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Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter L » Legend Of Zelda, The: The Minish Cap - Strategy Guide (Page 01)

Legend Of Zelda, The: The Minish Cap - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Legend Of Zelda, The: The Minish Cap - Strategy Guide (Page 01).

                   “A long, long time ago…
   When the world was on the verge of being swallowed by shadow…
The tiny Picori appeared from the sky, bringing the hero of men a sword   
                     and a golden light.
    With wisdom and courage, the hero drove out the darkness.
 When peace had been restored, the people enshrined that blade with 
                            care.”


The Legend of Zelda: The Minish Cap WALKTHROUGH
By: Jason Rappaport (GoldenChaos)

v1.1 - Not JUST a walkthrough anymore!


=============================================================
I. Table of Contents
=============================================================
I. Table of Contents

II. About this walkthrough.

III. Walkthrough.
      1.) Waking up and the Picori Festival!
      2.) The Minish Woods and the Minish Village
      3.) Dungeon #1 – Deepwood Shrine
      4.) Deepwood Shrine boss – Big Green ChuChu
      5.) Return to Minish Village
      6.) Of Bombs, Hyrule, and Kinstone
      7.) To Mount Crenel
      8.) Mount Crenel
      9.) Mine of Magnificent Melari!
      10.) Dungeon #2 – Cave of Flames
      11.) Cave of Flames boss – Gleerok
      12.) It sparkles! It’s… a new sword!
      13.) The Sanctuary of Elements
      14.) Sleep, shoes, and syrup.
      15.) On our way to the third element!
      16.) Dungeon #3 – Fortress of Winds
      17.) Fortress of Winds boss – Mazaal
      18.) The Library and Beyond!
      19.) Dungeon #4 – Temple of Droplets
      20.) Temple of Droplets boss – Big Octorok
      21.) Haunted…
      22.) “Source of the Flow”
      23.) Pure of Heart
      24.) Dungeon #5 – Palace of Winds
      25.) Palace of Winds boss – Gyorg Pair
      26.) Birth of the Four Sword
      27.) Dungeon #6 – The Final Dungeon: Dark Hyrule Castle
      28.) The Final Battle – Vaati vs. Link

IV. FAQ.
      FAQ-01: General Non-Gaming Questions
      FAQ-02: Important/Game Help Questions

VI. Legal Stuff.


=============================================================
II. About this walkthrough.
=============================================================
This walkthrough has finally been finished as of January 16th, 2005. 
Even without a fancy ASCII logo, this walkthrough will hopefully stand 
as one of the good, accurate, specific guides out there. Someone had 
said that my guide was so specific, a five-year old could complete The 
Minish Cap with this.

This guide is being made specifically for zeldauniverse.net, so there 
might be a slim chance of having me approve of other site use of this 
guide. However, if you wish to use this guide on your site, please, 
PLEASE do not just take it, ask for my permission to use it by e-
mailing me at goldenchaos@zeldauniverse.net. This guide is the result 
of hours and hours of work by me, and while some people may think "only 
hours?", that opinion tends to change when you are in the position of 
working for those "only a couple of hours." And that is couple of 
hours, per day ;). Of course, printing it out and passing it on to your 
friends who needs help with this game, is completely encouaged :).

This walkthrough is finished! It covers the entire game, so if you do 
not wish to have anything in The Minish Cap spoiled for you, please do 
not read my walkthrough. I can't be held responsible if you read my 
work and found out something you didn't want to know, kay? ^_^.

I hope this walkthrough helps you. If you feel I am missing any 
important part in what is already written, please email me. I 
appreciate all help on this walkthrough that I can get, because I just 
can't make it perfect alone! Also, remember, no version is final!

I also apologize for any and all typos in this guide. My typing style 
is not... normal, so don't be surprised if you find quite a few typos 
here and there. But worry not, as I am constantly spotting new typos 
and fixing them! If you find anything that bothers you in this guide, 
typo or not, you can email me and notify me of this using the email 
provided above.

This is a GUIDE ONLY! There are no extras in here, no heart piece 
locations, figurine list, anything! It is just a pure guide and FAQ! If 
you were looking for heart pieces, kinstone fusions, etc., go to 
www.zeldauniverse.net or somewhere else. However, you WILL find some 
other tidbits and quests in the game located in the FAQ, due to tons 
and tons of e-mails.

Hmm... You are probably bored of reading this. On to the walkthrough, 
then!


=============================================================
III. Walkthrough.
=============================================================
-----------------------------------------------------------------------
1.) Waking up and the Picori Festival!
-----------------------------------------------------------------------
Alright, it’s time for Link to awaken once again, and in a brand new 
game, The Minish Cap! You probably knew that though, or else you 
wouldn’t be reading this!

First things first, we must do. Create a new file, with whatever name 
you see fit. The game starts with a nice intro. Read it, enjoy it, and 
pay attention, because this is the story of the game we’re talking 
here… if you forgot to read it, it is referenced above.

Now, let’s begin Link’s adventure, shall we?

Ah, a nice peaceful village. And look, it’s Princess Zelda! Here is the 
beginning scene, and Link is asleep! You’d probably wonder how he does 
that with Master Smith clanging on the newly made sword. Apparently 
he’d been up late the night before helping out. We’d better get him up. 
Read through the dialogue and, when the time comes, wake him up and 
walk Link down the stairs, and then go to the right to get into Master 
Smith’s room. More dialogue shall begin here, explaining about the 
Picori Festival. Apparently, Zelda would like to go with you, and how 
can you refuse? After the conversation ends, you shall receive the very 
sword Master Smith was working on, the Smith’s Sword.

Make sure you don’t lose this extremely important delivery!

Now, Zelda will leave, and open the front door. Follow her out the 
door, and continue following her until you reach the festival. Once you 
are there, she will say that this place looks fun, and run off. Follow 
her still, and talk to her. She will get distracted and run off again, 
keep following and talking to her until she reaches a stand with three 
green tables…

She is the big winner of the drawing! There are three prizes to choose 
from, a heart container, a large red rupee, and a teeny tiny shield. 
But, unfortunately, you don’t get to pick. If you’ve played Zelda 
before, you can probably already guess what Zelda will pick. If not, 
then I doubt you’ll be surprised by this one.

Have fun with your teeny tiny shield! Princess Zelda gave you this 
Small Shield! Hold the button to protect yourself… it IS a little 
embarrassing, though. It’s so tiny!

Now, go run off and take Master Smith’s Sword to the castle. Zelda will 
follow you. On the next screen, she will run ahead of you. Follow her 
yet again. To find her, just follow the tile path – she will be getting 
pelted with nuts from a Business Scrub. Now it’s time to put your new 
Small Shield to work. When you are able to, stand in front of the Scrub 
and hold your shield out to deflect the nut. If you get hit, don’t 
worry, it doesn’t hurt you. When deflected, this will send the nut 
hurtling back at the scrub. He will complain about his little disorder, 
and run back to his cave. Now, get moving to the castle. Continue to 
follow the tile path. When you reach the castle, make your way to the 
entrance, and speak with the Minister, Potho. He will take the Smith’s 
Sword, and Zelda will go, because she must prepare for the award 
ceremony.

A fade out, and a fade in, and now the award ceremony begin! A 
sparkling blade is being brought, with the blade shoved in what looks 
like a large chest. Contrary to what you may be thinking – this is not 
the Master Sword. It is the Picori Blade, the sacred blade given to the 
hero who drove away the evil. Learn more about the Blade… and read the 
dialogue.

Out comes the king of Hyrule, and Zelda. And enter in Vaati, the winner 
of the Sword Fighting Tournament. He has earned the right to touch the 
blade… but he does something much more. Tossing the guards aside with 
ease, he attacks the blade, breaks it in two, and opens the locked 
chest, sending monsters and evil into Hyrule! Zelda will try to talk 
with Vaati, but she is turned to stone! Too bad, too, your teeny tiny 
shield just wasn’t strong enough.

Vaati will look in the chest, and to everyone’s amazement, it is empty! 
And so, Vaati leaves, leaving Hyrule scattered with monsters.

-----------------------------------------------------------------------
2.) The Minish Woods and the Minish Village
-----------------------------------------------------------------------
Link is asleep again? Well, let’s wake him up… again. You are inside 
Hyrule castle now, and you can walk out the door to your left. You are 
now in the King’s room, and a nice long dialogue will begin from here. 
They need a person to fix that broken Picori Blade. The Picori are not 
just a myth after all, and they need to send someone to get the Picori 
to repair the sword. The Picori live within the Minish Woods, and 
conveniently, only children can see the Picori. You will get part of 
the Picori Blade! This is part of the sword needed to re-forge the 
sacred blade – don’t lose it! Also, you will be given… the Smith’s 
Sword! It’s a sharp blade made by your grandfather, Master Smith. And 
on top of that, you also get a map of Hyrule! Now you can’t complain 
when you get lost, because you’ll never get lost!

Dialogue over… now you can walk out the door below you. Go around the 
large middle structure in the next room, it does not matter which way 
you go, either way, you end up at the front door. Go out of the castle 
after walking through one more room, but this room doesn’t need any 
directions. There is no possible way you don’t know how to get through 
this last room.

Now, you are once again in the Hyrule Castle Garden. Leave this garden 
by going through the southern exit, and out into North Hyrule Field. 
But watch out, because this time around there are monsters roaming the 
land. Mostly octoroks, which take only one slash of your sword to kill. 
If you feel unsafe, you can always use your shield to deflect their 
attacks. Go south, and keep going south. You will reach some workers, 
who are trying to repair the area that became damaged in the 
earthquake. If you see fit, talk to them. When you are done, make your 
way east. Slash at the small trees to open up a path to Lon Lon Ranch.

Lon Lon looks pretty beat up. Make your way south, killing or avoiding 
any enemies that may get in your way. Watch out for the groundhogs that 
jump out of the ground in groups of six. They will all stand on top of 
one another, so slashing the bottom one will bring them all crashing 
down – from then on, they are easy to kill. But one may fall on you. 
Once you are done enemy-bashing, continue south. You may have seen the 
stump near one of the houses at Lon Lon – we’ll come back to that 
later. You will learn more about these stumps soon.

You are now in the Eastern Hills. Though, you are not going east, you 
are still going south. Go down the steps, kill the octorok if you wish, 
and then go down until you come across a bridge. This is the entrance 
to the Minish Woods, so, enter!

The Minish Woods seem to be a nice, dark place. There are still enemies 
scattered about, and a new one to introduce – so be on your guard. Walk 
all the way to the right of the screen, crossing the narrow bridge on 
the upper right. Now we make our way south, once again.

This area gets a bit foggy, and also has a new enemy to introduce! 
Those little green blobs with eyes are ChuChus, and they are made of 
what seems to be a jelly substance. They take two hits each, feel free 
to have fun with them and/or use them as punching bags. Oh, and they 
can flatten themselves out before springing up to attack you – so watch 
out if you see a small moving green puddle just ahead of you. Upon 
leaving the foggy area, you will see a stump similar to the one you may 
have seen back at Lon Lon Ranch… you will come back to this one quite 
soon. Walk to your left. You can’t go through the log yet, so walk up 
through the shallow water, kill the two ChuChus, and head towards the 
white structure until you hear a cry for help, which should happen when 
you are standing in the middle of a shallow puddle.

If you know this game at all from the Official Art you may have seen, 
that thing screaming for help is none other then the Minish Cap itself. 
Of course, it does have a real name, but we’ll get to that in a moment. 
Right now, just get your little green butt back the way you came, though 
the foggy area to save him!

This won’t be a hard battle, just kill the two octoks. Minish Cap over 
there will then say he could have done it on his own. Don’t we feel 
good for saving him, though? Dialogue will once again take over your 
gaming experience, read it… and pay attention… Apparently, he is also 
on a curse to break a curse of Vaati’s, quote him. He wants to see the 
sacred blade break this curse, so he’s going to follow you.

And the cap has a name! His name is Ezlo.

Walk in whichever direction you wish, it’s going to be hard to get 
around with Ezlo trying to follow you without legs. He will stop you 
three times for walking too fast. On the third, he will just slam 
himself in Link’s face, make himself comfortable, and you can be on 
your way! Now you can’t possibly leave him behind. He will turn into a 
regular green hat… but if you ever want to hear him talk to you, press 
Select. Personally, I enjoyed it when I talked to him three seconds 
after he told me this. He has “superior intuitive sense”!

Make your way back to that old stump we saw earlier. Ezlo will explain 
all about these stumps to you. The Minish people are very small… of 
course, Link only knows them as the Picori. The Picori’s true names are 
the Minish. These magical stumps shrink you down to Minish Size: just 
jump on one and press R. To go back to normal size, stand next to a 
stump and press R.

Jump on the stump and press R to have Ezlo sing you a little Hylian 
song, and shrink you down. Now you are just a tiny spec! Also, you can 
walk through that log that you couldn’t before, so do so.

You will come to a large lake. Yes, this is no longer a puddle to you – 
you are Minish-size. You can fall in this water, though it will not 
hurt you, it will send you back to where you started. Hop the one of 
the clovers and take a ride to the pathway that leads to the Minish 
Village. Once there, make your way through the path, and into the 
village.

“Pico picori!”? I think we now know how these fellows got their names 
that the humans call them. You can’t understand a word they are saying!

A huge hint is given by Ezlo to you, that there is someone in this 
village who understands your language. You can’t go in any houses or 
buildings yet, not until you do this first:

Go to the right and north into the path of clovers. At the fork, take a 
right again and go up the narrowest path. You will come to a dock, and 
a large blue building. Enter this building, it’s the only one you can 
at this point. Talk to the old Minish man blocking the northern door – 
he is Festari, and also the only one in the village who understands 
your language. Listen to what he has to say, because he will tell you 
where to get the item that allows you to understand Minish speech.

The barrel south of where you are now, go quickly, with the speed of 
someone smaller then a clover! You still can’t go into any buildings, 
except for that barrel. Better get that Jabber Nut Festari told you 
about.

Go back through the narrow path, go right, and go north along the new 
path. Cross the bridge that leads to the top of the barrel, and go down 
the ladder. There is a simple puzzle to solve here: if you don’t know 
how to move blocks, it is very simple. Just walk up to one, stand on 
the side you want to push it, and walk in the direction you want the 
block to go. It will move. In this case, you want to make it go right 
or left, so you can go get that Nut.

Grab the nut. You will automatically eat it. Now you can understand the 
language of the Minish.

All houses are open to you now, feel free to explore the village and 
talk to Minish folk and such. When you are done with your fun in the 
village, make your way back to that blue building, so we can have a 
nice talk with Festari once again. Minish people now seem to be 
scattered throughout the town…

You need to talk to the elder now about the Picori Blade. He’s not hard 
to find – directly to your left, along the wide path, is a yellow-
roofed house. Inside is the elder. Have a talk with him about the 
broken Picori Blade. To repair the sword, you need the four elements – 
and they are scattered about the world. The Elder will mark on your map 
where these Elements reside. Look! One is right where you are, how 
convenient!

Do as the Elder told you now, and speak with Festari once again. He 
will step away from the door, allowing you to enter Dungeon #1, 
Deepwood Shrine.

-----------------------------------------------------------------------
3.) Dungeon #1 – Deepwood Shrine
-----------------------------------------------------------------------
Walk out the now open door and back into the Minish Woods. There is 
only one place you can go, and that’s north from here. And what do you 
know? You are now back at the strange white structure you saw earlier 
before rescuing Ezlo. On your way, you will see a heart piece, but you 
can’t get that when you are your size. Just enter the white building, 
because that is the Deepwood Shrine. As you get close to the entrance, 
everything will appear large again. Enter the dungeon, and beware of 
enemies!

In the first room, you will see two spider webs on either side of you. 
Don’t attempt to break them, because it cannot be done. Just go towards 
the next room. But wait, a statue blocks your way! If you remember how 
to push blocks from before, this works quite the same way, just move 
the statue and be on your way to the next room.

Its dark in this room… kill the slugs as a first priority. They can get 
annoying if you just leave them there. You’ll notice that the door to 
the north is locked, so we need to get a key. All you have to do is 
step on the switches next to each fire pit, and they will spark to life 
and light up the room. Once all four are lit, a treasure chest will 
appear in the center of the room. Open it to get a small key. Use it to 
open locked doors and blocks. It can be used only in the Deepwood 
Shrine dungeon.

To open the locked door, simply walk up to it and press A. The door 
will open for you. Now, continue on to the next room…

Watch out for falling slugs here. If you hear a dropping noise and see 
a shadow, get ready to dodge. Kill them once they fall so they don’t 
make an annoyance of this room. You can see a mushroom in the middle of 
the room – that is where Link needs to be. In order to get there, 
though, you’ll have to make a bridge. Walk up to the top right of the 
room to find a pulley. To pull the pulley, stand in front of it, hold R 
down, and walk backwards. When it is completely pulled, the bridge will 
create itself.

Now, the mushroom is something very important in this dungeon: They are 
your human slingshots. They will be used to fling Link across things 
such as water or gaps. To fling Link with a mushroom, grab hold of the 
mushroom with R, and walk back just like you did with the pulley. When 
you feel you are far enough back to be launched far enough to make the 
leap over the water, let go of the D-Pad completely. Link should fly 
across. It is generally a good idea at this point, to only pull up to 
where the tracks end. Later on, the tracks will get longer and there 
will be different distances you have to pull, so it would be a good 
idea to master this little technique.

Once you have successfully tossed Link over the water, go north to the 
next door. Watch out for yet another falling slug!

This room is probably one of the most important ones: It is your portal 
to many different rooms around the dungeon, by use of the large barrel 
in the center of the room. But as it is, that barrel is tied securely, 
so Link has to disconnect it. Go to your right, and avoid the little 
sand monster. They cannot be killed, so don’t go off attacking one. 
Walk up the stairs, and press the switch to light the fire. Some leaves 
holding the barrel to the wall will burn, and break. You’ve released 
half of the vines! Now you need to go to the other side of the room and 
do the same thing. Make your way down the stair, and go into the 
barrel.

The barrel won’t budge as it is, still. So walk to the upper left of 
the barrel and go through. Walk to your left, avoiding once again those 
little sand monsters. Now, the stairs are not on the north side of the 
wall, so you don’t even need to touch those spots of sand. Go south, 
through the narrow passageway, around and up the stairs. This one is a 
bit different from the last burning. You need to have both switches 
being pressed at the same time, but Link is only one person! Well, 
conveniently placed is another statue, so push it on to the top switch 
if you will. Let Link stand on the bottom switch. Watch the pretty 
lights as the vines burn, and now, the barrel is completely 
disconnected from the wall, and will spin freely.

Go back around, past the sand monsters, and back into the barrel. Whoa! 
It spins when you move! We are going to go to the bottom left exit of 
the barrel. Position link on the left side of the barrel, and run 
downwards! Just keep running until Link exits out the bottom left exit. 
It will happen, and quickly. Once you are out of the barrel, go through 
the door to your left.

You will encounter a new enemy in this room: Those red bugs will attack 
you with a charge, so you’d better start slashing. They take three 
hits. Once it is dead, continue on to the left side of this room. 
You’ll see another mushroom, but this time it has two tracks on it! 
What to do? First, make Link pull it all the way back, and far as it 
can go, and make the leap. Break the vases if you desire for rupees and 
such, but what you really want is in the large chest. You will get a 
Dungeon Map! Lighter rooms are ones you have visited, the blinking room 
if your current location. Press up or down on the D-Pad to check 
different floors of the dungeon. Check this on your map screen, located 
on the start menu. This first dungeon is quite small – it has only 
three floors. Now, see that Heart Piece to the right of you? You’ll get 
it later. You can’t get it now.

Walk back down south to the end of the structure, and jump off but 
simply moving off the edge. Grab hold of the mushroom once again, and 
this time, only pull up to half way (the end of the first marking), 
before releasing. Go through the door to your left.

More falling slugs! Kill them now, because you have another new enemy 
coming your way. It will fly at you, but it isn’t much. Slash it with 
your sword until it dies. It takes two hits. Once all the enemies in 
this room are dead, you will notice a switch lying in the upper right 
hand corner of the room. In the upper left corner, you will see a vase. 
Now, don’t follow your instinct on this one: Do not break the vase. 
Instead, push it like you would a statue, until it rests on the switch. 
Behold! Another bridge has been created. Walk across it, and into the 
southern room.

Now, push the two statues on the switched to reveal a treasure chest. 
Take note of what Ezlo tells you: To push or pull something (usually 
you pull with this), grab it with R, and move backwards like you do the 
mushroom. You will use this now to get the treasure chest. Pull one of 
the statues out, walk inside the barricade, and pull the statue back on 
its switch to get the chest, which contains another Small Key. Exit 
this room by pushing your way out of the barricade of blocks, and going 
back to the northern room.

The bridge still remains intact here, so just go back across it and 
into the other room that you had come from.

Go through the door on your right, and walk south. Push the block out 
of the way so that you may get passed, and make your way back to the 
Barrel Room.

Enter the barrel again. This time, we want to go to the upper right 
exit. Position Link on the right side of the barrel, and run upwards! 
Do this until he has gone out of the upper right exit, which should 
happen quickly. You have a Small Key now – use it to open the locked 
door to your right, and enter.

You may be unsure of where to go in this room first. Use the mushrooms 
before walking up the stairs. Pull back on the first one up to the edge 
of the tracks, and release. Walk to your left to find a switch you can 
step on. This will create a bridge for easy access to that second 
mushroom. Now, use this second mushroom to launch Link across the gap. 
Break the vases if you feel like it, and then walk into the room on 
your right.

Watch out for falling slugs! Kill them all before continuing, they are 
more then an annoyance here. Now, you can rack your brain forever or 
for five minutes trying to figure this little puzzle out, and I highly 
suggest you do, because it is a bit fun to have a little challenge on 
the first dungeon. But if you can not seem to figure it out, this is 
what you do to get the statue on the switch, with Link able to go into 
the door: First, move the statue on the right one square to the right. 
Then, walk back around to the left statue, and place it on the switch. 
There, that was simple, no? Enter the door above you.

A mini-boss battle! It is you versus three of those red enemies that 
charge at you, so be careful. Use your shield if you need to. Once they 
are defeated, a small key will drop from the ceiling; grab it, and walk 
through the open door to your left.

Just a reminder: If you haven’t been saving at this point, I highly 
advise you do, unless you feel like doing this all over again.

We are back in the room that you probably had a hard time deciding 
where to go. Well, now you know that you can just run up the stairs 
from here. Do so, and drop down off the ledge to your right. Break the 
vases if you wish, you may find a heart, which you might need if your 
health is low from fighting. Restoring your health now would be a good 
idea, because you have more of those red enemies to face soon. Walk 
through the door to your left.

Immediately, before anything else, kill those red enemies before they 
go crazy. Once you are done, enter the northern room. This will take 
you down a flight of stairs. In his room, you will see another one of 
those flying bugs, which you should kill off right away, and a switch 
surrounded by vases. Don’t break the vases; just push one onto the 
switch. This will manifest another treasure chest, but it is facing 
away from you, you can’t get it yet. This chest won’t stay here for 
now, but I instructed you to do that just so you know there is a chest 
to get there later, which you will need.

Now, your main objective in this room is to reach that large treasure 
chest. To get to it, push the rightmost block up, and the left block to 
the left. This should open up a path for you to go in and open that 
chest. You will get a Compass! Use it to find the locations of hidden 
items. Check the map screen to see.

Exit this room for now and go back up the stairs. This time, enter the 
western room instead of the northern room. We want to open a door right 
now for later use. Watch out, because those little sand enemies will 
appear, four of them to be exact. They will appear on that first patch 
of sand. Anyways, when you get to it, hit the switch to open the bottom 
door. You need not use it now. Anyways, still avoiding the sand 
enemies, make your way through to the leftmost doors on the screen. If 
you tried to go through the unlocked door, and found yourself bound by 
a spider web, don’t worry, because remember: You have a small key! Make 
sure you go through the locked door, unlock it to open it.

Now, you fight your first true mini-boss. It’s pretty simple: First, 
hit the worm’s nose. Once you have hit the nose and it turns fully 
grey, slash at its swollen red tail. Do this as many times as you need 
to before the worm is dead, and don’t hesitate to slash like a maniac 
here. Once dead, the worm will explode, leaving you a green rupee and 
another large treasure chest! Inside this treasure chest is the Gust 
Jar. Hold the button to draw things in, and release it to fire them 
out! Set it to A or B in the items screen, and test it out. Try using 
it on the spider webs around the room, or how about on that door to the 
south?

By all means, use the Gust Jar on the door, go through, and get the 
heart piece that you couldn’t before. Now, you’ll also be happy to know 
that this jar can be used to suck up sand, and even enemies! Also, the 
longer you hold down the button, the stronger the suction becomes, and 
the blast will also be stronger when you release.

Now, go back to the room full of sand. What do you do with the Gust Jar 
here? Suck up the sand! This will reveal a few switches, two to be 
exact; the switches are located on the left side of the room. Step on 
them to manifest two treasure chests, each containing ten Mysterious 
Shells! You don’t know what they are for, yet.

Now, find yet another switch in the sand: The square of sand on the 
other side of the wall that the rightmost switch in the room is. It 
should be above the southern door that you opened earlier. Stepping on 
this switch will create a warp pad on top of the ledge.

Also, now you can kill those annoying sand monsters! Just use the 
suction power of your Gust Jar to suck them until they turn grey and 
dizzy, and then slash them once with your sword.

Once you are completely finished here, exit to the room on your right. 
We are going to do a bit more dust cleaning with the Jar. Suck up all 
the sand in this room, all that surrounds the fire pits. It should 
reveal a switch. Step on the switch to reveal a treasure chest, and 
open then chest to receive 20 more mysterious shells! There is nothing 
hiding under the sand on the right side of the room, so you can just 
ignore it.

Go back out the left door, and then go south from there, avoiding the 
newly spawned sand enemies. You should now be back in the main barrel 
room. Push the block to your left to the left, and kill all sand 
enemies you see right away, sucking up the sand. In the center, you’ll 
find yet another switch. Step on it to reveal a chest containing 10 
more mysterious shells.

Time to go back in the barrel. Before we go and break the spider web in 
the barrel, we want to make our way back to the beginning of the 
dungeon. So, exit out the bottom right, and go south. In this room, 
watch out for the falling slug, and make your way east. When you hit a 
pair of blocks, push the top one to the right, and the bottom one into 
the water. Walk south, out of this room. Continue going south, avoiding 
the slugs in the next room. Now, you should be back in the first room 
of the dungeon, push the right statue aside so you can walk into the 
room, and what is there? A warp panel! Step on it, and nab the heart 
piece that it takes you to. Go back in the warp panel. Time to suck up 
some spider webs: suck up the left one first. Go down the stairs. Push 
the block that is below the chest to the right, and open the chest 
which contains a red rupee, worth 20 rupees. Go back up the stairs.

We’re not quite ready to face the boss yet. Step on the warp pad and 
teleport again. Jump down off the ledge and make your way back to the 
Barrel Room. Push the block aside, and enter the barrel again. Now, we 
are going to suck up that spider web.

Once that is done, a hole in the barrel will be created. You need to 
fall through this hole. Spin the barrel around, not running too fast, 
until you can see the hole open. Get Link to fall down the hole.

You need to find a way to travel by water, says Ezlo. So, what better 
way then by getting that lily pad to you? Suck it towards you with your 
Gust Jar. Now, once on the lily pad, use gusts of air to push the lily 
pad where you want it to go. In your case, get it to go down the 
waterfall. Continue to push it all the way to the right, and then 
making it go north. Kill any enemies that get in your way.

First, we want to take the path that goes to the right. Dock your lily 
where it needs to be, and walk up the stairs. You need to get a jar on 
that switch. Toss aside all jars except for the third one on the right 
of the middle row. Now, push that vase on the switch, opening the gate 
to the north. Go north.

Kill the enemy in this room if it is there, otherwise, dock your lily 
on the rightmost part of the land, and place a vase on the switch. Now 
is when you can get that chest. You wanted that one bad, didn’t you? 
Well, ride your lily over and open it, because inside is the much 
sought after… Small Key!

Just as an advisory: If you haven’t been frequently saving, I suggest 
you do so now. You wouldn’t want to do this all over again, would you?

Alright. Now, lead your lily back south, and then go west until you 
reach that main river room.

Now, we want to take the northern path here with out lily. Go north, 
and then go to the left, and pump your Gust Jar hard because slugs will 
try and fall on you! Anyways, once you get to the end, open the locked 
door with your newly received Small Key. Go in.

You are now in a room with yet another large chest, and multiple 
mushrooms and such. Pull back on the first mushroom, and launch 
yourself north. Now, you may be thinking, “How can I move now? I am on 
an area completely surrounded by water.” Well, fear not, because you 
have the Gust Jar! Suck on the mushroom to the right of you, pulling 
towards you, and once it reaches you it will automatically fling you.

Do this same process for the next mushroom to your right. Now, for this 
next mushroom, you should stand a bit farther away. Suck the mushroom 
to your left from a distance, get flung across the water, and open the 
large chest to get none other then the Big Key! Use it to open big 
doors! This will get you into the boss’s room.

Anyways, step on the nearby switch to reveal a red portal. Go in. You 
should now be back in the first room of the dungeon again, no? Well, 
now we need to take the stairs to the right. Suck up the spider web 
there, and go up the stairs.

You know what to do with that mushroom here – from a distance, suck it 
up with your jar, and then let it fling you. Walk around to the bottom 
of the room, do not stand on the shallow water, but stand far away, and 
repeat the process. You should now be in front of the boss’s room, time 
to fight. I recommend saving here, if you feel that you might die. For 
health reasons, each vase next to the boss room door has a heart in it. 
More then enough to make you full health again. Now, enter the room!

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4.) Deepwood Shrine boss – Big Green ChuChu
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Actually, it is a regular size ChuChu, you are just really tiny! 
Apparently, the ChuChu decided to make its home right on top of the 
dungeon, and now you have to fight it. For your convenience, there are 
four jars in the room, each containing one heart.

To kill this oversized green blob, suck on his base support with your 
Jar – it will steadily grow smaller. Once small enough, the ChuChu will 
wobble, and eventually fall. But, it will try to fall on you! So try 
and avoid this, and once it is down on the floor, slash at it with 
everything you’ve got. The ChuChu will also jump – so don’t let it land 
on you. Repeat this as many times as it takes to kill him. Also, take 
note that as he gets closer to death, he will jump more, making it more 
tedious and hard to get his base down to size.

Once defeated, the ChuChu will explode, with his eyes going crazy, and 
in front of you will appear one of the four Elements! You have just 
gotten the Earth Element! The power of the earth is the source of all 
living things. The Earth Element is the embodiment of that power.

Now, grab the heart container, and get out of that dungeon using the 
green warp provided!

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5.) Return to Minish Village
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Whew! That was quite a fight. Now that you have been teleported back to 
the beginning of the Deepwood Shrine, you can simply make your way out 
the front door and back into the Minish Woods, you’ve done everything 
you can do here.

Walk past the heart piece… you still can’t get it! You will later, 
though.

Go south until you reach the Minish Village, and enter. Remember when 
the Elder said to come back and talk to him after getting the Element? 
Well, you are now doing this. Make your way west to the elder’s yellow-
roofed house and have a chat with him. He will give you an important 
tip: Where you are to head next, while also complimenting you on your 
courage.

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6.) Of Bombs, Hyrule, and Kinstone
-----------------------------------------------------------------------
Your newest destination is Mount Crenel. There, you are to talk to a 
man named Melari. This man is a Minish, and supposedly, according to 
the Elder, there is no Minish better to repair your broken Picori 
Blade. The Elder will send a word to Melari, and wish you luck and bon 
voyage.

But wait, there’s more! He will open a door for you on your left – one 
that will get you out of the forest quickly. Take it. Walk through the 
second room, and out the next door. You should be standing outside of 
the Elder’s home, on a path that leads to the forest. Go in. Before you 
do anything else, have a talk with the Minish in the nearby teeny tiny 
house: His name is Belari, and he is an inventor and researcher. He 
will give you a helpful item that will allow you to clear away debris 
on your way out of the forest.

Behold the glorious Bomb Bag! Now you can blow up lots of stuff! Now 
you can leave the house.

Link is still tiny! We’ll have to fix this. Press R while standing next 
to the stump to enlarge yourself. Ah, it’s good to be big again! Walk 
north and examine that tombstone-like object: it will grant you the 
power of the wind, and disappear. I wonder what this could mean? 
Anyways, leave it there for now, and cross the bride to the west. Going 
north here will get you nowhere, because those holes are Minish size. 
So, we are going south. But something blocks our way, something that 
can be blown up. Blow up the tan colored cracked stones with your 
Bombs.

Walk south and cross the bridge to your left, it will take you back to 
the eastern hills. Watch out for some new enemies in here – those 
turtles hide in the grass and will pop out and attack you. They take 
two hits each, so they should be no threat. Now, grab hold of the 
mushroom to your left, and pull back, then launch yourself over the 
crevice. It’s time to get tiny again, so jump on the stump and press R 
to shrink Link to Minish size.

Walk into the nearby Minish house to learn about a very important item, 
the Kinstones. There’s nothing you can do about it now, but remember 
where this little guy is, because he wants you to come see him when you 
get Kinstones. Be on the lookout for them.

Go out the door and enlarge yourself with the stump. First things 
first, blow up one of those cracked rocks with a Bomb and walk through. 
Go through the northern path created, and now we see a nice big crack 
in the wall. Any guesses on what to do here? Yes, bomb the wall and 
break it open. Walk inside to find a new enemy, Keese, which you should 
kill off right away (1 hit each, but they get annoying), and a blue 
treasure chest, which contains 20 Mysterious Shells! Leave this room.

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