Legend Of Zelda, The: Link's Awakening - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Legend Of Zelda, The: Link's Awakening - Strategy Guide (Page 02).
The Boss: Slime Eyes. Huh? Where's the boss? Well, you can't see it,
but he's stuck to the ceiling. Shake things up a bit by dashing the wall.
Now you'll see a mean pair of eyes staring at you. What are you waiting
for? Attack. However, you'll notice that while they split apart, they
just won't separate. A bit more force is needed. Dash where they are
loosely connected, and they'll split apart. Two lone Eyes are no match
for your heroic Sword. Following the victory, pick up the Sea Lily Bell.
k) Animal Village
Points of Interest in the Animal Village:
Art Alligator, Miss Goat, Phone Booth, Chef Bear, Warp Hole
Artifacts found near Animal Village:
One (1) Piece of Heart.
The Singer:
All the animals in the village just love music! They also say that they
like Marin's music especially. A shrewd adventurer would go back to Mabe
Village to persuade Marin to give a concert.
An Immovable Mammal:
Just SE of Animal Village is a large, lazy walrus who blocks your path.
To get rid of him, you'll have to have Marin sing to him. This will let
to you proceed east.
One Good Turn Deserves Another:
This trading thing just won't stop! Find Tarin in Ukuku Prairie. He
wants to borrow your stick. He takes the stick and whacks a bee hive.
The bees chase Tarin away, but you're left with a honeycomb. Everyone
knows bears like honey, especially Chef Bear. Give it to him and he'll
give you a pineapple. Now if you go to the Eastern Tal Tal Mountains,
you'll find the Quadruplet's father, who said earlier he would get lost.
He'll eat the pineapple which will give him enough strength to get home.
He'll give you a hibiscus (that's a flower for those of you in Rio Linda).
Give the hibiscus to Miss Goat. SHe'll ask you to deliver a letter to Mr.
Write. Mr. Write resides north of the Mysterious Woods. He'll give you a
broom.
The Power of Song:
Marin's song can do many things. It will move the walrus as well as make
all the animals in the village happy. But where do you find Marin? You
might check the seashore in Toronbo Shores.
Route Checklist:
o Knock the Bee Hive out of the Tree
o Give Honeycomb to Bear for a Pineapple
o Give Pineapple to Quadruplet's Father for Hibiscus
o Give Hibiscus to Miss Goat for Letter
o Give Letter to Mr. Write for Broom
l) Dream Shrine
Points of Interest in the Dream Shrine:
Ocarina, 100 Rupees
Artifacts Found in the Dream Shrine:
Ocarina
The Ocarina:
The great prize in the Dream Shrine is a musical instrument called the
Ocarina, but it is guarded by Mimics and cracked floors. Use the Dash
Attack to mow down the Mimics and reach the Ocarina.
Songs that Work:
With the Ocarina, you can get three tunes. They are: #1 Ballad of the
Wind Fish, #2 Manbo's Mambo, #3 Frog Song of Soul. All three are
pertinent to your success.
m) Yarna Desert
Points of Interest in the Desert:
Lanmola
Artifacts Found in Yarna Desert:
Angler's Key, One (1) Piece of Heart
The Lanmola:
To defeat Lanmola, just hit him on the head when he emerges from the sand.
You should have the feather to avoid the sucking sands. Avoid his body
and hit him as much as possible. When you defeat him, the Angler's Key
falls into the sand. Jump into the sand whirlpool to claim the key.
Route Checklist:
o Battle the Lanmola.
o Get the Angler's Key.
o Search near key for a Piece of Heart.
n) Tal Tal Heights and Mount Tamaranch
Points of Interest in Tal Tal Heights:
Wind Fish's Egg, Manbo, Warp Hole, Raft Ride, Caves.
Artifacts Found in Tal Tal Heights:
Two (2) Pieces of Heart, Manbo's Song.
The Lock in the Rock:
At the base of the mountains, along a path that borders the river, you'll
see a keyhole in the ledge. Stick the Angler's Key in there to open up
the entrance to the Angler's Cave.
Song of Entry:
In front of the Wind Fish's egg, if you play the Ballad of the Wind Fish
on your Ocarina, you can open the egg once you have collected all 8
instruments. This isn't until the end of the game, though!
Blind Leap:
There's only one way to reach the Angler's Cave, and that's from above.
You'll have to go through many caves to find an open ledge in the
mountains above. Prove Newton's Gravitational Theory by falling down.
Luckily, Link is very limber and will not be hurt falling from such a
distance. He's now ready to enter the Angler's cave.
Approaching the Blind Leap:
To reach the cliff where Link jumps to the Angler's cave entrance, head
left from the keyhole until you find the stairs. Go up and continue left.
Remove the rock in your path and look for another set of stairs and enter
the first cave where you'll have to push some stones around on cracked
floors. In the cave with the crystal blocks, use the Pegasus Boots to
charge through them, and take the second exit. Outside again, you'll find
the ledge where you jump from.
o) Angler's Cave
Angler's Cave Data:
One (1) Floor, Twelve (12) Treasure Chests, Five (5) Small Keys, Flippers,
Angler Fish, Surf Harp.
The Compass: Located in 6-D.
The Map: Located in 3-E.
The Main Treasure: Located in 1-C.
The Nightmare Key: Located in 6-B.
Small Keys: Located in 3-C, 3-D, 7-D, 2-F, 4-F.
Angler Fish: Located in 3-A.
Surf Harp: Located in 2-A.
Mini Bosses: Cue Ball in 2-D.
Secret Passages: #1 (3-E)
#2 (5-B) to #3 (3-B)
#4 (4-B) to #5 (4-C)
Trouble Spots:
A Flash of Insight (3-B) - You must be cunning to succeed at this game,
and the room is proof of it. There are 5 tiles on the floor. To get
through you must find the sequence of flashing tiles. Here is the
sequence: middle tile, NE tile, SE tile, NW tile, SW tile. This will open
up a stairway that allows you to obtain the Nightmare Key.
All For a Key (6-G) - After you defeat all the enemies in this room,
you'll get a key. Unfortunately, it falls in a pit. What rotten luck!
If you have the flippers, go to Secret Passage #1 to retrieve it.
Sprint! (1-D) - In this room you'll see a door on the left. But there are
blocks in the way. Pull on the lever on the right side of the room. This
will move the blocks out of the way. Once they're fully apart, make a run
for the door. If you're quick, you'll make it.
Swimmingly (1-C) - Once you have the flippers, you can swim around in the
deep water. This will allow you to get to the switch that allows you to
go to the Nightmare's Lair.
Round and Round (2-D) - The bizarre Cue Ball looks like he might be tough,
but you can make short work of him. Stay close to the stone divider in
the middle of the room. When he's about to turn the corner you're hiding
behind, whack him. Make sure you hit him before he turns, though, because
only his sides and back are vulnerable. Once hit, he'll usually change
direction. Just to be safe, though, move 90 degrees around the divider.
A Tricky Quickie (4-A) - If you enter this room from the bottom, you'll
see that you need to come from the top route, which involves going down a
staircase and other stuff. However, you can bypass this with a real
sneaky move. Equip the Pegasus Boots and Roc's Feather. Charge up your
boots, then jump! Press the control pad up, and you'll land in the center
of the room. This is not necessary but it does save a lot of time!
The Boss: Angler Fish - Too bad Link doesn't have a fishing hook and a
worm, or he could fish the angler fish out. No, that won't work. You'll
just have to hit him with your sword. Stay just left of center and go
nuts with your sword when the glowing feeler is in reach. The best thing
to do here is just to attack nonstop and don't worry about getting hit.
Just let him have it!
p) Martha's Bay
Points of Interest in Martha's Bay:
Richard's Villa, The Mad Batter, Ghost's House, Two (2) Phone Booths,
Catfish's Maw, Hidden Route.
Artifacts Found in Martha's Bay:
Slime Key, Necklace, Mermaid's Scale, Magnifying Glass.
Take Me Home: After Link finishes the Angler Cave, and gets near Martha's
Bay, a ghost will appear. He moans and groans and asks you to take him
back to his house. You probably noticed the run-down house before. It's
South of Richard's Villa. Take him there. He gets nostalgic, then asks
you to take him to his final resting place, to the lone tomb which lies
west of the cemetery. You may not want to go out of your way, but if you
don't he will stick around and annoy you. Just take him back, if for no
other reason, than to ditch him.
Fish Tales and Mermaid Scales:
Go to Animal Village. Grandma Ulrira is there, but she left her broom in
Mabe Village. Give her the broom that you got from Mr. Write. She'll
give you a fish hook. Take the fish hook and go swimming in Martha;s Bay.
Go east and then south of the Catfish's Maw and swim under the bridge.
The fisherman there will let you have his next catch. Lucky you, it's the
mermaid's Necklace. Take the necklace to the Mermaid one screen north of
the Catfish's Maw. She'll give you a scale from her tail. Take this
scale to the Mermaid Statue after you beat the Catfish's Maw and obtain
the hookshot. When you put it on the statue, a secret passage will open.
Go inside and get the Magnifying Glass.
A Strange Encounter:
The Mad Batter is a crazy dude. He can help Link. To get to him, you'll
have to cross a bunch of holes. This is a few screens east of the Ghost's
House. There are two ways to do this. You can use a Bomb Arrow (See
Tricks of the Trade) or use the following method. Equip your Pegasus
Boots and Roc's Feather. Now get a running start and jump. In
mid-flight, change one of those items to your sword. Swing at the bush as
you fall in the hole. Now you can make it to the other side. Find the
stairs, which leads to a closed-off place north of the ghost's house. Go
in the next set of stairs and find the Mad Batter. He'll increase the
amount of Powder, Bombs, or Arrows that Link can carry.
Route Checklist:
o Take the Ghost where it wants to go.
o Do the trading process to get the Mermaid's Scale.
o Find the Goriya at Toronbo Shores and trade for the Boomerang.
q) Catfish's Maw
Catfish's Maw Data:
One (1) Floor, Ten (10) Treasure Chests, Three (3) Small Keys, Hookshot,
Slime Eel, Wind Marimba.
Dive to Adventure:
To enter Catfish's Maw, approach from the left side. Follow the row in
between stones and dive. You'll come across a small screen where you'll
have to swim to get inside the circle of stones surrounding Catfish's Maw.
Once you're back breathing air again, go through the Maw
Dungeon Notes:
Please note that the lettering system used in this dungeon is a bit
different. The very right side of the dungeon corresponds to letter H,
but the very left side corresponds to B, instead of A. Please keep this
in mind.
The Compass: Located in 8-E.
The Map: Located in 7-D.
The Main Treasure: Located in 1-B.
The Nightmare Key: Located in 2-E.
Small Keys: Located in 1-C, 6-C, 3-H.
Slime Eel: Located in 2-D.
Marimba: Located in 1-D.
Mini Bosses: Master Stalfos #1 in 5-F
Master Stalfos #2 in 4-H
Master Stalfos #3 in 1-F
Master Stalfos #4 in 1-B
Gohmas in 5-D
Secret Passages: #1 (1-C) to #2 (8-E)
#3 (3-B) to #4 (5-G)
#5 (2-E) to #6 (3-F)
#7 (3-E) to #8 (5-E)
Tricky Spots:
Shot Techniques (Secret passage #1-2) - Here's your chance to be come a
daring young hero, swinging from heavy chandeliers. Well, maybe not
chandeliers but large chains hanging from the ceiling. When you stand on
one, the other one will begin to rise. Jump on it. Jump from one to the
other to make it across the room.
Master Stalfos (5-F, 4-H, 1-F, 1-B) - You must go in the correct order to
fight this guy. Hit him with the sword after avoiding his swipe. Then
quickly place a bomb. Krakoom! Two or three bombs and he'll retreat to
the next Stalfos room.
Snag the Hookshot (1-B) - After defeating Master Stalfos for the fourth
and final time, you'll be rewarded with the Hookshot. Use the hookshot to
pull Link across a pit or to defeat far away enemies.
Center Stage Diving (3-F) - After defeating all the Water Tektites in this
room, you may grow suspicious of the small pit of deep water. Dive down
in the center of the pit to discover a secret passage. Following this
passage will lead you to a room with the Nightmare Key.
Spider Eyes (5-D) - Twin Gohmas greet you in this room. When they open
their eyes, shoot them with an arrow. When they start to descend toward
you, get out of the way fast. Concentrate your attack on the bottom one
first because he has the greatest chance of hurting you.
Skyshot (Secret passage #7-8) - In this secret passage the only way to
reach the high road is to use your Hookshot on the Bowser statue.
The Boss: Slime Eel. The Slime Eel's head appears from four holes in the
corners of his chamber while his tail swings around in the center. Stay
in a corner to avoid being hit by the tail. Use the Hookshot to pull the
head of the eel way out. If he's got a heart on his neck, it's the real
eel. Attack him with the sword as much as possible. If there's no heart,
he's an imposter. Don't attack that one. A few hits to the heart and
he'll be gone.
r) River Rapids
Points of Interest in the River Rapids:
Warp Hole, River Rapids
Artifacts found in the River Rapids Area:
One (1) Piece of Heart.
An Underground Song:
This isn't located in the Rapids area, but you should do it now anyway.
Go to the Signpost Maze. You should start on the first screen by reading
the signpost that says the next one is to the right. Go DIRECTLY to the
right of the signpost (not where you're standing; exactly right of the
signpost) and you'll find another. Repeat this process many times and
eventually a cave will open. Go in and listen to Mamu the frog (who bears
a striking resemblance to Wart from SMB2). For 300 Rupees, you can learn
the Frog's Song of Soul. This is a necessary and useful song.
The Way Across:
The best way to reach the Rafting Shop, is to use the Hookshot on the
smooth stone to pull yourself over. If you're in the river, swim up and
to the right to the cave by the waterfall. There's a tunnel there that
leads to the Raft Shop.
Strike it Rich:
On the Raft, select the Feather so that you can jump up to collect the
items that hover above the river. It costs 100 Rupees for the Raft, but
you can earn up to 160 Rupees and Hearts, Bombs, Arrows, and Powder.
s) Face Shrine Area
Points of Interest in the Shrine:
Face Shrine Dungeon, Southern Shrine, Faerie Fountain.
Artifacts Found in the Face Shrine Area:
Face Key.
Two Shrines:
There is a northern shrine and a southern shrine. Go to the southern
shrine first. There you'll get the key to the northern shrine.
Armos Statues:
On the way to the southern shrine, you'll notice a lot of Armos Statues.
When you touch them, they will come alive. Shoot an arrow at one, or use
your sword to bat it away.
Armos Knight:
This stomping fiend is definitely not inanimate like his servants. A
constant barrage of Arrows will work. Just shoot 'em up and take 'em
down. The Face Key is your reward.
The Message:
Beyond the Armos Knight, you'll find a dark room with a painting on the
wall. Light the torches so you can read the painting. It's got a very
mysterious message on it.
Route Checklist:
o Follow the rows of Armos Statues toward the left where you'll find the
southern Face Shrine.
o Defeat the Armos Knight inside to get the Face Key.
o Go to the painting and read the message.
t) Inside the Face Shrine
Face Shrine Data: One (1) Floor, ELeven (11) Treasure Chests, Three (3)
Small Keys, Power Bracelet 2, Facade, Coral Triangle
A Secret Entrance:
Go to the island with two Armos Statues on it. Either shoot an arrow at
the one on the left or let him sink into the water. Go down the secret
stairs. When you emerge, a keyhole on the right side of the Shrine will
open the cave for your exploration.
The Compass: Located in 2-B.
The Map: Located in 4-A.
The Main Treasure: Located in 6-B.
The Nightmare Key: Located in 2-G.
Small Keys: Located in 2-D, 4-D, 3-G.
Facade: Located in 3-E.
Coral Triangle: Located in 2-E.
Mini Bosses: Smasher in 4-F.
Dodongo Snakes in 4-H.
Secret Passages: #1 (7-B) to #2 (4-C)
#3 (4-D) to #4 (3-F)
#5 (3-H) to #6 (3-B)
#7 (3-F) to #7 (5-F) *Repeating sequence of rooms*
Tricky Spots:
Enter the Eye (4-B, 4-C) - To enter the room that looks like an eye on the
map, bomb the right wall in 4-B. You'll enter a darkened room 4-C.
Bubble Trouble (Secret passage #1-2) - The bubble in this passage can't be
defeated. Just move under it when it's high up or above it when it's low
down.
Power Bracelet 2 (6-B) - Once you've got the Power Bracelet in this room,
Link will be strong enough to lift the blocks that look like elephants.
You can throw them at doors and enemies, too.
Smasher (4-F) - This creature tries to bowl you over with his giant
bowling ball. Return the favor by throwing it back at him.
In a Rut (3-F,5-F,4-F) - If you keep going up through the bomb hole in the
wall (3-F) you'll have a definite feeling of deja vu as you reappear
several rooms below. Pick up the left elephant block in 3-F to step
downstairs and break the loop.
Thwomps (Secret passage #5-6) - Use the Pegasus boots to safely pass these
stone stompers.
Take a Big Bite (4-H) - Fight the Dodongo Snakes again. Same strategy as
before.
The Boss: Facade. Dodge the tiles, or to make things easier, just use the
shield and they'll break up. After that, just set a few bombs on Facade's
face. He doesn't offer much resistance. Just bomb him into oblivion.
u) Eastern Tal Tal Mountains
Points of Interest in the Mountains:
Chicken Coop, Eagle's Tower, Faerie.
Artifacts found in the Mountains:
Bird Key
The Rooster Crows Again:
Go to Mabe Village and push back the Weather Vane. Go in and you'll find
an old pile of bones. Play the Frog's Song of Soul to bring life back to
the rooster. With the Rooster as your sidekick, you'll be able to fly
over obstacles.
Fly to the Key:
Go in the caves of Eastern Tal Tal Mountains. When you find a "bent" pit
that will be your cue to use the Rooster to fly over. You'll soon find
the Bird Key, to open the Eagle Tower.
Cave Mazes:
Use the rooster to thoroughly explore the Tal Tal Caves. There's lots of
interesting stuff, including a Faerie behind a crumbled wall.
Route Checklist:
o Bring the Rooster back to life.
o Explore the island from the air to find hidden items.
o Take the rooster to the Chicken coop in the mountains then fly to the
Eagle's Key.
o Enter the Cave Maze and fly over pits.
o Visit the Faerie's Fountain.
o Ascend the Eagle's Tower.
v) Eagle's Tower
Eagle's Tower Data:
Four (4) Floors, Nine (9) Treasure Chests, Three (3) Small Keys, Mirror
Shield, Evil Eagle, Organ of Evening Calm.
The Rotating Tower:
Place your Eagle's Key in the rock just west of the large tower. The
tower will rotate and you'll be able to enter.
Dungeon Notes:
The room system is a bit different here. Each floor has a maximum width
of 4 rooms and a maximum depth of four rooms. First floor is labeled 1-4,
A-D. Second floor is labeled 6-9, A-D. Third floor originally is 1-4,
E-H. Third floor after you've knocked down the pedestals is 6-9, E-H.
The Compass: Located in 6-B.
The Map: Located in 6-C.
The Main Treasure: Located in 8-D.
The Nightmare Key: Located in 2-H or 7-H. (same room)
Small Keys: Located in 9-A, 1-D, 4-D.
Evil Eagle: Located in 8-G.
Organ of Evening Calm: Located in 7-G.
Mini Bosses: Hinox in 9-A.
Grim Creeper in 3-H or 8-H. (same room)
Trouble Spots:
The Mirror Shield (8-D) - The Mirror Shield can be found in the chest,
but it will take a clever hero to reach it. When you get to the room just
beneath it, use a key to unlock the keyhole block. Get on the platform
high above the room, and then fall off of it in the room with the Shield
in it. You'll score the Mirror Shield.
The Key Drop (8-D) - In the room with the mirror shield in it, drop down
the very small pit. You'll wind up on a ledge on the first floor. Go
north to find a treasure chest with a small key in it. Do a similar thing
in the room with Hinox in it.
Pillar Pillage (7-D) - The Orb that you find in this room must be used to
knock down the four pillars in rooms 7-C, 8-C, 8-B, and 7-B. Throw it
against the pillar to knock it down. You'll have to do some fancy crystal
switch work and some bombing to get to all four. Also, if you drop the
orb down a pit, it will show up again in its original room.
Hinox High Jinks (9-A) - When battling this monstrosity, make sure you
have the feather equipped so you don't fall down a hole on accident. Use
the boomerang or arrows to attack from a safe distance.
Grim Creeper (8-H) - The Grim Creeper controls a flock of evil Battle
Bats. Destroy all six at once to get past him.
The Boss: Evil Eagle. This big bird has a variety of attacks. WHen he
swoops down toward you, hit him with the sword. If he flies straight
across the screen the sword is your best bet. Unless of course he's too
high. Then use your Hookshot. The hard part will be when he tries to
blow you off the tower. Equip the shield. When he starts to blow the
wind, push the opposite direction. The feather attack can be deflected
with the shield. Make sure you're never too close to the sides of the
tower, as he could knock you off unexpectedly. Battle hard and you'll
win. Climb down the tower to claim the Organ of Evening Calm.
w) Western Tal Tal Mountains
Points of Interest in the Mountains:
Turtle Rock, Warp Hole, Phone Booth, Mad Batter, Wind Fish's Egg.
Artifacts Found in the Mountains:
One (1) Piece of Heart.
Rescue Marin:
After receiving the warning from the owl, go to the western mountains.
You'll find Marin stuck on a broken down bridge. Use the Hook Shot to
cross to the other side and get her to safety.
Boost Your Stores:
Underneath a rock in the Tal Tal Mountains (near a Treasure Chest) you
will find a Mad Batter's lair. Enter and he will boost the amount of
Arrows, Bombs, and Powder you can hold.
The Incinerator:
When you make it to the screen with a bunch of rocks and a cracked wall,
bomb the wall and go in the cave. There you'll find a Flame Spout that
spits out flames. You can't get past it unless you have the Mirror
Shield. Block the flames and move off to the left to get close to Turtle
Rock.
The Living Rock:
When you finally make it to Turtle Rock, you'll wonder where the entrance
is. Well, the turtle head sure looks real enough. Play the Frog's Song
of Soul to wake the Turtle Head. Unfortunately, he's got a bad attitude.
Luckily, he's got a bad method of attack. Just rack up on the head with
your sword and you'll defeat him with no problems. After that you can
enter.
x) Turtle Rock
Turtle Rock Data:
One (1) Floor, Thirteen (13) Treasure Chests, Seven (7) Small Keys, Magic
Rod, Hot Head, Thunder Drum.
The Compass: Located in 8-A.
The Map: Located in 6-D.
The Main Treasure: Located in 2-H.
The Nightmare Key: 2-A.
Small Keys: Located in 6-A, 4-B, 5-B, 4-C, 3-F, 3-G, 7-G
Hot Head: Located in 2-D.
Thunder Drum: Located in 1-D.
Secret Passages: #1 (8-E) to #2 (6-H)
#3 (5-D) to #4 (8-H)
#5 (1-E) to #6 (5-G)
#7 (4-E) to #8 (2-H)
#9 (3-B) to #10 (6-E)
#11 (3-D) to #12 (6-F)
Mini Bosses: Cue Ball in 3-A
Rolling Bones in 7-A
Hinox in 6-C
Dodongo Snakes in 3-F
Blaino in 3-H
Smasher in 7-H
Tricky Spots:
Fill the Holes With the Rock that Rolls! (7-G) - When you come upon a
screen with the moving block that has a large pit, fill the pit in
completely to get a Small Key. For those who haven't played puzzle games
too much, this may take some practice, but it's not too hard.
Aerial Bombing (3-C, 3-F) - There is an exit to the outside in this room.
Take it. Pick up the piece of heart that's up there. Then move right and
go through the next entrance. You're back in Turtle Rock, in a room with
Dodongo Snakes. The only way to kill them is to place a bomb, pick it up,
and throw it at them. This may take some time, as they might move
direction. Defeat them to win a small key.
A Shot in the Eye (4-C) - When you enter this room, you'll notice the
chime that tells you there's a key. But there are no bad guys to beat!
Simply shoot an arrow at the statue and the key will appear.
Crystal Persuasion (6-G) - Just north of the room with the large pit that
you must fill in is a room with a Crystal Switch. Hit it once. You're
going to end up being awfully mad if you don't.
Boxing Blaino (3-H) - This boxing penguin is a nasty little guy. One
uppercut and you're back to the beginning of the dungeon. Equip the
Feather so you can jump out of danger, and try to get around to his sides
to hit him because he's not vulnerable at his front. When he winds up to
land a big punch, get out of there! Hit him several times to defeat him.
The Rod of Fire (2-H) - After beating Blaino, go north through the door
and get the fire rod. Aren't you glad you hit that crystal switch, now?
The Rod of FIre will help you in room 5-B. Light up the torches on the
sides of the room to get the small key.
The Boss: Hot Head. Who would think that fighting fire with fire would
work? Well, it does, because Hot Head is only vulnerable to the Fire Rod.
Your general strategy should be to fire off as many shots per second as
possible. Don't let up. If a fireball comes toward you, move and resume
firing. He'll be gone shortly.
y) The Egg
The Path:
Before you go to wake the Wind Fish, you need to stop in the library. Use
the magnifying glass on the book entitled "Dark Secrets and Mysteries of
Koholint Island." Write down on a piece of paper the directions it tells
you to follow. You'll need them once inside the egg.
The Final Song:
To open up the egg, play Marin's Ballad of the Wind Fish on your Ocarina.
The eight Instruments will circle you as you play the beautiful tune.
This will crack open the egg and lead to your final battle.
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