Zelda no Densetsu: Majora no Kamen ver 1.5
The Legend of Zelda: Mask of Majora
FAQ/Walkthrough
First Version: 5/7/00
Latest Version: 5/22/00
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BabyRyoga@aol.com
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Look for these other texts by BabyRyoga:
Wild Arms FAQ and Secrets
Tenchi Souzou (Terranigma) FAQ
Dragon Quest 5 Walkthrough
Dragon Quest Monsters Breeding Chart
This file and all other files written by me can always be found at:
Http://www.geocities.com/timessquare/lair/2382
This file is copyright BabyRyoga@aol.com. Please do not copy or
reproduce this list in any way. If you want to use it on a web
page, you can do so without permission as long as credit is given
and nothing is changed (don't e-mail asking to post it, just go ahead).
It must also be a non-profit web site.
I am also is no expert in the japanese language. If anyone can
provide advanced elements of the plot, please email me and you will
be given credit.
The names of some items in this walkthrough are incorrect, and will just
be listed as what they look like or do. In a future version, I will get
all the correct names of the items. Be patient please. If you can read
kanji, and want to help out, e-mail me. Also if you know the location of
anything else not listed, e-mail me for credit.
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Updates
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Ver 1.5 - Added a few more pieces of heart, still 12 left to go before finding them all.
Ver 1.4 - Added a few more pieces of heart, and a little bit of info on the subquests
involving the boy (thought it was a girl) in the keaton mask.
Ver 1.3 - Changed a few things, made a few sections easier to understand. Still looking
for the rest of the pieces of heart.
Ver 1.2 - More minor fixes, and more heart pieces. Added the location of the special
mask that allows you to turn into adult Link.
Ver 1.1 - Minor fixes, more hearts. Redid Masks sections, and added the song list.
Coming soon: Log book entries. Also added game fuctions section.
Ver 1.0 - Big update on masks and hearts.
Ver 0.9 - Walkthrough up to the final boss, more masks, items and hearts.
Ver 0.8 - Minor update, more masks and items, many more heart pieces.
Ver 0.7 - More items and masks, walkthrough from the Mirror Shield up to right
after the final dungeon.
Ver 0.6 - Big walkthrough update. Covers dungeon 3 and the 2nd set of 30 golden
spiders. Stops at the mummy trading sequence.
Ver 0.5 - More items and masks, secret songs listed. Walkthrough from dungeon 2
up until Link gets the Hookshot.
Ver 0.4 - Added the items and masks section, walkthrough is past the first dungeon
and up to the crying Goron baby, dungeon 2 comming soon.
Ver 0.3 - Just a rough start, walkthrough up to the Deku Village. A few heart peices,
More to come very soon.
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Contents
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I. Game Functions (For those who don't know japanese and can't read the manual)
Starting Off
The Game Screen
Controlling Link
Normal Link
Riding Epona
Deku Nuts Link
Goron Link
Zora Link
Explaination of the way the Time System Works; How to Save
Map of the World of Talmina
Characters
II. Walkthrough (Some chapters are optional)
Intro: The Legend of Zelda Continues
Chapter 1: Stalkid the Mask Thief
Chapter 2: Back to the Past
Chapter 3: The Marshy Cave and the Deku Princess
Chapter 4: The Truth Reavled, A Ghost of the Past
Chapter 5: The Curse of the Golden Spiders
Chapter 6: The Cry of the Goron
Chapter 7: The Frozen Caverns of Snowhead
Chapter 8: Death Moutain Comes Back to Life
Chapter 9: Link's Best Friend, Epona
Chapter 10: Dismay in the Great Bay of Decay
Chapter 11: Nightmares in the Night, Ikana Graveyard
Chapter 12: Fortress of the Female Pirates
Chapter 13: Zora Land with a Side of Eggs
Chapter 14: Turtle Island and the Demons of the Sea
Chapter 15: Arachnophobia
Chapter 16: Side Quests and Other Lose Ends
Chapter 17: Negotiations With the Underworld
Chapter 18: Sunshine on the Illusions of Ikana
Chapter 19: Time to Scale Rockvale
Chapter 20: Maze of the Inverted Ruins
Chapter 21: Mysteries in the World of Talmina
Chapter 22: The Mask of Majora
Chapter 23: Finale
III. Item/Mask/Song List
IV. Heart Container Pieces
V. Misc Hints and Tricks
VI. Log Book Entries
VII. Special Thanks
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I. Game Functions (For those who don't know japanese and can't read the manual)
Starting Off
------------
As most people should know, you need the 4 MB RAM extension pack to play this game. The
pack comes with the US version of Donkey Kong 64, and can also be bought alone. There are
official versions of it, as well as third party ones. I did not buy Donkey Kong 64, and
did not want to spend much money, so I bought third party one for 19.95. To install the
pack, just open the door on the top of the N64 (inbetween where the cartridge slot is and
where the controller ports are on the front of the system) and pull out the jumper pack
using a coin or screw driver. Replace it with your RAM expansion pack and store the jumper
pack safely for later use.
When you push start at the title screen, you are brought to the file screen. The first 3
selections are your save files, of course. The next one down is "Copy", to create a copy
of a saved game. The 5th one down is to Erase a saved game. The last choice is "Options",
which is a good one to start out with.
Selecting options will bring you to antoher screen. The first heading is "Sound", and the
choices under it are "Stereo", "Mono", "Headphone", and "Surround" (Dolby Digital). Make
sure you select the one that is best suited for you. If you have a Mono connection and
select Stereo or Surround, you will miss alot of the music/sound effects in the game. The
next heading is "Z-Targeting Type", and the options are "Switch" or "Hold". The bottom
of the options screen just allows you to check color samples.
By highlighting a file, you can create a new adventure. On the name screen, the first choice
at the bottom is for Hiragana characters. The next is for Katakana characters. The third is
for english letters and numbers, so if you don't know what the first 2 mean, or feel more
comfortable with an english name, select the third. The 4th is "Backsapce", and the last is
"End", plainly enough.
The Game Screen
---------------
In the top right corner is you life bar, in the form of several hearts. You will not get a
Game Over if it is depleated, but rather be warped to the start of the area you were in,
with a mere 3 hearts. The only real way to get a Game Over is to reach 6:00 am of the 4th
day (which doesn't actually exist, since you get a Game Over after the 3rd). Right below
that is the magic meter that will slowly drain if you use special attacks, like Link's
Kaiten Giri, or Spining Slash. Each Link has a special move that will drain a little bit
of your magic meter. Also, using items such as elemental arrows will drain 2 mp, and using
the Light Arrows will drain 3. The green circle on the top is for what action the B button
will execute, usually Link's sword, or other form of attack. The blue is for the A button,
and will have a japanese word in it, indicating an action such as swimming, opening a door
or chest, etc. The next 3 circles are for the camera buttons that you can assign items to.
The Up camera button will move the camera and give you a view of things from Link's eyes.
In the bottom left corner of the screen is the rupee symbol that will keep track of how many
rupees you have (the currency in this game). A green rupee means you can reach a max of 100.
A blue one indicates a max of 200, and a pink one means you can carry up to 500 at once. You
will lose all rupees when you go back in time, but there is banker in Clock Town who will
store them for you. The bottom-middle of the screen contains a game clock, that will have
a number designating the hour of the day, as well as a green circle telling you what day it
is (1st, 2nd, or Last), and a circling sun that is like the minute hand of a clock, but for
hours on this time scale. At 0:00 of the last day, this clock will change into a counter and
count down the last minutes left before you get a game over. The bottom-right corner may or
may not have a mini-map of the area, depending on if you bought one or not in some areas.
Other areas will automatically give you the mini-map, or might not have one.
The sub-screen can be brought up by pushing start. It consists of many different menus. The
first is the mask screen which will keep track of all the masks you have. On the right side
of that screen, you will have the 3 transformation masks, and a 4th "special" mask in the
corner. The next screen is the item screen, which will keep track of all your items and
bottles. Going back in time will cause you to lose anything in the bottles on this screen,
and your stock of items with numbers by them. You will also lose items on the right side of
this screen, which are usually event or trading items. The next screen is the map screen
which will show you a map of the world, which has clouds covering some parts. To get rid of
the clouds, you must first goto that area and then find the elf that will sell you the map.
Elves are in various locations, and high up in the sky. You must shoot their balloon down to
make a deal with them. The final screen keeps track of the number of heart pieces, guardian
masks, Songs, and equipment you currently have (includes sword, shield, quiver, bomb bag).
You can also reach the Log Book from this screen if you have it, which I will go into detail
about in the Log Book section at the end of this guide.
Controlling Link
----------------
-----------
Normal Link
-----------
B button - Attack with Link's sword (if you have one)
You can also swim (Oyogu suimen) when in the water with this button and the
analog/3-D stick.
Holding down -
Will execute the Spining Slash (Kaiten Giri) for a small amount of magic.
A button - Execute an action, talk, etc.
Holding the analog stick in any dirrection and pushing A will execute a roll.
In the water, you can dive (Moguru) for up to 2 seconds with the A button.
While Z targeting -
You can leap to the side by holding the analog stick to the left
or right and pushing it.
Pushing it while holding forword will execute a jumping slash (Jump Giri).
Holding the analog stick back and pushing A will leap backwards (Back Chyuu)
R button/trigger - Used to hold up Link's shield. If you are Z-Targeting something, or
holding the up camera button, link can walk around while holding the
shield up. If you are just holding the R button/trigger, he will duck
for cover under it, and you can change the angle he holds it at.
Z Button - Will Z-Target an object or enemy.
special actions:
Jump - Jumping will be executed automatically if Link walks off a ledge.
------------
Riding Epona
------------
Link is invincible while riding Epona, but can still be effected by the blue skull monsters
that disable your sword for a set period of time.
B button - Will fire an arrow, if you have any in your current inventory.
A button - will give Epona a carrot, making her go faster. You have 6 carrots, which will
slowly regenerate if you run out, or do not use one for a few seconds.
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Deku Nuts Link
--------------
Deku Link can make 5 small leaps to skip over water, after which he wall fall in and be
teleported to the last piece of solid ground he was on. If Deku Link is set on fire or
touches lava, he will be teleported back to the begining of the room or map.
B button - Bubble Spray (Shapon), will use a small amount of magic, hold down for a bigger
bubble.
A button - Attack, in the form of a spin.
special actions:
Launching - Find a flower-shaped launcher and press the A button on top of it. Yellow
launchers will send Link higher and for more time than pink ones. Gusts of
air in the Rockvale dungeon will also launch Deku Link.
----------
Goron Link
----------
Goron Link is resistant to fire, and can walk on lava, but if he falls in deep water, you
will be teleported back the begining of the room or map.
B button - Punch Attack
A button - Rolling Attack (Marumari), which will use magic when it reaches it's peak. Can
be used to roll up ramps, and leap over gaps.
special actions:
Press - Leap up in the air and stomp the ground. To execute, hold A and press B.
---------
Zora Link
---------
Zora Link can walk underwater. If he is hit by fire or touches lava, you will be teleported
back to the begining of the room or map.
B button - Combo Attack (kougeki), press multipule times for more punches/swipes.
Will cause Link to sink when pressed in water with analog stick in neutral.
holding down -
Will release 2 boomerangs, which can stun big enemies and kill small ones.
A button - Link will dive and "Fly" through the water at high speeds (Suichuude).
special actions:
Barrier - Press the R button/trigger during Suichuude. Hold down the R button/trigger to
keep the barrier up, but beware, it uses magic rather fast.
The Time System and Saving
--------------------------
This game is based on a 3-day clock. 30-45 seconds of real-life time will equal one hour
in the game. You can slow down the time with a special ocarina song mentioned later on in
this FAQ/Walkthrough. Once 24 hours have passed, the next day will start. Certain events/
conversations will only take place on certain days. When you get to 0:00 of the last day,
the clock at the bottom of the screen will count down from 6 minutes. If it reachs 0, and
the day ends, then you will get a game over. You can use the ocarina at any time to play
the song of time and go back in time. When you go back in time, you will save. You cannot
save otherwise, or travel back without saving first.
Map of the World of Talmina
---------------------------
An "x" indicates there is an owl statue somewhere in this arrow that can be used to teleport
there with the owl song. an "o" indicates no such statue.
x o
o Snow Head _ Goron no Hokora
Pirates Fort | | x x
| x Ikana Ruins Rockvale
Death Mountain _ /
x ------- | _/ x
Great Bay x _ Ikana
Clock Town - o /
| | - Ikana Graveyard
x x _
Zora Hole Milk Road /
o |o
Romani Ranch Marsh area
|x
Waterfall Woods
o
Deku Nuts Kingdom
Characters
----------
----
Link
----
The hero of the story, Link is the protector of princess Zelda and the savior of the land
Hyrule. He accidently finds himself in the land of Talmina, and he is the only one who
can save it from certain doom. Link can change forms using masks he might find on his
quest.
-------
Stalkid
-------
An imp who once had no friends, he is the companion of Chat and Trail. He makes a living by
stealing what he can from whoever he meets. By some coincidence, he has stolen the Mask of
Majora as well as Link's Ocarina of Time. He may not be all that bad, but as long as he is
wearing the Mask of Majora, it can control him.
--------------
Chat and Trail
--------------
A white fairy and a black fairy that travel with Stalkid and help him do his dirty deeds,
just to survive. They are brother and sister, and when Chat is separated from Trail, she
decides to help Link catch up with Stalkid.
-----
Epona
-----
Link's horse of choice. Stalkid runs away on her after he steals the ocarina, but seems to
abandon her once he gets away. Link can call her instantly to anywhere in the world, once
he finds where she has gone and learns the right song.
--------------------
The Deku Nuts People
--------------------
They live by the waterfall and can't stand to have non-Deku people enter their kingdom. If
you want to get in, you will need to be a Deku. It is said that their princess has been
kidnapped, and a monkey is being help captive and taking the blame.
----------------
The Goron People
----------------
The live in the normally warm climate of Death Mountain, but the guardian who occupies the
Snowhead dungeon has frozen the moutain over, making it dificult for race such as the Goron
to live there. They tend to freeze into a solid block of ice if in the cold for too long.
---------------
The Zora People
---------------
The water and land dwelling race that lives in the Zora Hole by Great Bay. The Zora people
can swim fast and love music. If you go to their village, maybe you can hear or take part
in the Zora Band.
------------------
The Mask Collector
------------------
A man who has collected several masks over the years. He is the holder of the Mask of Majora,
and parks himself right before the gates of Talmina, where he is unaffected by time, hoping
that someone will get his mask back. If you wear a mask, he will tell you it's abilities.
---------------------
Romani and her Sister
---------------------
Two girls who live at and manage to keep the Romani Ranch on Milk Road running. Lately, they
have been plagued by UFOs and poes that appear at night and try to abduct their cattle. Romani
has been practicing with her bow and arrow, but if she tries to defend the cattle and fails,
then she too might be abducted.
II. Walkthrough
Intro: The Legend of Zelda Continues
------------------------------------
After a job well done in his previous adventure, Link rides home on Epona. As he rides
through the forest, he get a bad feeling that something is lurking nearby. Suddenly, a
white fairy and a black fairy appear and frighten Epona, who throws Link and knocks him
out. A rouge imp named Stalkid jumps in and searches Link for valuables. He finds the
ocarina of time, and rides off with Epona just as Link comes to. Link then tries to
follow Stalkid, and finds himself falling down a huge hole. When he looks up, Stalkid
casts a spell that turns Link into A Deku Nut. Stalkid flees so fast, that the white
fairy named Chat is left behind, and it decides to help Link catch up with Stalkid.
Further down the road, Link runs into a wandering man with many masks, who also seems to
be the victim of a thieft by Stalkid. He warns Link that time is running out. Soon Link
finds out that he is in a place called Talmina, and that this world will come to an end
in just 3 days. The people of Clock Town celebrate the end of the world, knowing there is
no way to prevent it... or is there? Wearing masks in this world allows the person wearing
them to use special powers. Maybe once Link gets his ocarina back from Stalkid, he can
search for special masks to help him stop impending doom from falling from the sky onto
this strange new world, as well as find a way to get back to Hyrule.. But where is Stalkid?
Chapter 1: Stalkid the Mask Thief
---------------------------------
The first scene is pretty foward; just chase Stalkid around. Once you
fall in the hole, Stalkid will cast a spell on you and change you into Deku
Link. One of his fairy pals will get left behind and decide to help you
catch up with Stalkid again. Follow that path some more, and get used to using
the flowers as launch pads with Deku Link, beacause you will need to use them
alot during your quest. Eventually you should see the mask collector guy, and
a huge door. Once you exit this door, the first day will start, so make sure
you are ready. You will then have 3 days to find Stalkid before the moon crashes
into the planet. The first and only thing you can do right now is find him and
get your ocarina back.
First, you should make sure you have 5 rupees, and find the little man towards
the north side of town who will sell you a map of the town. Next, head towards the
southwest corner of the big middle room with the clocktower, and go up a ramp there
to get to the little section at the bottom of the map (It is straight and to the
right of the door you first entered town from). There should be a little fairy
floating around over the stream there. Hop over and catch the fairy. Head back to
where you bought the map from, go left, then follow the ramp up to the fairy's cave,
and return the fairy. The Huge fairy will appear and grant Deku Link the ability to
spit bubbles. Leave the cave and find the balloon nearby that is floating in the air.
Spit a bubble at it an pop it, which will upset it's owner - a little kid. He will
call 4 friends, and then they will all hide, giving you 1 day to find them. 2 of the
kids are in the same area you are, be sure to check behind trees and hard to see
spots. Another kid is in the area on the left side of town, by the shops. If he tries
to run away, spin after him until you can catch up. The remaining 2 kids are on the
right side of town. One will jump off a ledge when you try to catch him. The other is
on the balcony of the inn, you will need to use a flower launcher and glide over to
catch him. Being the last kid, he will give you a password (Which is different every
time, so don't ask what it is) which you can tell to a kid blocking your way on the
right side of town. The password is in the form of 5 numbers.
You will have to follow the passage and skip over a few platforms as Deku Link. You
can hop 5 times before falling in, so try to make each one count. There might be a
monster or two in here somewhere, but it should not pose any problems. When you get to
the ladder, a balloon will prevent you from climbing it. Just pop it like you did the
other one, and continue on. You will see a telescope, and a wizard-type man will ask
if you want to look through it. Say yes, and zoom in towards to top of the clock to
spot Stalkid. A flaming object will fall out of the moon's eye, and land right outside.
Take the door right by the telescope and pick it up.
Next, go back to the main part of town and look for the greenish-yellow flower launcher.
Another Deku will fly in. Give him what you picked up, and he will give you a paper in
return. You can trade that later on for a heart piece, but it will vanish if you travel
back with the ocarina. Since you have time to kill, you might want to do it now. Wait
until after 0:00 one night, and use the flower launcher by the inn to get in at night.
Find the room with the hand creature on the bottom floor, and give him the letter (To
give an item to someone, you must talk to them, and when the box that says to select an
item on the start menu appears, select the item you want to give and push the C button
it is assigned to while that dialouge box is still open).
In order to advance further, you will need to wait until night time of day 3. When you
see the cut scene of the fireworks at the clock, head back to the yellow launcher in
the middle of town, and use it to get on top of the clock tower where the heart piece
is. Follow the stairs and you will run into Stalkid and his black fairy. He will start
to cast a spell to pull the moon towards the earth, and will be distracted for a second,
so you can stand below him, aim upwards, and knock the ocarina away with a Deku Bubble.
A flashback with Link learning the song of the time will follow. After the scene finishes,
just play the song of time on your ocarina and you will be sent back to day 1. There is
no way to beat Stalkid at this point, and if you don't travel back in 5 minutes from the
time you entered the room, the moon will crash into the planet.
Chapter 2: Back to the Past
---------------------------
The mask collector will see that you have the ocarina, and play his song which will turn
you back into normal Link. He will also teach you his song, and day 1 will start again.
His song is called the Song of Healing, and can be used to remove curses put on people by
the masks they wear.
Since you are normal Link once again, The guards will now let you leave town if you want
to, but there are still a few side quests to complete. Wait till night time of day 1
hits, and there should be another fairy on the right side of town. Use the launcher to
catch it and bring it back to the fairy pond, to get a mask from the big fairy. Next,
head back to where you caught the first fairy, and talk to old man in the corner who
will only be there at night (The windmill man from OoT?). You can get the Buruu Mask
from him. Use a scarecrow or the Song of Time Compression (RightC x2, A x 2, DownC x 2) to
skip ahead to day 3, and goto Milk Road (west of Clock Town). There is an owl statue here,
just smack it with your sword and you will remember it's location. go straight down the
path to find the Lomani Ranch (And not the other one with the gate surrounding what
looks like a race track). Goto the chicken shed in the back and talk to the guy sitting
under the tree. Help him turn the chicks into chickens by wearing the chicken mask and
marching around the room, collecting all the little yellow chicks on the ground. When
you get them all, the guy under the tree will give you the Bunny Hood, which increases
regular Link's speed and jumping power when you use it. It is one of the most useful regular
masks in the game and will make alot of things much easier.
IMPORTANT ITEM MISSED OFTEN: The Log Book. Go back to the password kid, and through the
sewers with a bomb. take a left down the stream of water near the begining. When you get
to a little ledge in the wall, jump up and blow up the cracked wall to get 100 rupees.
When you leave, the kid will give you the Log Book which keeps track of your adventure
like a dairy. The Log Book is really called Notebook from the Bombers Members, but I will
refer to it as the Log Book.
Leave town from the exit towards the south end of the middle section, and head straight
south on the overworld map. Follow the path, and eventually you should reach a swampy
area. Don't try to get past the octopus monsters you see right now, they will just
spit you away. Make sure it is still day 1 with plenty of time, and find the hut with
the potion selling witch in it. Talk to her, then head to the area in back of her hut,
which is a forest maze type place. Talk to the monkey there, and follow the path he
chooses to get to an injured witch. Talk to her, then head back out of the area and to
the first witch hut, to get a bottle and some medicine. Bring that medicine back to the
injured witch, and she will fly away (back to the first hut in the swampy area, not the
hut with the other witch). You can get a camera from her in there, as well as ride on
the boat which will kill the Octopus monster in the way.
Beware of the water as normal Link after the octopus monster, beacause it will damage
you, and pretty much mean death if there is nothing to grab on around you. The boat
should stop and ask if you want to get off. Say yes, and talk to the monkeys standing
in front of the entrance to the Deku Village. Go inside the village (As a Deku) and
talk to the Deku king. Take a picture of him if you want for a prize back at the first
witch hut. Find the monkey locked up on the left and Z-target him to talk. Another monkey
will talk to you as you try to leave.
In the hallway after the 2 Deku Guards are 2 doors that lead to little flashlight mazes
like the castle one in the OoT. Take the left door and avoid the Deku Guards there. There
should be a doorway that leads to another room with Guards that has a heart piece. Find the
hole in this room and follow the path inside it to another hole. You can buy magic beans
from the guy in this hole for 10 rupees each.
Go back to the entrance of the Deku town, and leap across the lily pads on the right of
the bridge as Deku Link. Follow them all the way, and you should see a place to plant
a magic bean on the floor. Plant a bean here, then either wait for rain, or fill a bottle
up with some water and throw it on the bean. The stalk that appears will take you to the
upper level of the flashlight maze area. Just glide from one flower launch pad to the next,
until you find the exit that will take you inside the cage with the monkey. Talk to him,
and show him the ocarina to learn the Awake Sanata.
Now go back to the entrance and jump on the pads to the right again, this time jumping on
the little ledge agaist the wall after the 2nd pad or so. Launch up and outside, then follow
the launchers and land next to the top of the waterfall. Use the ocarina in front of the
slab and you will learn the owl song. The owl song is really called the Big Wind song, but
I will refer to it as the owl song. Launch over the waterfall, and exit into another
marsh area. Follow the wooden planks, gliding when you have to. If you need to kill the
big bug monsters, just spit at them twice. When you get to the plate in the middle of the
room, be sure to slash the owl statue with your sword, so you can instantly come back
here if you need to. When you are ready to enter the dungeon, play the Awake Sanata while
standing on the plate. You must be Deku Link for it to work.
Chapter 3: The Marshy Cave and the Deku Princess
------------------------------------------------
You might notice the fairy floating near the entrance. If you have the Bunny Hood, you can
easily leap off as regular link and grab it. If not, you might need to glide Deku Link over
to it. There is another fairy in a chest on one of the launcher platforms. Take the launchers
all the way across the room. In the next room, walk down the plank and past the locked door.
Kill the chopper plant by the locked door to release a 3rd fairy, and grab it. Then you can
leap across the little lily pads to the next room. There is a key against the wall in this
room, so don't forget to launch towards it and grab it. You can go onto the next room if you
want, where you will need to fight 3 turtle monsters. Hit them with a bomb to knock them over,
then hit them with the sword, which gets you a map. Go back to the locked door, and open
it. Push the block in the middle of this room foward one, then go around to the other side
and push it back 2 spaces. Light the unlit torch with a Deku stick. Also, kill the spider in
the corner by the already lit torch to release a 4th fairy. Kill all the dragonflys in the
next room to get the compass. Leave that room, and put on the Bunny Hood. Light a stick, run
up the stairs, and jump across the platforms. Burn the web away with the stick and continue
up to the next floor.
Follow the path, killing anything you can on the way. Killing them all will make a chest
with a 5th fairy appear. Light the 3 unlit torches to open the door to the next room. Lanch
across the next room, careful of the dragon flies to end up back downstairs (But on the upper
level). Explore the ledges a bit to find a room where a mini-boss awaits. Not too hard, just
Z-target and hack away. Beating him will get you the bow. Exit the room, and use the bow to
hit the eye on the ledge all the way across from where you are now. Take the floating
launcher that now works over to the door and prepare for another mini-boss.
This boss can be kind of hard. Make sure you have full arrows and lots of bombs before you
start the fight. At first, you just havta stun him with Deku link and spit at him. But
after 2 spits, his turtle friend comes and makes things more difficult. Wait till he
crashes into a wall, then throw a bomb at him. Then the frog part of the boss will jump
on the wall. Hit it with an arrow. 3 arrows and the spell on the frog will be broken,
changing it back into a normal frog. If you find yourself dying too much, there is another
way to fight the boss, but it might take slightly longer. As Deku Link, hide in the launcher
in the middle of the room, and launch when it is right on top of you to score a hit, just as
if you hit it with a bomb. If you time it wrong, you might take a hit instead, so this
meathod really takes patience.
Grab the Boss Key in the back of the room, then head back to the room with the huge plant
in the middle. Stand by the door on the upper level, and fire an arrow through the lit
torch and into the unlit torch on the plant. When the plant pops up, jump on it and aim
through the flame on its torch to hit the other unlit torch. Go through the door that
opens. Make your way through the next room carefully. Learn the general layout of it, then
fire an arrow at the switch using normal Link and race to go as fast as you can from
launch pad to launch pad as Deku Link. Eventually you'll get to the boss door - The real
boss.
Boss: Odoruwa
Wow, this game has some pretty interesting bosses. He will leap around the room shouting
his cry and try to slash at you. Just target him and hack away. Try to hit him when he
slashes and misses, or when he leaps up to try and escape. Sometimes he may summon
smaller creatures to help, but when he does, just take them out with a spin and get
the hearts they leave. If he traps you in a circle of fire, just stand and wait for it
to dissapear. If he traps you in a cloud of locust, don't worry as they do very very
little damage and eventually dissapear. After alot of punishment, he will fall over and
you will get a heart container.
(Note: If you want to kill this guy really easy, Z target him and hit him dead on with a
leaping slash type attack. He will be stunned just enough for you to leap slash again,
and so on until he is dead).
(Also Note: If you go back in time, you will need to clear the dungeon again, but once
you beat this one, or any of the others, you can simply use a teleporter at the begining
to skip to the boss).
In a short cut scene, Link will learn a new song and the poison waters will drain from
this dungeon and the surrounding area. You will be teleported to a new room, where the
Deku princess is being held. Use an empty bottle to grab her. If you want, you can go
back in the dungeon, and get the faries you missed. There are 3 or 4 in the room before
the boss, but you havta be quick on hitting the switch and getting over the fire before
it reignites. If you are hit by a flame, you are teleported back to the room entrance.
There is a fairy underwater in the room with the large block in the intersection. There is
also another fairy in the room with the huge flower that you needed to light up with an
arrow. It is in the corner, under a pot.
Take the Deku princess back to the king and release her for a short scene, then go back
to the entrance of the village and take the left lily pads over to the cave. You will
need to follow the Deku guy as normal link, wearing the Bunny Hood. If you get too far
behind, the doors will close and you will need to start over. You get a Pig mask if you
are fast enough and clear the maze. Return all the faries from the first dungeon to
the pond also, that is in the same area as the dungeon. You will get a new sword attack
if you turn them all in. Also, once you get the Pig mask, you can goto the injured witch
and use it to find a purple cloud. Use the bottle on it to get mushrooms, and take them
back to the potion-selling witch. Come back a bit later, and you can get a blue potion
from her for free (the potion that heals life as well as magic).
Chapter 4: The Truth Revealed, A Ghost of the Past
--------------------------------------------------
Go back to Clock town, and exit on the eastern side. Jump up on the little blue wall that is
surrouding the ledge to the east and fire some arrows at the icicle ahead. Jump down into the
canyon and climb up the ramp on the other side to get to the Death Mountain area. Everything
is covered in snow, and large snowballs block the way. Just blow them up with bombs and make
your way to a small village. Find the exit there, and you will be in a place with bridges.
Make sure you take the exit that leads to the map with bridges, not the one with falling
snow balls and huge gaps in the moutainside. Follow the rope bridges and you will be in the
frozen Goron Village.
First thing to do here is find the owl. He will drop feathers onto invisible platforms over
a huge pit. You havta be quick in following the feathers, or they will dissapear. You will
also slip on the platforms, so don't use the bunny mask or you will fall off. When you get
to the other side, go in the cave and pick up the Lens of Truth in a chest.
Use the lens and you shall see the platforms on the way back. Also, there will be a Ghost
waiting for you at the other end. Follow him (Or his shadow if you don't want to waste magic
on the lens) into the next area, and the area after that. Put on the bunny mask and use the
lens if you weren't before at this point. Follow him some more across 2 ice burgs. You should
see a ladder on the wall. Climb up it and enter the cave at the top. Talk to the ghost, and
play the Song of Healing for him to get the Goron mask. Before you leave the area, look for
an owl statue somewhere outside this cave so you can teleport back with little trouble.
You can explore a little more, or skip right past the next chapter and continue your hunt on
the snowy mountain, but remember where the long ladder you climbed is, you will need to come
back there soon if you decide to do the next chapter.
Chapter 5: The Curse of the Golden Spiders (Optional)
----------------------------------------------------
You will need a Deku stick, 2 magic beans, and a bottle to complete this next task. Go
down the stream some more from the Deku village, until you see a burning torch and a spider
web. Use the stick to burn open the web and enter the cave. In here is a guy cursed to
be a spider. The only way to break the spell on him is to destroy all the spiders inside and
collect the tokens they leave.
The first is in a jar next to the platform you start on. Then go along the wall to the
closest door you can find. There is a boulder in the corner of that room that needs to
be destroyed with a bomb. After you destroy it, plant the magic seed where it was and
water it. Roll into the boxes around this room to get spiders number 2 and 3. Climb the
ladder on the side wall and go across the balcony. Number 4 is behind a burning torch.
Go through the door up there, and look on the side of each pillar on ledge it leads to
and you will get number 5. Glide across and enter the door on the other side. Use the
laucnher in there to get to the ledge on the left side of the room, and lift up the
stone to catch some bugs with your jar. Go through the door and hit the switch to make
a ladder appear on the wall. Shoot the spider on the ladder with an arrow, making it
the 6th. Go back into the first room and kill one in the water, and one on a pillar.
Wait till the pillar one is low enough to kill so you can grab the token it leaves.
The 9th is back in the room with the rock you had to blow up. Ride the bean stalk along
the wall and kill it. In the same room, climb the ladder and use the bunny mask to jump
over onto the pillar in the center of the room to kill number 10. Go up the ladder again
and through thr door. Shoot the spider on the wall in the main room with an arrow or
bubble and use the launcher to get the token. Launch across and to the platform where the
rock with the bugs are and get number 12 on the wall, then take that door and climb the
switch ladder again. Plant and water the magic bean there. Jump back down and get the one
on the pillar, then climb up the switch ladder again and ride on the stalk as far as it will
go to get another spider on the wall. Then use the stalk to get to the door. You will come
to a room with a tree. Roll into the tree until all the spiders fall out and kill them all.
You should have 19 after all the spiders in here are dead. Don't forget to look for them in
the tall grass too. Go back to the room with the big pots. There is one under the set of jars
in the corner. Also, slash the green plant covered wall behind the scared Deku to find one.
Back in the room with the stalk (not the one where you blew up a rock), Ride the stalk and
jump onto one of the pillars. Shoot the beehives down with an arrow to find number 22. There
are 3 more in the main room. Catch some bugs and release them wherever you see a patch of
soil on the wall (where you would beable to plant beans). Go back to the room with the large
pots and wear the Goron mask. Hit and roll into the pots until 2 more spiders come out.
There are another 2 spiders in the beehives on the ceiling. finally, the last spider is
in a beehive in the room with the large tree. Go back to the cursed spider in the very
first room now, who will be human again. He will give you a mask that allows you to talk to
gossip stones and animals. You can go back and play the Awake Sanata for the Scared Deku
in the pot room, but all it seems to do is let you use the launcher it was hiding in.
Sorry if the order I listed these in is kind of confusing, it is the order I found them in
myself.
Chapter 6: The Cry of the Goron
-------------------------------
As Goron Link, go to the snowy Goron Village (Its where you got the Lens of Truth). A Goron
near the top will show you how to open the door when you talk to him. Go outside the door,
and do the Goron Stomp move to open it. You will be on the inside of the Goron's village, and
hear a loud crying baby. Goto the throne room and talk to the baby.
Use the owl song to teleport to the statue on death mountain. Use the Lens of Truth to get
back to the cave where you got the Goron mask. As Goron Link, get in back of the slab in
the middle of the cave and pull it backwards to reveal a hidden hot spring. You can bottle
the water from this spring and use it to unfreeze a frozen Goron. Start with the one outside,
the go back and grab some more water.
The spring water will turn into normal water if you don't use it in about a minute or so, so
run as fast as you can from that cave to the next area - the one with the rope bridges. smash
the snowballs until you find a frozen old Goron and use the water to thaw it. If you can't seem
to make it in time, you can use the water to melt the huge block over the hole on the hill in
that area to get to another hot spring. You can also use water from there to melt the ice in
Goron village and talk to the big Goron (which is mentioned later). Talk to the unfrozen old
Goron, and you will learn part of the Goron's Lullaby Song. Return to the crying baby Goron and
play that part of the song to learn the rest.
Now go back to where the hot springs are, but look for another path leading out of the area.
You will need to use Goron Link for the next area. Roll to gain speed and when you are going
your fastest, use the wooden ramps to leap over the holes. When you get to the end, and the
next area, there is an owl statue that you can use to get back here at any time you want.
Play the Goron Lullaby here, and you are ready to advance onto the second dungeon. Just punch
any snowballs that get in your way on the way up the path to the cave, but be carefull not
to fall of the ledge from the force of the impact. There is a fairy fountain on the way up,
if you need it, or if you rescue all the faries in this dungeon.
Chapter 7: The Frozen Caverns of Snowhead
-----------------------------------------
Punch the icicles at the entrance, and push the block foward to move on. Take the door on the
right, and roll across the bridge, gaining speed so you can jump over the middle part. Exit
through the door against the left wall, not the one across a small gap. From the big room,
find the room with the little bouncing fire skulls. You can hit a switch in here to release
a Fairy. next, go back to the room with the bridge. Leap across the gap and go upstairs.
There is a chest in this room that has the map, as well as the 2nd fairy hiding in a corner.
Go back, and jump down. Shoot an arrow up at the bubble under the ledge to release a fairy.
Go back up and roll into it or hang of the ledge with normal link to get it.
Go back to the big room, and go across to a door on the other side. Pull the 2 blocks over
to the white area and push them to the end of the white area to make a chest appear overhead.
Go back to where the blocks were originally, and open a chest for a key. Now you need to go
back to the begining and take the left door that was locked before. There is a chest with the
compass in this room. Bomb the wall at the end of the room and continue on.
Use Link with the Bunny Hood to jump from pillar to pillar in this room. When you see a white
stain of ice on the wall, jump towards it and you will go through the wall and find a fairy.
Jump from that ledge with the fairy to the next ledge, and finally to the last ledge to get a
key, and use that on the locked door in this room. In the next room, stomp on the gold block
with Goron Link, then jump over to the other side. Jump on the blue one, then back to the
raised gold platform. Jump on that, then use normal link to jump on the raised blue one and
back onto the ledge. Go through the door. Roll and jump over the gap in the bridge, then roll
and gain enough speed to roll over the steep part of the wall. Turn around, then roll and
jump over that bridge.
Time for a tricky little mini-boss. He will teleport to one of the corners of the room, then
spin his rod and try to freeze you. After you hit him twice, a clone will appear and they
will both switch teleporters once before the real one attacks. No big deal, just punch him
with Goron link 3 times to defeat him. After he is dead, you will pick up the fire arrows.
Now you can melt whatever ice gets in your way. If you go back to the previously locked door
by the entrance, there are 2 faries in the following room. You can melt the ice in there for
a block and a switch. Use the block first to leap up and go back to the room where a chest
appeared overhead before to get one. Step on the switch and use the block to get the chest
that appears for 2.
Find and melt all the ice blocks you can. The room you are looking for is one with many raised
platforms and the statues that spit ice at you. Kill all the statues, and jump over to the
door that is shut. Shoot fire arrows and light all the torches to open the door. In the next
room, stomp the switch with goron link. Go back to the room near the begining where you had
to roll across the bridge for the first time in here and kill everything now that you have the
fire arrows to get a key. Leap to the door on the ledge (that had a fairy under it) and jump
on the pillar in that room. Kill the statue with a fire arrow, then hit the switch with one.
In the central pillar room, move up when you can. You might need to use the wall to roll with
Goron Link.
When you get to the top floor, roll down one, and unlock the door. In the next rooms, kill all
the monsters for 2 faries, then go on to the mini-boss. It is the same one as before, just with
more teleporters, more clones, and 4 hits instead of 3. Waste him, and take the boss key. At
this point, you will need to goto the central pillar room and punch away all of the blue
sections. After you have done that, go back to where the final locked door was, roll up, and
cross the pillar. Climb up the stairs and use Goron Link to roll over the gap.
Boss: Goato
A rather fun boss to run. Use Goron Link and roll to follow him up the endless tunnels. When
you run low on magic, just hit one of the pots. Avoid the rocks and when you hit him, try to
dodge left and right because he will spit a bolt at you. When you hit him enough, he will
fall down, then get back up and run faster. This time he will also throw bombs, which hurt
to be hit by. Just ram him a few more times to turn this bull into veil. Grab the heart
container, and the area around will thaw out. Death mountain is back to normal! Finding
all the faries (Even though I barely found half) in this dungeon will get you double magic
if you bring them back to the fairy outside and down the moutain a tiny ways.
Chapter 8: Death Mountain Comes Back to Life
--------------------------------------------
Now there are many side quests you can complete. First thing, is the blacksmith. He is in the
building right by the owl statue on death moutain. For 100 rupees, he will upgrade your sword
to level 2. You will lose the level 2 sword if you go back, though, so read on to find out
how to get the level 3 one which is perminant.
You can also go back to the cave right by Goron Village as a Goron and the big Goron there
will give you a big bomb. Take this bomb as fast as you can outside and back to the other
side of the rope bridges. Throw it up the hills in the begining of that area and let it blow
up the big rock up there. After you blow that rock up, you are able to buy more
big bombs from the big Goron.
Behind the first rock you blow up are the Goron races. If Death Mountain is currently thawed
out, you can compete as Goron Link. First place will get you a second bottle item to use,
as well as the contents of that jar, which can be used at the blacksmith after you have
upgraded your sword once. If you upgrade the sword, and do not bring the jar back to the
blacksmith, the upgrade will vanish if you use the ocarina to go back to day 1. You must get
the sword upgraded on day 1 and then bring the jar to him on day 2, as it takes time. Also,
If you go back, The moutain will freeze again. If you go back and Death Moutain freezes over
again, you can just ocarina to the owl at Snowhead and use the teleporter in the first room
of the cave to skip right to the boss again.
You can also do the big bomb quest if you have the fire arrows, and have not completed the
cave yet, but doing so this way will not allow you to compete in the races until the moutain
has thawed out.
You can also get a peace of meat by breaking the spining pot by the crying baby in Goron City,
by lighting all the touches and uses goron link to break all the vases that are on the lamp.
If you take this meat to the Goron with the frog on his head, he will give you the Ribbit's
Mask.
If you have the Zora Mask, you can grab a piece of heart in a chest that is now underwater.
It is on the same map as the Goron Races are, just watch out for the annoying skeleton fish
monsters that now swim around the area.
Chapter 9: Link's Best Friend, Epona
------------------------------------
After you have completed the time bomb quest (Hopefully with time to spare on day 1), Get
another big bomb from the big Goron and use the ocarina to get to the owl on milk road.
Detonate the super bomb next to the big rock that blocks the Lomani ranch and enter on the
first day. Talk to the little girl, and you will have to ride Epona and shoot down 10 baloons.
I think you are supposed to do this in under a minute or 2, so it might take a little
practice. When you do it right, she will teach you Epona's song. If you cannot find her, it
is probably already day 2. You will need to go back and get there on day 1.
You can also do a little side quest here for a 3rd bottle, if you have the log book. It
involves Link keeping all the ghosts away from the barn until day break of day 2. Wait
until night of day 1 falls, and wait outside of the barn until about 2:00 am. Romani will
come out and walk into the barn. Follow her, and after a few more seconds, A whole bunch of
poes will appear. You can only kill them with a shot from the arrow, and the only way to
get more arrows is to pick up what one drops. If one of them makes it close enough to the
barn, you will lose and the cows + Romani will be abducted. If you can hold off the poes
long enough, you will get yourself a 3rd bottle. The key to winning this mini-game is to
watch the location of the dots on the map. Sometimes a poe will sneak up from behind the
house, and you will need to kill it before it reaches the back.
If you complete this task, you can come back the next day and talk to the older sister for
another little challenge. You will have to help her deliver the milk, by using your bow
and arrows. If you win this little game, you will get a Romani's mask from her.
Chapter 10: Dismay in the Great Bay of Decay
--------------------------------------------
With Epona, you can reach some new areas by leaping over fences. Goto the beachy area on the
northwest corner of the main map. Jump over the fences in your way to get to Great Bay. It
is good to have a map of this area, so if you don't, you might get lost easily. One of the
little baloon guys will sell you one, maybe the one on Milk Road. Anyways, walk along the
beach until the change to take a hint from your fairy comes (UpC button). She will point
out a Zora Person in the water with seagulls floating overhead.
Swim out to this Zora, and try to talk to him. When that doesn't work, get behind him and
push him over to land. When he comes to, he will play you a song and shout out a few words
before collapsing. Play the Song of Healing, and you will go through a short cut scene
that will end in Link getting the Zora mask.
Now that you have the Zora mask, you can get a heart container by defeating the monster at
the bottom of the waterfall on the next map over. Becareful, it is hard to fight underwater,
and this monster can suck you up and sometimes steal things.
On this same map, there is also an empty house with a cracked wall. Bomb that wall and you
will find the 2nd set of 30 golden spiders to defeat. I will come back to that later, in
Chapter 15.
There is also another heart piece back on Death Moutain if it is thawed. In the room with
the rope bridges and Goron races, there is a chest on the ground underwater that Zora Link
can open.
You can skip the next chapter and save it for later, or do it now. The order you do some of
the next events in is not very important.
Chapter 11: Nightmares in the Night, Ikana Graveyard
----------------------------------------------------
More places than just the beach open once you can leap with Epona. Go east of Clock Town and
hop over the fence in the area with all the bomb wielding rats. Instead of going straight,
turn and exit north to get to the graveyard type area. Make sure you first come here at
night. Goto the big skeleton that is asleep under the archway in the house. Play the Awake
Sanata, and prepare for an interesting battle.
Boss: Big Skeleton
He will try to run away, and as he runs further up the path, flames will block your path and
skeletons will appear. Wear the Bunny Hood, and target him right when the fight starts. Hit
him in the back with a normal arrow. Run up a bit while he is stunned and try to keep him
stunned with arrows while fighting the little skeletons with your sword. If he gets too far
ahead to shoot, you will probably need to leave and try again.
Once you get close enough to hit him with your sword, the real fight will start and no more
flames will appear. He takes alot of hits, but is not really a problem in to kill. After
he is hit maybe 20 times or so, he will start to jump and try to land on Link. Just avoid
the shadow when you see it appear and strike some more. After you beat the Big Skeleton,
you will get a new mask.
Wear this mask and talk to the skeletons down the path a bit. Choose the second choice and
jump down the hole that opens. Leap across a few gaps and kill all the bats in the next room
with Deku Link. Use fire arrows to light the torches and the door will open.
Boss: Axe Knight
This guy is easy, but one error can cost you 4-5 hearts a hit. first, target the statue
before it starts moving and hit it then back up quickly. Keep it targeted, and wait for it
to miss. If it slashes twice, leap and hit it once. If it takes a big lunge and misses, hit
it twice while it pulls its axe back up. After a few hits, part of his armor will break off
and he will move twice as fast. It can get hard at this point, just try to stay as far away
from him as possible. You might also want to only attack when he does the lunge, but be careful,
he can do it quicker and with longer range. You can also just keep him at bay when he tries to
attack with regular slashes rather than leap slashes. When you win, you can climb up the
stairs, and Z-target the stone to learn the Song of Storms.
If you come back on the second night and talk to the skeletons, you will get a hole that leads
to some rupees. Try putting on the Lens of Truth and going through the door that appears.
In the next small area, there will be invisible bats and spiders, and an invisible pathway
to walk across. If you use the Lens of Truth for just a second, then turn it off, no magic
will be wasted, so you can just push the button it's assigned to rapidly and not worry about
using it for too long. When you get to the dead end, look for a crack in the wall and use a
bomb.
Boss: Axe Knight
Now this guy is just plain boring. Waste him and pick up a heart container piece.
If you come back on the 3rd night, you will fall down a hole where the grave digger is. The
object here is to find 3 blue spirits hidden under the dirt. You need to walk REALLY slowly
for the grave digger to follow you. If you go too fast, he might get lost, and you will need
to correct him. Take him over the the mounds of dirt to search for spirts. Watch out for the
hand that will fall down from the roof. If you see a shadow, move out of the way and slash
the hand that comes down. There are 2 mounds of dirt above ground level. To get the digger
to these ones, lead him over to the switches on the floor, and step off when he steps on,
then run over and climb up to where it leads him to, before he walks off by accident. When
you get them all, you will need to fight a boss.
Boss: Big Poe
This boss can be kind of tricky. You must wait for him to stop spinning then hit him with an
arrow 4-5 times. A good place to go to fight him is the hall way where you first came in.
Dodge him when he spins at you then shoot him. When you win, you can open a chest for the
4th bottle item. You can also catch a big poe in the center of the room, but i'm not sure
what it does yet.
Chapter 12: Fortress of the Female Pirates
------------------------------------------
As Zora Link, explore the underwater area of the first map of Great Bay. Head all the way
to the right, and there should be wooden boards against the rock wall with the skull and
crossbones symbol on them. Crash through these and reveal a hidden passage to what appears
to be the pirate's hideout.
There will be several pirates patrolling the area outside the fortress in boards. If one
spots you, you will be thrown out, just like the Deku maze. Try to sneak against a wall and
jump down into the water as Zora Link. Find the vent in the fort that shoots currents of
water to push you back, then walk up the orange metal pathway by there. Follow that path,
careful not to be spoted when you surface, and jump on the switch as Goron Link. The green
grate underwater on the other side will open. Jump back down and enter through there.
Follow the corridor and you will get to a mini underwater maze. Break the wooden boards
when you have to, and push/pull the blocks to get through. Not very tough. Swim to the
switch that is shooting jets of water upwards, and follow the current. Watch out for the
spiked balls and the gaps in the wall. If you are pulled into one, you will be throw back
out to the big entrance lagoon type area with the pirates in boats.
Jump up and enter a door on the ledge to be in an area with spiked balls and a jail cell
tpye structure with a heart piece in it. Climb up the set of stairs and use Goron Link to
smash the barrels, then step on the switch and roll back down before the door shuts to get
the heart.
Climb back up the stairs, and smash the barrels on the edge of the ledge. Fire an arrow at
the metal plate you see, then jump in the water as Zora Link and swim out before the grate
that opened closes. Follow that corridor, watching out for the gaps in the walls again.
In the next room, hit the switch to make the metal plate visable, then stand on the little
drain thing and fire an arrow at the plate so a column of water will lift you up. Fire an
arrow at the plate in the next room to open the locked door.
You will be on the wall back in the entrance lagoon place. Follow the path and you will
actually be inside the fort. You need to sneak past all the guards and up the ladder in
the middle of this map. When you get to the top, sneak past the guard on the tower and
across the bridge. If you can't sneak up the ladder, you can snipe away the guards with an
arrow to knock them out temporarily. You will see a small scene with the leader of this band
at the top. Shoot the beehive through the bars into the room to make all the guards run away,
then jump down and get the Hookshot. Now is a good time to go back to day 1, but you aren't
quite done with this area yet.
Chapter 13: Zora Land with a Side of Eggs
-----------------------------------------
You should make sure you have at least 4 empty bottles before you atempt this next part. Now
that you have the Hookshot, you can skip the underwater area of the pirate's fort when you
want to get back. Just goto the first switch that you had to jump on as Goron Link, and use
the Hookshot to get aross. The next thing you have to do is collect 7 eggs in your bottles.
There are 4 in this fortress area.
The first egg can be grabbed by going back to the room where you got the Hookshot. You can
knock guards out with arrows or the Hookshot if they get too bothersome. Aim for the wooden
plank above the tank with your Hookshot and shoot it to get up there. Grab the egg that is
in the bottle, but watch out for the snapping clam.
Another egg is in a door high up and by where you first entered this inner fort area. Use
the Hookshoot a few times to get up there. You will need to fight a little wimp boss.
Boss: Red Female Pirate
2 slashes with the level 3 sword and she is gone. Hit the wooden plank with the Hookshot, then
shoot all the dead fish inside with arrows before diving in and grabbing the egg in another
of your bottles.
The 3rd one is towards the back of the fortress. Use the Hookshot to go up a ledge like you
did for the last one. Another mini-boss fight guarding the room with the egg.
Boss: Green Female Pirate
This one takes 3 slashes instead of 2. Watch out for the spin attack that will knock you out
and kick you back outside. Grab the egg in the tank, just like the first one and hop back out.
The last egg is right by the second one. Go back to the door from the inner fort map that
lead to the second egg, turn around, and shoot another Hookshot post on the other side to
go up to it, and knock the guard out. In the next room, the chest is a fake. Knock all 3 of
the guards out, then jump down and go up the other side.
Boss: Pink Female Pirate
Barely worth mentioning. Hurt her badly for even trying, then go onto the next room and grab
this egg just like you did the others.
After you have all the eggs, goto the lab on the first map of Great Bay. There is an owl
statue outside, and it is in the water by where you got the Zora mask. Talk to the guy in
there, then climb the ladder next to him and drop all the eggs in.
Next, look for 2 blocks on the map of Great Bay. They are by where you found the Pirate
Fortress. Swim over to these and walk through them (inbetween). You will be in another
area where you must follow the signs to get through a mini maze. If you mess up, you will
start over. Dive down and go straight from the start to a sign. Go in the dirrection that
sign is pointing and walk past the next one you bump into. Walk until you see another sign
and follow that one to the next. Turn, and take that one to the next one. Look around from
here and you should see a sign nearby. Walk over to that one, and then the dirrection which
it points to.
You will now need to fight the eels in the huge sea crater before you. They live in holes at
various heights in the crater. To hit them, wait till they come out and use Zora Link's
barrier attack (The R button). Some of the eel holes will have eggs for you to bottle up in
them. Get the 3 eggs from here, and take them back to the lab like you did the other ones.
When y
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