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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 05)

Legend Of Zelda, The: The Minish Cap - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Legend Of Zelda, The: The Minish Cap - Strategy Guide (Page 05).

There is nothing to do in this room yet, so just head up the stairs, 
across the platform killing off slugs, and through the door up the 
stairs.

Mini boss battle! You’ve fought these guys before, so use the same 
tactics. It is highly recommended that you get out your shield, to 
protect yourself from when they fire their pinchers or whatever you 
wish to call them. When they are clawless, slash them as much as you 
can. They will die… and in the middle of the room a blue portal will 
appear. This blue portal will take you back to the beginning of the 
dungeon, as always.

Exit through the southern door, and head west. The next screen after 
this should show you a large lever, and just below you should see two 
four pads. There is only one way you can clone yourself, so do so and 
stand next the lever (if you are clueless, on the rightmost side of the 
lever), and push it to the left. This will open up an area of sunlight, 
a large area in fact, and will melt the chunk of ice blocking the path 
to the right. Ezlo will talk, and when he is finished, jump down off 
the ledge.

Head south, and make a right, going through the door that was just made 
newly available to you.

In here, head north through the door. That’s all you can do for now in 
here. In this northern room, grab the Blue Kinstone Piece in the 
treasure chest, and then head right. Be careful here, don’t fall off 
the ledge. When you get far enough, you should see another treasure 
chest. Head south across the narrow path of ice, which isn’t too hard 
since it is against the wall, and grab the Blue Kinstone Piece.

Head back around the ice and go south down the second path. You should 
see a group of green blades, moving around in a line, blocking your 
path. But there is an opening, so wait for it to come. When it does 
come, run quickly into the circle of blades and stop yourself before 
hitting the blade opposite you. There are now two paths to take, to the 
left and to the right. Going to the right will lead you to a dead end 
with two vases. The left pathway will take you out of here. Go left.

In this new room, all you can do is go north. You don’t have a small 
key yet, and you can’t melt the ice. So go north.

Head down the steps in this room. This room should look familiar to 
you, but never mind that. Just go down.

In here, head down once again. You will enter a room with a frozen 
treasure chest and a lever. Push the lever, and you will hear a noise 
telling you that some type of door has opened, revealing sunlight. It 
was actually the opposite. You closed one of the light holes above you, 
so head up.

Walk across the now closed hole, and push on the lever to reveal 
sunlight. Head back downstairs, and push the lever down there to open 
up the second light hole and unfreeze the chest, containing a small 
key! Head up the stairs, twice, and then head south out of the familiar 
room, and into the room that had a locked door. Open the door with your 
small key, and walk in.

It’s a room, a nice, big, empty room. A gate will pop up behind you. 
Head south and push on the lever… a hole will open up above, revealing 
sunlight and something new: Drops of water? Or wait… no! It’s a Giant 
Blue ChuChu! This is not the boss of the dungeon, but it does put up 
quite a fight. Get out your gust jar.

You cannot suck its base while it is surrounded by electricity. Wait 
until the current of electricity stops, and then use the Jar. Other 
then that, it is the exact same fight as the boss of Deepwood Shrine, 
nothing new. It does, however, take a few more hits, so be careful and 
don’t expect too little of this fight. If you keep hitting it 
constantly when it falls down, it should take around four slash rounds 
to kill it.

After the ChuChu explodes, a large chest will appear in the center of 
the room. I wonder what I could be…

A Flame Lantern! This handy item lights up the night! Press the button 
to turn it on or off. This lantern will not only light up dark areas, 
it will also melt ice chunks (some containing treasure), and light fire 
pits! With this in your hands, head out of the room.

First and foremost, melt the ice to your left with your new Lantern. 
You also might want to scavenge the vases for hearts, if your health is 
low from the battle. When done, head down the stairs nearby.

Get the treasure chest out of the ice with your Lantern, and you will 
receive 100 rupees! Melt the other ice blocks, and head east, into the 
next room.

Another mini boss battle, and this time it is in darkness. Luckily, 
there are four unlit fire pits around you, so you can light those with 
your Lantern. Note that they will only stay lit for a limited amount of 
time, and you can relight them simply by touching them if you have your 
Lantern equipped. You shouldn’t need your shield for this battle, so 
keep the Lantern equipped at all times as you fight these three 
familiar monsters.

When all is over, exit the room to your right. You are inside another 
dark room, this time a labyrinth of sorts. Head straight east, and 
destroy the vase blocking the fire pit. Light the pit with your 
Lantern, destroying a block. Walk back around and pass the block, 
heading north. You will see a chest, but you can’t get it just yet. So, 
head a bit further north until you see an accessible fire pit – light 
it, and another block blocking your path will be destroyed. Before you 
advance, however, you might want to head a bit west first, and enter 
the area where the treasure chest is held. It contains a red Kinstone 
Piece. Now, you may head back to where the block disappeared. If you 
cannot find it, it is marked by a symbol on the floor. Head north from 
there. When you then head west a bit, you will see two ways to go down. 
The first way leads to a dead end, with a vase containing bombs. The 
second path is the one you probably wish to take. From here, head west 
until you reach a wall that is obviously able to be blown up by a bomb. 
Equip your bombs momentarily and set one down, back away, and then 
reequip your Lantern. When the bomb explodes, enter the door.

The room is filled with scattering beetles… kill them off. When all are 
dead, you shall receive a small key! Head out of this room, there is 
nothing left to do here.

Head east, the north. When given an option to go left or right, head 
right. Continue right, the north until you reach a treasure chest, 
which contains a red Kinstone Piece! Head south from there, across 
another part of the maze, until you reach a fire pit. Light it to make 
another block disappear. Head back to where you came from, and this 
time take the left path. Head north, killing all enemies, and when 
given the choice to go up or down, go down. You will see a treasure 
chest, containing a red Kinstone Piece yet again, and a fire pit to 
light. Light the pit, and head back around, going up now. Unlock the 
locked door with your small key, and head on in.

It is highly recommended that you save now… I know as well as you do 
that you don’t want to die and do this all over again!

In this new room, you will see fires – lines of them – and they move! 
They are very dangerous, so steer clear of them. The trouble is, it is 
a small room filled with blocks, and you are on ice! My suggestion is 
to quickly run to the other side of this room, taking the risk of 
getting hurt, because one you are on fire you cannot attack in any way, 
shape, or form. When you reach the other side, head into the next dark 
room.

In here, there are ledges you can fall off of, so be careful. Just walk 
around the path, and then north through the door.

Whew, it feels good to be in the light again! Head through the door 
that leads under the platform, north, and then make a left to exit out 
the path. You will get a few rupees along the way. Enter the door when 
you come to it.

Woo, a puzzle! Simple, but a puzzle.  You have two four areas, and 
three large blocks. We want to first concentrate on the top right 
block. You should see an accessible FA, so head to it and make a column 
of vertical Links. Push the top right block over to the left, until you 
cannot anymore. Now, head back to the FA, but this time make a 
horizontal row of Links, and push the bottom right block downwards, 
covering the first four area.

Make you way now to the second four area, and create another horizontal 
row of Links. Push the top left block (the only one you have not yet 
moved) downwards. Do not cover the four area at all. You will need it 
in a moment. Only push this large block down one move, not two like the 
other two blocks.

Head back to the uncovered four area, and make a vertical column of 
Links. Head to the left side of the top right block, and push it to the 
right just enough that you can head north through the door. Do so.

You are now in a long room where, at the left end, rest three switches 
that must be pressed simultaneously. You see two sets of four pads, 
each with two four pads per set. You also see two ice blocks, 
obviously, one for each switch, and Link on the third switch. But that 
is incorrect. You also will notice a continuation of large blocks 
throughout the room.

First, move the first ice block you see to the left. Push it so that it 
is not blocking any paths at all. Next, head over to the left end of 
the room until you see a second ice block. Push it downwards, then walk 
around and push it to the left, right onto the switch. Head back now to 
the four pads.

You want two Links that are two pads apart, meaning you will have to 
step on the top or bottom pad of each set, which also means you will 
have to do a bit of walking in between pads. Step on the top pad of the 
bottom four pad set, and then walk around so you can step on the top 
pad of the top four pad set. Your Links are now far enough apart that 
they can maneuver around the large blocks without running into them.

Head east, and then south, then east again, then north. From here on, 
just run quickly east until both Links land on the two switches and the 
door below you opens. Walk through.

The flame lines here only move around the edges of the room, so if you 
can get past the walls you are safe. Look around the room: There is a 
central block, and four surrounding blocks. Which block does not match 
the others? The top right one is that one. Push the top right block 
upwards, and the door to your left shall open Walk through it.

Melt the ice chunk that rests on top of the four area. Make a vertical 
column of Links, and head south. Push the block to the right, and head 
south. Ignore the second four area, and head up the stairs.

This room is much harder then it looks. To open the door, you must 
light all fire pits at once. There are nine, sorted in a three by three 
array. It’s harder then it sounds, though it helps that you are on ice. 
My suggestion is to light as many as you can the first time around the 
ice, and keep lighting unlit ones until you catch up the ones that keep 
getting burnt out. Eventually, you will get all of them lit, and can go 
through the door to your left.

Whoa, that’s a lot of rollers! You don’t need to dive for the first 
few, though. Just swim past them, attempting not to get hit, until you 
reach the one that is after the first land roller: You will need to 
dive for this one to get over to the other side, onto dry land. Here, 
you will see a group of large bugs, very familiar bugs, bugs that you 
don’t have to fight if you simply head south, then east through the 
door.

In here, there are three bugs with bombs to drop. Run around, and let 
them drop their bombs. When they have dropped the bombs, kill them off, 
and then destroy the vases if you wish. In the bottom right corner of a 
room is a switch, step on it to create a red portal. This portal, as 
you probably already know, takes you back to the beginning of the 
dungeon. But you don’t need to go there right now – equip your bombs 
and blow up the obvious door in the northern area of the room. Enter.

Two worms… wow! Didn’t you already fight one of these? Well, 
fortunately for you it’s not on ice this time. But your Lantern can 
prove especially useful here: Use it to burn the cobwebs, instead of 
wasting time using your Gust Jar. When you are ready, fight and kill 
the giant worms just like you have done before.

When the door is opened, head through it. In the new room you should 
see a treasure chest, but you can’t get it yet. We’ll get it in a 
moment, just for sheer completion of the dungeon this walkthrough will 
get you all the treasure chests marked on the map, and some that 
aren’t. So, ignore that for now, and head through the door to the 
north, up the stairs.

In here, quickly run across the bridge. There is no real threat, 
besides falling slugs, but there is also nothing special about this 
room. So move across the bridge quickly, if you feel like it, then go 
up the stairs to the north.

Kill off the blue beetles here, and walk up the stairs. Exit south, and 
in this room just head east. You should now be near the second large 
lever you have seen in this dungeon, so you should know partially or 
completely what to do. Make a vertical row of Links, and push the 
lever. The rays of light just below will finish what they started, and 
increase in size, melting the ice around the element. Ezlo will talk… 
you can finally get the element… but wait, what’s this? The octorok is 
unfreezing! It will suck up the element, and run off with it. Now, if 
this were a guide that cared not about completion, then it would tell 
you to go and fight the boss right now. But there are a few stray 
treasure chests…

Head south, and go through the leftmost door. Head under the roller, 
like you remember, and make your way to the familiar lily pad up the 
steps. Get on it, and use your gust jar to move it east, then south 
around the central structure. Fall down the waterfall, and make your 
way south, past the roller, and east into the room with the “pot.”

Head east until you reach the familiar fork. Head north with your lily.

Head straight north with your lily from here, and dock it at the 
shallow water. Get off, and use your Lantern to melt the ice chunk that 
encases a treasure chest. Open the chest to get 100 mysterious shells!

Get back on your lily pad, equip your gust jar, and head west, then 
north when you must turn. Instead of heading east this time, we are 
going to take the fork left… you should enter an annex that you have 
seen before; Equip your Lantern and melt the ice around the chest. Open 
it to gain a red Kinstone Piece!

Time to head back; you’ve gotten all chests on the map. Equip your Gust 
Jar, and push the lily out of this annex. Head east from here, avoiding 
the bombing bugs, and enter into the dark room to the east. Walk north, 
making sure not to fall off the edge, and exit the dark room.

Walk up the stair here, onto the platform, and then up the stairs into 
the next room. In this room, simply step on the blue portal to 
transport yourself back to the beginning of the dungeon.

It is very, very strongly recommended you save now, as you are about to 
fight the boss.

So, with all that done, head south into the main room that leads to the 
boss room. Refill your health if you wish using the vases on the top 
corners of the room, and when you feel you are ready, head south 
through the large opening into the boss room.

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20.) Temple of Droplets boss – Big Octorok
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A gate will pop up behind you! I suppose there is no escaping this one.

The first thing you need to do is get rid of your sword. You won’t bee 
needing it for this fight. Replace your sword with your Pegasus Boots, 
and replace whatever you have set to A with your shield for now. At 
first, the octorok will fire large stones at you. Deflect them with 
your shield three times, and they will bounce back and hit him three 
times.

The hard pert comes now: Everything will freeze over, making it hard 
for you to control your running. On top of that, the octorok will now 
suck up anything that runs near its mouth, and spit it out. What’s 
worse, if you are caught, it does an entire heart full of damage! And 
even more so on top of that, he can also spray an icy blast: this will 
freeze poor Link. If you are frozen, press all the buttons until you 
break free!

Even worse then that, though, is the octorok’s agility. During all of 
this, it will spin faster than you can catch up with its flower, which 
you have to hit with your Lantern. Now is when you need to replace the 
shield you have equipped for your Lantern. Use the Pegasus Boots you 
equipped earlier to catch up with this octoroks flower… and when you 
reach the flower, burn it.

When you burn the flower, the octorok will run around and smash into the 
wall – watch out for falling stones! Soon after, the room will unfreeze 
again, allowing you to repeat the process again.

The second time through, getting the boulders to hit the octorok is a 
bit tougher. It will alternate from sucking Link up and throwing him 
(which again, causes a whole heart of damage), to spitting out 
boulders. Make sure you deflect the boulders as often as you can. After 
three hits, everything will freeze over again.

Equip your Pegasus Boots again. If you are lucky enough, you can get to 
the flower before the octorok starts moving, because if you don’t you 
will have a hard time killing this boss. It moves even faster on the 
second run-through, making it incredibly hard to reach the flower.

Again, once the flower is burnt, watch out for falling stones!

The third time around is even tougher! Not only will it suck you up, 
but now it can make the room dark at will. This is where your Lantern 
comes in handy: Light up the room so you can see where the octorok is. 
It will ram into the wall during the darkness confusion, dropping 
stones, and lots of them, in Link’s general area. It would be nice if 
you could see the stones. The darkness, after a while, will fade away. 
Whenever you get the chance, deflect a boulder back at the octorok. 
Thankfully, when it isn’t sucking you up, or making the room dark and 
unleashing falling stones at you, it generally spits out two to three 
boulders at a time, giving you ample opportunity to hit it.

Once this is done, the room does not freeze over. The octorok explodes, 
revealing the wonderful element inside. The computer will walk over and 
grab the element for you.

It is the Water Element! Water quenches thirst, ends draught, and 
nourishes life. The Water Element is the embodiment of that power.

A heart container will appear above you, and a green portal to the 
beginning of the dungeon will appear below you. Of course, nab that 
heart container first! Then, walk into the green portal. Exit the 
dungeon from here.

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21.) Haunted…
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After exiting the dungeon, Ezlo will complain about almost freezing in 
that place. But something odd is about to happen, the entire area 
becomes dark! And what’s this…? A figure above the dungeon entrance?

It is the old King of Hyrule, Gustaf! He only comes for a short while, 
but he marks an important spot on your map. Once this is over, it is 
time to head to the Elemental Sanctuary to infuse your blade with the 
Water Element you just got. So, get out your Ocarina, and fly to the 
Wind Crest in Hyrule Town, which shouldn’t be a hard crest to find.

Head now north to Hyrule Castle. Make your way quickly through Hyrule 
Field, since nothing is really there, and enter the castle gardens, and 
finally the castle itself. But wait, you cannot go into the castle! The 
King, as you might remember, was possessed by Vaati, and he doesn’t 
want anyone in the castle. So, from here you’ll have to enter the 
Garden. Head east into the garden, since a guard currently blocks the 
other path.

Head east until you hit a wall, and then head south. You will see a 
large patch of bushes that you can slash away, or you can even light 
just one bush on fire with your Lantern and watch the rest burst into 
flames after that. No matter how you get rid of that patch of bushes, 
though, a hidden ladder will appear, and you will climb down it.

Head north through the door. The room is semi-dark, so you can plainly 
see the there is a piece of heart right next to you! Nab it right away, 
and then continue even further north.

Talk to this familiar looking man, and he will call himself Grimblade! 
There are actually multiple trainers like these men throughout Hyrule, 
so it would be wise to keep a lookout for these guys. He wants to train 
you, but the room is too dark! So, get out your Lantern and light the 
two fire pits on Grimblade’s left and right, then talk to him again.

You are about to learn the Sword Beam, an attack plenty powerful. It 
actually shoots a beam out of your sword when all of your hearts are 
full, giving you the ability to hit enemies from a distance. Take the 
Tiger Scroll, and keep it safe.

Leave the room and head up the ladder. Head a west from here, and leave 
this area of the garden. Continue west, heading around the flower 
patches, and enter the left side of the garden. Here, guards roam 
freely, and if one spots you they will take you back to the beginning 
of the garden and tell you to be gone! You need to sneak behind them, 
when they are either not looking, have their backs turned, or you can 
slip into an area were they will not see you.

The only way you can go is north, past the guard, so try not to get 
caught. When you get through that one head east, avoiding yet another 
guard by waiting in the safe area until he moves to the far right. From 
here you can move south, and if you want take a break in a small pocket 
of safety. Getting past the next guard is tough, because he has a large 
visual range and there are two guards as well. When he heads to the 
left, walk under the long bush and hide until he begins to walk the 
other way. Quickly run north, and keep hidden in the corner until the 
second guard heads south past you. Run north, out of the garden, until 
you hit a patch of bushes. Slash it away to reveal another ladder, 
which you will then climb down.

This room has a very definite path, seeing as there is only one you can 
actually take. Head north, then east, and step on the switch when you 
get to it. Also, it would be wise to prepare for fights with snakes…

When you walk through the door at the end of the pathway you will end 
up inside Hyrule Castle. All you need to do is head north from here, 
and out the door. Continue north and enter the Elemental Sanctuary.

Continue even further north, through the room, and through the next 
room when the door closes behind you. Walk onto the area where the 
element lay and set your sword down on the stand. The Water Element 
will infuse in your blade! Look, it’s so blue! You can also now, 
instead of split into two Links, split into three!

You now must create three Links when you step on a four area. So, head 
down the steps, off the elemental area, and onto the pads. Charge up 
your blade, and step on the rightmost pad of the left set, and leftmost 
pad of the right set, and the rightmost pad of the right set to make 
three Links. Only two, however, can step on the switches and open the 
door. Head through the door.

Go back through the castle and reach the door that you first came out 
of, that leads to the pathway that leads to a ladder that leads to 
outside… whew, that’s a mouthful. Anyways, head back through the 
pathway, which is easy both said and done since, if you killed the 
snakes, there will be none there, and climb the ladder at the end. 
Then, make your way out of the garden by either getting caught, or just 
walking back through trying not to get caught (Which is kind of 
pointless, but hey, you can play how you want.).

Head back to Hyrule Town, through Hyrule Field. There is an item that 
is pretty useful here, though optional, it may seem familiar to many of 
you… head south, all the way to the southern end of town, and enter 
Stockwell’s Shop, which has a large rupee on its roof. Grab the red 
object that rests on the back shelf, and bring it up to Stockwell to 
pay for it. It costs 300 rupees, but I assure you that it is well worth 
the price, and you should have 300 rupees by now, with all the dungeons 
etc.

The Boomerang – This will-crafted weapon returns when thrown! It is 
good for hitting enemies long distance, much like your Sword Beam, but 
always available. Some enemies will not be damaged by this Boomerang, 
but will only be stunned – but that still gives you the opportunity to 
hit them.

We’re almost done in Hyrule Town, there is one last thing to take care 
of, and that is a new lesson from Swiftblade. So, head to the southwest 
corner of town and enter Swiftblade’s log cabin. Speak to him: You can 
learn a new attack! It is called the Dash Attack, and allows you to 
dash with your Pegasus Boots, and hold your sword out at the same time. 
But, you must have both your Sword and your Pegasus Boots equipped. 
Once you have the Tiger Scroll, head out of Swiftblade’s house and 
prepare to leave Hyrule town.

We’re done in Hyrule Town, so go back into North Hyrule Field, with 
Bombs equipped and ready. Head northwest, following the dirt path, 
until you reach a broken bridge. Fall off of it, even if you may think 
it wrong to do. Swim north and get off at the dock, and enter the cave. 
Right in front of you should be a heart piece! If you have been 
following this guide correctly, you only need two more pieces of heart 
to get a heart container.

Head north, up the stairs, and you will be in a room with a large 
block, and a set of six four pads. Make a vertical row of three Links, 
and push the large block to the right, until you cannot anymore. Head 
up the ladder, and jump off the ledge to your right. Yes, jump off, and 
swim north.

You are now in the Hyrule Castle area… and you are swimming in the 
moat! Swim north, around the rocks, until you can reach a new screen. 
In this screen will be a treasure chest, which contains 200 rupees! 
What a way to make up for the boomerang you just bought, eh? But it’s 
not over yet, head back south, and from here, swim west along the path, 
and enter another screen to the north. Yet another chest lies here, 
which contains 100 mysterious shells! You are now done with the 
treasure collecting, so leave this area and swim back south until you 
reach a cave you can enter.

The room looks very familiar, because it is the same room you were in 
not too long ago. Repeat the process: Make a vertical row of Links, and 
push the large block as far to the left as it can go. Walk around it, 
and up the ladder.

Head south from here, following the path. Jump off the ledge when you 
need to, and slash the lever with your sword. Viola! The bridge is now 
repaired. Walk onto that bridge and jump off of it, why don’t you? Swim 
again north, into the same cave, walk up the same stairs and repeat the 
process for the third time, of which now I will just copy and paste: 
Make a vertical row of Links, and push the large block as far to the 
left as it can go. Walk around it, and up the ladder.

Now head north up the stairs, and go to the next screen west. You will 
enter the newest area: the Royal Valley. Ezlo is scared, but he won’t 
admit it. This is a good time to get out your Lantern and light the 
area up a bit. In this area roam Ghini’s – ghost-like creatures that 
will grab you and lick your health away, literally. They take three 
hits, but can become incredibly annoying.

Before anything, head down the steps and make a quick right: You should 
see two fence-like objects that are about a door’s width apart. Blast 
them with bombs to open a door… to a great fairy spring. Walk up to the 
spring, and when she asks you to tell her of your adventure, say Yes. 
Now, any incorrect answer will lead her to punish you by reducing your 
arrows to zero, so answer this way: She will ask you if the Fire 
Element was the first Element you got: say No. Is your grandfather’s 
name Smee? No. Melari has seven apprentices? Yes. The Blabber Nut gives 
a person the ability to understand Minish? No. The robe of the current 
King of Hyrule is white? No.

Upon answering all these questions right, she will give you a valuable 
item: a large quiver! Now, you can carry more arrows! The number has 
been increased to 50. Exit this room now.

You’ll want to follow the pathway, which is very clear. Do not head 
south when given the option, only go south around the trees and then 
turn north, into the next screen.

This screen is a maze, and is actually quite easy. However, the 
directions in each game are shuffled, so there is no single path that 
can be recorded. All you need if a semi-good memory – follow the signs, 
going whatever direction they tell you to go. is actually quite easy. 
However, the directions in each game are shuffled, so there is no 
single path that can be recorded. All you need if a semi-good memory – 
follow the signs, going whatever direction they tell you to go. You may 
also more then likely run across signs that say “Same as before” or 
“Same as two before.” Recall the sign that you saw two screens or one 
screen ago. The same applies for the “Same as beginning” sign. Recall 
the direction that the sign gave you when you entered the maze. The 
final sign will always say “Up.” Exit the maze when you get there.

Head north, taking the rightmost path. The left path leads to a dead 
end. Continue north, and then make a turn to go east when you reach a 
large locked door. When you come to a fork, take the upper path, and 
continue east until you reach a house. Everything will turn light 
again, and you can walk into the house.

Speak to the man: His name is Dampe, and he is the gravedigger here. 
After telling him of the King who contacted you, he will give you the 
Graveyard Key! Use this to gain entrance into the graveyard. You can 
exit the house… but something is about to happen.

After leaving the house, one of those awful crows will swoop down and 
knock they key away from you! A second crow will then take the key! You 
need to get it back… so, equip your Pegasus Boots instead of your 
sword, and walk around the area, looking for signs of the crow who took 
your key in one of the trees. If you spot the crow, ram the tree with 
your Boots, and the key will fall. However, if you get too close to the 
bird, it will fly to another tree. Try to spot the crow as far away 
from it as you can.

Once you have gotten the key back, you can gain entrance to the 
graveyard. Walk up to the large locked door from wherever you may be 
standing, and talk to Dampe, who is next to it. He will open the door 
for you, and then you may head inside.

In the graveyard, head east until you see a group of stones lying on 
the ground. If your sword is not equipped, equip it and slash all of 
the stones away. This will uncover a four area – with three pads! 
Charge your blade and step on the only three pads available. It is 
recommended that the original Link (you) be the one on the far left, up 
top. This makes it a bit easier to maneuver the other two links around 
the tombstone. The one you must work around is the one just above you: 
So, have the top left Link (hopefully you) move between the two 
gravestones, and then quickly shift that Link to the left. Continue on 
by walking upwards, and all three Links should have gotten past safely. 
Now, all you need to do is head west, and step on all three switches at 
once, and the King’s tombstone will shift backwards, revealing a hidden 
staircase. Enter.

As soon as you go into the Royal Crypt, you will see two mummies, each 
carrying items. One of them has a small key. These mummies are 
incredibly dangerous, and take a whole mess of hits. Instead of 
counting, I would just suggest trying to survive by slashing them out 
of existence as fast as humanly possible. If you wish to have a very 
easy way of defeating these mummies, take out your Lantern and burn 
them. They will turn into normal jumping Skeletons! If you do not do 
this, they will remain dangerous. When they capture you, they suck out 
your health – very fast. So get rid of them – very fast. Get the small 
key, too. Once done, advance to the north.

Three mushrooms to choose from… hmm… there is only one that will lead 
you across safely. Pick the one to the far left, and launch yourself. 
Now, you have three doors to choose from! Two of them will hurt you 
upon going near them, the final one will open for you – and it is the 
middle door. Walk up to it and use your small key on it. Enter the 
door.

You will see two ways to go: Left and right. The entrances to the left 
and right areas are just north of where Link is standing, so first we 
will take the left path. Walk north, and then around through the 
opening to the left area of the room, and head south again.

You will see two moving platforms with various blocks in between them. 
On the northern side of this chasm rest three switches – you must make 
three Links in the sequence they are on the four pads that should be 
just nearby. There is only one way to organize your Links, and you need 
to then get on the platforms and maneuver your Links safely across, 
which is surprisingly easier done then said. Once at the other end, 
step on the switches and a small key will appear in front of you. Once 
you have the key, ride back south on one of the platforms and exit the 
left side of the room.

Head a bit north from there and you will see two blocks. There is only 
one thing different about these blocks that you have not seen before: 
They have a key hole. Walk up to the first block and press A to make 
the block disappear. Now, it’s time to get the second key for the 
second block – on to the rightmost side of the room.

This side might be a big harder. The stones are set in the same way, 
but now you do now have the safety of leaning up against the wall so 
calmly. There is a Trap (those moving blades) circling around the 
middle structure of blocks. The formation of Links is the same, and the 
blocks extrude in the same way. All you have to worry about is avoiding 
the Trap. When you make it to the top, step on the switches just like 
before, and the small key will appear.

Take it back to the final block, and unlock the block. Head north and 
through the door. Right away, you will have to fight off snakes, so be 
prepared for some slashing action. Continue north through the narrow 
room, and enter through the door at the end.

The northern huge door will close! That’s not something you have seen 
before, normally the door behind you would close, and the door in front 
of you would close… but anyways, with you having really no where to go 
but this room, you may as well take out your Lantern and light the four 
fire pits in the corners of the room. Behold! Two mummies! You know how 
deadly these guys can be already, so try to kill them very, very 
quickly. What makes things even worse is that the fire pits you lit 
will turn against you, and shoot fireballs at you! But if all goes 
well, and you slash fast enough, you should be fine. The door to the 
north will open, and you are free to walk through it.

You made it! This is the room where Gustaf resides. Head north and up 
the stairs, and the King will automatically appear and talk to you.

He will give you a Golden Kinstone Piece! You must seek “the source of 
the flow,” apparently, with this Kinstone Piece. Afterwards, you will 
be taken outside the King’s tomb, and into the graveyard.

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22.) “Source of the Flow”
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Now that you are done in the graveyard, fly to Hyrule Town with your 
Ocarina. If you need to, head to the inn to refill your health. If not, 
then head north into Hyrule Field.

Head east, following the dirt path into Lon Lon Ranch. Just nearby you 
should see an empty hole, which you have been in before – use your 
Pacci and shoot into the hole, then launch yourself up. Head 
northwards.

You are now in Veil Falls, where you got a heart piece a while back. Go 
north, and then down the steps. Now that you have the flippers, you can 
go north through the water, which you could not do before. So, swim 
northeast through the water and get back on land.

Here, beware of Pseudo Rupees, the Like-Like creatures that imitate a 
rupee and then pop up as a Like-Like (See, I am learning enemy names, 
hooray!). Just continue north, being prepared for the Like-Likes… and 
when you reach it, there will be a cave entrance that requires you to 
equip your Mole Mitts. Dig through the door, and right away you will 
see a Blue ChuChu.

As you remember (At least, I hope you remember…), Blue ChuChus generate 
electricity. Well, this one isn’t going to stop generating it unless 
you paralyze it, which is where your boomerang comes in. Hit it with 
your boomerang to stun it, and then slash it with your sword.

Dig west from here, to find two treasure chests. Open them to receive 
50 rupees and 50 mysterious shells! We’re done in this area now, 
though, so you can pack your things and leave Veil Falls… for now. You 
will be re-entering in a second. Swim back across the water, up the 
stairs, and out to Lon Lon Ranch. Exit out into Hyrule Field.

Head west, until you are no longer below the ledge of the rest of 
Hyrule field (Basically, where you entered Hyrule Field.), and then 
north. Very north, or northeast if you want it put that way. Head 
northeast until you can’t go northeast anymore because the pathway is 
blocked! You need bombs, so get them out and blow up the two rocks in 
your way, then head west onto the next screen.

Welcome back to Veil Falls! That was quick, wasn’t it? Anyways, just 
near you should be a bridge; upon stepping on it Ezlo will say 
something about the waterfall. Before doing so, there is a heart piece 
in your midst, and we want it. Instead of heading up the bridge, go 
south down the ladder and into the water. Swim north until you reach a 
dock, and get out of the water. Nab the heart piece here, and be on 
your way back to the bridge. Now, you need to just concentrate on the 
small tombstone-shaped wall in front of you at the end of the bridge. 
Walk up to it, and press R to fuse Kinstones. Select your matching 
Golden Kinstone, which you received from Gustaf. Look, it even makes a 
crown symbol! The stone door will split open, giving you an entrance. 
Ezlo will talk, and then you will walk inside.

Make sure you have your Lantern on, because it is pitch black in here! 
Just head east, avoiding cracks, and head up the steps when you get to 
them.

A new enemy, of which the name is known! This is an Anti-Faerie, which 
are believed to be made of darkness. They are not completely invincible 
like the Traps, though, and can be killed ONLY by using your boomerang. 
If you decide to kill it, do so and then quickly head out the southern 
door.

Welcome to the outside, and now that you are back, head east! There are 
some Red ChuChus covered in stone, just hit them once to break the 
stone, and then kill them. You should reach a large rock wall that is 
climbable… so climb it. When you reach the top, look to your left. 
Another Wind Crest is there, so check it and make the tombstone thing 
disappear and gain a crest. Then head north, and through the door when 
you get to it.

There are three ways you can go in this room: Up a ladder, up stairs, 
or down stairs. Head west, then south to reach the ladder. Go up.

Head north through the door. In this room there is a treasure chest 
right in front of you, so open it to receive 100 rupees! Head east from 
here, and take the bottom path when given a choice. Head out the door 
to the south.

There is a wall just by you; Climb it. It should take you now to Veil 
Springs… and what is that thing sticking out from behind the mountain? 
Well, ignore it for now… and continue west. When you see stairs, and a 
large whirlwind, head for the whirlwind. Ezlo will say something about 
it, but ignore him, this is no dead end. Jump into the whirlwind to be 
shot upwards, into the Cloud Tops.

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23.) Pure of Heart
-----------------------------------------------------------------------
The Cloud Tops are an area where only people pure of heart can live, so 
feel proud you are able to stand! After all of Ezlo’s comments, head 
northeast into a small red whirlwind. Ignore the golden Kinstone Piece 
resting on a cloud for now… it just wants to fuse with you.

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