, though (the old man here mugs you for door payments). Instead, go west and then north to a cliff. Approach it and Ricky can jump right to the top. Go north and then west to find a new type of tree. Dismount from Ricky (B) and slash it for Pegasus Seeds. They'll increase your speed temporarily. Now take Ricky with you to the south, head west, and go north twice, then east. Enter the house, home of the Floodgate Keeper. If we want to enter the swamp, we'll have to unlock the Floodgate. Hit the switch to the right to drain the water and reveal the Floodgate Key. Take it and exit the house. Outside is a staircase. Take it down and press the switch. The bridge to the left disappears quickly. Use a Pegasus Seed to run over before it vanishes and go west a screen. Push the block here up, push the next one down, lift the rock, push the lower-left block over, the next one up, and take the staircase up. Follow this path around the water, avoiding Zols and lifting rocks, to reach the next staircase. Take it up, walk past the bushes (two of which are disguised enemies), and you'll surface in Spool Swamp. Go south and then east. Just as Sokra predicted, it's time that we need a new power of the seasons, and a new doorway to the Subrosian land. Go west and south to meet a Business Scrub. It says that a vortex is the south. Go east and use the Floodgate Key on the lock to let the water pass to the south. Now go west and north until you can jump off a ledge into the water. The dungeon is to the north, but it's too high up for us. Instead, travel south down the riverbed and you'll reach two new enemies - Water Tektites and a Goponga Flower. Defeat both with slashes and stop. Summon Ricky to you with Ricky's Flute and hop to the cliff. Jump to the top and go west, south, onto the cliff top, and then follow the path south. Wind up Ricky's punch (hold A) and unleash a tornado to the south to destroy the bushes. Now jump across the pits and go south. Turn at the bend and go north. Lift the rock and enter the portal. +---------------------------+ | The Power of Summer | +---------------------------+ Go north to avoid the volcano. I should explain Subrosia's monetary system. Blue ore chunks are the base unit. Red are worth ten and then there are rarer colors. Dig for them. For now, let's explore a bit. Go west twice to reach the Subrosia Market. You can trade items here for his products. First, purchase the "Rare Peach Stone" for 20 Ore Chunks (easy money, just dig) and 10 Ember Seeds. It's a Piece of Heart. We want the Ribbon, but we can't get it yet. Exit, go south, and head east. Two Subrosians here say that Rosa, the famous pop star, has a key that can open any lock in Subrosia. Wait a minute! Didn't that Subrosian we followed to Subrosia have a key? And didn't she have that same Ribbon in the market? Ah well. Go south to Subrosian Seaside (their sea is of magma). All the Subrosians here want to date Rosa, but they can't interest her. In the southeast corner of the seaside is a Subrosian with yellow clothes named Rosa... with a key! She lost her Ribbon, and she can't go out like this. It floated out to sea while she was exploring the "temple." Hmm... As one Subrosian said, digging in these sands can uncover a Star-Shaped Ore. Just keep digging until you find it. Return to Subrosia Market and trade the Star-Shaped Ore for the Ribbon. Take it back to Rosa. Since you're so nice, she's decided to date you. She wants to go to the "temple." Rosa can unlock doors for us. First, return to Subrosia Market. Trade 10 Bombs and 50 Ore Chunks for a Bomb Bag Upgrade. We can now carry 30 bombs! Now go north of the market and unlock the door. Walk through the passage and use Rosa's Key again on the next door. From here, it should be quite easy to reach East Plaza where the Temple of Seasons is. Walk around, show Rosa the sites, but be sure to take her with you to the northwest corner tower. Open it with Rosa's Key and enter. Just lift rocks to reach a staircase. Take it up and go south to another staircase. Now go north to the Spirit of Summer. After calling you the Hyrulean hero, you receive the power of summer. It's a blessing to the Rod of Seasons, the summer day! Now we can call forth summer! The date will have to end, though. Return to your portal and take it back to Spool Swamp. +--------------------+ | Up the Vines | +--------------------+ Go south, to the left, and north. Cast a tornado through the shrubs and hop across the pits to go north as far as you can, then east. Now head north a few times until you can go west. Dismount from Ricky, use the Rod of Seasons to call summer forth (to do this, use the rod twice in a row). Now go north and climb the vines to enter Level 3... +--------------------------+ | Poison Moth's Lair | +--------------------------+ Walk north a room and pull out that shield. The enemies over yonder are called Spiked Beetles. They will charge you; hold out your Wooden Shield. They'll crash into it, flip over, and expose their vulnerable underbelly. Give it a good thrashing and you've won. Now let's go north through the door that opened. We see a set of new foes, Mini- Moldorms. Because I am lazy, and since there is no large Moldorm in this game, I'll just refer to them as "Moldorms" throughout the guide. As of right now, they take four hits. They move rather unpredictably, which is their only advantage (aside from an exoskeleton). After defeating them, head east. We've got two more Spiked Beetles to contend with. Raise your shield, let them crash into it, and finish the job. After that, advance one room east. This room is pointless for us right now, but we'll return. Head east again to a room full of Floor Masters. Wait for them to rise and then slash them in a furious frenzy. Now, lift the pots around these blocks until you reach a switch. It must be kept down to keep the door open. Lift the upper pot to the right and, without lifting it, push the lower pot left three times, down once, left once, down once, and left three times more. It's now keeping the door open; use it to exit south. Ah, what a room. There are two new types of enemy here. First, there's that Bubble ricocheting about the room. Yes, I know it's name is Bubble, but I will classify it as a Whisp for the purposes of the guide (it stands out more, and very similar enemies have the same name). The other type is the Arm-Mimic. If you go left, it goes right. It just moves opposite you. Now, notice the staircase here. For now, go west, then south. Push around these cylinders to reach a chest containing a Small Key. Now return to the room with the Arm-Mimics. Ascend the stairs to meet two Pols Voices. Let us teach them a lesson... in music! Play Ricky's Flute and they instantly die (very sensitive ears, don't you know?). Now push the uppermost block up and go north. Defeat two Moldorms, open the chest that forms for Bombs, and blow up the wall to the north. Enter this new room and open the chest for the Dungeon Map. As you can see, there are two floors to this dungeon. The lower one, the one you entered by, is shaped like a moth. Now go south twice and push the block next to the elevated one down. Rather than take the stairs down, though, push the third block up over and the second block up down. Head west. Here, we must make the northern statues match the southern. Push the rightmost one down and the left two gray statues down into their slots. Now push the middle upper-right red statue down and the leftmost red statue left once. Then push the lower-left red statue right, the remaining red statue right twice and down once, and the gray statue left twice and down once. This opens the door to the west. Use it. Walk left through this "hallway" and go left again past a few Moldorms. Now head north to a Hardhat Beetle. Slash it back and take the staircase to the upper-right. Open the chest to the left for 30 rupees and then go take the stairs you came by back up. This time, use your Small Key on the locked door. In this room, you must defeat a few Arm- Mimics on conveyor belts with a Razor Trap on speed rotating about the central point. Use a Pegasus Seed and run in to the center of the room, hopefully unscathed. Move so that the Arm-Mimics are as close to you as possible and then slash them. When all are defeated, open the chest that forms for this dungeon's prize... Roc's Feather! With it, we can now jump one space. It's extremely useful. If you use a Pegasus Seed before jumping, you can jump two spaces! Now, exit south, jumping clear over the Razor Trap, and jump left onto the rotating green platform. Jump into the far-left hole at the end to fall to a 2-D screen in B1F (basement floor). Defeat the Keese and jump across the top of these platforms to reach a new screen. Here, jump from moving platform to ladder to moving platform to ladder. Now climb right and take this ladder to a new room. Here, jump onto the blue square. It's a trampoline! You'll bounce through an opening above and to a chest. Open it for the Compass. Now fall back down to the lower floor. Return to the first room of the dungeon. Go north twice, east twice, and jump onto the platform. Ride it to a stairwell; take it down. Here, drop onto the Thwomp. When it's at its peak, jump right across the platforms to another Thwomp. Jump right off of it to enter a new screen. Jump to the ladder and take it up to an interesting room. Push the trampoline left thrice (three times), down twice, right seven times, up twice, and onto the yellow tile. Bounce off the trampoline and you'll reach a room with a treasure chest in it. Open it for a Small Key. From the first room, go north twice, east three times, south once, and west once. Here, pressing a switch makes the floor collapse. Just jump over the switch and stroll on down to the locked door. Before using it, though, take the stairs here up to a conveyor belt path. Jump along it to the right, hopefully over the Razor Trap, and follow the path to a chest containing a Gasha Seed. Now follow the path back to the locked door. Use the Small Key there to meet the... --------------------- Mini-Boss: Calamareye --------------------- Ha! What a pun! Am I right? In any case, this mini-boss is actually three separate enemies. The Calamareye appear from the water, shoot a fireball at you, and then submerge. You need to lift them with the Power Bracelet, carry them to a corner (so that they have limited escape routes), and go buck wild on them. You must defeat all three in this manner (the fight gets progressively easier because you reduce the number of fireballs hitting you each time). When the third is defeated, take the Fairy that results from its explosion and use the staircase that formed in the lower-right corner. --------------------- Now we're in a good position. Walk west until you reach a dead-end. Flip over the "bridge" here and walk north to see a large pit. Fall in to a room with a big Razor Trap in it. Here, run down (Pegasus Seed recommended) and then right into a little alcove, safe from the trap. When it passes you, walk up to the blocks and push them into the pit here. Jump over the pit now and open the chest for the Boss Key. Now, return to the first room, warp to the mini-boss room, and use the stairs. Go left a screen to a room with two Moldorms, jump over the bridge, and go right to the Boss Door (killing any Peahats along the way). Use the pots to the right to heal, brace yourself, and go through that door. +---------------------+ | Boss: Mothula | +---------------------+ This boss returns from A Link to the Past, and it's no pushover. Unlike Aquamentus and Dodongo, this boss requires some strategy. The battle starts fast-paced. Mothula releases four moths at you and then begins spinning around the room wildly. Jump into the center of the room as it spins in this way, defeat the moths that come your way (take the hearts they leave), and jump over fireballs. Eventually, Mothula comes to the center by you. Show no mercy. Hack at it until the cycle begins again. While you might take heavy damage in the room's perimeter, the center is safe, and you should get many hits in on Mothula. If you fall, you'll reach a trampoline in a previous room that you can move around to reenter the boss chamber. After many rounds, Mothula explodes and leaves a Heart Container behind. Take it and use the stairs to go down a room. Go north into the room holding the third Essence of Nature, Bright Sun. "Young shoots grow quickly under the warm rays of the Bright Sun!" You appear outside the dungeon and the Maku Tree contacts you. He has dreamt of a waterfall north of Sunken City. The next essence must be there. ======================================================================= ========================Dancing Dragon Dungeon*======================== ======================================================================= +---------------------------+ | Spool Swamp Secrets | +---------------------------+ Exit the dungeon and make it winter on the stump to the south. Using Ricky, go one screen south of the second entrance to Subrosia. Head east and dismount. Here, there are enemies called Pincers in the holes. When you see eyes, back up and hold your sword out so that they lunge in your blade. Three hits will kill them. Defeat the two here and hop east again. Defeat another Pincer in this screen. Now dig your way to the weak wall to the upper-right and bomb it. In the cave, open the chest for the Square Jewel. What does it do? Return to Level 3's entrance and go south. Change the season to summer and then go northeast. Take the stairs up and go south twice and east once. Fight off these Tektites, jumping monsters that can be defeated with two slashes, and climb the vine to a sign. It's from Vasu. Since you're his best customer, he gives you a gift. Dig before the sign to get a ring. Also, while we're on the subject, there's a cool secret in Holodrum Plain, too. North once and west twice of Blaino's Gym is a screen with two small saplings in it. If you go south of it and jump up the cliff with Ricky, you can reach the saplings and burn one down to reveal a staircase that leads to a very generous Old Man. +----------------------+ | To Sunken City | +----------------------+ NOTE: This section will be much different if you got Moosh or Dimitri as animal partners. For Moosh, it is full of holes. For Dimitri, it's full of water. But, since the default character in Oracle of Seasons is Ricky, I am covering the guide to Natzu Prairie with him. Go to the screen I described above with the Old Man. It is north one screen and west twice of Blaino's Gym. Once there, use Roc's Feather to jump between the posts in the upper-right corner and go north. Hit the switch to form a bridge to the west. Now, go east and heal up at a Fairy Fountain. Then go west twice to cross the bridge. Call Ricky from here and go east back to the bridge. Go north on the steps, and let's get through this Natzu Prairie! North of the bridge, jump onto the cliff top. Go east a few screens, punching your way through plants and enemies, until you must go south. Do so and hop off the ledge. Go south, use Ricky's tornado punch to clear the shrubbery, and hop across the pits to go south. Jump onto the ledge here, go north, east, north, (to the right) south, and south again. Hop off the ledge and go west to a cave. Dismount from Ricky and enter. Talk to a Deku Scrub here, tell him the song he likes is good, and he'll fill your Seed Satchel. Cool! Now exit the cave, get back in Ricky's pouch, and hop east. Go north now three times, travel east until you must go south, and then turn southward. Here, the Great Moblin has set up a toll. Either pay him rupees or get blown to smithereens. Ignore him and hop east into Sunken City. Ricky says that it smells like medicine and leaves (he can't stand it). Well, we're free to explore now. +-------------------+ | Sunken City | +-------------------+ The city's been flooded. We can't swim, but we can jump. Bound over the watery gap to the right and go south in the narrow water. Now head east along the bottom path, following the narrow water until you find a tree. It bears a new type of seed, Gale Seeds. With these, you can warp to any Mystical Tree you've seen! Finally, a warp system is in place. Head back to the entrance of Sunken City. Along the way, a group of boys find a weird thing. They determine that it's a monster come to attack the city. They must defend the city! Talk to the middle boy and he'll explain that they need to fight the monster, but they're helpless. Give him some Bombs and they go out on patrol. Talk to the creature to learn that it is named Dimitri. It can swim like a fish - even up waterfalls - and will help you since you helped it. Dimitri was one of the options for an animal partner. Press A to chomp, and the D-Pad is used to swim in water. You can also lift Dimitri and throw him around holes with the Power Bracelet. Get into the water to the right and swim north twice, then east. Approach the waterfall and Dimitri can swim up it. Do so to reach a new screen. Swim up the right waterfall to find the place Master Diver has gone off to. Talk to him and he'll tell you to prove yourself. Swim left, open the chest for 50 rupees, and then exit this cave. Enter the left waterfall cave and get onto dry land inside. Dismount from Dimitri and cross the bridge. Push these statues into a square and charge up a spin attack. Let it hit all four eye statues at once, causing a staircase to form to the right. Jump to it and open the chest for the Master's Plaque. That's proof, right? Return to Master Diver and give him his plaque. Since you've passed the test, he accepts you as his pupil. And as his pupil, you receive Zora's Flippers! Now you can swim, too! He also teaches you his secret diving route to Mt. Cucco. There's a diving hole among the reefs in town. Use the flippers to reach it. As far as swimming goes, press B to submerge and A to swim quickly. Now exit the cave (we no longer need Dimitri, unless he's your animal partner). Swim east of where we met our swimming friend and dive down in the patch of water here. You'll fall to a cavern. Swim down the waterfall, open a chest to the left for a Gasha Seed, and exit the cave. We're back in Woods of Winter! Use a Gale Seed to return to Sunken City. Swim north of the Mystical Tree and climb the left vine. Swim across the water and open the chest to find another Gasha Seed. Now, exit this cave and climb the other set of vines to go north again. A girl in this house says that summer hit Mt. Cucco and the snow there melted, thus flooding the city. Let's swim west to a stump. Change the season from summer to winter and swim south twice. Snow has piled up here, which lets us reach the Great Witch Syrup's hut. She sent Maple to find some Mushrooms, but she hasn't returned. Without them, Syrup can't make Magic Potions! So that's why Ricky smelled medicine. We've done just about everything there is to do in Sunken City, and so we're leaving. Go north a screen from the entrance to the city (Ingo's House). First, turn it to summer. Then return west and dive down in the space between the snow piles to reach a 2-D screen. Swim around the water, defeating Cheep-Cheeps with slashes as you go, and you'll emerge in Mt. Cucco. +--------------------------------------------+ | Exploring Mt. Cucco & Goron Mountain | +--------------------------------------------+ Travel north and west to find a Deku Scrub. If you deflect its seeds back at it with your Wooden Shield, you can beat it (it gives hints). Go west two times in a row to enter Goron Mountain. Shovel the snow piles and go west. Bomb the weak wall here and enter. Walk around here and take the stairs up. Go east, take the ladder up, and go west. Enter the cave and go forward to another staircase. Here, go east. Prepare to face very tough enemies. They are called Lynels, and they are tough. Boomerang them and slash as much as you can. They are extremely strong; defeat them quickly and move west. Jump off this ledge to reach a cave. Enter and talk to the red Goron here. He'll give you a L-2 Ring Box, capable of carrying three rings at once! Thanks, random Goron! Hop off the ledge and go west. Lift the rocks, burn the saplings, and take the stairs down to an Old Man willing to give you a financial lift. Thank him and exit. Use the stairs to enter Goron Mountain, home of Holodrum's Goron population. Take the stairwell to the right down and swim south to exit the cave. Go right two screens and lift the rocks to reveal soft soil. Now return to the Goron Mountain inner workings and use the stairs here to go up a level. Jump across the lava and exit to the south. To the north is Biggoron, a Goron so large that he can't fit in the cave. He's the only character in the game to appear on the map. He's got a cold since he can't stay warm inside and a severe winter has set in. After you're done gawking at him, return to the first floor, take the stairs down, and exit Goron Mountain from here. Go west and south. We're in Natzu Prairie. Swim east until you come to a series of steps leading north. Take them up and head west a few screens to a staircase. Take it down to a tunnel. Jump across the tiles here to reach a chest containing 50 rupees. Exit Natzu Prairie the way you came. Now that we've thoroughly explored the area, return to Mt. Cucco. Continue east until you see a big, blue bear named Moosh. Talk to it. He wants a Spring Banana, but it won't come until spring. Ah, it looks like we need to return to Subrosia, home of the brave. Go north and west to find a large slight of stairs. Take them up to the top and fall off the right ledge to enter the portal. Note: In case you were wondering what that cave was for, it is a Fairy Fountain. In winter, a buildup of snow lets you enter it. If you're low on health, you know where to go. +----------------------------+ | Subrosian Adventures | +----------------------------+ As soon as you jump off the initial platform, two Subrosians run by you, knocking your Roc's Feather at of your hands. They decide to trade you Fool's Ore for it. Now you got Fool's Ore in exchange for Roc's Feather! And to make matters worse, there's a staircase to the east that leads to the "temple" that we need the feather to reach! Oh, those pack rats are in for it! Go west and enter the house, the home of those weirdos. They start running off to bury their treasure. Follow them west and exit the house to the south. Like we did with Rosa earlier, we must avoid their line of sight (they cannot see diagonally, but they can see all the way across the screen otherwise). Follow them south twice, hiding behind trees the entire time. Then let them go west along Treasure Grove, a stretch of Subrosian Seaside. Hide behind rocks and go north into the forest part of Treasure Grove. Go north after them and then south when they turn around. They bury Roc's Feather in the red square; dig there and retrieve it. It says to return the Fool's Ore, but we can't very well do that... You can enter their house any time you want to repeat the treasure game, but with different prizes. Return to the entrance of their house and go south. Jump over the lava and go south. It's a skull pirate! Just to make a shortcut for ourselves, enter the House of Pirates, climb to the top, and take the portal. We're in Horon Village. Hit the switch to form a bridge, a shortcut to Subrosia, and then return to Subrosia. Jump off the ledge and go right. Yep, there's a Subrosia Cemetery, and half the pirates' ship is sunk here. Ah, but let's not be concerned with their troubles yet. That's a later dungeon. Return to the screen we entered Subrosia from Mt. Cucco in and go east. Jump to the stairwell to the lower-right and you'll come to a 2-D screen. Jump across these platforms hovering over lava and take a ladder up and out of here, right into the Temple of Seasons (before you exit, note that you can take a ladder down to find a Gasha Seed). Enter the southwest corner tower. Jump across the platforms and take the stairs up. Now walk south, take another flight up, and approach the statue. It's the Spirit of Spring! Spring is a season of discovery. Flowers bloom, and plants grow. She blesses the Rod of Seasons with a spring dew. Now we have three of the four seasons! Return to Mt. Cucco. +----------------------+ | The Dragon Key | +----------------------+ Hop down to the stump and call forth spring. Head north of Moosh to meet the Flying Cucco (clearly based off of the Flying Rooster from Link's Awakening). Lift it with the Power Bracelet and then press B as quickly as possible to rise in elevation. If done correctly, you'll reach the top of the cliff here. From it, go north. Enter the cave and jump across the platforms to reach the north wall; jump left from there and take the stairs up. Slash the palm tree, which looks just like those from Link's Awakening on Toronbo Shores (the beach), to gain the Spring Banana. Now go south and enter that cave. Jump onto the quick platform, jump right as it is rising to press a switch, board the platform again, and take the ring that falls. Now exit the cave and talk to Moosh. He gulps it quickly and promises to help you. He was a possible animal partner, but he isn't that great. Press and hold A to use a ground pound attack, or press A repeatedly to fly. Moosh *can* fly the length of the screen, but it's all a matter of pressing A with godly speed. And Moosh's attack is so slow that it almost never works. In any case, travel west five times to Goron Mountain. Go north and Moosh reminds you that he can float. Tap A to get around these holes and you'll reach the Dragon Key! With it, you can unlock that keyhole on the summit. For now, let's take Moosh out of this screen, to the south. We no longer need Moosh, so feel free to abandon the little fellow. From where you met Moosh, head west four times in the springtime. There should be a Deku Flower (that might not be the official name, but a very similar flower was featured in Majora's Mask called that) there, only bloomed. Step in and be shot upward. Head north, east all the way to a stump. Jump on and then jump off the south to land by a Piece of Heart. Return to the stump and make it chilly outside with a change to winter. Now head west to see a large mound of snow. Use the stairs to reach it and walk across the snow into a cave. The nearby bush is a fake. Slash it and jump over the pit to go west a screen. After defeating two Zols, lift a rock and jump left a screen to a new one. Just to left past the pit to a narrow hole; jump over it and then jump north to a staircase. Use it and head south to a new staircase. We're at the summit! Go right to reacquaint yourself with the Flying Cucco. Hold right on the D-Pad and press B rapidly to cross the gap. Use the Dragon Key in the keyhole and the waterfall drains, revealing Level 4. Go left a screen, drop over the ledge, and go right. Make it summertime and climb the vines and prepare to dance the dungeon away. +------------------------------+ | Dancing Dragon Dungeon | +------------------------------+ Of all the dungeons in Zelda games, I think that this one takes the cake for most original and weird name. Now, Jabu-Jabu's Belly has never failed to be a weird concept, but a dungeon based off a dancing dragon is far stranger than a dungeon inside a fish... On second thought, Jabu-Jabu's Belly remains the champion. Go north a room and you'll meet a new variation of an old enemy. Often called "Shrouded Stalfos," there are two hooded Stalfos here that shoot arrows/throw spears (you can't really tell). But, they can't jump, making them easy, Moblin-like prey. To the right, push either middle row block down to reach the chest, which contains but a mere 10 Bombs. Normally, bombs as treasure usually sends the message that a wall can be blown up, but nothing is fragile here; just jump into the mine cart. Hit a switch on your way across the tracks. You'll end up in a room chockfull of enemies. Take them all out and bomb the obviously cracked wall to the upper-right. Welcome to an interesting room, though not that puzzling. Lift the middle right block and push the one above it up twice and left once; the one below it down twice and left once. Now lift what was the middle block. You can now easily push the rest of the blocks onto switches. Stand on the last switch yourself and a Small Key falls down to you. Take it and double back to the west. Take the mine cart for a spin. If you didn't throw your switch on your way up, then now's the best time to do so. You'll be taken down an alternate route to another watery room of this waterfall dungeon. This room has a "puzzle" to open the door to the north. Swim by the Water Tektites, thrashing any Zols that get in your way, and push the statue to the upper-left over and up to a switch (or up and over). The door opens; go north. Take out a few Water Tektites and the door opens. But, we have no intentions of turning back so early. Push the uppermost block left, the one two below it left, and the now rightmost block up or down. Descend the stairwell to reach the basement level. Let me introduce you to a new, annoying enemy. These classic foes are known as Wizzrobes, and they teleport around the room to cast spells at you. Wait for one to appear and slash it before it casts its spell (it will still cast it, but at least you can hit it). Alternately, blow them up with Bombs. Now follow the path, defeating both Wizzrobes in the room as well as the usual Keese clusters and go south through the west exit. Go down past a staircase and go right (wait for a Whisp to pass you by before taking the narrow route). At the end, go east to a treasure chest. Defeat the Zols by it and open aforementioned chest for the Dungeon Map. Three floors! And not only that, but the B1F is arranged like a dragon doing a funky dance! Return to the room to the west and use the staircase you passed up earlier. This is a 2-D screen. Jump across the platforms, sword ready to hit Keese, and you'll come to an interesting segment. The blocks here disappear and reappear. Jump to the first block, wait for a new one ahead of you (or behind you but above in elevation) to appear. Just continue jumping to new blocks to reach the ladder. Climb it to reach a dark room. You can use an Ember Seed on the torch, but you can still see the floor easily if you're playing in good light (or on a GBA SP). Jump across the platforms to open a chest holding a Small Key. And then there were two. Now return to the first room of the dungeon. Use a Small Key on the door to the east. Welcome to a room lined with spikes. Jump across them, taking care to avoid Whisps while you're at it, and you'll come to the east wall. Bomb the cracked part and use the opening. Here, defeat any Stalfos (the jumping kind) and Keese that you dislike and push the block to the right over. This makes a chest with the Compass form. Though we've opened only a few so far, only three chests remain. Double back to the west and head north. Water prevails as the theme of this dungeon. Get into the water and dive (B) to avoid the rolling cylinder with spikes (of doom). Lift the pots to find recovery items and then get back in the water. This time, head north. I hope you don't lose your shield to this Like Like, as we see a Spiked Beetle to our right. First, defeat the Like Like, from the doorway if possible, and then totally own that beetle. Chances are it is knocked into a pit as a result of your shield. Walk around the pit and pull out Roc's Feather. The Roc's Ring is useful for the slow jumpers, but it should be easy to jump across these cracked platforms to reach a mine cart. Hop in, hit the switch on the way, and defeat these bothersome Stalfos. Hop back in the cart to ride to a room we haven't visited yet. Kill off the Like Likes and other enemies to make a Small Key fall into the water. Dive for it to add another key to our growing collection. Take it back with you on the mine cart. You'll have to use your new Small Key on the locked block to the right. Go east afterward to find three Stalfos. Defeat them all with two touches of the blade. Lift the pots if you're low on seeds, and then take the stairs that formed as a result of your battles with the skeletal knights up. Use a Pegasus Seed and Roc's Feather to clear the gap and the next gaps to the left. Take the staircase at the end to the basement. Let's push the lower block down and bust into this new room. Ignore the enemies if you'd like; what's important is the mine cart. Hop in, ride through a key room, and you'll come to another. A Business Scrub in this room will sell you 10 Ember Seeds for 20 rupees (it will be useful later on). Stock up now if you'd like, but be sure to open the chest to the left in plain site (and quite poorly guarded at that). It contains a Small Key. Now go south to a spike room. Jump through the openings to go south. Hey it's Level 4's... ------------------ Mini-Boss: Agahnim ------------------ Well, well, well. Of all the characters to revive and use as a mini- boss, they chose one of the coolest ones from A Link to the Past. Agahnim, the Dark Wizard! And like most old enemies revived into this game, they fight like they did before, but with a twist. Agahnim's battle plan is the same one he used in Ganon's Tower, the last dungeon of A Link to the Past, but he's thrown in the darkness element. In case you run out, there are Ember Seeds in the corner shrubs. Rush into the center of the room and light both torches with Ember Seeds. The lights return, and you can see Agahnim and two duplicates. Which is the real thing? The one with the shadow underneath it, of course. Avoid their spells and slash the shadow-producing wizard as much as possible. Agahnim is pretty susceptible to slashes, and it takes only six hits to beat him. The trick is keeping the room lit. If you slash him quickly enough, you can stop the spell-casting altogether. It's safest to stand between the torches, keeping the room lit and slashing Agahnim as he appears. And, as any Zelda veteran knows, the traditional method of defeating Agahnim is to deflect his spell back at him. Ah, but at least this is easier. When you've won, heal with the Fairy released from the explosion. ------------------ We can go east, but let's go south first. Hop into the mine cart and go south of where you're spit out. The laser turret to the south is called a Beamos, and it's only attack is shooting you with a laser when it sees you. Stand behind a block to avoid its attack (by the way, they're indestructible; don't even try attacking them). When the coast is clear, make a mad dash for the locked door and take it west. We've got a nice prize in this room, and so it's made a tad more difficult than normal. Use a Pegasus Seed on yourself upon entry. Push the statue onto the switch and sprint through this block maze to reach the chest before the floor has crumbled completely. Open it for the Slingshot! It's this dungeon's prize. It can fire seeds in the cardinal directions. Go back to the mini-boss room and head north of it twice. Purchase Ember Seeds from the Business Scrub if you're low from your last mini- boss battle and hop into the mine cart. As you go through the room to the east, you have once chance to light all three torches. Face north, fire, fire again to the right, and immediately turn around and fire south. If Link was a good marksman, a chest forms. Ride the mine cart back to the Business Scrub room, which you should go south of to the spike room. Jump across the spike clearings to the east wall. Use the stairs to go north and east to claim a Small Key. Return to the mini-boss room and go south to a mine cart. Take it and shoot both switches with the Slingshot to reach the rightmost part of this room. Head north and east. Defeat the enemies here and use Pegasus Seeds to jump to a locked block. Use your Small Key on it and head north. Get into the center of this room and knock the Like Like into the deeps. Slash at Water Tektites from the platform and then swim in the water to find the Boss Key! Huzzah! Now, let's return to the room we fought Agahnim in. From the mini-boss room, go east. The Old Man here tells us that "what you seek is in the eye," whatever that means. Heal up with recovery items from under the pots and go back to the mini-boss room. Once again, head south. It'll probably cost you a heart, but you'll have to pull off a risky move in this room. Run south to a Razor Trap. Trigger it and run past it as it's retracting to shoot a Scent Seed (often the ammo of choice for the Slingshot) at the switch to the right. Now the cart tracks have changed. Jump in the mine cart and take it to a new room. Defeat the Wizzrobes and go north. Yes, it's the room we got the Dungeon Map in. Use a Small Key on the block to the upper-left and take the stairs down. Use the Boomerang on the Whisps here and shoot the torches across the gap with the Slingshot & Ember Seeds. Cross the bridge that forms and go east. Fish for recovery items here, defeat foes, and go north. Stand on the platform, keep your sword ready for a spin attack, and whiz around the room to the Boss Door. Use the Boss Key on it... +-------------------+ | Boss: Gohma | +-------------------+ As long as Nintendo's bringing back all these old bosses, why not include the more popular Gohma? Down onto the ground falls Gohma, what seems to be a cross between a crab (as depicted in original games) and a spider (in Ocarina of Time). Avoid the shadow and let the fight begin. For the first phase, we must excise her left claw. When her eye is closed, it's a simple matter of slashing it. When it's opened, stand to the left and rush in to attack it after Gohma uses her attack. The attack consists of Gohma rushing in on you diagonally at a surprising pace, grabbing you with her large left claw, and slamming you into the ground, doing two hearts of damage. You can still use your sword when in her grasp, though, and I advise doing so. But, assuming you don't want to get hit, move left to avoid it, charge up a spin attack, and slash it after that attack is used. After nine or so hits, Gohma loses her left claw. Without her better claw, Gohma resorts to releasing Gohma Larvae, offspring. Stand in a corner to limit their means of attack and slash them as they jump at you. They can drop recovery hearts, making them beneficial for those low on health. After defeating her numerous larvae, use the Slingshot to hurl Mystical Seeds into her eye (which she opens periodically). Keep using the larvae to regain lost health, which is easy to do, and keep fighting. Six shots end Gohma's life as a boss. But, don't worry. Gohma always comes back. Take the Heart Container that appears and go east. Take this Essence of Nature, Soothing Rain. "Bathed in drops of Soothing Rain, shoots grow into saplings!" The Maku Tree has something to say. As always, the Maku Tree grows from another Essence of Nature. And a new vision he's had shows a lake shaped like eyeglasses. And for now, he's off to sleep. ======================================================================= ============================Unicorn's Cave*============================ ======================================================================= +-------------------------+ | The Pyramid Jewel | +-------------------------+ Exit the dungeon and swim into the northeast corner of the water. Dive down there to enter a secret 2-D screen. Just swim through it and you'll find the Pyramid Jewel at the end. Hmm, what do these jewels do? In any case, it's time to visit the next dungeon. +---------------------------+ | The Power of Autumn | +---------------------------+ Go to Impa's Refuge (one screen north of Horon Village; use a Gale Seed). Head east, north twice, east, and south. Jump the pits and get onto the icy floor (assuming it's winter. If not, change it at the stump to the north). Go south and east to find an entrance to Subrosia. Swim up to the steps and enter. We're in the far-east part of Subrosia Village. To the west is the Great Furnace. To the north we can see the Temple of Seasons. Go south of the portal to meet the Sign-Loving Subrosian. Simply divine! Impeccably fine! Gorgeous design! Notably kind! Signs!!! He counts how many signs you've destroyed. In any case, exit and go west. Jump over the lava and go west and north. Lift the rock here to create a shortcut to the rest of Subrosia Village using a Pegasus Seed and Roc's Feather. Now return to the Sign-Loving Subrosian's House and go south of it. Jump over the gap and head south. This is Lava Lake. Traverse the bridge and go west. Jump to the central island and get to the left end, and then jump onto the southern piece of land to go west again. Jump across these islands to see a Pokey, and a fiery type at that. Slash it three times to defeat it, and then jump north. From where you enter this screen, just jump east. In the new screen, defeat another Pokey and jump right along the lower islands and you'll see a crown-shaped object in the dirt. Lift it with the Power Bracelet to take a Bomb Flower, crop of the Gorons! Return to where I said there was a shortcut earlier involving a rock (from the Sign-Loving Subrosian's House, go west, north, and west). Hop the pit two spaces long with a Pegasus Seed to aid you and go west. Head north now and jump across the lava to go east twice. Now go north into the Temple of Seasons. Now go north again, east, hop the magma stream, and go north. Two Subrosians from the Great Furnace are here trying to gather ore. Give the upper one your Bomb Flower and it blows up the rocks. They've gathered all the ore they need; come to the furnaces any time you need something melted. They leave and you can enter the northeast corner tower. Jump over the lava to take a set of stairs up. Walk down and you'll enter the chamber... This is the Spirit of Autumn. She grants you, legendary hero, the Power of Autumn, the blessing of an autumn breeze. In fall, mushrooms are ripe for the picking and leaves cover pits. Now we have all four seasons! Nothing can stop us now! Let's exit Subrosia through the portal we came by, back to Eyeglass Lake. Swim north onto land. Go north further and use the Rod of Seasons on this stump to bring fall to Eyeglass Lake. Now go north and east to find the fifth dungeon. Pick the mushrooms with the Power Bracelet (we can in autumn) and enter Level 5. +-----------------------+ | Unicorn's Cave | +-----------------------+ Go west a room. Defeat the Moldorm and go north twice to meet new enemies. First, take care of the Moldorm, and then turn your attention to our new friends, Iron Masks. They protect the front of their body with their masks, but you can slash their backsides. Otherwise, just push them into a pit with your sword. Defeating all enemies opens the door to the upper-left; use it. Walk along the conveyor belt, but press against the wall as you go to keep from falling in the pit. Continue hugging the wall while you walk until you must go north. Jump through this part and hop left to the chest. Open it for the Compass. Now exit this room and return to the first room of the dungeon. Go north from it to a waterlogged room. Dive down to avoid Water Tektites and Peahats as you swim right to go east a room. Hop into the eastern mine cart and ride it north to a treasure chest. Open it for a Small Key and hop into the mine cart. On the way down, slash the switch to the right. Now reenter the mine cart to go to a new room. Take the stairs down to a 2-D screen. Take these ladders across the gap and jump over the pipes when the Podoboos, the flames, just went. In the next room, step near the Thwomp and turn back to trigger it, and then use Roc's Feather to jump onto it. Repeat this to the left to reach the ladder. Take it up and go east upon entry. In this room, you must defeat two Zols and two members of a new type of enemy, Gibdos. They are mummies in Zelda games, and they do not have any kickback (they aren't knocked back when slash). They each take four hits, and you can also Slingshot them with Ember Seeds to make them into Stalfos, the jumping kind. After beating all of them, open the chest that forms for the Dungeon Map. As it turns out, the dungeon is only one floor (thankfully) and is shaped like a unicorn's head. Return to the room to the west. I forgot to mention a new enemy here. You've met Whisps, alternately known as Bubbles, but these are REAL Whisps. When they hit you, you can't draw your blade for a few seconds. Avoid them and advance west one room. Here, just ignore the Peahats and take the stairs north a room. Follow the path to a ledge and drop down from it to the water. Swim left through it and use your Small Key on the locked door here. Walk up to the chest in this room and open it for this dungeon's prize... the Magnetic Gloves! With them, you can attract and repel metal objects! Press A to reverse polarity. All objects are marked S for South or N for North. Remember, opposites attract (South to North), but the same polarity repels (North to North or South to South). This is one of the most original items in the series since the Hookshot! With our new item, the dungeon unfolds. Use the Magnetic Gloves to pull the ball to the north down to the switch to exit this room. Go south from there, defeat these menacing Peahats, and push the side blocks down, the middle over, to reach the east exit. Use these stairs to enter the 2-D section. Below you are some cracked blocks. Blow them and go left a screen in here. Jump over the blasts from these statues (which look suspiciously like Bowser) and get onto the moving platforms. Ride them to the left and take the ladder there up. This room is interesting. Pushing the Armos statue on the right side makes the Armos statue on the left side move in the opposite direction, and we need to hit a switch on the left side. Push the statue on this side down three times, right twice, and up once. Then go south now that the door is open. Walk across this narrow path (it's best to use an Ember Seed fired by the Slingshot to make this Gibdo into a jumping Stalfos that throws bones) and go west. Here, just walk left, killing Keese as you go, and use the steps to reach a chest concealing 100 rupees. Now go north of here to a room with Iron Masks and Moldorms. Note that you can use the Magnetic Gloves to force the masks off the enemies. After killing them all, head west. This room is pretty tough for those that didn't use a Mystery Seed on the Owl in the previous room, but it can be easy. Approach one of the Armos statues from the side so that you activate ONLY that one. Now stand exactly where you are, not moving, and defeat the Armos with your sword, attacking them when they come to you. Now activate the next Armos statue and defeat it in the same way. Memorize the order that you defeated them in, which spaces they started in. Open the chests that form in the same order you defeated the Armos statues occupying those spaces. After getting three minor prizes, you'll open the fourth for a Small Key. Go back to the first room. Use the western exit and take out the enemies here. The magnet to the left is firmly staked to the ground, meaning that we can use the Magnetic Gloves to pull/push ourselves to it/from it. Use an N polarity to pull yourself to it and walk north to open a chest containing a Small Key. Go south now and push yourself away from the magnet with an S polarity to go east to the first room. Go north and swim east. Here, take the right mine cart and have the switch set up so that you go east a room rather than north. In here, use the magnet to cross the gap to the south and take the lower mine cart. When you emerge, open the chest for a Small Key. Take the cart back to the room to the northeast and then take the upper cart back to the double cart room. Take the left one this time, hit the switch on your way up to go west rather than north, and you'll find a very cool rotating magnet. Using an S polarity, attract yourself to the magnet and hang onto it. When your back is to the west, change polarity quickly to reach the floor there. Open the chest for another Small Key. Take your cart back to the first cart room and enter the right cart. Make sure the switch has the tracks moving to the east. In the room you come to, use your Small Key on the door to the east. ---------------- Mini-Boss: Syger ---------------- This is actually a pretty tough mini-boss. Syger drops in and shows itself - a saber-tooth tiger with spikes and a ball at the end of its tail. All you have to do is slash the ball to defeat it, but its attacks are wild and lethal. It rolls into a ball and moves across the room faster than you do with Pegasus Seeds. It has spikes, and it will try to hit you. Its movements are unpredictable, and it makes abrupt turns and stops at seemingly random intervals. Use Pegasus Seeds on yourself throughout the battle to increase your speed, which will make you harder to hit. When Syger stops rolling and stands there for a second, his tail will be pointed to the left or right. Approach it and slash it. A spin attack is preferable. After taking a hit, Syger assumes ball form and starts the cycle all over again. After several hits, it explodes, leaving you a portal and a Fairy. ---------------- Return to the first cart room and use the left cart to go north twice. Kill any Keese or Zols in your way and take the steps up, walk right, take them down, and go east a room. Above you is another new enemy, the Kanalet Soldier. This particular one is an archer. Use your Wooden Shield to block its arrows and slash it to defeat it. After that, push the block to the right to the right to make a magnetic orb fall down. Use your Magnetic Gloves to repel it to the right, in line with the Switch, and then to push it north onto the switch. This opens the door to the north. Go back to the mini-boss room and go north of it. Before continuing west, let's go east. In this room, use the Boomerang to defeat both Sparks and to get Fairies. Then go north, press the switch, and then go around the bend to actually go north a room. In this room, make a run for the doorway to the west, jumping over laser fire of the Beamos if possible. You'll come to a room with enemies known as Magnites. They are very annoying. Use the Magnetic Gloves to pull them to you or pin them against a wall and slash them as many times as possible. Meanwhile, they'll be switching polarities and spitting fireballs at you. When you've defeated them all, go west. Here, use the Magnetic Gloves to push the orb here into the fire. It's very important that you do. Return to the mini-boss room and go north. Use a Small Key on the locked door to the upper-left and you'll be back in the magnet orb room. Head north through the door you opened earlier. Now, if you pushed the orb into the flames earlier, you can now retrieve it. Use an S polarity to keep the orb in front of you and walk in front of the flame throwers. The orb acts as your shield, and you can use a Small Key to the north. Take the stairwell to the right into a 2-D screen. Use the Magnetic Gloves to bring yourself up to the magnet above and then fall down to the left. Jump onto the platform to the left and jump to the ladder. Take it down. Jump to the platform to the right and jump repeatedly on it as not to be moved off of the platform. Jump to the next one and leap to the ladder to the right when it's high up. Use the Magnetic Gloves to raise yourself into the air and then fall to the right to claim the Boss Key. And now the boss if within our sight. Return to the mini-boss room and go north. Unlock the block to the upper-right with your last Small Key and descend down the stairs. Use the Magnetic Gloves to repel yourself from the magnet below and fall left onto the platform from it. Use them again to rise and fall left, and then go left a screen. Here, use the Boomerang on the Sparks to heal yourself with Fairies (and rid yourself of them) before acting. Use the Magnetic Gloves to rise up to the ladder to the left and take it up to the room before the boss. Keep the Keese in mind as you go through this room. Also, remember that you can quickly reverse polarity while over a pit and still not fall in if you over/undershoot in here. Pull yourself to the magnet ahead but stop to get onto the platform. Pull yourself to the right, and go up to the top of the platform you come to. Pull yourself to the left and stop on the platform before the Boss Door. Heal yourself with the recovery items beneath these jars and open the door to meet your destiny... +-----------------------+ | Boss: Digdogger | +-----------------------+ Of all the bosses from The Legend of Zelda for the NES, this had to be the lamest of them all. In the original Zelda game, this boss required you do one thing: play the Flute. Sometimes you'd have to attack it afterward, but rarely. Well, playing the Flute won't help you now. Digdogger has changed its look and now bounces around the room to attack. While not too difficult, it's a lot harder than before. Digdogger is invincible to all of your attacks, but we can hurt it indirectly. Use the Magnetic Gloves to pull a spiky ball toward you. You must direct the ball into Digdogger's body by using them. In case you were wondering, an N polarity attracts it, while S repels. Just be careful not to hit yourself with it. After three or so hits, Digdogger turns into miniatures of itself, and they're tough. Use the ball to hit them all at once and then turn your attention to the boss, which the surviving infants gather up into (note that some destroyed ones leave recovery hearts). After many hits, Digdogger will be destroyed. Grab that Heart Container and go north to see an Essence of Nature, Nurturing Warmth. "Balmy days build strong saplings with their Nurturing Warmth!" Outside, the Maku Tree has some words for you. Stronger than before, he has had a dream of you within vast ruins. Perhaps the essence is within. And now, for nap time. ======================================================================= ============================Ancient Ruins*============================= ======================================================================= +-----------------------+ | The Round Jewel | +-----------------------+ Let's go to Gnarled Root Dungeon's entrance (don't enter). Go south of it and get in the water. Swim west into Holodrum Plain and then south. Swim to the stairs, take them up, and enter the house. Talk to the Old Man here and he'll give you, keeper of the essences, the Round Jewel. What do these mysterious jewels do? While we're in the area, swim west twice and enter the cave. Open the chest for a ring. You can swim west of there for a shortcut to Spool Swamp. If you swim west of Gnarled Root Dungeon and then north a few screens, you can find an island with a soft soil patch in it. While we're doing this type of side quest, go to Impa's Refuge in North Horon. Head east, north twice, and east of it. Change the season to autumn. Now go west and south twice. Head over the bridge to the east. All the pits are covered by leaves. Jump over the first one and walk to a chest containing a Gasha Seed. There's another Gasha Seed hidden in Eastern Suburbs; you must use a Deku Flower in spring to reach a staircase. Inside, use the Magnetic Gloves to repel yourself across a pit and to a Gasha Seed within a chest. Now, to the matter at hand. +---------------------------+ | Great Moblin's Keep | +---------------------------+ At the end of Natzu Prairie, Great Moblin has set up an arsenal of cannons to attack those that try to reach Sunken City. Either they pay his toll or get blown to smithereens. Let's end this injustice. Go west from Sunken City and go north, west twice, south three times, and then east. Swim to the ladder and take it north. Go north again to find Moblin's Keep. Enter through either door. Two Moblin swordsmen guard this staircase. Defeat them and take it to... Great Moblin. He won't let you stand up to him anymore. Victory shall be his! It's quite a simple battle. Great Moblin walks around and throws bombs at you. Lift them with the Power Bracelet and throw them back at him. They'll explode and he'll take damage. Five hits and he strikes a really weird pose. As long as he doesn't drop his bombs behind him and start a fire, he can't lose! Hit him one more time while he's holding a bomb and he drops it behind him, causing a fire that lights all the bombs and blows up his keep. After swearing revenge, he runs off with his Moblin henchmen. Open the chest that is revealed for a Piece of Heart. For future reference, the Great Moblin now inhabits a house in Sunken City as his new base of operations, but he won't be causing any trouble for quite some time. +-----------------------+ | The Iron Shield | +-----------------------+ It is time to upgrade our Wooden Shield. Also, it's time to do other things. Now that we have the Magnetic Gloves, we can access almost all parts of Subrosia. First, go find Rosa and ask her out on a date. I warn you in advance; do not enter 2-D screens or caves unless I tell you to; Rosa will excuse herself from the date if you do. From where you find Rosa, go north, west, north, and west. Use the Magnetic Gloves to repel yourself (and Rosa) left and go west. Jump to the island, jump north, and go north a screen. Enter the house and hop to the Gasha Seed. Now exit. Go west three times and then go north. Jump the pit, and go west, then south. Clear the gap with the Magnetic Gloves and go right to a chest. Open it for Blue Ore. They say that Blue Ore mixed with Red Ore makes Hard Ore, the best kind. This next part requires some fancy moves. Go back to the previous screen. Repel yourself from the right magnet so that you cross the pits to the south. Now go left, jumping the gap, and use the Shovel to dig at the square for a ring. We're done here. Make your way to Subrosia Market. Go north of it, enter the cave, exit to the left, and go north three times. Here, go left to a new set of stairs and go south. Go west twice and then north. From here, go west and south. Open the locked door with Rosa's Key and enter. Open the chest within for a Gasha Seed. Now exit the cave and go north, west twice, and south. Enter this cave and open the chest for a Gasha Seed. Now to get the Red Ore. Pay a visit to the Sign-Loving Subrosian. From its house, go west twice. Use the Magnetic Gloves to cross the pit; enter the cave. Go north to a staircase and open the chest afterward for Red Ore. Now let's mix them! Go to the Great Furnace in east Subrosia (north twice and west of the Sign-Loving Subrosian's Home). Talk to the master of the furnace (the one with the band on its head) and give it the Red Ore and Blue Ore. After doing a strange dance as the ores are mixing, they reward you with Hard Ore. Pick it up. What can we forge with this? Only three Subrosians know. Let's see the... Subrosian Smithy. On the map, the Subrosian Smithy is southwest of the Subrosia Dance Hall. Enter and talk to the manager. They do the finest work in all Subrosia, but they only take on jobs that interest them. The master speaks apparently, and the manager relays the message. That Hard Ore we have could make our cheap shield amazingly fine. He asks what'll it be. If you say "Make it fine," you won't get it made (you put too much value in your possessions!). Say "Do Whatever" and the master actually does the work. It's the finest in the land! Treat it like an heirloom. You got the Iron Shield! It's larger than the Wooden Shield and thus better. Unfortunately, it cannot be used as a portable magnet orb. +------------------------+ | The Treasure Map | +------------------------+ So, we've already gotten most of the jewels already, but we should still get the map leading to them. I mean, why not stop at Subrosia Market while we're in Subrosia? First, stop at Subrosia Market. The lowest item is a shiny thing with "Member's Card" written on it. Buy it? The price is low. Take it off his hands and return to Horon Village. Go to the town shop. Try to walk behind the register and the man stops you. Only members may go beyond this point! Then he notices that you have a Member's Card. You may pass. Walk to the door, take the stairs down, and prepare to empty your wallet. First off, you need to buy the Treasure Map for 200 rupees (well, you don't need to, but it looks good on the Item Screen). Then you can buy a larger Seed Satchel, capable of holding 50 of any seed, for 300 rupees. Lastly, there's a Gasha Seed for 300. You cannot have enough money to buy beyond that, but a Gasha Seed for 500 rupees replaces that seed. +--------------------------+ | The X-Shaped Jewel | +--------------------------+ It's time to take the final jewel for our own. Go south of Hero's Cave in Western Coast and walk into the water. Use the Slingshot to light the torch (shoot an Ember Seed, of course). Suddenly, the dock extends far into the water. Take it to an island with a question mark on it and a sign reading "The Black Beast rests here." Use a Mystery Seed on the ? Mark and boss battle music starts playing. It's you versus a Moldorm in a battle to the death! Slash it four times for an easy win, making a chest materialize. Open it for the X-Shaped Jewel, the final jewel in the series. But WHAT do they do? +----------------------+ | A Jewel Review | +----------------------+ For those of you just tuning in, it's time to review where all four jewels are, as we collected them quite some time ago in this guide. May I have a drum roll, please? And now, the locations are... Square Jewel: This is located in Spool Swamp, the eastern side. It is hidden in a cave that must be bombed to be opened, right near a Pincer (south once and east twice of the portal to Subrosia). We cover this under "Spool Swamp Secrets" at the beginning of the Dancing Dragon Dungeon section. Pyramid Jewel: Hidden just outside the entrance to Level 4, the Dancing Dragon Dungeon, this is cleverly concealed in water on Mt. Cucco. You must dive in the northeast corner of the screen and swim through some water (in 2-D!) to reach this little number. That was covered under "The Pyramid Jewel" in the Unicorn's Cave section. Round Jewel: Covered at the beginning of this very section, this is found by swimming in the water south of Gnarled Root Dungeon to find an Old Man in Holodrum Plain in a screen only accessible by water. He says "Oh keeper of the essences! I have awaited your arrival! I give you this!" and later "I have nothing more to give. Be on your way!" Yes, he gives you the Round Jewel. X-Shaped Jewel: Covered in the sub-section just above this one, the X- Shaped Jewel is perhaps the toughest one to figure out. Go south of Hero's Cave and light the torch with the Slingshot & Ember Seeds. This extends the dock; walk across it to an island. Use a Mystery Seed on the question mark and you'll face off against the Black Beast, a.k.a. a Moldorm. Defeat it and open the chest that results for this X-treme jewel. Now, I know what you're all wondering: "When is he going to get on with the dungeon!?" Ah, in short time, we will. Also, a select few of you may be wondering: "What are the jewels for?" And there might even be a few of this: "Why am I reading this trash?" Don't worry, though; I'll answer all your questions before the end of this section. +------------------+ | Tarm Ruins | +------------------+ Use one of your Gale Seeds to warp to the Gale Seed tree in Spool Swamp. Head east of it and go north to find the gate to Tarm Ruins, the legendary rubble. Hey look! There are slots here... A circular one, a pyramid one, a square one, and an X-shaped one... These are slots for our jewels! Insert each of them into the slots and the gate to the ruins opens. Go north into this strange place. Use the Rod of Seasons to call forth summer from atop the stump. Climb the vines to the north to find two Kanalet Soldiers. Defeat them both before traveling west a screen. Descend down the vines to go south. Push the Armos statue here to the left and a staircase comes partway down the mountain. Return to the original stump and call forth winter. The tree to the left is now bare, allowing us to go west. Use the snow to reach the steps that we created earlier and you'll reach a stump. Push the lower Armos statue forward and call forth autumn. The statues are now in the water. Go east, defeat your foes, and lift the mushrooms. Here, defeat a Deku Scrub (deflect its seed back at it with your Iron Shield) to get it to talk. It tells us that if we are lost in the Lost Woods, go west, south, east, and north, taking each step in a warmer season. Now exit and go east. Swim north from here, making sure it's still fall, and lift the mushrooms to advance to the west. Here, bomb the north wall to find a Fairy Fountain. Afterward, exit, defeat the Like Likes, and go south. Go west to find the Lost Woods. Yep, even Holodrum has some. Likes Likes are pouring in from the south. No matter which direction you take, you'll always come back to the same screen (except east, which leads to the previous screen). Remember what that Deku Scrub told us earlier? This is how to get out of here. 1) Change the season to winter. Go west. 2) Call forth autumn and go south. 3) Make the grass wet with spring dew as you go east. 4) Lastly, turn up the heat with summer. Go north. You'll exit the Lost Woods to a new region of Tarm Ruins, one that looks more like ruins. Go north in it, not touching the Armos, to find more statues. Go north again to find a Gale Seed-bearing tree. We can now warp there, which is exactly what we wanted. We now have a shortcut to Tarm Ruins for future reference. For now, we're going to stop for an important but optional side quest. +-----------------------+ | The Great Trade | +-----------------------+ It's high time we got this trade over with. The reward is well worth it, and it won't be too difficult. Let's get through this series of give and gets. 1) Dr. Left is a man with large, green tufts of hair that lives in Horon Village (three screens south of the Maku Tree). The biologist wants to read his books, but it's too dark. Use an Ember Seed on the torch to light the room. He rewards you with one of his books, the Cuccodex. It's "the complete Cucco fact book." Cuccos are chickens in Zelda games (don't abuse them!). 2) Go north of where you met Din, the Oracle of Seasons, and you'll find the home of Malon and Talon (yes, the owners of Lon Lon Ranch from Ocarina of Time). Talk to the girl here, Malon, and she'll reveal that her father went to climb Mt. Cucco, and so she has to care for the Cuccos. But, she doesn't know a lot about it. I know! Let's give her the Cuccodex. To thank you for it, she gives you a Lon Lon Egg, the prized produce of Lon Lon Ranch. They're supposedly all the rage with cute girls. It seems to be a beauty aid. 3) It's time to slay some monsters, as you need to kill 30 of them to make Maple appear. She's the next link in the trading chain. After running into her, the Lon Lon Egg pops out of your deep pockets. After introducing herself as the Great Witch Syrup's apprentice, she notices your egg. They're all the rage with girls now! You're a boy (directed to Link, not necessarily the player), and you don't need it! She gives you a doll for it. You got the Ghastly Doll! Looking at it gives you chills. Who would want this? 4) On your way to Spool Swamp, you'll meet Mrs. Ruul in her villa (why she lives away from Mayor Ruul is unknown. Perhaps they're brother and sister). Specifically, she lives one screen south from the final cliff in Holodrum Plain. Mrs. Ruul finds the springtime hot, and not even her Soothing Pool can help. She needs something creepy to send chills down her spine. Let her take a gander at the Ghastly Doll and she rewards you will an old Iron Pot. Who would want this "well-seasoned" pot? 5) Enter Subrosia from the Woods of Winter entrance. Go south (left side), west twice, north, west, and south twice to find the home of the Subrosian Chef. Enter and talk to him. If he had all the ingredients, he could make us a tasty soup. But not without a fine iron pot that's been well-seasoned... Let it have the Iron Pot to make the great soup. It melts down the pot to make Lava Soup, a harmony of flavors! It's molten hot. 6) Remember Biggoron? Since winter came to Goron Mountains (it's always winter up there, but this was in far more severe), and since Biggoron can't very well fit inside the caves, he's caught a cold. If only he had some soup, preferably hot soup, to drink... Head over to Biggoron, living in the northwest corner of Goron Mountain. Give it to him to cure him of his cold. As a symbol of his gratitude, he gives you the Goron Vase. All the collectors want it! 7) Ingo is a collector of vases in Sunken City (yes, Ingo, also a worker in Lon Lon Ranch from Ocarina of Time). No matter how often he asks, Biggoron never gives him the Goron Vase! He'd even give his dinner for it - Fish! When he sees you have the vase, he's begging you for it! Give it to him for a "Yahoo!" In thanks, he gives you his last fish. Now his collection is complete! 8) Who could want a Fish? Cats like it... Go east of Impa's Refuge to find a man with a megaphone calling for Mittens, his kitten. Mittens is stuck in a tree, and won't come down no matter how much he calls for her. But, if you give him your Fish, which is her favorite snack, she'd come down for sure! Mittens jumps right down. To reward you, he gives you his Megaphone. It could wake up even the sleepiest of people. 9) Go to Mt. Cucco and bring spring to the land. Go west of the stump three times, hop in the Deku Flower to be sent upward, and go north. Enter the cave to find a sleeping man. It's Talon, Malon's dad! He went to hike up Mt. Cucco but never returned! And he's sleeping because snow caved him in! Use the Megaphone to wake him up. He slept clean through winter! Ah, he can't reach the summit now; he'll go back to Malon. He takes the Megaphone since we don't need it and he gives us the Mushroom that grew in his cave. We can also reach the chest in here by pushing the upper block over, the lower one down, and open it for a Magical Ring. 10) Return to Sunken City and change the season to winter. Go south of the stump twice and use the snow to go north. Enter Syrup's Potion Shop and talk to Syrup. She would send Maple out to find Mushrooms on Mt. Cucco, but she hasn't returned. Give her the Mushroom and she'll trade her Wooden Bird. It looks real! Also, Syrup now opens shop selling Magic Potions, which refill your hearts after you die. She also sells Gasha Seeds for 300 rupees, the same price as potions. 11) Return to Horon Village. North twice of the Ember Seed tree and west once is the Clock Shop. Enter and talk to the owner. He wants to make a Cuckoo Clock better than any before, but he needs a Wooden Bird that he likes. A breathtakingly realistic one will do. Let him have it and he'll give you Engine Grease. 12) Go to the Eastern Suburbs, east of Horon Village. Enter the cave here and take the left staircase up, and then the next one. We come to Guru-Guru, who is playing the Song of Storms from Ocarina of Time. If he could just oil his windmill, it would go faster. Give him Engine Grease and he gives a Phonograph playing the Song of Storms. 13) Go to Tarm Ruins. Two screens south of the Fairy Fountain is a sapling. Burn it and enter the cave to find a music-loving Deku Scrub. Let it listen to your Phonograph's recording of the Song of Storms and he jumps for joy. Since you were so kind to it, it will teach you the way to its Secret Spot. It says "If temperatures rise as you go far to the west, you'll find it!" What could that mean? Note that to the west (you may want to go there to get it on your map) is a breeding ground for Like Likes considered part of the Lost Woods. +-----------------------+ | The Noble Sword | +-----------------------+ Just like in A Link to the Past, the Lost Woods hold the secret to the second sword. And I figured, as long as were upgrading our shield, why not our sword? Go to the Lost Woods. This time, we will exit, but we're following these steps. 1) Call forth winter. Go west. 2) Change the season to autumn. Go west. 3) Make it springtime. Go west. 4) Let it be summer. Go west. This leads to that Deku Scrub's Secret Spot. Boy, he must like playing by this pedestal... with a sword plunged into it! Approach the pedestal and press A. You got the sacred Noble Sword! It's 1.5 times as powerful as our Wooden Sword. When you're at full health, you can release a sword beam from it with each slash! You can also break vases with only a swipe instead of using the Power Bracelet. The same goes for signs. From now on, destroy every sign you come to. It's good for getting a ring later on. Note: In a main-linked game, the Noble Sword becomes the Master Sword, a stronger blade from A Link to the Past. In a return linked game, you get the Biggoron's Sword, the strongest of them all. I will assume you have the Noble Sword for the rest of the guide, though. +------------------+ | To Level 6 | +------------------+ Back on track, it's time to get on with the show instead of sitting around doing side quests, no matter how awesome their rewards may be. Use Gale Seeds to warp to the tree in Tarm Ruins. Head east of it. Here, you'll face off against a Ball & Chain Soldier, the ultimate knight. This is the perfect opportunity to wreak havoc on it with the Noble Sword. Perhaps I overuse it, but the best seed (aside from the Gale Seed, of course) is the Pegasus Seed. Use one and run circles around this guy, slashing when you get the chance. It's especially vulnerable in its back. To defend against its attack, you can the Iron Shield, by the way. Hop on the stump and change the season to autumn. Head best, pick the fungi, and burn the sapling. Open then chest for a Gasha Seed. Now go back east. Do not let it remain autumn; 'tis the season of winter. Go south, east, and north to a snow pile. Walk up it to the north and go west. Push the lower statue left. Now we have a shortcut up here; if you ever need to get back up here, use the Deku Flower below in spring. And in all seriousness, we have to change the season to spring. Drop down, call forth spring, and launch yourself back north. First, go east. Note that you *can* burn down the saplings to see an Old Man here, but he will make you refund his door. Instead, go west twice to a tower, cutting down the bloomed Rock Flower as you go. Huh? What the...? The sky grows dark and lightning hits the ground. A hooded figure appears! Who could it be? After calling us foolish, they announce that by saving Din, we only fill the world with destruction, sorrow, and ultimately despair. Their great sacrifice will be offered, and the Evil King revived... Then people will know true pain as darkness falls across the land. Okay, am I the only one who heard this nutcase? Regardless, it leaves, letting us enter the tower. THIS is the ruins they refer to in "Tarm Ruins." +---------------------+ | Ancient Ruins | +---------------------+ Creative name, eh? This is a tower, and as such it has the most floors of any dungeon in the game. Lucky for us, it's pretty straightforward. Go north a room and take the steps up. Take the ones to the right down and head east. Pass the Gibdos and statues shooting flames to go east again. In this room, defeat the Ropes and check the south wall with your sword. As it turns out, the south wall can be blown up. Do so to find a hoard of rupees! Dive in and head north one you're done collecting them. Now return to the first room of the dungeon. Go north twice to a room with a dial in it. You've never really experienced the horrors of dials, but you will shortly. Walk into it to be deposited to the east. Defeat the Spark in here with the Boomerang to earn yourself a Fairy (the Ropes can also be destroyed). Now go east and stop as soon as you enter the room. There are Razor Traps to the north and south. Hop over their line of attack (using Roc's Feather). Immediately slash the crystals and hop away from the pit afterward to avoid the crumbling floor. Make your way to the chest in here and open it for 5 rupees. This is one of those rare occasions where Roc's Ring really helps. Defeat the Gibdos and work your way to the south. Go through the door here to return to an old room. Go west from here twice and then north back to the dial room. Now we're deposited to the west. Enter the new room and go south. Defeat these Ropes and take the staircase to the left up north. Open the chest here for the Dungeon Map. As you can see, there are five floors, and they become progressively smaller as they rise. Now go south and north through the doorway. Here, get up against the blocks to the left. Drag the magnetic orb through the blocks using the Magnetic Gloves and position it as close to the pit but not in the pit as possible. Then jump the gap and take it to the right so that it's near the edge. Hop down and pull the magnetic orb back down to you. Walk right with it to the large pit on the east side of the room. Push it forward, walk right, and pull it to you to cover the switch. This make a Small Key fall down. Take it with you to the south. Go east from there and south from the dial room. First, use your Small Key on the locked block to the left. Then stand near the door to the left. Drag the magnetic orb toward and push/pull it onto the switch to the lower-right. This keeps the door to the left open. Good; we want it that way. Go north through the dial. Manipulate the dial so that it deposits you to the north (you can do this by going west, north, and east into the dial). Go north of there to defeat two Ropes and a Spark (with the Boomerang). Now direct the orb here onto the switch using the Magnetic Gloves to make a staircase assemble itself to the northwest; take it 2F. If possible, defeat the Keese in here before attempting the jumps using the Boomerang (or sword, which is more reliable but has shorter range). Hop over the spikes to the right and stop. Ahead is a blade trap. Run in there, slash the crystals, and dash down the passage (Pegasus Seeds are optional) to reach another one. Jump past it and slash the crystals to continue to the door. Take it south. Open this treasure chest for a Small Key (to the left). Also