- Chapter 1 – Tail Cave
- Chapter 2 – Bottle Grotto
- Chapter 3 – Key Cavern
- Chapter 4 – Angler’s Tunnel
- Chapter 5 – Catfish’s Maw
- Chapter 6 – Face Shrine
- Chapter 7 – Eagle’s Tower
- Chapter 8 – Turtle Rock
- Chapter 9 – The Awakening
4.1 The Journey to the Desert
|“Hoot! How many Instruments have you gotten so far? When you play the Instruments in front of the Egg, the Wind Fish will wake and you will leave this island. Now, you must hasten to the Yarna Desert! The dark, monstrous inhabitants of the sand will show you the way! Hoot Hoot!”|
There is so much we need to do and so much that we can do before heading to the next dungeon. Start off by walking to the right and you’ll be confronted by the owl. He gives you some more information about the Wind Fish, but then sends you off on a quest to the Yarna Desert. Once he flies away, make your way right a screen, up a screen, right, up, and left a screen.
You’ll be at a screen with a giant stone skull. If you haven’t already you can blow this stone up with a bomb to allow you to pass by this area in either direction. Walk up a screen and you’ll find our good friend Talon. Speak to him and he’ll ask you to borrow the stick that we got earlier from the Monkey. Agree to do so and the crazy guy will smack at the beehive that is in the nearby tree. After a humorous chase scene, Talon will run off but the beehive will fall to the ground. Walk up and pick it up to collect the Honeycomb, the sixth item in the Trading Sequence.
On this same screen there is a crack in the wall above and if you blow it up, you’ll find a fairy fountain. Walk to the screen to the left and you’ll see another cracked wall. Place a bomb and then enter the cave that opens up. Equip the Pegasus Boots and dash through the green blocks that in your way. Avoid the spark and then head up a screen. Circle around the blocks going back down a screen and then up a screen along the right side. If you use your sword and poke against the wall along the right side, you’ll hear a strange sound, signifying a secret behind the wall. Use a bomb to blast open a hole and head through to find Piece of Heart #6. Backtrack to the last room and head down a screen. Dash through the green block, push the stone block, and open the treasure chest to get 50 rupees. Backtrack through the cave exit to get back to the overworld.
Walk down a screen and left a screen to get back to the area with the warp portal. From here continue left a screen and down a screen to reach a telephone booth. There is a large tree just to the right of the telephone booth. Use the Pegasus and dash into this tree from the bottom, left, or right and a secret seashell will pop out. Grab it to get Secret Seashell #14! Now go back up a screen and left a screen to get back to Mabe Village.
Back in Mabe Village, walk to the northeast part of town to the screen just above the Mabe Village Shop. Lift the rocks and enter the building known as the Dream Shrine. Walk up and jump into the bed and Link will seemingly fall asleep.
You will then appear in a cave that has several Arm-Mimics. These work just like mask-mimics but are incredibly damaging if you touch them. Use your Pegasus Boots to run right by them. Dash your way up a screen, right a screen, and down a screen. Climb the steps and go back up a screen to find a treasure chest. Open it up to get 100 rupees! Go back down a screen and dash through the green block. Go up a screen once again and open the treasure chest to get the Ocarina! Go down a screen, jump off the ledge, and exit this cave.
Link will awake back inside the dream shrine. Exit the house and then head to the screen just north of Marin’s House. Speak with Marin and she will teach you the first song on your Ocarina, the Ballad of the Wind Fish. It really is a quite pleasant tune. We will be using this song several times throughout our quest.
Our next step is all the way back to the entrance of Tail Cave. Make your way through town and get back to the screen just west of the entrance of Tail Cave. There is a lone bush near the bottom-left of the screen. Much like before, use your Pegasus Boots and dash into it from the bottom, left, or right. Walk over and collect Secret Seashell #15 that pops out from the tree!
Our next destination is Animal Village all the way on the east side of Koholint Island. Make your way all the way back to the telephone booth that is located just southwest of Kanalet Castle. From the telephone booth walk right a screen, down two screens, and right a screen. There is a sign on this screen saying that Animal Village is to the east. Slash at the bush that is found on this screen to reveal a staircase and then head down.
Avoid the fish in this underground area and use the Pegasus to dash through the green blocks. Resurface and you’ll now be on the east side of this long river that spans across much of Koholint Island. We can immediately walk down two screens and if you read the sign, you’ll find that Animal Village is just to the right.
However, before we enter Animal Village, there is a secret seashell that we can find. From this sign post just outside Animal Village, let’s walk down two screens and left a screen. Avoid the buzz blob as you head up a screen, crossing the bridge in the process. Talk to the owl statue here and it states, “SECRETS ARE LIKE WATER WHEN IT COMES TO BRIDGES”. This is in reference to a secret we will be uncovering at a later point in time. For now, pull out your shovel and dig up the spot just left of the owl statue to uncover a secret seashell. Collect it to get Secret Seashell #16! With that in hand, let’s backtrack down a screen, right a screen, up a screen, and then head right to enter Animal Village.
4.2 Animal Village and the Yarna Desert
Animal Village is a small town made up of jut four screens. As you can tell by its name, the residents are exclusively animals! You can walk around town to meet and greet with the townsfolk, but our destination is at the southeast part of town. Enter the house and speak with the gigantic Chef Bear. He sees that you have a honeycomb and asks you for it. Agree to give him the honeycomb and in exchange, he will give you the Pineapple, the 7th item in the Trading Sequence. The bear will also give you a hint about the giant walrus that is blocking the path to the Yarna Desert. He tells you to bring Marin so that she can wake her up with her song.
From Chef Bear’s house, walk left a screen, down two screens, and right a screen to find the sleeping walrus. If you try talking to the Walrus, you’ll see that he is in a deep sleep and has Marin on his mind. In order to wake the Walrus you’ll need to bring Marin here to Animal Village.
Walk back to Animal Village and from Chef Bear’s house walk down a screen and left a screen. You will find the second Warp Portal. Fall into it to activate it, which means you can quickly travel between Ukuku Prairie and Animal Village through the use of the portal.
Once you’ve come out of the portal in Ukuku Prairie, return to Mabe Village. Walk to the center of town where the weathervane is, but you’ll see that Marin is nowhere to be found. Speak to the young boy here and he mentions that Marin went off to stare at the ocean.
Leave Mabe Village and make your way down to Toronbo Shores. Once you first reach the sandy area, walk to the right four screens to find a Monkey tossing coconuts at you from atop a tree. You can use the Pegasus Boots to dash into the tree, knocking the monkey to the ground. You also can hit those coconuts with your sword to make items include rupees, guardian acorns, or a piece of power appear. Walk to the right a screen, left the rocks, and open the treasure chest here to get 50 rupees! Walk down a screen to reach the shore.
Speak with Marin and you will join her, staring out towards the endless ocean. Marin talks about what is across the sea and how she wishes to be one with the seagulls, so she can fly across the ocean. After some more romantic speech, Marin finds out that Walrus is blocking the way and agrees to join you. Before we head to Animal Village, there are a few fun things we can do with Marin.
Walk up a screen and then all the way left five screens and down a screen along the left side. You should now be at the furthest southwest part of Koholint Island. Walk to the edge here and Marin will look onto the ocean once again. Marin talks about this being your first walk together and proclaims this to be your secret place. The photographer will then appear off screen to snap a picture of the two of you which he will call ‘…‘. If you’d like to complete the photographs guide, there are two more we can complete with Marin, so let’s head back to Mabe Village.
Once you reach Mabe Village, return to the well that we fell down earlier, located two screens left of Marin’s House. Stand on the upper ledge with Marin and jump down into the Well. Link will fall first and Marin will land right on top. Strangely enough, the photographer is standing right here, waiting to snap a picture of the two of you. This photograph is called ‘Heads Up!‘.
Leave the cave and return to the weather-vane just north of Marin’s House. Walk up to the rooster statue and the Photographer will once again appear wanting to take a picture. Tarin will come and join the two of you and all together the three of you will take a picture. This photograph is called ‘Say “Mushroom”!‘. That is all the pictures that we need to take.
Before heading to Animal Village, I suggest you have a little fun with Marin before she leaves. For starters, try beat up a hen, she will tell you to stop abusing it. But if you keep hitting it for about 20 times she will say, “Kill the chicken! C’mon! Do it some more!” Other things that that you can do with Marin is look in a drawer, breaking a pot, go into a dungeon and come out when you are almost dead, talk to the Chief Bear in Animal Village, digging with your shovel, play your ocarina and ask what she thinks of it, and take her to Trendy Game (the best one). After you’ve had your fun, let’s head back to the warp portal to get back to Animal Village.
Once we are back in Animal Village, walk up to the Walrus with Marin right behind you. Agree to give the Walrus a surprise and Marin will start to sing her Ballad of the Wind Fish. After the song finishes, the Walrus will awake, jumping into the water and swimming away. Marin will say that she is going to stay in the village for awhile to entertain the animals. If you play the Ballad of The Wind Fish on the screen where the walrus was sleeping earlier in the game, the walrus will pop his head out of the water nearby because he prefer Marin’s music to yours. With the Walrus now out of the way, head right a screen to enter the Yarna Desert.
Once you enter the desert, head up two screens and you’ll find some pesky leevers crawling around. Defeat them if you’d like, but then head right a screen. Sprinkling some Magic Powder on skeleton there and he’ll tell you to use a bomb in the place where the sand swallows you because there is a treat on the other side of the wall. Then, head left one screen and up one screen. You will find a mini boss Lanmola, similar in appearance to its A Link to the Past incarnation.
The Lanmola will come up from under the sand, fly on over to another part of the sand, and then dive under. In fact, the Lanmola won’t even try to directly attack you. The bigger concern on screen is the quicksand found right in the middle. If you fall to the middle of the quicksand, you will fall under into a cave below. Avoid the center and slash at the Lanmola’s head whenever you get a chance. Slash at the Lanmola a total of 8 times to defeat it.
Once Lanmola has been defeated, collect the Angler Key that it drops. If the key falls through the quicksand, just fall down right after it. Even after you get the key, fall down the quicksand into the cave below.
Once you fall into the cave, use your sword to tap against the wall at the top of the screen. In the center, just to the left, you’ll hear a strange noise, signifying a secret behind the wall. Use a bomb to blow up the wall and then head through to find Piece of Heart #7! Go through the few rooms in the cave and exit using the staircase.
Back outside you’ll find an owl statue just nearby. If you talk to it, it gives you some more cryptic words of advice, “SEA BEARS FOAM, SLEEP BEARS DREAMS. BOTH END IN THE SAME WAY CRASSSH!”
Walk down a screen and you’ll find another Mario enemy in the form of a Pokey. These cactus creatures have three circular parts of their body and each time you slash at them, one of the pieces will break off. Defeat or ignore them and head down two more screens along the right side. Use the Power Bracelet to lift the rocks found here to collect Secret Seashell #17!
That’s all there is to do at the Yarna Desert, so let’s make our way back to the entrance where the Walrus was sleeping. Along the way, you’ll bump into the owl once again. The owl gives you the advice of heading towards the mountain waterfall. A leap from the top and you will reach your goal.
With that in mind, we could make our way to the mountain at the north part of Koholint Island. However, if you are playing the DX version of the game, now is a great time to take on the bonus Color Dungeon. If you are playing the original version of the game, you can skip right ahead to the next section. Use the warp portal in Animal Village and then make your way back to Mabe Village.
4.3 Color Dungeon
Now that we are back in Mabe Village you can optionally head to the west side of town and enter the library. On top of the shelves near the top of the screen you will see a book that is out of reach. Use the Pegasus boots to dash into the shelf and the book will fall to the ground. Read it to find that it reveals the world of color under the gravestones. It then gives arrows for five of the gravestones. This is actually the secret way to enter the Color Dungeon found within the graveyard.
Our next destination is the actual graveyard, so from the warp portal near Mabe Village, go up three screens and right a screen to enter the graveyard. Walk down a screen and right a screen to find the area with five gravestones. Each time you touch a gravestone a ghini will pop out. However, if you defeat the initial ghini, all other enemies on screen will also be defeated. Before pushing the gravestones let’s awake the ghinis and then get rid of them so they don’t give us trouble. Afterwards move the gravestones in the order that was listed in the book and then enter the Color Dungeon.
- Bottom-Middle Gravestone Down
- Bottom-Left Gravestone Left
- Top-Left Gravestone Up
- Top-Middle Gravestone Right
- Top-Right Gravestone Up
Once you enter the dungeon, speak to the two skeleton creatures in this first room and select the color that they are wearing to pass. Walk up a screen and you’ll find yourself fighting new enemies in the form of Red and Green Goblins. Wait until they come above ground and swipe at them with your sword to defeat them. Walk through the door that opens up on the right.
There are some colored eye statues in this room. Slash at the blue one at the bottom-left of the room and then slash at the blue one at the top-right of the room. This will cause all the statues to be red and a treasure chest will appear. Open it up to get the dungeon Compass. Also in this room is an owl statue, but we don’t have the stone beak yet. However, all that the owl statue says is to make the statues in the room the same color, which we have done already. Use your sword to tap against the wall at the bottom of the screen and you’ll hear a strange sound revealing a hidden passage. Use a bomb to crack open a whole in the wall and head down a screen.
There are 28 rupees found in this room, but they are colored slightly different and are worth 5 rupees a piece. Thus, if you collect all 28 of them, this gives you 140 rupees! Grab the rupees and then head up a screen and right a screen.
You’ll find another new enemy in the form of a Bone Putter, which will fly around the room, but once they are hit, they’ll lose their wings and start to bounce around. Hit the bone putter a second time to defeat it and then head right a screen.
You will find a Red and Green Karakoro in this room, another attempt at a color based enemy. Once you strike one of these foes, they’ll curl up into a ball. You can then lift these karakoros and toss them around the room. You’ll have to toss the red one into the red hole and the green one into the green hole. Once both have been tossed into their respective holes a treasure chest will appear; open it up to get the Stone Beak.
Walk up a screen and defeat or avoid the bone putters. Continue up another screen where you will find another statue puzzle. This time strike the statue at the bottom-right once and then strike the statue at the top-left twice. Grab the small key that falls and then head right a screen.
There are three different colored goblins in this room, including the new Blue Goblin, so defeat them or just avoid them. Use the small key that we just got and then head up through the locked door to take on the first of two mini-bosses, the Giant Buzz Blob.
The Giant Buzz Blob is completely immune to your sword strikes at first. However, once you sprinkle some magic powder onto the buzz blob, it will turn into more of a zol like creature and jump around the room. During this time you can slash away with your sword. The Buzz Blob will eventually revert to its regular form, at which point you must restart the process. After 6 sword slashes, the giant buzz blob will be defeated. Grab the fairy that is left behind and head through the door on the left.
Push the top and bottom blocks to the left and then move the middle block so you can pass. Open the treasure chest found here to get the Nightmare Key! With the key in hand, let’s backtrack right a screen, down, left, and down two screens to get back to where we fought some karakoros.
Continue down a screen and you’ll find several colored goblins. Defeat the four goblins and then head left a screen. Defeat the two bone putters in this room and open the treasure chest to get a small key. Go through the one-way door and head up a screen. Use the small key we just got and continue up another screen to take on the second mini-boss Dekudon.
Dekudon will stand near the top of the room and jump up and down. Each time it crashes to the ground, Link will be stunned for a short while and a series of boulders will fall from the top of the room. You can just slash Dekudon with your sword and it takes a total of 8 strikes to defeat him. However, another method is to use bombs, at which two bombs will do him in. Alternatively, if you have the bow and arrow, two arrows will defeat Dekudon as well. Once he has been defeated, grab the fairy that is left behind and head left a screen.
Defeat the two bone putters in this room and then pull out the power bracelet. Lift the pot at the top-left part of the room and step on the switch to open the doors. Let’s first head through the door at the top of the room.
Defeat the two red zols and the four green zols that are hidden underground to reveal a treasure chest. Open it up to get the Dungeon Map! Walk to the right a screen and you’ll find four karakoro’s. Slash at all four of them and then toss them into the holes based on their color. Once all four have been placed properly, grab the small key that falls from the ceiling! With the key in hand let’s backtrack left a screen, down a screen, and this time head left a screen.
There are nine statues found in this room and the puzzle can be tricky if you don’t know what to do. Hit the top-middle, left-middle, right-middle, and bottom-middle statues to make them all blue, causing the doors to open up. Let’s head up a screen through the door that opens.
Defeat the four green zols in this room and then use the key we got earlier to go to the room to the left. Once you are ready, use the nightmare’s key and head up a screen to take on the dungeon boss, D. Poon.
D. Poon looks like an oversized switch and each time you hit its crystal, it will change color. It starts out as a blue color, but will change to green, yellow, orange, and then red. However, if you don’t hit the crystal, it will slowly revert back in color to blue. Additionally, D. Poon will occasionally toss these plus-sign like projectiles at you.
The key to defeat D. Poon is to use Roc’s Feather and slash multiple times while you are still in the air. Just keep relentlessly jumping and slashing at him with your sword. Once his color has turned a light red, he’ll start to summon green stalfos. Just ignore them and keep slashing away until D. Poon has turned fully red and is defeated. Grab the fairy that is left for you and then head right a screen.
Speak with the Great Fairy and you’ll have an option to choose the Red Tunic or the Blue Tunic. The Red Tunic will double your sword’s strength, while the Blue Tunic causes a reduction in damage by half. I would almost always choose the Blue Tunic since in the near future we will be upgrading our swords power already and defense will be more important. Either way, once you’ve made your decision, the Great Fairy will transfer you outside of the Color Dungeon. You can always come back and change tunics if you’d like, however.
4.4 Tal Tal Heights and the Waterfall
We are now ready to make our way to the next dungeon, Angler’s Tunnel. If you just completed the Color Dungeon, make your way up two screens, left a screen, up two screens, and left another screen. If you are coming from another location, then just head to the screen that is just to the right of the entrance to Bottle Grotto. If you read the sign on this screen, it states that Mt. Tamaranch is to the east. Lift the rocks and then head right a screen along the top portion of the area.
If you climb the steps and head up this screen, you will find the Owl, and one screen further, the Wind Fish’s Egg which is atop of Koholint Island. The owl talks about the Wind Fish and once again mentions that you need to play the Eight Instruments of the Sirens in order to awake the Wind Fish. This is the only way that we can leave Koholint Island. Well, we still have 5 more instruments to go so go back down a screen and then head right two screens.
Lift the rock that is blocking your way and then head right a screen, down, right, up, and right to find the entrance to Angler’s Tunnel. It might not appear like the entrance to a dungeon, but if you walk up to the key hole and toss in the Angler Key, the waterfall will disappear, revealing an entrance to the dungeon! Unfortunately, we cannot quite reach it from here, so we’ll have to find our way around.
From where we used the Angler Key, walk right a screen and activate the warp portal found here. Now you can quickly warp between just outside Mabe Village, Animal Village, and now Tal Tal Heights. We now need to make our way up Mt. Tamaranch to reach Angler’s Tunnel. From the warp point go down a screen, left three screens, up the ladder, left two screens, and then up to reach the mountain.
Mt. Tamarach is a large mountain, part of the Tal Tal Mountain Range that takes up most of the northern portion of Koholint Island. It’s a vast mountain but we will only be able to navigate a portion of it right now. Lift one of the rocks in this first area and enter the cave. Watch for the keese, hardhat beetles, and green zol found through this cave. Walk to the right a screen and then push the block up so it falls into the abyss. Break the crystal here, push the block to the right, then push the adjacent block down, and head down the steps.
Walk right a screen, avoiding the enemies, and then head up the stairs. You’ll see a piece of heart on the left side of the screen, but unfortunately we won’t be able to reach this heart for quite a long time. Walk right a screen and then exit the cave found here. Open the treasure chest found here to get 50 rupees and then walk back into the cave. Use the Pegasus Boots to dash through the green blocks and head right a screen. Dash once again and then exit the cave.
Walk to the right a screen and enter the cave found here. Defeat the enemies as you walk up a screen and head up the staircase. There is a treasure chest found here, but it is another fake one as all you will find inside is a green zol. Walk down a screen and exit the cave.
Walk down a screen and left a screen to find Papahl, the father of the Quadruplet Family from Mabe Village. If you recall, we gave his wife the Ribbon much earlier in the game as part of the Training Sequence. If you talked to him then, he mentioned that he would eventually become lost in the mountain later on. Well, as strange as that sounds, here is he, lost in the mountain. Speak to him and he asks for some vittles. Agree to give him some and Link will give him the Pineapple. In return for the Pineapple, Papahl will give you the Hibiscus, the 8th item found in the Link’s Awakening Trading Sequence.
Walk up a screen and left a screen. Jump off the ledge and then head right two screens. You’ll find a large cliff in which you can jump off, so do just that. You will make a jump off the mountain and land right at the entrance to Angler’s Tunnel. So once you are ready, let’s head up take on the fourth dungeon of the game, Angler’s Tunnel.
4.5 Angler's Tunnel
Angler’s Tunnel follows suite in that it is more difficult than Key Cavern, but not by much. It is a bit less linear and there are more optional items to be found. From the start screen head up a defeat the zol and some spiked beetles. Remember, you must use your shield against these beetles in order to flip them over. Walk to the left a screen and you can collect some bombs that are hovering above the ground. Walk back to the right a screen, climb the steps and head right a screen.
Walk up two screens, right a screen, and up a screen to find a treasure chest containing the Dungeon Map! Walk back down a screen and equip the Pegasus Boots and roc’s feather. Just like in Key Cavern, dash with the Pegasus Boots and then use roc’s feather to jump across the gap and then head right a screen.
Bomb the cracked block that is found in this room and then push the other block out of the way. Open the treasure chest to get a small key. Walk up a screen avoiding the anti-fairies, Peahats, and Water Tektites that can be found here. Continue up a screen and bomb a second block that is in your path. Open the treasure chest to get a second small key! Grab the hovering recovery heart if you’d like and then backtrack a few screens to get back across the large gap we jumped over.
From here head left a screen, down two screens, and right a screen. Open the treasure chest found here to get the dungeon’s Stone Beak. Then walk back left two screens, defeat the enemies that have re-spawned, and then head through the door that opens up.
Defeat the spiked beetles and zol that are found in this room. Open the treasure chest to get the Compass and then head down a screen. Maneuver around the room, defeating the four water tektites that are moving around. Slash at the crystals so that you can reach the treasure chest to get yet another small key. Walk back up a screen and then head through the locked door on the right.
Defeat the water tektites and then use another small key on the locked door near the top of the room. There is a treasure chest on the left side of the room but we cannot reach it quite yet, so just progress up a screen. Get rid of the zols if they are in your way and then once again use the Pegasus Boots and Roc’s Feather combination to get across the gap and head up a screen.
Unlock the block found here and then push the adjacent block up to get by. There is a new enemy simply known as a Star because of its appearance. Fortunately they don’t give you much trouble and one sword slash will do them in. Defeat the enemies and head left a screen. Defeat the two red zols in this room and a small key will fall from the ceiling, but unfortunately, it falls right through the holes in the ground. If we walk back to the right a screen and go down the stairs we will see the key, but we cannot get it quite yet. So instead, from where you defeated the zols, just head down a screen.
Speak with the owl statue and it gives you a hint about the glint of the tiles that we will find in one of the rooms ahead. Keep that in mind as you avoid the enemies and head down a screen. Use roc’s feather to jump over the deep water that is marked by the dark blue color. Avoid the water tektites and peahats as you head left two screens and up a screen. There is a treasure chest in this room, but it is a dud and only contains an enemy zol inside. Avoid the enemies and then head up a screen.
There are five strange tiles found on the ground in this room, but we cannot do much with them just yet. Just ignore them for now and head right a screen. Open the treasure chest that is found in this room to get a small key. With the small key in hand, we need to backtrack left a screen, down two, right two, and up two to get back to the room where we defeated two red zols and a small key dropped. From here head up a screen to take on the dungeon mini-boss, Cue Ball.
Cue Ball can be confusing at first, but is really one of the easiest mini-bosses in the game. Its weak spot is its giant head and there are multiple ways to go about attacking him. Cue Ball will simple move around the room trying to dash into you. One way to defeat him is to equip your Pegasus Boots and dash around the room and eventually strike him in the back of his head. Another way is to equip Roc’s Feather and jump over Cue Ball and then deliver a sword slash. Perhaps the easiest way is to stand near one of the corners of the room so you are facing an area where Cue Ball has to change direction. Before he gets a chance to change the way he’s moving, slash him at the side of its body and you’ll deliver a blow. After a number of sword slashes, Cue Ball will be defeated and the door above will open up, so head through.
Equip the power bracelet and pull the lever back in this room as far as it goes to move the blocks apart. Quickly run to the left and go through the door before the blocks close in. Watch out for the fireballs that are shot towards you and defeat the red zol that are found in this room. Open the treasure chest here to get the dungeon item, the Flippers! These will now let Link swim in deep water as well as underwater. They are automatically equipped as part of your equipment and thus, they are not an equipable item. With our new goodies in hand, head down a screen.
The new enemies here are known as Iron Masks and they can only be hit from behind. Use roc’s feather to jump over them and then quickly deliver a blow to the back to defeat them. This is the room that the owl statue was referring to earlier when it was talking about the glint of the tiles. There is a glint on the middle tile and once you walk over it, it moves to the tile at the bottom-left. What you need to do is just walk over the five tiles in a row, without walking over any of the other tiles. Once you’ve walked over all five of them the door above will open up. More importantly though, we now know the pattern of middle, bottom-left, top-right, top-left, and bottom-right. With that in mind let’s head down a screen, push the block, and then head left a screen.
There are five tiles on the ground in this screen and you have to walk over them in that correct order, middle, bottom-left, top-right, top-left, and bottom-right. (Order is random, can be different for you) Once you’ve done so a staircase appears at the top-right part of the screen so let’s head down it.
There is another Mario based enemy here known as a Thwomp. Walk underneath it and it will slam to the ground, so quickly step back. As it retracts to its original position, walk by it and continue to the left. Trigger this second thwomp and walk by this one as well. Trigger it once more and then quickly climb the staircase, jump on top of it, and then jump to the ladder to resurface.
Walk down a screen and open the treasure to get the Nightmare Key! With that goodie in hand let’s head up a screen, jump off the ledge, and swim right two screens. Swim up a screen and open the treasure chest found here to get a 50 rupees. With that in hand let’s go right a screen and up a screen to get back to the room just before the mini-boss.
If you haven’t already, defeat the red zols in this room to cause a small key to drop from the ceiling through one of the holes. Then walk right a screen and head down the staircase. Jump over to the screen on the left and then jump into the water to get the small key. Go back right a screen and climb the steps to resurface.
We are now ready to fight the dungeon boss, but there is still that one treasure chest that we passed up earlier in the dungeon. Push the left-most block down and then head down a screen. Use the Pegasus Boots and roc’s feather once again to get across the gap and head down a screen. Swim over to the treasure chest and open it to get 50 rupees! With all the treasure chests out of the way, let’s head back up two screens, left a screen, down two screens, and left two screens.
You’ll see a switch at the north part of the screen so swim on over. Step on the floor switch and the door above will open up. Get the recovery heart that is floating in the room and then unlock the block with your last small key. Go down the steps to reach an underwater area.
Defeat the Cheep-Cheep fish enemies that are swimming around. Go left a screen and then climb the steps to resurface. Walk to the left a screen and get rid of the red zols. Use the nightmare key and head up through the locked door. Once you are ready, climb down the steps and head down a screen to take on the dungeon boss, the Angler Fish.
The Angler Fish is the easiest boss found within the game. All the giant fish will do is move up and down on the right side of the screen. Some smaller fish will appear from the left and right side of the room and will try to swim towards you. After a long while the Angler Fish will quickly dash towards you, hitting the wall on the left side of the room, causing blocks to fall from the ceiling. The dash and the blocks can be quite damaging but there is no reason the battle should ever get that far to begin with.
Once you enter the water where the Angler Fish is, just immediately start to strike at the small antenna sticking out of its head. Just quickly slash at him rapidly and you’ll likely be able to defeat him before he even gets a chance to attack. It takes just 10 sword slashes with a standard level 1 sword. Meaning it will be even less if you have the upgraded level 2 sword or a piece of power.
Once The Angler Fish has been defeated, pick up the full Heart Container that is left as your reward, increasing your total health to eight heart containers. Swim up a screen and climb the ladder to resurface. Walk up and collect the fourth Instrument of the Sirens, the Surf Harp.
|“‘BAY’ Your road goes into the bay'”|
- Chapter 1 – Tail Cave
- Chapter 2 – Bottle Grotto
- Chapter 3 – Key Cavern
- Chapter 4 – Angler’s Tunnel
- Chapter 5 – Catfish’s Maw
- Chapter 6 – Face Shrine
- Chapter 7 – Eagle’s Tower
- Chapter 8 – Turtle Rock
- Chapter 9 – The Awakening