Zelda: The Minish Cap - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Zelda: 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. ----------------------------------------------------------------------- 20.) Temple of Droplets boss – Big Octorok ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 21.) Haunted… ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 22.) “Source of the Flow” ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 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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