=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= *--------------------------------------------------* The Legend of Zelda: Oracle Of Seasons FAQ/Walkthrough By: Dark Vortex (Quan Jin) darkvortexfaqs@ymail.com Version 1.1 *--------------------------------------------------* =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This guide may be found on the following sites: [http://www.gamefaqs.com]--------------------------------------------[GameFAQs] [http://www.gamespot.com]--------------------------------------------[GameSpot] [http://faqs.ign.com]------------------------------------------------[IGN FAQs] [http://www.neoseeker.com]------------------------------------------[Neoseeker] [http://www.dlh.net]--------------------------------------[Dirty Little Helper] [http://www.cheats.de]----------------------------------------------[Cheats.de] [http://www.supercheats.com]--------------------------------------[SuperCheats] [http://www.honestgamers.com]------------------------------------[HonestGamers] This guide is copyright (c)2005-2006 Quan Jin =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- Table of Contents ---- =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1. Introduction...............................................[1000] 2. FAQ........................................................[2000] 3. Controls...................................................[3000] 4. Character Listing..........................................[4000] 5. Walkthrough................................................[5000] 5.1. Gnarled Root Dungeon..............................[5100] 5.2. Snake's Remains...................................[5200] 5.3. Poison Moth's Lair................................[5300] 5.4. Dancing Dragon Dungeon............................[5400] 5.5. Unicorn's Cave....................................[5500] 5.6. Ancient Ruins.....................................[5600] 5.7. Explorer's Crypt..................................[5700] 5.8. Sword & Shield Maze...............................[5800] 5.9. Onox's Castle.....................................[5900] 6. Enemy Listing..............................................[6000] 7. Boss Listing...............................................[7000] 8. Item Listing...............................................[8000] 8.1. Standard..........................................[8100] 8.2. Rings.............................................[8200] 9. Heart Piece Locations......................................[9000] 10. Mini-Games...............................................[10000] 11. Version History..........................................[11000] 11. Legal Information........................................[12000] 13. Credits And Closing......................................[13000] To find a section quickly, press Ctrl-F and type in either the name of the section along with its content number (ie. 1., 2., 3., etc.) OR you can use the codes on the far right. Simply type in the brackets with the code number to get a jump. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 1. Introduction ---- [1000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= After the GBC release of Link's Awakening, two inter-connected games, the Oracle of Ages and Seasons were released for the GBC as well. Both of these games are completely different. They are only connected through a password section, which allows you to continue your "quest" from one game to the other. Needless to say, it would be in your best interest to purchase both games for the better experience. This guide will walk you through the game as well as provide various appendices for your viewing pleasure. Hopefully, you find this FAQ useful. Enjoy! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 2. FAQ ---- [2000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= +-----------------------------------------------------------------------------+ [Q] What are the different rupees? [A] I believe there are three different types in all. The small, green rupees are worth 1; the bigger, red rupees are worth 5; and the occasion FAT rupee is worth 100-200. I'm not sure on the last one though, as I only managed to pick up a fat rupee a few times. +-----------------------------------------------------------------------------+ [Q] In the walkthrough, you tell me to push a block and a door will open. Well the block isn't moving. What's up? [A] In most cases, ALL monsters in that room must be defeated for the block to actually move. However, I believe there are, of course, exceptions at certain points. +-----------------------------------------------------------------------------+ [Q] What are Ore Chunks? [A] Ore Chunks are the currency (money) of Subrosia. You can find them in a bunch of places, or win them from the Subrosian Dance Hall. +-----------------------------------------------------------------------------+ [Q] What are the "Four Golden Beasts"? [A] If you change the season to summer and explore the areas around the Gnarled Root Dungeon, you'll come across a strange man. Specifically, you'll need to step into the dry water. Go down the steps to find him. This man will tell you that he'll give you a very special prize after you defeat all four Golden Beasts. Once you have all of the seasonal powers and access to the Tarm Ruins, you can complete this. The locations of each are as follows: - Golden Knight (Darknut): The great Golden Darknut can be found in the Western Coast during spring. Head as far east as possible while still staying in the Western Coast. - Golden Octorok: The Golden Octorok can be found in the Spool Swamp during summer. In doing so, you can find this creature in the general vicinity of the Subrosia warp. - Golden Moblin: The Golden Moblin can be found in the Woods of Winter during fall. After changing the season, you can locate this golden beast around the Snake's Remains. - Golden Savage (Lynel): The Golden Lynel can be found in the Tarm Ruins during winter. The Golden Lynel lurks on top of the ledge. Your reward for doing this is a Red Ring (it will need to be appraised first). In my opinion, this is the most useful ring in this game, so you should definitely NOT let this opportunity pass. Sadly, you can only complete this side-quest late in the game (after the 6th dungeon). +-----------------------------------------------------------------------------+ [Q] I used a Gale Seed, but nothing happened? [A] Gale Seeds don't work indoors. Go outside and then throw a seed. +-----------------------------------------------------------------------------+ [Q] Where do I get the upgraded [insert item here]? [A] You'll find what you're looking for in the walkthrough. Either search for [Ctrl + F] Iron Shield to get to that, or search for Upgraded Seed Sachel to find three other upgrades grouped together. +-----------------------------------------------------------------------------+ [Q] What's the Member Card and where is it located? [A] The Member Card allows you to access the super-duper member's section of the Horon City shop. You can obtain it by purchasing it from the Subrosian Market. +-----------------------------------------------------------------------------+ [Q] Who is Maple? [A] Maple is a young witch who is constantly flying around. She is known to appear everytime you kill 30 monsters (15 with Maple Ring). Let her bump into you, and a bunch of items from the both of you will fall everywhere. It's a race between you and her to pick up as much as possible. On occasion, Maple will drop a Heart Piece and Gasha Seeds. She also plays a role in collecting the Noble Sword. So yeah, it's beneficial to find Maple... unless of course you lose more than you pick up. +-----------------------------------------------------------------------------+ [Q] WHOAMG, WHERE IS DA HARTT PEACE???!!! [A] Liek omg check da section "9. Heart Piece Locations" lawlz!!1 +-----------------------------------------------------------------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 3. Controls ---- [3000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= _________________ | _______________ | || || || |--------Screen || || || || || || ||_______________|| | _ | | _| |_ _ | Directional-----|_ O _| _ |_|--------A Button Pad | |_| |_|--------B Button | _ _ | Select Button--------'-''-'--------Start Button | | '._____________.' Directional Pad --------------- ~ Moves Link through the overworld. ~ Allows you to move the cursor in the game menus. A Button -------- ~ Activates whatever item or weapon you have selected for it. ~ Opens treasure chests. ~ Interacts with various characters. B Button -------- ~ Activates whatever item or weapon you have selected for it. Start ----- ~ Bring up the in-game menu. Select ------ ~ Brings up the map of the overworld. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 4. Character Listing ---- [4000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Zelda: Oracle Of Ages has its fair share of people to know. The following are all main characters and villains and they each play a role of their own. [-----------------------------------------------------------------------------] Link ~ =--= Link has never heard of Holodrum before, but he has been sent here to complete a quest. His objective soon becomes clear to him, as the Oracle of Seasons gets captured. In order to save the seasons, he must stop Onox and his devilish scheme. Din ~ =-= Din is the great Oracle of Seasons. When she is taken away by Onox, Holodrum falls into a state of misery. With the seasons out of whack and nature screwed up, Link must rescue Din to stop Onox and save Holodrum. Onox ~ =--= Onox came and took off with Din. This evil GENERAL OF DARKNESS (tm) has a terrible plan to put the lands of Holodrum into an age of darkness. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ---- 5. Walkthrough ---- [5000] =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= "Accept our quest, hero!" Below is the walkthrough. It will efficiently lead you through the game, while picking up necessary items as you go. I strongly suggest you do exactly as the text says to avoid getting lost and such. Also, I'll notify you of Heart Pieces, but I can't guarantee that I'll walk you through all of them. Check the separate Heart Pieces sections or use the in-depth guide on the subject. They explain their locations much better than I ever could. That's really it so... * NOTE: This does not apply to the "continued" passcode quest of Ages. This walkthrough is written under the assumption that you started a brand new game. * ANOTHER NOTE: Do not buy the Flute at the Horon Village shop unless you want to be very confused later on. A small portion of the game will change because of it. ------------------------------------------------------------------------------- 5.1. Gnarled Root Dungeon [5100] ------------------------------------------------------------------------------- Oof! Where have you landed? A red-headed woman finds Link in his unconscious state and brings him somewhere to wake up. Finally, you have control by an old wagon. Bushes and rocks block your path south, west, and north. Head east to find a crowd of people. Go ahead and talk to everyone. Among them are Impa, the troupe's cook, and Din, the redheaded girl who "rescued" you before. When you're done with that, talk to Din one last time, and you'll _attempt_ to dance with her. While you are doing that, Din will notice the triforce symbol on your hand. But disaster strikes and the screen darkens. Suddenly, a cyclone appears and blasts everyone away. Link, too, fails to stay on his feet. Onox is the General of Darkness, and he had just captured Din, the Oracle of Seasons. Upon capturing her, Onox plans to turn the lands of Holodrum into darkness by throwing the seasons into chaos. Now bounded by a crystal, there's little Din can do to stop him. The great Temple o' Seasons also falls to an undisclosed location. Impa finally wakes Link up from his slumber, but they appear to be in the middle of winter. Impa will reveal her true identity and tell you that Din was meant to go to Hyrule and meet Zelda. However, Impa's been wounded, and she can't go out to look for Din on her own. It's your job, the Hero of the Triforce, to save her. First though, you must take her message to the Maku Tree in in Horon Village. However, you still *don't* have a weapon yet. Head south to enter Horon Village. As you can see, the villagers are doing the best they can to compensate for the chaotic seasons. Go west and leave the village. Be careful of the Octoroks here. Because you don't have a sword, you're very vulnerable. Make your way down to the shore and find a cave with two appendages growing out from the side of it (roots?). This is the Hero's Cave. This dungeon serves as a tutorial as to what you'll expect to see later in the game's more "difficult" dungeons. Needless to say, if you have trouble here, there is something SERIOUSLY wrong with you. There are a few Keeses in here. Do your best to avoid them, because you don't really have a weapon to take them down with. Head east and push the single block in any direction to open the doors. Go north and push the block up or down. Follow this path, being careful not to fall into the pits. If you do, you will re-appear at the dungeon entrance with some health lost. When you come to two blocks, push one down and the other to the left or right. Exit this room and step on the switch at the far end. A chest will appear. Open it for a Small Key. Backtrack through the last room and navigate the pathways again. When you return to the room in which you pushed a block to open the door, head south. Avoid the Keeses and open the door on the west wall. See the switch at the upper-right corner? Step on it to pop open the north door. Work your way around the room and go through. Walk up to the pedestal and open it for the Wooden Sword! At last. Now, backtrack through the entire dungeon and leave the cave. Get over to Horon O-------------------------------------------O Village again. If you'd like, | WOODEN SWORD | you can practice using the O-------------------------------------------O sword on any monsters you | To use the Wooden Sword, just press the | come across. | button you have it assigned to. To | | unleash a devastating spin-strike, hold | Before heading to the Maku | down the selected button and release. | Tree, you probably want a Ring O-------------------------------------------O Box. Make your way to the Ring Shop to the southeast, and O-------------------------------------------O get yourself a Ring Box for | RINGS | free. You will also get a O-------------------------------------------O Friendship Ring; this does | Rings are very special items kept in a | ABSOLUTELY nothing. | Ring Box. You can pick up rings through | | the game in various locations, but in | Head over to the Maku Tree, | order to actually use it, you need to | which can be found to the | get it appraised at the Ring Shop. You | east of the clock shop. Along | can carry up to a maximum of three rings | the way, you might notice a | with the upgraded Ring Box. | Heart Piece behind a small O-------------------------------------------O tree. Since you can't get it yet, just ignore it. When you reach the gate to the Maku Tree, smack the gate with your sword to open it. Proceed to meet the Maku Tree. For such a wise tree, he sure is lazy. Hit the snot bubble (Wow.) with your sword to wake him up. He'll see that Din was taken, and the Temple of Seasons has disappeared. On the Northern Peak, Onox has a fortress guarded by an inpenetrable barrier. In order to break through, you will need the eight essences of nature that can be found throughout Holodrum. Got all of that? Good. You will recieve the Gnarled Key. You can go ahead and collect some rupees if you'd like. You can find them under bushes, grass, etc. It would be a very good idea to pick up a Shield from the shop (blue-roofed house) for 30 rupees. So pick that up and begin making your way north. Impa is still waiting around in the dead of winter. She'll tell you that she saw a gnarled root north of here. Head north a screen to find a soft earth location. You can plant Gasha Seeds in it. From there, go east and north again. You will reach a wooden bridge over some water. Cut down the bushes and walk across it to reach the Gnarled Root Dungeon. Place the Gnarled Key in the keyhole to open the door... __________________________ ---=| Gnarled Root Dungeon |=--- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The first essence can be found within the confines of this dungeon. From the entrance, head north to find yourself in a room with four doors leading out of it. The door on the west is locked, and the other three are slammed shut. Move the upper-right block in any direction to open three of the four doors. Head east and kill off all of the Stalfoses to make a Small Key drop from the ceiling. Since the north door is closed, you obviously cannot proceed. Return to the last room and use the Small Key on the locked door. Kill off the Stalfoses here to make a chest appear. Open it for a Dungeon Map. Upon picking it up, continue north. There are a O-------------------------------------------O bunch of Blobs here, but they | DUNGEON MAP | are pushovers. Dispose of them O-------------------------------------------O and hop onto the mine cart. | Use the Dungeon Map by pressing Select | It will take you to a room | while in the same dungeon. Rooms that | full of Moblins. | you have visited are highlighted in blue | | while other rooms are darkened. | Kill them off if you feel like O-------------------------------------------O it. Walk up the small steps and onto the ledge. Hit the O-------------------------------------------O blue switch with your sword | COMPASS | to change the mine cart O-------------------------------------------O track below you. Then go pick | A Compass can be used in conjunction | up the Compass in the chest | with the Map. A little flashing square | further east. Return to the | will indicate your current location. The | mine cart and ride it again. | square-ish things represent chests and | Because you changed the track, | the face represents the location of the | it will continue eastward into | dungeon boss. | the other room. Upon stopping, O-------------------------------------------O go back west a screen and open the chest here. Inside are some Bombs; very, very useful explosives, no doubt. Head back a screen to the room where the mine cart O-------------------------------------------O stopped. Climb onto the ledge | BOMB | and walk a bit to the right. O-------------------------------------------O Get off the ledge and dash | Put a Bomb down and it will explode | past the spinning blade. It's | after a few seconds. You can pick up and | easy to outrun it. | throw a Bomb by using the same button | | you used to throw the Bomb. | Step on the switch you see to O-------------------------------------------O make a chest appear. It contains another Small Key. Run back past the spinning blade and get onto the ledge again. Head west and you should find a cracked wall. Place a Bomb in front of it and wait for it to blow. An opening will be formed. Awesome! Proceed through it and navigate the block-path. Use the niches along the way to avoid the trap blades. Wait for them to extend and then run past them while they return to their original positions. As you can see, this is a very perilous room. Don't fret if you lose a heart. Do your best to avoid them and then open the locked door to meet the mini-boss of the Gnarled Root Dungeon. Mini-Boss : Twin Minotaurs ~ =------------------------= The Twin Minotaurs deserve the award for "Easiest Mini-Boss" in Oracle of Seasons. The two of them will basically run out throwing their boomerang. Do not stand in-between them to avoid getting hit by it. That's basically their only attack. Chase after one of them and hit him as many times as possible. Once you kill one, the other also disappears. Pick up the fairy that appears after defeating them. A warp will appear in the center. It will always lead you back to the dungeon entrance, so retracing your steps won't be as difficult. Anyway, head west but WATCH OUT for the trap blades just outside the door! In order to access the staircase, you have to push the left-most block upwards (you cannot move any other block). Go ahead and descend it to enter a side-scrolling area. You will need to get used to navigating both viewpoints. Climb down the ladder and up the other one. At the end is a Seed Satchel, the treasure of this dungeon. At O-------------------------------------------O the moment, you only have 20 | SEED SATCHEL | Ember Seeds, but you can pick O-------------------------------------------O up different kinds later (read | The Seed Satchel can carry seeds that | the description to the left). | you have. There are five kind of seeds: | | Ember; These will light torches and burn | Backtrack up the ladder and | plants and the like, Scent; Scent Seeds | push the block southeast of | will lure monsters toward you, Pegasus; | the left block down. It's best | Will allow you dash, Gale; using it will | to just use the warp in the | warp you to a seed tree, And Mystery; | mini-boss's lair to get back | well, who knows? Try them on many things | near the entrance. Do just | and see the result. | that to appear in the room O-------------------------------------------O _somewhat_ near the entrance. Use the Ember Seeds and light the two lanterns next to the door. This will subsequently open it. Continue Kill all the Moblins and a chest will appear. Pop it open for the Boss Key! It will allow you to open the door to the boss's lair. Now, head east and then south. In order to open the east door here, you must defeat all four Stalfoses. Upon accomplishing that, proceed into a familiar room. Like before, push the upper-right block to open all the doors. Go east and light the torches by the north door. Be careful of the Stalfoses hanging around. In doing so, the door will open. Continue into the next room. There are some Wall Masters here (big hands). If you accidentally wander into one, it will carry you back to the beginning of the dungeon. Trust me, that is NOT cool. This is a pretty simple block-maze. (## = path, CC = chest w/ ring, BL = boss's lair); BL ############## ######################## ############## CC ###### ########################## ############ ###### ###### #### ###### ########## ###### ## ######################## ###### ######## ## ## ############################ ###### ###### ## ###### #### ############## ## #### ############################ ############## ######################################## ############## ######################################## ############## ## Unlock the boss door with the Boss Key. Enter and prepare to fight the boss of the Gnarled Root Dungeon, Aquamentus. Boss : Aquamentus ~ =---------------= This dragon/unicorn creature has a very weak horn. You will need to hit it repeatedly in order to defeat it. You can easily end this fight within a few seconds by slashing it continuously without waiting for Aquamentus to counter-attack. Be careful of the small energy balls that it releases from its horn. You can tell when it's about to use that attack, as the horn will flash red. Also, Aquamentus can charge you with a horn attack. However, if you're quick enough, you probably won't even see that move. A few strikes to its horn will put it down for the count. After killing Aquamentus, you will receive a heart container, of which increases your lifeforce. If you proceed east into the next room, you will reach the first essence, the great Fertile Soil! After leaving, the Maku Tree will contact you. He'll tell you one of his visions of seeing the Temple of Seasons in a strange land. ------------------------------------------------------------------------------- 5.2. Snake's Remains [5200] ------------------------------------------------------------------------------- Return to Horon Village. There's some stuff to do and pick up back here. Head over to the clock shop and go east a screen. You should notice a Heart Piece on the ledge behind a tree. Burn the small tree using an Ember Seed and pick it up. If you haven't already, go ahead and pick up a Wooden Shield (from the shop) as well. If you talk to the mayor in his manor (northeast corner), you will be given your first Gasha Seed. Now, head southeast and find a red-roofed house with a pond and chest near it. Enter it and use one of your Ember Seeds to light Mr. Left's lantern. He'll be happy that he can read again (Yay?) and give you a Cuccodex. You will notice that he has a cracked wall. If you bomb it, you can access the pond by his house. However, you don't have the item necessary to swim. Ignore it for now and leave. Now, head over to North Horon. Search in the area northeast of the Gnarled Root Dungeon until you locate a house. This is Talon & Malon's House. Talk to the girl inside, and she'll ask if you'll give her your Cuccodex. Hand it over and you will receive a Lon Lon Egg. The next step of this "trading process" is a meeting with Maple the witch's apprentice. If you haven't met her already, you'll know when she appears as you'll see her shadow flying around. Let her bump into you, and you can trade the Lon Lon Egg for a Ghastly Doll. She will appear randomly after you defeat 30 monsters. You've probably already run into her after leaving the Gnarled Root Dungeon. That's all the trading for now. Return to Horon Village and make your way to the entrance of the Maku Tree. Then head south to find two small trees. Walk up to them, and you will be stopped by a man. He's a wondering prophet who calls himself Sokra. He'll basically tell you what was already told about the four seasons in disarray and the like. Anyway, when Sokra finishes with that, he'll go back to *sleeping*. Well, burn down the trees so you can continue onwards. Welcome to the Eastern Suburbs. From the get-go, make your way north past a guy by a windmill (on a ledge). When you reach some Peahats/Moblins, go east to find a strange creature. She will blabber about something, a temple and a hidden city known as Subrosia. However, she must get there in "secret, without being seen." Oh boy. The objective now is to follow her. However, you have to do is stealthily because if she sees you, she'll run all the way back to the beginning and start over. You need to use cunning to avoid wandering into her gaze. - FIRST AREA: She will walk up to the sign and read it. Then she will look around and walk around the lower tree; looks around again. Then walks up; looks around again, and then leaves. Follow! - SECOND AREA: She will walk halfway around the left-most tree; looks around. She walks to the bottom of the screen and looks around. Then to the right portion of the screen; looks around. Walks back down; looks around. Walks up as if to leave, but looks around one last time. Then leaves. Continue! - THIRD AREA: Walks to the middle-left portion of the area. Looks around. Then walks by the lower tree and toward the pond. She will look around again. Walks up and over the pond to the sign, then looks around. Then will walk over to the exit, looking around one final time. Suddenly, she'll re-appear! Wait for her to be gone for good, and follow. That wasn't that hard. Anyway, on this final screen, the Subrosian will stand on top of a bush and disappear! Cut it away to reveal a warp portal. Step into it and you will be sent to Subrosia. Creepy place, no? Some Subrosians will tell you that a Temple has fallen into the East Plaza. More on that later. For now, you will want to get the Boomerang. From the entrance portal, head down the left staircase. Follow the path until you reach some Subrosians bathing in lava. Since you can't hop over the gap, go south and descend the staircase instead. This is the Subrosian Dance Hall. Talk to the one in red garments and he'll ask if you'd like to dance with them. Of course, he'll provide instructions. Basically, you have to copy exactly what he does. Different notes mean different moves. On "doo," step right. On "dah," step left. On "dee," hold a pose. It's not all that difficult. Listen carefully to the sounds, as they will tell you what to do. Survive for a few rounds to win. For being the best dancer, your reward is a Boomerang. Yeah yeah, it's all awesome stuff here. If you hadn't noticed already, the currency of Subrosia is not rupees, but ore chunks. O-------------------------------------------O If you want to get some, play | BOOMERANG | the Dancing Hall some more to O-------------------------------------------O start rolling in the cash. | The Boomerang, when thrown, works by | | stunning enemies right in their tracks. | Now, about that "temple" that | This projectile will come right back to | supposedly fell into the East | when thrown. | Plaza. Return to the two set O-------------------------------------------O of stairs side-by-side (right by the entrance). Descend the set on the right this time. Head all the way south to reach the Subrosia Village. Obviously, the East Plaza should be to the EAST! Make your way to the southeast end of the village and head down the small steps. Follow the stone path east to reach the great Temple of Seasons. A voice will speak to you as you're about to enter. The four spirits of the Temple of Seasons will tell you to come to them. Head up to the center of the temple and enter. Stand on the pedestal and you will be presented with the Rod of Seasons! O-------------------------------------------O In order to use it though, you | ROD OF SEASONS | must obviously collect the O-------------------------------------------O season spirits. Leave the | The Rod of Seasons gives you the power | building and head to the tower | to literally change the seasons. Through | at the lower-right corner. | the game, you will be given the powers | Enter it and hit the switch | to change the seasons into different | across the gap with the | seasons. The first you will receive is | Boomerang. A small bridge will | the Spirit of Winter, and so on. | appear; thus, allowing you to O-------------------------------------------O proceed. Head up the steps and meet the spirit of winter. The fairy will give the Rod of Seasons the power of winter. Using it will change the season to winter, wherever you go (with a tree stump to stand upon). For now, this is the only season you can access. Not to worry, as the others will eventually become available. Return to the entrance and the Maku Tree will contact you. He senses an essence in the woods to the east. With the Rod of Seasons, you will have new powers to help you break through. Before leaving Subrosia, you could still explore the area, get some ore chunks, or have some fun with the Dancing Hall. When you're done, just leave the same way you came in. You can always return back here whenever you feel like it. Head east to meet the sleepy Sokra once again. He'll tell you how to use the Rod of Seasons (stand atop tree stumps) and leave. Interesting. Anyway, head south and back to the Eastern Suburbs. Make your way to the southeast corner, where you will find a tree stump. From here, head north and up to the ledge. The snow here will create a makeshift bridge across the two ledges. Cross it and follow the path to find a cave. Inside is a Heart Piece. Now, make your way back off the ledge and head northward to the area where you just met Sokra. Assuming that it's still winter, the pond next to the tree stump that Sokra mentioned previously will be frozen. Cross it and head east. When you're on the other side, head north a few screens by some monsters. You will soon reach another tree stump. Go east from here, and you will notice that the season is completely different! First, blow up the cracked cave door on the wall. It will create an opening. Enter and head over to the northeast corner to find a chest. Pop it open for a nice 30 rupees. Leave the cave and go east one screen. See the tree stump by the other cave? Get on top and use the Rod of Seasons (Winter) again. Climb onto the ledge. Continue and drop onto the snow by the house. Then hop into the chimney. Because you are not Santa, she will _order_ you to clear the snow from the front of her house. But you get to keep the Shovel when you're done. Nice! Leave her house and do just as O-------------------------------------------O she says. Well, you kind of | SHOVEL | have to, because there's no O-------------------------------------------O other way to get out. From | With the Shovel, you can easily move | here, just go south until you | clods of dirt and that originally | find a Heart Piece across some | blocked your path out of the way. | water. It's inaccessible at the O-------------------------------------------O moment because you don't have an item that can move that rock out of the way with or swim across the water. So bypass it and just head westward. There's another stump here. You know what to do. Hop on and swing the Rod of Seasons. Now that the trees have lost their leaves, you can proceed. As you can see, changing seasons will become imperative to your quest. You will come to two different paths. Take the path on the right, dig the snow out of the way with the Shovel, and continue east to find a Mystery Seed Tree. Slash them down and advance. As you can see, there's another chest on the ledge, but without any method of picking up those rocks, you can't obtain it. Go west to find the entrance to the Snake's Remains. __________________________ ---=| Snake's Remains |=--- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The first room is pretty dark. You should still be able to see though. Head west and walk forward a bit to activate the trap blades. Step back quickly to avoid them. Watch out for any Blobs popping out of the ground. Make your way to the chest to the left. Open it for 5 rupees and go north. There are about three or four Snakes hanging around. Kill them all to make a Small Key appear in the middle. Pick it up and return to the entrance room. Now to do something about those lanterns. Use Ember Seeds to light both of them. This will open the shut door. Proceed through to reach a room with a "+"-shaped block formation in the middle. Watch out for the fireball-spitting lanterns. From there, go east to find a room bearing some Snakes. Dispose of them. Push the middle-right block one square east to fix it up. You can pick up a Compass from the chest that appears. Return to the last room and continue north. There are a few enemies here; kill them off. Use your sword to inspect the piece of wall that the "arrow" is pointing to. You will hear a hollow sound. This means that the wall is "bomb"-able. Place a Bomb to blow open a hole. Now that's a _LOT_ of rupees. There's no point in letting this opportunity pass, so collect them all. When you're done rolling in the cash, return to the last room and unlock the north door. Proceed. Here's a new monster. Hardhat Beetles cannot be defeated with a sword, so just push them into the two holes. Once both are taken care of, the west door will open. To get by this room, you have to kill all the Moblins on the other side of the gap. Since you have no means of getting to the other side, you'll need to use Bombs. First, use your Boomerang to stun one. Then throw a Bomb over to defeat it. If you check the regenerating bushes above and below you, you can pick up some Bombs. Your reward for finishing them off is a chest containing the Power Bracelet. Rocks, O-------------------------------------------O pots, and the like won't stop | POWER BRACELET | you anymore. O-------------------------------------------O | With the Power Bracelet, you can pick up | Return to the last room and | and pushheavy pots and the like. Just | throw away the pots that | have it equipped and use it. The Power | surround the chest. Open that | Bracelet can be upgraded later. | one for a Dungeon Map. Upon O-------------------------------------------O collecting that, go south and east. Watch out for the Snakes that fall from the ceiling. Kill the monsters here. In order to open the east door, you have to push the right-most block to the right. There's nothing too difficult 'bout that. You have some bigass trap blades in this room. Luckily, they don't jump out at you when you pass. Instead, they move on their own. Avoid them both and open the chest by the entrance for a Small Key. There's an opening leading south at the lower-right corner. Take that path to find yourself by some big, blue thingamajigs. You can push these things using the Power Bracelet. Push the first one down so you can continue. Then push the next one to reach the staircase. Well what do you know? You're back outside! You can open the nearby chest for a Gasha Seed. Then head west and down the steps to re-enter the dungeon. If you want some Bombs, you can talk to the Deku Shrub in this room (by the northwest corner). It's 10 Bombs for 30 rupees. Anyway, cut away the bushes surrounding the following doorway. Get your Bombs ready and quickly blow away all the cracked blocks in your path. You want to get to the chest in the middle as quickly as possible. The chest will disappear after a set amount of time. If you dawdle, you won't make it. When you reach it, pick up the Small Key. Make your way back through the previous room. Then take the staircase to appear back outside. Take the other staircase that leads to the room below the giant trap blades. Push the rollers out of the way again and go north to return to that room. From there, go east to find a line of blocks. Destroy the cracked blocks in the middle so you can continue. Then descend the steps into a side-scrolling area. Walk forward a little bit to reach a Thwomp. Walk near it (without getting under it!) to make him fall. Quickly get on top of it and jump off to the left. The four Mini-Thwomps in the next area are easy to get by. Just walk under them to the other side. They will drop, but apparently, you are too fast for them. Climb the ladder at the end to appear by some more rollers. Push the upper one to the right and continue. If you want, you can open the chest for 10 rupees (Hey, at least it's better than 5!). Head east to find some more rollers. Try not to step on the cracked floors though. They will break and you can fall right through. Push the first roller to the right and walk down. Move the next one out of the way as well. Pick up the pots to clear the path and proceed south through the locked door. Meet Facade...! Mini-Boss : Facade ~ =----------------= Facade is basically a gigantic face in the ground. The only way to hurt him is with Bombs. Wait for his face to appear, place a Bomb on top, and quickly run off. When it blows, Facade will get hurt. You will only affect him when his face appears though. Time your Bombs right, and get them to explode at the right time. Facade has a few attacks. They can include: 1) spitting fireballs; 2) releasing a bunch of spiders; 3) creating random holes in the floor. If you need more Bombs, you can get them by killing the spiders he throws out. A few hits will do the trick for Facade. Once that's over with, you can proceed eastward. There's nothing particularly interesting in this room except for a cracked wall in the second of the bottom niches. If you want, you can blow it up, but don't head that way yet. Instead, head a screen east. Unlock the locked block with your last Small Key. Watch out for the Sparks and Stalfoses hanging around. The Sparks cannot be defeated, so don't try. From here, continue east. This room has a crazy amount of Snakes. I would just stand at the entrance and let them charge at you. Just slash them apart from there. Be careful of the trap blades just outside the entrance. Go south to find a bunch of moving platforms. Ride all four to reach the eastern portion of the room. Head north from there and open the chest for a Boss Key. Remember the cracked wall I told you to ignore before? Well, head back over there and put a hole in the wall (if you didn't already). See those Pols Voices? They cannot be killed with a sword. Solution? Throw some Bombs at them! Do this while avoiding the fireball-spitting torch in the middle. Once they're all gone, the east door opens. Continue to find a spinner. If you step into it, it will put you on the south path. Continue to find yourself by three moving platforms. Cross the gap to find yourself outside the boss's lair. Move the pots away from the entrance. The way is now clear... Boss : Dodongo ~ =------------= The Dodongo is a crazy guy. He likes to gore his victims with that big horn of his. As you can probably tell, he moves very slowly too. Keep an eye on his mouth. When he opens it, quickly throw a Bomb in. It will stun him. This is your cue to pick him up with the Power Bracelet and throw him onto the spikes in the middle. If you didn't throw a Bomb when his mouth was open, you'll eat three gigantic fireballs. If you run out of Bombs, you can cut down the bushes at the corners of the room to get some. Bam! Glad that's over. Pick up the heart container and go south. The second essence is waiting on the pedestal. The Gift of Time is now yours... Afterwards, the Maku Tree will contact you again. Something is going on down by the Spool Swamp. What could it possibly be? ------------------------------------------------------------------------------- 5.3. Poison Moth's Lair [5300] ------------------------------------------------------------------------------- Now outside of the Snake's Remains, lift up the rock near you. Continue past it to reach an autumn-ish area. From here, go north a screen to find a tree stump. Stand on top of it and change the season to winter (Rod of Seasons). Once that's done, you can pick up that Heart Piece behind the rock a few screens back. Anyway, from the stump northwest of the Snake's Remains, go south two screens and head west across the frozen pond to reach an area you've been to before. If you read the sign, it will tell you that Horon Village is to the south. Make your way through the Eastern Suburbs and into the village itself. There is nothing new here, so just head to the north exit. Head over to the bridge by the Gnarled Root Dungeon. There are two rocks blocking any further progress north. Lift them out of the way and continue along. Watch out for the Buzz Blobs. Don't hit them, or else you'll be struck with a shocking attack. You will find a Scent Seed Tree a bit further to the north. Take them and advance. The sign here will tell you that Blaino's Gym is to the south. Move in said direction to reach it. Enter to find the boxing penguin in all his glory. Talk to him, and he will offer to fight you for something. This is nothing incredibly difficult. Just keep hitting him with punches to push him out of the ring. Your reward for the first time around are Ricky's Gloves. If you want, you can keep playing for some extra rupees. When you're done fooling around, leave the gym and head north, west, and south. Watch out for the Buzz Blobs again and proceed westward. Follow the path until you reach a wooden bridge over some water. Cross it to the other side. Go west and north to find Ricky the Kangaroo (Assuming you didn't buy the Flute. If you did, it will be a different animal). He would say that he could give you a ride to Spool Swamp, but he's missing his gloves. What a coincidence, we have his gloves right with us. He'll give you Ricky's Flute and offer you a ride to O-------------------------------------------O Spool Swamp. Ricky will | RICKY'S FLUTE | automatically jump over gaps O-------------------------------------------O and ledges. Use the A Button | If you use Ricky's Flute, he will appear | to punch. | to help you. | O-------------------------------------------O From there, go south until you reach a line of holes. In case you forgot, Ricky'll remind you that he's very capable of jumping over these. Repeat this process with the next line of pits too. Go south until you hit a fork. Take the path on the left. Ignore the steps on the next screen and head west to find a house. Get off of Ricky and enter. Talk to the woman inside, and she'll immediately notice your Ghastly Doll. Since it's so hot, she wants it because it sends chills down her spine (???). Whatever. Just give it to her and you will receive an Iron Pot in return. Leave her and house and get back on Ricky. Proceed and you'll be stopped by a ledge. Hoewver, your animal buddy can hop over right over it. Let him do that to get on top and continue. Watch out for the various Crows hanging out in the trees. Reading the sign will tell you that the Spool Swamp is further to the west. Continue in said direction to hit a Pegasus Seed Tree. Be sure to cut some down. These seeds will allow you to run REALLY fast for a short period of time. Hop down the path until you reach a cliff wall. Go one screen east to find another house. Get off of Ricky and enter it. It seems the man inside lost the key to enter the swamp. Hit the lever at the lower-right corner to make the Floodgate Key appear. Head back outside and take the staircase to the right of the house. You need to step on the switch nearby. But as soon as the bridge forms, use a Pegasus Seed to run past the bridge before it retracts. The added speed will allow you to outrun the bridge before it goes back. The staircase at the end is past some blocks and rocks (RR = rock, SS = staircase); 1) RR ## Push the right-most boulder RR upwards. The push the second- ## ## ## to-right boulder down. SS ##RR## ## ## 2) RR ## Lift the bottom-most rock RR## (the one right next to you) ## ## out of the way. Then push SS ##RR the southwest block to the ## #### left. Lastly, move the block above you upwards. 3) RR ## Now that the path's clear, go RR## ahead and ascend the stair- ###### case. SS ## #### Try not to fall into the dark water. From the start, you can see the other staircase across the water. However, you can't swim through it. Make your way around the room to reach it. Note that you'll have to lift some rocks out of the way as well. Be careful of the moving bushes in this next room. Slash them with your sword to get rid of them. Ascend the next staircase to find yourself back outside. Head south and east to find Sokra again. Yes, he's dozing off of course. Speak with him and he'll tell you to return to the Temple of Seasons. Another power is waiting for you there. Don't go there yet though. South of Sokra is the floodgate. Make your way around the trees again and use the Floodgate Key to drain all of the water from Spool Swamp. Return to where Sokra was, and drop off the ledge. (Assuming you didn't get the Flute from the shop or win it from Subrosia, you will need Ricky for this next area. If you did, then the animal that will help you will be different.) From there, go south until you hit some land. Watch out for the Tektites in the water. Climb back onto land and go west a screen. Call Ricky using Ricky's Flute, and he'll appear to help out. Use him to jump up the big ledge on the same screen. Follow this path to reach two pits. Hold down the A Button to charge Ricky's tornado punch. Release it to destroy both of them. Afterwards, hop over the pits and proceed. Be very careful not to stray onto the leaf pile. There are some holes hidden underneath them that you can fall through. Also beware of the Leever. Go north, lift the rock out of the way, and step into the warp. You will reach the fiery lands of Subrosia again. You appear right by a raging volcano. You sure don't want to get by the flying fireballs coming out of it. Go southwest to reach the sandy beaches of Subrosia. Now, whip out the Shovel and start diggin'. You want to find a Star-Shaped Ore Piece that we'll trade off later. This is well worth your time, as you'll probably get rich in ore pieces as well. Be careful when digging though. You might unearth a monster in the process. When you finally pick it up, get back to the village. You will find the market to the southeastern-ish portion of the village. It's basically a red building shaped a lot like a Subrosian. Here, you will notice some interesting items. You can pick up some ore chunks, Pegasus Seeds, etc. You will notice the three "peaches" as well. They're basically upside-down hearts (hahahaha). The Rare Peach Stone is a Heart Piece. You can buy it for 20 ore chunks and 10 Ember Seeds. All of that other stuff is optional. What you need is the Ribbon. Give the trader a Star-Shaped Ore Piece to get it. Go ahead and leave the market when you're done. Go back to the Subrosian Seaside and work your way to the lower- right corner. You will meet the same Subrosian that led you to this world in the first place. Give her your Ribbon, and she'll go on a date with you. Why don't you go check out that temple? Return to the village and head north from the market. There's a keyhole here on this side of the rock. Use Rosa's amazing key to unlock it. Without Rosa's key, the Subrosian world would be split. Now that you've unlocked the two doors, you can pass freely between them. Upon exiting the cave, you should have no trouble finding your way to the Temple of Seasons. Go over to the northwest corner and have Rosa unlock the door leading into this part of the temple. Oof, that's a lot of rocks to lift. Get them out of the way and climb the staircase at the north end. Advance up the staircases until you reach the Spirit of Summer. You will be granted the great Spirit of Summer. Your Rod of Seasons now has the ability to change the season into summer. It's still the same drill; climb onto a tree stump and swing it to change. In order to return to the Spool Swamp, you have to step into the SOUTH warp. That's the warp that you just took from the Spool Swamp. The other one will lead you somewhere completely different. When you get back, Ricky should still be there waiting for you. Get back on and return the same way you came here. Once again, you will need the tornado punch to clear the two bushes by the holes. Jump off the high ledge and return to the floodgate. Get over to the northwest corner of the swamp to find the entrance to the Poison Moth's Lair. ... There's a problem though. The entrance is up there, and even Ricky can't jump that high. But you don't think we acquired the Spirit of Summer for nothing, did you? South of the entrance is a tree stump. Stand on top of it and change the season to summer. You will notice that the season first changes to winter. Swing it again to switch it to summer. If you check the entrance again, you'll see that vines have grown up to it. Climb them and enter the third dungeon. __________________________ ---=| Poison Moth's Lair |=--- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Hopefully, you can get by this first room effortlessly... Just walk up. Here, let the Spiked Beetles run into you with your shield equipped. Assuming they bump into the shield, they will flip over. This is their vulnerable state. Quickly slash them apart with the sword to open the north door. Simply go up into the next room. Watch out for the Mini Moldorms here. Use the sword to kill them. Once they're taken care of, continue eastward. Some more Spiked Beetles will attempt to take you down. You can kill them if you'd like. The same shield strategy applies though. Soon enough, you will come to a room with a moving platform. However, you can't reach it yet. Go east one more screen. Equip your Power Bracelet (along with your sword to fend off the crazy amount of Wall Masters lurking in here) and "lift" your way to the switch at the south end. Because it won't stay down, you need an object to keep it pressed. Push (do not pick up) one of the pots nearby onto the switch. The southern door will stay open for now. Proceed. Some orange monsters appear in this room. They might confuse you at first, but all they really do is mimic your every move. They won't even ATTEMPT to attack you unless you walk into them. Do whatever you'd like with them and head west. Don't bother with the switch for now, and go south. Here, push the blue rollers (with the Power Bracelet), so you can reach the chest at the end. Be careful of the cracks in the floor. Open the chest for a Small Key and return to the staircase in the room with the Mimics. Head up the staircase and defeat the Pols Voices by throwing pots at them. To _escape_ from this little area, push the block at the upper-right corner upwards. Then go north to find two Mini Moldorms. Defeat both of 'em to make a chest appear. Don't open it yet though. First, put a Bomb at the north wall section by the weird tiles. It will blow open a passageway! The Dungeon Map is inside the chest. Now you can open the chest in the previous room to replenish your Bomb supply. Return to the staircase and push the block just left of the upper-right block down. In order to proceed to the west, you have to push the blocks out of the way obviously; 1) Push the third block from the bottom one square left. 2) Push the block below that down. Now head west. In order to crack open the door, you have to re-arrange the bottom set of statues so it looks like the upper set. This is nothing _IMPOSSIBLY_ difficult, but it can be a bit challenging. (P = purple, R = red); 1) Begin by pushing the second P P R R P R statue from the left (purple) one square. Do the same with the the third statue from the right (red). 2) Push the upper red statue in the P R P R middle to the right. Then push the P R red statue below it to the right as well. 3) Now move the right-most red P R P R statue down one square. Push the P R left-most red statue down. 4) Push the right-most purple statue P P two squares to the left and one P R R R square down. Push the left-most statue one square down. 5) That's it for that puzzle. Head P P P R R R through the opened door. There are some Peahats in this next room. I found it best to just ignore them. There's nowhere else to go but west, so proceed in that direction. Kill some Mini-Moldorms while you're at it, and head west again. Now, begin moving north. Push the Hardhat Beetle into the pits and unlock the door to the north. In this dangerous room, you have a trap blade in the middle along with four Mimics you must kill. The easiest way I found was simply standing in the middle, where the floor doesn't move. From there, I just swung my sword repeatedly at the Mimics spinning around. Once the four are dead, a chest appears in the middle. The very, very, very, very, very useful Roc's O-------------------------------------------O Feather is inside. Equip it | ROC'S FEATHER | if you want and return to the O-------------------------------------------O last room. See the moving | The Roc's Feather allows Link to stay in | platform to your left? Wait | the air for a bit. Use it and you can | for it to get close to your | hop over enemies and obstacles. | area, and use the Roc's Feather O-------------------------------------------O to jump on. Let it carry you to the other side, and fall into the hole to the left. Assuming you did it right, you will fall by a staircase and a somewhat watery room. Descend the staircase to appear in a side-scrolling area. Drop off the ladder onto the small platforms. Try not to fall onto the moving platform below, or even worse, the spikes! Hope across these platforms until you come to some moving platforms. At the moment, you should see two of them. There's one more below the middle one. If you land on it, you'll have to backtrack to the entrance of this area. Jump onto the middle one. From there, jump onto the platform to the right. Climb the small ladder, and then hop onto the top moving platform. Use the set of ladders at the top to make your way to the ladder leading outta here. Yes, that blue thing is a trampoline. Jump onto it and you will appear on the second floor. Make sure you press down on the control pad or else you will fall through the same hole. Pick up the Compass from the chest here. You can observe another hole southeast of the chest, past the blocks. Drop back down the same hole you came from, and move the trampoline to the other purple tile. Jump back on, while holding up on the control pad, to appear on the other side of the blocks. Go east into the next room. Watch out for the spikes, and push the first roller as far right as possible. Then equip the Roc's Feather and jump over the spikes above you. You have to be quick with that, or else the roller will push you back. With the next one, move it all the way to the right, and jump over the spikes below you. Push the following roller (the east one) all the way right. Duck into the little niche above it and wait for it to pass back to its original position. With that done, you can continue east into the next room. Descend the staircase at the end. First, you have to move the trampoline onto the orange tile. Try not to get it stuck though. Once it is in position, you can hop on. Open the chest at the top for a Small Key. Now, drop back down and head down the following staircase by the orange tile. In order to get onto the moving platforms, the Pegasus Seeds are required. By using one and running, you can double the jump! After getting by both platforms, you will come across two Thwomps. Jump on top of the first one. It will rise after hitting the ground. When it's possible to make the jump left, do so. Repeat this process with the next Thwomp and climb the ladder. Step onto the moving platform, and jump at the end to get past the gap. From here, head east. You've been here before, so you should know what to do. Put a pot on the switch to open the south door. Head south and deal with the Mimics. Now head west a screen to find a switch by a collection of brown-ish tiles. If you step on the switch, the floor will fall. It's impossible to get by even with Pegasus Seeds. However, by simply jumping OVER the switch, you won't be hindered by the falling floor. Unlock the door at the end using your last Small Key. At last, you will fight the Poison Moth's Lair's mini-boss. Mini-Boss : Clamareye ~ =-------------------= All you need for this fight is the Power Bracelet and the sword. Clamareye consists of three squid-like creatures. They will pop out of three out of the 10 holes in the ground. When one rears its ugly head, pick it out with the Power Bracelet and throw it somewhere. While it's flopping around, deals as much damage to it as possible before it dives back in. A few slashes to all three will be enough for them. Watch out for the fireballs that they release when they appear. Apart from that, you have nothing to worry about. A staircase will appear the lower-right corner. You know what to do with it. Head west and go up the small steps. You will notice a little piece of floor sticking out here. If you walk onto it, Link will automatically hop across it. This one leads to the boss's lair, but you don't have a Boss Key. Proceed westward to find another piece of floor just jutting out. Hop over it and jump down the hole at the very end. See the chest to your right? That's the Boss Key. Push the fourth block on the left block wall in. It will fall into the pit, allowing you to reach the chest. Jump over it and pop it open for the Boss Key. Now head over to the south end of the room and push the block that's sticking out. Jump off the ledge, and you will return to the second room from the entrance. There's no need to kill the Spiked Beetles. Just head south and step into the warp back to the mini-boss room. Climb the steps at the lower-right corner and make your way west. Head up onto the ledge and jump over the piece of floor that's jutting out. This will finally lead you to the boss's lair. Enter at your own risk. Boss : Mothula ~ =------------= This is a simple, yet somewhat difficult fight. Mothula is a giant moth who flies around the room and releases tiny moths at you. It has two distinctive ways of attacking you. One is just flying around the room, shooting off fireballs at you. I found it best to just stay on the two middle platforms. Attempting to stop Mothula when it's attacking like this is suicidal. Wait until it stops for a moment (it will land on one of the two middle platforms). This is the time to strike. Deal as much damage as possible, while Mothula releases tiny moths. That's pretty much the layout of this fight. Mothula will alternate between the two. You know what to do now. Pick up the heart container and take the staircase that subsequently appears. The great Bright Sun is your reward. The clue you receive is a waterfall north of the great Sunken City. ------------------------------------------------------------------------------- 5.4. Dancing Dragon Dungeon [5400] ------------------------------------------------------------------------------- Jump off the ledge and find Ricky again. Hop back on and climb the steps east of the Poison Moth's Lair. Make your way back to Holodrum Plain. You will pass the Pegasus Seed Tree. Proceed past it and head south at the split. Hop down the big ledge and continue south to reach the lady who traded the Iron Pot for your Ghastly Doll. From there, go east and north (you'll need to hop over some pits). After getting over two lines of holes, head east past a wooden bridge. You will need to get off of Ricky at this point. Not to worry though, as you will get him back in a little bit. After clearing the bridge, you should find a hole with a tree trunk behind it. Jump over the hole using the Roc's Feather and "enter" the trunk. The following area is Natzu Prairies. You can hit the red switch to extend the bridge. Don't cross it though. Instead, head north and up the steps. Call Ricky via Ricky's Flute to have him appear. Get in his pouch and jump up the ledge. Defeat the Like Likes and proceed east. Get rid of the bushes and watch out for any monsters. Soon, you will reach another ledge. Jump down and go south. There are three pits, along with three bushes. Use Ricky's special tornado punch to safely clear the bushes. Afterwards, jump over the pits and continue. Jump up the ledge at the end. Simply follow this linear path, while getting rid of enemies in your way and bushes. Soon enough, you will reach another ledge. Hop down and go north. Follow the path until you reach the Great Moblin! Ignore him, and head east to reach the Sunken City. And guess what. It really is _sunken_. Ricky will leave because it smells like medicine (???). The deep water cannot be traversed, so you will have to jump over the water to get to the shallow part. From here, head south along the shallow path. Follow it to the end, where you will find a Gale Seed Tree. These seeds are very useful, allowing you to warp to any previously visited Seed Tree. Backtrack along the shallow water, and you should find a strange creature being teased by some kids. Talk to one of them, and he'll ask if you have any Bombs. Give the kids your Bombs (imagine if this were real life), and they'll run off. Talk to the creature, and he'll introduce himself as Dimitri. Since he can swim up waterfalls, you'll need his help. Make your way to the north-center area of the city, where a waterfall is raging. Dimitri can swim up these effortlessly. Repeat this process with the following waterfall on the left. Inside this cave, get back onto dry land and hop off of Dimitri. Cross the wooden bridge to find four statues. You have to hit all four within a split second of each other. Since that isn't possible right now, you'll have to re-arrange them. First, push the upper-left statue one square up and right. Then push the lower-right statue one square right. Finally, push the lower-left statue two squares right, and one square up. Stand in the middle of the four and charge up a spinning attack (hold the sword button down to charge). Release, and you will hit all four statues. A staircase will form to the right. You can reach it by using the Roc's Feather, obviously. Open the chest for the Master's Plaque. Hop off the ledge and get back on Dimitri. Exit the cave and swim back down the waterfall. Now, head up the waterfall to the right. Open the chest to your left to find 50 rupees. To the right is the great Master Diver. Since you already have the Master's Plaque, he'll reward you with the Zora's Flippers. Now you can swim by yourself, O-------------------------------------------O without the help of Dimitri. | ZORA'S FLIPPERS | O-------------------------------------------O Take Dimitri back to the | The Zora's Flippers are automatically | Sunken City, and go east to | equipped so there's no need to assign it | find a house on a ledge. This | to a button. Use the B Button to dive. | is Ingo's House. Remember it | That's really all you need to know. | well. Anyway, jump into the O-------------------------------------------O water east of his house and look amongst the rocks for a diving spot. Press the B Button to dive. Repeat until you actually go underwater. Interesting. Make your way through this underwater area. Watch out for the Cheep Cheeps too. At the end, you will emmerge in Mt. Cucco (which directly translates to Mt. Chicken). Climb up the vines nearby to get onto the ledge. Head north to find a Heart Piece on a ledge. As you can see, you can't reach it yet. From there, go east a few screens to find the winged bear, Moosh. There's nothing you can do about him, so ignore him. Head north and up the stairs. Drop off the ledge to find another warp into Subrosia. From the warp in Subrosia, jump north over the lava. Two goons will appear and cause you to drop the Roc's Feather. They'll run off with it, and trade you Fool's Ore for it. Oof, you better get that back. Head west one screen and enter the house to find the two Subrosians. They want to bury the treasure... for some reason. Follow them, and you will have to avoid getting caught. This is similar to the Rosa scenario earlier in the game. - FIRST AREA: Subrosians #1 and #2 will inspect the upper-left corner of the area. Both will run to the house that you came from, and then run to the south end of the first area. Follow. - SECOND AREA: Subrosians #1 and #2 will split up. One will move the left- most tree, the other will stick by the middle tree. They'll meet up again in the middle, then split up again. The blue Subrosian (#1) will make his way around the middle tree while the red Subrosian (#2) sticks back. Finally, he runs toward the exit, making one last look around before leaving. - THIRD AREA: Subrosians #1 and #2 are in the middle. #1 will move to the left side of the screen. #2 does the same. #2 will leave the area, and #1 walks around the pile of four rocks. Before he leaves, he'll look around one last time. - FOURTH AREA: Subrosians #1 and #2 walk south along the left wall. #2 stays at the lower-left corner, #1 walks up and leaves. #2 will stick around and look around the right side of the area; then leaves. - FIFTH AREA: Subrosians #1 and #2 will walk down along the right side of the area. Both of them will go left along the south end. #2 will walk halfway up, while #1 walks all the way up. Then #2 goes right, #1 leaves, #2 subsequently leaves. - SIXTH AREA: Subrosians #1 and #2 start at the upper-right corner and upper- left corner, respectively. Both will move down and meet in the middle. Then will head south and stop. Both will split up and meet in the middle again. Follow. Finally, you will find the area where the two buried your feather. Dig it up to get it back. Sadly, you don't get to keep the Fool's Ore. It would have been so great scamming another Subrosian out of their loot! Now you can backtrack to the warp that you came from. Go east and jump over the lava. Descend the staircase to reach a side-scrolling area. You have to jump onto the moving platforms without falling into the lava, obviously. It's not at all difficult to make it to the end. You have two ladders at the end; one goes up, the other goes down. You can find a Gasha Seed by taking the latter ladder (Get it? Haha, funny!). When you're done, climb up the other ladder to reach the Temple of Seasons again, and the Tower of Spring. There is a lot of lava in the first room, but there's nothing your Roc's Feather can't handle. Work your way to the end to receive the Spirit of Spring!! Backtrack through the side-scrolling area and return to the main portion of Subrosia. Leave this portion of Subrosia by stepping into the same vortex you came from. If you have the Iron Pot (assuming you used my walkthrough, you should definitely have it), you can now get the Lava Soup. What you want to do is use a Gale Seed to return to Horon Village. From there, make your way north of the Eastern Suburbs to the warp leading to Subrosia (northeast of Horon Village). You will appear the north end of Subrosia. Climb down the first set of stairs and then the next set on the left. Head west and use the Roc's Feather to jump over the gap by the Subrosian Hot Springs. Follow the path and ascend the staircase leading north. When you reach a long, wooden bridge, work your way southward. You should come to a house. This is the Chef's Kitchen. Talk to the frantic cook and he'll ask if you'll hand him your Iron Pot. Do just that, and he'll reward you with a serving of Lava Soup. Now, return to the warp portal and leave Subrosia. Use another Gale Seed to reach the Sunken City. From there, you should easily find your way back to Mt. Cucco. Find your way to the stump one screen below the warp portal here. Change the season to spring (using the Rod of Seasons, obviously). Then head east to find Moosh, who's very sad because he can't reach the Spring Bananas. Of course, Link is here to save the day. Cut away the flowers (they only appear in spring) and go north. Equip the Power Bracelet and pick up the blue cucco (???). You have to be quick here. Tap the A Button as quickly as possible. If you are too slow, you won't get anywhere. You also cannot control the blue cucco's movement. When you're finally up there, head north. Enter the cave here and use the Roc's Feather to jump across the platforms. The stairs you're looking for is at the northwest corner. Head up and chop the Spring Banana from the tree. Hop back down the mountain and find Moosh again. He'll happily eat the Spring Banana and offer you a ride. Tap the A Button to hover. If you hold it, you can charge up for a ground-smashing attack. Head east until you enter a new area (Goron Mountain). You can tell when you enter as the season immediately changes to winter. From the entrance of Goron Mountain, go north to reach a complex array of pits. Use Moosh's hovering ability to get over all of the holes. It can take a few tries, so don't fret if you mess up more often than you'd like. Upon reaching the end, get off of Moosh and pick up the Dragon Key. This is a very important key as it will open the way to the next dungeon. Now, make your way back across the pits to the previous screen. You can get rid of the snow pile-ups using Moosh's ground-smashing attack. Go west until you reach a cave. Enter it to find a bunch of Gorons inhabiting it. Climb up the three staircases (you'll need the Power Bracelet and Roc's Feather) until you find yourself back outside. Climb the staircase to reach the summit... Along with a GIGANTIC Goron. Talk to Biggoron (aptly named, eh?), and he'll ask if you have anything to clear up his cold. Your Lava Soup should definitely do the job. Hand it over, and he'll trade you a Goron Vase. With that collected, backtrack to Mt. Cucco and find the tree stump south of the portal to Subrosia. Head east until you locate a wide flower by a ledge. These flowers only bloom in spring. Get off of Moosh, and step into it. It should spit you up to the ledge. Head up one screen and go east until you find another tree stump. Change the season to winter. Head all the way east to reach a staircase leading up to a higher ledge. Climb on and jump onto the snow buildup nearby. Enter the cave here. Walk up and jump over the gap. Lift the rock out of the way and jump over the next hole. Proceed to the staircase at the west end. You can easily jump the gap here using Pegasus Seeds and the Roc's Feather (but you can always walk around). Climb the following staircase too. You will find another blue cucco on this peak. Pick it up, and tap the A Button as many times as possible. If you don't make it, you'll plummet to the bottom. That's not fun, as you'll have to make your way up again. On the opposide ledge is the keyhole. Place the Dragon Key inside, and the entrance will be revealed. Jump back off the ledge to the left, and change the season to summer (so vines can grow up to the dungeon entrance) using the nearby stump. Before entering the dungeon though, you can drop off the ledge right by the stump to reach the Heart Piece that you saw before. However, it's BEST to just wait until you finish this dungeon before picking it up. __________________________ ---=| Dancing Dragon Dungeon |=--- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The first room is full of water. There's a locked door to the east, and a path to the northwest. Take the latter to enter a green room with some Cloaked Stalfoses. You can push away the blocks to access the chest here. It's not a very worthwhile prize (just 10 Bombs!). When you're done, hop on the mine cart and ride it to the end. Here, examine the east wall for a cracked portion. Bomb it open and proceed to find a bunch of switches and pots. Throw away the leftern-most pot and the center pot. Then push the remaining seven onto seven of the eight switches. Simply step on the final switch to make a Small Key drop from the ceiling. Return to the last room and get back on the mine cart. However, on your way back, make sure you hit the switch to change the track. If you missed it, just get back on the mine cart and take another shot at it. In this room, swim over to the left side and push the single statue onto the switch. It will keep the door open for you. Proceed into the next room. Watch out for the Tektites and push aside the blocks by the staircase. Then head down. You will want to watch out here. Wizzrobes are new enemies that appear and disappear constantly. Be careful around them. Anyway, proceed to the bottom end of the room. There are two exits. Both will lead you to the same room. Here, ignore the staircase at the lower-left corner, and head east. Once again, take caution around the Wizzrobes and Sparks. You'll finally come to a chest. Open it for the Dungeon Map of this level. Return to the last room and descend the previously said staircase. Jump onto the moving platforms to get to the other side. Try not to fall into the spikes, of course. The next screen has some shifting platforms that disappear. The layouts may be confusing, but there's a pretty simple pattern. It goes from phase one to phase three; then repeats. (## = blocks, !! = previous block location); -- Phase One -- ## ## ## ## -- Phase Two -- !! ## ## ## !! !! !!## -- Phase Three -- !! ## ## ## !! !! ## !! After clearing that, go ahead and climb the ladder at the end. The torch will go dim very quickly. You need to use an Ember Seed to light it. Quickly push the block above you (northwest of the lantern) up and make a mad dash right. Jump over the gap and follow the path (jump over another gap) to reach a chest. Open it for a Small Key. Now it's time to return to the dungeon entrance. You need to make your way back to the staircase, but if you don't care about losing a heart, just fall off so you respawn there. Getting through this side-scrolling area shouldn't be too difficult. Jump across the moving platforms again, and climb up the ladder. Back in this Wizzrobe room, backtrack northward and follow the path to the staircase. In order to open the south door, defeat all of the Tektites. The next room holds the mine cart. Jump on, and ignore the switch firsthand. When you stop, get back on, and hit the switch as you pass it. From here, just head south to reach the entrance room. Now, unlock the east door. The spikes are easily avoided by simply jumping over them (Roc's Feather). Don't leave yet though! Bomb the cracked portion on the east wall. Defeat every single monster in this room. The Stalfoses might be somewhat annoying because they jump away from your sword. Stun them with the Boomerang first, and then slash them apart. Alternatively, you can just force them to jump _into_ the water. When everything's dead, push the purple block to form a chest. Snag the Compass, and return to the last room. Go north. Hop into the water and dive as the rollers pass you. Do this to avoid all of them. Head north to find some monsters. Avoid the Like Like so you don't lose your shield. It's kinda needed to kill the Spiked Beetle after all (flip them over with your shield to make them vulnerable). Jump across the cracked platforms, but make sure you DO NOT stay on the floor for too long. When you reach the other side, get on the mine cart. Yee-ha! Another ride. When you stop, you should be in a room with some Stalfoses. Ignore them at the moment, and get back on the mine cart. You should have passed a switch on the way here. Hit it when you pass it to change the track. You will be riding into the west room. To obtain the Small Key, kill the monsters. It will drop into the water though. Jump in and dive in the general vicinity of where it fell. You'll pick it up. Jump back on the mine cart, and ride it to the end. Unlock the locked block to the east, and proceed. Defeat the three Cloaked Stalfoses to form steps up to the ledge. In order to clear the three gaps, you have to use Pegasus Seeds in conjunction with the Roc's Feather. Jump while dashing to get past them. Then descend the staircase. Push the block out of your way and get on yet another mine cart. When you stop, you can pick up a Small Key from the upper- left chest. Head south to find a BUNCH of spikes. You'll have to jump onto the non-spiked floor tiles to get past this area unscathed. Be careful of the Sparks flying around as well. Proceed south to find the Dancing Dragon Dungeon's mini-boss! Mini-Boss : Agahnim ~ =-----------------= Yes, it is Agahnim, ready to kick your butt. Light both torches as the battle begins. You have three different targets. One of them is real, while the others are fake. Distinguish between the fakes by observing the shadow underneath. The real Agahnim has one. He can only be damaged when both torches are lit. Make sure you have the Ember Seeds for the job. All three of them can attack though. Avoid the gigantic energy balls each one sends at you, and hit the _real_ Agahnim. He'll constantly change formations. Keep this up to take him down. Once Agahnim is taken care of, head south into the next room. More mine cart fun awaits. Get on and ride it to the very end. When you stop, go south. Be careful of the Laser Eye fixed in the middle of the room. It cannot be defeated, so just avoid its gaze to avoid getting hit. Unlock the door on the west wall and proceed. You might find it best to kill off as many Keeses before touching the switch. Equip the Pegasus Seeds, and get ready to start running. Push the statue onto the switch and make a mad dash through the blocky area. Don't stand on a cracked tile too long, or else it will fall. But then again, you're supposed to be running through the area, not dawdling! When you're done with that, open the chest for the Slingshot. Jump off the ledge, and go east. Watch out for the Laser Eye again, and O-------------------------------------------O continue northward. | SLINGSHOT | O-------------------------------------------O Jump back on the mine cart and | This awesome tool allows you to shoot | ride it to the end. From here, | seeds. Just select the seed of choice, | head north and into the mini- | aim, and fire! This becomes very useful | boss room and continue past | in taking monsters out from a distance, | the spikey room. Here, get on | or hitting switches and the like. | the mine cart and ready your O-------------------------------------------O Slingshot (Ember Seeds). You will notice some unlit lanterns in the next room. Use the Ember Seeds from your Slingshot to light three of them. You should see a chest appear to the southwest. When you stop, hop back in and ride the mine cart back again. Go south to reach the spikey room again. At the east end is a staircase leading up to the ledge. Climb it, and you'll reach the chest. Pick up the Small Key, and return to the spikes room. Go south past the mini-boss's lair and jump on the mine cart here. Get your Slingshot ready again. Any seeds will do. You will need to hit both switches to change the track. Do that, and your path will change. In this room, head north. Go east from here to reach a room with some pits. You should know how to get across those gaps by now. Use a Pegasus Seed to supercharge your run, and jump using the Roc's Feather. The skinny platform in the middle might cause you some problems. When you land on it, stop for a bit to make sure you don't fall off, and then jump to the next. Upon reaching the end, unlock the block and continue. There's a lot of water in this room. Feel free to kill the Tektites, and dive into the "right" hole of water in the middle. The Boss Key is located here. Head to the previous room, and lift one of the three pots out of the way. Then just jump across this skinny gap (no Pegasus Seeds required). Now, just backtrack to the mine cart again. Ride it all the way back. When you stop, walk a bit to the south to find a trap blade. Push down the third block from the left to "trap" the trap blade. Then use your Slingshot to hit the switch further to the east. Once more, return to the mine cart. Your path will change due to the switch that you just hit. Wizzrobes are tough cookies to kill. Here, you need to defeat all three of them to open the northeast door. I would just charge up a spinning blade attack, and wait for one to appear. When he pops up, release it. Once they're taken care of, continue. Be wary of the Laser Eye in this room as well. Unlock the locked block to the northwest and descend the staircase. Take caution around the Wizzrobes here as well. They're pretty annoying, eh? Use the Slingshot with Ember Seeds to light both lanterns across the gap. The bridge will subsequently extend. You'll find it best to run through this room, without paying attention to any enemies. The exit as toward the northeast. As soon as you get onto this moving platform, it will zip around the room. Now, repeatedly slash your sword in the direction that the platform is moving. This will help keep the Keeses off your back. Get off when you hit the other platform. Unlock the door... Boss : Gohma ~ =----------= So you have your giant spider-thingy with the big claws. First, equip your sword and shield (or optionally, the Roc's Feather). Gohma will drop from the ceiling and begin attacking. Try to hit the claw. When Gohma raises it, put up the shield or get ready to jump away with the Roc's Feather. As long as you keep up your defenses, you cannot be harmed. Attack only when his claw is lowered. If you somehow get caught, Gohma will smash your head a few times on the ground. This deals quite a bit of damage. When his claw falls off, switch to the Slingshot (any seed will do). The idea now is to hit Gohma's eye using the Slingshot. He will only be damaged when the eye is open. Be careful of the various "things" that Gohma occasionally launches. They can be killed with your sword easily. Shoot as many seeds into his eyes as you can. Eventually, he'll die. Take your well-deserved heart piece, and proceed. The essence that awaits you now? Why, it's the Soothing Rain; your forth essence! The Maku Tree will thank you for your help. A lake shaped like eyeglasses? Interesting. Before doing anything else, you can hop off the ledge (by the tree stump) to reach a Heart Piece. If you already did that, oh well. ------------------------------------------------------------------------------- 5.5. Unicorn's Cave [5500] ------------------------------------------------------------------------------- * NOTE: If you want, you can go over to the Great Moblin's Fort. You will need the Zora's Flippers to actually get into his keep. It's an easy fight. Just throw each Bomb [using Power Bracelet] back at him. When he's defeated, his fort will go down, and you can access a Heart Piece in a chest that appears. Make your way back to the Sunken City (Gale Seed is the quickest way), and find Ingo's House at the northwest corner. If you read the sign, you can tell that Ingo is a vase fanatic. In fact, he's so crazy about them, that he trades his dinner (Fish) for your Goron Pot. Now make your way to North Horon, and find the man with a cat in the tree. Let him use your newly acquired Fish to get Mittens down. In return, you get a Megaphone. Yay? Next, you're off to Mt. Cucco again. Find your way back up to the Dancing Dragon Dungeon and enter the cave left of the dungeon entrance. It's the lower of the two cave (so if it's winter, you cannot access it). Wake up Talon using the Megaphone (is that really necessary?) and he'll see that he slept through the entire winter. For your Megaphone, you'll get a Mushroom in return. If you'd like, you can obtain a ring from the chest by pushing away the blocks. Once again, return to the Sunken City, and change the season to winter (by using the stump at the north-center portion of the city). Now, make your way to the south end of the city. A path leads up to the gigantic pile of snow. You'll find Syrup's house here. Talk to her, and give her your Mushroom. In return, you will receive a Wooden Bird. Also, you can exit and re-enter her shop to buy a Magic Potion (automatically refills your hearts when you die), and a Gasha Seed. With the Wooden Bird in your pack, use a Gale Seed to return to Horon Village. Look for a clock shop somewhere in the middle of town. It's pretty hard to miss, as it has a _clock_ right on it. Talk to the man inside, and he'll ask for your Wooden Bird. Your reward for that is some Engine Grease. You have one last transaction to make. Go east to reach the Eastern Suburbs again. As soon as you enter the area, head into the lower of the two caves. In here, climb the steps at the upper-left corner. Repeat this process in the next room. You'll come to a man standing by a windmill. He needs some Engine Grease to help his windmill spin. Trade that for a Phonograph! There are a few upgrades you can pick up at this point before continuing with your quest. They're really helpful, so pick them all up! (note: do them in the order listed); - UPGRADED RING BOX: Go to Goron Mountain (it's west of Mt. Cucco) and dig past the snow on the first screen. Proceed west a screen to find a cracked cave wall on the north wall. Bomb it open, and enter. Go through this area and climb the staircase. Now that you're back outside, go up the steps on the _right_. Enter the cave on that ledge and make your way through it. Take the staircase at the end and continue. Be wary of the Savages on this peak. They deal heavy damage, and can be a doozy to kill. Go past them and across the wooden bridge. Jump off the ledge and enter the cave. Talk to the single Goron here, and he'll reward you with a totally awesome upgraded Ring Box. - UPGRADED BOMB BAG: The upgraded Bomb Bag can be found in the Subrosian Market. However, before going for it, make sure that you have 10 Bombs to trade away. I would suggest using the warp portal in Spool Swamp (you'll need Ricky's help to get there). This upgraded Bomb Bag comes in the form of a red Bomb in the market. 10 Bombs and 50 ore chunks is what you'll need for it. - MEMBER'S CARD: While still in the shop, you should definitely pick up the "shiny" card as well. This Member's Card will allow you to access the member's section of the Horon City Shop. Only 5 ore chunks too! - UPGRADED SEED SACHEL: Use the Member's Card to get into the basement of the Horon City Shop. It costs 300 rupees, but you should have enough money by this point. Also, there's a Treasure Map on sale for 200 rupees. This will be useful later. If you have the money, go ahead and buy it. If not, wait until later. (Note: You can also purchase a Gasha Seed.) Alright, it's time to continue. Head toward North Horon and proceed onwards until you reach the wooden bridge by the Gnarled Root Dungeon. The sign there points you east. Go in said direction and kill some Octoroks. Then head south. Jump over the pits, and start walking on the ice. The island southeast of you has a warp situated on top of it. Step in to be brought to another portion of Subrosia. From there, go south past a house. Make your way downwards to the Lava Lake. You'll pass a raging volcano on the way. Soon enough, you'll reach a bunch of platforms scattered over a lot of lava. Indeed, you have a lot of jumping involved. Be wary of the occasional Fire Monsters popping out as well. (## = ground, < > ^ v = jump); ######## ###### ## ######## ## ###### ###### ## ## #E N D #### ###### ## ## ^^ ###### ##>>######>>####>>## ## ## ## ###### ## ##>>######## ## ## ########## ###### ^^ vv ########## ##<<####<<##<<######## ## ^^ ## ## ## ########### S T A R T Upon reaching the end platform, you'll find a Bomb Flower planted in the ground. Pull it out with the Power Bracelet. Something tells me that this will be useful later on... Hmm. Now, jump all the way back to the beginning, and find your way to the house south of the portal you just used. From there, head west. When you reach the sign pointing the furnace, go northwest to find a bunch of pits. There's only one part you can jump over. Lift up the rock, and then use the Pegasus Seed + Roc's Feather combo to clear the 2x1 gap. After getting past that, make your way to the Temple of Seasons to your northeast. The only tower you haven't visited thus far is to the northeast. Jump over the lava here, and talk to the Subrosian by the three boulders. It will explode, and destroys all three rocks. Enter the tower and jump over the lava gaps. Proceed up the stairs and find your way to the final statue. You... now... have... the... Spirit... of... Autumn... (ellipses added for extra emphasis!) We've gotten what we came here for. Exit through the same portal you came from. (Note that the rock you lifted before gives you easy access between the rest of Subrosia and the southeastern sector) Now to change the seasons. The closest tree stump is due north of your position. Switch it to autumn of course. Then head north and east. It's another dungeon! Clear the mushrooms out of the way and get in there. __________________________ ---=| Unicorn's Cave |=--- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Upon completing this dungeon, you'll be more than halfway through the game, so get your butt moving. Start off by heading west first. Kill the Mini Moldorm, and continue north (because there's a gigantic hole further west). Ignore the water and proceed until you reach some Iron Masks, along with a Mini Moldorm or too. These Iron Masks can only be killed by striking their backside. Using the treasure obtained in this dungeon though, you'll be able to get them easily. Since we don't have that, just defeat them the only way you can. Once they're all taken care of, go west through the open door. To get past the moving floor, you'll find it best to use the Roc's Feather. If you don't constantly jump on this moving floor, getting to the chest will be a major toughie. Pick up the Compass, and return to the previous room (with all of the Iron Masks). Go south, and swim into the water. Watch out for the Tektites, and continue until you find two mine carts. Hmm, decisions decisions. First, hop into the left mine cart. Be sure to hit the switch on your left. It will change the track. Watch out for the monsters, and climb onto the ledge. Follow it eastward and you'll see a single block in the middle of the room. Push it, and watch as a metallic ball (with "N" etched on it) drops. What you want to do now is get back on the same mine cart. Ride it back. This time though, take the one on the right. Make sure that you hit the switch while riding as well. If you did, you'll come to a room with a Small Key in the chest. Get back on and hit the switch again on your way back. When you stop, get back on the cart. Assuming you did it right, you will get off by a staircase. Descend to reach another one of those side-scrolling areas. It shouldn't be too difficult to get through here. Time your jump, and avoid the fireballs dropping from the pipes. To get past the bed of spikes and the Thwomps, trigger the first one to come down (by stepping near it). Jump on top of it and hop onto the middle platform when you can. Repeat this process with the next one, and exit. There's no need to stick around in this room, so go east. For the Dungeon Map, you have to kill all of the monsters in this room (consisting of two Red Blobs and two Gibdos). It's not that difficult of a task. The chest that appears will contain your prize. Upon picking that up, head west past the room you came from and into a room full of water. Simply climb the steps onto the ledge and follow it. At the end, you can fall off of the ledge. Do just that and swim to the locked door on the west wall. The switch will open the door that shuts behind you, but you'll need an item to put on top of it. But first, why don't you open that chest. It contains the Magnetive Gloves. This item O-------------------------------------------O will be crucial to your | MAGNETIC GLOVES | success, so don't underestimate O-------------------------------------------O it. For starters, you'll need | Magnetic Gloves can push away or pull | it to actually _get out_ of | metallic orbs toward him. The same goes | this room. | for metallic stakes, except Link is the | | one being pushed or pulled toward. It's | Use the "S" polarity to | all in the polarity. Opposite polarities | attract the "N" ball toward | attract each other, while the same | the switch. When the Magnetic | polarities repel each other. You can | Gloves switches to "N", hit | easily switch the glove's polarity by | the button again to switch it. | pressing the button again. | Tinker around with it to put O-------------------------------------------O the orb on the switch. Leave this room and head south. Push the blocks out of the your way (push down side block, then push middle block to side). From here, just return to the staircase that you originally took to get here. Get past the cracked blocks by dropping some Bombs on them. Then proceed into the little area underneath. The stone heads on the wall will spit some energy balls at you. Jump over the ones that come toward you. Wait for the platform to come toward you, and then jump on it. Use the second one to reach the ladder to the left. This is an interesting puzzle. You have to push the statue on your side, so that the one on the other side gets on the switch. Both statues are synchronized, so they'll move together. Push the statue on your side about three squares down, two spaces right, and one space up. That should do the trick. Head south and follow the skinny path over the pit. Try not to fall. In the next room, kill the Keeses flying around and head over to the northwest corner. You can snag a nice prize of 100 rupees from the chest. Ignore the metallic orb for now, and proceed northward. The Iron Masks make their appearances here as well. Use the Magnetic Gloves to pull off their masks. This will make them vulnerable from all sides. Kill all of the monsters here to pop open the west door. Here's a room that might make you think. Activate the first two Armos Statues. Defeat them, but REMEMBER what order you killed them in. Repeat this process with the next two, and remember the order as well. Four chests will appear afterwards. You have to open the chests in the order of the Armos Knights you killed. If you mess up, they'll disappear, and you have to try again (by re-entering). Really, it's not that difficult. The last chest will always have a Small Key. Backtrack to the room with the 100 rupees, and move the metallic orb away from the south doorway. Then continue southward until you reach the room just west of the entrance. Here, stand on the diamond tile and look to the west. Use the Magnetic Gloves ("N" charge) to pull yourself over the gap. Go north and steal another Small Key from the chest. Now, how to get back to the other side? Return to the metal stake, and stand in front of it. You should be in- between the stake and the pit. Set the Magnetic Gloves to "S", and use it on the stake. You will be repelled from the stick, and can get to the other side. From here, head north and jump into the water. Swim east until you hit a mine cart. Jump on the left one, and hit the switch on your left. Dispose of the Iron Masks in here using the Magnetic Gloves. Better yet, push them into the hole. Anyway, take a look at the spinning thing in the middle. With "N" polarity, attract yourself toward it. Keep holding the button, and the thing will spin you around. Quickly tap the button you have assigned to the Magnetic Gloves (so that the charge is now "S") and be repelled from the object. It's not at all difficult to do. Once on the other side, open the chest for a Small Key. Now that that's done, just get back to the other side and jump in the mine cart to take yourself back. From here, head west (swim through the water) until you are stopped by a pit. Then proceed northward until you reach the room with the "N" metallic orb that you originally had to move out of the way. From there, go east and follow this narrow path over the gigantic pit. The next room, if you might recall, is the room in which you had to move the statues to push onto the switch. There's no need to touch them now, so just descend the staircase. Here, proceed past the spitting heads again and blow up the cracked rocks. Jump up, and head right. Getting past the Thwomps is easy enough (lure them down, then jump onto them). Climb the ladder at the end. Use the Magnetic Gloves again to get past the pit. "S" polarity is required to repel yourself off of the "S" stake obviously. Before unlocking the door, head to another mine cart further to the left. It should bring you to a Small Key in a chest. Open it, get back on the mine cart, and unlock said door. Mini-Boss : Syger ~ =---------------= Syger is a crazy tiger who transforms into a spikey ball (reminds me of Sonic the Hedgehog!!). The only way to damage him is by hitting the end of his tail. However, you will also have to contend with his spikey ball attack. He moves quickly, usually in different formations, so you'll probably want to put up a shield whenever he attacks. Trying to outrun him is stupid. Just put up a shield, and you should take no damage whatsoever. Attack his tail a few times to take Syger out. It's not a particularly difficult fight, but it isn't that easy either. After owning him, proceed through the north doorway. Before unlocking anything, head east. Push the button toward the north end of this room to open the door. Then go through the door (well, duh). This next room has a Laser Eye Statue, along with a few Knights. Since Knights are tough to kill, and because the Laser Eye Statue will probably fry your butt, it would be best to ignore them and continue. This area has some Magnet Heads hanging around. Use the Magnetic Gloves to pull them toward you. Then slash them apart. Afterwards, head west through the open door. The flames dropping in here can be stopped to some extent using the "N" metallic orb above you. Tinker around with your Metallic Gloves and move the orb so that it blocks the left-most stream of fireballs (there are only four lines). Backtrack to the room with the locked door and locked block. Unlock the door on the west wall, and continue. In order to open the door in this next chamber, use the Magnetic Gloves to place the metallic orb on the switch. It's as simple as that. Assuming you put the metallic orb under the left-most stream of fireballs, you can get past these fireballs unscathed. Set your Magnetic Gloves to "S" and attract the orb to you. Keep holding the button, and begin walking right into the fireballs with the orb in front of you. The orb will block the fireballs, so you can reach the locked door. Of course, open it and continue. The only thing to do here is descend the staircase. That would be a good idea. See the "S" pipe (or whatever it is)? Set the Magnetic Gloves to "N" and pull yourself up toward it. This should allow you to get to the ledge. The moving platform ahead has a moving floor. Just keep that in mind. Climb down the ladder, and traverse across the next few moving platforms. The same moving floor applies as before. Even so, you shouldn't have THAT much trouble staying on it. Once more, use the "S" pipe above to reach the ledge. Go ahead and pick up the Boss Key. Then backtrack through this area. Return through the room with the fireball-spitting statues. Once again, hold the orb against you to protect yourself from the fireballs. Then continue until you reach the locked block. Use your last Small Key on it, and descend the staircase. Getting through this side-scrolling area might take some thought. Just know that you'll need to work with the metal pipes. Jump onto the first moving platform, then pull yourself up toward the "S" pipe (using "N" polarity, of course). From there, drop onto the second platform. The screen with the Sparks requires you to repel yourself AWAY from the "S" pipe ("S" polarity, my friend). From there, you can jump onto the next platform. In turn, go ahead and climb the ladder to leave this area. First things first. Lift one of the two pots out of the way to your left, and pull yourself toward the "S" stake above you. STOP when you reach the platform just in front of it though. Although you can't see it, there's another "S" stake to your east. Attract yourself toward it of course. From here, walk to the upper end of your platform, and look left. "N" polarity will allow you to get onto the boss's lair platform... Boss : Digdogger ~ =--------------= Digdogger is a very dangerous creature. It jumps around the room in an attempt to squish you. Avoid it, of course. Now, look toward the upper-right corner. Pull the iron ball down using the Magnetic Gloves. It's "S" polarity, so use "N" to pull it toward you, and "S" to repel it. Don't screw around with it either. If it hits you, YOU get hurt as well! You can probably guess as to what you need to do with this. Tinker with the Magnetic Gloves and get the ball to hit Digdogger a few times. Needless to say, this is easier said than done, because controlling the ball can be quite difficult. After a few hits, Digdogger will split up into a few little thingies. Use the ball to vanquish each and every one of them. They're speedy little buggers, so take caution. Kill as many of them as possible before they reform into Digdogger. Repeat this process until each of them is dead. It's a tough fight, I'll give you that. Your essence prize for the Unicorn's Cave is the great Nurturing Warmth. That makes five. Only three more to go before we can confront Onox himself. Vast ruins, eh? ------------------------------------------------------------------------------- 5.6. Ancient Ruins [5600] ------------------------------------------------------------------------------- When you're back outside, it hould still be snowy, so the mushrooms can't be lifted out of the way. There is an easy way to get around this. Jump off the ledge, and work your way around. Lift the rock and jump over the gap. Go west to locate a stump. Get on top and change the season to summer. From the stump, go back a screen east and head south from there. After a bit of walking, you will come across some steps leading into a somewhat rocky area. Go up until you find a rock that you can lift up. Descend the staircase underneath, and make your way through this cave. Climb the steps until you reach a chest. Be careful here though, as there are Arrow Heads on the wall. You will obtain a Heart Piece. Go ahead and leave the cave, as there's nothing left to do. Assuming you picked up the Member's Card from before the Unicorn's Cave, you can head over to Horon Village. This will allow you into the basement of the shop, where this next item is located. If you may recall, I recommended purchasing the Treasure Map before. If you didn't already, go ahead and get it for 200 rupees. Short on money? Whip out the Shovel and start digging for your cash. Occasionally, you'll receive a fat rupee that gives you 100 rupees. The Treasure Map will show you the locations of the four jewels. They're required to enter the Tarm Ruins, so I guess you can say that they're pretty important. The four jewels are represented as four sparkles on the map (Select Button). One can be found at the far northeast (Mt. Cucco), and the others are grouped along the southwest. You can pick them up in any order, but the following the best way to do so (in my opinion, of course). - SQUARE JEWEL: The first jewel you should collect is located in the Spool Swamp. Use a Gale Seed, or any other means, to get there. From there, find your way to the tree stump south of the Poison Moth's Lair. Change the season to winter. Start heading east and south along the frozen swamp. Eventually, you'll come to two pits. This is your cue to go east. Defeat the Octoroks, and head south until you find a cracked cave. Dig the snow out of the way, and place a Bomb to open it. The Square Jewel is inside the chest here. - ROUND JEWEL: From the Spool Swamp, you can use a Gale Seed to get to North Horon, and in turn, reach Holodrum Plain. I just walked there from Spool Swamp though. Your choice. Once in Holodrum Plain, head over to the south- east portion of the area. Climb down the stairs and dive into the water. Swim east a screen and get back onto land. Enter the tree dwelling here to find an old man carrying the Round Jewel. However, you must DEFEAT him in combat. (I'm only kidding.) He'll hand you the Round Jewel. - X-SHAPED JEWEL: You probably remember where the Hero's Cave (first semi- dungeon of the game) was. It's located southwest of Horon Village. Make your way to the Hero's Cave and go a screen south. See the lantern? Fire an Ember Seed at it (using the Slingshot) to extend the bridge. This very remote island bears a question mark (???). Sprinkle a Mystery Seeds on it and a Mini-Moldorm will appear. Defeat it whichever way you choose and pick up the X-Shaped Jewel from the chest. - PYRAMID JEWEL: Getting this last jewel requires you to get to the Dancing Dragon Dungeon. Use a Gale Seed to get to the Sunken City, and make your way up there. Anyway, a little bit in front of the dungeon entrance and to the right of it is some deep water. Dive into the water at the upper-right corner. The Pyramid Jewel can be picked up at the very end. So you have all four jewels. Use a Gale Seed and warp to the tree in the Spool Swamp. From there, head east to find a sign pointing you in the direction of Tarm Ruins. Go up (into the tree trunk) to find a wall. Yes, a wall. But this is no ordinary wall. Place the four jewels into their respective positions, and the gate opens for you. Proceed north and into the desolate Tarm Ruins. Jump on the tree stump and change the season to summer. Even though it's summer, it is still dark in the Tarm Ruins. Climb the vine that grew on the ledge in front of you. Be careful of the Knights patrolling the area up here. They're more difficult than your average monster. From there, go west a screen and climb down the vines here. Push the Armos Statue. Don't worry, it won't spring out and attack you. Stairs should form on the cliff above you, but it isn't complete... Now, climb back up the same vines you climbed down, and make your way back to the tree stump you just used. Change the season to winter. One of the trees will have lost its leaves. This allows you to proceed west. Because of the snow pile-ups, you can access the staircase that was originally too high for you. Climb onto the platform in order to get on top. Then climb up the steps. Before changing the season (using this next stump), push the two lower Armos Statue onto the ice (the upper one cannot be pushed). Use the stump and change the season to fall. The two statues are out of the way, so you can now go north. Do just that. Pick up the mushrooms and continue. Be careful of the Like Likes. Go south and west. Welcome to the Lost Woods, one of the more confusing portions of this game. It is here where you can obtain the great Noble Sword. However, you have to follow my directions exactly. Also, if you weren't following my walkthrough from the beginning, you probably don't have the Phonograph. If you did not obtain that object, ignore the following paragraph. Head along the outskirts of the woods to the southeast corner. Burn the small tree using an Ember Seed. There's a Deku Shrub down here who apparently has some liking to your Phonograph. Play it, and he'll tell you the way to his Secret Spot. "If temperatures rise as you go far to the west, you'll find it!" That's really all the help you need. Enter the Lost Woods now, and change the season to winter, the coldest season. Go west. Change the season to fall. Go west. Change the season to spring. Go west. Change the season to summer. Congratulations, you have found the sacred Noble Sword. Anyway, you probably want to get back to the beginning. Go right, left, and right again to appear back at the entrance. Re-enter the woods. First, change the season to winter. Go west. Change the season to fall. Go south. Change the season to spring. Go east. Change the season to summer. Go north. Assuming you did it right, you will come to some Armos Statues. Be very careful not to touch them! Head north until you reach a Gale Seed Tree. Hey, at least you won't have to bother going through the Lost Woods again. From the tree, head east and change the season to winter. Be careful of the Mace Knight. Only attack when his weapon isn't extended. Once the season has changed, begin going south and east. Kill off the various Knights and Like Likes in the area. Dig your way through the snow and continue north, onto the snow. Follow the path until you come to some Armos Statues. Push the lower one out of the way. Drop off the ledge again and change the season to spring. The flower next to you will spit you upwards. Now you can cross the bridge. Just as you're about to enter the tower, a strange man appears out of nowhere and warns you about the despair and sorrow that will come once Din is rescued. Scary... Oh, and enter that dungeon of course. __________________________ ---=| Ancient Ruins |=--- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Beginning this dungeon, go ahead and walk straight into the next room. Ignore the locked block, and go up again. You've already seen one of these spinney- thingies before. Step into it and you should be put on the east path. Be careful of the Snakes in this next room. Since the north door is locked, it would be pointless trying to go that way. Proceed eastward. As soon as you enter, jump out of the way of the trap blades. Try not to stay on the cracked tiles for too long, or else they'll fall under your weight. If you feel like it, take 5 rupees from the chest. After you're done with that, go south. Kill some Snakes and go through the only other doorway in this room; west. There are a few Gibdos in this room along with some fireball-spittin' statues along the corner. Feel free to do whatever you want to those monsters. Go through the west doorway. You're back in the second room of the dungeon. Therefore, you've just circled around. Head up to the spinner, and it should carry you to the left. This is the path that you want, so continue. There sure seems to be a lot of Gibdos in this dungeon, no? Well, dispose of them if you feel like it. When you're done fooling around, head north. Kill the Hardhat Beetle by pushing it into the pits. Now, take out your Magnetic Gloves, and avert your gaze to the metallic orb at the lower-left corner. That ball needs to go from there to the switch at upper-right corner. Yeah, I know, it's painstaking work. (## = blocks, @@ = pit, [] = orb, SS = switch); -- Start -- ## ###### ##@@@@@@## @@@@@@@@##@@@@@@##SS ##@@@@@@@@@@##@@@@@@#### ## ##@@@@@@## ###### ## ###### ## ##[] ## -- Step One -- - First thing first. Have the gloves set to "S" polarity and stand due east of the orb. Pull it toward you until it hits the wall. Keep holding the button, and walk upwards. The orb will follow you still. Then switch to "N" polarity and push it all the way left. ## ###### ##@@@@@@## @@@@@@@@##@@@@@@##SS ##@@@@@@@@@@##@@@@@@#### ## ##@@@@@@## ###### []<----.## ###### |## ## ----'## -- Step Two -- - Now, jump over the pit on the left so you can access the orb from its current position. Stand above it and use "S" polarity to attract it to you. When you can't move it any further, move out of the way while still holding down the button to put the orb at the corner. Then pull it as close to the edge as possible without letting yourself fall. ## ###### ##@@@@@@## ,-->[]@@@@@@@@##@@@@@@##SS | ##@@@@@@@@@@##@@@@@@#### | ## ##@@@@@@## | ###### ## ###### ## ## ## -- Step Three -- - Jump so that you reach the upper-leftmost portion of the room. From behind the blocks, use "N" polarity to push the orb (repel) over the pit. If the orb isn't positioned right, hold down the button and move until it is. ## ###### ##@@@@@@## @@@@@@@@##@@@@@@##SS ## v@@@@@@@@##@@@@@@#### ##[] ##@@@@@@## ###### ## ###### ## ## ## -- Step Four -- - Now jump back over the pit and move the orb using the Magnetic Gloves over to the large pit on the right. ## ###### ##@@@@@@## @@@@@@@@##@@@@@@##SS ## @@@@@@@@##@@@@@@#### ## --------.##@@@@@@## ###### `--->[] ## ###### ## ## ## -- Step Four -- - Switch to "N" polarity and repel the orb over the pit. Keep holding down the button and move it to the upper-right corner. Then switch to "S" polarity and pull it toward the switch. ## ,-----. ###### ##@@@|@@## v @@@@@@@@##@@@|@@##[] ## @@@@@@@@##@@@|@@#### ## ##@@@|@@## ###### ## ###### ## ## ## A Small Key drops from the ceiling. Pick it up. Head south back into the room with all the Gibdos. Then continue south to find some Snakes. You can get the Map by stepping onto the ledge at the lower-left corner. Then proceed along this path to reach the chest. Head back to the Snake-infested room and push the block in the middle. This will open the east door. Go right ahead and continue. This should be a familiar room to you. Use the only key you have on the locked block. Then head north again to the spinner. Assuming you've been following this walkthrough up to this point, you'll be on the right path. From here, just follow the rooms again. You've taken this path before, so there should be no problem. Soon enough, you'll come back to the room before the spinner. Before going to it though, use the Magnetic Gloves to pull the metallic orb from the purple tiles (northwest corner). Get it off the ledge and put it on top of the switch to keep the door open. Don't take the spinner now. Instead, go west through the open door. What you want to do now is head north and east. This will place you near the spinner again. If you step into it, you'll be put on the unexplored north path. In here, simply put the metallic orb on the switch via the Magnetic Gloves. Simple. A staircase forms at the upper-left corner if you didn't realize already. You need to jump over the spikes of course. However, two trap blades will run into you. To avoid them, just jump right after you land in-between them to the other side. The spinning blades up ahead don't pose much of a threat. Cut away the crystals to get past them. Be wary of the Spiked Beetles, and open the chest for a Small Key. Now, backtrack ALL the way downstairs. When you're up against the spinning blades, jump over them using the Roc's Feather. Back down here, step back into the spinner to be put on the left path. Go west, south, east, and north again. (Don't forget that you have to push the block in one of the rooms to open the door). Step into the spinney-thingy yet again. Because of the way the spinner is arranged, you'll probably be put on the left path again. Don't worry about it. Just walk around to the spin