Copyright by William Roesner
Most Recent Update: jan 28, 2006
Originally Created: jan 28, 2006
Version 1.0 william roesner
---------------------------Table of Contents---------------------------
Gnarled Root Dungeon*
Poison Moth's Lair*
Dancing Dragon Dungeon*
Sword & Shield Maze*
Linked Games & Changes*
Room of Rites*
Pieces of Heart*
Bipin & Blossom*
The Trading Sequence*
Equipment & Upgrades*
The Zelda Timeline*
Credits and Legal Information*
=========================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
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,
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.
| 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.
| 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
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,
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
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.
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,
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
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
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
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
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...
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
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
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
| 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
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...
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
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
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
| 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
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.
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
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
| 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
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.
| 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
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
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
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"
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
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 note the presence of Spiked
Beetles; you can knock them over with the Iron Shield and then slash
their hides for victory. Now, please, return to the first room of the
Go north twice into the dial room. Come at the dial from different
rooms, manipulating it deposit you to the east. Take that route,
defeat the Ropes and Spark, and use the Small Key we found upstairs on
this locked door. Quickly jump to the platform to the right and go
east a screen to avoid the fire of the Beamos. Here, walk around the
wall, jumping when necessary, to reach a switch. Don't press it yet.
First, use a Pegasus Seed on yourself. A bridge forms to the west but
the floor begins to disappear. Quickly run to the bridge before the
way is gone. Take it west to find a staircase. Rather than use it to
return to 2F, keep it in mind and push the block to the south into the
pit. Now jump down and ride the platforms to the left corner of the
room, jumping to avoid the Beamos's laser. Then jump north to a chest.
Open it for the Compass. Now jump back to the opening you made by
pushing a block into the pit. Take the stairs to 2F.
There are quite a few chests left to be opened, and this room contains
one. Ignore the Gibdos for now and walk left to a treasure chest.
Take its contents - ten Bombs - before exterminating the mummies
present in this room. With the Noble Sword, they require only three
hits. Now, bomb the southeast part of the wall to pass south. In here,
carefully walk to the chest and open it for 5 rupees. Do not touch a
single Armos here or they all come to life. After that, go south a
room. It exists only as an escape from the Armos. Defeat these
Shrouded Stalfos, go north, and walk around the upper path to go west.
Quickly jump over the pit, walk forward a bit as not to be knocked back
into the hole, and present your Iron Shield to the Spiked Beetles.
They'll crash into it, letting you defeat them with a stroke of your
sword. After that, push the trampoline to the left over to the colored
tile. Jump on it to enter 3F. Don't worry; we'll finish up with the
lower floors later. Go south to meet a Ball & Chain Solider. Stand to
the upper-right of it and block its attack with your shield. Then
slash its shoulder until it dies (three hits). Or, you could just skip
it go east. Walk forward, avoiding Armos, and open the chest.
It's the Magical Boomerang, this dungeon's prize! With it, a whole new
realm of fighting is opened! The Armos here awaken, which is the
perfect chance for you to test out your newest weapon. If you throw it
and hold A, you can control its flight path. It can easily destroy a
line of grass or bushes, too. And it stuns and hurts enemies. In fact,
two blows of the Boomerang and an Armos is killed. How do you like
that? After defeating all of them, try practicing with it (you'll wish
you had done so when you reach the boss). Try standing in one slot in
the blocks and hitting the one next to you with the Magical Boomerang.
Controlling it can be tough, but you'll have to master it.
When you're ready to leave, go west and fall in the hole in the
southwest corner. You'll fall through another hole and end up in the
second room of the dungeon on 1F. No matter; we wanted to go back here.
From where you land, you'll notice the magnetic orb's position has
reset. Pull it back down to the switch and go west. Defeat the
onslaught of Ropes that come your way, first of all. Then go left,
take the steps up, and go north. Head west from there to a new room...
full of traps. First, open the chest to the upper-right for 10 rupees.
Then bust out the Pegasus Seeds, use one on yourself, and dash through
the maze, running from blade traps and dicing up crystals as you go.
Run all the way to the end, jump onto the switch the Razor Trap is
guarding, and jump north over the impending blade traps as you run to
Here, we must use the Magical Boomerang to hit a switch around a tight
turn. Stand against the rail, throw the boomerang, and let it turn to
pass the statues and strike the crystal switch. A staircase to 2F
forms; ascend it. Now we're in the main half of 2F, the part we need
to get through to advance in the dungeon. First, I advise decimating
the resistance, a.k.a. Gibdos. You can do this by hitting them with
the Magical Boomerang four times, stunning them on the first hit. Then
you have two choices. The right leads to nothing but a trap. Let's go
south into a new room. Stand against the rail and throw the Magical
Boomerang so that it hits the moving crystal switch to the right. The
southern door opens. Pull out the Iron Shield and walk right.
Immediately turn to face the machine spewing arrows/spears to defend
yourself with your shield. Hold the shield in one hand and Roc's
Feather in the other. Keep the shield button pressed and jump backward
with Roc's Feather, turning north when you land. Repeat this until you
can go south.
First, send the Magical Boomerang the Spark's way to release a Fairy.
Then hop left into the pit. Cover yourself with the Iron Shield when
you land to keep the Spiked Beetles at bay. Killing them or not, go
south. Just skip over the Hardhat Beetles and take the northeastern
exit. In here, jump onto a platform, turn left, and let the seeds fly.
Use the Slingshot to fire Ember Seeds left, right, left, right, and
left, all in close succession, to light all torches. This creates a
staircase ahead of you. Jump to it! In the room you come to, you are
forced to grab a fake rupee worth 200 (but not actually giving you 200).
This causes the walls to begin to cave in (if they crush you, you die.
You're better off saving and quitting instead of being crushed).
Give yourself a Pegasus Seed for good luck. In the other hand, put
yourself down for Roc's Feather. Run. Run like you've never run
before I said RUN!!!! Leap over the spikes and turn at the end to
continue running. Ignore conveyor belts by jumping clear over them.
If you make it, run left and open the chest for the Boss Key. Believe
it or not, we've now gotten all the chests but one. Go back to the
previous room. It's no longer contracting. Use the stairs here to go
back up to 3F. Defeat these Stalfos and go north (push the upper-left
block to open the door) to a room of Ropes. Defeat them all and fall
into the hole to the right. Go down and around to pick up a Small Key
from the chest, the last in the dungeon. Now go north, bounce back up
to 3F on the trampoline, and use the Small Key to go north (use the
Fairy beneath the pot before doing so!).
It's Vire! He's Onox's loyal henchman (and a common enemy from The
Legend of Zelda for the NES). He heard someone one trying to stop Onox,
but now he sees it's just some kid! He can take you. Yeah, well, uh,
I can't think of a snappy comeback right now, but when I do...
Vire is a pretty easy sub-boss thanks to the way Vire attacks. He is
very standoffish, and, like in Link's Awakening, can fly over walls to
get a better angle to attack you at. Stand in the center of the room,
hold your sword out, and wait. Vire will swoop in from the walls, most
likely a corner, and try to attack you. Spin attack Vire to deal
damage. He calls you "bully" and he "gets serious" as you fight, but
he isn't letting up yet. Note that you don't have to dodge his attacks;
just slash them with your sword. Patience is the key to victory.
Eventually, Vire changes tactics. Now he attacks by circling around
you and firing instead of lunging at you in one swoop. And as tempting
as it is to try to run up to him, don't try it. He'll just run away
and start the process over again. Wait for Vire to get close as he's
circling you, use a Pegasus Seed, and charge him. If you're quick
enough, your slash will hit him before he can react. Alternately, wait
for Vire to do a diagonal swoop (he does it every so often).
After several hits, Vire splits into two Keese, just like in his
appearance in The Legend of Zelda. The Keese fly too high to hit,
which means you'll have to jump with Roc's Feather and slash to strike
them. After destroying both Keese, Vire reappears. He paid for his
overconfidence, but he's reporting this to Onox! He flies off, still
alive and kicking, and leaves a Fairy behind, as well as a portal.
Go east after the battle. We have nothing to do but reach the boss.
Here, jump forward down the central lane, hopefully avoiding the Razor
Traps and arrow fire. Walk between the last two launchers and go east.
Walk up to the rolling spiky cylinders and jump over it to go left.
Jump over the next one to go right out of the cylinder zone. Hit the
switch to the upper-right and go south. In this room, you are
presented with two switches. One leads to Ropes, one leads to 4F. It
is random; try your luck at it. If Ropes drop in from above, defeat
them and press the other switch. Take the stairs that appear to 4F.
Floor Master alert! May I have your attention? Yes, there are Floor
Masters in this room. Stay where you are and wait for four to appear.
Slash them all twice to defeat each of them. Of course, they return
you to the first room of the dungeon, but the mini-boss portal makes
that much easier to recover from. After killing all four, walk through
the opening in the blocks to the lower-left and walk north. This room
is pretty simple. Walk forward from the start; you'll pass through the
Hardhat Beetles before they collide. Get on the elevated tier by using
the steps. Push the magnetic orb off this tier using the Magnetic
Gloves. Now guide it into the enemies to open the door to the left and
clear the enemies from the room.
Exit west. In here, defeat the Wizzrobe and Kanalet Soldiers. Stand
against the rail to the lower-left, on the right side. You must hit
all three crystal switches once each to turn them red. Wait for one to
be on the right side and the other two the left to hit them. When all
three are red, go south. Here, fight off two Shrouded Stalfos. Then
push the trampoline down twice and right four to five times. When you
land in 5F, use the Magical Boomerang on the crystal switch to the
north. Drop back down to 4F. There's now a staircase leading to 5F.
Use it push the block to the right over, and go forward to the Boss
Door. Lift the jars for recovery items, brace yourself for one tough
opponent, and unlock the door.
| Boss: Manhandla |
The man-handler returns from NES obscurity. Appearing as one of the
lamest bosses in The Legend of Zelda, Manhandla required a simple bomb
in the center of its body to blow up its four appendages. That method
of beating it no longer works, however. We have ourselves one of the
hardest bosses in the game, just because you have to hit it with the
Magical Boomerang. I hope you practiced when I told you to, 'cause
it's time for a pop quiz.
Conveyor belts make up the floor, and you have to hit the four buds on
this gigantic Buzz Blob-like creature with the Magical Boomerang, but
it works ONLY when they're mouths are open. Equip Roc's Feather to one
button and the Magical Boomerang to the other (equip the M. Boomerang
to the more comfortable button). Jump to avoid fireballs and being
dragged by the conveyor belts. Wait by one bud for its mouth to open
and throw the Magical Boomerang at it, no fancy moves used. Three hits
and the bud is destroyed. Move on to a new target. The one drawback
is that each time a bud is removed, weight is removed from Manhandla,
making it faster than before. For this reason, it might be a good idea
to spread the damage so that you can destroy all the buds relatively
quickly in a row rather than having to contend with the speedy
Manhandla to deal three hits.
Touching Manhandla itself is extremely dangerous. Avoid it at all
costs, lest you lose as much as four hearts. When all four buds are
removed, Manhandla's stem begins dashing about the room furiously. Hit
it with the Magical Boomerang once more to stun it for a second.
Quickly hit it back with a storm of boomerang blows. Its stem slowly
thins in the center until the core, a red diamond-shaped object, is
revealed. Slash it once to finally end Manhandla's reign of terror.
Take your well-deserved Heart Container and use the stairs that form to
reach the top of the tower. Here is an Essence of Nature, Blowing Wind.
"Sweet fruit is born when pollen is carried by the Blowing Wind!" The
Maku Tree contacts you to say that he's gained some strength back. As
for the Essence of Nature, he dreamt of a cemetery west of Horon
Village. The next essence must be there. To get there, we'll have to
find a way across the sea.
| The Piratians |
Long, long ago -400 years ago to be precise - there was a queen of a
great land called Labrynna. This queen, named Ambi, fell in love with
a sailor, one of the best in all the land. But one day, the man she
loved sailed off and was swallowed by what they call the Sea of Storms.
Queen Ambi tried to build a great tower so that she could search for
him from the heavens, but she never found her lover, even when she left
Labrynna after a period of strife to search for him in foreign lands.
But, the sailor was not gone. He and his crew survived in the Sea of
Storms for 400 years, their bodies withered, now skeletal. And one day,
a young mermaid, actually a merman, swam aboard their ship and gave the
captain a Zora Scale in exchange for a strange jewel, and the scale
guided the captain out of the sea and to Holodrum. But, as they swam
to the Eastern Coast, a storm set in, and the sailor lost his bell, one
that had been given to him by Queen Ambi, and their ship sank into the
depths of the ocean until they found themselves in a strange land known
as Subrosia. This is the story of the Piratians, the skeletal pirates
shipwrecked in the Subrosian Seaside (by the way, we learn this story
during Oracle of Ages. The merman was actually Link).
Warp to Horon Village and go southwest of Vasu Jewelers to find a
staircase. Take it down. If you've been following the guide, a bridge
should be made leading to the portal to Subrosia. If not, good control
of the Magical Boomerang can easily hit the switch. Either way, take
the portal to Subrosia. You'll appear by a skeleton! Ah, but don't
worry. It's not a Stalfos. It's a Piratian (that's what one Subrosian
calls them), a member of Cap'n's crew. Take the stairs down to find
more of them. As you can see, the Subrosian who owns this home, now
the House of Pirates, wants them out. Talk to the right one and he
checks the drawers here in a particular order. If we number them left
to right as 1, 2, 3, and 4, he hits them like so: 3, 3, 2, 1, 1, 4, 4,
Take the stairs down to the first floor. Here's the majority of the
crew, including Cap'n himself. According to his crew, Cap'n lost a
bell given to him by a special someone, and he sent an incompetent mate
to get it, but he has yet to return. The rest of their ship is in the
Subrosia Cemetery. Talk to Cap'n, the pirate wit hthe hook for a hand
and a pirate's hat, and he sees that you're a competent adventurer.
We've explored ruins, after all. Now it's up to you. Go find his bell.
From now on, I'm going to talk like a pirate. Starting... now. Exit
the 'Ouse o' Pirates and warp back to 'Olodrum, land o' seasons! Okay,
I'll stop! Aye swear! Return to Horon Village and go east of the
screen Sokra is singing in to find the Eastern Suburbs. Go south of
there to the Eastern Coast. Go east along it to find the crew member
they sent. Tell him you're looking for the bell and he runs back to
the House of Pirates. Now, to open this gate to the desert. Let's say
they're numbered, like so:
| 1 | 2 | 3 | 4 |
| S | S | S | S |
"S" is the skull symbols on each segment of the gate. Push each
segment in this order: 3, 3, 2, 1, 1, 4, 4, and 4. The gates lower and
you can proceed north into Samasa Desert.
Explore the desert. Get it all down on your map. Note the presence of
a new type of new enemy, Pokeys. Before, there were those fiery things
that looked like Pokeys, but these are the real deal. They're even
green like in their first (Mario) appearance, Super Mario Bros. 2 (USA).
Hack away at each segment to defeat them. Also, an infinite supply of
Leevers is here to attack you. In the northeast corner of Samasa
Desert is a cave that can be blown open. It just contains a few
Fairies to heal you. Note that quicksand is all over the place, and
falling in it is like falling in a pit.
To get a treasure chest, go east and south of the entrance. Fall into
the quicksand here to enter a cave. Go down to the deep, dark water
and dive to enter an underwater cave. Swim through it, defeating
Cheep-Cheeps as you go, to exit the cave to a staircase. Take it up to
the southeastern screen of the desert. Open the chest for a Magical
Ring. We'll get it appraised later (or will we?). Now, hop off the
side of the ledge.
To move on in the game, go east of the entrance to Samasa Desert (that
is, east of the screen north of the gate) twice, you'll reach the bow
of the ship. Take the stairs down and talk to the skeleton in here.
While searching the desert for the bell, he was caught in a sandstorm.
When he awoke, he was like this - a ghost of a skeleton. He can't go
onto the afterlife yet! Find him his skull to let him live on. It's
out rolling in the desert. Of course, it's located in the northeast
corner, the one with the Fairy Fountain in it. Talk to the skull and
he'll ask you to lift him. Carry him around and he'll tell you if
you're close. Take the skull to the screen north of the starting
screen. Fall into the left bit of quicksand there and you and he will
fall down to the Rusty Bell. "That's it! No doubt about it!" Pick it
Uh-oh... It's kind of rusty. But, that'll do. The skeleton moves on
to the afterlife, and it's our chance to return to Subrosia. Go to the
bow of the ship in the desert and push the yellow block into the pit.
Walk to the staircase and take it to Subrosian Seaside. Walk through
Subrosia Cemetery and talk to Cap'n in the House of Pirates. After
taking a gander, he sees it's "rusting somethin' awful!" Get it
polished. OK, that's not a problem. Go to the Subrosian Smithy. To
get there, go north twice, east three times, north twice, through the
cave, and west. Welcome to the smithy. The master sees that we hold a
bell of great value. He has not offered to polish it, but should he?
Answer "Please" and they say "Is that how you ask for a favor?" Say
"Do it!" and they say "Splendid answer! Straight and to the point!
Master, do it now!" Take it! Treat it like an heirloom! You got the
Return to the House of Pirates. Give Cap'n the Pirate's Bell and he
says "That bell is full o' memories - but that don't mean they're all
good! Sniff! Now I'm all pensive. It's not like me." Now, they're
off to sea. They all board the ship after repairing it (including you).
Now they start sailing (playing the music from the Sea of No Return in
Oracle of Ages for some reason). Now, for a dramatic skit taken from
the game. Now on Broadway! I laughed, I cried...
Matey: Cap'n! Desert, dead ahead! [Ah, this is so dramatic!]
Cap'n: Hold 'er steady! To sea, matey!
Matey: But it's... impossible...
Cap'n: Fool! It's do or die! We'll make it if we give 'er all we got!
Matey: A-Aye, aye sir! ('Elp us all!) *After a few explosion sounds,
we hit sea!* We made it, Cap'n! The sea!
Cap'n: By Jolly Roger! Aye! Go, mateys! This is it!!!
Crew: AYE, AYE, SIR!!!
Cap'n: Argh! The sea is truly me home! My heart's come alive! Aye!
Sound the bell! *Pirate's Bell chimes*
Matey: Oooh... Uhhhhn... I don't feel so good... Uhwaugh! I been on
land so long... I... I got seasick! Oooh... Uhhhhn... It's no use!
Think about it! We ain't sailed since we died.
Cap'n: You call yourselves pirates? Shameful fools! Getting sick the
moment you set sail? It's... Ooh... Uhnn... It's no use! Put 'er
Crew: Uhhn... Aye, aye, sir...
And so the crew landed in Western Coast. They've got to get their sea
legs back. They're resting here for now. Go south and use the bridge
to go west off the ship. Go north and east to find a chest containing
a ring. Now go west and north. Burn the sapling in this screen and
talk to the Old Man for 300 RUPEES! Now enter the house outside and
take the Bombs from the chest. Blow up the wall to the right and jump
to the opening. Use it and go south out of this house. Hop on the
stump and use the Rod of Seasons to call forth summer.
Return to the bridge and go south and west of it twice. Climb these
vines to reach the Graveyard. Ghinis will fly out at you occasionally.
They are ghosts in Zelda games, and they take four hits of the Noble
Sword. Look around to fill your map, but ultimately you want to go
north one screen and take the stairs down to Level 7.
| Explorer's Crypt |
Go north from the starting room. Use the Magical Boomerang to defeat a
Whisp and then take down the jumping Stalfos here (they throw bones, by
the way). Since we have no other options, head west. Get the Magical
Boomerang ready to defeat two Whisps and stun two Stalfos as you walk
around this bend. Go east and then north to a new room. Go north a
room and a voice tells you to be gone before the fires are out or else.
Use a Pegasus Seed on yourself and run right to go east a screen before
the room is in darkness. Defeat these Wizzrobes and a chest forms.
Open it for a Small Key and return to the first room of the dungeon.
Go north and use your Small Key to the east. Here, just kill all the
Zols and Stalfos to make a chest form; open it for a ring. Then take
the stairs to the left up and go north. Light the two torches ahead
with the Slingshot and a Poe rises from the grave there. It speaks.
Trying to break its curse, eh? It won't let you. The ghost appears
from different sides to attack you with a sword. Charge up a spin
attack and release when it comes at you. Two spin attacks and it goes
down. You won't be so lucky next time. Now that the curse is broken,
we can go north in peace.
Once you do, blow up the wall to the left. You'll find the Compass in
this chest. Now return to the previous room. Walk right and push the
cylinder to the left. Now walk forward and push this cylinder to the
left (utilizing the Power Bracelet, of course). Take the stairwell
down to B1F. Break out of this area by defeating an Armos (use the
Magical Boomerang twice on it after triggering it) and go west a room.
Here, defeat the Zols as you climb up the steps and hit the switch. A
trampoline appears; use it bounce up a floor (remember, you must push
it onto the blue tile first). We can see a switch to the south. Drop
back down and push the trampoline south twice and west once. Jump back
on, land on the switch, and a Small Key drops. Drop back down a floor
and claim it.
Return to the east. Here, we must keep the switch pressed to go south.
Activate all of the Armos that you can. At random, one will be a
statue rather than an enemy. Push it down onto the switch (careful not
to push it against a wall) and go south. Defeat the Stalfos here,
boomerang the Whisp, and take the stairs down into a conveyor belt
alley. Walk forward, use the stairs to go to B2F, and take out the
Magnetic Gloves. Set them to an S polarity and step onto the platform.
Ride it around, attacking Keese when necessary, and stand on the upper-
right tile of the platform. At the end, use the gloves to repel
yourself to the left. Go north afterward. In this room, use a Pegasus
Seed on yourself, exchange the Seed Satchel for the Iron Shield, and
run over the bridge with shield raised. You should make it before the
tiles start flinging themselves at you. At the end, go west.
Switches are set up in this room, and they move the Armos statues. You
want to press them so that the statues fill the green spaces. Press
the second one down first, then the second from the right, then the
right, then the northernmost one, and then rightmost one. Take the
Small Key that falls down and go east. Head south and use the stairs
to return upstairs (use the magnet to hover in place until the platform
can take you back to the staircase).
Go south of here using a Small Key. Then go east using your other
Small Key. It's another cursed room. Use Pegasus Seeds to increase
your speed and use the Slingshot & Ember Seeds. to light all four
torches before the others go out. Another Poe emerges from the
gravestone. It's tougher than its sister, it says. It uses its
lantern to leave flames in its path. Keep moving around in a circle,
charging a spin attack, and you'll hit it twice to defeat it. Next
time it shall leave this crypt.
Now that the curse has been lifted, we can go west twice. Do so and
dive under the cylinders to reach a staircase. Take these steps down
to B2F. Go west and north. Here, use the Magical Boomerang (it can go
through the magnets) to go far to the west so that it hits the crystal
switch as it returns to you. This causes the magnets to rotate. Use
an N polarity to attract yourself to the magnet ahead. Let it set you
onto the platform and go up a bit. Attract yourself to the magnet to
the left and quickly reverse polarities when your back is to the west
to quickly repel yourself to the magnet to the left. Turn north
suddenly and pull yourself to it. Repel yourself south to reach a few
First, bounce on the blue one. Defeat the Stalfos here, listen to the
Zelda secret chime. Now drop back down and bounce on the red
trampoline this time. First things first; defeat the Whisps with your
Magical Boomerang. Then hop across the spikes to a pit. Fall down to
B1F and go north. Before starting this room, use the Magical Boomerang
to hunt down and kill as many Keese as possible. Then jump onto the
platform when it hits the lower-right corner. Ride it around and jump
north when you can to open the chest for this dungeon's prize. Yep,
it's Roc's Cape! This item rules! With it, you can press and hold the
item button to jump three spaces! When used with a Pegasus Seed, it is
more than doubled by letting you practically fly SEVEN spaces! It is
Go south and hover across the pit to the right. Fall down the pit to
the lower-left to the trampolines. Ignore them and jump south across
the pit. Here, defeat both Kanalet Soldiers, use a Pegasus Seed, soar
across the gap, and kill the other. A bridge forms as a shortcut. Go
right and take the stairs back to B1F. Head east to a room with a
trampoline. Here, push the rightmost column of blocks to open the way
for the trampoline (upper/lower ones left, middle one down). Now hop
over the trampoline and push it so that it's too the lower-left of the
northwest torch. Bounce on it through the ceiling and to 1F. Go left,
avoid the Whisp, defeat the Stalfos, and open the treasure chest for
the Dungeon Map. As you can see, the floors gradually become more
skull-like as you go down.
Fall back down to B1F and go north. Take this staircase down again, go
north again, and soar over the bridge. Go right, leap over these small
gaps, and go east. Oh, shoot! We've got to fight a few Magnites in
this room, those annoying enemies from Level 5. Luckily, they take
only two hits thanks to the Noble Sword. Pin them against a wall,
preferably a corner, and slash them twice to rid yourself of them.
Push the trampoline forward three times, bounce on it, and hold up on
the D-Pad slightly to land on a platform hovering over the pit. Take
the stairs up at the end and push the magnetic orb to the far left.
Then move it down so that it hops off the ledge. After that, go left
and jump off the ledge yourself. Direct the magnetic orb onto the
switch to the southeast and a chest appears. Open it for a Small Key.
Now we can truly explore this dungeon.
Go west, south twice (using the Armos switch maneuver we used earlier),
and west. Take the stairs down to B2F and unlock the block to the
right. Wait for the tiles to stop launching themselves as you and jump
across the platforms here to go south. Head south again, walk across
the rails to go north. Hop over the ledge and jump south to the door.
Defeat the Moldorms from this standpoint (three hits) before going
south. Use a Pegasus Seed to jump right and press the switch. Now
jump left, push the block south, and go east.
Mini-Boss: Amy & Margaret
These Poe sisters, just half of the fearsome foursome from Ocarina of
Time's Forest Temple, are the mini-boss of Explorer's Crypt. This
would be an easy battle, but the torches slowly go out. If all four
are extinguished, you are sent back to the first room of the dungeon.
So, it's in your best interest to stand between them and Slingshot them
throughout the battle. Amy, the one with the sword, will appear and
slash you, while Margaret, the one with the lantern, rushes in to leave
trails of fire. Stand around the torches, wait for them to appear, and
slash them. After a few hits, one of them will wimp out and explode.
Defeat the other one with a few slashes and it will promise to haunt
you, and then explodes. Take the Fairy and note the portal here. Now
exit to the east.
It's a staircase maze, just like in the Black Tower in Oracle of Ages.
Here's a guide through this room.
1) Note that Wizzrobes will be moving all throughout the room. Take
the right set of stairs.
2) You appear in a similar room in B1F. This time, take the
3) Take the staircase directly to the right.
4) Take the lowest staircase available to you this time. You'll come
to a treasure chest containing one rupee. Take the stairs you came by
back up a floor and use the uppermost set.
5) Take the stairs to the northwest.
6) Now head right to go down a flight of stairs. From here, go north a
In here, use the Magnetic Gloves to pull yourself to the uppermost
magnet. When you're back is to the west, push off against the magnet
and switch to the leftmost magnet in mid-air. Now repel yourself north
to the platform here. Get off quickly and jump south with Roc's Cape.
Now hop onto the platform and jump right. Push the upper-right block
into the hole to make a shortcut for future use. Then jump back onto
the platform and jump north. Enter this new room and defeat both
Wizzrobes and Stalfos to make a Small Key fall to you. Take it, go
south, and go north through the right opening. Use your Small Key to
In here, just hop north a room. Take the steps down and go south.
Here, you must hit the switches in the correct order as indicated by
the number of statues. Use a Pegasus Seed and jump south all the way
to the southernmost switch. Press it and jump north to the uppermost
one. Then hit the middle. This creates a mini-bridge. Jump off of it
and go north to a switch. Press it to make a red trampoline form. Hop
off the ledge and jump onto it. Hold the D-Pad down and you'll land on
a platform. Jump right when you can and take the stairs to two crystal
switches. Hit only the lower one so that both are red. Now take the
stairs back up and ride the platform to the left side of the room.
Take the stairs down and hit both switches so that the upper one is
blue but the lower red. The door opens; go north. Here, defeat four
Stalfos as fireballs are shot at from the torches to make a chest
appear. Open it for the Boss Key.
Now, return to the mini-boss room and go east. Here goes the steps.
1) Take the easternmost staircase available. Note that since you want
to save as much health as possible before the boss, it's wise to jump
over Wizzrobes with Roc's Cape.
2) Take the easternmost staircase again.
3) Go directly right.
4) Take the upper staircase this time.
5) Take the lowest staircase available. Now walk left along this
passage to find the Boss Door. Open it with the Boss Key and prepare
yourself for the...
| Boss: Gleeok |
No, wait. You're kidding me, right? This boss, hailing all the way
from The Legend of Zelda for NES, finally makes a return appearance.
And in its debut game (also the debut of the Zelda series), Gleeok was
the toughest boss in the game, even (way) stronger than Ganon himself.
However, Gleeok hasn't changed much since our last fight, but there are
two new twists. First, there are spikes in the northern corners, and
Gleeok is in between them. Second, Gleeok is a giant dragon with two
heads that spit fire. To beat him, you must knock off both heads AT
THE SAME TIME. In the original Zelda, that would've been hard to do
(Gleeok had anywhere from two to four heads. Luckily, he has only two
in this game). Still, the heads move around in a small area and use a
variety of fire-based attacks. They either shoot a wall of it forward
in a narrow spaces, a spread attack with more range, or a scatter
attack that splits into tiny fireballs and separates. And all of them
deal heavy damage.
Just jump around charging spin attacks and hit both heads at once if
possible. Jump to avoid flame attacks and, after many hits, the heads
explode. It looks you've won but the battle, but the war's still on.
The battle's considerably easier from here on out. With its head
destroyed and skeleton revealed, it runs around like a headless chicken.
If it touches you, you'll lose a heart. It attacks by jumping, causing
the ground to rumble. Then it tackles you. Jump when it does and
slash it a few times before it jumps again. After a few hits, Gleeok
explodes, this time for good.
Take the Heart Container that results and advance into the last room of
the dungeon to the west. Take the seventh Essence of Nature, Seed of
Life, from the pedestal. "Life begins anew when birds carry this, the
Seed of Life, to new lands!" The Maku Tree is quite strong thanks to
the Seed of Life. But this time, the Maku Tree had a dreamless slumber.
He has no earthly (pun!) clue as to where the eighth one might be. Of
course, there's only one region of the map we haven't explored so far...
I'd say it's there.
=========================Sword & Shield Maze*==========================
| Graveyard Piece of Heart |
Aside from advancing in the game and getting the best ring in it, there
is only one thing to do as an optional side quest. First, change the
season to autumn. Then go south of Explorer's Crypt twice. Enter the
cave to the east and leap over the pit with Roc's Cape. Push the
rightmost block up and the one to the left to the left. Take these
stairs up to be in the graveyard in fall. Go north and west, lift the
mushrooms to reach the upper path, and go east to a Piece of Heart.
Congratulations! Now, let's move onto the next dungeon.
| The Red Ring |
Go to the stump in North Horon where you met Din and call forth summer.
Now go west twice to Gnarled Root Dungeon and then go south to find a
staircase in the dried riverbed. Here is an Old Man clothed in gold,
and he will give you true power if you slay the four golden beasts.
Let us find and destroy them!
Golden Kanalet Soldier: This fellow is found in spring. Go to the
Piratian's ship in Western Coast and go north of it to an abandoned
house. Call forth spring and go east of Hero's Cave to find this
legendary beast. First, I suggest defeating both Octoroks present, and
then turn your attention to his powerful foe. It takes 18 hits of the
Noble Sword to defeat, and it does one heart's damage per hit. A real
toughie, that one.
Golden Octorok: Go south of Poison Moth's Lair to a stump; change the
season to summer. Now go south of the portal to Subrosia in Spool
Swamp and you'll encounter god of Octoroks, the chosen one of gold.
Defend yourself well with your shield, and slash it a total of 18 times
to kill it. Do not knock it down a hole; that will not kill it. If
you do, return to the screen to find it still alive and kicking. Try
to keep it in a corner if possible.
Golden Moblin: Go to the screen right of Snake's Remains. You may have
to use Snake's Remains to reach the top of it. Change the season to
autumn, drop off the cliff, and enter the cave after picking the
mushrooms. Open the chest here for a ring and exit. Go west from here
to the entrance to Level 2. If it's fall, you can find the Golden
Moblin here. Like the others, he requires 18 hits. He throws spears
or shoots arrows (can't tell, really), but then you've got three down.
Golden Lynel: Winter is the most unforgiving of seasons, and it has the
strongest monster. Go to Tarm Ruins from the southern Spool Swamp
entrance and turn the season to winter. Go west, use the snow to take
the stairs up, and go east across the pond to find the Golden Lynel.
It is the most powerful of the golden beasts, and while it takes 18
slashes like the others, it does lots of damage itself, one heart per
touch. But, rejoice afterward, for it is the final beast!
Return to the Old Man of gold. You have slain the four golden beasts!
Sir, you are worthy of true power. Take it! How you use the power is
up to you, but do not be tempted to abuse it... The Old Man then
disappears. Go to Vasu and appraise the ring you received. It is the
Red Ring, and you can now do twice the sword damage while wearing it.
Of course, for the purposes of this guide, I'll assume you're not
wearing it, just using the Noble Sword, for the rest of the guide. It
is certainly the best ring in the game, though. Do not abuse it!
| The Temple Remains |
As you've probably noticed, there's only one chunk of the map we
haven't visited. Coincidentally, the same goes for Subrosia. And
they're both in the same relative position on their maps (northwest
corner region). Okay, so maybe it's not just a coincidence. Either
way, LET'S ROCK!
Warp to the Scent Seed tree in North Horon. Go south, west, north,
west, north, and west. Tada! We're in Temple Remains, what used to be
the location of the Temple of Seasons on Northern Peak, but now the
site of Onox's Castle. Defeat the two Kanalet Soldiers here and go
north to find a Ball & Chain Soldier. Fly over its attacks with Roc's
Cape (the most useful item ever!) and then slash it as you're coming
down, preferably at its right shoulder. Also, you can try to knock it
into the hole, too, but it probably won't work. Go east after
defeating it, utilizing your cape once again, and you'll find two
Lynels at the bridge that once led to the Temple of Seasons.
You might've experienced two blue Lynels atop the Goron Mountains
before Level 4. Red ones like this take three hits, but they can still
hurt you badly with their arrow attacks, which go through walls.
Defeat them quickly and move on to the east. If you continue to the
east, you'll eventually reach that impassable pit in Goron Mountains.
After getting these screens on your map, return to where you fought the
Ball & Chain Soldier. Go west and north to find... darkness. It keeps
us out of Northern Peak! I guess we really do need the Essences of
Nature to get through... Return east to screens and go north into the
First, go west. Dig through these piles of dirt and go north past the
shrubs to reach a seemingly impassible pit. But don't worry; it can be
cleared with some practice. Use a Pegasus Seed on yourself and fly
forward with Roc's Cape. Maneuver around the rocks and you'll land on
the ground, able to go north, if you're good. If you can't seem to do
this, you can always change the season to autumn to the east and then
walk over leaves for that part. Go north afterward and go south after
rounding the bend. Kill these Tektites and go south again to a stump.
Instead of using it, though, let's go back north and then east. Jump
the gap and walk across the snow to go south into a portal to Subrosia.
Go north of where you come to and open the cave. Oh my gosh! This
crazy Subrosian is throwing all sorts of great items in a pool of lava!
And we can't get them! He says he's trying to set off the huge
fireworks inside. Throw a bomb in. Disregard the fact that the bomb
would be melted in the heat; it just works, okay? The Subrosian
Volcanoes all start exploding in unison, and the flames are so intense
that they rise through Subrosia and rain down on the Temple Remains,
transforming it into a land full of lava and fire. Now we can navigate
it more easily.
Return to Holodrum (use the portal to leave Subrosia) and go north.
Leap over the lava with Roc's Feather and bomb the weak wall to reveal
a doorway. Use it and jump across the lava here to reach a Piece of
Heart. Exit that cave and jump east a screen. Defeat the Kanalet
Soldiers and accompanying Crows before heading down the steps to go
south. Destroy these Tektites and change the season to summer. Go
east from there to find two Lynels, one of each color. Stun them with
Pegasus Seeds from the Slingshot and then knock them into the lava.
After that, climb the vines that have somehow grown in this lake of
lava to go north. Jump across the pieces of land in this screen to
reach the southwest end; head left a screen after doing that. Jump
north from there and take the door.
Use the Magnetic Gloves to pull yourself between the rocks ahead. Stop
when you reach land, reverse polarity back to N, and go right a bit.
Pull yourself down across the pit this time, and then walk along the
path to a staircase. Take it up to a room full of Keese. Defeat them
as you go. Now, push the rightmost block down, the upper-left one over,
and the lower-left one down. Walk across this "bridge" to the left
side of the room; push the lowest block up and the highest one right.
You'll be able to reach a staircase that you can take out of the cave.
Defeat these Lynels and go west. Take the right staircase down, as
it's our only option at this point. Here, walk down, beating Moldorms
and Zols as you come to them, to go west (upper route). Jump over the
ground here, brimming with Zols, and take the staircase up and out of
here. Now head west a screen, defeating this Lynel, and go west one
more time to reach the tallest tower of the Temple Remains. Inside are
two Fairies and a portal to Subrosia. Enter, young hero. Go north of
here twice to reach a funny-looking volcano with eyes. Believe it or
not, it's the site of Level 8. It's the first and only dungeon in
| Sword & Shield Maze |
The last dungeon! You stoked? What? No? How could you not be? Well,
what do I have to do to get people excited in this guide, huh? Say
"IT'S GO TIME!" all the time, right? Fine! I will! Well, here goes
nothing... IT'S GO TIME!
The room's floor is iced over, making you slide when you walk. If you
have it, I strongly recommend wearing the Snowshoe Ring (see the
"Magical Rings" section for details on that). Go north to a room with
Whisp and Wizzrobes included. Skip them for now and go east. Get in
the block alley and shoot the eye statue ahead with the Slingshot (use
an expendable seed, like Scent Seeds). A Small Key falls down; slash
your way through the jars and take it. Now return to the previous room
and go north twice. Well, look what the Subrosians dragged in. We
have a few Magnites to deal with here. Either reel those suckers in
with the Magnetic Gloves, pin them against the wall, or chase them with
Roc's Cape until you get a good slash in. Either way, head north after
Two Zols are easily beaten in this room, while the Hardhat Beetle can
present some difficulty. Blast your way into the upper row (against
the north wall), and then blow up two blocks to the left to access the
magnetic orb. Drag it out of there and push it into the Hardhat Beetle
to defeat it, netting you another Small Key. From there, let's exit
east. If you're low on health, this is the place to be. Boomerang the
Keese and Sparks, earning yourself one Fairy for each ball of light you
hit, and then head east, refreshed and relaxed. Well, for a dungeon
based in the lava-filled land of Subrosia, this is strangely icy.
Slice up the Zols here and spend a Small Key on the locked block to go
This is just a filler room. Walk through it, knocking Keese/Ropes into
the hole, and go south. Keep alert and moving in this room, as a Wall
Master is present. They're like Floor Masters, and they attack in the
same way, but they fall from the ceiling and are unlimited in number.
Jump south over the rolling spiky cylinders to reach a staircase
leading down as swiftly as possible. Ah, never fear, fans of Subrosia.
We have a lava-filled 2-D screen to get through. From the ladder, jump
left along the ceiling so that you fall between the flames and onto the
platform. Then take a deep breath and hope you don't get hit as you
leap left a screen. In here, we "meet" Podoboos, the living flame
enemies that jump from lava (also Super Mario Bros. enemies). There
are three, one before and after the platform and one jumping down the
center of it. Jump over them as quickly as possible and take the
We're in a new room of B1F (don't worry; there are only two floors),
and the dungeon truly is Subrosian in its roots (get it? Roots? We're
in the basement! Ha, it's a pun... because trees have roots under
them... I'll stop now). Hover left over the rolling cylinder when
it's coming at you and then quickly jump upward to land on the tile
here, away from the cylinder. When it's rolling right, jump back to
the previous tile pair and jump left and down a few times (using normal
hops, not soaring leaps from the cape) to safe ground. Go south of it
to a giant Razor Trap room. Ah, but don't worry. They're nothing but
petty obstacles with Roc's Cape. Jump over them to hit the high-flying
Fire Keese, a variation of your typical bat, and make your way to the
switch in the upper-right corner. Hit it, jump south, and go east.
Defeat both Magnites and the other minor enemies. Clear the jars here
for recovery items (if you need more, you can switch between the first
and second floors to raid the jars again, but the enemies will still be
dead), and then take the stairs back up to 1F. It's a room full of two
things: spikes and ice. To make matters worse, Hardhat Beetles launch
themselves at you. Remember, kickback is greater on ice, which means
you might be forced into spikes (use Roc's Cape to get out them) or
back down the stairs. Use the Iron Shield to flip them over, slash
them, and make your way right to this chest. Open it for the Compass.
Oh, shoot. There are many more chests to open in this dungeon. We've
barely scratched the surface.
Go back downstairs and use your other Small Key to go east into a dial
room. You can manipulate it to go north or south, and we want to go
south. Go left from the steps you reach, drop off the ledge, and
reenter the dial to the east. This time, you go to the south. Just
skip right into the room to the east. There's naught but Wizzrobes and
other enemies here for us now. In here, hop the lava and use the
stairs to return to 1F. Slap on the Magnetic Gloves and repel the
magnetic orb. Walk down suddenly to push the orb down, and then get
above it and push it down against the southern line of blocks. Now
repel it away from you to the right a bit and leave it there, two
spaces south of the staircase. We'll be returning to this room later
to complete the puzzle.
Head west a screen and you'll find two Whisps, the real jinxing deal,
and four Armos. Trigger the bottom two, defeat them both with the
Magical Boomerang, and push the block they were surrounding over. Open
the chest for... the Hyper Slingshot! It's this dungeon's prize, and
quite the improvement over the Slingshot (but still no Seed Shooter,
the awesome seed-shooting item from Oracle of Ages). At the price of
one seed, you can shoot three seeds at a time in three directions! Now
you can really sock it to those enemies. Now, on with the dungeon!
Head back downstairs to the east and then go west. Stand three spaces
north of the solitary Armos and it eventually moves. Let the Magical
Boomerang soar. After beating it, use the staircase it was guarding to
go back up to 1F. Walk east to be back in the magnet room; open the
chest here for the Dungeon Map. As you'd guess, the first floor is
shaped like a shield, the basement a sword. Now, if you moved the
magnetic orb as directed earlier (if not, you can still pull it down to
you), then you can push it right (that is, repel) two spaces. It will
rise and hit a block. Move it left now and it hits the switch, causing
a bridge to form.
Return to 1F and go east. Use the stairs here to go back to the orb
room. From the upper row, jump to the bridge and use the stairs to go
down. Head north from here and then go west to the dial. It should
still be orange. Enter it and you'll be deposited to the east. Go
right a room and open the chest for a Small Key. Go back to the dial,
use it to go north, and go east. Take the steps down and pull yourself
across the lava with the Magnetic Gloves. Now go east, slash the pots
along the south wall, and then enter the upper-right alcove.
Stand four spaces left of the middle eye statue and use the Hyper
Slingshot to hit all three at once, which makes a staircase appear.
Take it up a room full of breakable blocks complemented by two Kanalet
Soldiers (of both colors) and two Whisps. Bomb your way through, but
be careful around the last block before the Kanalet Soldiers. Be sure
you're not going to be jinxed and blow the blocks up, defeating the
soldiers quickly. Bomb the lower blocks around the chest and push the
southern block over to obtain the contents of the treasure chest - a
Small Key. Now go back downstairs, using a Small Key on the locked
door, to go east.
Get it? It's a fiery/icy mini-boss that also controls ice, making it
both fry/polar and bipolar, which makes him Frypolar! Oh, these puns
are hilarious! Back on topic, Frypolar really reflects the theme of
the dungeon: ice and fire offense and defense. Frypolar can transform
into a red flame, his fiery side, and a blue flame, his icy side. He's
only vulnerable while blue, and Frypolar changes periodically on his
own. To force him into the blue flame color from the red flame color,
launch a Mystery Seed at it from the Hyper Slingshot (with three seeds
fired, it's hard to miss). Then, while blue, shoot it with an Ember
Seed to deal it damage. Although hitting it is easy, Frypolar has one
trump card; it has lots of health. It takes somewhere around 15 hits
to end Frypolar's reign of terror in the dungeon. The key is to keep
as far away from him as possible, as he often charges you after
becoming red, and to keep moving while he's blue. If you run low on
seeds, slash the shrubs for refills. He also attacks by creating fire
walls. In any case, you'll receive a shortcut and a Fairy.
Go north of the mini-boss room to reach a room of torches. Stand left
of the central torch, use the Hyper Slingshot to hit the torches to the
left, hit the central torch, and hit the right three torches. A
staircase forms when all are lit. Take the stairs up and go north.
It's the ice block room! Push the lowest ice block right, the middle
ice block down, right, and up, the upper ice block left, down, and
right, the middle block (now middle) up, the left block right, up and
right, and the middle block right. This makes a staircase form. Take
it down to a 2-D screen. Jump across the ice blocks, soar to the left,
and go left a screen. This is one of those rare occasions where Roc's
Feather would be better than Roc's Cape, but we can get around it. Use
a Pegasus Seed on yourself and leap across the platforms to the upper
route. Although easier said than done, it must be. Fly across the
Thwomps and climb the ladder to a new room. First, hit the switch to
the lower-right. A shortcut bridge is now made so that we can avoid
using that 2-D screen (to the left is the room we first descended the
Go east of this room to a Razor Trap/Wizzrobe combination, and jump
across it to go east again. Use the Magical Boomerang to hit the
crystal switch and extend the bridge south. Go south a room and play
your Flute to defeat the Pols Voices to the left. Now go south (left
door) and open the chest for the Boss Key! We now have all the dungeon
gear! Go south and flip down into the ice block room. Go back south
to the mini-boss room and warp to the first room of the dungeon. Go
north twice, hit all three statues at once using the Hyper Slingshot
(fire from the upper tier). A chest containing an un-appraised ring
appears. Open it and return to the ice room. This time, we're
continuing by using a Small Key to go west.
Go west again past these Sparks to another new room. Bomb the
northeast wall and go north. This Armos will move through the room in
a certain way, and you must mimic it. I entered and exited several
times, and it is limited to a few alternate paths, which means you'll
have to memorize the path the Armos takes over the tiles. When you
imitate it exactly, a Small Key falls down to you. Take it and go back
south. Lift an icy rock (1) and go south. Throw it into the fiery pit
to the right and it will cool the lava in B1F. Take the stairs down to
it and walk across the cooled rock to reach a chest. Open it for a
Small Key. Go west, open the chest for ten Bombs, and go back upstairs
utilizing the staircase in the room to the east.
Go north and lift an icy rock (2). Hop into the mine cart and you'll
ride to a new room. Use a Small Key on the lock block and throw the
crystals into the fiery pit to cool the lava below. Now ride back in
the mine cart, pick up another icy rock (3), and get back into the mine
cart. Drop the rock here, hit the switch, lift the rock back up, and
take the cart to the intermediary room. Toss the icy rock into the
fiery pit and we'll have almost cooled all the lava we need to on B1F.
Take the cart back to the room to the west and use your Small Key to go
south into a new room. Defend yourself from the Beamos and Spiked
Beetles by jumping. Just take the stairwell to the right back to B1F.
Go east from here and walk across the cooled lava to a staircase. Use
it to reach a new part of the icy rock room. Go east twice, south once,
and into the Spark-side of an old room. Boomerang your foes and open
the chest for another Small Key. Now that we have all the treasures of
the dungeon, it's time to get the last ones: the Heart Container and
the final Essence of Nature. Yes, that's right. We're boss-ward bound
Return to the normal part of the crystal rock room and go south. Use
the stairs, go west, and take this set of stairs up to a new room.
Take this mine cart north into the Beamos room. From here, take the
stairs down, go east, south, up the stairs, and north back to the ice
rock room. Grab one (4) and hop into the mine cart. Go south of where
you end up, carrying the ice rock, and you'll reach the Beamos room.
Drop the crystal, take down the Spiked Beetles, grab it, and take the
mine cart south. Chuck the ice rock into the fiery pit, completing the
lava cooling, and go back downstairs. Go north twice. Unlock the
block here with your Small Key, the last one of the dungeon, and go
east. Unlock the Boss Door and let's-a get-a ready for a rumble!
| Boss: Medusa Head |
Pull out Roc's Cape and get in for a fight. For those who don't figure
out how to best hurt Medusa Head, this scuffle can be moderately hard.
For those who know, it's still no cakewalk, but it's easy enough
(easier than Manhandla, anyways). Medusa Head uses several tactics to
tear you apart. First, she has very strange patterns of movement. She
veers around the room rather unpredictably and uses attacks at
seemingly random intervals. Roc's Cape is your best defense. Medusa
Head has three variations of the fireball attack. She either fires
five fireballs, all of which can be jumped, or many blue fireballs in a
circle that turn you to stone. As a statue (you're only stunned, not
gray), you're vulnerable to her attacks. Jump to avoid them and keep
your eyes peeled for when she turns gray briefly. She'll then warp to
the north wall and run her laser beams through the room. Jump over
them to avoid this attack and all others.
Now, how do you deal damage to Medusa Head? Well, it's not exactly
obvious. Fire a trio of Pegasus Seeds from the Hyper Slingshot at her
and she'll be stunned very briefly. Slash her quickly and resume the
battle. You can also slash Medusa Head without using Pegasus Seeds,
but it's harder to do. You could just jump around with Roc's Cape and
slash her, but the Pegasus Seed stunning might be safer. Remember that
she always appears in the center of the room after using the laser
attack or after being hit, which sets her up for two good slashes
before you jump. If you're comfortable with Roc's Cape, then use it to
deal lots of damage to her quickly. After many hits, Medusa Head
Take the Heart Container and go north into the tip of the sword on the
map. Walk forward and take the eighth and final Essence of Nature,
Changing Seasons, from the pedestal. "Scattered seeds sprout in spring,
grow in summer, bear fruit in fall and sleep through winter. It is an
endless cycle of life... the Changing Seasons!" Outside, the Maku Tree
contacts us even though we're in Subrosia. He already has all eight
Essences of Nature! The Changing Seasons have filled him with his
former power! He has something to give you now, and so let us return
to him in Horon Village...
| The Maku Seed |
If you've ever visited the Maku Tree after clearing the Gnarled Root
Dungeon, you'll have noticed that the big guy has been going through a
bit of a growth spurt. With all eight Essences of Nature back in
effect, he's restored to his former glory. You'll find the Hall of
Secrets where you can use passwords from Oracle of Ages, as well as a
slew of Gasha Seeds along the path to the top of the tree.
In any case, the Maku Tree no longer needs to sleep constantly to
maintain high energy levels. He's awake when you arrive, and he
congratulates you on gathering all the Essence of Nature. You are a
true hero, understanding of the essences. You are the hope for all who
live! He gives you a seed reflecting his powers, the Maku Seed. It
penetrates evil forces! With it, we can easily defeat Onox, General of
Darkness (well, it isn't as easy I say), and free Din, Oracle of
Seasons. But suddenly, an evil voice breaks your conversation by
saying "Some hero!!!" sarcastically. Onox is watching you from his
castle, and he marches into the room he's keeping Din in. He just
dares you to come! If you are their so-called hero, then they are
| Pit Stop |
I'm not kidding here, the final boss of this game is the hardest you'll
ever face in this game, and probably up there as one of the hardest
Zelda bosses ever. I highly suggest that you purchase a Magic Potion
from Syrup, get one from a Gasha Seed, or steal one from Maple. Either
way, you're going to need one in all likelihood. Furthermore, stop at
Vasu's and pick up the Green Holy Ring, which makes you resistant to
electricity. It seems pointless right now, but just wait until you're
duel to the death with the General of Darkness.
| Breaking the Barrier |
Go north when you enter Temple Remains from North Horon. Slash the
Ball & Chain Soldier quickly from the slight lower-left of it to defeat
it, and then go west and north. The Maku Seed and the Essences of
Nature combine their powers to dispel the dark force surrounding
Northern Peak, and then the same hooded figure we saw before the
Ancient Ruins appears. It says that all will be for naught, and it
then splits into the twin Geurdo witches, Kotate Twinrova and Koume
Twinrova. They claim that soon the Flame of Destruction shall burn,
and then their rites will be completed! Despite our valiant efforts,
the Evil King will return to spread darkness across the world. They
depart, and the Maku Tree contacts us. He figures that Twinrova must
be controlling Onox! We must save Din before their dark designs are
realized! Go north and defeat two Lynels, and then enter the final
| Onox's Castle |
Unlike the Black Tower in Oracle of Ages, Onox's Castle is actually a
dungeon, like a Level 9. Of course, it's very short, even if it does
have a Dungeon Map and all that jazz. Right now, you have three
options - west, north, and east. Two of them are dead-ends, but I'll
explain them for those foolish enough to travel down these lonely roads.
EAST: A tantalizing Fairy lures you in, but the door then slams shut.
Get in a corner, hold out the Iron Shield, and wait for the tiles to
crumble when they hit it. Afterward, take the Fairy and go west to the
first room, 'cause you just took a wrong turn.
WEST: We have a new setup for the tiles, but it's the same deal as
above. The Fairy entices you in, and the tiles are meant to lay the
hurt on you. Get in a corner, hold out the Iron Shield, and wait for
the enemy to run out of fighters. Now take your Fairy as a prize and
go east to the first room. Yeah, you should've made a north at
As you can see, the correct path lies to the north. Defeat these
Wizzrobes and you'll be faced with another three paths. The eastern
and western doorways lead to the same rooms as mentioned above; go
north again (after killing all Wizzrobes). You'll come to a tricky
room afterward, full of Floor Masters (three in all) and Kanalet
Soldiers). Pull out the Magical Boomerang, get into the center of the
room, and stun any Floor Masters that come at you in pairs to make
things much easier. After destroying all of them, go north yet again.
It's Facade! He's not really the mini-boss, but he might as well be.
Yep, we're fighting this old-timer from Snake's Remains again, only
this time he's gotten a big promotion. His attacks are the same as
before; it creates holes for you to fall into (just keep walking to
avoid them), it spits fireballs to rain down on you, and it can summon
Beetles to attack you. After several hits, it explodes, releasing a
Fairy. Go north again, and slash the pots in this room, the quiet
before the storm. Go north one more time...
Link walks forward to find Din, but the crystal is just an illusion!
Link jumps backward to avoid a gigantic spiky ball thrown at him, and
it retracts to its source, Onox, General of Darkness. He has
imprisoned Din, thrown the seasons into chaos, and now he will crush
you. The battle to decide the fate of all Holodrum begins.
| BOSS: ONOX |
This is the most difficult battle of the game, and there are two phases
to this fight. If you use the Red Ring, though, this battle can be
much easier. It all starts simply enough, anyways. The General of
Darkness swings his ball and chain around wildly, and he's so large
that a few steps will put you in range of it. Use a Pegasus Seed on
yourself and hold out your sword (it's a good idea to face south when
holding it out) to charge up a spin attack. While he's swinging the
ball and chain, it's best to keep as far away from Onox as possible,
although he is vulnerable to attack while he's doing this (somewhat).
He will either smash it into the ground to hit you with it, and he's
completely vulnerable as he's pulling it back to him, or he will jump
and cause boulders to fall from the ceiling, at which point he's
vulnerable. But how does one hurt this behemoth?
Onox is heavily armored, and only spin attacks can hurt the titan.
Face south, charge up your sword, and run around with the Pegasus Seeds
until you've got a good chance to swoop in and let him taste steel. He
has surprisingly low health, and will throw in the tower after seven
spin attacks. Or does he? He groans and then tells you not to think
he's been beaten. He drops in a new defense mechanism, Din.
The second phase of the battle is much harder. The jewel Din is
encased in emits electricity, which means that Onox is now able to
defend himself with the crystal and hurt you when you try to attack him.
If you have it, equip the Green Holy Ring now. It makes you unaffected
by electricity, making it ideal for this portion of the fight. If you
use the ring, you can attack Onox just as before. If not, you have to
juke out the crystal. Use a Pegasus Seed and run to the south wall.
Let Onox close in on you and then run from one side of him to the other
with the Pegasus Seeds, spin attacking his body before the crystal can
move to defend it. Onox has only one new attack, one where he sends
gale attacks at you. Just avoid these as best you can. After four
successful spin attacks, Onox explodes. Walk up to Din's crystal and
it vanishes! The floor begins to crumble, and we reach a 2-D screen,
the site of the final showdown!
Onox is done toying with you. He was summoned from the Dark Realm by
Twinrova, and this is his true form. Feel the might of Dark Dragon!
The second incarnation is what makes this battle so incredibly hard. I
hope you haven't used your Magic Potion yet, as you're going to wish
you had it. The dragon is vulnerable on the crystal on its head, but
the challenge lies in reaching it. After reviewing how to avoid its
attacks, we'll get right into finding a way up to that gem.
Dark Dragon has a few attacks, and I'll discuss how to avoid them first.
The Dark Dragon's primary means of offense is its claws. It can slam a
claw down at you with its chain-like arms. Try to run away from it
(Pegasus Seed) to avoid being struck by this powerful attack. Dark
Dragon may also use a sweeping claw move. With it, he places his claw
on the floor and drags it quickly across the floor to hit us. You
cannot jump over it, forcing you to outrun it. Use a Pegasus Seed to
outrun the claw and hope it stops before he smacks you.
Dark Dragon may also use one of two fire attacks. Neither is very easy
to avoid, but blue is the worst. He fires blue flames a few at a time,
which burn above jumping level, meaning that you're limited to one side
of the screen, and you must avoid all of them that he fires without
jumping (they remain on the screen, which is why they're annoying). To
avoid them easily, walk in one direction until the flame comes out of
its mouth, and then turn around and walk in the opposite direction.
Red flames are fired down at you and pass through the floor, which
means you can just dodge them normally. All attacks Dark Dragon has do
heavy damage, and the Magic Potion is your best friend down here.
To hurt Dark Dragon, jump onto its claw after it tries to press you
down with it. Ride it up and jump upward to slash the gem on its head.
Using a spin attack can be tricky here, but it can be done. If you
board the claw and it slams, face the opposite claw, and jump at the
gem when it raises the claw to do another slam attack, you can spin
attack the head. In any case, it takes between three to five spin
attacks, but it takes about 15 normal attacks! Definitely use spin
attacks if you can. If you're good at the spin attack strategy, this
boss's difficulty is drastically reduced. If not, good luck surviving
through 15 rounds of Dark Dragon mayhem.
After striking Onox in his true form for the last time, he speaks his
last. Though you may kill him, you have failed! His orders were to
capture Din and deliver the destructive power of a season-less land to
Twinrova. Now, as the Flame of Destruction, that power is set to
devour this land! He dies laughing, and his body sinks below the
ground in that hideous pose of death. Din's crystal drops down to you;
walk to it and Din is finally freed! HUZZAH! She thanks you, and
points out that the seasons should return to normal now that she is
free. We see the lands change to the normal season. Bipin & Blossom
and the painter can now admire spring. Blaino and Ricky are fighting,
Ghinis of the Graveyard are now happy, and all is back to normal. The
trials you have faced to collect the Essences of Nature have made you a
true hero! Soon, new trials will sweep up away, but the Oracles shall
always watch over you in secret. And so, you return to Horon Village.
Meanwhile, we see a red flame with the image of Link and Din in it, and
we see it is Twinrova. Onox has fallen, but the damage he has done to
this land burns on in the Flame of Destruction! Soon, their dreams
will be realized. Now let the credits roll!
We see Din return to Horon Village to meet with the Maku Tree, and Impa
finally leaving the refuge. Everyone comes from all over to see Din
back, even Subrosians, Gorons, and Talon. And in the last scene, we
see the sun setting behind the Maku Tree. After that, you receive the
Secret to Labrynna, which can be used to continue this quest in Oracle
of Ages, and you get to save the game. Impa has left for Labrynna
after receiving a letter from a homing pigeon. Perhaps all is not well
CONGRATULATIONS! You beat the game. But, there's still plenty to do
in Oracle of Seasons, and you can also explore post-Onox Holodrum. If
you have Oracle of Ages, you still have lots of secrets to get, and you
haven't truly beaten the game until you foil Twinrova's plot. As the
game says: "To be continued in The Legend of Zelda: Oracle of Ages."
4.18.1 Onox (Part 1)
Kind of Boss: Final Boss Stage 1
Difficulty Rating: **********
Found In: Onox's Castle
Attacks: Mace Crusher - This is the only attack that Onox uses with the mace
that he carries around. He basically just raises it up
and tries to hit Link. This is a powerful attack and
it hurts you plenty. This attack actually does go
pretty fast, and using Pegasus seeds are recommended.
Dodging this is essential in your fight against Onox,
because otherwise you are done for. Jump out of the
way or move so that he doesn't hit you with this
Ground Stomp - This is an attack that can be hurtful if you are kind
of standing back. With this attack he stomps the
ground, causing debris to fall down from the ceiling.
This is another attack where it is essential to dodge
this attack. Just keep moving back and forth to avoid
the debris that fall down and jumping can help you get
away faster. This attack is the easier of the three to
avoid, and you probably won't need Pegasus seeds, but
it is a good idea.
Tornado Storm - This attack is exactly as it says. Onox will fire
several tornados aimed directly at Link. These are
pretty hard to dodge without some sort of aid, and
jumping/moving doesn't really get you past the first 2
tornados. Using Pegasus seeds to dodge this attack is
highly recommended because it will quickly get you out
of harm's way and maybe able to attack Onox.
Strategies: Ooh boy here she be! This boss is definitely worthy of the final
boss. To defeat this monster of a boss you can only spin attack him to hurt
him. You can't regularly slash him, it must be a spin attack. Once you spin
attack him 6 or 7 times, he will take out a shield. He is using Din trapped in
a crystal as a shield. Uh oh! Wait, don't worry! All you have to do is knock
the shield away with the rod of seasons, then you can spin attack him 6 or 7
more times until this form is dead. This is a defensive battle, so be cautious
and don't take any unnecessary hits. You will find ways to spin attack him for
sure, and use Pegasus seeds as much as you need to so that you can get out of
danger. Eventually, and thankfully, this form of the final boss will fall
revealing the hardest form and the last fight of the entire game.
4.18.2 Dark Dragon (Part 2)
Kind of Boss: Final Boss Stage 2
Difficulty Rating: ***********
Found In: Onox's Castle
Attacks: Splat - This is one of the most important attacks by this boss. This
attack is basically just the Dark Dragon raises his arm or
claw and trying to flatten you like a bug, SPLAT. Obviously
you don't want that to happen so you must either use Pegasus
seeds or something to get away, but don't stray too far
because when he tries to squish you, that is your queue for
attacking him. Read more about that in the strategies.
Swipe - This is the hardest attack, in my opinion, to dodge. Because
Dark Dragon is so huge, his swipe really is effective. What
happens is that he will start on one side of the screen and
try to swipe at you across the screen. The best and only way
to dodge it is to QUICKLY run towards the other side of the
screen. This way his swipe will stop just short of you and
you will be safe. Beware of this attack, it is pretty deadly.
Blue Breath - This is one of the two breath attacks that the Dark
Dragon has. Being a dragon he is obviously going to do
that. For this attack the Dragon will breath out blue
fire in a straight line in your direction. He will home
in on you, so it isn't very hard to dodge. The best way
to dodge it and stay with the Dark Dragon is to hold
your ground until just before he breathes out, then
sidestep it a little bit and watch it go past you. The
other thing you could do is keep on moving so that when
he does breathe out you are still moving so it will not
Red Breath - This is the other breath attack by the big dragon, and
this time it isn't necessarily aimed right at Link. What
happens is that he starts breathing fire into the middle
of the screen, then it radiates out to the sides and then
it comes back to the middle. There is no set way to
dodge this except use them Pegasus Seeds. Jump, run
away, stand in a corner, whatever it takes to get away \
from the red breath.
Strategies: Man, is this guy humongous or what? Definitely the largest monster
in the game, as usual, and he is definitely the toughest. Yes I did give him
11 stars out of 10, just to show that he is harder than Onox. To defeat this
final monster, you must wait till he does his splat attack and make him miss.
Then jump on the back of his hand, jump up again and slash at the big red ruby
in the middle of his forehead. You must do this many, many times, probably
around 20 times. Other than that the strategy for this is to simply hold out
until he does the splat attack. You must dodge attack, after attack, after
attack, and that is where the real test is. Keep at it, this could be a very,
very long battle and you must keep your concentration if you want to beat this
guy. After 15-20 slashes of his ruby, he will perish and you will be
victorious. Congratulations! You have beaten the final boss and the entire