1850 lines
65 KiB
Plaintext
1850 lines
65 KiB
Plaintext
______________The Legend of Zelda: Link's Awakening (DMG) FAQ_________
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by Michael J. Evans
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Version 1.0
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What does this FAQ contain?
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A. Link's Journey
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B. Link's List
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C. Koholint Areas and Dungeons
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D. Pieces of Heart
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E. Secret Shells
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F. The Trading Game
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G. Secret Sites
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H. Tricks of the Trade
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A. Link's Journey
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Link's Awakening tells the tale of the hero of A Link to the Past and how
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after his first great victory he set out on a mission of training, to hone
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his skills, sharpen his wits and master techniques of battle from around
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the world. Link sailed to foreign lands where he disciplined his mind and
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body. When he felt ready to return to Hyrule, he bought a small sailboat
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and headed across the Great Hyrulian Sea. The journey ended in a storm
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that crushed and sank Link's ship. Clinging to a piece of flotsam, our
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hero floated toward a mysterious tropical shore, unconscious and barely
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alive.
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When Link washed up on the beach of Koholint Island, he had no energy to
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stand or cry for help. Through half-closed eyes, he gazed out on a
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tropical forest with a tall volcano rising in the distance, and he thought
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it was odd that the volcano was topped by a giant, spotted egg. At one
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point, it seemed to him that Zelda was speaking to him and that he was in
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a soft bed. At times, he thought he was caught in a bizarre dream.
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Indeed, Link awoke in a soft bed, but the young woman who tended him was
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not Zelda, but Marin. She had found him and brought him home to heal.
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From Tarin, Marin's father, he learned that evil creatures had appeared
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shortly after his arrival. Then, when Link returned to the beach to
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retrieve his sword, an owl flapped down beside him and told him the
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strangest story he'd ever heard. According to the wise old bird, Link was
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the hero who had come to wake the Wind Fish, and he couldn't leave until
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that task had been done. In the adventures that followed, Link learned
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that Koholint Island existed only in the dreams of the Wind Fish... and he
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was a part of that dream. The adventure continues...
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B. Link's List
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This section of the FAQ tells a bit about each item, but not where to find
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it. That will be dealt with in a later section.
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Sword: It's obvious that the sword that washes up on Toronbo shores is
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yours -- it has your name on it!
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Shield: In this game, you must equip the Shield and press the Shield
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button to heft it in a protective position.
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Magic Powder: Magic powder holds magic power. Try sprinkling it on all
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sorts of things to see what effect it has.
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Roc's Feather: Roc's Feather gives you the power of flight -- for a short
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distance. Jump over pits and grab floating items.
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Pegasus Boots: Run at incredible speed and crash into objects with an
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awesome force wearing the boots of mythical origin.
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Power Bracelet: Wearing the Power Bracelet, you'll have the strength to
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lift giant boulders and pull heavy levers.
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Hookshot: Hook on to distant objects and pull yourself or attack enemies
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from afar with this amazing tool.
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Magic Rod: The Magic Rod throws searing flames at enemies and lights the
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lanterns in darkened Level rooms.
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Bombs: Buy bombs at the store or find them hidden under stones, then blast
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through walls and blow up enemies.
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Bow: Useful only if you have a supply of Arrows, the Bow allows you to
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attack enemies from a safe distance.
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Shovel: Treasures are buried in secret places on the island. Use the
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shovel to dig them up, then trade it off.
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Ocarina: The Ocarina plays three different tunes, each with a different
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effect. Try all of them.
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Sleepy Mushroom: This rare fungus is used to make Magic Powder. It grows
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in only one place, and only the Witch can use it.
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Boomerang: The boomerang packs a powerful punch and can strike enemies
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both as you throw it and as it returns.
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Yoshi Doll: Yoshi Dolls are all the rage on Koholint Island. Try to win
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one playing the Trendy Game.
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Secret Shells: Secret Shells are hidden all over the island. Look for
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them in tall grass and under the water.
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Secret Medicine: Carry Secret Medicine in your backpack to restore your
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energy when all of your hearts are empty.
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Gold Leaves: Return the fabled Gold Leaves to their rightful owner and get
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a special key in return.
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Flippers: Once you find the Flippers, you'll be able to dive and swim in
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the many lakes and rivers.
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Level Keys: Every Level requires its own special Key. Search them out in
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various places on the island.
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Map and Compass: The Map shows all of the Level's rooms; the Compass shows
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the locations of Treasure Chests.
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Stone Slabs and Fragments: When you piece the Fragments into the Stone
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Slabs, you'll be able to read their messages.
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Small Key: Small Keys open locked doors. Obtain them by finding Treasure
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Chests and defeating enemies.
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Nightmare Key: You must find the Nightmare Key to get into the Nightmare's
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lair to challenge the guardian.
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Rupees: Collect rupees by defeating enemies, searching in the grass and
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finding Treasure Chests.
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Hearts: Each Heart refills one Heart Container. Find them when you defeat
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enemies or cut the grass.
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Winged Items: In some places you'll find winged Hearts, Arrows, Bombs, and
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Magic Powder flying overhead.
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Heart Pieces and Containers: Pieces of Heart are hidden in out-of-the-way
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places. Win Heart Containers by beating bosses.
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Faeries: Faeries are usually hiding behind walls, but they only appear if
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you need some TLC.
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Acorns of Defense: Pick up the Acorns of Defense that enemies drop to
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temporarily increase your defensive power.
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Piece of Power: Enemies sometimes drop chunks of power. Pick them up to
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put extra power in your attack.
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Instruments of the Sirens: You must collect all eight of the Nightmares'
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Instruments to solve the riddle of the Wind Fish.
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C. Koholint Areas and Dungeons.
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This section of the FAQ will help you progress through the game in terms
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of conquering dungeons and locating items. The following sections are
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described in this part of the FAQ:
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a) Mabe Village
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b) Toronbo Shores
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c) Mysterious Forest
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d) The Tail Cave
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e) Koholint Prairie, Tabahl Wasteland & Cemetery
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f) Goponga Swamp
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g) The Bottle Grotto
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h) Ukuku Prairie
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i) Kanalet Castle
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j) Key Cavern
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k) Animal Village
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l) Dream Shrine
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m) Yarna Desert
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n) Tal Tal Heights and Mount Tamaranch
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o) Angler's Cave
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p) Martha's Bay
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q) Catfish's Maw
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r) River Rapids
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s) Face Shrine
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t) Inside the Face Shrine
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u) Eastern Tal Tal Mountains
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v) Eagle's Power
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w) Western Tal Tal Mountains
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x) Turtle Rock
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y) The Egg
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a) Mabe Village
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Points of Interest in Mabe Village:
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Fishing Pond, Quadruplet's House, Dream Shrine, Shop, Madame Meowmeow's
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House, Marin & Tarin's House, Library, Ulrira's House, Phone Booth, Trendy
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Game
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Artifacts found in Mabe Village:
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Shield, Ocarina, Two (2) Pieces of Heart
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Take Your Shield:
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Before you leave Marin & Tarin's House, talk with Tarin. He'll give you
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your shield. He found it on the shores.
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Visit the Library:
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For the beginning player, the library has lots of good books. It will
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help you to start out your game. The books are: Selecting The Item That's
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Right For You, Secrets of the Whirling Blade, Fun With Bombs, Properties
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of Warp Holes, How to Handle Your Shield, and Dark Secrets and Mysteries
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of Koholint Island. The last book is in real small print. You'll need
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the magnifying glass to read it.
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Fun & Games:
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Lots of games are in Mabe Village. There is the Trendy Game as well as
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the Fishing Game. Try your luck at both.
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Special Finds:
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Search under the square of bushes for a Secret Seashell. Nab a Yoshi Doll
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at the Trendy Game.
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Route Checklist:
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o Take you Shield from Tarin.
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o Talk to M. Meowmeow, Ulrira's Wife, and the Quadruplet's Mother.
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o Go to the Library and read all the books you can.
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o Retrieve your sword from Toronbo Shores.
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o Play the Trendy Game and win a Yoshi Doll for the children.
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o Get the Piece of Heart from the well on the West side of town.
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o Find the Secret Shell.
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o Try your luck at the fishing pond.
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b) Toronbo Shores
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Points of Interest at Toronbo Shores:
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The Tail Cave, Sale's House of Bananas, Signpost Maze
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Artifact found at Toronbo Shores:
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Boomerang
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Return to the Wreck Site:
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You must head for the shore to find your lost sword. It is on the screen
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at the bottom of your map and three from the left.
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The Owl:
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After recovering the Sword, Link is surprised by a wise Owl. The Owl
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tells him a mysterious tale about the island. He then tells Link to go
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north to the Mysterious Forest.
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Go Bananas:
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An odd alligator named Sale has a house by the beach. He sells bananas by
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trade, but he's been known to accept some good deals. To get the bananas,
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you need to give him some juicy dogfood. Mmmm....
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Route Checklist:
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o Use the Shield to move the Sea Urchins out of your way on the way to
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getting
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your sword.
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o Find your Sword and listen to the Owl's tale.
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o Return to Mabe Village.
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c) Mysterious Forest
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Points of Interest in the Mysterious Forest:
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Faerie Spring, Crazy Tracy's, Ghost's Tombstone, Magic Shop, Mad Batter
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Artifacts found in the Mysterious Forest:
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Tail Key, Sleepy Toadstool, Magic Powder, Secret Medicine, Two (2) Pieces
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of Heart
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No Trespassing:
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Many times throughout the game, you'll see an item that you just can't get
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to. You'll have to wait until you get a particular item to be able to get
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it. For example, you may need to pick up a rock with the Power Bracelet,
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or jump over a gap with Roc's Feather. Be patient. Good things come to
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those who wait.
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Faerie Spring:
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In the Mysterious Forest you'll find a Faerie Fountain. She'll only
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appear if you need healing, though.
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Rattle the Raccoon:
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After passing the Raccoon, you'll find yourself in a repeating loop. On
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the screen with the Raccoon, go south one screen and east one screen. Go
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in to the log cave. Come out the other side to pick up the mushroom. Go
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back through the log cave. From here go up two screens. Then go right
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two screens, down two, and right one. You'll now be at the witch's hut.
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Give her the sleepy mushroom and you'll get some magic powder. Go back to
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the raccoon and sprinkle some powder on him. He'll bounce around the
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screen and be revealed as Tarin. Apparently he had a bad dream. Now head
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north one screen to pick up the Tail Key, in the Treasure Chest.
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Route Checklist:
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o Take the Toadstool to the Witch's Hut and get the Magic Powder.
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o Sprinkle some on the Raccoon.
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o Go north and get the Tail Key.
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o Give the Yoshi Doll to the Quadruplet's Mother. She'll give you a Bow.
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o Give the Bow to one of Madame Meowmeow's pups to get the Dog Food.
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o Give the Dog Food to Sale to get his bananas
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d) The Tail Cave
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Tail Cave Data:
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One (1) Floor, Nine (9) Treasure Chests, Three (3) Small Keys, Roc's
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Feather, Full Moon Cello, Moldorm
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Stock Up:
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Before entering Tail Cave, you need to buy some bombs. In order to get
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the shopkeeper to sell bombs, you must first buy the shovel. Then, make
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sure you've refilled all your hearts.
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Entering Tail's Cave:
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Tail's Cave is located one screen north of Sale's House of Bananas, but to
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get to it, you must go right three screens from the exit of Mabe Village,
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left one, down one, and the right one. Put the key in the keyhole and
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voila Tail's cave is open for business.
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Dungeon Notes:
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I am doing this information for this dungeon only. I will be referring to
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a room in the cave by a number and then a letter (ex. 7-G). All dungeons
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correspond to a coordinate system of a 10 x 8 grid (10 rows, 8 columns).
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The rows start at the top with 1 and go down to 10. The columns start at
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the left with A and go to the right until H.
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The Compass: Located in 6-C.
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The Map: Located in 5-F.
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The Main Treasure: Located in 3-B.
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The Nightmare Key: Located in 3-E.
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Small Keys: Located in 6-D, 5-E, 4-E.
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Moldorm: Located in 2-H.
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Full Moon Cello: Located in 1-H.
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Mini-Bosses: Rolling Bones in 4-H
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Secret Passages: #1 (5-B) connected to #2 (2-C)
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#3 (3-H) connected to pit in Moldorm's Room *ONE-WAY*
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Tricky Spots:
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Helmet Beetles (6-D) - Strike at these guys, pushing them in to the pit to
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acquire the small key.
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Collect the Compass (6-C) - Be careful when approaching the Chest with the
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Compass. Some Gels will pop out at you. Defeat them first.
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Trip the Switch (5-E) - Attack the Gels and then push the Helmet Beetle in
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the pit. Step on the switch to get a treasure chest with a small key.
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Play Cards (3-G) - These cards are constantly changing suits. Strike them
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with your sword to stop the suits from changing. If you stop them all on
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the same suit, they'll disappear. If not, they'll reset. Once they're
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gone, a chest will appear. Pick up to STone Fragment to read the message
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in the Stone Slab in the same room.
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Fight or Flee (5-F) - Although it's easier just to ditch this room and go
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through the revolving door, defeat the enemies and a treasure chest
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holding the map will appear.
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Push the Block (2-D) - Push the block on the very left right one space to
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complete the pattern and make the door open.
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Roc's Feather (2-C, 5-B, 4-B, 3-B) - Use your shield to flip over the
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spiked enemies, then strike true with your sword. Stairs will appear. Go
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down them. When you come up them, go north two screens. You'll there
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find Roc's Feather.
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Rolling Bones (4-H) - Rolling Bones has a large rolling pin. Equip Roc's
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Feather. Jab at him when he's near, being sure not to get hit by the pin.
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After you defeat him, a Faerie will appear to heal you.
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The Boss: Moldorm. This big worm has only one weak point: its tail. It
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will try to sweep you off into the pit below. Keep your back to the wall
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and your Sword at the ready all the time. The Full Moon Cello and a Heart
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Container are your reward.
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e) Koholint Prairie, Tabahl Wasteland & Cemetery
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Points of Interest in the region:
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Crazy Tracy's, Magic Shop, Tabahl Wasteland, Ghost's Grave, The Cemetery,
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Hidden route from Rock-Surrounded stairs to Graveyard.
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Artifacts found in this region:
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Special Medicine, One (1) Piece of Heart, Secret Shell
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Find the Hidden Route:
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Push the SE tombstone in the SW region of the cemetery. It will uncover a
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stairway that leads to a nearby circle of stones.
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We're In the Money, We're In the Money...:
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If you want that shovel and the bow, you're going to need some cold hard
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cash. A great way to build up money is to stand in the graveyard and keep
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slashing at the zombies that keep popping up. Collect the rupees they
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leave behind.
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Route Checklist:
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o Get the Piece of Heart from the center of the cross.
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o Go to the Witch's hut to replenish your magic powder.
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o Visit Crazy Tracy and buy some Secret Medicine.
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o Uncover the hidden stairway that leads over to the ghost's grave.
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f) Goponga Swamp
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Points of Interest in Goponga Swamp:
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Mr. Write's House, Phone Booth, Goponga Swamp, Cave
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No Artifacts in this region.
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Unchain Bowwow:
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A Moblin guard greets you just inside the cave entrance. Avoid standing
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on the cracked floor and make short work of him by attacking from the
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side. More guards gang up on you in the next room, but a couple of
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well-timed Whirling Blade attacks will put them in their place. The
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Moblin's main man waits in the next room. You must defeat him to save
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Bowwow. Jump the arrows he fires, then step away as he dashes the wall.
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When he's still in a daze, rack him up with the sword. Bowwow will be so
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happy to see you!
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Bowwow on the Trail:
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If you return to Mabe Village, Madame Meowmeow will thank you and ask you
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to take Bowwow for a walk. Lucky for you, Bowwow can sniff out secret
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seashells for you.
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Please Eat the Flowers:
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If you visited the swamp before, you noticed that the flowers shot
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fireballs and that you couldn't defeat them. Luckily for you, Bowwow is a
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hungry pup! He'll gobble up those plants like nobody's business. Aren't
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you glad he's on your side?
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Route Checklist:
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o Return to Mabe Village and talk to M. Meowmeow who will ask you to
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rescue
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Bowwow.
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o Go north to the mountain cave at Tal Heights.
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o Enter and defeat the main Moblin to rescue Bowwow.
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o Take Bowwow to Goponga Swamp and have him eat the flowers that block the
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Grotto entrance.
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g) Bottle Grotto
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Bottle Grotto Data:
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One (1) Floor, Ten (10) Treasure Chests, Five (5) Small Keys, Power
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Bracelet, The Genie, Conch Horn
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Bowwow is the Key:
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Have Bowwow eat up the plants surrounding the cave entrance, so you can
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get in. Bowwow is scared of the cave, so he won't follow you in.
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The Compass: Located in 7-C
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The Map: Located in 5-A
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The Main Treasure: Located in 1-A
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The Nightmare Key: Located in 2-E
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Small Keys: Located in 1-C, 6-C, 7-D, 6-E, 7-E
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The Genie: Located in 3-F
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Conch Horn: Located in 3-E
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Mini-Bosses: Hinox located in 3-A
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Secret Passages: #1 (4-A) to #2 (6-F)
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#3 (3-B) to #4 (2-E)
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#5 (4-F) to #6 (1-F)
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Tricky Spots:
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Light the Lamps (6-B) - Go up the steps in the center of the room and
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|
select your Magic Powder. Sprinkle powder on the two Lamps on the
|
|
platform. When both are lighted at once, the east door will open. Go
|
|
through the door and defeat the two Stalfos there to get a Small Key. Go
|
|
back through 6-B, open the west door and continue up to get the Map from
|
|
the treasure chest in 5-A.
|
|
|
|
Trip the Switch (6-D) - Strike the Crystal Switch in the center of room
|
|
6-D with your Sword. This will cause the Switch Blocks to drop. Walk
|
|
over them to 7-D and strike the Switch there to get the Treasure Chest.
|
|
|
|
Whirl Away (6-E) - The mimics in 6-E mirror your every move. You can't
|
|
attack them from the front, so you'll have to get near enough to them to
|
|
use your Whirling Blade Attack to strike them while your back is to them.
|
|
When you defeat them, you will earn a Small Key.
|
|
|
|
Quick Flip (6-F) - Your sword does little to deter the Beetles in room
|
|
6-F. Use your Shield to turn aside the Spiny ones. Flip them with your
|
|
shield and swing with your sword. Defeat them and go through the door on
|
|
the upper right.
|
|
|
|
Fry the Boo Buddies (1-A) - Boo Buddies guard the Power Bracelet in 1-A.
|
|
When you light the lamps, you'll fry the Boos. Attack them with your
|
|
sword to defeat them. Then you'll get the treasure chest with the Power
|
|
Bracelet!
|
|
|
|
Hinox (3-A) - The Hinox is a big Cyclops that will grap you and throw you
|
|
across the room. Avoid his bombs, dash in and strike with your Sword,
|
|
then run out of his range.
|
|
|
|
A Vase Lift (Secret Passage #5-6) - Your weight alone isn't enough to make
|
|
the platform here fall. Grab the large vase and carry it with you. Climb
|
|
the stairs to reach 4-F.
|
|
|
|
|
|
The Boss: The Genie. The Genie has two phases. In phase one, the genie
|
|
with start juggling a bunch of fireballs. This is your cue to get in the
|
|
lower right hand corner. When he starts to throw them, run to the left
|
|
across the room. By the time you get to the left side, he'll have thrown
|
|
three. Move back right now. If you don't hesitate the fireballs won't
|
|
touch you. Now, he'll retreat back to his bottle. Hit it with your sword
|
|
to immobilize it. Now, pick it up with the power bracelet. Throw it at
|
|
the wall. Then, the genie will start over with his fireballs. Repeat
|
|
this process three times. Then the genie will be hopping mad! Time for
|
|
phase two. Now the genie will start to produce images of himself that
|
|
start centering in on the middle of the screen. Equip yourself with the
|
|
Sword and Roc's Feather. Stand right below the Genie. When the Genie
|
|
becomes totally solid, jump and swing your sword. You'll jump over the
|
|
fireball and damage him. Repeat this several times to put an end to the
|
|
Genie.
|
|
|
|
|
|
|
|
h) Ukuku Prairie
|
|
|
|
|
|
Points of Interest in Ukuku Prairie:
|
|
|
|
Two (2) Phone Booths, Warp Hole, Faerie Spring, Slime Cave, Signpost Maze,
|
|
Richard's Villa, Catfish's Maw, Hidden Route east of Ukuku Prairie.
|
|
|
|
|
|
Artifacts found in Ukuku Prairie:
|
|
|
|
One (1) Piece of Heart, Slime Key
|
|
|
|
|
|
Make Madame Meowmeow's Day:
|
|
|
|
After finishing the Bottle Grotto, return Bowwow. Meowmeow will be SOOOOO
|
|
happy!
|
|
|
|
Do a Favor for Richard:
|
|
|
|
Richard once lived in Kanalet Castle. Unruly servants and soldiers rose
|
|
up against him and drove him out of the Castle. He's mad that he doesn't
|
|
have his rightful treasures: the Golden Leaves. He asks you to go to the
|
|
castle to get it for him. In return he'll give you access to the Slime
|
|
Key.
|
|
|
|
Bomb Blasts:
|
|
|
|
A couple of well-placed bombs will make getting around Ukuku Prairie much
|
|
easier. The giant stone Moblin head that blocks your way to the southern
|
|
prairie can be blasted. Also, north of the Moblin head is a wall that can
|
|
be bombed. You can get a Faerie inside.
|
|
|
|
|
|
Route Checklist:
|
|
|
|
o Return Bowwow to Madame Meowmeow.
|
|
o Make sure you have the Bananas.
|
|
o Head for Richard's Villa.
|
|
o Speak with Richard.
|
|
|
|
|
|
|
|
i) Kanalet Castle
|
|
|
|
|
|
Points of Interest In and Around Kanalet Castle:
|
|
|
|
Kanalet Castle, Two (2) Phone Booths, Seashell Mansion, Hidden Route from
|
|
Outside Castle to Inside Castle.
|
|
|
|
|
|
Artifacts Found In and Around Kanalet Castle:
|
|
|
|
Level 2 Sword, One (1) Piece of Heart.
|
|
|
|
|
|
Monkey Business:
|
|
|
|
If you have no Bananas, go back to the beach and get some. You'll meet
|
|
Kiki, the monkey, at the Castle's Southeast corner. He wants those
|
|
Bananas, and if you give them to him, he'll call his friends and have them
|
|
repay you. The monkeys will very quickly build a bridge for you. Walk
|
|
across the bridge, and pick up the stick that is left behind. Walk up to
|
|
the right side of the castle and search for stairs under a bush. When
|
|
you exit the stairs, start looking for Golden Leaves right away.
|
|
|
|
Rake in the Leaves:
|
|
|
|
Two of the Golden Leaves are held by animals outside the castle, but the
|
|
rest are hidden inside. You must defeat the servants who have taken the
|
|
leaves in order to get them. One leaf is held by a mole who pops out of
|
|
holes on the outside of the castle. Another is obtained by defeating the
|
|
raven on the left side of the castle. Inside, blow up a part of the wall
|
|
that looks like a soldier. Defeat the soldier to win a leaf. One can be
|
|
obtained by defeating all the enemies in a room. The final one is
|
|
obtained by defeating a large knight in the room on top of the castle.
|
|
|
|
The Slime Key: Dig It!
|
|
|
|
So you thought Richard would just give you the Key after you got the
|
|
leaves? Wrong. He will let you have access to a stairway. Once back
|
|
outside and in the large forest of bushes, be careful. Many have pits
|
|
underneath them. Look for a route to the owl head, north of the cave you
|
|
started at.
|
|
|
|
|
|
Route Checklist:
|
|
|
|
o Take the Bananas to Kiki.
|
|
o Cross the bridge the monkeys built.
|
|
o Enter Kanalet Castle via the secret entrance.
|
|
o Collect the Golden Leaves.
|
|
o Give the leaves to Richard.
|
|
o Go down the secret passage Richard shows you.
|
|
o Make your way through the bush garden.
|
|
o Dig near the owl head to get the Slime Key.
|
|
|
|
|
|
|
|
j) Key Cavern
|
|
|
|
Key Cavern Data:
|
|
|
|
Two (2) Floors, Ten (10) Treasure Chests, Nine (9) Small Keys, Pegasus
|
|
Boots, Slime Eyes, Sea Lily Bell.
|
|
|
|
|
|
Mad Bombers:
|
|
|
|
Link will need lots of bombs for this dungeon. Make sure he's fully
|
|
stocked.
|
|
|
|
Entering the Key Cavern (a.k.a. Slime Cave):
|
|
|
|
You must put the Slime Key in the Keyhole which is NW of Richard's Villa.
|
|
Then, work your way around the east side of the bush garden and then once
|
|
north of the column of trees, go down a screen. Jump over the water using
|
|
the Pegasus Boots. The Key Cavern is just to your west.
|
|
|
|
|
|
The Compass: Located in 1-G.
|
|
The Map: Located in 2-E.
|
|
The Main Treasure: Located in 2-G.
|
|
The Nightmare Key: Located in 2-H.
|
|
Small Keys: Located in 2-A, 1-B, 3-B, 3-E, 1-F, 7-F, 4-G, 8-G.
|
|
Slime Eyes: Located in 5-B.
|
|
Sea Lily Bell: Located in 4-B.
|
|
Mini-Bosses: Dodongo Snakes in 2-F
|
|
|
|
Tricky Spots:
|
|
|
|
Break In (8-F) - The pots in the entrance have more uses than meet the
|
|
eye. Throw them at closed doors.
|
|
|
|
The Buzz (7-F) - If you hit the "Buzz Bombs" they'll bounce wildly around,
|
|
and blow themselves to pieces. Get Link out of the way so they won't hit
|
|
him.
|
|
|
|
Whack in the Box (6-F) - If you open the Treasure Chest in this room,
|
|
you'll get a real surprise. Out pops a Gel, who begins to attack. You
|
|
can make short work of him, but why even bother? Pass up the Chest.
|
|
|
|
Pairodds (2-A) - Pairodds always seem to appear in twos. These strange
|
|
birds usually disappear before you can get to them. Try throwing bombs at
|
|
them. If that doesn't work, anticipate where they'll appear and rack them
|
|
then.
|
|
|
|
Hungry Snakes (2-F, 2-G) - These snakes have a weakness for bombs. If you
|
|
drop a bomb in front of one, it gobbles it up and explodes inside of the
|
|
snake. Three bombs will destroy one snake. Move to the right to get the
|
|
Pegasus Boots.
|
|
|
|
The Dash Jump (2-H, 3-H) - What a large hole! How will Link cross it?
|
|
Simple. Get a running start with the boots. Then use the feather and
|
|
you'll cross it easily. After crossing it, go north one room and you'll
|
|
get the Nightmare's Key.
|
|
|
|
|
|
The Boss: Slime Eyes. Huh? Where's the boss? Well, you can't see it,
|
|
but he's stuck to the ceiling. Shake things up a bit by dashing the wall.
|
|
Now you'll see a mean pair of eyes staring at you. What are you waiting
|
|
for? Attack. However, you'll notice that while they split apart, they
|
|
just won't separate. A bit more force is needed. Dash where they are
|
|
loosely connected, and they'll split apart. Two lone Eyes are no match
|
|
for your heroic Sword. Following the victory, pick up the Sea Lily Bell.
|
|
|
|
|
|
|
|
k) Animal Village
|
|
|
|
Points of Interest in the Animal Village:
|
|
|
|
Art Alligator, Miss Goat, Phone Booth, Chef Bear, Warp Hole
|
|
|
|
|
|
Artifacts found near Animal Village:
|
|
|
|
One (1) Piece of Heart.
|
|
|
|
|
|
The Singer:
|
|
|
|
All the animals in the village just love music! They also say that they
|
|
like Marin's music especially. A shrewd adventurer would go back to Mabe
|
|
Village to persuade Marin to give a concert.
|
|
|
|
An Immovable Mammal:
|
|
|
|
Just SE of Animal Village is a large, lazy walrus who blocks your path.
|
|
To get rid of him, you'll have to have Marin sing to him. This will let
|
|
to you proceed east.
|
|
|
|
One Good Turn Deserves Another:
|
|
|
|
This trading thing just won't stop! Find Tarin in Ukuku Prairie. He
|
|
wants to borrow your stick. He takes the stick and whacks a bee hive.
|
|
The bees chase Tarin away, but you're left with a honeycomb. Everyone
|
|
knows bears like honey, especially Chef Bear. Give it to him and he'll
|
|
give you a pineapple. Now if you go to the Eastern Tal Tal Mountains,
|
|
you'll find the Quadruplet's father, who said earlier he would get lost.
|
|
He'll eat the pineapple which will give him enough strength to get home.
|
|
He'll give you a hibiscus (that's a flower for those of you in Rio Linda).
|
|
Give the hibiscus to Miss Goat. SHe'll ask you to deliver a letter to Mr.
|
|
Write. Mr. Write resides north of the Mysterious Woods. He'll give you a
|
|
broom.
|
|
|
|
The Power of Song:
|
|
|
|
Marin's song can do many things. It will move the walrus as well as make
|
|
all the animals in the village happy. But where do you find Marin? You
|
|
might check the seashore in Toronbo Shores.
|
|
|
|
|
|
Route Checklist:
|
|
|
|
o Knock the Bee Hive out of the Tree
|
|
o Give Honeycomb to Bear for a Pineapple
|
|
o Give Pineapple to Quadruplet's Father for Hibiscus
|
|
o Give Hibiscus to Miss Goat for Letter
|
|
o Give Letter to Mr. Write for Broom
|
|
|
|
|
|
l) Dream Shrine
|
|
|
|
Points of Interest in the Dream Shrine:
|
|
|
|
Ocarina, 100 Rupees
|
|
|
|
|
|
Artifacts Found in the Dream Shrine:
|
|
|
|
Ocarina
|
|
|
|
|
|
The Ocarina:
|
|
|
|
The great prize in the Dream Shrine is a musical instrument called the
|
|
Ocarina, but it is guarded by Mimics and cracked floors. Use the Dash
|
|
Attack to mow down the Mimics and reach the Ocarina.
|
|
|
|
Songs that Work:
|
|
|
|
With the Ocarina, you can get three tunes. They are: #1 Ballad of the
|
|
Wind Fish, #2 Manbo's Mambo, #3 Frog Song of Soul. All three are
|
|
pertinent to your success.
|
|
|
|
|
|
|
|
m) Yarna Desert
|
|
|
|
Points of Interest in the Desert:
|
|
|
|
Lanmola
|
|
|
|
|
|
Artifacts Found in Yarna Desert:
|
|
|
|
Angler's Key, One (1) Piece of Heart
|
|
|
|
|
|
The Lanmola:
|
|
|
|
To defeat Lanmola, just hit him on the head when he emerges from the sand.
|
|
You should have the feather to avoid the sucking sands. Avoid his body
|
|
and hit him as much as possible. When you defeat him, the Angler's Key
|
|
falls into the sand. Jump into the sand whirlpool to claim the key.
|
|
|
|
|
|
Route Checklist:
|
|
|
|
o Battle the Lanmola.
|
|
o Get the Angler's Key.
|
|
o Search near key for a Piece of Heart.
|
|
|
|
|
|
|
|
n) Tal Tal Heights and Mount Tamaranch
|
|
|
|
Points of Interest in Tal Tal Heights:
|
|
|
|
Wind Fish's Egg, Manbo, Warp Hole, Raft Ride, Caves.
|
|
|
|
|
|
Artifacts Found in Tal Tal Heights:
|
|
|
|
Two (2) Pieces of Heart, Manbo's Song.
|
|
|
|
|
|
The Lock in the Rock:
|
|
|
|
At the base of the mountains, along a path that borders the river, you'll
|
|
see a keyhole in the ledge. Stick the Angler's Key in there to open up
|
|
the entrance to the Angler's Cave.
|
|
|
|
Song of Entry:
|
|
|
|
In front of the Wind Fish's egg, if you play the Ballad of the Wind Fish
|
|
on your Ocarina, you can open the egg once you have collected all 8
|
|
instruments. This isn't until the end of the game, though!
|
|
|
|
Blind Leap:
|
|
|
|
There's only one way to reach the Angler's Cave, and that's from above.
|
|
You'll have to go through many caves to find an open ledge in the
|
|
mountains above. Prove Newton's Gravitational Theory by falling down.
|
|
Luckily, Link is very limber and will not be hurt falling from such a
|
|
distance. He's now ready to enter the Angler's cave.
|
|
|
|
Approaching the Blind Leap:
|
|
|
|
To reach the cliff where Link jumps to the Angler's cave entrance, head
|
|
left from the keyhole until you find the stairs. Go up and continue left.
|
|
Remove the rock in your path and look for another set of stairs and enter
|
|
the first cave where you'll have to push some stones around on cracked
|
|
floors. In the cave with the crystal blocks, use the Pegasus Boots to
|
|
charge through them, and take the second exit. Outside again, you'll find
|
|
the ledge where you jump from.
|
|
|
|
|
|
|
|
o) Angler's Cave
|
|
|
|
|
|
Angler's Cave Data:
|
|
|
|
One (1) Floor, Twelve (12) Treasure Chests, Five (5) Small Keys, Flippers,
|
|
Angler Fish, Surf Harp.
|
|
|
|
|
|
The Compass: Located in 6-D.
|
|
The Map: Located in 3-E.
|
|
The Main Treasure: Located in 1-C.
|
|
The Nightmare Key: Located in 6-B.
|
|
Small Keys: Located in 3-C, 3-D, 7-D, 2-F, 4-F.
|
|
Angler Fish: Located in 3-A.
|
|
Surf Harp: Located in 2-A.
|
|
Mini Bosses: Cue Ball in 2-D.
|
|
Secret Passages: #1 (3-E)
|
|
#2 (5-B) to #3 (3-B)
|
|
#4 (4-B) to #5 (4-C)
|
|
|
|
Trouble Spots:
|
|
|
|
A Flash of Insight (3-B) - You must be cunning to succeed at this game,
|
|
and the room is proof of it. There are 5 tiles on the floor. To get
|
|
through you must find the sequence of flashing tiles. Here is the
|
|
sequence: middle tile, NE tile, SE tile, NW tile, SW tile. This will open
|
|
up a stairway that allows you to obtain the Nightmare Key.
|
|
|
|
All For a Key (6-G) - After you defeat all the enemies in this room,
|
|
you'll get a key. Unfortunately, it falls in a pit. What rotten luck!
|
|
If you have the flippers, go to Secret Passage #1 to retrieve it.
|
|
|
|
Sprint! (1-D) - In this room you'll see a door on the left. But there are
|
|
blocks in the way. Pull on the lever on the right side of the room. This
|
|
will move the blocks out of the way. Once they're fully apart, make a run
|
|
for the door. If you're quick, you'll make it.
|
|
|
|
Swimmingly (1-C) - Once you have the flippers, you can swim around in the
|
|
deep water. This will allow you to get to the switch that allows you to
|
|
go to the Nightmare's Lair.
|
|
|
|
Round and Round (2-D) - The bizarre Cue Ball looks like he might be tough,
|
|
but you can make short work of him. Stay close to the stone divider in
|
|
the middle of the room. When he's about to turn the corner you're hiding
|
|
behind, whack him. Make sure you hit him before he turns, though, because
|
|
only his sides and back are vulnerable. Once hit, he'll usually change
|
|
direction. Just to be safe, though, move 90 degrees around the divider.
|
|
|
|
A Tricky Quickie (4-A) - If you enter this room from the bottom, you'll
|
|
see that you need to come from the top route, which involves going down a
|
|
staircase and other stuff. However, you can bypass this with a real
|
|
sneaky move. Equip the Pegasus Boots and Roc's Feather. Charge up your
|
|
boots, then jump! Press the control pad up, and you'll land in the center
|
|
of the room. This is not necessary but it does save a lot of time!
|
|
|
|
The Boss: Angler Fish - Too bad Link doesn't have a fishing hook and a
|
|
worm, or he could fish the angler fish out. No, that won't work. You'll
|
|
just have to hit him with your sword. Stay just left of center and go
|
|
nuts with your sword when the glowing feeler is in reach. The best thing
|
|
to do here is just to attack nonstop and don't worry about getting hit.
|
|
Just let him have it!
|
|
|
|
|
|
|
|
p) Martha's Bay
|
|
|
|
Points of Interest in Martha's Bay:
|
|
|
|
Richard's Villa, The Mad Batter, Ghost's House, Two (2) Phone Booths,
|
|
Catfish's Maw, Hidden Route.
|
|
|
|
|
|
Artifacts Found in Martha's Bay:
|
|
|
|
Slime Key, Necklace, Mermaid's Scale, Magnifying Glass.
|
|
|
|
|
|
Take Me Home: After Link finishes the Angler Cave, and gets near Martha's
|
|
Bay, a ghost will appear. He moans and groans and asks you to take him
|
|
back to his house. You probably noticed the run-down house before. It's
|
|
South of Richard's Villa. Take him there. He gets nostalgic, then asks
|
|
you to take him to his final resting place, to the lone tomb which lies
|
|
west of the cemetery. You may not want to go out of your way, but if you
|
|
don't he will stick around and annoy you. Just take him back, if for no
|
|
other reason, than to ditch him.
|
|
|
|
Fish Tales and Mermaid Scales:
|
|
|
|
Go to Animal Village. Grandma Ulrira is there, but she left her broom in
|
|
Mabe Village. Give her the broom that you got from Mr. Write. She'll
|
|
give you a fish hook. Take the fish hook and go swimming in Martha;s Bay.
|
|
Go east and then south of the Catfish's Maw and swim under the bridge.
|
|
The fisherman there will let you have his next catch. Lucky you, it's the
|
|
mermaid's Necklace. Take the necklace to the Mermaid one screen north of
|
|
the Catfish's Maw. She'll give you a scale from her tail. Take this
|
|
scale to the Mermaid Statue after you beat the Catfish's Maw and obtain
|
|
the hookshot. When you put it on the statue, a secret passage will open.
|
|
Go inside and get the Magnifying Glass.
|
|
|
|
A Strange Encounter:
|
|
|
|
The Mad Batter is a crazy dude. He can help Link. To get to him, you'll
|
|
have to cross a bunch of holes. This is a few screens east of the Ghost's
|
|
House. There are two ways to do this. You can use a Bomb Arrow (See
|
|
Tricks of the Trade) or use the following method. Equip your Pegasus
|
|
Boots and Roc's Feather. Now get a running start and jump. In
|
|
mid-flight, change one of those items to your sword. Swing at the bush as
|
|
you fall in the hole. Now you can make it to the other side. Find the
|
|
stairs, which leads to a closed-off place north of the ghost's house. Go
|
|
in the next set of stairs and find the Mad Batter. He'll increase the
|
|
amount of Powder, Bombs, or Arrows that Link can carry.
|
|
|
|
|
|
Route Checklist:
|
|
|
|
o Take the Ghost where it wants to go.
|
|
o Do the trading process to get the Mermaid's Scale.
|
|
o Find the Goriya at Toronbo Shores and trade for the Boomerang.
|
|
|
|
|
|
|
|
q) Catfish's Maw
|
|
|
|
Catfish's Maw Data:
|
|
|
|
One (1) Floor, Ten (10) Treasure Chests, Three (3) Small Keys, Hookshot,
|
|
Slime Eel, Wind Marimba.
|
|
|
|
Dive to Adventure:
|
|
|
|
To enter Catfish's Maw, approach from the left side. Follow the row in
|
|
between stones and dive. You'll come across a small screen where you'll
|
|
have to swim to get inside the circle of stones surrounding Catfish's Maw.
|
|
Once you're back breathing air again, go through the Maw
|
|
|
|
Dungeon Notes:
|
|
|
|
Please note that the lettering system used in this dungeon is a bit
|
|
different. The very right side of the dungeon corresponds to letter H,
|
|
but the very left side corresponds to B, instead of A. Please keep this
|
|
in mind.
|
|
|
|
|
|
The Compass: Located in 8-E.
|
|
The Map: Located in 7-D.
|
|
The Main Treasure: Located in 1-B.
|
|
The Nightmare Key: Located in 2-E.
|
|
Small Keys: Located in 1-C, 6-C, 3-H.
|
|
Slime Eel: Located in 2-D.
|
|
Marimba: Located in 1-D.
|
|
Mini Bosses: Master Stalfos #1 in 5-F
|
|
Master Stalfos #2 in 4-H
|
|
Master Stalfos #3 in 1-F
|
|
Master Stalfos #4 in 1-B
|
|
Gohmas in 5-D
|
|
Secret Passages: #1 (1-C) to #2 (8-E)
|
|
#3 (3-B) to #4 (5-G)
|
|
#5 (2-E) to #6 (3-F)
|
|
#7 (3-E) to #8 (5-E)
|
|
|
|
Tricky Spots:
|
|
|
|
Shot Techniques (Secret passage #1-2) - Here's your chance to be come a
|
|
daring young hero, swinging from heavy chandeliers. Well, maybe not
|
|
chandeliers but large chains hanging from the ceiling. When you stand on
|
|
one, the other one will begin to rise. Jump on it. Jump from one to the
|
|
other to make it across the room.
|
|
|
|
Master Stalfos (5-F, 4-H, 1-F, 1-B) - You must go in the correct order to
|
|
fight this guy. Hit him with the sword after avoiding his swipe. Then
|
|
quickly place a bomb. Krakoom! Two or three bombs and he'll retreat to
|
|
the next Stalfos room.
|
|
|
|
Snag the Hookshot (1-B) - After defeating Master Stalfos for the fourth
|
|
and final time, you'll be rewarded with the Hookshot. Use the hookshot to
|
|
pull Link across a pit or to defeat far away enemies.
|
|
|
|
Center Stage Diving (3-F) - After defeating all the Water Tektites in this
|
|
room, you may grow suspicious of the small pit of deep water. Dive down
|
|
in the center of the pit to discover a secret passage. Following this
|
|
passage will lead you to a room with the Nightmare Key.
|
|
|
|
Spider Eyes (5-D) - Twin Gohmas greet you in this room. When they open
|
|
their eyes, shoot them with an arrow. When they start to descend toward
|
|
you, get out of the way fast. Concentrate your attack on the bottom one
|
|
first because he has the greatest chance of hurting you.
|
|
|
|
Skyshot (Secret passage #7-8) - In this secret passage the only way to
|
|
reach the high road is to use your Hookshot on the Bowser statue.
|
|
|
|
|
|
The Boss: Slime Eel. The Slime Eel's head appears from four holes in the
|
|
corners of his chamber while his tail swings around in the center. Stay
|
|
in a corner to avoid being hit by the tail. Use the Hookshot to pull the
|
|
head of the eel way out. If he's got a heart on his neck, it's the real
|
|
eel. Attack him with the sword as much as possible. If there's no heart,
|
|
he's an imposter. Don't attack that one. A few hits to the heart and
|
|
he'll be gone.
|
|
|
|
|
|
|
|
r) River Rapids
|
|
|
|
Points of Interest in the River Rapids:
|
|
|
|
Warp Hole, River Rapids
|
|
|
|
|
|
Artifacts found in the River Rapids Area:
|
|
|
|
One (1) Piece of Heart.
|
|
|
|
|
|
An Underground Song:
|
|
|
|
This isn't located in the Rapids area, but you should do it now anyway.
|
|
Go to the Signpost Maze. You should start on the first screen by reading
|
|
the signpost that says the next one is to the right. Go DIRECTLY to the
|
|
right of the signpost (not where you're standing; exactly right of the
|
|
signpost) and you'll find another. Repeat this process many times and
|
|
eventually a cave will open. Go in and listen to Mamu the frog (who bears
|
|
a striking resemblance to Wart from SMB2). For 300 Rupees, you can learn
|
|
the Frog's Song of Soul. This is a necessary and useful song.
|
|
|
|
The Way Across:
|
|
|
|
The best way to reach the Rafting Shop, is to use the Hookshot on the
|
|
smooth stone to pull yourself over. If you're in the river, swim up and
|
|
to the right to the cave by the waterfall. There's a tunnel there that
|
|
leads to the Raft Shop.
|
|
|
|
Strike it Rich:
|
|
|
|
On the Raft, select the Feather so that you can jump up to collect the
|
|
items that hover above the river. It costs 100 Rupees for the Raft, but
|
|
you can earn up to 160 Rupees and Hearts, Bombs, Arrows, and Powder.
|
|
|
|
|
|
|
|
s) Face Shrine Area
|
|
|
|
Points of Interest in the Shrine:
|
|
|
|
Face Shrine Dungeon, Southern Shrine, Faerie Fountain.
|
|
|
|
|
|
Artifacts Found in the Face Shrine Area:
|
|
|
|
Face Key.
|
|
|
|
|
|
Two Shrines:
|
|
|
|
There is a northern shrine and a southern shrine. Go to the southern
|
|
shrine first. There you'll get the key to the northern shrine.
|
|
|
|
Armos Statues:
|
|
|
|
On the way to the southern shrine, you'll notice a lot of Armos Statues.
|
|
When you touch them, they will come alive. Shoot an arrow at one, or use
|
|
your sword to bat it away.
|
|
|
|
Armos Knight:
|
|
|
|
This stomping fiend is definitely not inanimate like his servants. A
|
|
constant barrage of Arrows will work. Just shoot 'em up and take 'em
|
|
down. The Face Key is your reward.
|
|
|
|
The Message:
|
|
|
|
Beyond the Armos Knight, you'll find a dark room with a painting on the
|
|
wall. Light the torches so you can read the painting. It's got a very
|
|
mysterious message on it.
|
|
|
|
|
|
Route Checklist:
|
|
|
|
o Follow the rows of Armos Statues toward the left where you'll find the
|
|
southern Face Shrine.
|
|
o Defeat the Armos Knight inside to get the Face Key.
|
|
o Go to the painting and read the message.
|
|
|
|
|
|
|
|
t) Inside the Face Shrine
|
|
|
|
Face Shrine Data: One (1) Floor, ELeven (11) Treasure Chests, Three (3)
|
|
Small Keys, Power Bracelet 2, Facade, Coral Triangle
|
|
|
|
A Secret Entrance:
|
|
|
|
Go to the island with two Armos Statues on it. Either shoot an arrow at
|
|
the one on the left or let him sink into the water. Go down the secret
|
|
stairs. When you emerge, a keyhole on the right side of the Shrine will
|
|
open the cave for your exploration.
|
|
|
|
The Compass: Located in 2-B.
|
|
The Map: Located in 4-A.
|
|
The Main Treasure: Located in 6-B.
|
|
The Nightmare Key: Located in 2-G.
|
|
Small Keys: Located in 2-D, 4-D, 3-G.
|
|
Facade: Located in 3-E.
|
|
Coral Triangle: Located in 2-E.
|
|
Mini Bosses: Smasher in 4-F.
|
|
Dodongo Snakes in 4-H.
|
|
Secret Passages: #1 (7-B) to #2 (4-C)
|
|
#3 (4-D) to #4 (3-F)
|
|
#5 (3-H) to #6 (3-B)
|
|
#7 (3-F) to #7 (5-F) *Repeating sequence of rooms*
|
|
|
|
Tricky Spots:
|
|
|
|
Enter the Eye (4-B, 4-C) - To enter the room that looks like an eye on the
|
|
map, bomb the right wall in 4-B. You'll enter a darkened room 4-C.
|
|
|
|
Bubble Trouble (Secret passage #1-2) - The bubble in this passage can't be
|
|
defeated. Just move under it when it's high up or above it when it's low
|
|
down.
|
|
|
|
Power Bracelet 2 (6-B) - Once you've got the Power Bracelet in this room,
|
|
Link will be strong enough to lift the blocks that look like elephants.
|
|
You can throw them at doors and enemies, too.
|
|
|
|
Smasher (4-F) - This creature tries to bowl you over with his giant
|
|
bowling ball. Return the favor by throwing it back at him.
|
|
|
|
In a Rut (3-F,5-F,4-F) - If you keep going up through the bomb hole in the
|
|
wall (3-F) you'll have a definite feeling of deja vu as you reappear
|
|
several rooms below. Pick up the left elephant block in 3-F to step
|
|
downstairs and break the loop.
|
|
|
|
Thwomps (Secret passage #5-6) - Use the Pegasus boots to safely pass these
|
|
stone stompers.
|
|
|
|
Take a Big Bite (4-H) - Fight the Dodongo Snakes again. Same strategy as
|
|
before.
|
|
|
|
|
|
The Boss: Facade. Dodge the tiles, or to make things easier, just use the
|
|
shield and they'll break up. After that, just set a few bombs on Facade's
|
|
face. He doesn't offer much resistance. Just bomb him into oblivion.
|
|
|
|
|
|
|
|
u) Eastern Tal Tal Mountains
|
|
|
|
Points of Interest in the Mountains:
|
|
|
|
Chicken Coop, Eagle's Tower, Faerie.
|
|
|
|
|
|
Artifacts found in the Mountains:
|
|
|
|
Bird Key
|
|
|
|
|
|
The Rooster Crows Again:
|
|
|
|
Go to Mabe Village and push back the Weather Vane. Go in and you'll find
|
|
an old pile of bones. Play the Frog's Song of Soul to bring life back to
|
|
the rooster. With the Rooster as your sidekick, you'll be able to fly
|
|
over obstacles.
|
|
|
|
Fly to the Key:
|
|
|
|
Go in the caves of Eastern Tal Tal Mountains. When you find a "bent" pit
|
|
that will be your cue to use the Rooster to fly over. You'll soon find
|
|
the Bird Key, to open the Eagle Tower.
|
|
|
|
Cave Mazes:
|
|
|
|
Use the rooster to thoroughly explore the Tal Tal Caves. There's lots of
|
|
interesting stuff, including a Faerie behind a crumbled wall.
|
|
|
|
|
|
Route Checklist:
|
|
|
|
o Bring the Rooster back to life.
|
|
o Explore the island from the air to find hidden items.
|
|
o Take the rooster to the Chicken coop in the mountains then fly to the
|
|
Eagle's Key.
|
|
o Enter the Cave Maze and fly over pits.
|
|
o Visit the Faerie's Fountain.
|
|
o Ascend the Eagle's Tower.
|
|
|
|
|
|
|
|
v) Eagle's Tower
|
|
|
|
Eagle's Tower Data:
|
|
|
|
Four (4) Floors, Nine (9) Treasure Chests, Three (3) Small Keys, Mirror
|
|
Shield, Evil Eagle, Organ of Evening Calm.
|
|
|
|
|
|
The Rotating Tower:
|
|
|
|
Place your Eagle's Key in the rock just west of the large tower. The
|
|
tower will rotate and you'll be able to enter.
|
|
|
|
|
|
Dungeon Notes:
|
|
|
|
The room system is a bit different here. Each floor has a maximum width
|
|
of 4 rooms and a maximum depth of four rooms. First floor is labeled 1-4,
|
|
A-D. Second floor is labeled 6-9, A-D. Third floor originally is 1-4,
|
|
E-H. Third floor after you've knocked down the pedestals is 6-9, E-H.
|
|
|
|
|
|
The Compass: Located in 6-B.
|
|
The Map: Located in 6-C.
|
|
The Main Treasure: Located in 8-D.
|
|
The Nightmare Key: Located in 2-H or 7-H. (same room)
|
|
Small Keys: Located in 9-A, 1-D, 4-D.
|
|
Evil Eagle: Located in 8-G.
|
|
Organ of Evening Calm: Located in 7-G.
|
|
Mini Bosses: Hinox in 9-A.
|
|
Grim Creeper in 3-H or 8-H. (same room)
|
|
|
|
|
|
Trouble Spots:
|
|
|
|
The Mirror Shield (8-D) - The Mirror Shield can be found in the chest,
|
|
but it will take a clever hero to reach it. When you get to the room just
|
|
beneath it, use a key to unlock the keyhole block. Get on the platform
|
|
high above the room, and then fall off of it in the room with the Shield
|
|
in it. You'll score the Mirror Shield.
|
|
|
|
The Key Drop (8-D) - In the room with the mirror shield in it, drop down
|
|
the very small pit. You'll wind up on a ledge on the first floor. Go
|
|
north to find a treasure chest with a small key in it. Do a similar thing
|
|
in the room with Hinox in it.
|
|
|
|
Pillar Pillage (7-D) - The Orb that you find in this room must be used to
|
|
knock down the four pillars in rooms 7-C, 8-C, 8-B, and 7-B. Throw it
|
|
against the pillar to knock it down. You'll have to do some fancy crystal
|
|
switch work and some bombing to get to all four. Also, if you drop the
|
|
orb down a pit, it will show up again in its original room.
|
|
|
|
Hinox High Jinks (9-A) - When battling this monstrosity, make sure you
|
|
have the feather equipped so you don't fall down a hole on accident. Use
|
|
the boomerang or arrows to attack from a safe distance.
|
|
|
|
Grim Creeper (8-H) - The Grim Creeper controls a flock of evil Battle
|
|
Bats. Destroy all six at once to get past him.
|
|
|
|
|
|
The Boss: Evil Eagle. This big bird has a variety of attacks. WHen he
|
|
swoops down toward you, hit him with the sword. If he flies straight
|
|
across the screen the sword is your best bet. Unless of course he's too
|
|
high. Then use your Hookshot. The hard part will be when he tries to
|
|
blow you off the tower. Equip the shield. When he starts to blow the
|
|
wind, push the opposite direction. The feather attack can be deflected
|
|
with the shield. Make sure you're never too close to the sides of the
|
|
tower, as he could knock you off unexpectedly. Battle hard and you'll
|
|
win. Climb down the tower to claim the Organ of Evening Calm.
|
|
|
|
|
|
|
|
w) Western Tal Tal Mountains
|
|
|
|
Points of Interest in the Mountains:
|
|
|
|
Turtle Rock, Warp Hole, Phone Booth, Mad Batter, Wind Fish's Egg.
|
|
|
|
|
|
Artifacts Found in the Mountains:
|
|
|
|
One (1) Piece of Heart.
|
|
|
|
|
|
Rescue Marin:
|
|
|
|
After receiving the warning from the owl, go to the western mountains.
|
|
You'll find Marin stuck on a broken down bridge. Use the Hook Shot to
|
|
cross to the other side and get her to safety.
|
|
|
|
Boost Your Stores:
|
|
|
|
Underneath a rock in the Tal Tal Mountains (near a Treasure Chest) you
|
|
will find a Mad Batter's lair. Enter and he will boost the amount of
|
|
Arrows, Bombs, and Powder you can hold.
|
|
|
|
The Incinerator:
|
|
|
|
When you make it to the screen with a bunch of rocks and a cracked wall,
|
|
bomb the wall and go in the cave. There you'll find a Flame Spout that
|
|
spits out flames. You can't get past it unless you have the Mirror
|
|
Shield. Block the flames and move off to the left to get close to Turtle
|
|
Rock.
|
|
|
|
The Living Rock:
|
|
|
|
When you finally make it to Turtle Rock, you'll wonder where the entrance
|
|
is. Well, the turtle head sure looks real enough. Play the Frog's Song
|
|
of Soul to wake the Turtle Head. Unfortunately, he's got a bad attitude.
|
|
Luckily, he's got a bad method of attack. Just rack up on the head with
|
|
your sword and you'll defeat him with no problems. After that you can
|
|
enter.
|
|
|
|
|
|
|
|
x) Turtle Rock
|
|
|
|
Turtle Rock Data:
|
|
|
|
One (1) Floor, Thirteen (13) Treasure Chests, Seven (7) Small Keys, Magic
|
|
Rod, Hot Head, Thunder Drum.
|
|
|
|
|
|
The Compass: Located in 8-A.
|
|
The Map: Located in 6-D.
|
|
The Main Treasure: Located in 2-H.
|
|
The Nightmare Key: 2-A.
|
|
Small Keys: Located in 6-A, 4-B, 5-B, 4-C, 3-F, 3-G, 7-G
|
|
Hot Head: Located in 2-D.
|
|
Thunder Drum: Located in 1-D.
|
|
Secret Passages: #1 (8-E) to #2 (6-H)
|
|
#3 (5-D) to #4 (8-H)
|
|
#5 (1-E) to #6 (5-G)
|
|
#7 (4-E) to #8 (2-H)
|
|
#9 (3-B) to #10 (6-E)
|
|
#11 (3-D) to #12 (6-F)
|
|
Mini Bosses: Cue Ball in 3-A
|
|
Rolling Bones in 7-A
|
|
Hinox in 6-C
|
|
Dodongo Snakes in 3-F
|
|
Blaino in 3-H
|
|
Smasher in 7-H
|
|
|
|
Tricky Spots:
|
|
|
|
Fill the Holes With the Rock that Rolls! (7-G) - When you come upon a
|
|
screen with the moving block that has a large pit, fill the pit in
|
|
completely to get a Small Key. For those who haven't played puzzle games
|
|
too much, this may take some practice, but it's not too hard.
|
|
|
|
Aerial Bombing (3-C, 3-F) - There is an exit to the outside in this room.
|
|
Take it. Pick up the piece of heart that's up there. Then move right and
|
|
go through the next entrance. You're back in Turtle Rock, in a room with
|
|
Dodongo Snakes. The only way to kill them is to place a bomb, pick it up,
|
|
and throw it at them. This may take some time, as they might move
|
|
direction. Defeat them to win a small key.
|
|
|
|
A Shot in the Eye (4-C) - When you enter this room, you'll notice the
|
|
chime that tells you there's a key. But there are no bad guys to beat!
|
|
Simply shoot an arrow at the statue and the key will appear.
|
|
|
|
Crystal Persuasion (6-G) - Just north of the room with the large pit that
|
|
you must fill in is a room with a Crystal Switch. Hit it once. You're
|
|
going to end up being awfully mad if you don't.
|
|
|
|
Boxing Blaino (3-H) - This boxing penguin is a nasty little guy. One
|
|
uppercut and you're back to the beginning of the dungeon. Equip the
|
|
Feather so you can jump out of danger, and try to get around to his sides
|
|
to hit him because he's not vulnerable at his front. When he winds up to
|
|
land a big punch, get out of there! Hit him several times to defeat him.
|
|
|
|
The Rod of Fire (2-H) - After beating Blaino, go north through the door
|
|
and get the fire rod. Aren't you glad you hit that crystal switch, now?
|
|
The Rod of FIre will help you in room 5-B. Light up the torches on the
|
|
sides of the room to get the small key.
|
|
|
|
|
|
The Boss: Hot Head. Who would think that fighting fire with fire would
|
|
work? Well, it does, because Hot Head is only vulnerable to the Fire Rod.
|
|
Your general strategy should be to fire off as many shots per second as
|
|
possible. Don't let up. If a fireball comes toward you, move and resume
|
|
firing. He'll be gone shortly.
|
|
|
|
|
|
|
|
y) The Egg
|
|
|
|
The Path:
|
|
|
|
Before you go to wake the Wind Fish, you need to stop in the library. Use
|
|
the magnifying glass on the book entitled "Dark Secrets and Mysteries of
|
|
Koholint Island." Write down on a piece of paper the directions it tells
|
|
you to follow. You'll need them once inside the egg.
|
|
|
|
The Final Song:
|
|
|
|
To open up the egg, play Marin's Ballad of the Wind Fish on your Ocarina.
|
|
The eight Instruments will circle you as you play the beautiful tune.
|
|
This will crack open the egg and lead to your final battle.
|
|
|
|
Step into the Darkness:
|
|
|
|
Enter the Egg. You'll be in a dark room. Go forward and you'll fall in.
|
|
Now you'll be in a room with multiple doors. Now is the time to remember
|
|
the directions found in the book of mysteries. Follow the directions to
|
|
the letter, and you'll arrive at a room with a great pit. Fall in to
|
|
start the final battle.
|
|
|
|
|
|
The Boss: The Nightmares.
|
|
|
|
You thought you were coming to wake the Wind Fish, but you are forced to
|
|
fight the Nightmares! These nightmares from Link's past will make you
|
|
think because you must use a different strategy for each one. Below is
|
|
how to defeat each one.
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|
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|
The Giant Gel: This guy is easy. Just sprinkle some powder on him and
|
|
he'll take some damage. Three sprinkles of powder and he's gone.
|
|
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|
Agahnim's Shadow: If you played A Link to the Past, you'll know how to
|
|
beat this guy. If not, listen up. When he charges up his magic, get in a
|
|
direct vertical line with him. When he releases it, bat the magic back at
|
|
him with your sword. He can't stand it very long if you keep up the
|
|
attack.
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|
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|
Moldorm: Beat this guy in identically the same way you beat Moldorm
|
|
before. Be sure to equip the shield to protect yourself if he suddenly
|
|
charges you.
|
|
|
|
Ganon's Shadow: Link will be having a serious nightmare here! Ganon was
|
|
the main baddie in the other games. Fortunately, he's a bit easier here.
|
|
Equip the Boots and the Sword. Dash into him as many times as you can.
|
|
Don't let up, even to avoid the bats. You won't incur much damage.
|
|
|
|
Lanmola: This guy is a fruitcake. Why does he even bother? Oh well. One
|
|
well-placed Hookshot will do it. Or, if you like, try the Fire Rod for a
|
|
little variety.
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|
|
|
Dethl: OK. The rest of the guys were just a warm-up. This is the main
|
|
fight. Equip the Feather and the Bow. Stay beneath him at all times.
|
|
When he opens his eye, shoot him. When his swinging arms are about to hit
|
|
Link, jump! You may have to jump a lot, but be sure you do because he
|
|
takes a lot of damage off if you get hit. About 15-20 Arrows will do the
|
|
trick.
|
|
|
|
|
|
Awake at Last: I'm not going to spoil the end of the game. Beat it
|
|
yourself to find out what happens.
|
|
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|
|
|
|
D. Pieces of Heart
|
|
|
|
This section of the FAQ will tell you where to find those pieces of heart.
|
|
|
|
|
|
#1. Mabe Village. Fall down the well from above. There's a heart down
|
|
here. You need the sword.
|
|
|
|
#2. Mysterious Forest. Enter the log tunnel. If you have the power
|
|
bracelet, move the stones to access the treasure chest.
|
|
|
|
#3. Kanalet Castle. Once you get the flippers, swim all the way around
|
|
the west side of the castle. In the very SW screen, dive near the bottom
|
|
of the screen to find another Piece.
|
|
|
|
#4. The Fishing Pond. If you catch all the fish in the fishing game, the
|
|
last big lunker will have a Piece of Heart.
|
|
|
|
#5. Ukuku Prairie. Use a Bomb to enter a secret cave, then use the
|
|
Pegasus Boots to dash down the crystal blocks and find a bombable wall.
|
|
Bomb it and enter to find a heart.
|
|
|
|
#6. Tal Tal Heights Water Cave. After finishing the Angler's Cave, go
|
|
right several screens until you see a cave. Go in it and dive underwater
|
|
to find a Piece of Heart.
|
|
|
|
#7. Eastern Tal Tal Mountains. Cross the rope bridge and whack down the
|
|
bush. Now you can get to the Heart that you've seen for quite a while.
|
|
|
|
#8. Koholint Prairie. You need Roc's Feather to jump over the pits
|
|
surrounding this one. It's east of the Mysterious Forest.
|
|
|
|
#9. Yarna Desert. After beating Lanmola, fall in the sand pit. Bomb the
|
|
north wall to pick up another piece.
|
|
|
|
#10. Animal Village. Take the path outside the eastern fence. Use the
|
|
Hookshot to reach the heart piece.
|
|
|
|
#11. Cemetery. Go to the Cemetery secret passage and push up the
|
|
tombstone. You'll need the Hookshot to get this one.
|
|
|
|
#12. Western Tal Tal Mountains. After exiting Turtle Rock through the
|
|
back exit, you'll see a heart in plain sight. Pick it up, already!
|
|
|
|
|
|
|
|
|
|
|
|
E. Sea Shells
|
|
|
|
#1. Mabe Village. Mow down the bushes south of the Shop. The SHell is
|
|
hidden beneath one.
|
|
|
|
#2. Mabe Village. Take the SHovel to the little hut connected to Madame
|
|
Meowmeow's House. Dig in the SE corner there.
|
|
|
|
#3. The Tail Cave. Bomb through the left wall of room 4-D to find the
|
|
seashell in 4-C.
|
|
|
|
#4. Mysterious Forest. After getting the Power Bracelet, return here and
|
|
pick up the shell in the southern part of the forest.
|
|
|
|
#5. Ukuku Prairie. Take the Shovel to the opening near the Ghost's Grave,
|
|
and dig in the space surrounded by plants.
|
|
|
|
#6. Seashell Shrine. Go to the Shrine when you have exactly 5 shells to
|
|
pick up a sixth.
|
|
|
|
#7. Ukuku Prairie. An X marks the spot north of the Key Cavern. Use the
|
|
shovel to dig in the middle of the cross.
|
|
|
|
#8. Ukuku Prairie. On the plateau east of the Key Cavern, the owl sign
|
|
tells you to dig near him. There's a shell there.
|
|
|
|
#9. Ukuku Prairie. After defeating the Moblins on the screen with all the
|
|
smooth stones, pick up a rock to uncover a sea shell.
|
|
|
|
#10. Ukuku Prairie. Just east of the Seashell Shrine, cut down some
|
|
bushes. There's a sea shell hidden there.
|
|
|
|
#11. Seashell Shrine. Go to the Shrine when you have exactly 10 shells to
|
|
pick up your eleventh.
|
|
|
|
#12. Martha's Bay. On the screen where you can see the mermaid statue
|
|
across the bay, cut down the bush to find a seashell.
|
|
|
|
#13. Richard's Villa. After returning the Golden Leaves to Richard, go
|
|
down the secret passage. Take the left side for a shell.
|
|
|
|
#14. By the Tail Cave. West of the Tail Cave is a lone tree. Dash it to
|
|
pick up a shell.
|
|
|
|
#15. By the Phone Booth. Just west of the Key Cavern is another tree near
|
|
the phone booth. Dash it to pick up a shell.
|
|
|
|
#16. Martha's Bay. Dig in the space near the Owl Sign NE of the Mermaid
|
|
Statue.
|
|
|
|
#17. Yarna Desert. Cross to the east border of Yarna Desert to lift the
|
|
boulder and uncover the shell.
|
|
|
|
#18. The Face Shrine. Use the Level 2 Power Bracelet to move a statue in
|
|
the Face Shrine. Follow the steps to find the shell.
|
|
|
|
#19. By the Key Cavern. Near the Key Cavern is an island where a sea
|
|
shell grows.
|
|
|
|
#20. Martha's Bay. You'll find a suspicious island south of Martha's Bay,
|
|
with a bush on it. Demolish the bush to get the shell.
|
|
|
|
#21. The Ghost's House. After you return the ghost to his grave, he'll
|
|
tell you to look in his house for a shell. It's under a pot.
|
|
|
|
#22. Tal Tal Mountains. Cross the bridge to the right of the egg. Pick
|
|
up the stone to find a shell.
|
|
|
|
#23. Tal Tal Mountains. Work your way to the treasure chest by going
|
|
through lots of caves.
|
|
|
|
#24. Near the Face Shrine. Exit the Face Shrine from room 1-A to come up
|
|
in the rapids. The treasure chest you see is a shell.
|
|
|
|
#25. Outside Kanalet Castle. Reach the secret stairs just SW of Kanalet
|
|
Castle by using the rooster to fly over the 5 pits.
|
|
|
|
#26. Inside Turtle Rock. Fall through the leftmost pit in the room with
|
|
Hinox to land on a ledge. Go north to find a shell in a treasure chest.
|
|
|
|
|
|
|
|
|
|
F. The Trading Game.
|
|
|
|
This section of the FAQ will help you find the location of each item that
|
|
you must trade.
|
|
|
|
|
|
Item Must Give Obtained From Located At
|
|
|
|
Yoshi Doll Rupees Trendy Man Trendy Game
|
|
Ribbon Yoshi Doll Quadruplet's Mom Quadruplet's House
|
|
Dog Food Ribbon Little Bowwow Bowwow's Doghouse
|
|
Bananas Dog Food Sale Sale's House O'
|
|
Bananas
|
|
Stick Bananas Monkeys Kanalet Castle
|
|
Bridge
|
|
Honeycomb Stick Tarin Ukuku Prairie
|
|
Pineapple Honeycomb Chef Bear Animal Village
|
|
Hibiscus Pineapple Quadruplet's Dad Tal Tal Heights
|
|
Letter Hibiscus Miss Goat Animal Village
|
|
Broom Letter Mr. Write Mr. Write's House
|
|
Fish Hook Broom Grandma Ulrira Animal Village
|
|
Necklace Fish Hook Fisherman Under Bridge
|
|
Scale Necklace Mermaid Martha's Bay
|
|
Magnifying Glass Scale Mermaid Statue Mermaid Statue
|
|
|
|
|
|
Magnifying Glass: Paths to the Wind Fish.
|
|
|
|
Once you obtain the magnifying glass, go to Mabe Village's library to read
|
|
"Dark Secrets and Mysteries of Koholint Island." You will get one of the
|
|
following paths to the Wind Fish:
|
|
|
|
Path 1 - Right, Up, Up, Right, Up, Up, Right, Up.
|
|
Path 2 - Left, Left, Up, Right, Right, Up, Left, Up.
|
|
Path 3 - Left, Up, Right, Up, Left, Up, Right, Up.
|
|
|
|
|
|
|
|
|
|
G. Secret Sites
|
|
|
|
|
|
Faerie Springs:
|
|
|
|
Mysterious Forest, Ukuku Prairie, Face Shrine, Tal Tal Mountains.
|
|
|
|
|
|
Mad Batters:
|
|
|
|
Mysterious Forest, Martha's Bay, Tal Tal Mountains.
|
|
|
|
|
|
Tree Treasures:
|
|
|
|
Ukuku Prairie, Mabe Village (2), Kanalet Castle, Face Shrine.
|
|
|
|
|
|
|
|
|
|
H. Tricks of the Trade
|
|
|
|
This is the fun part of the FAQ. This will tell you about neat anomalies
|
|
and fun things to try out. A 5-star rating will be assigned to each item
|
|
to depict how useful and/or fun the trick is.
|
|
|
|
|
|
Make Music: If you enter your name as "ZELDA" when you start a new game,
|
|
the background music will be different. **
|
|
|
|
Birds of a Feather: In Mabe Village, start whacking the chickens with your
|
|
sword. If you attack long enough, a whole flock will attack. ***
|
|
|
|
Link, The Thief?! : If you want to get an item from the Shop in Mabe
|
|
Village for free, just pick it off the wall and start walking circles
|
|
around the shopkeeper. Then make a run for the door. If you escape with
|
|
out him catching you, you'll get the item for free! However, if you enter
|
|
the shop again, the shopkeeper will zap you into oblivion! And throughout
|
|
the game people will call you a thief. It's a good way to get the
|
|
expensive Bow, however. *****
|
|
|
|
Save Rupees: Here's another way to "steal" an item. The only catch is
|
|
that you must have enough Rupees to buy it. As soon as the shopkeeper
|
|
starts taking down your Rupees, push A,B, select and start. This will
|
|
take you to the save game screen. Choose to save and quit. Your Rupees
|
|
will still be there and so will your new item! *****
|
|
|
|
Bomb Arrows: The only problem with bombs is they don't have much range.
|
|
Not any more! If you equip the Bow and Bombs, and then push both buttons
|
|
together at the same time, the bomb will go flying across the screen. ****
|
|
|
|
Talkative Tagalong: When Marin tags along, she's quite talkative. She
|
|
will get mad at you for breaking pots and for hitting chickens. And she
|
|
really digs it when you dig with the shovel. ***
|
|
|
|
Fun and Games: When Marin's along, enter the Trendy Game. This is a hoot.
|
|
She'll take the controls and move the claw so it picks up Mr. Trendy.
|
|
It's quite hilarious. ***
|
|
|
|
Rough Landing: If Marin is along and you fall down a ledge, if you don't
|
|
move away, she'll land on you and flatten you. She's apologetic, but it
|
|
still hurts! *
|
|
|
|
Powder Power: You can do some interesting stuff with the powder. Try
|
|
sprinkling it on the Ghost's Grave, the trees in front of the Seashell
|
|
Mansion, and the bones in the desert. **
|
|
|
|
Have a Heart: When you see Goombas in this game, stomp them instead of
|
|
slashing them. They'll always give you a small heart. ***
|
|
|
|
Use the Ocarina: It turns out that Pols Voice hates music. Must be those
|
|
large ears. Play the Ballad of the Wind Fish for him and he'll
|
|
self-destruct. ***
|
|
|
|
Bomb for a Boomerang: After obtaining the Magnifying Glass, go to Toronbo
|
|
Shores and find a bombable wall. Inside you'll find a Goriya who will
|
|
trade an item for a Boomerang. Trade the Shovel. If you find you need
|
|
the shovel again, you can always trade it back. *****
|
|
|
|
Find the Faerie: If you use the boomerang on a spark, it will turn into a
|
|
faerie. ****
|
|
|
|
Boomerang Border: When you have the Power Bracelet, Rooster, and
|
|
Boomerang, you can put all three items together to make an awesome
|
|
machine. Grab on to the rooster's legs and launch the boomerang. Instead
|
|
of coming back to you, the boomerang will circle around you, mowing down
|
|
enemies. *****
|
|
|
|
This is the Pits!: Sometimes there is a pit beneath a bush. If you pull
|
|
on the bush and it won't lift up, you'll know there's a pit beneath. Be
|
|
careful!
|
|
|
|
The Queens of Hearts: You'll come across three enemies with changing
|
|
suits. When you stop them all on the same suit, they'll disappear. If
|
|
you stop them all on Hearts, however, they'll turn into hearts. Replenish
|
|
your life meter with this trick. *
|
|
|
|
Alter the Enemy: Try sprinkling Powder on some enemies. They may turn
|
|
into easier to defeat enemies. **
|
|
|
|
Link's Gymnastic Video?!: Link can sure get an aerobic workout. First of
|
|
all, have Link equip the Boots and the Shovel. Start to dash with your
|
|
boots, but before taking a step, use the shovel. Link will start running
|
|
in place until you press the control pad. **
|
|
|
|
Trendy Game Trends: Here's how to win the Trendy Game every time. Move
|
|
the crane all the way over to the right edge of the conveyor belt. When
|
|
the item you want is in the lower left hand corner, tap A. The crane will
|
|
be able to pick it up if you do it correctly. ****
|
|
|
|
Cheap Powder: Instead of running and getting the mushroom and giving it to
|
|
the Witch, just pick some up from the Trendy game. ***
|
|
|
|
Find Bombs: Defeat the Bombites in the Dungeons using Bombs and they'll
|
|
leave a lot of bombs behind. You can stock up this way. **
|
|
|
|
Wandering Walrus: The Walrus loves the Ballad of the Wind Fish. It's what
|
|
persuades him to move. If you play the Ballad on the screen he appeared
|
|
on, he'll stick his head out of the water. Apparently he likes Marin's
|
|
singing better because he soon ducks his head back in the drink. **
|
|
|
|
Shielding Link: Instead of defeating the Armos Statues in the Face Shrine,
|
|
just use your Shield to push them out of the way. *
|
|
|
|
Dig the Reflection: When facing Agahnim's Shadow, use the Shovel instead
|
|
of the Sword to reflect his spells. The shovel is larger and therefore
|
|
easier to use. How strange! ***
|
|
|
|
Stare Down: When facing Dethl, use a boomerang instead of Arrows. He is
|
|
much more hurt by those than the arrows. *****
|
|
|
|
The End: If you finish the game without losing a life, instead of a
|
|
seagull flying over "THE END", a winged Marin will fly above. *****
|
|
|
|
|
|
Note: If you have any comments or discrepancies about this FAQ, or would
|
|
just like to drop a line, please e-mail me at
|
|
evansmj@nextwork.rose-hulman.edu
|
|
|
|
Note: An additional source to read about this game is the Nintendo Power
|
|
Strategy Guide for Zelda: Link's Awakening.
|
|
|
|
|