----------------------------------------------------------------------- THE LEGEND OF ZELDA: THE MINISH CAP (tm), for the Game Boy Advance Complete FAQ/Walkthrough (rev. 1.12, June 20th, 2005), by Phoenix 1911 ----------------------------------------------------------------------- Sup ladies! I've been gone for a li'l while, but for this game I make a return! Hope you enjoy this guide, have fun. Also, note that my old e-mail address (the @hccnet.nl one) does *not* work anymore! If you sent me a mail after September 2004, I didn't get it! Sorry for the inconvenience, but this is my new address: . Try to include the words "FAQ" and/or "Zelda" in the e-mail subject! Let's not forget the legal statements... Please take in mind that this FAQ is copyrighted! Don't gain any profit of it--reproduction and modification are prohibited, except for personal, private use. If you're an author and wish to use parts of this FAQ in any way, please contact me first. Wanna host this file on your site? You can do so without asking for advance permission if you're hosting a Zelda-related site; no other sites unless I send it to you, sorry. ------------------ TABLE OF CONTENTS: ------------------ PART 1: THE GAME BASICS 1-A: About the Game 1-B: Controls and the Menu 1-C: Combat PART 2: THE WALKTHROUGH 2-A: Introduction: Vaati's Curse 2-B: Minish Woods: World of the Picori 2-C: Deepwood Shrine: The Earth Element 2-D: Hyrule Town: Intermezzo 2-E: Mt. Crenel: Journey to Melari 2-F: Cave of Flames: The Fire Element 2-G: Elemental Sanctuary: A New Technique 2-H: Minish Woods: The Pegasus Boots 2-I: Castor Wilds: Prelude to the Wind Ruins 2-J: Wind Ruins/Fortress: The Ocarina of Wind 2-K: Hyrule Town: The Quest of Returning Overdue Books 2-L: Temple of Droplets: The Water Element 2-M: Royal Valley: Ghost of a King 2-N: Veil Falls/Cloud Tops: A World in the Sky 2-O: Palace of Winds: The Wind Element 2-P: Dark Hyrule Castle: The Final Battle PART 3: APPENDICES 3-A: Secrets 3-B: Items and Equipment 3-C: Pieces of Heart 3-D: Kinstone Fusions 3-E: List of Figurines 3-F: Sword Techniques and Newsletter Transcripts PART 4: FREQUENTLY-ASKED QUESTIONS PART 5: THE FAQ'S REAR BUTT What's New?! (06/20/05) ¯¯¯¯¯¯¯¯¯¯¯¯ - It appears you can finish the cucco game without the boots, so edited that part. Thanks to Pat Blankenship and others who mailed me after he did. - Added a quick note in the figurines section, thanks Pixie. - Added a treasure chest (200 Rupees) I missed in the Palace of Winds (Inside/4F), thanks to ViruX. Can't believe I didn't see that one. - Changed the preface (section 1-A); it still said that the American version of the game was yet to be released. -++++++++++++++++++++++++++++++- PART 1: THE GAME BASICS -++++++++++++++++++++++++++++++- ======================================================================= 1-A: ABOUT THE GAME ======================================================================= -- a. PREFACE --------------------------------------------------------- The Legend of Zelda: The Minish Cap is the umpteenth in the series... damn I lost track of them already. (Very) loosely connected to the other Zelda game on the GBA (Four Swords, a port of the SNES-game A Link to the Past), Link returns let again to kick someone's butt before that evil villain gets his hands on the legendary light force. Many people seem to criticize this game because it's too short. I have no other choice than to agree with them on that point, but all the extras and things to find certainly prolong the amount of time that you can have fun with this game--Zelda games aren't there to just beat the final boss in, and then let the game collect dust. Nope, you are supposed to uncover every single secret that there is to find, and this FAQ is there to help you with it. This game first appeared in Europe, and later in the US (due to the launch of the Nintendo DS in the US, Nintendo thought it'd be better to delay the release here so all the Christmas money would go to the new handheld). The US version is almost the same, except that it features just the English language, and has a few improvements over the European game. -- b. CAST OF CHARACTERS ---------------------------------------------- In case you wish to get to know who you'll be dealing with for the next couple of hours/days, here is a little breakdown of all the important characters in the game. + Link: Yeah, that's you. Link is a courageous boy who is sent on a quest to find the four elements and repair a sacred blade, in order to undo a curse that's been put on the princess. On his way, he encounters monsters varying from little Octoroks to big Moblins, but nothing is feared by this brave kid. Throughout this walkthrough, I will refer to the main character as "Link," but because you can choose your own name, replace Link with whatever you chose to be your name. + Princess Zelda: Link's childhood friend, descendant of the royal family. According to the legend, all girls are carriers of the sacred light force. Early in the game, however, a curse is put upon her, and Link is chosen to hunt down the elements to restore her. + Picori: Also known as the Minish, these thumb-sized critters from the fairy tales take care of humans, without them knowing it, by placing stuff like Rupees under bushes, giving them a helping hand while they sleep, and so on. They cannot be seen by adults; only children, and that is why Link is sent on a quest to meet these guys. Contrary to what most people that know about the Picori think, Picori live everywhere--in towns, residences; their habitat is not limited to the Minish Woods. + Vaati: The story doesn't throw you against Ganondorf this time, but a dark sorcerer who is after the sacred light power. Vaati is the main villain of the game, and uses his mysterious powers to manipulate and destroy. + Ezlo: Also known as Mr Big-Mouth (who is forced to refer to himself as Mr Big-Beak, actually), this guy joins Link's quest as he travels through the woods, looking for the Picori. Because Ezlo has no legs, he has no other choice than to jump on Link and sit on his head. During the game, Link can ask for his help if he's stuck, but in many cases Ezlo's more a bother than that he is helpful. ======================================================================= 1-B: CONTROLS AND THE MENU ======================================================================= -- a. CONTROLS -------------------------------------------------------- Quick rundown: A-button -- Action 1, use item assigned to the A-button. B-button -- Action 2, use item assigned to the B-button. L-button -- Fuse Kinstones with people that want to fuse. R-button -- Roll (to move around faster). Start -- Open menu to change settings or to check your status. Select -- Ask your buddy Ezlo for help on what to do. It is possible to choose "sleep" in the menu; this sets the GBA on stand-by mode while consuming as little power as possible. Handy in cases where you don't want to save and turn off the game. Press Select + L + R to resume playing. A software-wise reset is possible too: just press Start + Select + A + B. -- b. THE MENU -------------------------------------------------------- Press Start to bring up your menu. There are three screens here; press L or R to switch between them: + ITEMS: You will find all the items assignable to the A- or B- button here. + QUEST STATUS: To be found here are the amount of elements that you have acquired already, the equipment that you discovered, and all the quest items that you are carrying. Besides that, you will see a little bag, which you can check out to see how many Kinstone pieces you have (you'll have to get this bag first). Your Piece of Heart status is here as well, as well as the amount of Tiger Scrolls (see the last appendix for more on that), and Mysterious Shells. You can save your game or go into sleep-mode via this screen too. + MAP: This screen is normally not available until you receive the Map of Hyrule early in the game, or if you enter a dungeon. In case you're on the world area, you'll see a map of the world, divided in little blocks varying in size. If you have a certain goal, such as an element, then it should be marked here. Once you've visited a place for the first time, it becomes available on the map as a block; selecting and "clicking" on such a block allows you to zoom in and see the path more clearly, and in case you unlocked something, it should be visible here too. The Dungeon Map is a little different. Since most dungeons always consist out of floors, you'll see B1, 1F, 2F, etc. on your left, and the area to your right. Press Up/Down to switch floors. The blinking area is the one you are in now, blue areas are places you have visited already, and darker areas have yet to be discovered. Note: if you didn't find the Dungeon Map yet, the areas on your map are limited to those you've been in already! More basic info about the game later, if I can come up with something. The game's mechanics are too simple to explain. :) Until then, here's the walkthrough! -++++++++++++++++++++++++++++++- PART 2: THE WALKTHROUGH -++++++++++++++++++++++++++++++- Ladies and gentlemen, welcome to the walkthrough. Before we get on track, I have to indicate a few important things: + I've used some ASCII-drawings to explain a couple of puzzles in the game and to draw a bunch of maps. For them to line up correctly, you need to view this document in a monospaced font, e.g. Courier New. If you look at it in anything else, my FAQ looks like utter crap (even more so than it does already). + The game is fairly linear storyline-wise, but collecting hidden items like Pieces of Heart is optional and can be done after getting certain equipment. When you are able to unearth such secrets, I will mention them in the walkthrough under sections entitled "Random Bits 'n Pieces." When you see a section like that, you can (mostly) safely skip it because it is completely optional, but because it makes your quest a lot easier, I recommend you do what it says there... + When you start collecting Kinstone pieces, I will refer to them as green-1, blue-2, etc. This is because there are multiple stones of the same color, but with a different shape. The meaning is explained in appendix 3-D, but this is not important yet until later in the game. + And finally, by reading further, you agree that you shall *not* send me e-mails consisting of roughly 3/4 of any abusive words- dictionary, because I have ruined your gaming experience. Obviously, this is a walkthrough crammed full of SPOILERS. I have not made an effort in excluding every plot-revealing bit of text-- something happens, and I'm here to tell you that. Remember that a solution to a problem is a spoiler as well; always try by yourself before you resort this or other guides. Just don't peruse more of the walkthrough than what you need, and you'll be fine. ======================================================================= 2-A: INTRODUCTION: VAATI'S CURSE ======================================================================= -- a. A LONG, LONG TIME AGO... ---------------------------------------- At the "CHOOSE A FILE"-screen, you should, of course, choose a file. I'm perfectly sure you are not referencing this guide to figure out what the button combinations are to get through this initial screen, so input your name (I will refer to the main character using the name "Link") and select your slot. (Note that you can press R while selecting the save slot to change the message speed or brightness.) The story of Link starts with the story of a long time ago, about some evil guys threatening the world and then some good guy showing them his kung fu skills and banishing them. Then in present, you will see Princess Zelda visiting Link's house, asking Master Smith for Link's accompany in the annual Picori Festival in Hyrule. For Agent... err, Master Smith, your grandfather, it should be fine because he needed Link anyway to bring one of the swords he forged to the minister in Hyrule Castle. And then you're in control over the boy you'll be stuck with the entire game. Take the steps down and go to the blacksmithing room. -- b. HYRULE TOWN / THE PICORI FESTIVAL ------------------------------- Talk with the people to learn about your errand, and then follow Princess Zelda as she leaves the house. If you wish, open the chest to get a red Rupee (worth 20 "normal" Rupees). Outside, follow the princess (eh, you don't really have a choice). You will see bushes and small stumps along the way--you can throw away the bushes (and occasionally score a Rupee hidden under them), but you'll need an item you can slash with to get rid of the little stumps. As you can see, Zelda is pretty excited about the festival, so make your way to Hyrule Town. Roll (press R while walking) to move your butt faster. Inside the festival, follow the princess around (talk to her while she's standing at the attractions) until you reach some pig-faced guy with a weird haircut. Zelda will win one of the three grand prizes, out of which she chooses a shield, which in turn she gives you so you can protect her. Way to go... turned out there was a catch behind it. Anyway, it's time to head for the castle--head north. -- c. HYRULE CASTLE / VAATI'S CURSE ----------------------------------- On your way, you will meet up with a Business Scrub. If you're familiar with some other Zelda games, you probably know how to deal with these little fellas; hold up your shield (press A) and reflect the nuts he spits out. Once he's dealt with, continue north. Resume your way in the castle garden, and you'll meet up with minister Potho, in front of the castle's entrance. After yielding him the sword, Zelda prepares herself for the award ceremony, which you shall be attending as well. You'll see four guys carrying the Bound Chest that is guarded by the Picori Blade. The winner of the competition gets to touch this blade (oh wow!), and that winner is Vaati, some evil-looking magician guy. He'll reveal his true purposes as he approaches the chest; he uses his magic to smash it open, and breaks the holy sword by doing it, in turn unleashing monsters over the kingdom of Hyrule. He attempts to petrify the princess, who is said to have the powers of light, and succeeds at that, despite Link's attempt to block him. Then we get to laugh at him as he finds out the chest is empty, not holding what he's looking for. He flees, and unconscious Link is brought to a bed in the castle... When you awaken, head one room to the left to enter the throne room. The King of Hyrule says that the curse put on Zelda could be broken with the help of the sacred Picori Blade. However, it has to be reforged now that it's been shattered. And in order to refurbish it, the assistance of the Picori is required. They live deep inside the Minish Woods, and it is known that they only show themselves to children. Because the soldiers are of no use then, the King asks you to go there, along with the Broken Picori Sword and the Smith's Sword as your weapon. Your goal inside the forest is Deepwood Shrine. Master Smith gives you the Map of Hyrule (check it out in your menu; press Start) and marks the forest. And then you're on your own! ======================================================================= 2-B: MINISH WOODS: WORLD OF THE PICORI ======================================================================= -- a. ON TO THE MINISH WOODS! ----------------------------------------- Exit the castle and the garden. You will encounter your first enemies in the North Hyrule Field; however, they're just small critters that don't hurt you too much. One slash of your sword kills them. Go all the way south. If you look on your map, you'll see that the way to the forest is south and then east, but since an earthquake Vaati seemed to cause tore up the main road to Hyrule Town, and because people are repairing it, you have no other choice than going east here, directed to Lake Hylia, via Lon Lon Ranch. There are three little stumps on the road, but one swing with your sword deals with that problem. Continue south from here (Lon Lon Ranch). You will meet up with two soldiers, and stacks of monsters (Acro-Bandits) will emerge from the ground (keep your sword handy or they'll go all acrobatic on your ass). You cannot enter the ranch as of yet, but do take note the big weird tree stump above the hut... In addition, you will see a Goron smashing the wall. You are unable to reach him to stop by for a cup of coffee, so take the road south to the Eastern Hills. Here, there is an uninhabited hut in the upper-left corner, in which you can't come across anything now (except maybe a few Rupees in the pots). South of the house is a field which would be perfect to dig in if you had a shovel... but... you don't. Take the other way to the right to the Minish Woods. -- b. MINISH WOODS / A NEW COMPANION ---------------------------------- You'll see a Piece of Heart north of you, but the way to it is blocked by water that you cannot cross yet. Head right, dealing with the small red Octoroks, and cross the bridge. Go south at the T-split. Pay no attention to the fog, but watch out for the green Chuchus popping out of the ground. Two hits with your sword should suffice. You will see another of those weird stumps on your way, and a hollow tree that you are not small enough for to go through. As you follow the way to the temple you are supposed to go to, the camera pans over to the T-split you went by earlier. It shows a weird green duck thingy being attacked by two Octoroks. While it certainly is fun to watch him getting beat up like that, you should probably help him. Before backtracking though, continue a little bit to the left and you'll get your first Piece of Heart! You should know how it works by now; get four of them and your maximum health (hearts) will increase by one! Now, head back to where you saw the green guy getting beat up, and destroy the two monsters attacking him; piece of cake. You will learn that he is also on a quest to break one of Vaati's curses and that his name is Ezlo. He joins you, and you can now press Select anytime he's on your head to request his assistance. If you press Select now you will just bother him, but his true value will be revealed when you continue south; the tree stump I mentioned earlier is said to be something important. In fact, standing on it (and having Ezlo doing some funky moves then) makes you as small as the Picori (also referred to as the Minish), allowing you to enter their teeny-weeny village. Way to go! -- c. MINISH VILLAGE -------------------------------------------------- Now, as Mini-Link, you can go through the hollow tree you saw earlier. It's not possible to head straight to the temple, because there's a small pool blocking the way (which, for you as Mini-Link, is more like the Atlantic Ocean). So, head left through the stump, and you'll find one more of those "oceans." This time though, there are lilies floating on it, allowing you to cross it, making it to the other side. How cool is that, eh? Continue ALL THE WAY north until you reach Minish Village. You're one step (well uh... if you think in terms of big-sized Link, then literally!) closer to breaking Vaati's curse! Great. You're finally in the village, but none of the Forest Picori speak your language! They merely converse in their own language that you and Ezlo cannot understand, so you'll have to find someone who speaks English. Or whatever you chose to be your language. Sure you can try spewing out random "pico ripicori!!" sentences, but... that would be dumb. So, let's find some important-looking guy (one who is not looking as stupid as the other ones). There's a blue-colored weird-shaped temple- like house somewhere north in the village; make way to it. Inside is a fellow who, besides not letting one second pass by without touching his glasses, speaks your language! His name is Festari, and tells you to eat a Jabber Nut, found in the barrel house southeast of here, to learn the Picori language. So exit this place and go right, then down. Enter the BIG barrel (oh wait... *we're* just small) and push the crate in front either to the left or the right to continue. Not forward, or you will have to re- enter this house to reset the locations of the crates. Then, check the Jabber Nut in the back of the house. Now, you can finally talk to and understand the Picori! The guy sitting in the house tells you that the rumor about people not being able to see the Picori after eating the nut appears to be false in your case, and I guess that that's a good thing. Exit the place and, if you want to, have a chat with the Picori folks. You'll learn about Kinstones and about how they actually live in Hyrule Town too, and that the elder should know more about getting your sword reforged. The elder is not the priest-guy in the abbey, but he lives in the upper-left corner of the village. Bring him, Gentari, a visit, and have him the situation explained. He tells you that you'll need to find the four elements (here we go again!) in order to do it, and marks the locations of them on your map. Your first target is the Earth Element, which can be found in the shrine to the north of Festari's abbey. You're supposed to return to the elder once you've found it. But, but, but! First you might want to get your second Piece of Heart! From the abbey, to right and enter the docks (just go all the way northeast in the village). Voila; your second Piece of Heart! Just two more to go for an extra life... ======================================================================= 2-C: DEEPWOOD SHRINE: THE EARTH ELEMENT ======================================================================= First thing to do is heading for the shrine. Go to Festari's abbey, talk to Festari, and he'll let you through, after giving you your umpteenth warning about the monsters in here. Go all the way up 'til you're in the Deepwood Shrine. Now would be a good time to save your game! Just a little reminder... -- a. DEEPWOOD SHRINE, B1 --------------------------------------------- The entrance chamber of the shrine consists of a couple of paths blocked by spider web, a few jars with hearts, and a passageway to the north. Since the webbed paths cannot be gone through yet, head up. Move the statue to the left (I don't know whether this was supposed to be a "puzzle" or not) and enter the next room. Here are four unlit candles, a bunch of monsters (Sluggulas, requiring two hits of your sword), and a door that requires a key. So what to do here? Step on all the switches next to the candles to (1) light up the room and (2) reveal a chest in the middle of the room, containing the Small Key. I'm sure you could figure this all by yourself, but for the sake of completeness I included it in. Besides, you aren't reading this anyway if you don't need it. Which, in turn, means I can say anything I want. You suck, ha! OK, never mind. Anyway; get Small Key open door enter next room. Watch out for two Sluggulas falling from the ceiling and make your way to the lever. Like Ezlo tells you, stand in front of it and hold R while walking back to pull it. You will create a bridge. Walk to the mushroom and pull it too. If you pull it far enough and let go of the directional buttons, the mushroom will make you high (HEHE) and you'll fly across the water. Enter the next room. There's a big barrel here, as well as a Puffstool (which you cannot beat using your sword; try throwing a jar against his head) and switches on either side of the barrel. Step on the switches on both sides to light up the candle, which in turn burn the leafs that keep the barrel in place. (Reach the left side via the inside of the barrel, and push the pillar to hold down both switches at once.) You'll hear the famous "secret revealed"-tune! Re-enter the barrel, and you will find out that you can roll it by walking up or down. Walk down to move the left "door" to the lower-left corner and go through it. Then go through the lower-left passage to enter the next room. A waterway here and another of those stretchable mushrooms. Take note of the trail on the ground; it's long, but it's irregular somewhere in the middle. First, pull it all the way and fly to the far end of the room, where you can reach a big, big chest that has the Dungeon Map. Get it and read what it does, then return to the mushroom. Grab the mushroom and pull it, and release the Down-button halfway through to allow yourself to go left to the next room. And what do we got here? We have a jar, a switch, and an incomplete bridge. Holding down the switch completes the bridge, but you can't cross it while holding it down. So, PUSH the jar on the switch. It took me a couple of minutes to find out that you could push it and that it breaks if you throw it on the switch, so don't *lift* it. ;) Enter the next room and Ezlo will tell you that you can also pull things while holding them with the R-button. There are two switches and two pillars. Pull one of them out and then pull both on the switches for a chest to appear with a Small Key. Yes, it's possible to do this without pulling, but... well, yeah. Do whatever suits your style, I guess. Time to head back to the barrel room! When you're there, roll the barrel in such a way that you can exit via the upper-right corner. Then go right and open the keyed door, and enter the next room. Here, don't go up yet, but deal with another little puzzle requiring no brainwork. Use mushroom to cross water, hit switch for bridge, use other mushroom, and enter next room. Then the following puzzle needs you to look twice before seeing what to do (but it's still not hard at all). Pull the rightmost pillar to the right. Don't put it on the switch, but push the left pillar on it, with which you open the door *and* made yourself a way to go to it. The next room will, upon entering, spawn three Mulldozers for you to practice your sword fighting skills on (three hacks per enemy). When all three collapse, a key will fall in the middle of the room, and the door to the left will open. Get key, head left, go up the stairs, and head up. From this chamber, you can go up and take the stairs down, or go left to enter the final rooms on this floor. That room leads to a sub-boss and serves as a shortcut back to the barrel room, so let's beat up that boss before taking the stairs to floor B2. First smash some of the jars if you need health, though, and save your game just in case. -- b. SUB-BOSS: MADDERPILLAR ------------------------------------------ The room consists of a few passages blocked by web, and a few unmovable obstacles that the worm moves through. The vulnerable part of the worm is its head; if you slash it, it will remain stunned for a few seconds waving with its tail, to sequentially move around the room like a freak. Hitting Madderpillar on its head doesn't hurt it really, but during its stunned condition it wigwags with the tail--and that's the body part you have to give some love, with your sword. Quickly move to the tail and smash your buttons to TAP that ass, baby! Repeat this three or four times (two is possible though if you're a good button masher) to beat him. Your recompense for giving him some anal love with your sword is a big chest that appears in the middle of the room. Open it and you'll get the Gust Jar! This wicked thing sucks air and any other objects you aim it at--including those darn webs blocking your way for quite some time. You can then spit it out, too. First, you'll have to set it to a button using the menu. I would recommend putting it in the place of the shield (which you probably never used since the Business Scrub incident anyway). Getting a few rewards now! Draw the web blocking the doorway south in, then go down to get your third Piece of Heart! Great, just one left for a fourth Heart Container. Go back two rooms, and suck away the sand (the Gust Jar allows you to kill the Puffstools; semi-petrify them using the jar, then slash them with your sword). Under the sand are two switches, each revealing a chest that both hold 10 Mysterious Shells (i.e. 20 in total). No idea what these things do (well... I *do* know, but I'm supposed to pretend here), so just keep them with you. There's another hidden switch, against the platform. Reveal it and step on it to make a warp appear. Go one room to the right and remove the sand here. Step on the switch and open the chest with 20 Mysterious Shells. Then, take the stairs down. -- c. DEEPWOOD SHRINE, B2 --------------------------------------------- The first room of floor B2 keeps the Compass! Move the right block up and the left one left to reach the big chest, and open it. When you check your map now (press Start and L/R), all unopened important treasures are marked now, as well as the location of the boss of this dungeon (in this case, floor 1F). There's clearly a secret to be found here, and you're even able to unveil the hidden chest, but you're not able to reach it from below at the moment. This room leads dead as well, so go back one floor, to the barrel room. With the Compass, you'll see that the last unopened treasure is here (of course, granted you've been following this guide from begin to here). Use the Gust Jar and get another set of 10 Mysterious Shells. Enter the big barrel and suck away the web in the middle "door." Roll the barrel until that door becomes a hole. Fall through, and you're back in B2 again. It appears that you're stuck now, but fear not; use the Gust Jar to suck the big lily in your direction, and use that to travel by water. To move, blow with the Gust Jar in the opposite direction of which way you wish to go (i.e. to go left, face right and blow that baby). Follow the way, and take the first way to the right (and watch out for the Pestos flying around). Transporting yourself by lily is a pain in the ass, as you will discover now. There's a bunch of stakes blocking the river path, and you gotta push something on the switch nearby to have them go down. Use the jars for that (break some first to be able to push them), and continue to the next room. This is where you found the Compass, and with help of the big lily, you should be able to reach the chest now. Push a jar on the switch and open the chest for another key. If you didn't get the Compass yet, you might want to take it now. Travel back to the big room where you found the lily, and this time take the road you didn't take yet. Watch out for the Pesto and the Sluggulas falling from the ceiling, and use the key on the door. Nothing new in the next room except that you have to suck the mushrooms on the other side of the water to reach them. Make way to the big chest and get the Big Key! And whenever you get a Big Key, it means you're closer to the Big Boss of the dungeon! Whee! Step on the switch to reveal a red warp, and step on it to get sent to the main entrance. If you revealed the blue warp earlier, it's here for you to transport you to the fourth Piece of Heart. Way to go! An extra heart! Jump down the ledge from here and go to the barrel room. To the left is a lot of dust: reveal a switch under it and get 10 Mysterious Shells from the chest that appears. Go back to the entrance chamber and save your game. -- d. DEEPWOOD SHRINE, 1F --------------------------------------------- Two new entrances to take now that you can remove the web. Take the left stair set first and open the chest (after pushing the block in front of it away) for 20 Rupees. Go back to take the other entrance and use the Gust Jar twice on the mushroom to take you to the big door. Use the Big Key, and prepare to face the boss of this shrine. -- e. BOSS: BIG GREEN CHUCHU ------------------------------------------ The green flubber comes back for revenge after you squashed his buddies earlier. It's not big or anything--it's just that you are small, and that means one hack with your sword does not suffice anymore. His only attack is a jump, and he jumps to the spot you are at; make sure to use your roll-skill if possible to avoid being splat. For you to hurt him, you will have to use the Gust Jar on it in order to draw in the slime under the guy; if you succeed to remove enough slime, he'll go out of balance and move around a bit (in your direction) before it falls. When it falls (make sure to evade his fall as well), stand near him and mash your attack-button as fast as possible. Repeat this process about four times and he'll kick the bucket. More the times the Big Green Chuchu has been hit by you, the more he starts to jump. Don't use the Gust Jar when you see he's about to jump on you, but instead release buttons and use R to roll away. Especially in the last phase of the battle, he'll start to jump like he's on drugs--start using the Gust Jar when it appears he's not going to jump for a while (or you'll start using it right when he's jumping, not leaving enough time for you to escape his drop on you). Should you require hearts, there are four jars in the corners that you can break. You can't throw these to him to damage him more severely, unfortunately, but luckily, this guy isn't the hardest boss around. You'll get the Earth Element--the embodiment of the source for all living things--for beating the Big Green Chuchu. Besides that, a Heart Container appears for you to consume; no need to collect a number of these, they instantly give you another heart! Step into the warp to go back to the entrance. -- f. MINISH VILLAGE -------------------------------------------------- Find your way back to the village and head for the elder's. He'll be surprised you got the elemental stone, and tells you that your next goal is Mount Crenel. Here is supposed to be a guy called Melari, and he's the one to talk to if you want your blade repaired. Afterwards, he reveals a hidden door (...why anyone would have a hidden door in his house is completely beyond me) that leads outside, so you can exit the forest faster. -- g. MINISH FOREST --------------------------------------------------- Before going big-size again using the tree stump, head inside the li'l mushroom house and bring the Picori living in it, Belari, a visit. He'll recognize you to be legendary Link, the almighty one who found the renowned Earth Element, and gives you a Bomb Bag! With 10 bombs in it! Using bombs, you can surely make your way out of the forest, blowing up the obstacles in your way. (Otherwise the game would be a really dumb one, if you'd be stuck now, right?) Grow big using the stump and go up. Examine the stone; it explodes (wtf?) after you read it saying something about granting the powers of wind, leaving a crest on the floor. Well, I guess you'll figure out later what this is supposed to be for. In the meantime, go left. At a T-split, head down (up is dead end... you can only continue if you're small here), and use your newly- acquired bombs to blow the crap out of the three stones blocking the road. Remember the shape of these stones, as these are the only stones you can destroy with the bombs you're carrying now. Exit left. From now on, bushes/grass/whatever can also contain bombs, or Mysterious Shells. ======================================================================= 2-D: HYRULE TOWN: INTERMEZZO ======================================================================= -- a. EASTERN HILLS / SOUTH HYRULE FIELD ------------------------------ Go left using the mushroom or walk around, doesn't matter. There is a little Minish house over here (and a stump for your convenience), but the arrogant bastard isn't any helpful--instead of explaining what Kinstone pieces are, he tells you to come back after you know about them. Oh well. So, head up one screen and you'll see an odd door- shape in the wall. Hmm. Let's try bombing it! Set a bomb in front of it, wait a sec, and boom! A hidden cave! Inside are 20 Mysterious Shells (and two Keese). Leave and continue going up. The road to Hyrule Town via Lon Lon Ranch is blocked by those carpenters, but if they're there, that means they aren't working in the place they were before! So head left to South Hyrule Field, where your house is located. Above your house is another of those tombstone-shaped obelisks that go poof when you examine them, leaving a weird mark on the ground. Check it and rest in your house, if needed. If you check the lower-left corner of your room, Ezlo will say something about a secret of yours... the true meaning of this is revealed later in this FAQ. Anyway, go north in Hyrule Town's direction. The other paths, which appear to be open (like west, to the Western Wood) are really closed (always something blocking your path in these games...). You can find a cave somewhere that you can blow open. Inside are three fairies that replenish your health. You might want to stop by in the town first, though... -- b. RANDOM BITS 'N PIECES ------------------------------------------- As you enter the town, you'll see a weird fat guy strolling by with a bunch of kids trailing his ass. He mentions something about Kinstones, and says that Kinstone bags are free today. Woot! You gotta have one, of course. When you have it, the guy will explain Kinstone fusion--each time a bubble appears next to a person, you can press L to kinfuse with him or her. You'll first try it out on him with a stone he gives you. A perfect fit, and something happens; a tree covered by thorns in the lower-right corner of South Hyrule Field will be rid of the thorns, thus opening up a hidden passage there. Better check out what it is! But that's later. First do the following things (preferably in the order that they are listed). Some are optional (like the cucco- catching stuff); some are not (such as learning the Spin Attack). Swiftblade, Finest Swordsman in All of Hyrule: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Left of the bridge with a cat on it (entrance) is a house, which is a dojo of Swiftblade. Talk to him and he'll give you a free training. The first lesson is the Spin Attack--you've probably seen it in other Zelda games, but here you actually have to learn it. Follow his orders and pull a Spin Attack off yourself, and he'll give you a Tiger Scroll (#1). Great stuff! We'll return here when we have a new sword, so he can teach us more good stuff. Damn I wanna learn that Switcheroo technique! Carry More Rupees: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ By now, you will probably (or not) have noticed that you can only carry a maximum amount of 100 Rupees. That's quite sucky, but suckier is that all Rupees you collect after the 100 is completely lost. So I would suggest spending some of them before heading out. The thing I'd buy is--how appropriate--a Big Wallet (costs 80 Rupees)! So you can hold even more Rupees--300 of 'em! The house with a red roof with Rupees is Stockwell's shop; get your goods here. There're also bombs and shells to buy, but those are acquirable elsewhere... Legendary Quest to Rescue the Cuccos: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In the lower-right corner is a lady that requires your help--her chickens are gone! You have to return them to her in a certain amount of time, without entering buildings or leaving the town, to get a reward. Each time you "win" a round, you can go for another round (catch more cuccos). The times (and rewards) are as follows: 2 cuccos in 25 seconds -- 10 Mysterious Shells 3 cuccos in 25 seconds -- 10 Mysterious Shells 4 cuccos in 30 seconds -- 20 Mysterious Shells 5 cuccos in 45 seconds -- 20 Mysterious Shells 5 cuccos in 50 seconds -- 30 Mysterious Shells 5 cuccos in 45 seconds -- 30 Mysterious Shells 6 cuccos in 50 seconds -- Red-1 Kinstone piece 7 cuccos in 60 seconds -- Red-2 Kinstone piece 2 cuccos in 55 seconds -- Red-3 Kinstone piece 3 cuccos in 55 seconds -- Piece of Heart The reward is the item listed above, AND an amount of Rupees based on how many cuccos you returned: each white cucco is worth 10 Rupees, golden ones net you 50 Rupees. Make sure to use your roll-skill excessively! You'll have to throw them in the fenced area behind the lady, and you can throw in from anywhere you want, as long as you're close enough. The gold ones manage to flee each time you try to take it with you, but sometimes you can throw them in right before they escape. It is possible to complete everything with just the roll (kinda hard though; you have to throw the cuccos in the direction you're headed at and pray he doesn't make a sharp turn), but you'll gain access to items that will aid you in this game later on (i.e. you may complete it if you believe you're *that* hardcore, but coming back later isn't a bad choice). More Odds and Ends: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ + Remember where Princess Zelda won a shield that she handed to you? The guy is gone and left quite a lot of dust. Equip the Gust Jar and suck the dust away. You'll hear the famous secret-revealed- tune, but the effects aren't instantly clear... we'll get back to this in a while. + Go to Hagen, the mayor of the town; he lives in his rectangle- shaped house. It's the guy with the four masks on the wall. Fuse a red-3 Kinstone with him and a little puddle of water will dry up in Lon Lon Ranch, revealing a stairway going down. Once you can enter the ranch, go down there to get a bigger wallet! Note: if you don't have a red-3 Kinstone piece, you can get one in his basement in his backyard. + Next to the entrance to Hyrule Castle (which is blocked by a guard) is another tombstone-shaped stone that goes poof when you interact with it. It won't have any immediate effect, but it is a smart thing to do it in advance. + And a Piece of Heart: go to the tree that you "opened" by fusing Kinstones with the fat guy. In South Hyrule Field, go to the lower- right corner, and enter the tree. Get it and uh... be happy! + Wheaton & Pita's bakery is open. You can go inside and buy bread, which might contain Kinstone pieces. The more expensive the bread is that you buy, the better chance you have of finding a piece. It's not really worth your time/money. I'd demand a freakin' refund if I'd find stones in my bread (and any eventual dentist costs too), but as you know, you're supposed to pretend like you're stupid in games. I'm perfectly sure there's a WHOLE lot more to discover in the town. How am I so sure? Because I know everything, of course. And there are a lot of blocked paths and the town is filled with a motherload of small passages only the Picori can go through (and you of course if you're small). I think this is all for now; let us continue to the mountain! To get there, walk to the upper-left corner of Hyrule Town and find the exit. There's a guard there, though, not allowing you to go through--that is, until you've shown him you're strong enough. To prove that, you'll have to show him the Spin Attack. Do so (or if you didn't learn it yet; scroll a bit up) and enter the Trilby Highlands. ======================================================================= 2-E: MT. CRENEL: JOURNEY TO MELARI ======================================================================= -- a. TRILBY HIGHLANDS ------------------------------------------------ OK then. Head left and then down. You'll see a ladder going into the ground; take it and enter a cave. At first it seems that you can't continue because you don't have the skills to move that big block on the four tiles (which seems the logical thing to do), but hold on! Look at the wall to the right--this is bombable, my friend, so blow it up and enter a hidden area! Inside, there is a Business Scrub hidden under a bush. You can see him and he spits nuts at you, but if you get close to give him the beating of his life, he hides and you can't hurt him. Sure you didn't forget the beginning of the game, when you kicked another Business Scrub's ass, right? Equip your shield and reflect the nuts he spits at you. Then talk to him once you've hurt him, and he will offer you to buy a bottle, for just 20 Rupees! Accept the offer, then go back to the highlands. Back in the highlands, go up and read the sign: up to the Royal Valley, and left to Mount Crenel. Obviously, left is the way to go (the road to the valley is somehow blocked anyway). Follow the way. There is a weird door-shape in the wall to the north, but it can't be opened (not even with bombs). -- b. MT. CRENEL'S BASE ----------------------------------------------- There are three vines, two of which lead dead, and the leftmost vine of which leads to a red Rupee (20) (which was actually for the bottle, I guess). Bomb the entrance open (right of the plant) and enter. Beat the Business Scrub by reflecting his nuts with your shield, and talk to him. You'll learn that one of his friends has a tool you can climb the mountain with, and that friend happens to be the guy you bought a bottle from. So, that means you're going to have to use the bottle! Head back outside. The thing you have to do is swinging with the bottle at the water (south) and filling it. Then release the contents on the bean that has yet to grow, and voila! It grows instantly! Perfect. Continue up and follow the road. Watch out for the Tektites jumping around, and take note of the boulders coming from above. When you see little white dusty things on the ground, don't touch them--they only damage you. You can clear the way with the Gust Jar, but this isn't necessary. You'll see another odd wall in the upper wall that you can bomb-- destroy it and go inside to find three fairies and three blue Rupees (worth 5 Rupees). Equip your empty bottle and catch a fairy--now, should your health be depleted completely, this fairy will come to your aid and revive you (and restore a bunch of your hearts)! Or if you just want to restore your health anytime, select and use the bottle with the fairy inside. But, since you'll need your bottle in a moment, I'd suggest doing this later. Head down, and go right at the upside-down T-split. There is a rock, a fence, a wall, a fence, and a rock; while it might appear that there is nothing to find here (because the wall doesn't look uneven), bomb it anyway to open up another hidden area. Go in, beat the enemies and go up. First, bomb the rock to the right, then use the stone with the crack in order to shrink yourself. As Mini-Link, go right (you can't go down), through the rocky area. Make it to the far end and use your bottle on the green water: you'll get some Crenel Hot Spring Water! Since it's hot (and looks extremely toxic), you can't drink it, only pour it over something else. I'm sure we'll be needing this in a few moments! Exit, go back to the stone, grow, go down the ladder, and go back to the T-split. Take a left this time. You can go all the way left and enter the cave here to find a Business Scrub selling 10 Bombs for 30 Rupees. Damn right this is a rip-off, but if you really need them (and you need one in 5 seconds, buy them). Go outside and find a hidden entrance in the wall. Bomb it open and enter it. Beat the enemies here and use the mushroom to fly to the other side. Head up a floor and you'll meet a new kind of monsters: the Helmasaur. Ezlo tells you that they're as weak as pussies once you've rid them of their iron masks... but how does one do so? The item, of course, is the Gust Jar! Draw their masks in and give them two pieces of your sword to clear this room of any hostility. Or just continue sucking in and blow them against the wall... whatever looks more painful to you. Walk over to the right and exit to the mountain. There's a vortex, and Ezlo tells you to jump into it. Do so, and Ezlo will transform into a parachute. Use him to fly to the left vortex, and then fly to the other side of the platform. If you fail, you have to go through the cave again. Else, continue all the way left, then all the way up (i.e. skip the ladder for now). It looks like a dead end, but your eyes deceive you; place a bomb between the trees to find a hidden cave. Use three more bombs inside here to get access to a Piece of Heart, a blue-2 Kinstone piece, and 50 Rupees. Woot! Now go back to that ladder I told you to ignore, and take it up. Like I told you earlier, you can clean all the dust with the Gust Jar. Remove it until you uncover a small crack in the ground, and a stone that you can use to shrink yourself. After revealing both, go into Mini-Link mode (but kill the bees first--they won't hurt you if you're big, but if you're small, you're their prey). Now, there are three things you can do: 1. Jump into the crack, and you'll enter the house of a Forest Minish! Talk to him and he'll tell you that the blue, Crenel Beans, grow when you pour water over them (like you've seen before), but the green beans require Crenel Hot Spring Water. Hmm! There is also a chest with a red-2 Kinstone piece. Take it and head out. 2. To the right is a vine that goes into a small entrance. Go inside as Mini-Link and follow the path, avoiding the deep abyss and the spikes. There's a blue-1 Kinstone waiting for you at the end. 3. Then, go outside and make way to the big green bean. Believe it or not, but you can pick it up. Take it outside and put it in the hole against the wall. All that's left is to grow it! Go back to the stone and let yourself grow first, and then pour the green stuff you put in your bottle over the bean. Woop, it's another vine for you to climb! (If you didn't get the green water yet, scroll up and read the fourth paragraph of this section.) The first two things are optional, the last one obviously not. Do the last one and climb the vine to leave the base and get ready for the real climb. -- c. MT. CRENEL ------------------------------------------------------ Up: Crenel Wall. Right: Crenel Mines. Go up to the Crenel Wall first. The wall cannot be climbed yet, but see the two rocks against the wall? Place a bomb between them. Enter the cave and grab one of the fairies in your empty bottle. And, of course, grab what should be your seventh Piece of Heart. Then exit and go to the mines. Follow the way and beat the monsters crossing your path (some of them are under the rocks). When you see a bridge, go over it and set a bomb against the wall on the other side. Enter. There's a blue-1 Kinstone piece in the treasure chest. Get it, and take the stairs up (if you're out of bombs, break the jars; maybe there's a handful of them inside them). On the next floor, you'll find Spiny Chuchus: metallic-colored monsters that turn spiky when you attack them. They're not invincible against your sword, though; just repeatedly slash at them. Next up is a bunch of blocks you have to move around in a specific way: first blow up one of the two blocks in the lower corners, then move the middle one and either the left/right one up. (If you screwed up like me, re-enter the room.) Then exit south. Another vortex to travel in, whee! Use it to fly to the left. You'll find a sign here that tells you that the mines are up, so take the ladder (the path to the left leads back anyway) to the next screen. Up is a dead end (for now), so head right. Bomb the odd wall for a hidden passage, and go inside for another Business Scrub to beat up with his own attack. Talk to him after you've dealt with him, and guy the Grip Ring, which allows you to climb those walls you've seen earlier, for 40 Rupees. Cut the bushes for some bombs, too, if you need 'em. Now we have the Grip Ring, go outside. Don't climb either of the two cliffs (one leads to a cave in which you cannot continue, the other leads all the way back), but go back left and take the ladder down. The wall you're looking for is the Crenel Wall. Head for it (in the previous screen, you can jump down the cliff--no need to use the vortex) and climb that bastard while praying you won't get hit by those big boulders (they reduce your hearts by one half). In the next screen, while climbing the wall, go right. There should be a platform with a sign, and an obvious bomb-wall. Explode it and enter the adventurer's spring. The sign said something about no bomb throwing, and because the opposite in-game warnings is equivalent to what you have to do, set a bomb, pick it up, and throw it into the spring. The Great Mayfly Fairy shows up! She asks you what you threw in the spring; a gold or silver bomb, or neither of them? I tested what would happen if I'd select gold or silver, but that ***** reduced all of my bombs to zero! So, it'd be better to choose "Neither," the third option, and she'll reward "such an honest adventurer" with... a Big Bomb Bag! Now you can carry up to 30 bombs! Great stuff. Go back and climb all the way up, and you'll be on top of the mountain. You can go left and down and visit the Crenel hermit. He'll tell you that bombs are the answer to the strange patterned walls. Nice, but the wall left of the entrance to his place can't be destroyed by bombs, so skip this place and go back. You can fuse with him if you want, though... Anyway, take a right and you'll see a mushroom. Use it. It's raining on the other side of the mountain, which uh... sucks. But oh well. What now? Well, there's a shrink portal. Use it, and find a small passageway below. Ezlo warns you about the raindrops, and hell ye they would hurt now you're that small. Roll as fast as possible to the right (you can see them coming by the shadows, but I'd just brainlessly speed to the right) and exit. Use the stone to grow, and go left to push the rock in the hole (so you don't have to go through that damn little path again). You'll have to find a way to get to the ladder, and there is fortunately a rock you can roll. However, the area makes it hard for you to move it to where you want it, but it's possible. Just push it in the following directions (note that when I say "2 up," I mean you have to stand under it and push it up two times): 1 left, 2 up, 1 left, 2 up, 4 left, 1 down, 10 left, 4 up, 1 right. The rest should be a piece of cake. Once inside the mountain again, watch out for those Helmasaurs (the guys with iron masks that charge into you) (keep your Gust Jar ready). Next up is a puzzle! I don't think it's possible to screw up here, because all blocks that have to be moved can only be moved in the way you're supposed to push them to. And it's not that hard. If I were playing this on an emulator I might've made an animated .gif file, but... eh, just figure it out yourself! When you've navigated yourself out of the cave (it's not raining anymore!), go right (watch out for the Spiny Beetles under the rocks, again), and enter the mountain again. Here, there's a mushroom, but in order to use it you'll have to clear the way with your Gust Jar (remove the jars on the other side). After that, launch yourself there and go one floor down. The next room has, aside from a couple of red slimes, a bunch of jars and a broken bridge. On the other side of the bridge is a button- shaped switch. In order to repair the bridge, you'll have to throw a bomb to the switch--if you have no bombs, break the jars (move the left and right block up and the middle block left to reach the jars). After fixing the bridge, exit down, go left, and enter another cave. You'll have to push a rock again, like you did on top of the mountain in the rain. This time, push it 1 down, 2 left, 2 down, 3 left, 1 up, 1 left, 1 up, and 1 left. Then just push the pillar out of the way and go down the stairs. A treasure chest! To reach it, move the southernmost blocks left and up and left. I'm sure you'll figure out what to do exactly. The chest keeps hold of another blue-2 Kinstone piece. Yay! Exit the cave... we're almost done. Outside, have you shrunk, and go through the rocky road. Somewhere at the end is an exit that brings you to... -- d. MELARI'S MINES -------------------------------------------------- Why this Melari guy had to choose such a faraway place as his home is beyond me, but we're finally there! Talk with the miners if you want or enter their homes, it's not really that important--as long as you talk to the big boss on the lower level. That's Melari, and he'll recognize you by your unusual clothes. He's been notified by the Minish elder before, so he knows what you're here for. You'll give him the Broken Picori Sword that he starts reforging. But in the meantime, you'll have to get the second element, and it's in the mine dug by humans! Go left and talk with the dude blocking the entrance, and he'll let you through. OK! Exit left and grow, and check the stone for it to crumble again. Then go up to enter... the CAVE OF FLAMES (*echo*). ======================================================================= 2-F: CAVE OF FLAMES: THE FIRE ELEMENT ======================================================================= -- a. CAVE OF FLAMES, 1F ---------------------------------------------- It's quite hot in here, but fortunately there's no limit on how long you can stay inside the cave. You can go up and right, but it's not possible to continue if you go up, so... head right. Wasn't that hard I suppose. Here, bomb the wall above you, and watch out for the Bob- ombs walking around--they run around like mad after hitting them, so hit them again to calm them down (after which they explode). In the next room, Ezlo tells you about your next Koopa-like monsters, the Spiked Beetles; you'll have to flip 'em over and then hit them twice with your sword, because you can't hurt them by hitting their shell. So, how does one flip them over? With the shield! While it's still embarrassingly small, it's very useful, as you can see. Hold up your shield when they strike into you, then attack. The door to the left opens when you kill both guys, and a big treasure chest appears as well, with the Compass. There are six Rupees in the next room, but watch out! There is a monster among them (Rupee Like), and it leeches your Rupees if it manages to grab you. Mash the attack-button to kill it (or mash the directional buttons if you get caught) and proceed to floor B1. -- b. CAVE OF FLAMES, B1 ---------------------------------------------- Go left, dealing with the Bob-ombs, and take the stairs up. You'll see a railway; follow it to the right, then down, and then head right (left leads dead). Kill the Helmasaurs in the next room, and you'll find a cart. Jump into it, like Ezlo suggests, and you'll be two rooms further one second later. Fun ride, wasn't it? Let's continue going left. Some more monsters, but nothing you shouldn't be able to handle. There's a wall you can blow up on the left side, leading to a room with four Helmasaurs. Destroy all four of them using the Gust Jar (suck one in and shoot it towards a second if you're in a hurry), and a new kind of platform appears. Well, new shape; function is still the same, and that is to shrink you to Mini-Link. There's a small entrance in the upper-right corner of the room. Those Spiked Beetles again, and in such small state, even your shield doesn't help you against them. Best to avoid them for now. Head all the way to the right (can't go up) and follow the way until you arrive in a foggy chamber. You'll spot a Piece of Heart on the way, but you can't get it until you're big again (otherwise it'd be, compared to Link's size, worth like 10 full Heart Containers). Search for a place on the platform you can jump from, do avoid the fire, and use the portal to grow. Go up the stairs and take the Dungeon Map, and have a look at it if you need to. In case you didn't know yet: you can stop the fires with your sword or by sucking/blowing (no funny jokes please) with the Gust Jar. Use the platforms in the lava (walk fast; they crumble after a few seconds when you walk over them) to reach the chest, and open it for a blue-1 Kinstone piece. Whee! Now go down and step on the switch to make a doorway. Next, walk around the platforms until you can aim the Gust Jar at the four clay jars. Draw them in and break them so you can continue to the next area. A moving lava platform here. This one, too, will crumble over time, but you should have enough opportunity to make it to the other side. There, you'll find a bunch of Rollobite. When threatened, they roll themselves up to a ball you cannot destroy... well, you can lift them up and throw them in the lava for a hot bath. Also, you can throw them in the hole in front of the chest! Do so (make sure to attack 'em first) and open the chest for a grand total of 50 Rupees. Then go up (use the Gust Jar to remove the bottles), and jump in and out of the hole to continue. Next up, the vortex. Jump in it and hold Down, and enter the second vortex. This one should lift you up high enough for you to go right and then up, to make it over the lava and to the chest. Step on the switch to open the door. The chest is on a little block, and--how convenient--there is a hole to the left of the room you can push the block in, allowing you to open the chest. First move the other block out of the way, then push the chest to the left. Inside is a Small Key. Go up. The door closes behind you, but that doesn't matter! Go back to the cart, i.e. to the right. Have another trip with it (don't forget to fasten your seatbelts!), and whaddaya know--you'll end up right next to a locked door. Use your just-acquired key on it and make way to a lever. Switch it with your sword to change the course of the railway, then return to the cart to see what it leads to. After another pleasant tour, you will be back at where you were as Mini-Link. (You'll see the Piece of Heart again... and no, you can't get it yet. :p) Go left and up one room. Now you're big Link, you can enter this room, but the cart is flipped over. And that means you'll have to cross the railway by foot. Use your roll to evade the Traps charging into you when you cross the borders of the room, and watch out for the lava while you're fighting the Keese. At the end of the room, you might want to blow up the lower wall and finally reach that Piece of Heart (which should give you your sixth Heart Container, if you got everything you could get). Whee! Now, go up two rooms and jump down. Damn, it's an ambush! You'll be surrounded by a bunch of Spiny Chuchus. This is a perfect time to use your Spin Attack--don't forget about it. It also works to walk around and place bombs (which you should do if you got plenty of them). Use a combination and finish the job for each of them with a bunch of hacks with your sword. For defeating them all, the door to the left will open, and a big chest appears. And this chest contains the Cane of Pacci! You can use it to flip things over (hmm, remember the upside-down cart?) and to charge energy in holes so you can jump higher out of them. Proceed to the next room to utilize this baby at once! Let's see, two lava platforms, a door, two jars... Let's try the cane on the lava platform! Well, if you try it on the first one you'll flip it around, but you're supposed to flip the one behind it! So step on the first platform and then use the cane, all before the platforms crumble. On the other side, Ezlo suggests to use the cane on the hole. Do so, step into the hole, and press Down to jump high. You'll land on an upper platform, next to a switch. Use it to create a blue warp and to open the door south of you. The warp is just a shortcut back to the entrance (where, if needed, you can find four jars with hearts), so take the door south. You're back in the room with the upside-down cart. Watch out for the spikes when you enter, and use the Cane of Pacci on the cart. Have another fine journey, and land near a treasure chest. Move it up and into the hole, and open it for a Small Key. With it, return to the room you created the blue warp in, open the door, and go down to B2. -- c. CAVE OF FLAMES, B2 ---------------------------------------------- There's a lever here, but you shouldn't pull it yet; first you'll have to drive a cart there. To do so, use the portal to shrink, then walk left, using your Tomb Raider-skills, evading the dangerous Traps. The next screen, make your way through the little maze to the portal. Grow, and on your way back, watch out for those things that looked like mini-portals... they are in fact Chasers that launch into you! The maze has been created in such a way that you can evade them, though. When you're back, jump into the cart, pull the lever, and jump into the cart again. This time there will be four Rollobites (the larvae that roll up when attacked). Hit them and throw them into the holes in front of the lever, then pull the lever (which is on a block) to the hole designed to place it in. Push it in, switch it, et cetera, et cetera. Enter the next room. Go up and jump off the northern ledge. Open the chest that you'll land next to for a blue-2 Kinstone. Fill the next hole you see with some energy with your Cane of Pacci, then use it to jump to the left, for a green-1 Kinstone piece. Take the right exit afterwards. Use your sword to clear the room of the burning ground, then fire with the Cane of Pacci on the moving lava platform to flip it upside-down. Step on the first platform when the second platform comes by (and when it's directed up, of course). Go right and step on the switch to create a red warp. This, too, is just a shortcut back to the entrance. Instead of taking it, flip the lava platform to the right. From where you are now, you're unable to board it, so head back to the entrance of this room. Repeat the process of entering the two platforms at the right moments, except this time when it goes southwards. Keep your cane ready; use it on the platform moving below (try to flip it from afar, not right when you're ready to step on it), and repeat with another platform. Walk a bit up, face right, and use the Gust Jar or the Cane of Pacci to get rid of the clay jars. Then, yes you could've predicted it, use the platform to get there. Next up is another adventure with platform hopping. I'm sure you can do it... it's not as hard as it looks. In the next room, climb up and jump off the ledge. Go up and right to the next screen; at the far end of this area is a chest with a green-2 Kinstone piece. Three switchblades that impede your progress, though. It's no use trying to prepare yourself a path to take... just sprint down the hall and be lucky. Unless you have one heart left... in which case I'd skip this 'til you're patched up. Go back and use the cane on the uppermost hole, launch yourself up, and fall down the ledge. Then on another hole, into the vortex, and to the northern platform. Go right, jump, fly, other side, etc. Walk to the lava room. Here, don't just fly to what seems to be the correct route in your eyes. I tell you: I screwed up twice and walking around to start over kills you. Have a look at your map (if you have the Compass) and check where the treasures are, so you don't get to a point from you can't return. Use the vortex to fly south (avoid the obstacles), into a second vortex, from which you have to head _down_ to a platform with a chest that has 100 Rupees. Then left on the platform with all the fire. Try to land on a safe spot, clear the fire, energize the hole, and jump up. Couple of more vortexes now; land in the lower-left corner for a chest with a green-3 Kinstone piece. From here, don't go up, but to the middle of the room, where the big chest is. Inside is the Big Key. Pick it up and go back go to the big door. Enter. There's a bunch of jars that contain hearts and fairies; if you have an empty bottle left, take this opportunity to capture one of the fairies. Also equip your Cane of Pacci and save your game. When you're ready, jump into the big hole, and you'll land in the lair of the boss of this area: -- d. BOSS: GLEEROK --------------------------------------------------- Not hard at all, but a little tougher than the boss you fought in Deepwood Shrine. The area is a square-shaped hole with a square- shaped lava pool in the middle. Inside that resides the lava dragon, which comes out and attacks you by spewing fire in your direction. If it doesn't hurt you, it remains on the ground, so keep your sword ready to extinguish it. His alternative attack, which he will use after he's been hurt enough, is an immense blaze that sets one end of the room on fire. In order to injure Gleerok, you'll need your Cane of Pacci. Once he spews fire in your direction, walk around the room so you have the shell on his back in sight. Shoot it before the dragon turns his neck, deflecting your attack, and you should break the shell, leaving him stunned with a vulnerable spot on his back. You'll have to use the sword on this vulnerable spot; walk over his neck to his body and mash the attack-button until you see him moving again, in which case you have to get back "on land" to avoid descending down the magma. In order to win, you'll have to repeat the process of going wild with your sword on his back about four times. Some times, during the time he's recovering under the lava, the pool size gets bigger and bigger, 'til the walking border is only one "block" wide, making it harder to avoid the fires and the boulders. All in all, however, this boss is nothing to really worry about, especially if you have a fairy to back you up. When you win, the lava will coagulate, and you'll get the Fire Element, essence of all that brings warmth and light! In addition, you're granted an extra Heart Container, and a green warp that serves as a shortcut to Mount Crenel materializes. Take it and return to the mines. -- e. MELARI'S MINES -------------------------------------------------- Have a chat with the fat guy. He finished the sword you left him to work at, during your trip in the human mine, and calls it the White Sword. This is not the repaired Picori Blade yet; for that, you'll have to infuse it with the four elements (out of which you have two) in the elemental sanctuary, found somewhere in Hyrule Castle. In the meantime, you can use that White Sword as your primary weapon, which indeed is nifty. Anyway. Back to Hyrule Castle! Exit left and take the shortcut Melari mentioned (south of the entrance to the cave). Go down and then right, climbing down using the shortcut the sign points to. Shouldn't take than one minute to reach the Trilby Highlands. From there, you can make way to Hyrule Town, and go north to the castle via the garden. The guard that was previously blocking the way is gone. But but but! There's a bunch of stuff to do in Hyrule Town now you have some new skills! I'll sum them up in the next chapter... ======================================================================= 2-G: ELEMENTAL SANCTUARY: A NEW TECHNIQUE ======================================================================= -- a. RANDOM BITS 'N PIECES ------------------------------------------- Before trying to unearth the sanctuary inside the castle, let's dig up some things in the town. Now you have the Cane of Pacci, you can walk around (some parts) of the town as Mini-Link, in turn finding even more secrets. To shrink, enter the bar, or the house next to Stockwell's shop. Flip over the pot using the Cane of Pacci, then use it as a portal. Use the exit in one of the corners. So if one of the sub-sections below tells you that it requires you to be Mini-Link, do this process. Swiftblade, Finest Swordsman in All of Hyrule: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The guy who taught you the Spin Attack is now ready to teach you the Rock Breaker. The essence of this skill is that you... can break pots. That's all there is, really. You'll get a second Tiger Scroll that you can review if you forget this "skill." Yay? He tells you to come back when you can "run like the wind..." Buy a Boomerang: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Buying a boomerang in Stockwell's shop has been possible since you could carry 300 Rupees (i.e. since your previous visit to the town), but since it actually *costs* 300 Rupees and you're more likely to have the required amount now, I'm only mentioning it at this time. Buy it if you want; it's an optional item, but it might come in handy later. Trade Mysterious Shells for Figurines: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is a guy who trades the Mysterious Shells you've found all over the place for figurines. The guy is Carlov, considered the best sculptor around, and you can find him in the upper-left corner of the screen. Yeah--it's not possible because a dog is blocking a stairway. But! If you go into Mini-Link, there is a bridge that you can pass, and in the watermill house (the place with the carpenters) is a portal to grow. Talk to the dog as Mini-Link and it'll go away. Anyway, inside the tree in the lower-left corner lives Carlov. He has a big machine that figurines come out from; talk to him and provide him a few shells to trade. Then pull the lever to get your figurine. See section 3-E somewhere at the end of the FAQ for more information (but beware that it has a list of all figurines, and reading all of it might spoil your game). Random Bits 'n Pieces: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ + 100 Rupees in the bread shop. This requires you to be small. Enter the bread shop from the back, and sneak behind the cook. Use the ladders to get up (don't get hit by the steam!). There are two doors; the left one leads to the chest that has 100 Rupees. + A Piece of Heart in the Happy Hearth Inn. Get yourself small. Head to the upper-right part of the town; above the well is a stair set and a vine next to it. Climb that vine. The building right of you (the inn) can be entered from the back (you'll see little flowers denoting the entrance). Get in, use the portal inside to grow, get the Piece of Heart, shrink, and leave. + A Piece of Heart in the Veil Falls. OK, it's not in the town, but do it anyway. Exit Hyrule Town using the exit in the upper-right corner to arrive in Lon Lon Ranch. Walk all the way up. Use the Cane of Pacci on the hole and launch yourself up. There's not much you can do here, but at the far end is a Piece of Heart waiting for ya. You'll see Malon on your way in the ranch (blocking the Minish entrance), saying nothing useful. And a Few Kinstone Fusions: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Finally, there's a bunch of characters that you can fuse with. A list of people who'd like to fuse would not work well, because like everyone wants to, and whether they want at a given moment is random. The effects of fusions are random as well, which is why I cannot create an accurate list of that either. Only a couple of people have a set effect, such as mayor Hagen and the Stranger, but the rest is completely random. See the Kinfusion-section at the end of the FAQ (3-D) for more... All done? Good! Go up and enter Hyrule Castle, via the northern field and the garden. -- b. HYRULE CASTLE --------------------------------------------------- Talk with the king (eh, you can even fuse Kinstones with him and the minister). The king doesn't appear to have heard of a sanctuary in his castle, but the minister tells you that his grandmother told him that there was a doorway in the palace courtyard. It seems it can only be seen by children. Well, good thing you're a kid, then. Go south and leave the room. Go to the left or the right and take the stairs down. Then go south, and enter the courtyard. All to the north here is a glowing passageway! This must be the entrance to the elemental sanctuary... enter. -- c. ELEMENTAL SANCTUARY --------------------------------------------- Head up. As you enter a big room, the door behind you closes. Inside the room, there's a big pedestal to put your sword in, as well as four bases to place the four elements in. Head up the platform and use R to drop your sword in the pedestal. The two elements you have will be placed on the bases, and your sword will be infused with them! That means you're now carrying the power of earth and fire within your sword, nifty! A tablet appears. Ezlo can read it, and it says: "Fill your sword with power and walk over the glowing tile..." The tiles refer to the flashing spots on the floor, and filling the sword with power refers to holding the attack button (i.e. charging for the Spin Attack). Charge your sword and walk over both tiles. You'll leave a little cloudy thing on one, and when you enter the second, you'll multiply! You'll stay multiplied until either the energy bar drains, when you enter a new room, or once you press R. This new ability is one you're going to have to use in upcoming dungeons, definitely, but also to get out of here. You'll see four glowing tiles in the lower part of the room: two to the left and two to the right. To open the door, you'll have to walk on one switch with a clone, and on the second with yourself. So, charge your sword, walk on a glowing tile right above one switch, then walk to the other. As soon as you split, walk down to switch the button and open the door. Leave. -- d. SECOND ENCOUNTER WITH VAATI (SPOILERS) -------------------------- Leave the castle. In the fields, as you walk south, you'll hear a voice... it's Vaati's, and he refers to the cap on your head as his master. You'll learn that Ezlo's current shape is the effect of a curse that Vaati put on him. They mention a cap that fulfills all the desires of the holder, and Vaati runs off, leaving you trapped with two Spear Moblins. To beat these guys (it's not too tough), attack them from the sides or the back (you can't hurt their sword). If you want, use your shield to defend yourself when they strike into you. After the battle, Ezlo explains the truth about him and Vaati. He tells you that they both are Minish, Ezlo a sage and Vaati his apprentice. Ezlo made a hat, the Minish Cap, which granted the wishes of his wearer, and Vaati put it on without permission; he's after the light force, and is planning to get that power with the help of this cap. To make sure Ezlo wouldn't get in his way, he transformed him into what he is now. And that, well, is the story behind all of this! You now know what Vaati expected to be in the chest that unleashed all the monsters over Hyrule, and you must seek the last two elements as soon as possible. ======================================================================= 2-H: MINISH WOODS: THE PEGASUS BOOTS ======================================================================= -- a. RANDOM BITS 'N PIECES ------------------------------------------- Getting A Big(ger) Wallet: (optional, but do it) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Go to the Eastern Hills (either via Lon Lon Ranch of South Hyrule Field). In the upper-right part of the hills are some stairs, and a hole to the right of it. Energize that hole with your cane, and jump up. This way leads into the Minish Woods, a hidden area of the forest at that. Enter the tree and go inside. You'll be at another adventurer's spring! The Great Butterfly Fairy (you don't have to wake it up with a bomb this time) asks you to throw in all of your Rupees. Well, say yes and yes and she'll reward your generosity (she doesn't really need them) with a big wallet! Capable of carrying 500 Rupees! Reaching this place was possible before, but the big fairy wouldn't show up until you fulfill any special requirements (I don't know those requirements exactly but you can be sure it's possible after you've gotten the White Sword infused with two elements). And in case you need yourself healed, you can always bring her a visit for heart replenishment. Grayblade, Finest Swordsman in All of Hyrule: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ That's Grayblade, not Swiftblade. ;) Go to Mt. Crenel's Base, and use the wall in the upper-right corner to climb up to Mt. Crenel, and then resume up until you see an entrance. Head inside, clone yourself, and step on the switches. Inside are a Piece of Heart, two chests with 50 Rupees, and Grayblade, another fine master swordsman to teach you a skill. He'll teach you the Roll Attack, which allows you to use your sword while doing a roll. -- b. TRILBY HIGHLANDS ------------------------------------------------ There's a green element in the lower-left corner of the map and a blue element in the upper-right corner. The blue one is water and I'm sure it's found in water, but you can't swim yet, so we'll head for the green one first. Exit Hyrule Town and go to the Trilby Highlands. Now go back to the town and enter the highlands. Remember where you got your bottle? Go there. You'll see glowing tiles. Use your multiplication technique to create a clone, and push the big tile to the left. Now take the ladder and voila, you're on the other side of the Trilby Islands! Couple of things: - Where you exit is a wall that you can bomb. Head inside to find a red-3 Kinstone piece. - You can also find a tree cottage in the lower left corner, which is home for a poet. You'll learn that he lost a Kinstone piece, presumably in the inn. While you can certainly find the piece in the inn, you just found one that looks just like it (the red-3 Kinstone piece). Fuse it with him to make a tree change shape, allowing you and Percy to reach his house. More on this later. - A stone was blocking your path earlier; you can push it into the hole now to create a shortcut (so you don't have to go underground to enter the southern area). - Near the stairway close to just-mentioned stone/hole is a wall that you can bomb--two rocks are in front of it, and you have to place the bomb between them. Inside are a bunch of fairies to let them restore your health or whatever dirty you wish to do with them. -- c. WESTERN WOOD ---------------------------------------------------- Ezlo will feel something strange coming from the castle, and something is happening there indeed... Vaati takes control of the king and commands all soldiers to look for the light force at once. That is not good, so let's hurry! Go down and push the rock in the hole, so you can reach this area from South Hyrule Field too. So what's to find here? All the way south is a Minish house. The Forest Minish inside tells you that he planted a bean but that it doesn't want to grow--we'll get back to him later. There's also a path to the left, the Castor Wilds. This is the swamp that you have to cross to get the next element. Head there first. There is a sign telling you not to forget your Pegasus Boots... -- d. CASTOR WILDS ---------------------------------------------------- Well, you'll sink in the mud if you try to get further here, so not much to do here! Make sure you've been here at least once though, and go back to Hyrule Town. Perhaps the shoemaker has some info about the Pegasus Boots you seem to require? -- e. HYRULE TOWN ----------------------------------------------------- The shoemaker's house is next to the dude selling veggies. Upon entering, the guy, Rem, will fall asleep, and two shoes he created fall on the floor. Use the portal to shrink and enter his table using the Minish ladder. There are three Picori here; talk to them and you will find out that they created some Pegasus Boots that you can use in your quest. However, Rem will have to finish them, and to wake him up you'll have to talk with Syrup. They'll mark his location on the map... it's in the Minish Woods. Well then, on to the forest! But wait! Things have changed in Hyrule Town now that Vaati seems to be in control of King Daltus, and those are as follows: + Soldiers are walking around town looking for the light force. They are, needless to say, stupid. + There is a guy, Beedle, selling Picolyte on the carpet that you removed the dust from earlier... Picolyte are special drinks that enhance your "vision," so to say, i.e. you can find some things easier for a short time. They're 100 Rupees apiece, and you can buy Green Picolyte (to make it easier to find Mysterious Shells), Red Picolyte (same for hearts), and/or White Picolyte (same for Kinstone pieces). There are other flavors, but he doesn't sell them (yet). To buy, you'll have to have an empty bottle. See the items-section, 3-B, under "bottles," for detailed information about how Picolyte works. + The Happy Hearth Inn is open (it is the building in the upper-right corner that you could not enter until now). You can sleep over for either 50 Rupees, 200 or 400, and the better your room, the better your present is. 50 Rupees will get you one of the three possible green Kinstones, 200 for blue, and 400 for one of the red stones. There are... well, other ways to get Kinstones (even the rare red ones), so I would spend my money on better things, like a Nintendo DS. But there are other things to do in the inn! A red-3 Kinstone piece is in the lower-right pot on the second floor. You can Kinfuse with some of the people in here as well, and later in the game, you will be able to fuse with the three girls in the small room. You can Kinfuse with more people: - You can Kinfuse with the Postman running around town now (perhaps you could do it before, though). You need a blue-1 Kinstone in order to pull off a successful fusion, and the effect is that Stamp in the post office gets the idea of starting up a newsletter. Since he's too busy, he gets Marcy to help him. From this point on, you can subscribe for the Swordsman Newsletters--see part (b) of section 3-F for detailed information. - Eenie (requiring a blue-1) and Meenie (requiring a green-2), in the Eastern Hills. (They're the farmers.) Eenie will let the Goron in Lon Lon Ranch dig harder (which is one step in getting a new bottle), and Meenie makes a chest appear on Mt. Crenel. That chest contains a blue-1 Kinstone (for me, anyway), so it's a waste of time now to fuse with him. :) So when you're done, on to the Minish Woods! -- f. LON LON RANCH / LAKE HYLIA -------------------------------------- If you enter via the Eastern Hills, you won't get any further; take a look at your map and you'll see that you have to enter the woods from the north. Note that if you didn't do it yet, you can get a bigger wallet by entering the woods from the northern part of the Eastern Hills! Refer to the second paragraph of section (a) of this chapter. Then, let's try entering the woods from Lon Lon Ranch. Malon isn't blocking you anymore, and Talon is there too, but they lost their key! Come to their help by entering the house from the Minish entrance (use the stump above their house to get small). Break the pots and find the Lon Lon Ranch key, and exit via the way you came in. Give the key to Talon, and he'll tell you that you can reach Lake Hylia anytime via his house. Enter and exit through the right. Three things (feel free to skip): - If you Kinfused with the mayor of Hyrule Town, there is a stair set going down. Inside is a big chest that contains a Big Wallet--if you got the other two wallets, then you can now carry up to 999 Rupees. Whee! - And in the upper-left corner is an entrance to a cave, in which you have to use the cloning technique to push the big block out of the way. Do so and open the chest for 50 Rupees. Then leave. There is a ladder going up, but you can't do anything there yet. - Oh, and Malon is selling Lon Lon Milk in Hyrule Town now. 100 bucks for a bottle you can drink out twice (2x5 hearts replenishment). Now, the obvious entrance to Lake Hylia brings you to a house with a dog and leads dead for the rest... so, we'll have to find another way. Go right and up to the sign, and instead of going right, take the road up. Follow the way until you see two holes. First, push the rock in the left hole to create a shortcut to the ranch, then use the Cane of Pacci to fill the other hole with energy. Launch yourself up, shrink, and go to the right. Cross the bridge and fall into the crack. Inside is a chest with a red-2 Kinstone piece. You've seen a Piece of Heart on your way here, but you can't reach it yet. Go back and grow again. Jump into the vortex and fly down to a second platform. Cut the bushes (maybe there's something nice under them), then enter another vortex. Fly down again, over the water; you'll be able to reach Lake Hylia from another entrance. Go down and follow the way to the Minish Woods. -- g. MINISH WOODS ---------------------------------------------------- Enter Syrup the Witch's hut, it's not hard to find. Inside, you can buy some blue potion that instantly replenishes your health for 60 Rupees (I'd rather get a fairy then), and a wake-up mushroom--that's the thing you'll need. Pick it up and bring it to the witch; this one also costs 60 Rupees. Buy it and leave. OK, don't go back to Hyrule Town yet... remember the very first Piece of Heart you saw? You can now get it. Go southwest and you'll find it. And after you have it, well, leave. As you head back to Hyrule, push the rock in the hole. If you want, you can take the vortex to the left and reach the Goron smashing the wall (or if you Kinfused with one of the farmers earlier, he'll be inside the cave). While you're flying, align your shadow to the middle of the cliff. Talk to the Goron and you'll find out that you'll have to bring him friends to break the wall. Fuse a blue-2 Kinstone piece with him and the Goron Merchant appears in town, selling Kinstone pieces for 50/100/200 Rupees. -- h. HYRULE TOWN ----------------------------------------------------- Go to the shoemaker and show it the mushroom. It'll wake up from the terrifying smell and finishes the Pegasus Boots for you. You'll get them for free. Cool beans! You can run faster now and dash into things (like trees to uncover what's under the leafs, or closets to open them)! Assign them to a button and use 'em right away. Now you have a few new skills, let's explore the town again! A few things are "unlocked," like you'll see below. There's more in the sections above (like the wallet in Lon Lon Ranch, or the Kinfusion with the Postman), so scroll up if you didn't look there already. Swiftblade, Finest Swordsman in All of Hyrule: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Go to the trainer. He'll teach you your third skill, the Dash Attack! Basically, you will now hold your sword forward while you're running (granted you have it equipped with the boots), and you'll get a Tiger Scroll. He tells you to return when you can jump super-far. The Second Bottle: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Inside the bar, as big Link, you should see a Minish entrance, right? Not the one in the lower-left corner, but above the cabinet up there. There's a "bridge," but it's only connected to the left cabinet... so what to do? Push the right cabinet to the left! This will reveal a hidden Minish ladder, and connects the closet to the bridge! Now shrink using the pot (use the Cane of Pacci on it if you haven't done so before), climb the ladder, and bring a visit to some Picori. Some of them might be able to fuse Kinstones, if you want. Walk to the right, and enter the shop from the roof. A few bugs here; use your sword to kill them, and watch out not to fall off the ledges! You'll find a treasure chest with 10 Mysterious Shells, as well as a stair set going down. Take it down and take the bottle-- Stockwell tells you that it contains food for his dog Borken. You can have the bottle if you deliver the food to his dog (until then you can't use the bottle for other purposes), and he marks the location on his map. It's in the north of Lake Hylia, and it's possible to do it now. Enter Lake Hylia from Lon Lon Ranch (use the "normal" way, not the way you use to reach Syrup's hut). Go up and feed the dog, and you'll have your second bottle! And if you want, shrink and fuse Kinstones with the dog; it will make a chest appear in a cabin in the lower-right corner of Lake Hylia. A Piece of Heart in Lon Lon Ranch: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ On your way back from the bottle mini-quest, stop by in the ranch again. Go to where all the cows are grazing. In the upper-left corner, there is a tree; if you walk near it, it starts sparkling. Now, if you run into it with your Pegasus Boots, you'll reveal a stump portal! Use it to shrink, go to the right, and walk into the mini path. At the end is your Piece of Heart. ======================================================================= 2-I: CASTOR WILDS: PRELUDE TO THE WIND RUINS ======================================================================= -- a. GOLDEN KINSTONE #1 ---------------------------------------------- The mud that you couldn't get across first is passable now; just run over them and you won't notice anything of the quicksand-effect. If you ever mess up or something and you're about to drown, just start running while you're in the mud, and you'll somehow get out of it. Kill the Ropes and head left until you see a door. No need to climb the vines and explore the roofs... you'll find something weird but you can't get past it yet. Hack away the bushes and go through the door. Follow the way until you reach a new room. The door behind you closes as you try to clone in to the treasure chest inside--it's guarded by a Dark Nut, and you're going to have to beat it. Use your shield to deflect his attacks, and then, when he's vulnerable for a sec, deposit your sword in butt. You can also use a bomb and stun him. Another way, which worked out good for me, is to run into him with the Pegasus Boots, and attack him in the back. Repeat four times to beat him, and you'll be able to open the chest, which has a golden Kinstone. Woot! -- b. GOLDEN KINSTONE #2 ---------------------------------------------- Go outside and climb the vine. Take the bridge going northeast, then take the vine down. (All other paths that I don't mention are blocked.) There is a large wall north of you with a passage inside; the Business Scrub inside sells arrows, but we'll have to get a bow for that first. He'll fuse Kinstones too (blue-1, open up tree in Minish Woods), so visit him if you need. Otherwise or when you're done, go left and cross the mud (best to start running in the southernmost spot). Notice the blue "mud" (that's water, silly). There's a portal in the form of a tree stump. Shrink and go through the hollow tree. Ready your Gust Jar, because we're going to have to transport ourselves with a big lily again! There are three different- colored roses that block your path, but nothing hostile. Once you've reached the other side, go down the crack in the ground, and prepare yourself; there is a bunch of blue Mulldozers that start to run around like mad when you enter. Take them all out, and a big chest appears; the contents are... the bow! Now you can shoot and take out enemies from afar. Note that you don't have a limitless supply of arrows; like bombs, you have to find or buy them! From now on, you can find arrows under bushes etc. too (and you start with 30 arrows). Head back. Get yourself big and cross the mud again. You see the creepy one-eyed statues? That's right; eye + arrow = pain, so fire them an arrow! They won't be very delighted, and start jumping in your direction. Provide them with three more arrows (only arrows, if they're aimed in their eye, can hurt them) to let them go poof. Climb the vine that he's been blocking, and use the vortex to go south, across the water. Here, explore the lower-left area and you will discover a tombstone. Like in previous Zelda-games, you can push them and expose a passage to a hidden area. So, push it above and enter. This is the grave of Swiftblade the First; you're not ready to train with him yet (you need all seven Tiger Scrolls), but there is a Piece of Heart here. Get it and leave. Run across the mud to your right. There are three Mysterious Statues in the lower-left corner that you can fuse Kinstones with--namely, three golden ones. You'll have to get two more because you already have one, so we'll get back here when we have everything. Instead, head right. There's another little tombstone that crumbles when you check it out, a rock that you can push into the hole adjacent to it, as well as another Eyegore Statue. Push the rock in the hole for a shortcut when you return here later, and defeat the statue. Climb the vine and walk to a vortex. Fly southwest, push the rock in the hole, and enter the cave. Grab yourself another golden Kinstone, and leave. -- c. GOLDEN KINSTONE #3 ---------------------------------------------- Use the shortcuts you created to go back to about where you started. Follow the way to the door again (with all the bushes), and climb the vine. Take the bridge up and follow the path until you see another Eyegore Statue. Fire four arrows on it and follow the way again. Enter the cave adjacent to the Business Scrub's hideout, and yep... this is our last golden Kinstone! Grab it and head back. Look for a hole to push a rock in, and use this as a shortcut back. -- d. AND THE THREE GOLDEN KINFUSIONS --------------------------------- Get back on the bridge things with any of the vines (check the map if you're stuck), and make your way south. The last Eyegore Statue of this place is here to block your way. Destroy it and follow the way to a chest with a blue-1 Kinstone piece. When you get this, two red Rupees appear; they weren't here before, though! Very fishy indeed... they're in fact Rupee Likes (Like Likes that leech rupees when they catch you), so attack the Rupees instead of the other way around. The red ones they drop are real, fortunately. Jump off the ledge here. Time to go to the three Mysterious Statues. Use your map and check the lower-left corner if you don't know where they are or how to get there, and use your boots to reach 'em. Fuse Kinstones with each of the three statues, and the rock in the corner will crumble. Take the path that becomes accessible to reach the Wind Ruins. And that marks the end of this chapter, which served as an advance to the next dungeon. ======================================================================= 2-J: WIND RUINS/FORTRESS: THE OCARINA OF WIND ======================================================================= -- a. A SHORT TRIP THROUGH THE WIND RUINS ----------------------------- As you follow the road down, take care you don't get hit by a Leever that moves underground. Bomb the cave for a quick blue-2 Kinstone, then resume south to make your first encounter in this game with an Armos. While an Armos looks like a statue, it starts to move and attack once you get near, so watch out! Sometimes they don't move until after having activated them, like you'll see when you resume your way. Find a tree stump and use it to shrink, and jump down the crack in the ground. The Picori inside will tell you that there's a hidden switch inside them. Grab the red-3 Kinstone from the chest and get outta here. Climb the Armos and flip the lever inside, go back, grow, and give it a beating. Continue (and don't forget to push the rock in the hole). Beat the Tektites in the subsequent area, and climb up. It's a bit hard to see because of your heart display, but there is a secret Minish entrance on the left wall (as well as vines to transport yourself by), but we'll get to that in a sec. Destroy another threesome of Tektites and a stone will disappear so you can continue. Use the portal to shrink and head LEFT. Use the small vines to make way to the hidden Minish entrance a few screens back. Follow the path here while taking care of the Pestos (the bees) and watching out for the crumbling tiles. You'll end up getting another Piece of Heart. Head back to where you shrunk, and follow the way to the Armos statue. It's a little hard if you didn't kill the Ropes and/or cut away the grass. Enter and switch it on, and go back blah blah blah destroy Armos and enter next area. You'll have to destroy three Armos statues (the fourth one runs or something... he's weird), which I'm sure you can handle. Access to two chests becomes available; 100 Rupees and 50 Mysterious Shells for your taking. So what now? The Armos flies into the narrow passageway, blocking it before you can go through it. The solution is simple: disable it! There is a portal you can use to shrink. When you get to the lower region of this area, you'll have to make sure you exterminate every single enemy here--including the Spiny Beetles hiding under the rocks. Use the Pegasus Boots' run to mow down the sides of the road; maybe you'll find something valuable. After this place is clear from any monsters, the way to the Fortress of Winds opens. Did you think you were done by now? Well, the real dungeon starts here! When you enter, you are confronted with four doors to go through. Visit them in the order that I list them here. -- b. FORTRESS OF WINDS, DOOR #1 -------------------------------------- The leftmost door leads to an empty room (two skulls; those skulls are "jars") and a stair set to the second floor. When you take those stairs, you'll meet up with a Stalfos or two (the skeleton), as well as some Keese. The Stalfos is annoying; it jumps when you want to attack, and its landing spot is your head if you don't escape. It's not impossible to beat him though... try the boomerang or the Gust Jar! When you reach the outer end of the room, watch out for the skulls--two of them will fly into you. To continue, shoot an arrow in the eye. Next up is an ambush: four Stalfos knights. Again, use your boomerang (if you have it) to stun them or the Gust Jar, and kick their butts easily afterwards. The door to the south opens when you beat them all. That door leads to a room in which a couple of Rupees are located; five green ones to the left and various ones to the right. The leftmost and the rightmost ones are fake! Instead of picking up the Rupee by walking over it, use your sword; make sure you aren't drawn in by the Rupee Likes. Follow the way to the next floor. As you see, some paths are blocked by some big mass of some weird stone, but it doesn't block your way yet. The next room consists of a few moving platforms that you should try not falling from. There is also a door to the north, and one to the east. Two eyes are situated alongside both doors, and to open the door you're going to have to shoot an arrow in each eye (the second as soon as possible after the first, or else the first one will close). Use the moving platforms; the horizontally-moving one for the upper door or the vertically- moving platform to shoot the right door. First go up. Inside are two sleeping Eyegore Statues, as well as tiles to clone yourself. Charge your sword, step on one tile, then walk on one of the other tiles (i.e. not the one neighboring the first one), so that you can use your clone to simultaneously step on the switches. It's just like in the Elemental Sanctuary, if you remember. If you successfully do it, the statues awaken, and you're going to have to throw them a few arrows. Beating them both successfully makes a big chest appear, and inside is the Compass of this dungeon. Head back one room and find your way through the right door. Under the quartet of skulls below are more cloning tiles. Multiply in such a way that you have a buddy above (or below) you, then move the big block all the way to the right. The other block is then supposed to be pushed to the left. Return to the tiles and get your replica to your left (or right). Push the first block all the way up, pull the handle down and you will see a key fall down to the first floor (and NO, Ezlo, it was not your imagination). Follow it (just fall through the hole as well... no damage taken), get the key, and choose another door to take. -- c. FORTRESS OF WINDS, DOOR #3 -------------------------------------- Head up. You'll encounter a Spark; these guys are invincible if you attack them with normal weapons. The only thing that can hurt them is the boomerang; they'll occasionally leave behind a fairy then. If you don't have the boomerang... well, tough luck. :p Just avoid them. Get a blue-1 Kinstone from the chest, destroy a Stalfos on either side of the room, and pull the levers. The left one opens the door to the next area, and the other one makes a chest appear, holding a blue-2 Kinstone. Go down and take the ladder up. Follow the way until you enter a room with two Armos statues. One of them is activated; destroy it (and beware of the skulls flying around). Uncover the clone tiles under the skulls and multiply using the leftmost and rightmost one. With your duplicate, head back one room, trigger both switches, and enter the next room. Use the portal here, go back, activate the Stalfos by climbing inside it, use the other portal, defeat the Stalfos, pull the lever, see the key drop down, follow it by falling through the holes too, and get another Small Key. Now if you wish to, go back to the upper floor and use the portal to shrink again. Go to the hole the key fell through and fall down as Mini-Link. Head right to enter room 4... -- d. FORTRESS OF WINDS, DOOR #4 -------------------------------------- ...and grow, then get the Piece of Heart! Use one of the lower-left blocks to go back. Nothing more to find here. :) Head up and defeat all the guys that cross your path. Beat one of the Eyegore Statues too, and walk up to the big chest to get the Dungeon Map. Watch out for the Traps in the upper corners... when you cross their hidden connecting line, they fly into you! Well, head up and choose either door. Once again, I'll list both paths separately. You will have to take the left path _before_ taking the right one! -- e. FORTRESS OF WINDS, DOOR #2, LEFT PATH --------------------------- There's a 3x3 platform taking you to the other side, but you'll have to maneuver through the blocks if you want to make it without getting hurt. Not too hard. In the next room, watch out for the Wall Masters! They're big blue/black hands that fall from the ceiling. Immediately after they fall, attack them like crazy! You can see them coming by watching the shadow on the floor, so keep your eyes open. If you get caught, the hand will send you back somewhere near the start of the dungeon. Shoot the eyes on the other side of the chasm to create the bridge. The next room has a Dark Nut waiting for you; it'll appear when you try to exit south (and damn, it really freaked me out!). Use your shield to defend and attack right after he attacks, and/or run into him with the Pegasus Boots and hit him in the back. Four hits should do the trick. A blue warp that leads back to the entrance appears. Continue south and evade the Traps by rolling the set path that they follow. Walk 'round the room twice; first to push the switch, then to reach the door. Or if you don't mind losing a heart just walk right through them. Follow the way back. Watch the wall above you as you walk around. There are three odd tiles, denoting a weak spot in the wall... bomb it and reveal a secret area! With a big chest in it, containing the Mole Mitts! Use this to dig through the yellow crap blocks that were, well, blocking your way. Start with the chest to your right... a chest with 100 Rupees. Woot! A few other things that you can reach now that you have the Mole Mitts: - Follow the way back to where the two locked doors were and the chest with the Dungeon Map. Head south and clear the way for the pillar. Move it up and open the chest for a blue-1 Kinstone. - Go back to the entrance, where the four doorways are. Actually, there are five; all the way to the left is a hidden room. Inside is a chest, but it is guarded by two Wizzrobes. They have quite annoying attacks and warp from place to place, but just run to them and whack them with your sword. Beating them reveals the chest, which has 80 Mysterious Shells. - Back in the first room with all the doorways: dig your way to the far right and get a big Rupee (50). - Check out the fourth room (the second one from the right). Follow the way, dig dig dig, red-3 Kinstone whee! - Take the ladder up from here. Dig! Red-1 Kinstone whee! -- f. FORTRESS OF WINDS, DOOR #2, RIGHT PATH -------------------------- This time, a lever that you have to pull in order to create a bridge. However, as the lever retracts, the bridge grows smaller as well! So, use your roll to make it safe to the other side. The next room has three Floor Masters; like the Wall Masters in the left path, they throw you back to the start of the dungeon if they manage to get their hands on you. Kill them with two arrows or throw the skulls at them, or beat them the old-fashioned way with your sword. A portal appears when you defeat all three of them. Don't use it, but go to the right. Go down, beat the skulls, and use the holes to avoid being hit by the spiked pizza roller thingies. When you see four switches and two pillars, pull and push the left one to the upper-left switch, and the right one to the lower-right switch. Then go up, kill the Ropes, and multiply. Use the lower-left and upper-right tiles to clone. Now, walk carefully without walking into the blocks; i.e. in such a way that you or your clone gets on the lower-left switch and the other one on the other switch. When you succeed, you will get a Small Key. Get it and head back to the portal. Shrink and go to the next rooms until you see a Minish entrance (not the one with the pillar/clone puzzle but the next one). Enter. Grow, and use the Mole Mitts to dig to the right, watching out for the Sparks, of course. There is a Small Key somewhere around the rightmost Spark. Get it, shrink again, go to the previous room, jump off the ledge (don't worry about the Floor Masters... they can't hurt you when you're small), and grow. Defeat the enemies, and go right. After a digging room with a bunch of Moldorms (some of the jars contain valuable things), you will eventually reach another room with two Stalfos knights and three skulls flying into you. Nothing you shouldn't be able to handle, though. Head up, use your key, and you're given two holes to fall through. Let's take a look on our map first, OK? On one of the floors, there's a chest marked on the right side of a room, so fall through the right hole, and voila! A big chest! With a Big Key! Get it and backtrack your way back to the room with the chest that contained the Dungeon Map. Head south from there, take the ladder up, and dig your way through. There'll be four pillars, one of which is a little out of place. Push it to the right and a red warp appears. This is just a shortcut to here from the entrance, or the other way around. Go up and use your Big Key on the big door. Replenish with the stuff in the skulls (use the boomerang on the Sparks first), and go up... -- g. BOSS: MAZAAL ---------------------------------------------------- OK then! This is a big machine, said to be created by the Wind Tribe, in order to fend off intruders like you. This boss is a little weird! He's not extremely tough, but you just have to know how to actually hurt this machine. The big face is indestructible from the outside. Instead, you should attack the hands; fire arrows (you can find them aplenty here; in the jars, or dropped by the little Beetles that sometimes fall from the ceiling) in the palm of the hand (weird symbol there). Once you successfully hit a hand, it will break down, allowing you to hack 'n slash at it with your sword. Repeat this for both hands, and the entire machine will malfunction for a little while. This is your chance to enter the face! Shrink and use the entrance to get in. Whack at the glowing pillar until it explodes. A little helicopter thingy will then grab you and throw you out, after which you have to grow, destroy the hands, and enter again. The second time, you'll have to dig your way through the mess you created to reach the flashing pillar. Moreover, one of those helicopter baddies heads your way earlier. If you didn't destroy the pillar yet, you can avoid this one and destroy it, though. When you obliterate a third pillar, this boss is defeated. A little more about his attacks: his hands can grab you and squeeze a few hearts out of you, or stamp on you. Avoid by rolling. A third, rare attack, is a beam that comes out of the eye of the machine. Should you get hit, you'll return to Minish form, so yeah, it's quite annoying. Lastly, if you hit a hand with an arrow but don't demolish it afterwards, it might recover! So uh, be quick, or something. -- h. THE OCARINA OF WIND --------------------------------------------- Upon defeating Mazaal, a Heart Container appears, giving you another heart to lose! But no Wind Element? Those bastards! You'll see why not in a sec. Walk up. There's a stone tablet. Ezlo will notice that this is where the Wind Tribe lived before. After you read what's on the tablet, a bird, Zeffa, will drop an ocarina on the ground. Pick it up, and hear what Ezlo has to say about it. Leave and use your ocarina at once; you can choose from a bunch of locations now, that you can travel to instantly. To be precise: if you've inspected a weird tombstone- shaped obelisk and revealed a "Wind Crest," you've created a new route through the sky. Whee! ======================================================================= 2-K: HYRULE TOWN: THE QUEST OF RETURNING OVERDUE BOOKS ======================================================================= -- a. LAKE HYLIA ------------------------------------------------------ Your first stop is Lake Hylia. I don't recall having revealed a Wind Crest there, and the Ocarina of Wind can bring you there, so... that probably means we'll have to bring it a visit. As soon as you arrive, utilize the portal to shrink, and enter the Minish house to find a Forest Minish inside. He refers to him as the wisest of the wisest of the wise, and... well, yeah, he's not entirely useless, because he tells you that there is a way to enter the Temple of Droplets, where your next element is situated. Or at least, it's a rumor; only an elder called Librari in the library in Hyrule Town knows a way in. The library was closed before, but you can go in now. Kinfuse a red-1 stone with the Picori; it will open up a tree in the Western Wood, where you can find a Piece of Heart. After grabbing that heart, exit and fly/walk to the town. * The library is not open if you didn't talk with this Picori! Don't come crying to me about some old guy saying the library is closed while you actually didn't even talk with this Picori. * And note 2: there is a lot you can do now that you have the Mole Mitts, but we'll first do this short quest (well... not *that* short, but it isn't like a big-ass dungeon); after that you will get a new item, with which you can get _many_ more things and secrets and stuff. -- b. ROYAL HYRULE LIBRARY -------------------------------------------- The library is in the upper part of the town. From the Wind Crest, just go left and enter the first building there. Chat with the girls behind the desks; you'll learn that the one in charge of returning the books appears to have a really tough life here. Walk up to the second floor. The old man here is really freaked out because he says that he sees books moving all by himself--he's probably not making anything up, because there are clear trails of Picori here... Hmm! Walk out, to the roof of the library. Flip the vase with your Cane of Pacci, and make use of it to shrink to Minish size. Walk back inside and approach the bookcase with the Picori trails in front of it. You'll see a couple of Picori sitting around here. They're kinda stuck, because some books are not where they are supposed to be, not allowing the Picori to make their way to Librari! Their problem applies to you too, unfortunately. They say that the librarian might know the whereabouts of the books, but they can't do anything about it for obvious reasons. You can, however... Go back to the first floor and talk to the left girl. She won't ask you specifically to help her find the people with overdue books, but does tell you who got what book. Here we go! -- c. RETURNING BOOK #1 ----------------------------------------------- "A Hyrulean Bestiary, checked out by a girl with a cat. She said she had a new cat at her house." This girl's house is in the lower-right corner of Hyrule Town, slightly north of Anju's cucco farm. Her house is the right one, but the girl left a note saying she's next door. When you talk to her, she'll acknowledge that she has the book and that it's at her house, but when you try to get the book there, you'll find out that it's on top of two bookcases. Dashing into the cases doesn't work, so you'll have to find another way. Hmm. There is a Minish ladder leading to the top of the cases, allowing you to reach the book when you're small. There is no clear entrance, though, but if you head outside, you will see that the two houses are connected to each other by a small bridge. That means you can enter the right house from the left house, via the chimneys. Back in the left house, however, you'll see that the stove is burning! Better extinguish the flame if you wish to go through it without being roasted. Grab an empty bottle and fill it with water (there's some in the town; check the westernmost side), and empty it on the stove. I'm sure the occupants of this house don't mind. Use the portal (flip it upside-down if needed) to shrink, and use the chimney to get to the other house. Beware of the cat! It's dangerous; although you can fuse Kinstones with this one, it tries to smack your face as hard as possible when you get near. Make it to the ladder and push the library book on the floor. Now head back and pick it up as grown Link, and find your way to the library. Return it. The girl will be happy that the book is back, and then tells you about the second book that is highly overdue. -- d. RETURNING BOOK #2 ----------------------------------------------- "Legend of the Picori! It was checked out by a somewhat absentminded scholar, I believe..." The school isn't the place to find this book at, but there is a little house in the left part (after the river). It's Dr Left's house, a researcher on Picori and stuff. Previously, he told you to scram when you tried to enter, but this time he lets you in. He tells you he hasn't seen his book in several days, but he does know that it's somewhere in this house. Nothing to find in the living room, except a bunch of Minish entrances... You can push around the closets too, but not in such a way that you can reach the Minish entrance near the top. Go back outside and enter the hut with the watermill next to it. Use the vase as a portal and shrink. Take the upper exit to leave, and enter Dr Left's house as Mini-Link. Enter the lower Minish house. The guy inside tells you about clues regarding a secret treasure that allows Picori to push big things: "Cross the bridge that spans the rapid flow... Through the land of the fearsome beast... Until you reach the misty falls... The treasure sleeps on the other side of the secret entrance there..." Well! Let's find it then, shall we? The Picori said that you had to start from Dr Left's house. If you head out of it, you'll see a bridge on top of it; you can reach it via the chimney, so grow back to big Link, get some water in one of your empty bottles, and extinguish the fire in the stove. Climb the chimney and you'll be on the upper part of Hyrule Town. If you want, bring a visit to the Picori living inside the mushroom and fuse stones. Then, enter the other house, and leave through the upper exit. There's a waterfall to your right; probably the "rapid flow" from the clues. Cross it. Next up is "the land of the fearsome beast!" They're fearsome indeed, the cats. It's not hard to get past them, though, although you'll probably get hit once or twice. But that one heart doesn't really matter. Continue and climb down via the vine. You'll be at a water fountain (misty falls?), which has a small entrance. Go through. Amazingly, there is a super-small dungeon here. Couple of Sluggulas here, but nothing you shouldn't be able to handle. Take the entrance to the right. Defeat the Mulldozers and use the Cane of Pacci on the hole. Launch yourself up and enter the next room, in which you'll have to fight with four other Mulldozers (which, unlike the two other ones, race around the room like maniacs). Use your Spin Attack or just defeat them with normal slashes. When you're done, a big chest appears, with the Power Bracelets! This is the secret treasure that does what the clues revealed earlier: allow you to push big things when you're small! Find your way back to Dr Left's house... ...and with your new muscles, push the cases to the left (first the left one, then the right one). Climb the ladder and reach the door via the cases. You'll find out that the ceiling is inhabited by a couple of Town Minish, and one of them was just trying to return the book to the main room by pushing it down. He'll need more weight, though, and Link's weight alone isn't enough. Hmm. The solution lies in the lower-left corner; if you clear up the dust with your Gust Jar, you will see a bunch of clone tiles. Make yourself a clone (in such a way that you're lined up vertically), and help to push the guy to drop the book. When you succeed, leave, grow, return, get the book, and drop it off in the library. -- e. RETURNING BOOK #3 ----------------------------------------------- "A History of Masks. I think it was checked out by Hagen, the mayor." Hagen lives south of the school (it's the rectangular house with a garden that has a ladder going down). Talk to him and he will slightly remember that he's checked out the book that you mention, although he is not entirely sure. To find out, you'll have to chat with the Picori watching over him. To find them, remove the masks off the wall by bumping into the wall using the Pegasus Boots. All the way to the left is a Minish entrance, and some of the masks contain blue or red Rupees. Use the portal to shrink, and enter the Minish house. The two Picori inside tell you that they saw the mayor take off to his cabin by the lake, with a book. Moreover, when he returned, he didn't appear to have his book with him, so presumably he left it in his cabin. The friendly guys mark the location of his cabin on the map, so you can get the book and return it. I'm sure that when Link is old and can tell his grandchildren about how he saved Princess Zelda when he was young, he'll not forget to mention the tale of his quest that involved returning three overdue books to the library. Make way to Lake Hylia, and enter the Minish Woods from there. If you remember Syrup's hut: go there. Somewhere around her hut is a sand entrance that you could not get in before... but now you can, using the Mole Mitts! Dig your way in. More sand inside. First dig to the upper-left corner for a chest with a blue-1 Kinstone, then continue. The green Rupee on your way is obviously a fake. After beating it, you'll be confronted with two paths to take; the right one seems to lead dead with only a Like Like, but there is a weird symbol on the wall, and you can actually fuse a blue-2 Kinstone with it (it will help the Goron(s) in Lon Lon Ranch). The other path has a ladder. Take it up and you'll be in Lake Hylia again. The lakeside cabin is here, but the book is on a platform. Although Hagen's words of wisdom, found on a piece of paper on the table, say that you have to run headfirst into the problem to find the solution to it, it doesn't work to dash into the platform. Instead, go outside and check the back of the house. Here is a tree that sparkles; run into this, and it will reveal a portal. Use it to shrink, and go down into his house by making use of the lilies to cross the waters. (If you kinfused with Stockwell's dog, Borken, earlier, there'll be a chest here with a blue-1 Kinstone.) Inside the cabin, use your superhuman (I mean... super-Minish) powers to push the closet to the right, and take the ladder behind it to access the stove. Push the book down and go back to grow. There'll be a couple of monsters on your way back (on the water), so beware. Get the book and return it to the library (use the Ocarina of Wind for fast transport). -- f. THE ELDER, LIBRARI ---------------------------------------------- Go back to the Picori in the bookshelf. The one in front of the books will thank you for getting the books returned; you'll get 50 Rupees! Now use the newly-placed books to make your way to Librari. He's living in a book with a clover, and... a door. Well, you'll find it. Talk to the guy, who is a twin brother of Gentari, and he'll send you off to a dungeon to get the tool that you require. The way he sends you off isn't the most pleasant one, but at least you're there instantly. :) Push away the lower-left blocks and go down. Beat the Sluggulas, and reach the mushroom with your Gust Jar to reach the other side. Follow the way until you get to a mini-boss room with two Scissors Beetles. To beat them, I prefer to stun them with my boomerang and whack them with my sword in a corner, but it should be possible without a boomerang too. You can't hurt them by hitting their scissors, but once you beat them, you'll get your third "equipment" item: the Flippers! Woot! Try it out: glide (equivalent to rolling on land) with A and dive with B. There's a big rupee (50) to be found in the waterfall (dive). Enter the water and swim south to appear in Hyrule Town again. Use the portal on the library building to grow. -- g. RANDOM BITS 'N PIECES ------------------------------------------- There is a bunch of things that you can do now that you have the Mole Mitts and the Flippers, as you can see by looking at this big-ass list here: The Tingle Siblings: (quest for the Magical Boomerang) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Someone named Tingle does now appear around your house. If you fuse with Tingle, he will tell all his siblings about his adventure with "Mr Fairy," and three more will be appearing (those three can be done in any order that you like). Fusing with all four opens up four trees in North Hyrule Field, allowing you to get the Magical Boomerang! It was possible to find three of the Tingle Siblings before, but the Mole Mitts is required to reach the fourth. Which is why I'm mentioning it now, now you have it. ;) + Tingle: South Hyrule Field, eastern area. Use the Cane of Pacci to reach this li'l fella. Kinfuse a green-3 with him (or her, whatever), and a tree in North Hyrule Field opens. Talk to Tingle (or any of his siblings) for a second time to see how many Kinstone fusions you have left. + Ankle: Lon Lon Ranch, on a cliff. Enter the cow's grazing area and go inside the cave. Push the block up with your multiplication-skill and climb the ladder. Kinfuse a green-1 to open up a second tree. + Knuckle: Trilby Highlands, northwest area. Dig through the sand cave and take the ladder up to find Knuckle. Fuse a green-2 to open up tree number three. + David Jr.: Lake Hylia, northern area. Use the path that leads to Stockwell's hut with the dog inside (or fly with the Ocarina of Wind), and instead of going in, take the stairs down. Kinfuse a green-3 to open up the lower-right tree of the four. Now, once you've kinfused with all four of them, head over to North Hyrule Field, and enter all the trees. Step on the switch in all rooms (and get a few treasures on the way: a red-1, red-2, and red-3 Kinstone, as well as 200 Mysterious Shells) in order to create a fifth ladder. Take it and open the big chest, for... the Magical Boomerang. Whee! The Goron Diggers: (quest for the last Bottle) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ You are supposed to fuse with one of the farmers (Eenie, the upper one) and bunch of Mysterious Walls to bring this quest to a conclusion. The order doesn't matter; the first lets the already- digging Goron in Lon Lon Ranch (I'm sure you've already seen him) break through the first wall, and the other kinfusions add one Goron at a time (yeah, they need six Gorons to break through the last wall). Here's a list of all the kinfusions: + If you didn't do it yet: kinfuse a blue-1 Kinstone with Eenie, the upper farmer in the Eastern Hills. + There is a sand cave here. Dig through. Besides two red Rupees (the rightmost of which is a Rupee Like), there is a Mysterious Wall in the upper-right corner. Kinfuse a blue-2 stone with it to add a Goron to the diggers. + In the cave under Syrup's hut (which you took to reach Hagen's cabin for the third book) is a Mysterious Wall as well. If you didn't fuse with it when you went to get the book, do it now (a blue-2 Kinstone). + In the upper-left corner of the Trilby Highlands, use your Mole Mitts to dig through the sand cave (same way you took for a Tingle Sibling). Two chests with a blue-1 and blue-2 Kinstone piece are here for your taking, and there is a Mysterious Wall to the north--fuse a blue-1 Kinstone with it. If you enter the Goron cave now, you will find a chest with 200 Rupees. The current four Gorons are working on a bigger wall now, and two extra Gorons are required to break it down: + Remember where the Crenel Hermit lived? Fly to Mt. Crenel, jump down the ledge and make way to the Crenel Wall (which is to the left). Climb up, walk left, climb down, and dig through the wall. Besides a Piece of Heart, there is a Mysterious Wall in the upper-right corner. Kinfuse a blue-2 with it. + The last one requires you to jump. Since you do not have access to that skill yet, I'll get back to you later... The House Quest: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ You should've noticed by now that three pretty ladies, Din, Farore and Nayru, are in the inn. They are looking for a house in Hyrule, and you're going to help them with it! At a certain point of the game, you should be able to fuse with Farore, the green girl (if not now, try later). Fuse a red-3 with her, and Gorman will appear in town. He is the owner of the empty house in the town and gets the idea of renting it for extra cash. Go talk to him; he says he's looking for one girl to live in his house, and asks you to find someone. Now go back to the inn and have a chat with either of the tree girls. Note: you are only able to find a house for *two* of them, so choose your girls carefully! My picks would be Farore and Din, because of the rewards you get (see the last part for a list). So talk to the girl of your choice, and tell her you found a house. You can visit her now if you need the charm. Now, for the second house: in the upper-left corner of Hyrule Town is a carpenter, Bremor. Fuse a red-1 Kinstone piece with him, and it will make the head carpenter feel uber-motivated. Exit/enter Hyrule Town twice, and there will be a big house at where a Minish house was first (under the post office). Talk to Gorman and to one of the girls, and voila; another house! You can go inside as Mini- Link and find the Town Minish that lived in the mushroom before (move around with the closets), if you need to talk with him. Or enter as normal Link and get a charm. Here's a list of charms: - Farore's Charm: increases attack and defense. - Din's Charm: increases attack. - Nayru's Charm: increases defense. Other Things: ¯¯¯¯¯¯¯¯¯¯¯¯¯ + MINISH WOODS: Get the bird to fly you to the Minish Woods. Grow small and enter the Minish Village. Head over to the barrel house (where you got the Jabber Nut, to understand the Picori) and talk twice with the guy in the upper-right corner. He wants Lon Lon Milk, so go back to Hyrule Town and buy some from Malon for 100 Rupees. Bring it to the Picori (it doesn't matter if it's full or half full) and it will continue its research. The effects aren't instantly clear and re-entering the room does not help, so we'll get back to him later. You can fuse with him if you wish, for random effects. When his Pico Blooms blossom, Beedle will sell Blue Picolyte, which allows you to find items (bombs/arrows) easier. + MINISH WOODS: Go to the stump to the left of the village, but don't grow yet (or if you're big, shrink here). Head up, left, and up, and you will see three Minish entrances. The left one takes you to a Piece of Heart and a red-3 Kinstone piece, the middle one a blue-1, and the right one a blue-2. In the left room, you have to cross an icy road, but it shouldn't be too tough. + MINISH WOODS: Go to the beginning (the normal path that you took when you met Ezlo), and follow the way until you see a sand cave north of you (it should be before a bridge). Dig through, watch out for three Like Likes waiting for you, and open the two chests for 50 Rupees and a blue-2 Kinstone piece. + EASTERN HILLS: In the lower-left corner is a Forest Minish living inside a mushroom. Kinfuse a blue-2 with it and it will make a big bean sprout into a big (BIG) stake. It's also in the Eastern Hills, so walk up to it and climb it. The rewards: 200 Mysterious Shells, 200 Rupees, and a Piece of Heart! + CASTOR WILDS: Fly over to the Wind Crest in the Castor Wilds. For 50 Mysterious Shells and a red-1 Kinstone piece, look for a digging cave, in the eastern part of the area. The chests are hidden in the sand. + CASTOR WILDS: While you're still in the swamp, go to the upper- right area and swim through the water. There is a Piece of Heart in the cave there--in order to make it through the blocks, move the upper-right one to the left, the one two below it also to the left, then the one originally between them up. + CASTOR WILDS: Just south of the entrance (in the eastern part of the wilds), there's a long narrow path in the water. Jump in with the flippers and dive; you'll find a bunch of Kinstone pieces. (I no longer have a save-game to check out which pieces exactly, sorry.) Thanks to jgkspsx and X-Oblivian for telling me about this. + SOUTH HYRULE FIELD: Go all the way to the lower-left corner of the field. There should be a Minish house there; in order to shrink to its size, run into the tree using the Pegasus Boots. Fuse a red-2 Kinstone piece with the Forest Minish living inside, and Syrup the Witch will work a little harder to get a Red Potion done. (Previously she sold Blue Potions, which restored 10 hearts. A Red Potion, however, is good for 20 hearts!) + SOUTH HYRULE FIELD: While you're still Mini-Link (I'm continuing from the last point), jump into the water and swim up. You should eventually stumble upon a super-small entrance, which brings you to... a Piece of Heart! + TRILBY HIGHLANDS: In the upper-left corner of the highlands, use your Mole Mitts to dig through the sand cave (same way you took for a Tingle Sibling and a Mysterious Wall). Two chests with a blue-1 and blue-2 Kinstone piece are here for your taking, and there is a ladder going up. Shrink and enter the little Minish house. The Forest Minish inside tells you about something fishy south of here. You can fuse a green-1 Kinstone with him too; if you successfully fuse with him, you will reveal a hidden stair set under the water-- the suspicious thing he was talking about. You can get to it immediately; it's a little walk to the south (north of the poet's tree hut). Inside are 3x5 blue Rupees (i.e. 75 Rupees). + NORTH HYRULE FIELD: In the lower-left corner is a broken bridge, but it should be no problem if you have the Flippers. Jump in the water and swim southwest. Go up and use the Cane of Pacci on the hole to fly up. Hit the switch to make the bridge. Now, regardless of this, you can go north of the bridge in the water and find a Piece of Heart here. + NORTH HYRULE FIELD/HYRULE CASTLE GARDEN: In the northwest part of the field, jump into the water. Swim up; you'll be able to go through the rocks. There is a treasure chest with 200 Rupees, and one with 100 Mysterious Shells. + HYRULE CASTLE GARDEN: Check out the lower-right corner of the garden and cut away the bushes here. A hidden trainer lives here, but because the room is too dark, you are unable to train with him at the moment. There is, however, a Piece of Heart you should grab. + MT. CRENEL: Go to Melari's Mines and fuse a red-2 with him. A big stake will grow on top of the mountain. Head there via the Crenel Wall. Besides 8x20 Rupees, you'll find a Piece of Heart. + VEIL FALLS: You can now get further in the Veil Falls (north of Lon Lon Ranch). Walk to the water and swim to the far end. The first blue Rupee you see is fake, and one of the four Rupees at the end is fake as well. Using the Mole Mitts, you can go inside the cave and open two chests that contain 50 Mysterious Shells and 50 Rupees. + VEIL FALLS: This time, enter via North Hyrule Field (northeast corner). Jump in the water and grab the Piece of Heart. + MINISH WOODS: By now, the Pico Blooms the Picori was planting using the Lon Lon Milk you brought him should have bloomed. Talk to him and he'll ask for Crenel Hot Spring Water. Fly over to Hyrule Town and get some of it in Mt. Crenel's Base (refer to the walkthrough if you really don't remember how). With the green stuff, go back to the Picori and give it to him. Again, we're going to have to wait a little while before his research blossoms, so I'll get back to this later. More Stuff in Hyrule Town: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ + BIG QUIVER: Buy a bigger quiver for 600 Rupees in Stockwell's shop. It will allow you to carry 50 arrows. + BIG BOMB BAG: Buy a bigger Bomb Bag for another 600 Rupees. Only possible in the Japanese and American version of the game; it didn't cut it to the European release for some reason. + SAVE THE CUCCOS: Now that you have the Flippers, it's easier to finish this little mini-game, if you haven't done so before. Talk to Anju in the lower-right corner of the town and save her cuccos 10 times (scroll up to somewhere in the beginning of the walkthrough for the times and rewards). The tenth time, you'll get a Piece of Heart, along with 110 Rupees. + SIMON'S SIMULATIONS: Simon's house is the somewhere in the center; it has a ghost on top of it. Talk to him and he'll tell you about Simon's Simulations. Basically, you pay him 10 Rupees, and then you get to sleep in his bed. You will enter a room with lots of enemies while you are dreaming--there are a lot of them, but they should be able to be beaten. When you succeed, you will get a Piece of Heart. The first time, you'll have to fight two rounds. If you decide to take part again, it is just one round to get the treasure. After getting the Piece of Heart, you'll get other treasures like 20 Rupees or a Kinstone piece. But watch out for those goddamn Keatons! These damn foxes steal 100 Rupees from you when they hit you successfully. I would recommend just going for the Piece of Heart, and never enter this place again. + CHEST MINI-GAME SHOP: The treasure game works like this: you pay 10 Rupees to Borlov at the counter, then you'll get two chests to choose from. One of them is a phony, though, but the other doubles your 10 Rupees. And repeat. When I tried this game a few times, I won 1 time out of 10 tries, though... eh, I'm probably just an unlucky guy. It is possible to win 7 times consecutively and get 999 Rupees, but unless you cheat with save states or something, don't count on it. + 200 RUPEES: Remember where you got the Power Bracelets? It's in the town's water pump. Head there and swim to the north, and left. There is a chest with 200 Rupees here. You can also find a Piece of Heart, but the bridge is broken... we'll be back. + 100 RUPEES: Under mayor Hagen's house is a sand cave. Enter by digging and check the far ends of the little maze for treasure chests; in the lower-right corner, and in the upper-left region of the room. All three contain red Kinstone pieces (all different pieces). There is a ladder that goes down into a dungeon area. Here, you'll find a chest with 100 Rupees. Once you get it, go right and push the rock in the hole. + 100 RUPEES: In the lower-right region of the town is a well that you can go into (stand north of it and press Down). With the Flippers, you can swim to a chest that contains 100 Rupees. Go up from here too and push the rock in the hole, then return. + IMPORTANT, DON'T FORGET TO DO THIS: Last, but definitely not least... Kinfuse with the Stranger in the left part of the town (yellow/goldish roof). He requires a red-1 Kinstone, which you should have by now. Fusing with him has been possible since the beginning of the game, but I'm mentioning it this late because you're more likely to have the needed Kinstone piece. Anyway, the result of the fusion is the appearance of a strange warp near your house. Fly to your house and use that warp. You will appear in an unknown area, which is in the upper-right corner of the map. Follow the way to the second floor (take the treasures you find on the way: a green-1, green-2, and green-3 Kinstone) and you will see Gregal, an old man haunted by an evil spirit. You are the exorcist: drive away the spirit by sucking with the Gust Jar. I know it sounds stupid, but do it anyway (strafe left to right from below his bed to accomplish this). Talk to the old man and you will get 100 Mysterious Shells, but this is not the real reward--later on he will grant you something much better. Whew! I hope I didn't forget anything. All hidden things in Lake Hylia are not listed here, but below in the next chapter. ======================================================================= 2-L: TEMPLE OF DROPLETS: THE WATER ELEMENT ======================================================================= -- a. RANDOM BITS 'N PIECES ------------------------------------------- Waveblade, Finest Swordsman in All of Hyrule: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Left of Hagen's cabin, across the water, is a tree hut. Inside lives Waveblade, a secret trainer, who can teach you the Peril Beam, the fourth sword technique. This works when you have *one* heart left (or less than one heart); slash with your blade and you'll create an energy wave from the tip of your blade. There is also a Piece of Heart in his room. When you leave, make sure to exit left and push the rock in the hole, to create a shortcut. Note: you have to have at least 10 hearts to learn this technique! And other things: + Use the Ocarina of Wind to fly to Lake Hylia. Head north a bit and you'll see the cottage of Stockwell the shopkeeper (the one with the dog inside). Left of it is a little pond. Jump in it and press B to dive, and you'll dig up a Piece of Heart! + Jump into the water and swim to the south. There will be another Piece of Heart, but it cannot be taken yet. South of that heart is yet another one, though, which you can take. + From that Piece of Heart, swim right to Hagen's cottage. Use the tree stump to shrink, and swim to the lower-left corner. There is a Minish entrance in the water, allowing you to enter the Minish Woods via the water. Follow the way until you get to another Minish entrance, and enter. A little icy dungeon; walk slow so that you don't fall off the narrow paths! It's a little hard because of the Sluggulas falling from above, but it's not undoable. A red-3 Kinstone piece awaits you. + Back to Hagen's cottage. Stay small and jump into the water. All the way in the upper-right corner (check your map) is a little entrance. Go through (it's a bit dark in here) and follow the way, watching out for the bees and the holes in the ground. At the end is a chest with a red-1 Kinstone piece. + Also in the upper-right region of the lake are a vine and a crack. A Forest Minish, who tries his best to sound like an elder, lives inside the crack. Although he tells you that he'll never reveal the location of his secret bean, he does hint about a Kinstone fusion with him. If you successfully fuse (a blue-1) with him, you'll see where the bean is, and it will grow to a big, big stake. We'll get back to this later... + If you didn't do it yet (I mentioned in the beginning of the Pegasus Boots chapter, but you might've missed it), get a Big Wallet and/or Tiger Scroll #2 to learn the second sword technique. Scroll up to section 2-H and read the first paragraphs, and the last few paragraphs for more things. -- b. TEMPLE OF DROPLETS ---------------------------------------------- The Temple of Droplets can be reached by swimming to the big crystal- like thing in Hylia Lake. Use your map to see its exact location. Approach and jump onto it, and shrink; this entire dungeon will be done as Mini-Link. If you want to go back to Lake Hylia, just stand in the entrance. OK then! Go down and the first thing you see is the big door. How great is that? Even better is the fact that the floors are made of ice and that there are bottomless pits surrounding the area. So watch your step, buddy, or you'll be kickin' the bucket. Any ice cubes you come across are like normal rocks/blocks--except that they'll slide all the way in the direction you push them to. Make your way to the next room, head right as soon as possible (or the jars/energy balls will hit you), and take the stairs. Push the lever and sunlight will come through. Since there was barely any sunlight in Lake Hylia, I'm starting to wonder how all that light gets here in the first place, but we'll just assume it's some weird magical video game developer force. Regardless, head back one room and you'll see that there's a hole. Fall through, and push the ice cube with the Small Key inside down and then left. It will break, allowing you to get the key, etc., etc., etc. Go back to the room with a locked door and head left. Since you have no other choice than falling in another hole, jump in. Puzzle time! You have to push the block with the Big Key inside the sunlight. It'll take some thinking to come up with the solution, but for the people too lazy to figure it out yourself, I've spent a good three minutes for you to discover the answer: push the upper two blocks left, then the lower one down and left. Move the block with the key up, then left, then down, then left, then up, and then right, into the sunlight. And boom! The Big Key! Kinda soon, but we're not complaining, right? Unfortunately, as you can see by the size of the text below, we still have a lot to do. But oh well! Push the lever up in the ice room to close the hole in the previous room, then return to the entrance. The big door is south of the room. Use it. Good news: the Water Element is in the next room! Bad news: it's frozen in one big block of ice. Worst news: there is a big-ass Octorok guarding that element. Slightly better news: he's frozen as well. Watch out for the jars in this room; all except the ones on top of the room will fly into you. Room to the right is blocked, so left is the way to go. In the next room, you should head straight down. Besides a bunch of Rupees, you will find a big chest that has the Dungeon Map. With this, go back up. The spiked pizza roll (couldn't make up a better name, sorry) can be avoided by diving while in the water. Swim to the left after passing it, and dive under the waterfall to dig up a couple of blue Rupees. Then get on land again and destroy the Sluggulas, after which you can go down to swim some more. Down is blocked, right is the way to go. Watch out for the Pestos here. You'll end up near a waterfall that is blocked by stakes. To get past here, use your Gust Jar to jump to the right with the mushroom, and step on the switch. Afterwards, you, well, have no other choice than to jump down. You can climb up again if you want, so don't worry. Make sure to dive again at the bottom of the waterfall, for more Rupees. Then go south. Dive under the pizza roll, and read the small stone tablet; it says that "the way forward is hidden in the bottom of the pot." Push the switch and swim right. You'll see a bunch of blocks in the water that form the shape of a pot, and if you aren't smart enough to figure out what to do now, you're a hopeless case. Get the key by diving, and go back; you cannot resume here. Backtrack all the way until you reach a locked door (it's where the Pestos are), open it, and head in. A lily is to be found on the other side. You couldn't get any further in the room with the pot, but if you manage to get this lily there, it should not be a problem to get on the land and explore the rest of the dungeon. Step on the switch, suck the lily to you with the Gust Jar, then blow yourself away. Just follow the way, it's not that hard. Take it down the waterfall and enter the room with the pot, then dock it to the right of the room. Note that it can be hard to evade the pizza roll; you have to jump off the lily in time, dive, go down, and get on the lily again. Anyway, when you're there, step on the switch to remove the stakes. You can go up and right. Choose right (and take the lily with you) if you're interested in getting a Compass, but you'll have to defeat a Madderpillar again (the same one as your first semi-boss). It's a _little_ harder on ice, but because you have a better sword, it dies with just a few slashes. The reward is, like I said, the Compass. Go back to the split and take your lily with you while you travel up. Step on the switch, and dock on the big icy land. To the north is a chest with 50 Rupees, which is guarded by two Pestos that throw things at you (to beat them, avoid what they drop on you and attack them when they fly low). You can also find a switch here, which lowers the stakes on the left side. One of the many ice blocks you can find here has to be pushed on it, and this puzzle is a bit easier than the previous one. Move only the uppermost block: down, right, down, left, up. Simple, eh? Now take your big lily there and make it to the next room in the upper-right corner. We'll get to the other path later. Now, well, it's quite dark, but luckily, there are no enemies here. You need to watch your step though, as there is a bottomless pit. Find the door to the north (stay to the upper-left wall all the time). In the next (well-lit) room, there are two jars; the left one of the two *always* carries a recovering heart, so if you're low on health, replenish yourself by entering/re-entering the room. Next room: three Scissors Beetles. Can't hurt their scissors, so attack them from behind or when they throw their scissors in your way. Or set a bomb, pick it up, and throw it at them. Defeating them makes a blue warp (that takes you back to the entrance) appear and lets the doors open. Skip the warp and follow the way. You will see a big switch that you can't push alone, so use the clone tiles below to have your buddy help you push. Sunlight covers one half of the ice keeping the element, one more half to go. The block in the lower-right corner is gone, so head through there. Yeah, just follow the road. Two chests on your way, with a blue-1 and blue-2 Kinstone piece. A bit further is a snake that consists of Traps, following a set path. Use the opening they form as well and take the left path at the intersection. (The other one just has jars. If you break them and it happens to have something valuable, you can use the boomerang to get items from afar.) There is basically one path to take now. When you reach a room with a chest in ice, push the lever, go back, push the other lever, go to the room with the chest, and push the lever back into its original position. Grab a Small Key from the chest and backtrack back until you find the door that you have to use the key on. Go through. The door closes, and when you pull the lever in the bottom of the room, the nephew of one of the bosses you killed earlier appears. -- c. SUB-BOSS: BIG BLUE CHUCHU --------------------------------------- Essentially the same as the Big Green Chuchu, with one key difference: this one is, well, blue. And it's wrapped up in lightning. It's fundamentally almost exactly the same strategy, so it'd be cheap for me to copy the strategy of the green boss, so scroll up if you really don't know how to beat him. There's only one small difference: you cannot suck the slime under him while the energy is on. Beating him nets you the Flame Lantern! This can be used to deal with two problems: (1) you can see more, but not everything, in the dark rooms, and (2) you can melt the blocks of ice with this thing. It requires to be set to the A- or the B-button, but you only have to press those buttons to activate or deactivate it. Next room has some of those blocks of ice, and when you take the steps down, you'll find a chest in ice that has 100 Rupees. The room hereafter is a dark one; filled with Scissors Beetles to beat. You can light the candlesticks to brighten up the room, but only for a short while because the flames snuff out after a few seconds. Beat them and resume to the next room. Light the candle in the lower-right corner to make the block close to it disappear. Follow the way. To reach the chest, which contains a red-3 Kinstone piece, walk left at the intersection. Then go right to continue; light the candles on your way. At some point, you should see a bombable wall. Explore it and head through, and kill all the Mulldozers inside. Your reward is a Small Key. In the previous room, make your way to the end (I'll let you find the way). Get two more red Kinstone (red-2 and red-1) pieces and use the key on the door. Two more dark rooms to pass until you're in a well-lit one again. The second one is one that you've been in before, except you're now on the other side. Follow the way until you're in a room with 2x2 blocks. Use the multiplication technique here; first more the upper one two times to the left, then the other one twice down, then the third block one down, and finally, the first block you pushed back to the right. Next up is a weird little puzzle in which you have to do a few things in order. First, melt the first block of ice that you see, then push (disable your lantern!) the other one in the left side of the room down, then left. It should occupy the lower switch. Then, go back to the cloning tiles. Multiply by using the lowermost cloning tile first, then the third one from below). Move one step down, then to the left, then up, then all the way to the left. It's very slippery here, so do this with a little care; if you let your clone walk into a wall or a block, it disappears! Next! A room with five tiles, the upper-right one of which is misplaced. Push it up. That's all! Hereafter, you need to melt the ice cube and push the partially-hidden block below with your clone to the right. Take the stair set in the lower-left corner and you'll arrive in a room with nine candlesticks. In order to continue here, you will have to light them all--you have to do it fast, because the candles will go out after a set time. My suggestion is to light them by walking in an "S," or by starting in the middle and going 'round the clock. It's your choice. Once that's dealt with, you're going to have to swim again! Couple of pizza rollers again, so hone your diving skills and successfully make it to the other side. Four Scissors Beetles await you on the other side, but it is not necessary to fight them. Three Pestos in the other room, with a bunch of jars that they will try to drop on you. Avoid and attack, you know the deal. The switch in the lower-right corner creates a warp back to the entrance, and if you remove all the jars you'll see that the tiles on the floor point to the wall; a bombable entrance is there, so set a bomb there and head through. Two Madderpillars in a dark room! I don't know WHAT they were doing there in the dark, but you're here to screw up their little party. Equip the Flame Lantern (with which you can burn the webs on the wall, if you need), and defeat both of them. Once you're done, exit right, then up, then up again to go up a floor. Follow the way until you're back in the room with the element. Push the big lever to the left (and not to the right, like I did), and you'll see that the block of ice holding the element melts. That's good, but because the Octorok is relieved of his ice as well, he'll suck the element inside him and escape to his lair. Damn. Well, jump down. If you're low on health, you should restore your hearts here--the bottles in the upper-left and upper-right corner near the doorway contain hearts (4 in total). Re-enter the room to grab them again, and repeat until you're full. Then go down and fight the boss: -- d. BOSS: (A BIG-ASS) OCTOROK --------------------------------------- Not one you'd expect to meet on land as big Link, because this one has a lot more variation in its attacks. In the beginning, it just spits rocks at you, which you have to throw back to him by slashing your sword at the rocks. This is the only way to hurt him in this phase. Little rocks may scatter on the floor, but they damage you if you touch them. Three hits with his own rocks should hurt him enough that the second phase of the battle starts. Then, the Octorok will be completely covered in ice. Well, not completely; his tail is not. This is where to equip your Flame Lantern! Avoid being sucked into his mouth by rolling in the opposite direction, and beware when he starts blowing out ice (which freezes you for a sec). Try to reach his back and touch it with your lantern; if you do this successfully, it will go mad and fly around the place, making rocks fall down. After that, you'll have to repeat the throw-back-rocks phase once more, then set his ass on fire, then punch back the rocks to beat him. Different now is that he'll be more aggressive and walks around the room. He will also use an attack of some sorts that darkens the entire room. Activate your Flame Lantern then and stay out of his way; he'll dash into you. Should you manage to avoid the rocks and beat this guy, you will finally get the Water Element, along with a new Heart Container. Whee! Step into the green warp to go back to the start, and exit. As you leave the Temple of Droplets, a ghost appears behind you. It's Gustaf's ghost, and it was once the king of Hyrule. It tells you to stand before him, and leaves. Eh? Well, there will be a mark on your map, on an unexplored area. That is where we'll have to go to next, but like Ezlo says, after going back to the Elemental Sanctuary and infusing your sword with the Water Element. -- e. TEMPLE OF DROPLETS / BACKTRACKING ------------------------------- You oughta remember two chests frozen in ice that you couldn't open yet because you didn't have the Flame Lantern at that point. You can open them now, though; follow the way to them (at the intersection where the big Octorok was first, take a left. Use the big lily to transport yourself, because it's needed to reach the second chest. The first chest in the big room with ice has 100 Mysterious Shells, and the second chest in the room to the left of it is a red-3 Kinstone piece. If you can't find them, use your map. ======================================================================= 2-M: ROYAL VALLEY: GHOST OF A KING ======================================================================= -- a. HYRULE CASTLE GARDEN / ELEMENTAL SANCTUARY ---------------------- Make way to the castle. It appears the King, possessed by Vaati, has ordered guards not to let anybody in. But worry not, my friend; there is another way to get in. In the lower-left corner of the Hyrule Castle Garden is an opening; make your way in and follow the way to the end without being spotted by the guards. It's like Metal Gear Solid! Or, more specifically, like in Ocarina of Time. It's a lot easier here than in both of those games, though, because the guards are stupid and the area is small. When you make it to the end, slash away the bushes to reveal a ladder going down. Go in and follow the way to inside the castle. A few monsters will try to stop you, but they're nothing. Enter the courtyard and go inside the sanctuary. Repeat the process: drop your sword in the pedestal, and your Water Element will infuse the sword. When you are done, you will gain a new ability; the ability to clone two times (i.e. to have three Links to push blocks). Whee! -- b. RANDOM BITS 'N PIECES ------------------------------------------- With your three-Link technique and the Flame Lantern, a few more things can be done! Again, everything here is optional, but some of it is recommended to do... Grimblade, Finest Swordsman in All of Hyrule: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The right part of the garden is opened too. All the way in the lower-right corner is a ladder heading down. Follow the way and you will find Grimblade, another of the Blade Brothers, he'll be able to teach you some new skill. He also has a Piece of Heart in his room, so if you didn't take it yet, take it now! Use your Flame Lantern to light the two candles in the upper corners and talk to him again. He will teach you the Sword Beam--basically, when you are on full health, you can fire with your sword. How cool is that? It's essentially the same as in A Link to the Past and other games, just a different shape. A Tiger Scroll (#2) is added to your inventory. (Yes, it's the same as the Peril Beam you could've acquired earlier, except you need all hearts now.) 300 Free Rupees: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ With your two-clones technique, go to mayor Hagen's house and exit right. Go down the ladder and push the rock inside the hole. If you pushed the other two rocks in their respective holes, you should be able to get some treasure; if not, well, refer up to section 2-K and read the last parts. Pull the pillar away (down a few blocks and then left), then pull the block with the chest on top of it all the way down. Inside are 200 Rupees. Now, with your bomb, you can make your way up to another chest containing 100 Rupees. The Funday School: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Now if you want, you can bomb your way all the way to the top of the room and take the small stairs up. You will enter the school that way, and the principal that always told you to leave will not be here any longer. You can shrink and go outside to the playing field; if you take the left Minish exit then you can take a ladder up to a chest with a red-1 Kinstone piece, but to the right is a path that has a big block at the end. You'll require three more clones, and because you can only create two, remember this for later. Things to do in the Minish Village: (getting the Remote Bombs) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ + Fly to the Minish Village, and enter the elder's house. You can now fuse with him; throw him a red-3 Kinstone and something will happen in the Minish house left of the village; Belari will get the idea of creating bombs that explode when the user wants it! Bring Belari a visit them and trade your current bombs for Remote Bombs. If you want to go back to normal again (which you can set three at a time of, rather than one), just talk to him again. + The Picori in the barrel house should be done with the blossoming of his second set of Pico Blooms. (If you have no idea what I'm talking about, scroll up to section 2-K and read the things marked with "Minish Woods" in the Random Bits 'n Pieces-section.) This time he wants a Red Potion. If you fused with the Picori in the lower-left corner of South Hyrule Field (if you didn't, well, do it then), Syrup the Witch will be selling it. Go buy some from her (it's 150 Rupees) and bring it to the guy. Beedle in Hyrule Town will now be selling Yellow Picolyte (find Rupees easier, price 200 Rupees) from the last time, and when you return to this guy later, Beedle will sell Orange Picolyte, which makes finding fairies easier. And a Couple of Other Things: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ + Go to the second floor of the Happy Hearth Inn, and fire up the two lanterns in the corners. The door opens, allowing you to open the treasure chest on the roof, containing a red-2 Kinstone. + Head over to the second floor of the library and get yourself shrunk. Instead of going back in the library, go left and swim in the water. Swim through the small hole and head left at the junction. Melt the chest frozen in ice and get 100 Mysterious Shells. + In the Western Wood, you should've opened up a passage earlier by fusing with Percy (the poet living in the tree). Percy found his house, but he doesn't dare to enter because someone is inside... so, let's have a look inside. Light the candles and the lady will turn out to be a Bow Moblin! For not revealing its identity, you will get 50 Rupees. Now, re-enter and Percy will be here. Talk to him and you'll get 100 Mysterious Shells. You can probably fuse with him again as well, but the effect is random this time. + Oh, if you didn't release Gregal from his curse, do it now! Scroll up to section 2-K and read the last paragraph. If you don't do it now, you won't be able to do it later in the game! Just a short (but important) reminder... -- c. NORTH HYRULE FIELD ---------------------------------------------- Head up to North Hyrule Field, either by entering from the town or the highlands. Somewhere here should be a waterfall (check your map if you don't know where); go here and jump in the water. Swim up to the entrance and go in. There is a Piece of Heart waiting here for ya. Not only that, but there's also a ladder going up. Take it and before continuing left, go outside. Swim up; there's a hidden waterway to the garden of Hyrule Castle. You'll be able to reach a chest with 100 Mysterious Shells, and another chest with 200 Rupees. Way to go, eh? Now head back and get two clones to help you push that big block to the left. Use the ladder and you'll be on the other side of North Hyrule Field. If you kinfused with someone in Hyrule Town earlier (it's random who to fuse with), a chest should be here containing 200 Mysterious Shells. Go left, and you'll be in the Royal Valley. -- d. ROYAL VALLEY ---------------------------------------------------- Since it's quite dark in here (but not dark enough that you can't see your yourself), I'd recommend having the Flame Lantern equipped. Enemies that you will encounter here are Ghinis, aka. ghosts, which are attracted by your light. You can defeat them with your sword, though. Once you go down the steps, note the two fences--put a bomb between them and you'll open up a way to an adventurer's spring. The Great Dragonfly Fairy lives inside, and she will ask you a few questions. Tell her you'll answer them, and answer truthfully (the correct answers are: no/no/yes/no/no). When you lie to her, she will reduce all of your arrows to zero. But you can re-enter and have the questions asked again. If you give her the correct answers, though, she will reward you with a bigger quiver, capable of carrying a total of 70 arrows. Continue south and follow the way. Watch out for the Takkuri crows flying around--they will steal Rupees when they hit you! There is an exit south (leading to the Trilby Highlands), and one up (which you have to take). The next part of the valley is completely dark, so I hope you're not scared! You can't use the Ocarina of Wind here too; only in the previous screen. There will be a sign that says "Up." The true meaning of this sign becomes clear when you try to go left or right... it's just a loop to the same place! You gotta find the right path a couple of times, and the way to take is this: up, left, left, up, right, and up. You can just follow the signs (which sometimes are a little trivial) but I've written it down anyway. When you reach the next area (you'll hear the famous tune denoting you've found something), find your way to Dampé's house in the upper- right corner. Dampé is the gravedigger, and he will gladly give you the key to the graveyard once you tell him the king called you--he saw the king himself so he has no reason to not believe you. When you go outside, though, a Takkuri snatches the key from you! You'll have to get it back, but fortunately this isn't the hardest thing to do. Equip your Flame Lantern and find out what tree it is hiding in, and don't get too close. Equip the Pegasus Boots and crash into the tree to recover the key, then go to the graveyard and go inside. Directly above you is a grave that you can push up; do so. There's also a ghost here, who is the brother of the ghost in Hyrule Town. You can fuse a blue-2 Kinstone with him, if you want, to make the chest mini-game in Hyrule Town work with difficulty levels. In the upper-left corner is a grave with a Piece of Heart inside, and all the way to the right is a bunch of stones that you have to get rid of to uncover cloning tiles. Use these and go left, up, and right. Step on the three switches, and the king's grave opens up. Enter. Or, you might want to fuse a blue-2 with Dampé, and the grave in the upper-right corner opens. Inside lives Gina, and 100 Mysterious Shells are in a chest. You can also fuse a green-1 with her to open a waterfall in Hyrule Town (200 Mysterious Shells), and again to open a tree in the Western Wood (100 Mysterious Shells). -- e. ROYAL CRYPT ----------------------------------------------------- Two Gibdos that carry a few bombs and a Small Key. Beat them both (I recommend stunning them with the boomerang first) and get their spoils, then head up. Three mushrooms to choose from, but only the left one takes you to where you want to be (unless you wish to be somewhere below in a deep, deep abyss, in which case I suggest choosing the other ones). Various people e-mailed me asking for help here; they said that the mushroom thingies didn't take them far enough. So what to do? Grab the mushrooms and pull them yourself; don't use the Gust Jar here--that should help. There are also three doors at the end, but only the middle one is real--the other ones are Door Mimics. Aye, next room. To the left, you have to multiply and use a platform to make it on the other side, maneuvering correctly to not you’re your clones. Step on the switches for a key, and repeat this to the right, except you now have a switchblade that follows a set path. I recommend charging your sword and stepping on two of the three tiles, then waiting until the switchblade is all the way at the bottom. Stand on the last tile and follow it up. There should be a possibility at the end to get on the switches without getting hit. Successfully doing this lets you grab another key. Use both keys on the blocks in the middle of the room, and go up. Watch out for the Ropes charging into you upon entering the next room, and make your way up to the one-to-last room. The big door closes, and you have to light the four candles in the corners to make two Gibdos appear. Beat them like you did in the first room, and watch out for the candles in the corners--they fire little balls of energy in your way. When you're done, go up. Gustaf is here, and he will explain some more to you. He gives you a golden Kinstone, which you have to use at the "source of the flow." Hmm. Random Bits 'n Pieces: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - If you fused with Spookter earlier, you can fuse with him again (a blue-1 this time). It will make his brother disappear in Hyrule Town, allowing you to enter Anju's cucco farm. You can find a cucco to fuse with for random effects now, but nothing really spectacular. - If you missed the kinfusion with Dampé earlier, fuse with him now (twice). - Speaking of Dampé, he will mention the following: "Left, left, left... Up, up, up... Dang! What's that last turn?" If you follow this path (from the start), you will find a chest with 200 Mysterious Shells! Head up one screen to arrive in the graveyard. ======================================================================= 2-N: VEIL FALLS/CLOUD TOPS: A WORLD IN THE SKY ======================================================================= READ BELOW! A quick warning: if you didn't save Gregal from his curse, you will not be able to get a specific item later in the game! Only continue through the Veil Falls after saving Gregal! If you don't know who Gregal is, do the following: fuse with the Stranger in the left part of Hyrule Town and use the warp that appears near your house. Find Gregal and use the Gust Jar to drive away the ghost. That's that. Don't forget to do it! READ ABOVE! -- a. VEIL FALLS ------------------------------------------------------ The upper-right corner in the map has two places we haven't visited yet; the Veil Falls and an area we cannot access yet. The Veil Falls has a big-ass waterfall, so that is probably the "source of the flow" that Gustaf was talking about. Although you can enter this place via Lon Lon Ranch (and get a few items that way), you have to enter via North Hyrule Field. Find an exit in the upper-right corner (you'll have to bomb the rocks if you haven't done so before) and go right. The first thing you'll see is a Piece of Heart (unless you picked it up earlier). And it's easy to get... just jump in the water and swim to it. When you have it, go back, and check out the weird stone near the waterfall. It turns out you can fuse Kinstones with it, the proper Kinstone being the golden one that you got from Gustaf. The stone is actually a door, and it opens after the successful fusion. Go in and use your Flame Lantern to see what's going on inside. Find the stairs in the upper-right corner of the room and go up. You'll make your first encounter with the Wisp. It doesn't try to hurt you at all, but if you accidentally touch it, you won't be able to use your sword for a while. It cannot be hurt by weapons other than the boomerang, so use that to get rid of it. Note the two stones in the upper-right corner... there is a secret room behind it, so bomb it and go in. A chest with 50 Mysterious Shells awaits you, and if you follow the way up here you'll get to another chest, containing 100 Mysterious Shells. Pick 'em up both, go back, and take the exit outside. Rock Chuchus comin' up next, as well as two Spiny Beetles hiding under rocks. And a Rupee Like if you take the path leading down, although the way to go is up. Climb the wall. You'll find another Wind Crest here to fly to with the Ocarina of Wind, so interact it, and go into the cave afterwards. 50 Mysterious Shells are in the hidden cave to the right (bomb the wall). The upper-left door leads dead, but a couple of Rupees are to be found on the way (in the water too). Take the ladder or the upper-right door. Both go to a room with a chest containing 100 Rupees, and the only path left leads to the Veil Springs. The only thing you'll find on top of the mountain is one mother of a whirlwind. Ezlo tells you you've struck into a dead end, but let's prove otherwise, shall we? Audaciously jump into the large vortex. -- b. CLOUD TOPS / COLLECTING THE GOLDEN KINSTONES -------------------- Woot! Not only are you somewhere up in the sky, you've also unlocked the last part of the map in this game! This place involves a lot of walking around and getting golden Kinstone pieces; talk to the people here to learn what's going on, and jump into the red whirlwind. It takes you one "floor" further, where you can find the first Kinstone piece. Fall into the square-shaped hole above the chest. You'll meet up with a Cloud Piranha--stay out of its way but attack it while it briefly jumps out of the clouds! Or: walk near the ledge and wait until it jumps over you, and falls to his doom. Then, take the upper red whirlwind up. A bunch of what I think is snow. Use the Mole Mitts to get through (you can find a red Kinstone piece hidden in the upper-right corner). Yet another square-shaped hole is at the end. Fall through it and fuse the golden Kinstone you found earlier with the Mysterious Cloud. This will activate one of the small mills. Return with the red vortex, then jump into the "normal" one below you. Fly to the left (not down) and fall through the hole there. To continue here, you will have to defeat two Cloud Piranhas. They tend to jump over you (when they're charging into you, that is), so stand still and hit them then--if you have the boomerang, try to stun them to destroy them easier. Upon defeating them, the weird cloudy block reveals a golden Kinstone, as well as a red whirlwind. Take the stone and fly back up. Dig through the snow to the left and get inside the vortex there. Fly to the upper-left corner. Not only will you find your third golden Kinstone piece here, there are also two chests that contain 50 Mysterious Shells. Use the vortex to fly down. Fall into the hole here and you'll meet up with one of Mario's enemies: Lakitu. In this game, though, they do not move at all, but they throw lightning bolts at you, and hide in their cloud when you get close. So how to beat them? Well, you can try to suck up their cloud with the Gust Jar, but flipping them upside- down with the Cane of Pacci is fun and effective too. Walk behind him to see the second Mysterious cloud to fuse with. After that's done with, use the red whirlwind to go up. Next, fly down by using the vortexes provided and land on the lower- left cloud. There is a chest with 50 Mysterious Shells here, as well as a hole to drop in. Here, you will find the third Mysterious Cloud, and two red vortexes that you haven't visited yet. Take the one that you just unlocked to get the fourth golden Kinstone piece, and dig the snow to reveal a blue one as well. Then return to take the red vortex in the lower-right corner, and deal with a Lakitu and two Cloud Piranhas. The last golden Kinstone piece becomes accessible, and a red whirlwind is provided. Take it up. Open the chest for *another* 50 Mysterious Shells, then fly southeast. Dig through the snow here and fall in the little hole. After that, go right, and launch yourself up again. Here, there's a blue Kinstone piece in the upper-left corner of the first mass of snow, and a green one in the upper-right corner of the second mass. Before taking the vortex up, jump down and fuse Kinstones with the Mysterious Cloud. Next, follow the way. You'll be back at where you started; find the cloud where you found your first stone, and jump in the left hole to be back at the cloud mass with the two people. Fuse with the Mysterious Cloud, and all five little windmills should be activated. A big vortex appears, and the two people head in. Follow them up. -- c. THE WIND TRIBE -------------------------------------------------- Activate the Wind Crest and head inside the building. Before going up the stairs, go into the room above and talk with the people. Fuse with Gale if you didn't do so before, and grab two green Kinstones from the chests. You'll learn here that the elderly woman on the fourth floor might be able to help you, so take the stairs and find her. On each floor is a room worth your visit. The second floor has a chest with a green Kinstone piece and someone who wants to fuse, and if you saved Gregal earlier, he'll give you the Light Arrow! You can charge these, and they'll go straight through pots and stuff! If you didn't save him, you'll probably not see the Light Arrows any more. On the third floor are two blue ones and a red one, along with a guy to fuse with. The fourth floor is inhabited by the elder, Siroc. Talk to her after grabbing the two red Kinstones from the chests (red-2 and red-3). For the third time or something, you will be told that the people here, the Wind Tribe, once lived in Hyrule but now in the skies. Since they can see everything, they know about you and Vaati, and that you are in search of the Wind Element. She'll tell you that it's in the Palace of Winds, and she lets a "surface dweller" like you enter. Talk to the kid in front of the stairs leading to the roof, and he'll tell you about a device that lets you fly in the sky. Hmm, hmm! Go to the top of the building and jump into the big vortex, but only after filling any empty bottles you have with fairies from the jars. You can also fuse with the people from the Wind Tribe for some things; refer to the Kinstone section in the appendices. Welcome to the Palace of Winds! ======================================================================= 2-O: PALACE OF WINDS: THE WIND ELEMENT ======================================================================= -- a. PALACE OF WINDS (OUTSIDE), 1F ----------------------------------- Like Ezlo tells you, he's annoyed by the fact that after finding the top, we're going even higher to find a palace. I'm sure he'll be pleased at the fact that this palace is five floors tall! I'm in no doubt that it would leave more than just a few scratches if one would be to fall all the way down now. But we shall not tolerate ourselves to be afraid, so head left! The path is very simple. Just follow it; no intersections and such. However, you are supposed to hit switches to make bridges appear. And a bunch of Peahats are flying around the place, which is very annoying. One hit with the boomerang or the Gust Jar gets rid of them, though. At one time, you will see a switch behind blocks; just push the blocks away to reach the switch. After that, you'll come to a point that the switch is out of reach--use arrows or throw a Sword Beam at it. Anything long-ranged works, except the cane. I'm sure you can deal with the big block yourself. In the next area, board the floating panels. Once it makes its way north, look at the screen carefully and avoid being pushed down by the blocks. The two Bombarossas in the air explode when you touch them; you can just walk around them, though. After them, make sure you are on the rightmost side of the platform, or you'll have to repeat this. The Bob-ombs are irritating in these narrow paths, as are the lines of fire. Try to hit the Bob-ombs with your boomerang--this defeats them in one shot, rather than having to hit them three times with your sword. There is a chest in the upper-right corner of the room, but because you are unable to reach it, go left. Use the boomerang or the bow to toggle the switch, cross the bridge, and go left when the spiky pizza roll isn't in your way. The spiky floor isn't one to walk over, obviously; you will lose 1/4 of a heart per step. Hit the switch in time and walk left. So what now? The bridge is incomplete without there being a switch. And because you cannot throw a regular boomerang or fire off an arrow, you gotta toggle the last switch another way. If you happen to have the magical boomerang, throw it to the right and make it hit the switch. Otherwise, you'll have to use bombs; set a bomb and cross the bridge before it explodes. And continue. That wasn't the hardest thing, eh? Well, just you wait... Next up is a duo of Wizzrobes. It's not difficult to beat them (use your boomerang to stun them), but once you succeed, four of them will appear! You're almost guaranteed to lose a couple of hearts here, and especially after defeating these... because six of them are coming up! Just mash around with your sword now; it's the best strategy, I suppose. Make use of your Spin Attack (effective). Or set bombs everywhere. When you succeed, open up the big chest that appears for the Roc's Cape--this neat thing allows you to jump and fly! It's great, really. Assign it to a button and hold it to a button and fly to the right. There is a stack of clouds here, which you can jump on. Note that, although it might be a little unclear to see on the GBA, the clouds aren't lined up vertically (i.e. in such a way that you have to press Up to walk over them). Before going up one floor, you might want to head back to the previous room (with the fenced floor). Go to the upper-right corner (where the treasure chest is), and jump on the panel. You should be able to reach the chest now, which contains a red-3 Kinstone piece. Now, go back and jump up using the clouds. -- b. PALACE OF WINDS (OUTSIDE), 2F ----------------------------------- As soon as you enter this screen, watch out for the Crow on the left, which instantly flies into you as you arrive. It'd be a little embarrassing to fall back to the first floor again. Fly to the right and enter the next screen. There is a formation of blocks: #### ################ B# -- blocks ## B1 B2 ## C# -- clone tiles B3 B4 C1 ## B5 B6 C2 C3 ## B7 C4 C5 C6 ## ## ## ## ## ###### ## ## ###### Push B5 down, B3 up, B1 up, and B2 to the right to reach the clone tiles. Split yourself into three by using C4, C5 and C6. Walk down, and station yourself between the four buttons; use your sword to turn all four of them on at once. When you do it successfully, two Spiked Beetles pop up. For a fun way to kill them, stand near the ledge and jump when they launch into you, which lets them fall a long, long way down. Ouch! Hereafter, you will spot a bunch of vents that blow you off the ledge if you walk in their range while they propel. You have to walk an upside-down U-shaped route, and at the top you're going to have to jump. At the end are two more vents; equip your Cane of Pacci to fill the hole here with energy, then run and jump to the left when the coast is clear. Should you ever be trapped in the gust, try to roll in the vent's direction. The next room has a panel that you can stomp down by jumping on it, allowing you to resume your path. There are six Rupees, but like you should expect, the red one is a Rupee Like--beat it before it draws you in. Jump up and walk left. Repeat the jump-through-panel thing here with a moving platform, and continue up. You'll find clouds to jump through. -- c. PALACE OF WINDS (OUTSIDE), 3F ----------------------------------- Fun with cloning again, and this time you have to be fast because there is just enough time to pull it off. Charge your sword and create the "smoke puffs" on the tiles (in such a way that you're lined up vertically). Enter the third tile when the platform approaches, and enter it. It's going hard; make sure you avoid being hit by the blocks that get you pushed down, and as soon as you get to the other side, move to the large block and push it all the way to the left. Then head down to the next area... that wasn't too hard, was it? If it was, break the skulls first so at least they aren't in your way. Your swiftness is required another time. Out the line consisting of nine blocks, you have to push the rightmost ones away. Beware for the Crows, and board the 3x6 platform when it gets near--if you fall, you're going to have to start all over again! While the platforms glide southwards, you have to jump left and right to avoid the blocks. It should be noted that in order to successfully land on the other platform, you should start your jump at the bottommost part of the first platform. At the end, fly down, jump through the fence, and continue right. Same deal as before now, except it's up and down instead of left and right (up and down as in jumping and landing). Fall through the fences in time and keep up with the moving platform. Simple. Make it past the spiky pizza roll, and use the Cane of Pacci on the rightmost hole to make it over the wall. Create two clones to simultaneously hit the three buttons (one on each corner, except the upper-right one). A portal appears. Use the Minish entrance south of you and use your superpowers to push the jars in such a way that you can enter the other entrance. It's not that hard... but because I like it, here's it explained by an ASCII-diagram. #################### ## 01 02 03 04## ##05 06 07 08 ## 09 1011 12##13 ##14 15 16 17 ## ## 18 19 20 21 ## You start out in the upper-right corner. Push 13 all the way down, 21 to the left, 12 up, 08 up, 07 left, 02 left, 07 (which you just moved one spot to the left) all the way down, 15 down, and 09 up. Voila! I'm sure there are other ways, but this worked for me. And unless you are holding your GBA upside-down, it should work for you as well. Follow the way. Above the pizza roll is another entrance, which leads to a room. Grow using the portal here, go down, and remotely hit the switch with a boomerang. The door to the right opens, and you'll get a key. Go out with the key and make it to the locked door. Open it and head up to the fourth "floor." -- d. PALACE OF WINDS (OUTSIDE), 4F ----------------------------------- Two Spear Moblins here, but you should be skilled enough by now to avoid them or defeat them. Go left. A broken bridge with ventilators in the walls--to get past this, head left when both vents aren't propelling, and jump. Even if you get blown away, you should still make it safe. The formation of blocks (or rather, the limited options to push them) only allows you to go south, but that's no problem. Follow the way and jump over the spikes (watch out for the blue Chuchus popping up here) and go down. This part is a little difficult: jump and glide to the left right when the vent starts propelling. It might take you more than one try, but it's not that hard once you feel how to do it. Next up! Broken floors and a Lakitu throwing lightning at you. Throw him a bolt of Cane of Pacci power and laugh at him as he falls to his doom. Continue up (I'd just ignore the rest of the Lakitus... no use in trying to defeat them). You'll see patches of cloud, but you're not going to use them to reach 5F. Rather, jump to the top cloud and fly to the left from there (from normal height it is not possible to reach the other side of the abyss). Go up the stairs and follow the fenced path to meet Bow Moblins (which seem to be easier than the spear-carrying ones). A blue-1 Kinstone is at the end. When you have it, return and jump to the right. Grabbing the Piece of Heart under the fence is not possible yet, so continue right (by using the three clouds), and use the stack of clouds to make it to... -- e. PALACE OF WINDS (OUTSIDE), 5F ----------------------------------- Two of the skulls here are in fact Stalfos (Stalfoses?), requiring a good beating. Down into the room is a new type of enemy: the Ball & Chain Soldier. Damn these guys are tough! Well, if you try to hurt them with a sword and shield combo, that is. I'd prefer going after them with the bow and arrows--just make sure you don't get hit when they throw their iron balls in your direction. Both guys drop a nice 50 Rupees, and defeating both will get you the Small Key to the locked door to the left. The big door is here too, but... you'll need a Big Key. And... we don't have a Big Key. So head inside the other room, beat the Stalfos, and go left. Ignore the chest for now; you can't get it unless you're on the other side of the blocks. Note the Spark--hit it with a boomerang and it'll drop a fairy. If you're low on health, re-enter the room and repeat until you're full. Go left. Put one jar on one of the switches, then occupy the rest using clones. Go left one room again and hit the button to activate the vent. It won't start/stop on set intervals, but just propel until you deactivate it. While walking into the gust, jump down and reach the other side. You will have to fight a few enemies here: two Spear Moblins with two Ice Wizzrobes. The latter two are weak against fire, so equip your lantern and turn 'em on--instant kill. Head right when you beat them. Two red Stalfos here. Beware; they throw bones, so remove their heads with the Gust Jar first before getting any close. The room hereafter has a vent that you have to activate again. Jump all the way up, and push the block below the chest to the left to be able to access the Small Key inside the chest. Push the blocks to the right to get out of here, and use the key on the door in the same room. You will receive the Big Key, with which you have to go back to the room to the right (where you fought the two Ball & Chain Soldiers) and head down. Use the key on the door. When you enter, you'll see four skulls; they contain hearts, so in case you're in need of health, replenish yourself with those and by re- entering. The tiles on the floor represent an arrow, and it seems the only thing you can do now is jump all the way down! -- f. PALACE OF WINDS (INSIDE), 1F ------------------------------------ You'll land on a platform with, well, not the boss, but a difficult enemy nonetheless. It's hard to find an opening with him; I suggest walking around him in a circle and waiting until he attacks. Unless you walk too closely to him, he should miss, and that is the time you have to attack. Hit him a few times to reveal a blue warp, taking you back to the entrance, and a bridge going up. Take it. Inside the building, equip your Flame Lantern. There are three big raised areas here; to the north one that you cannot do anything with now, to the right one with a big chest containing the Compass, and to the left a stair set taking you up. Get the Compass and take the stairs. As you can see by looking at the map now, you're going to have to make it all the way to the top now, because the boss is to be found there. Argh! -- g. PALACE OF WINDS (INSIDE), 2F ------------------------------------ Head up and then right (two of the skulls are Stalfos, watch out). Fall into the hole in the middle to land on the first floor again, and open the chest here to get a Small Key. Head back to the second floor and this time, take the door down. This is a quite-annoying room with all the broken tiles and Peahats flying around. First, try to defeat all enemies before heading to the other side (use the boomerang/Gust Jar). There are five cloning tiles; use the far left, middle, and far right one, and head down. Note that if you cracked some of the broken tiles open, your clones can walk over them freely--you can't, though. Re-enter the room if you have no other choice to restore all the tiles. Slash the four switches and go through the door to the left. Equip Roc's Cape, and jump over the spiked pizza rollers. Make it to the end and open the chest for a Small Key. Use one of the two you have now on the door with all the broken tiles, and go in. You have to use the cape here to fly down to the vortex, and follow the way until you reach the door there. You can use the vortex to the right too, though, but it's a bit harder (although faster). Beware of the Bombarossas--if you get hit, you'll fall down. Go through the door and go all the way up before taking the stairs to the third floor. Stand in the middle of the two switches and hit them both (or use a Spin Attack). You don't need to go through the door that you just opened, but go back down and use the staircase. -- h. PALACE OF WINDS (INSIDE), 3F ------------------------------------ You'll be in a room you've been in before to hit a switch. If you want, you can optionally go left and drop down the hole for a chest with a red Kinstone piece (you gotta fight a Wizzrobe and an Ice Wizzrobe, though). Take the right door to go back to 3F and resume the other path. Three Fire Wizzrobes await you in the next room, and I'd recommend *not* falling through the holes in the corners, because they take you to the first floor. When you get hit by their flames, your ass is literally on fire and you'll run faster than the postman in Hyrule Town, so try not to get hit. It's not necessary to beat them, but do so anyway because you will get the Dungeon Map. Kill the Floor Masters in the next room while not letting them grab you, and pull the lever to open the door. Follow the way and go up one floor. -- i. PALACE OF WINDS (INSIDE), 4F ------------------------------------ Go left and then up. Push the blocks out of the way and jump over the chasm. Go through the door to reach a Piece of Heart. When you return, you have no choice but to fall down to 3F, but it's not a long way back up. There is a hole to the right with a Bombarossa flying around the border, and two blocks that can only be destroyed by the use of bombs are impeding your progress. Fire a boomerang at the Bombarossa when it's near the blocks, and jump over the gap. (If you hit the bomb too early or too late, re-enter the room.) Walk to the upper-right corner of the room and burn the two candles, and a red warp appears that you can take to reach the beginning of the palace (or to instantly reach this part from the beginning). Save your game while you're at it. Head up and fire your boomerang at the switch near the inaccessible treasure chest. This, bling bling, allows you to reach the chest from the left (fly over the chasm where the Bombarossa was), netting ya 200 Rupees! Use the Small Key that you should have on the door below. If you don't have a Small Key left, it's probably still on 1F or 2F... read the walkthrough above to retrieve it. -- j. PALACE OF WINDS (INSIDE), 5F ------------------------------------ You see an obvious piece of rubble against the wall to the right, denoting a bombable entrance. If you go up a bit, you can't continue because of blocks blocking your way, but there's a bombable entrance there as well. So, bomb the first one, walk up, and bomb around the spot that you think the other entrance is at (it's not clearly marked). Boom, and you'll be able to continue. The next room is one full of Bombarossas, and it's your goal to make it to the door *without* hitting a bomb or the switch. Otherwise, the door closes, and that's not what we want. Carefully navigate yourself through the path, and push the block up and the other left. Get a Small Key from the chest in the next area, and head back (hitting the bombs now is no problem). Backtrack back until you see 3x3 broken tiles, and fall through. -- k. PALACE OF WINDS (INSIDE), 4F/5F AGAIN --------------------------- You'll be back on the fourth floor, right in front of a locked door. Use the Small Key you just got. Go right and jump over the spikes to reach a blue-2 Kinstone piece (just push the block in front of the chest to the right). Go back to where you started and take the path up. It's a fairly linear path, although not literally. When you see four skulls, break them to reveal hearts and a fairy, and resume your way. Push the two blocks to the right to be able to jump to the other side. When you see a stack of clouds, don't go up them immediately, but rather glide to the right and take the way up there. It leads to a chest with a red-1 Kinstone piece. When you have it, go back and jump the clouds to reach the second big door of this palace. Save your game and go through... Break the skulls for replenishment, and jump into the big vortex. Boss time! -- l. BOSS: GYORG PAIR ------------------------------------------------ These bosses are weird. First off, there are two large-winged creatures that you have to deal with: the red one (female) and the blue, smaller one (male). Equip your Roc's Cape in this battle to jump from one Gyorg to the other; start by getting on the red one. See those clone tiles? The red Gyorg has eight eyes, and will open up three of them. Make two clones in the same fashion and head up to smash all three of them at once. If you did this successfully, she'll open up all eight of her eyes and it's time to mash the attack-button like an asshole. The red one will retreat after a while, and you're going to have to board the blue one. This one is a little different. He's got four eyes in the corners, and opens one of them at a time. Hit it when that happens. Prepare for a swipe with his tail after that; jump to avoid being hit. After hitting it enough, you have to repeat the assault on the red one's eyes. This time, the blue Gyorg will fire little balls at you, but they are easy to avoid. It's a little hard to get your clones to the eyes without being hit by the balls, but if you time it successfully, it shouldn't be a problem. The third time you attack the red Gyorg, the blue one will fly around instead of staying in one spot. In the later phase of the battle, some little green Gyorgs will fly through the screen. One slash with your sword gets rid of them. This boss will go down after three or four sessions; the blue one first, the red one thereafter. That wasn't as hard as it looked, eh? You'll finally get the Wind Element, as well as a new Heart Container. Use the green warp to go back to the entrance, and use the Ocarina of Wind to fly to Hyrule Town. ======================================================================= 2-P: DARK HYRULE CASTLE: THE FINAL BATTLE ======================================================================= -- a. RANDOM BITS 'N PIECES ------------------------------------------- Before heading to the castle and infusing the last element in our sword, there's a lot of things you can do now: Swiftblade, Finest Swordsman in All of Hyrule: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This guy will teach you a new skill: the Down Thrust. The concept is simple: use your sword while jumping. Note that it doesn't work while gliding, only when jumping. Try it out and get Tiger Scroll #7. Swiftblade has no more techniques to teach you--you will have to find the other Blade Brothers yourself. Swiftblade the First, Spirit of the Swordsman: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If you followed my walkthrough, or if you went hunting yourself, you should've discovered all trainers now and you have seven Tiger Scrolls. If not, refer to the correct appendix at the end of this FAQ and get your other sword techniques. Then, find the last trainer in the Castor Wilds; he is in the lower-left corner of the screen. Train with him to learn the eighth sword technique: the Great Spin Attack. The Hidden Trainers: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ After having all Tiger Scrolls, you can fuse with the hidden trainers (except Swiftblade the First). Find them and fuse to reveal hidden caves, in which even more Blade Brothers live. They won't teach you any Sword Techniques, but speed up charging time of various things: - Grayblade: Fuse a red-1 to open a waterfall in the northeast part of Castor Wilds. Inside lives Scarblade, who teaches you to charge your sword faster, so (Great) Spin Attacks can be pulled off faster than before. - Waveblade: Fuse a red-2 to open a waterfall in North Hyrule Field. Greatblade lives inside, and training with him allows you to do the Great Spin Attack longer! - Grimblade: Fuse a red-3 to open a waterfall in the Veil Falls. Enter via Lon Lon Ranch. Inside lives Splitblade, a secret trainer; he will teach you to fill your Split Gauge faster (to clone faster). The Joy Butterflies: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ It is now possible to catch Joy Butterflies. In order for them to appear, you will have to fuse Kinstones with the three girls that were looking for a house: - Farore: Fuse a red-1 Kinstone, and fly to the Castor Wilds. From the Wind Crest, walk a bit up and you'll find the butterfly. This one will increase your digging speed (with the Mole Mitts). - Nayru: Fuse a red-2 Kinstone, and walk to the graves in the Royal Valley. Sorry, no Wind Crest shortcut now. Catch the butterfly and you will learn to swim faster than before. If you fused with Siroc before, you can find two chests in the corners, with a red-3 and a red-2 Kinstone piece. - Din: Fuse a red-3 Kinstone, and fly to the Castor wilds again. Go south to the Wind Ruins. The butterfly is right there; catch it to shoot arrows faster. And Other Minor Stuff: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ + Go into the water pump again (shrink in the watermill house, go up via Dr Left's stove, cross the small bridge and cross the land of the cats). It was not possible before with just the Flippers because of the lack of shallow water, but jumping works. Here's yet another Piece of Heart. If you didn't take the treasure in the other part of the room, you should take it now. + See the bell in the center of the town? Jump into it to ring it, and a Piece of Heart will fall out! + The Piece of Heart in the water of Lake Hylia is accessible now. Pick it up as well. + And while you're still in Lake Hylia, jump north and dig through the sand cave. There is a lot of things to be found here: two chests with both 50 Mysterious Shells, one of each blue and one of each red piece (five in total). There is an exit to the left and an exit to the right; left brings you to a Piece of Heart in Lon Lon Ranch, and right brings you to another part of the same sand cave. Follow the way and you should end up at a big stake--if you fused with the Forest Minish in Lake Hylia, that is--go up it and find 200 Rupees, a Piece of Heart, and 200 Mysterious Shells. Damn! + In that same sand cave is a Mysterious Wall (from the entrance, dig to the left and then down). Kinfuse a blue-2 with it for the last Goron digger to appear (scroll up to "The Goron Diggers" in section 2-K for more information). + Once all six Gorons have destroyed the last wall, make way to Lon Lon Ranch. Open the big chest to get... the last bottle! Whee! -- b. HYRULE CASTLE --------------------------------------------------- Make way to the Elemental Sanctuary via the garden again and drop your sword in the pedestal. The White Sword will turn into the Four Sword; the sacred blade. By charging it and releasing your sword into a Spin Attack, you can now unleash a beam that has the power of restoring people from their curse. Not only that, but you can create one more clone. The stone tablet to the north of the room disappears, and a secret entrance appears in the back. Ezlo tells you that this is most likely where the light force is held, and he insists that you go inside (i.e. you can't leave through the bottom exit). Go up and check the stained glass. You will see the introductory scenes again. It appears that Vaati has followed you, however, and he now knows where to find the light force he's so after: Princess Zelda carries it. He attacks you, leaving you unconscious. When you wake up, exit the place. The courtyard is all dark now--it must be Vaati. Rid the petrified people of their curse by "attacking" them with the energy wave that is released when you use a Spin Attack, then go down to enter the Dark Hyrule Castle. Eek! It's... dark! -- c. DARK HYRULE CASTLE, BASEMENT (B1/B2) ---------------------------- Right is a dead end, and down are supplies (fairies, arrows, bombs). Re-enter the supply room repeatedly until you're full on health and weapons. Go back and head left. Monsters have infested the castle, and the dark Spear Moblin is one of them. Walk up, and avoid being hit by the flames. Keep your Roc's Cape ready, to jump when needed, and don't fall into the big hole. In the next area is a bombable wall that deserves a big kaboom. Inside is a portal; use it to shrink, then go down a floor. You cannot use the steps, so fall in the big hole in the room with the flames. Walk up until you see a Minish entrance, and go through. You'll end up in a jail cell, in which you can grow, and push a button to unlock the doors. King Daltus, petrified, is on the other cell. Relieve him from his stoned state, and he will give you a key to get out of the castle from the basement (it's just a regular Small Key). Go back to where you met the first enemy, the Spear Moblin. All locked doors on your way except the one all the way at the end are fake, so don't near them or they'll hurt you. So, go through the last one and continue until you see steps going down. Go there and up, and open the big chest to receive the Dungeon Map. With it, return, and take the staircase up. -- d. INTERMEZZO ------------------------------------------------------ You are now in the central hall of the castle. The Princess is said to be held captured on the roof, but if you want to go out and enter the town or something you can exit using the big door below. Note that the town is different--many people have left or are inside their homes. I recommend getting the rest of the secret skills, items, and Pieces of Heart; check out the appendices (part 3 of the FAQ), which list most secrets/hidden things about the game. Here are things that can be done now you have the Four Sword: + In Funday School, shrink and exit to the playground. Go into the mini-path and push away the big block. There is a Piece of Heart, and three red Kinstones (one of each kind) are in the chests. + Go to the Goron cave and fuse with the sixth Goron (if you got the fourth bottle, that is--if not, you can always do this later). Use a red-1 and Biggoron shows up! Not, like, "big," but BIG. He's at the top of the Veil Falls. If you bring him a visit, he tells you to visit him again once you accomplish some high feat... we'll keep this in mind once we beat Vaati! First, of course, we have beat Vaati, so let's do so. + Fuse Kinstones with everyone! Check the appendices for locations of many Kinstone fusions, and effects. Talk to a Tingle (twice) to see how many fusions you have left. When you're ready, continue. -- e. DARK HYRULE CASTLE, 1F ------------------------------------------ Head all the way up from the entrance. Kill the Spear Moblins and the Keese, and take a left (right is a dead end). Now, watch out; there will be four statues blowing cannonballs southwards. If you're in the way, either run or slash with your sword. Make your way up and Ezlo will tell you that you can reflect the projectiles with your sword. These statues have to be beaten all four at once, so step on the tiles (time it correctly), and hit the balls with your swords. The stakes go down, and you'll be able to continue up. Floor Masters in the next room, and the six jars on the left will fly into you if you get close. The next room, you're supposed to walk over _all_ blue tiles (they will turn red), *without* hitting the same tile twice. Use the button to reset the floor. The solution is as follows (L = left, U = up, etc.): RRRRULLURRULLLUURDRURDR. And that's that. After the next room is a cloning room in which you have to walk through a formation of blocks that a switchblade is "guarding." Just like in the Royal Grave. I would advise here to charge and make the clones when the switchblade is at the top-right corner, and then go down fast but with care. A chest with a Small Key will be your reward. Jump down the ledge and follow the way down. You'll be back in the central hall. The door to use the key that you just got on is in the upper-right corner. Open it and go down the stairs that you unlock. Follow the way up. Although you can jump down the ledge, don't do so and continue up. You'll see a bunch of statues throwing cannonballs again, as well as cloning tiles belonging to them. Make your clones in such a way that there's one Link "next to" each statue. Then enter the "danger area," and slash when they spit. Might take a few tries. Note: don't use a Spin Attack! This will only make it harder. Go up once you've done it successfully, and you'll be in a room with a bunch of Keatons. Your new Four Sword should be able to defeat each of them with one hit, but now that they're so closely in this room, you might want to just throw a bomb between them to kill about three at once. Speaking of bombs, you can set a bomb at the end of the room and reveal a hidden passageway... surely you don't think that this room leads dead, right? Follow the way until you reach the stairs, and take them up. As usual, watch out for the obstacles trying to impede your progress. Head north. You'll enter a room with a chair, and a Red Dark Nut attacks you here. Same old, same old, I'm sure you can handle him. When you defeat him, the chair vibrates a little and the doors open... hmm. I wonder what would happen if you'd push the chair away? Hmm, it's a hidden stair set! Before taking the way down, go right and get a Compass. The next area is a bit darkened, but you should still be able to see where you should go. I would recommend to equip the Flame Lantern anyway, because there are also a bunch of Gibdos (mummies) here, and the lantern can burn their "clothes," leaving only a Stalfos left that you can kill in one hit. Head up to the next room and go right. Take the stairway up to the second floor. -- f. DARK HYRULE CASTLE, 2F / DARK NUT MANIA ------------------------- First thing you'll meet up with is a Spark. Since it reappears when you re-enter the room, I'd advise you to hit it with the boomerang and get the fairy to restore your health, and repeat until you're completely replenished, if you're injured. Then continue down to arrive outside. Use the whirlwinds to make it all the way south. You can enter the platform with the enemies, but this is not necessary, because it's not able to jump with Roc's Cape down to the other whirlwinds. You'll have to use the whirlwinds from the start and avoid the cannons. Inside the next room, use the four tiles to clone yourself, then walk past the flame when the coast is clear. "Hide" in the lower-left corner until you can reach the block without being burned, and push it down. Go right and you'll be outside again. Three Keatons will be in front of your snout as you arrive, so keep your weapon ready. Go down, use the whirlwinds, and then all the way left (skip the entrance that leads dead). Use the boomerang or an arrow to hit the button at the other side of the chasm in order to make the bridge, and enter the door. Check the switches in the northern part of the room, and clone yourself in accordance to them. Slash them all at once to open the big door, and go through. (Thaer e-mailed me with a better way: just spin attack to light 'em all up at once, without the need to clone.) Two Ball & Chain Soldiers here, and again it's quite tough to beat them. Arrows are not very effective because their iron ball deflects them most of the time, so I'd recommend throwing bombs at them repeatedly. They walk slowly, so if you have bombs aplenty, blow them to the moon. A red warp that takes you back to the beginning, and both drop 50 Rupees. You are given two doors to go through: left and right. Head left first and step on the moving platform. Jump through one of the openings in the fence, and boomerang the switches one at a time. When the door opens, go back to where you started and set a bomb (if you don't have any bombs, kill the Bob-ombs walking around here). Pick it up, and throw it at the blocks right when it's going to detonate (Remote Bombs don't work here). Lestor Wong e-mailed me with a better way: simply use the Gust Jar to suck one of those crazy-moving bombs on the side ledges, and send them towards the cracks. Then go through. If you want to continue, hug the blocks while you ride next to them with the platform, and set a bomb then. It should do. Lots of Sparks here, and if you have the boomerang, then that's a lot of fairies to restore your health with. Capture them with empty bottles if you have them, save your game, and go up. You have to fight a Dark Nut here, and upon defeating it, Dark Nuts will appear all over the place (the rooms with the big doors). A blue warp appears as well. Go back and make some more fairies to restore health if needed, then fight every Dark Nut in the four rooms. They are not the easiest enemies, but I've found this strategy to work best: equip the Pegasus Boots and run into them. Then will sometimes attack while you are charging into them, but by the time they swing their sword, you're already behind them. Use this opportunity to hit them in the back. It's a little risky, but for me it was the easiest way to defeat them. Another way is to use the Great Spin Attack and try to reach their back/side while spinning, but chances are you don't have that skill yet. Upon defeating each Dark Nut, the big door in the room they are in opens. Each room leads to a Small Key, but the way to it is different for each path: + In the northwest room, try to kill (uh... re-kill?) the red Stalfos knights (trapping them in a corner works), while watching out for the two Wall Masters that fall from the ceiling and grab you. The shadows are the key! If you see a bigger shadow under you than the size of Link, then that means you have to run. Equip the bow and plant four arrows in the eyes (if you need arrows, the jars contain them). This has to be done in a short amount of time, so if the big line of flames approaches, don't rotate all the way but take cover in the upper-left or upper-right corner. You'll have no choice but to fall in the hole in the next room after you push the blocks away. Do so and take the stairs, and push the switch to open the door down. First take the other stairs up to get a Small Key, then go through the door down. Here are two jars that always contain a heart, so if you need to replenish yourself, here is where to do it. + In the northeast room, use the Flame Lantern to light all the candles without being hit by the rotating line of flames in the middle of the room. Beat a few Ghinis in the next room, then take the stairs to the key. + The southeast room has another of those puzzles in which you have to turn all blue tiles red. The solution is as follows, if you need it: DDDDDDRURRDRRRULULLLULURRDRRURDDRR. Go down to outside of the castle and walk left. There is a room in the castle with a stairway going up, leading to a Small Key, and one going down, leading to a supply room (bombs and arrows). Refill when needed; the jars reappear on re-enter. + And finally, the southwest room. There are four switches at the end of the room that form the ends of a plus, and some cloning tiles. While it may seem to be the obvious thing to do, I suggest not creating clones in such a way that you have a square--it makes it difficult to get through the lines of fire. Rather, choose one in the lower-left corner, in the middle, upper-right corner, and somewhere else (as long as it's not in the upper-left/lower-right corner). In this shape, it's a bit easier to get down, and with a Spin Attack you'll be able to hit all four switches at the same time. Note: on my second play-through I discovered another way to do it; set a bomb in the upper-right corner between two switches, and when it explodes, slash the other two with your sword. Next room, two Fire Wizzrobes and a switch that opens the door leading to the Small Key. There is also a stairway going down, but the room is a dead end with three Gibdos. It's only there for dumb people to fall in, I guess. With the four keys, head back to the room with the five Sparks (if you are at the southern end, use the red warp and the blue warp to get there fast; otherwise it's faster to just walk), and go up. Use the keys on the blocks, then smash the jars in the upper-right corner for cloning tiles. Push the block away and open the big chest for the Big Key, with which you can open the big door. I should probably capitalize all the Big Things because I did the same for the key, but sometimes my laziness forces me to be inconsistent. Now go to the big door! Use the blue warp and the red warp to get there fast, and head through. Save your game! -- g. DARK HYRULE CASTLE, 3F / THE CHIMES ----------------------------- Well, it's not 3F yet, but soon. You will hear Vaati speak; three chimes of Hyrule's bell and the light force is Vaati's. First enemy encounter here is a Ball & Chain Soldier. Beat it, get the 50 Rupees, and go up. Defeat all Keatons and use the clone tiles to switch all four buttons at once, and enter the next chamber. Here, you have to fight two Red Dark Nuts and a Black Knight (Dark Nut except stronger). Sounds easy, but it's a lot harder than that. Take note that if the battle with these soldiers takes too long, Vaati will succeed and it's game over! So, kick their butts as fast as possible. Set bombs and throw it in their faces when it's about to explode (or set Remote Bombs, if you have them), and attack them in the split- second they are stunned. You don't need to use bombs hereafter, so use up everything if you need. The one thing _not_ to use up completely if your life bar; if you have one heart left after this battle, you will fight Vaati with one heart! I hope you saved your game in that case. :) When you defeat them, go up and you'll meet Vaati. He's almost done draining all of Zelda's energy, but it's not too late! Vaati decides to deal with you first with the power he sucked up until yet, and it's time for... -- h. THE FINAL BATTLE(S) --------------------------------------------- Vaati Reborn: ¯¯¯¯¯¯¯¯¯¯¯¯¯ Weird stuff. The guy is like a vampire now, and the vulnerable part is the eye in his belly. It is closed though, but two eyes surround him. These eyes are your target; destroy them with a couple of slashes (or one Spin Attack), and the eye in his belly opens. Go to him and mash the attack-button. After a session of stomach-punching (or, if you didn't kill the two eyes in time), Vaati will use two attacks: send an array of flames around the room, and send a dark ball of energy. The flames are easily avoidable, unless you walk like a drunk or if you're too close--in case you get hit, your ass it literally on fire and you'll run like an idiot through the room (unable to do anything... except running). The dark ball's effects are much worse: you will lose a bunch of hearts and cannot move. The plus side is that the ball is very slow, and avoiding it is just a matter of rolling away of it. When you hit it enough, it will use four eyes rather than two. On top of that, he can command the eyes to shoot a beam downwards, but this is nothing. Just hit the eyes. When you destroy the eyes and give him a good stab in his tummy (he'll warp around the room, so it's a bit harder to hurt him this time), he'll attack with the flames and the dark ball again. Then, instead of four eyes, he'll have four eyes surrounded by dark energy--use the Gust Jar to get rid of this for each eye and repeat the process of destroying eyes. He can't believe you just kicked his butt, but apparently he likes it and he's back for more! Vaati Transfigured: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This form is a bit uglier, but just as easy (or hard) as the last one. Vaati now consists of eight eyes formed up in a square (except for eyes in the corner), and in the same formation, there is a bunch of clone tiles. OK! You'll need the bow, and of course some arrows to shoot. If you don't have arrows, wait for Vaati to throw around fluffy purple/black thingies around the place; there are arrows inside them. The key of this fight is to hit the eyes with an arrow. Some eyes are "real," some are not. That is, some eyes turn red, and some blue. The four eyes that turn red are your target--hit all four of them with an arrow. The pattern changes with each hitting session, but it's always sort of a U-shape (be it north, or east, etc.). Once four eyes are red, clone yourself making the same pattern, then hit all four eyes at once. With all the attacks coming through, such as electric balls, it isn't very easy to do it, but it is doable without any significant trouble. Once you successfully hit the eyes, the big eye in the middle loses its cover, and then it's your time to close in to it and attack it like a madman. Repeat a few times to win! The battle seems to be over! You can head north now and reach Princess Zelda. Fire an energy wave of your Spin Attack at her to undo the curse laid upon her, have a bunch of chitchat, and escape! Because it appears Vaati still has some power left--the castle starts to collapse. Link and Zelda will automatically reach back to the entrance, but boulders are blocking the way out. Ezlo suggests heading to the Elemental Sanctuary then, so go down the stairs in the upper-left corner and follow the way. As you near the entrance, Vaati reappears once again. Vaati's Wrath: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Vaati's third and last form is that of a grown-up Tektite. Well... somewhat. It's one big eye with two legs (or arms, whatever), and a portal to shrink/grow is located to the top of the battle arena. Vaati will attack with either a bunch of energy balls (he allots the attack the same way as the flames in the first battle), or he pumps one of his arms through the floor like an ostrich. The arm pops up the same spot that you were on when he started going through the floor, and when it does pop up, it is the time to attack. So what to do? Grab your Cane of Pacci, and flip the arm upside- down! This leaves him, besides looking embarrassingly stupid, open for attacks. Shrink using the portal and go inside the arm; there is a little opening. Within the arm, you'll find a bunch of eye- shaped things, and it is your job to find the odd one (a little red, eye out of shape) and hit it. After a while, the arm will be destroyed and you'll have to flip over a second arm to resume the process, but if you manage to hit the odd ball enough, the arm will be destroyed permanently. The second arm has to be dealt with essentially the same, except that it's dark inside and thus that you have to use the Flame Lantern. And once both arms are done for, it's time to attack the big eye with big Link. Four eyes are in front of it, and four cloning tiles are there for your pleasure. After he attacks with a few electro balls, all his eyes will fire a ball of energy southwards. You can use your sword to reflect this, and you're supposed to do this with three extra clones. The first one is easy, but after that you have to time your multiplication--the attacks make it hard to walk around with three other Links by your side without getting hit. But you should be able to defeat him. After all, you've gotten this far. So when you succeed, you've beaten the game! Storyline-wise, that is... are you hardcore enough to collect all the Pieces of Heart, secret items, et cetera? I will not spoil the ending (which isn't anything special anyway, and very predictable) for you, check it out yourself. -- i. AFTER BEATING THE GAME ------------------------------------------ After the credits, you are given the option to save your game. If you choose yes, a triangle will appear on your save slot, denoting that you've beaten the game at least once. When you load, though, Vaati will be still alive, so you can kick his ass countless of times if you wish. If you choose no, well... the game will *not* save your game (surprise!). Stuff to do: + Now that you've beaten the game, you can visit Biggoron in the Veil Springs. Fly to the Veil Falls and climb up. He wants to eat your shield, which is, besides a little weird, something you have to agree with. Walk around without a shield for a while (go collecting your last Pieces of Heart and doing kinfusions, or something), and return. He will give you back the Mirror Shield after a good amount of time, which returns an energy wave if you deflect something (like an Octorok's rock). + Carlov now gives out six more figurines. Collect all 136 to get the Carlov Medal, and show this to the guy sitting next to Mama's Cafe in order to gain access to the house with a robot on top: Piece of Heart inside, 600 Rupees, and the sound test! Anyway, this is the end of the walkthrough! Shoo! -++++++++++++++++++++++++++++++- PART 3: APPENDICES -++++++++++++++++++++++++++++++- ======================================================================= 3-A: SECRETS ======================================================================= The biggest secrets that I know of are listed here, but minor secrets (like a hidden chest with 20 Rupees) are only mentioned in the walkthrough. Kinfusions play a big role in obtaining secret items and other things, but unless you need to fuse to get something, you can find the list of fusions in section 3-D. Locations of Pieces of Heart are listed down in section 3-C rather than here; I will refer to that section in the walkthrough once one becomes attainable, though. -- a. THE 136 FIGURINES ----------------------------------------------- One might question if this is a secret or not, given the fact that nearly everyone knows about this, but still. Carlov lives in a tree in the lower-right corner (cross the small bridge as Mini-Link to reach it). He trades figurines for Mysterious Shells--they give you information about people/locations/enemies you've seen before. Once you get all 136 figurines (the last 6 become available after beating the game), you will get the Carlov Medal. With it, go talk to the guy next to Mama's Cafe; he'll reward you with some nice stuff: a Piece of Heart, 3x200 Rupees, and the sound test! Enter the house with the robot on top to get everything. Note that if you find a chest now that is supposed to have a bunch of Mysterious Shells, it will instead contain 50 Rupees. -- b. BEEDLE, THE PICOLYTE-SELLING GUY -------------------------------- You'll have to "prepare" something in order for Beedle to appear. Remember where Zelda gave you your shield? A lot of dust is on the carpet; suck it away with the Gust Jar. After a while (while/after getting the Pegasus Boots), Beedle should appear here, selling Picolyte. Picolyte are special drinks that enhance your "vision," so to say, i.e. you can find some things easier for a short time. They're 100 Rupees apiece, and you can buy Green Picolyte (to make it easier to find Mysterious Shells), Red Picolyte (same for hearts), and/or White Picolyte (same for Kinstone pieces). There are other flavors, but he doesn't sell them (yet). To buy, you'll have to have an empty bottle. See the items-section, 3-B, under "bottles," for detailed information about how Picolyte works. -- c. THE PICO BLOOM RESEARCHER --------------------------------------- This is related to Beedle (read above). About mid-game, there will be a Forest Minish in the upper-right corner of the barrelhouse in Minish Village. Talk to him, and he tell you about his project; talk to him again and he tells you that he needs something in order to complete his research. If you bring him this item and wait a couple of minutes (go treasure-hunting in the meantime), an array of Pico Blooms will blossom. Talk to the guy and he'll ask for another item; not only that, but Beedle will also sell a new kind of Picolyte. - The first time, he requires Lon Lon Milk. Buy this from Malon in Hyrule Town for 100 bucks. Wait a while and talk to the Picori when the flowers have blossomed, and Beedle will sell Yellow Picolyte (for 200 Rupees), which makes it easier to find Rupees. - Hereafter, he wants Crenel Hot Spring Water. This can be gotten in Mt. Crenel's Base; I'm sure you still know the way. This time, Beedle's next Picolyte to sell is the Blue Picolyte (for 200 Rupees), which makes it easier to find items like bombs/arrows. - The last time, he wants a Red Potion. This is received from Syrup the Witch, but you have to fuse with the Forest Minish in the lower- left corner of South Hyrule Field first before Syrup makes it. Beedle will sell Orange Picolyte, making fairies appear more often. Remember that Beedle won't sell the new Picolyte until you've actually seen the new Pico Blooms and spoken to the Picori. -- d. LINK'S SECRET --------------------------------------------------- Ah, Link's little secret. When you checked the lower-left corner of your room, Ezlo will say the following: "I sense something unusual here... Is it something hidden? I won't tell anyone, so come on! Show me!" I have tried every item in my inventory, tried to burn the table, shoot arrows in my pillow and bombed nearly every corner of the house--I'm sure many other people tried to find out where the "secret" was, with no success. When I browsed the GameFAQs message boards, I saw someone figured it out: go outside and dig the ground using your Mole Mitts. Somewhere should be a red Rupee (20 Rupees), and the best thing about it is that it reappears (enter and exit your house). That means infinite Rupees, and fast at that! -- e. THE TINGLE SIBLINGS AND THE MAGICAL BOOMERANG ------------------- After getting the Pegasus Boots, or perhaps a little earlier, Tingle appears. However, you should do this mini-quest after getting the Mole Mitts to successfully conclude it. If you fuse with Tingle, he will tell all his siblings about his adventure with "Mr Fairy," and three more will be appearing (those three can be done in any order that you like). Fusing with all four opens up four trees in North Hyrule Field. + Tingle: South Hyrule Field, eastern area. Use the Cane of Pacci to reach this li'l fella. Kinfuse a green-3 with him (or her, whatever), and a tree in North Hyrule Field opens. Talk to Tingle (or any of his siblings) for a second time to see how many Kinstone fusions you have left. + Ankle: Lon Lon Ranch, on a cliff. Enter the cow's grazing area and go inside the cave. Push the block up with your multiplication- skill and climb the ladder. Kinfuse a green-1 to open up a second tree. + Knuckle: Trilby Highlands, northwest area. Dig through the sand cave and take the ladder up to find Knuckle. Fuse a green-2 to open up tree number three. + David Jr.: Lake Hylia, northern area. Use the path that leads to Stockwell's hut with the dog inside (or fly with the Ocarina of Wind), and instead of going in, take the stairs down. Kinfuse a green-3 to open up the lower-right tree of the four. Now, once you've kinfused with all four of them, head over to North Hyrule Field, and enter all the trees. Step on the switch in all rooms (and get a few treasures on the way: a red-1, red-2, and red-3 Kinstone, as well as 200 Mysterious Shells) in order to create a fifth ladder. Take it and open the big chest, for... the Magical Boomerang. Whee! -- f. THE THREE LADIES AND THE TWO HOUSES ----------------------------- Three pretty ladies, Din, Farore and Nayru, are in the inn. They are looking for a house in Hyrule, and you're going to help them with it! At a certain point of the game, you should be able to fuse with Farore, the green girl. Fuse a red-3 with her, and Gorman will appear in town. He is the owner of the empty house in the town and gets the idea of renting it for extra cash. Go talk to him; he says he's looking for one girl to live in his house, and asks you to find someone. Now go back to the inn and have a chat with either of the tree girls. Note: you are only able to find a house for *two* of them, so choose your girls carefully! My picks would be Farore and Din, because of the rewards you get (see the last part for a list). So talk to the girl of your choice, and tell her you found a house. You can visit her now if you need the charm. Now, for the second house: in the upper-left corner of Hyrule Town is a carpenter, Bremor. Fuse a red-1 Kinstone piece with him, and it will make the head carpenter feel uber-motivated. Exit/enter Hyrule Town twice, and there will be a big house at where a Minish house was first (under the post office). Talk to Gorman and to one of the girls, and voila; another house! You can go inside as Mini-Link and find the Town Minish that lived in the mushroom before (move around with the closets), if you need to talk with him. Or enter as normal Link and get a charm. Here's a list of charms: - Farore's Charm: increases attack and defense. - Din's Charm: increases attack. - Nayru's Charm: increases defense. * It is not possible to find a house for the third girl. Gorman is near the cats and says he might build a house there if he could get rid of the cats--however, there is no known way of doing it. If you check out the game's script by editing the game's ROM, you'll find the text Gustaf says for the first and second house, but there is nothing for a third house. -- g. THE GORON DIGGERS (QUEST FOR THE LAST BOTTLE) ------------------- To reach the Goron cave, go to Lon Lon Ranch and use the southernmost vortex to fly to the left. Glide to the wall (not over the fence) and align yourself in the middle to automatically fly up it. When you try to align yourself, move by looking at the shadow! You are supposed to fuse with one of the farmers (Eenie, the upper one) and bunch of Mysterious Walls to bring this quest to a conclusion. The order doesn't matter; the first lets the already- digging Goron in Lon Lon Ranch (I'm sure you've already seen him) break through the first wall, and the other kinfusions add one Goron at a time (yeah, they need six Gorons to break through the last wall). Here's a list of all the kinfusions: + EASTERN HILLS: Kinfuse a blue-1 Kinstone with Eenie, the upper farmer in the Eastern Hills. + EASTERN HILLS: There is a sand cave here. Dig through. Besides two red Rupees (the rightmost of which is a Rupee Like), there is a Mysterious Wall in the upper-right corner. Kinfuse a blue-2 stone with it to add a Goron to the diggers. + MINISH WOODS: In the cave under Syrup's hut (which you took to reach Hagen's cabin for the third book) is a Mysterious Wall as well. If you didn't fuse with it when you went to get the book, do it now (a blue-2 Kinstone). + TRILBY HIGHLANDS: In the upper-left corner of the highlands, use your Mole Mitts to dig through the sand cave (same way you took for a Tingle Sibling). Two chests with a blue-1 and blue-2 Kinstone piece are here for your taking, and there is a Mysterious Wall to the north--fuse a blue-1 Kinstone with it. + MT. CRENEL: Remember where the Crenel Hermit lived? Fly to Mt. Crenel, jump down the ledge and make way to the Crenel Wall (which is to the left). Climb up, walk left, climb down, and dig through the wall. Besides a Piece of Heart, there is a Mysterious Wall in the upper-right corner. Kinfuse a blue-2 with it. + LAKE HYLIA: Requires the Roc's Cape! Jump north using the isles and dig through the sand cave. From the entrance, dig to the left and then down. Kinfuse a blue-2 with it for the last Goron digger to appear. After four diggers have appeared, you can reach a chest with 200 Rupees. However, after the sixth helper joins the show, you'll be able to get what you're after: the last bottle! -- h. GREGAL & THE GHOST (QUEST FOR THE LIGHT ARROWS) ----------------- Scroll down to section 3-B, and read under part (c). Find the "Upgrade to Light Arrows" part and read it. (Yeah, I'm even too lazy to copy-and-paste it to here.) -- i. THE SECRET HIDDEN TRAINERS -------------------------------------- You got all eight Tiger Scrolls and you're proud of it? You ain't seen everything yet, my friend; you can also fuse with the hidden trainers (except Swiftblade the First). Find them and fuse to reveal hidden caves, in which even more Blade Brothers live (so if you thought "secret hidden" sounded strange, here's why). They won't teach you any Sword Techniques, but speed up charging time of various things: - Grayblade: Fuse a red-1 to open a waterfall in the northeast part of Castor Wilds. Inside lives Scarblade, who teaches you to charge your sword faster, so (Great) Spin Attacks can be pulled off faster than before. - Waveblade: Fuse a red-2 to open a waterfall in North Hyrule Field. Greatblade lives inside, and training with him allows you to do the Great Spin Attack longer! - Grimblade: Fuse a red-3 to open a waterfall in the Veil Falls. Enter via Lon Lon Ranch. Inside lives Splitblade, a secret trainer; he will teach you to fill your Split Gauge faster (to clone faster). -- j. THE MIRROR SHIELD ----------------------------------------------- This requires you to have beaten the game (a triangle should be on your save slot). After doing the Goron side-quest, fuse with the sixth Goron, and the Biggoron will appear in the Veil Springs. Give him your shield, and walk around a bit without one (go treasure hunting or something). Return after a while and the Biggoron will give you the Mirror Shield, which is stronger and returns a laser if you deflect certain attacks! -- k. OTHER SECRETS --------------------------------------------------- You may wonder where all the other secrets are. Well, in order to prevent myself from repeating, I've decided not to list the secrets here if I've listed them in any of the other appendices. So: - Item upgrades (Big Bomb Bag, etc.) are listed in section 3-B, under part (c). - Piece of Heart locations are in section 3-C. - All (or most) Kinstone fusions should be in section 3-D. - Bottle locations are in section 3-B, except the location of the last bottle, which is listed above. - Locations of the trainers are in section 3-F. Transcripts of the Swordsman Newsletters are copied there as well. If I missed something and it's not in this FAQ, drop me a line! ======================================================================= 3-B: ITEMS AND EQUIPMENT ======================================================================= -- a. RANDOM CRAP YOU CARRY WITH YOU ALL THE TIME --------------------- The items that you can assign to the A- and B-buttons. Again, sorted in the order that you receive them. + Small Shield: A small shield, good for protecting yourself against some blunt attacks and projectiles. Given to you by Princess Zelda in the beginning of the game when she wins it in the Picori Festival. + Smith's Sword: Granted to you when you start your quest after evil has been unleashed. Your first weapon in the game, good for beating the weak monsters that cross your path. Later in the game, you'll get the better stuff, though. If you take this weapon to the trainer in Hyrule Town, you will learn the Spin Attack. + Boomerang: This (optional) item can be bought in Stockwell's shop for 300 Rupees, after you buy a bigger wallet from him. This boomerang has a limited range, but it is a useful weapon nonetheless. You can get items (hearts, Rupees) from afar by throwing the boomerang at it, and most enemies will be stunned if they get hit by this. It is especially useful against enemies like Peahats, or Sparks. Later in the game, you can get an upgraded version of this boomerang. + Gust Jar: A weird item that allows you to suck in things (like sand, webs blocking doors), and then blow them out. Big things, like jars, aren't drawn in, but instead kept in front of Link for the duration you hold the button, and spit out when you release it. Vital against the first boss, and to continue in the game. + Bombs: Just what it says... bombs. Blow up stuff. You can pick these up after setting them, but beware; if it detonates when you're around, you'll get hurt (obviously). Use them to crush certain rocks or kill some enemies. + Bottles: Fill these up with stuff and carry them with you! Like water; it'd be quite stupid to carry water with you in your pockets, so that's what we have bottles for. Scroll down for a list of locations of all four bottles, and what you can put in them. + Cane of Pacci: Allows you to flip over things. Its use becomes apparent in the Cave of Flames, where you acquire the cane--the carts have to be flipped upside-down in order to ride them. The big pots in Hyrule Town can be flipped too, to reveal a portal that you can use to shrink/grow. This is essential in beating some enemies too, such as the Spiked Beetle, and even some bosses... + White Sword: The sacred sword... except without the holy power, which you'll need the elements for. This sword will be upgraded multiple times as you infuse it with those elements. + Pegasus Boots: Allow you to run like your ass is on fire. Not only speed is one of the benefits of equipping this; you can also charge into specific objects (trees, closets) and occasionally reveal hidden items inside. And in order to cross the swamp in the Castor Wilds, you'll have to run; otherwise, you'll be dragged into the mud, and Ezlo will get dirty. If you show this to Swiftblade, he will teach you to point your sword forward while running, which is good for cutting down arrays of bushes. + Bow: Can you name one Zelda game without the bow and arrows? This wonderful item allows you to attack enemies from afar, although it is a little slow. Mainly, you're going to use this for puzzles, and if you see an eye, be it on the wall or on an enemy, you're probably going to have to use this. Because obviously, having the sharp point of an arrow in your eye isn't the most pleasant thing there is. + Mole Mitts: Allows you to dig through sand. Simple as that. There are also hidden entrances around some parts of Hyrule (like in Hyrule Town, north of the well, or near Syrup's hut) which can be dug through. + Ocarina of Wind: Allows you to reach many places by air, without having to walk to them yourself. You have to have "unlocked" those places first, though, by inspecting the stone obelisks in the various areas. The stone disappears and a Wind Crest remains, denoting a place to fly to. + Flame Lantern: A lantern that allows you to see in the dark. You can also use this to light candlesticks, which sometimes is imperative to continue in the game. Not only that--some enemies, like the Gibdos and Ice Wizzrobes, can be hurt by walking into them while having the lantern equipped and activated. + Roc's Cape: The last of the button-items, and one of the most useful in your quest of finding all hidden items (who cares about Zelda anyway). This allows you to jump, and if you hold the button a bit longer while airborne, you'll go up even higher and glide! If you go to Swiftblade with this cape, you'll learn a powerful skill from him to attack downwards. + Four Sword: This is the good stuff! The final form of your sword, and damn it looks hot. It lets you create three clones, so you can walk around with four buddies. Not only that, but you can also rid people of their curses--Spin Attacks release a wave of energy that have the exorcising effect. Note: there is no such thing as a Fire Rod! There are clear pointers that the game developers wanted to make this available in the game: the description of it ("You got the Fire Rod! This mystical rod shoots forth mighty flames.") and the image were not deleted, but if you assign it to your A- or B-button by hacking, you'll see that it has no real effect. The game mistakenly refers to it in the game in the figurine list (Ice Wizzrobe, #108). They mean the Flame Lantern here. -- b. OTHER ITEMS ----------------------------------------------------- Equipment: ¯¯¯¯¯¯¯¯¯¯ + Grip Ring: Used mostly on Mount Crenel. There are some impassable cliffs that become climbable once you get this ring from a certain Business Scrub hiding somewhere in a cave. Buy it and continue! + Power Bracelets: These bracelets, from the Picori legends, allow Minish people to push away big things that normally only humans can move around. This includes closets, blocks, and jars. + Flippers: It shouldn't be too hard for you to imagine what these things are for. Previous passages that were blocked by water are now passable, because you can swim with these babies! Ducking can be done with the B-button; it allows you to hide from enemies and sometimes you'll find hidden things like Rupees. With the A- button, you can swim faster. Shallow waters that you can go across normally as big Link are passable as Mini-Link too. I might put the storyline items here (stuff like the Library Books, that you carry with you for a limited amount of time), but it's not necessary. I'll do it when I'm bored. -- c. ITEM UPGRADES --------------------------------------------------- Wallet (Rupees): ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ + From the start of the game, you are equipped with a wallet that can hold 100 Rupees. + Upgrade 1: Buy in Hyrule Town, when you return there (when the Picori Festival is over). Enter the shop (the building with Rupees on top), and get a Big Wallet for 80 Rupees. You'll be able to carry 300 Rupees in total then. + Upgrade 2: After getting the Cane of Pacci and the White Blade infused with two elements, head over to the Eastern Hills and check the upper-right corner of the area for a hole that you can energize with the cane. Follow the way and you'll find the big fairy eventually, giving you a Big Wallet capable of carrying 500 Rupees. + Upgrade 3: Go to mayor Hagen in Hyrule Town (rectangular-shaped house) and fuse a red-3 Kinstone piece with him. If you don't have it, you might find one in his backyard, where you can take the ladder down. A stairway is uncovered in Lon Lon Ranch; head there and find the Big Wallet, which can carry 999 Rupees, in a big chest! Bomb Bag (Bombs): ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ + You'll get your first bomb bag from a Forest Minish in the Minish Woods, after you leave to Mount Crenel. This can hold 10 bombs. + Upgrade 1: On Mount Crenel, after getting the Grip Ring, you'll have to climb the Crenel Wall. Go up and then right. You'll see a platform with a sign and an obvious bomb spot; blast your way inside and throw a bomb in the well. A big fairy pops up and asks you what you just threw in; say "Neither" (it's not a gold or silver one; if you lie, she'll rid you of all your bombs!), and she'll give you a bigger bomb bag, capable of holding 30 bombs! + Upgrade 2: You have to kinfuse to find this! Find Belari (left of the Minish Village) and fuse a red-1 Kinstone. A chest appears in the Wind Ruins, just in front of the Fortress of Winds. Inside is a Big Bomb Bag, and you'll be able to carry up to 50 bombs! + Upgrade 3: Kinfuse with the guy who gave you the bombs in the first place (Belari) and a chest will appear in the Wind Ruins; the Biggest Bomb Bag, capable of holding 99 bombs! This only appears in the US version of the game. + Upgrade to Remote Bombs: Fuse Kinstones with the Forest Minish elder in the Minish Village, and he will make the guy that gave you the bombs earlier give an idea--create bombs that you can set and detonate at will. After fusing, go to him and swap your normal bombs to the Remote Bombs he just made. If you want to go back to normal again (which you can set three at a time of, rather than one), just talk to him again. * About a third bomb bag upgrade: in the Japanese version of the game, it was buyable in Stockwell's shop (or so I've read), but it seems that there's no way of getting it in the European version... It's back in the US release of the game, however! Quiver (Arrows): ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ + The bow and arrows are received in the Castor Wilds. The standard quiver that comes with them can hold 30 arrows. + Upgrade 1: Buy in Stockwell's shop. Possible after getting the Flippers, I think, or maybe after getting the Ocarina of Wind. Whatever. It costs 600 Rupees and allows you to carry 50 arrows. + Upgrade 2: Once you get in the Royal Valley (after getting the third element and upgrading your sword again) and head down the first steps, there will be two short fences against the wall. Bomb the piece of wall between them, and you'll find the Great Dragonfly Fairy; she will ask you a few questions. Tell her you'll answer them, and answer truthfully (the correct answers are: no/no/yes/no/no). When you lie to her, she will reduce all of your arrows to zero. But you can re-enter and have the questions asked again. If you give her the correct answers, though, she will reward you with a bigger quiver, capable of carrying a total of 70 arrows. + Upgrade 3: Kinfusion again! There is a Forest Minish in the Wind Ruins near the beginning. Fuse a red-3 with him, and a big stake grows elsewhere in the ruins. Find it and get a bigger quiver, allowing you to carry up to 99 arrows! Ownage! + Upgrade to Light Arrows: Light Arrows are not only stronger than normal arrows; they can also destroy bushes and jars. Obtaining these has to be done as follows: fuse a red-1 Kinstone piece with the Stranger in the house with the yellow roof in the western part of Hyrule Town. It makes a warp appear near your house, which in turn brings you to an unknown location in the upper-right corner of the game. Follow the way to the bed of a sick old guy--he is haunted by a spirit, and you have to exorcise that spirit using your Gust Jar (stand below the bed and strafe left and right to suck it up completely). He'll thank you with 100 Mysterious Shells, but the true reward is received later in the game. What I've described above HAS TO BE DONE BEFORE going up into the clouds to get the final element. If you didn't do it or forgot it, the old guy is dead, and he will then of course not give you the Light Arrows. Otherwise, you will get the Light Arrows as you are heading for the Wind Element. Talk to Gregal when you are on the Cloud Tops for the second time, and he'll give 'em. There is no known way of getting the Light Arrows after going up into the clouds and without healing Gregal before. -- d. BOTTLES (AND THEIR LOCATIONS) ----------------------------------- Locations: ¯¯¯¯¯¯¯¯¯¯ 1. The first bottle is the only one that you are forced to get-- without it, you'll be stuck in the game. After getting the Earth Element and learning the Spin Attack, you should be heading off to Mount Crenel. In the Trilby Highlands, there should be a ladder going into the ground. Go down it and set a bomb on the wall to the right. Reveal a hidden area, and beat the Business Scrub by using your shield to reflect the nuts he spits at you. Then talk to it and buy the bottle for 20 Rupees. 2. When you are supposed to get the Pegasus Boots, or after getting them, bring a visit to Stockwell. He has a bottle, but you can't reach it, so enter the cafe next to his. Push the closet in the back to the left, shrink, and use the path you created to reach Stockwell from the back. Stockwell will ask you to bring his dog the food in the bottle that you want--accept and run his (simple) errand to get an empty bottle. 3. Kinfuse with your grandfather, Smith (he's still in your house). He requires a red-2 piece for a fit, and it will create a treasure chest in the Eastern Hills (south of where the farmers are). Get there and grab your bottle from the chest. 4. Complete the Goron quest! It is an annoying quest, requiring you to fuse with a farmer and five Mysterious Walls. It can only be completed after getting Roc's Cape! See the secrets- section for details; it's too big to put it in here. Contents: (list of items you can put in bottles) ¯¯¯¯¯¯¯¯¯ + Butter: Parts of the game script point to this "Butter," but it appears that it is not acquirable by normal means. To be exact, the game has the following text: "Your Lon Lon Milk turned into butter! It's very fresh and delicious!" If anyone knows how to get it, e-mail me! Doubtful, though; they probably dummied it out. + Lon Lon Milk: Bought from Malon, who appears in Hyrule Town after you help her and her father get back in their ranch. Restores just 5 of your hearts, but this can be used twice. + Lon Lon Milk (1/2): See above. + Red Potion: Used in a mini-quest in Minish Village; until you are asked to get a Red Potion, Syrup the Witch does not make it. When she does make it, you can buy it from her for 150 Rupees, and, unlike the Blue Potion, it restores all of your hearts. + Blue Potion: Made by Syrup the Witch. This can be bought for just 60 Rupees, and it restores 10 of your hearts. + Water: Found in... any place where you can find water. One of the first places to find it in is Mt. Crenel's Base. Use it to grow the plant so it creates a vine to let you continue to the mountain. Water can be used for other purposes too, such as extinguishing fires in stoves. + Crenel Hot Spring Water: Only found in Mr. Crenel's Base. While normal water is used to grow normal beans, with this you can grow a special species. Used once in the game to continue, and a second time for a secret mini-quest. + Fairy: Fairies are found like everywhere; in hidden caves, jars, trees, and other places. If you have one of these in a bottle and you die, you'll be revived by a fairy and get some hearts restored. You can also "consume" fairies anywhere in the game, as long as you have one in your bottles. + Picolyte: Available in various colors: red, orange, yellow, green, blue, and white. The effects vary for each kind of Picolyte, but they all have in common that you can find certain things faster. Here is a little list: red for hearts, orange for fairies, yellow for Rupees, green for Mysterious Shells, blue for items like bombs and arrows, and white for Kinstone pieces. The effect does *not* seem to last forever, but only for the duration that Link sparkles. Moreover, if you drink another Picolyte, it will negate the effect of the last one you drank. But it seems that if you drink multiple Picolytes of the same kind, the percentage of chance of getting something under bushes or enemies increases even more. I found like 20 green, blue and red Kinstone pieces in two minutes by cutting grass and bushes, after drinking more than one white Picolyte. I don't know about the difference between drinking 5 or 500, so don't take my words for granted. + Nayru's Charm: After getting Nayru a house (see the secrets- section above) and bringing her a visit, you can ask her to fill your empty bottle(s) with a charm. Nayru's Charm will strengthen your defense for a while, and it colors your suit blue for the time the effect of the charm lasts. + Farore's Charm: After getting Farore a house (see the secrets- section above) and bringing her a visit, you can ask her to fill your empty bottle(s) with a charm. Farore's Charm will strengthen your attack and defense for a while, and it colors your suit purple for the time the effect of the charm lasts. + Din's Charm: After getting Din a house (see the secrets-section above) and bringing her a visit, you can ask her to fill your empty bottle(s) with a charm. Din's Charm will strengthen your attack for a while, and it colors your suit red for the time the effect of the charm lasts. -- e. WIND CREST LOCATIONS -------------------------------------------- A little list of all Wind Crests. Once you have the Ocarina of Wind, you are able to fly to them without having to travel all the way to it. - Minish Woods: Left of the Minish Village. - South Hyrule Field: Above your house. - Hyrule Town: In the northern area of the town, next to the school. - Mt. Crenel: Between Melari's Mines and the Cave of Flames. - Castor Wilds: Just to the right of the three statues that you have to fuse with in order to reach the Wind Ruins. - Lake Hylia: Automatically available (don't have to inspect a stone for this). - Veil Falls: After visiting the Royal Crypt and being able to continue here, you'll see it when you climb a wall. - Cloud Tops: In front of the big building on the clouds. ======================================================================= 3-C: PIECES OF HEART ======================================================================= Heart Containers increase health with one full heart, and are received upon beating bosses (and one special case). Pieces of Heart are a little different, as you know: collect four of these to get one extra full heart. Unlike Heart Containers, which are easy to collect if you just beat the bosses, these are hidden. I've sorted this list on location (alphabetical order), then on order of appearance. Cave of Flames (Mt. Crenel): ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. While going through this cave you should go past this one two times; one time by foot (as Mini-Link), and one time by cart. After the second time, follow the way until you see three bottles lined up before a southern wall. Blow the odd part of the wall to reveal the entrance to the Piece of Heart. Castor Wilds: ¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. Somewhere in the lower-left corner of the swamp (not the three statues, but above them) is a grave that you can push open. The ghost of Swiftblade the First dwells here, but he's not what we're here for--instead, grab the Piece of Heart in his abode. 2. When you have the Flippers, go to the upper-right area and swim through the water. There's a Piece of Heart in the cave there-- in order to make it through the blocks, move the upper-right one to the left, the one two below it also to the left, then the one originally between them up. 3. By fusing Kinstones, small lilies should pop up in the swamp. Three can appear in total, but you can get this piece after the second has appeared. Follow the path over the mud and through the hollow trees, and make it to the lower-right area. Swim through the water and enter the hole. Find your way through the obstacles and grab your Piece of Heart. Deepwood Shrine: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. After beating the sub-boss (Madderpillar, the worm) of the shrine, use the acquired Gust Jar to suck the web blocking the passage below you. Go through, and voila; there it is. 2. A blue warp is revealed in the room right next to the sub-boss's chamber (Madderpillar). In the entrance room, the blue warp is here as well, and it's ready to transport you to this Piece of Heart. Eastern Hills: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. In the lower-left corner is a Forest Minish living inside a mushroom. Kinfuse a blue-2 with it and it will make a big bean sprout into a big (BIG) stake. It's also in the Eastern Hills, so walk up to it and climb it. The rewards: 200 Mysterious Shells, 200 Rupees, and a Piece of Heart! This does not appear to be possible since the beginning (the kinfusion), but only after getting the Flippers (probably a bit earlier than that). Fortress of Winds (Wind Ruins): ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. Enter the third door (actually it's the fourth door if you count the one all the way to the left in the sand) and go all the way up. Solve the little puzzle here and fall down the hole as Mini- Link. Walk to the right, grow, and voila! There it is. Hyrule Castle Garden: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. Check out the lower-right corner of the garden and cut away the bushes here. A hidden trainer lives here, and a Piece of Heart you should grab. You can't train with him until you lighten up the room, so return when you have the Flame Lantern. 2. By fusing Kinstones, the right fountain should dry up. Walk inside and get a Piece of Heart. Hyrule Town: ¯¯¯¯¯¯¯¯¯¯¯¯ 1. The cucco-chasing game. Bring back all of Anju's cuccos ten times and you'll get, along with 110 Rupees, this Piece of Heart. This is easier when you have the Pegasus Boots and the Flippers, but it's possible to fulfill this with just the roll. 2. When you get the Cane of Pacci, shrink yourself in Mama's Cafe or one of the other houses it is possible in, and exit the house so you're on the field. Walk to the Happy Hearth Inn (upper- right corner) and climb the vine to reach the second level. Find the entrance in the back (it is marked by little flowers). Inside is the loot. 3. Simon's Simulations should be open after getting the Flippers (maybe earlier, I'm not totally sure). His house is the somewhere in the center; it has a ghost on top of it. Talk to him and he'll tell you about the game. Basically, you pay him 10 Rupees, and then you get to sleep in his bed. You will enter a room with lots of enemies while you are dreaming--there are a lot of them, but they should be able to be beaten. When you succeed, you will get a Piece of Heart. 4. Jump into the bell. 5. When you have Roc's Cape, go into the water pump again (shrink in the watermill house, go up via Dr Left's stove, cross the small bridge and cross the land of the cats). It was not possible before with just the Flippers because of the lack of shallow water, but jumping works for yet another Piece of Heart. 6. After getting the fourth and last element infused in your blade, enter the Funday School and use the portal to shrink. Exit to the play garden and go into the mini-path. All the way up is a block that you need to push with four Links; use the clone tiles for it and grab your piece. 7. Once you've collected all 136 figurines, go talk to the guy sitting next to Mama's Cafe. He will bring you inside the house with a robot on top, in which you'll find, besides some other cool things, the last Hyrule Town Piece of Heart. Whew! Lake Hylia: ¯¯¯¯¯¯¯¯¯¯¯ 1. There is a little pond next to Stockwell's cabin (upper part of the lake). Dive in it to find it. 2. Once you get the Flippers, bring a visit to Waveblade, living in a tree left of Hagen's cabin (across the water). He has a Piece of Heart in his room. 3. Somewhere in the southern part of the lake is another piece. 4. Fly here and walk to the water, and use the Roc's Cape to jump to the right. One of the platforms has a Piece of Heart. 5. Use the cape to jump to the northern platform. Dig through the sand cave and look for an exit in the left area. It brings you to Lon Lon Ranch, where the Piece of Heart can be found. 6. Go small using the stump near Hagen's cabin and swim up. Find a vine and use it to fall in a crack. Fuse with the Picori here and a bean will sprout; go to the sand cave of the previous Piece of Heart and dig to the eastern area. Take the ladder and follow the way until you're at the big stake, and climb up to find, beside 200 Rupees and 200 Mysterious Shells, the Piece of Heart. 7. You have to fuse with a Forest Minish in the upper-right area of the Minish Village (water-locked house). You have to use the Flippers to reach him. When a question mark appears in his balloon, fuse a red-1 and a crack appears near the Wind Crest in Lake Hylia. Follow the path, and you'll find Librari. He'll get you a FULL Heart Container, way to go! Lon Lon Ranch: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. Requires the Pegasus Boots. Go to the field where all the cows are grazing. The tree in the upper-left corner sparkles if you're near it, so charge into it to rid the tree of its leafs. What's left is a stump you can use as a portal. Make use of it and go right. There should be a Minish area here somewhere that you can go through (I believe this is the only place, or one of the rare places, you find a Moldworm in) to find a Piece of Heart at the end. Minish Village (Minish Woods): ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. All the way in the upper-right corner of the village. From the abbey (where the priest dude, Festari, is), go right and enter the docks. Minish Woods: ¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. After the scene of Ezlo getting beat up (damn right he probably deserved that with his big mouth), continue a little bit to the left. In front of the Deepwood Shrine, you'll find it in the corner. 2. While it is the first Piece of Heart you've seen in the game, you'll get it _much_ later--to be exact, when you are on the way to Syrup's hut (after getting the second element, and while or after getting the Pegasus Boots). Enter the woods via Lake Hylia, and go down to find it. If you have the Flippers, you can get it via the "normal" entrance by just swimming through the water. 3. After getting the Flippers, fly to the woods and shrink yourself. Go up and follow the way until you see three Minish entrances. Both lead to a treasure of some kind, but the left one has the Piece of Heart. You're going to have to cross an icy path, though, but it should be worth the piece. Mt. Crenel: ¯¯¯¯¯¯¯¯¯¯¯ 1. The normal way to enter Mt. Crenel (via the base) is by planting a green bean, but there is another way all the way to the left. Via this passage, you should get to a dead end, but the wall is bombable--inside is, beside a couple of treasures, the Piece of Heart. 2. Upon entering (the usual way, via the bean you've grown with the green water), you'll see a sign. Go up to the wall and place a bomb between the two rocky grounds (the wall isn't odd here). Inside is a bunch of fairies and what should be your seventh Piece of Heart. 3. This can only be received after getting the White Sword and infusing it with at least two elements (you'll need to clone). Either fly here if you have the Ocarina (jump down the ledge and make it all the way to the right, then climb up), or reach the spot from Mt. Crenel's Base (use the walls in the upper-right corner to go all the way up). Go through the entrance you see, solve the little puzzle, and enter Grayblade's room. Besides getting a new sword technique here, you can get a Piece of Heart as well. 4. Fuse a red-2 with Melari and a big stake will grow on top of the mountain. Find it and take it up to find 160 Rupees and a Piece of Heart. 5. When you have the Mole Mitts, make it to the sand cave next to where the Crenel Hermit lives. Just dig through the sand to find it. The cave itself can be found by climbing the Crenel Wall, going left when you reach the top and then taking the ladder down. North Hyrule Field: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. Jump in the water in the lower-left corner. Somewhere here is a cave in which you can find the piece you're looking for. Palace of Winds (Cloud Tops): ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. In the palace itself (not outside) on the fourth floor, go up and find a door. Push the left blocks to the right and jump to reach it, and walk up to get it. Royal Valley: ¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. In the graveyard, push the upper-left gravestone up. Inside is a Piece of Heart. South Hyrule Field: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. After the Hurdy-Gurdy Man that taught you about Kinstones (in Hyrule Town) did a Kinstone fusion with you as an example, you've seen a tree go "open" in the fields. Locate it (lower- right corner) and find the piece inside. 2. Once you get the Flippers, go to the lower-left corner of this area and run into the tree with the Pegasus Boots. Shrink and jump into the water. Swim up, right, up, and go in the small passageway. Veil Falls: ¯¯¯¯¯¯¯¯¯¯¯ 1. This is possible as soon you have the Cane of Pacci (after returning from the Cave of Flames). From Lon Lon Ranch, go up and fire up from the hole. When you reach this area, search the rightmost part that you can reach. 2. Enter the Veil Falls via North Hyrule Field (in the upper-right corner of the field is the entrance). Jump in the water with your Flippers and grab the Piece of Heart. 3. Kinfuse a red-2 stone with Gale (in the Cloud Tops) to open up a waterfall here. Fly to the Veil Falls and jump off the ledge to your left. Swim on and get it. 4. There is a sand cave here, but you will have to kinfuse with someone (according to jgkspsx, you have to fuse with the Picori in the water-locked house in Minish Village) in order to create the land required to enter the sand cave (you cannot dig from the water). Fuse a red-3, then go through the cave. Besides a Piece of Heart, there are 50 Mysterious Shells. Western Wood: ¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. You need to have the Ocarina of Wind for this. Fly to Lake Hylia, and you'll land right next to the dwelling of a Picori. Fuse a red-1 Kinstone with him and make a tree open up in the Western Wood. Inside is the Piece of Heart that you seek. Wind Ruins: ¯¯¯¯¯¯¯¯¯¯¯ 1. At a certain point, after climbing a lot, there'll be a portal to shrink. Go left and use the small vines to make way to the hidden Minish entrance a few screens back. Follow the path here while taking care of the Pestos (the bees) and watching out for the crumbling tiles. You'll end up getting another Piece of Heart. ======================================================================= 3-D: KINSTONE FUSIONS (INCOMPLETE) ======================================================================= Before I start listing down the fusions, you have to know what I mean with green-1, blue-2, etc. It's a little system I designed for the use of this FAQ, because it's a little hard in text. It's as follows: each stone has a color and a contour, but because I cannot draw a contour in ASCII each time you get a stone, I'll give them a number. Each time I mention something like "red-3 Kinstone," you have to look in this table and check what shape the stone has. Note that this table is inconsistent with other systems used in the other FAQs by Grawl and Gray Fox! They use G1, B2, etc., but their numbers are different from mine--reason is that I chose my numbers based on the order that they are stored in the game's memory, and that their numbers were probably chosen randomly. Red-1 -- Contour is shaped like an M rotated 90 degrees rightwards Red-2 -- Like a pizza part; contour shaped like a ">" Red-3 -- Shaped like an E (looks really ugly) Blue-1 -- L-shaped (somewhat) Blue-2 -- Contour consists of three diagonal lines (middle biggest) Green-1 -- Shaped like a C, with an opening shaped like a "<" Green-2 -- Shaped like a C, with a square-shaped opening Green-3 -- The contour is two vertical lines and one diagonal one I wanted to have this in an ASCII-drawing or an image, but I'm too lazy to do it, sorry. :) -- b. LIST OF NON-RANDOM KINFUSIONS ----------------------------------- A lot of effects of fusions are random! Well, the effects are set, but the people to talk to differ with each game; re-enter the town, for example, and someone that wanted to fuse before will not want to any longer. For the random Kinfusions, scroll down to section (c). Cloud Tops: ¯¯¯¯¯¯¯¯¯¯¯ - Siroc: Fuse a green-1 with her (the elder of the Wind Tribe) to make a chest appear in the Royal Valley (upper-left corner). It contains a red-3 Kinstone piece. - Siroc: Re-enter her room and fuse once more, this time with a green-2, to create a second chest. This one has a red-2 Kinstone piece. - Hailey: Fuse a green-2 and a Golden Tektite appears in the Veil Falls, where the Wind Crest is. Defeat it and get 100 Rupees. - Flurris: Fuse a green-2 to make a Golden Rope appear in the Castor Wilds. Beat for 100 Rupees. - Flurris: Fuse a green-2 with her again and a passage appears in the Western Wood. While it might appear that it leads to a dead end, you can dig with the Mole Mitts to reveal two big Rupees (50). - Caprice: Fuse a green-3 to make a chest appear in the Veil Falls, where the Golden Tektite appeared and the Wind Crest is. It has a blue-2 Kinstone piece. - Gale: Red-2 and a waterfall in the Veil Falls opens op to swim through. From the Wind Crest, jump off the ledge and you'll be there instantly; a Piece of Heart is behind the waterfall. Eastern Hills: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Eenie: Kinfuse a blue-1 Kinstone with Eenie, the upper farmer in the Eastern Hills. Meenie's kinfusion effect is random, so you won't find him in this list. This will make the Goron in Lon Lon Ranch dig through the cave (or add another Goron if you fused with a Mysterious Wall earlier). - Mysterious Wall: There is a sand cave here. Dig through. Besides two red Rupees (the rightmost of which is a Rupee Like), there is a Mysterious Wall in the upper-right corner. Kinfuse a blue-2 stone with it to add a Goron to the diggers. Hyrule Town: ¯¯¯¯¯¯¯¯¯¯¯¯ - Hurdy-Gurdy Man: Your very first Kinstone fusion will be with him! This will be done automatically. He wants to have a blue-2 Kinstone. The result of the fusion is the disappearance of thorns on a tree in South Hyrule Field--you can go inside the tree to get a Piece of Heart. - Stranger: In the western part of the town, right after you cross the bridge, is a house below you (yellow roof). The guy inside wants a red-1 Kinstone piece. Effect: makes a warp appear near your house. Use it to reach a house in an unknown place. Take the stairs up and you'll see a sick guy in a bed. Relieve him of his sickness and leave. This is part of a mini-quest to get an upgraded item. - Hagen: The mayor of the town lives in his rectangle-shaped house. It's the guy with the four masks on the wall. Fuse a red-3 Kinstone with him and a little puddle of water will dry up, revealing a stairway going down. Once you can enter the ranch, go down there to get a bigger wallet! Lake Hylia: ¯¯¯¯¯¯¯¯¯¯¯ - Borken: The dog in Stockwell's house north of the lake wants a green-3. It will make a chest appear in Hagen's lakeside cabin in the southeast corner of the lake, containing a blue-1 Kinstone. - Forest Minish: The guy living inside the crack in the upper-right corner of the lake accepts a blue-1. Fuse and a big stake will grow from his hidden bean. You can reach it from the sand cave elsewhere in Lake Hylia (but you need the Roc's Cape to reach it). - David Jr.: Northern area. Use the path that leads to Stockwell's hut with the dog inside (or fly with the Ocarina of Wind), and instead of going in, take the stairs down. Kinfuse a green-3 to open up the lower-right tree in Hyrule Field. - Mysterious Wall: Requires the Roc's Cape! Jump north using the isles and dig through the sand cave. From the entrance, dig to the left and then down. Kinfuse a blue-2 with it for a Goron digger to appear in Lon Lon Ranch. Lon Lon Ranch: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Goron: Fuse a blue-2 with the first Goron digging the wall to make the Goron Merchant appear in town. - Ankle: On a cliff. Enter the cow's grazing area and go inside the cave. Push the block up with your multiplication-skill and climb the ladder. Kinfuse a green-1 to open up a tree in Hyrule Field. - Goron: Once you've made all six Gorons appear in the cave, wait a while and you'll be able to fuse a red-1 with the last Goron. This will make the Biggoron show up in the Veil Springs. After you beat the game, visit him and you'll be able to trade your Small Shield for the Mirror Shield. Melari's Mines: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Mountain Minish: Fuse a green-2 with the Mountain Minish at the entrance to the Cave of Flames, and a chest appears in the Minish Woods. - Mountain Minish: Fuse a green-1 and it'll make a Golden Tektite appear on Mt. Crenel. Beat it for 200 Rupees. - Mountain Minish: Fuse a green-2 and make a chest appear in the Minish road on top of Mt. Crenel (the path with the constant raindrops falling down). It contains a blue-1 Kinstone. - Mountain Minish: Fuse a green-3 and make a chest appear near the Crenel Hot Spring Water in Mt. Crenel's Base. It contains a blue-2 Kinstone piece. - Melari: Fuse a red-2 with Melari and a big stake will grow on top of the mountain. Find it and take it up to find 160 Rupees and a Piece of Heart. Minish Woods: ¯¯¯¯¯¯¯¯¯¯¯¯¯ - Mysterious Wall: After you get the Mole Mitts and the Ocarina of Wind, head for Syrup's hut. On your way is a cave that you can dig through (you have/had to go through here in order to reach Hagen's cabin, where the third book of the library is located). All the way in the upper-right corner is a Mysterious Wall, which accepts a blue-2. Fuse and it will add a Goron to the diggers in Lon Lon Ranch. (Or let the first Goron smash through, if he didn't before.) - Business Scrub: By kinfusing, a tree should've opened up in the Minish Woods. Fuse a green-1 with the Business Scrub inside and it will make a Golden Octorok in the Western Wood. Beat that Octorok for 100 Rupees. - Business Scrub: It is possible to fuse a second time with this Business Scrub. This time, he wants a green-3, and it will create a second crack in the Castor Wilds (near the first crack, where you got the bow). A red-1 Kinstone piece is inside it. - Belari: After a while, Belari (the one who supplied the bombs to you) will fuse a red-1. It will create a chest in the Wind Ruins, in the area right before the Fortress of Winds. This has a Big Bomb Bag; if you got all previous bags, it will allow you to carry up to 50 bombs now! Minish Village: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Forest Minish: Once you get the Flippers, go to the upper-right area of the village and jump in the water. Enter the Minish house over here. The Picori living inside can fuse multiple times, but at one time he should have a question mark in his balloon; fuse a red-1 then and a crack will appear near the Wind Crest in Lake Hylia. Follow the way here (a few obstacles with spiked pizza rollers) and enter the Minish house at the end. Librari is here, and he will give you a Heart Container (a FULL one) for finding him. Mt. Crenel/Mt. Crenel's Base: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Forest Minish: Remember the Forest Minish in Mt. Crenel's Base, where you planted the green bean using the Crenel Hot Spring Water? Find it and drop inside the crack, and fuse a green-2 to make a chest appear in the same screen. 200 Rupees are inside. - Mysterious Wall: Fly to Mt. Crenel, jump down the ledge and make way to the Crenel Wall (which is to the left). Climb up, walk left, climb down, and dig through the wall. Besides a Piece of Heart, there is a Mysterious Wall in the upper-right corner. Kinfuse a blue-2 with it to add a Goron to the diggers in Lon Lon Ranch. Royal Valley: ¯¯¯¯¯¯¯¯¯¯¯¯¯ - Dampé: Fuse a blue-2 with him to open the grave in the upper-right corner. - Spookter: Fuse a blue-2 with the ghost in the graveyard and the Chest Mini-Game Shop will work with difficulty levels (it will allow you to choose from three chests and triple your money if you guess the correct chest). - Spookter: Fuse a blue-1 with him and his brother will leave Hyrule Town, leaving the entrance to Anju's chicken farm open. - Gina: Inside the grave that you opened by kinfusing with Dampé lives Gina, and she'll fuse a green-1 to open a waterfall in Hyrule Town. Get 200 Mysterious Shells there. - Gina: The second time you fuse with her (green-1 again), a tree transforms in the Western Woods. A chest with 100 Mysterious Shells becomes accessible. South Hyrule Field: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Smith: Fuse a red-2 with your grandfather and a bottle will appear in a chest. - Smith: If you want that red-2 back, fuse with your grandfather again, this time with a green-3. (It should be possible right after the last fusion; just re-enter the room). A chest (with that red-2 Kinstone piece) pops up in the north of the Trilby Highlands. - Tingle: Eastern area. Use the Cane of Pacci to reach this li'l fella. Kinfuse a green-3 with him (or her, whatever), and a tree in North Hyrule Field opens. Talk to Tingle (or any of his siblings) for a second time to see how many Kinstone fusions you have left. Trilby Highlands: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Percy: In the lower-left corner is a tree hut that Percy temporarily lives in. It is only possible to reach this area after being able to clone (and move big 2x2 blocks). Fuse a red-3 with him (he lost one in the inn and you can find one there, but if you already have a red-3, you might use that as well) and a path opens up in the Western Wood, allowing you to reach Percy's real house. - Mysterious Wall: Once you have the Mole Mitts, make it to the northwest part and dig through the sand cave. There is a wall accepting a blue-1 all the way to the north (uncover it by digging). The fusion effect is a Goron addition in Lon Lon Ranch. - Forest Minish: Continuing from that cave, climb up using the ladder. Shrink here and use the vine to enter the Minish house. Talk with the Forest Minish and fuse a green-1 with it to reveal a stairway to the south in this area. Inside are 75 Rupees. - Knuckle: Northwest area. Dig through the sand cave and take the ladder up to find Knuckle. Fuse a green-2 to open up a tree in Hyrule Field. Western Wood: ¯¯¯¯¯¯¯¯¯¯¯¯¯ - Forest Minish: Lower-left corner. Minish house with a Picori living inside; fuse a blue-1 and the bean next to his house grows. Kinfusing with it is impossible the first time you meet him, so visit him again later in the game. 16x20 Rupees and a red-2 Kinstone piece are your rewards. Wind Ruins: ¯¯¯¯¯¯¯¯¯¯¯ - Forest Minish: Make way to the stump and shrink, and go inside the crack. Fuse a red-3 with the Picori living inside and a big stake grows elsewhere in the ruins. Find it and get a bigger quiver, allowing you to carry up to 99 arrows! Or 50/70 if you didn't get an earlier quiver upgrade. The Hidden Trainers: (can be done after getting all eight skills) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Grayblade: Fuse a red-1 to open a waterfall in the northeast part of Castor Wilds. Inside lives Scarblade, who teaches you to charge your sword faster, so (Great) Spin Attacks can be pulled off faster than before. - Waveblade: Fuse a red-2 to open a waterfall in North Hyrule Field. Greatblade lives inside, and training with him allows you to do the Great Spin Attack longer! - Grimblade: Fuse a red-3 to open a waterfall in the Veil Falls. Enter via Lon Lon Ranch. Inside lives Splitblade, a secret trainer; he'll teach you to fill your Split Gauge faster (to clone faster). This list is probably (slightly) inaccurate; a few fusions I've marked as "random" below should perhaps be up here. I hope to correct everything later! -- c. LIST OF RANDOM KINFUSIONS --------------------------------------- With "random," I mean that there is a bunch of kinfusion-effects, and that the person to fuse with is random for each kinfusion. So, I can only tell you to fuse with everyone you see. See part 4 of the FAQ (frequently-asked questions) for a list of locations you oughta check out in case you have very few kinfusions to go and need to know where to look. Below is a list of fusion effects, sorted on Kinstone type: Random Green-1 Kinfusion Effects: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Makes a platform appear in the center of Lake Hylia, allowing you to enter the cave using the Mole Mitts. You can find a chest with 50 Rupees here. - Makes a chest appear in North Hyrule Field. Has 200 Mysterious Shells. - Creates a chest in the Minish Woods. It is on the same spot where you heard Ezlo's first cry for help (you had to backtrack from there). Has a red-3 Kinstone piece. - Creates a chest in the Minish path that you have to take in order to reach the Minish Village. Contains 200 Rupees. - Makes a Golden Rope appear in the Hyrule Castle Garden. Beat it for 100 Rupees. - Makes a crack appear in the Wind Ruins (about midway). Has a red-3 Kinstone piece inside. - Opens up the fountain in the left side of the Hyrule Castle Garden. Nothing interesting inside, just three fairies. - Makes a chest appear in the Minish path in the play garden of the Funday School. Shrink inside the school and enter, and you'll find a red-1 Kinstone piece. - Creates a third lily in the Castor Wilds. Allows you to reach a crack with a red-2 Kinstone piece inside. Random Green-2 Kinfusion Effects: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Opens a crack in the Minish Woods. Shrink using the stump and follow the way to the village; it's on your way. Has a blue-1 Kinstone piece. - Creates a chest in the Minish Woods, near the pond at the entrance. Has 200 Rupees. - Makes a small lily pop up in the northwest area of the Castor Wilds, allowing you to enter a crack as Mini-Link. Blue-2 Kinstone piece inside. - Creates a chest in the northern area of Lon Lon Ranch. You have to reach it via the Veil Falls (can be done after getting the Cane of Pacci). Find 200 Rupees in the chest. - Transforms a tree in the rightmost area of the Western Wood. Dig here to find two big red Rupees (400 Rupees!). - Creates a chest in the foggy area of the Minish Woods. Has a red-1 Kinstone piece. - Makes a chest appear in the northern area of the Minish Woods (the path that leads to Syrup the Witch). Has a blue-2 Kinstone piece. - Creates a chest on Mt. Crenel (in the Minish path before the mines). Has 50 Rupees. Random Green-3 Kinfusion Effects: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Makes a Golden Rope appear in the Eastern Hills, below the farmers' area. Beat it for 100 Rupees. - Makes a Golden Octorok appear in the Wind Ruins (southern lane). Beat it for 100 Rupees. - Creates a second small lily in the Castor Wilds. Red-1 Kinstone piece inside. You can also reach the right part of the swamp by walking through the hollow trees. There is a small Minish entrance in the water; go through and find a red-2 Kinstone piece inside, as well as a Piece of Heart. - Creates a chest in the Minish path in Lon Lon Ranch. It has a red- 3 Kinstone piece inside. - Makes a Golden Octorok appear in the northern part of the Minish Woods (the path that leads to Syrup the Witch). - Removes the water in the little pond in the northwest part of South Hyrule Field. 75 Rupees inside. - Makes a chest appear in the Trilby Highlands. Has a red-1 Kinstone piece. - Creates a chest next to your house. 200 Mysterious Shells are inside it. - Makes a chest appear in the Wind Ruins (somewhere around the middle). Has 50 Rupees. Random Blue Kinfusion Effects: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Blue-1: Creates a path in the Trilby Highlands, which allows you to dig through a cave if you can reach it with the Flippers. A red- 2 Kinstone piece can be found inside, as well as a ladder leading to three fairies. - Blue-2: Removes the thorns of a tree in North Hyrule Field. Inside are three fairies. Random Red Kinfusion Effects: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Red-1: Makes a Golden Tektite show up on Mt. Crenel. - Red-2: Opens up the fountain in the right side of the Hyrule Castle Garden. Head inside to find a Piece of Heart. - Red-3: Veil Falls: Makes a patch of land in front of a sand cave, allowing you to go through. You can find a Piece of Heart here, as well as 50 Mysterious Shells. Again, if you're missing just a few kinfusions and have no idea where to look, see part 4 of the FAQ. ======================================================================= 3-E: LIST OF FIGURINES ======================================================================= This is a list of ALL figurines in the game. What, you don't know what figurines are? Well, in the lower-left corner of Hyrule Town is a tree that a guy lives inside in. It cannot be reached until you get the Cane of Pacci and walk across the river as Mini-Link (otherwise a dog is blocking your way), but once you can get inside it, it is possible to trade Mysterious Shells for a figurine. There are 130 figurines in total (136 after beating the game), and by trading, you can get figurines of people/places/enemies you have seen before. (This means that if you haven't seen a specific thing, you cannot get the figurine for it yet!) One nasty thing about this is that there is a possibility that you get a figurine that you already have. Combined with the annoying sequence of things you have to do in order to get a figurine, getting all 136 is a spiteful task. When you start trading, the guy will ask you how many shells you wish to trade--the more you use, the bigger the chance is that you get a figurine that you don't have. Once you get all 136 figurines, you will get the Carlov Medal. With it, go talk to the guy next to Mama's Cafe; he'll reward you with some nice stuff: a Piece of Heart, 3x200 Rupees, and the sound test! Enter the house with the robot on top to get everything. Note that if you find a chest now that is supposed to have a bunch of Mysterious Shells, it will instead contain 50 Rupees. Anyway. Prepare for the list! (Oh, a note about 030, 031 and 032: although it says "Fairy of Mount Crenel," it doesn't mean all of them appear there. Yep, the script writers/translators could've been a bit more exact here.) 001. Capless Link: A young boy who lives in Hyrule. He is close friends with Princess Zelda. 002. Ezlo and Link: A young boy on a quest with Ezlo to restore the Four Sword. With the sword's power, he hopes to remove the curse on Princess Zelda. 003. Princess Zelda: A bright and cheery princess from Hyrule's royal family. She loves to sneak out of the castle to visit her good friend, Link. 004. Ezlo (Cap): A strange creature that looks at first like a cap. He speaks roughly and treats Link like a child, but he actually really likes Link. 005. Sorcerer Vaati: When the young Minish donned Ezlo's magic cap, he took this evil form. Now, he searches for the light force in his quest to become all-powerful. 006. King Daltus: The king of Hyrule. Reported to have been a fine swordsman, he appeared in the Picori Festival tournament as a youth and fought to a draw with Smith. 007. Minister Potho: The supporting pillar of Hyrule. He is also in charge of Princess Zelda's education, so when she goes missing, he gets frustrated. 008. Smith: The finest swordsmith in Hyrule. As a young man, he was a great swordsman. He and King Daltus are friends and enjoyed a pleasant rivalry as youths. 009. Mayor Hagen: The mayor of the town of Hyrule. He is a collector of masks. He's built a shelter into his garden just in case monsters ever attack Hyrule. 010. Marcy: Second in command at Hyrule's post office. She's mellow and laid-back, entirely unlike the high-strung and easily excitable Stamp. 011. Stamp: A busy, hardworking postal employee, although he can be a touch edgy. The stamp he uses is his own personal one, so please don't borrow it. Thanks. 012. Rem: The proprietor of Rem's Shoe Store. Using his "secret technique," he makes shoes in his sleep. Princess Zelda is his single biggest source of income. 013. Dr. Left: A gruff-talking academic type who is obsessed with studying the Picori. He doesn't seem to be aware that there is a Minish living in his own house. 014. Carlov: A sculptor of finely crafted figurines. Many consider him the best sculptor in all of Hyrule. He enjoys collecting Mysterious Shells. 015. Borlov: Owner of the Chest Mini-Game Shop. Carlov's younger brother. He detests gambling, but he has made the biggest gamble of all: entrepreneurship. 016. Stockwell: The handy neighborhood gear seller, also called Stockwell the Well-Stocked. He complains that he's been too busy lately to see his dog, Borken. 017. Simon: His mysterious dungeon-simulation game is very popular in Hyrule. It gives players the illusion of fighting real monsters in real dungeons. 018. Gorman: He wants to rent out his house in town, but he's too overbearing to attract a tenant. He doesn't even seem to realize what the problem is... 019. Anju: This young woman tends to her cuccos in Hyrule Town. If you help her gather her loose cuccos, she'll give you a reward. 020. Brocco: Hyrule's vegetable vendor. He sells fine produce. He also argues constantly with the fruit vendor, Pina, over the health benefits of vegetables. 021. Pina: Hyrule's fruit vendor. She hates vegetables, so she won't even sell tomatoes, even though they technically ARE fruits. Freak. 022. Beedle: Though he is an adult, he is very good at finding Picolyte made by the Minish. And he is very, VERY convincing about their healthful properties. 023. Postman: A very serious mail deliveryman. He continues to make every delivery right on time every day. 024. Crenel Hermit: A hermit who lives on Mount Crenel. He has lots of Kinstone pieces. He brags that he won the festival tournament when he was younger. 025. Monster Lady: A weird old lady living in Percy's house without his permission. She doesn't want you to turn on the lights, because she's actually... 026. Dampé: The gravedigger at the cemetery. They say he has the power to speak with the dead. He fuses the Kinstones he digs up with the local ghosts. 027. Gustaf, Royal Spirit: The spirit of an ancient king of Hyrule who wishes to secure peace in his land from beyond the grave. He was very fond of the people of the Wind Tribe. 028. Syrup: A wizard who lives in the Minish Woods. She sells magic items with odd powers. She's looking for an apprentice to whom she can teach her mystic spells. 029. Great Butterfly Fairy: The Great Butterfly Fairy of Mount Crenel. She provides you with a larger wallet, allowing you to carry more Rupees with you. 030. Great Mayfly Fairy: The Great Mayfly Fairy of Mount Crenel. She provides you with a larger bomb bag, allowing you to carry more bombs with you. 031. Great Dragonfly Fairy: The Great Dragonfly Fairy of Mount Crenel. She gives you a larger quiver, allowing you to carry more arrows with you. 032. Percy: A poet who lives in Trilby Highlands. He comes home from a long journey to find his house occupied by an unwanted guest. Poor guy... 033. Nayru: She's looking for a house in Hyrule to move into. She is descended from a line of priestesses in the land of Labrynna. 034. Farore: She's looking for a house in Hyrule to move into. She's a very helpful person, but people take advantage of her kind nature. This really bothers her. 035. Din: She's looking for a house in Hyrule to move into. She is a famous dancer from the land of Holodrum. 036. Joy Butterfly: A rare butterfly said to bring happiness to those who catch it. If you see one on your journeys, try to grab it! 037. Gina: A strange Ghini who wants to fuse Kinstone pieces, which is somewhat peculiar for a monster. She has a lot of pieces, so keep on fusing! 038. Festari: A priest living in Minish Village. He speaks some human languages. He sees that Link is human with one look. He's a bit of a human enthusiast. 039. Gentari: The elder of the Forest Minish. He has lived among humans for a long time. He knows where the four elements are. He has a twin brother in Hyrule's library. 040. Forest Picori: Not visible to the eyes of adults, they delight in making humans happy by hiding helpful items and Rupees under grass and rocks all over the world. 041. Librari: This Town Minish elder is Gentari's twin brother. Those large wings that he is so proud of are trophies from a duel with a chicken as a young Minish. 042. Town Picori: These Minish like humans so much that they moved from Minish Village into Hyrule itself! They try to make humans happy, but it sometimes backfires. 043. Melari: He lives with his seven apprentices in Mount Crenel, which contains all the mineral riches they will ever need. He seems gruff, but he's trustworthy. 044. Mountain Picori: These seven students followed Melari from Minish Village to Mount Crenel. Their song is actually a sign that they are full-fledged Mountain Minish now. 045. Goron: These rock- and iron-eaters once lived on Mount Crenel in Western Hyrule. Now their numbers are few, and they live quietly in a cave. 046. Minish Vaati: Before he became a sorcerer, he was a simple Minish. He had always been entranced by the evil that lives in the hearts of men... 047. Vassals: These vassals serve the king of Hyrule. They are loyal and diligent. Like the king himself, they are courteous yet frank. 048. Library: The Royal Hyrule Library. Although the library is well loved, many forget to return their books, causing no end of trouble for the librarians. 049. Blade Brothers: All of these self-trained swordsmen have won the fighting tournament at the Picori Festival before. They see great potential in Link. 050. Wheaton & Pita: This couple bakes bread in Hyrule. Their tasty pastries hold a secret... If you're extra lucky, there'll be a helpful item hidden inside! 051. Funday School: This is where all the children of Hyrule learn. Link and Princess Zelda studied here, too. The two teachers are twins named Tina and Dina. 052. Mama's Cafe: This is the best place in town to relax. You can also pick up some good tips, from the latest gossip to observations about the world. 053. Happy Hearth Inn: This generous inn gives a gift to every guest who stays the night. Guests can unwind in the lobby on the second floor. 054. Zill and Friends: Zill is the one in the middle. He likes to wander around town with his friends. He knows a lot about the town, and he might even have some info for you. 055. The Carpenters: These carpenters may be rough around the edges, but they do good work. They may seem tough, but they're in touch with their feminine side. 056. Young Couple: Romio and Julietta grew up next door to one another. They're dating now, but they plan to marry once they get their pets' approval. 057. Peaceful Hyrule 1: Carlov's Peaceful Hyrule Scenery Series No. 1 058. Peaceful Hyrule 2: Carlov's Peaceful Hyrule Scenery Series No. 2 059. Peaceful Hyrule 3: Carlov's Peaceful Hyrule Scenery Series No. 3 060. Cucco!: With a boisterous crow and a cute crest, these feathered friends are the most popular pets in Hyrule. The baby chicks like small bugs. 061. At Lon Lon Ranch: This small ranch lies just outside Hyrule Town. Father-and-daughter team Talon and Malon run it, and they sell the finest milk in Hyrule! 062. The Wind Tribe: The people who built the Wind Ruins. They now live above the clouds, suspended by their own magic ability to control the wind. 063. Gregal & the Ghost: An old man plagued by an evil spirit. Coming to his aid will bring you benefit in the end, so if you meet him, you must find a way to help him. 064. Tingle Siblings?: Older brother Tingle (green) and his twin younger brothers Ankle (purple) and Knuckle (blue). They believe fusing Kinstones will help them to meet fairies. 065. Eenie & Meenie: The Hyrulean vegetables grown in their fields are exquisitely delicious. Apparently, Brocco sells the best of their crops. 066. Goron Merchant: This Goron appears when you successfully fuse certain Kinstone pieces. He will sell you expensive, but rare, Kinstone pieces. 067. Spookter & Spekter: Ghosts from the Royal Valley. The one in the blue cap is Spookter, and the one in the red cap is Spekter. Spookter tries to be scary, but he's just not. 068. Sluggula: Appears in Minish dungeons. They drop from the ceiling unexpectedly. They are slow, so take your time, and defeat them one by one. 069. Scissors Beetle: Appears in Minish roads & dungeons. These monsters have sharp mandibles. Hit them when they shoot these away. Avoid their attacks to get in close. 070. Moldworm: Appears in Minish roads & dungeons. They come out of the ground when they sense prey. If you get swallowed, you'll take damage and get all dirty! 071. Spiked Beetle: Appears in dungeons. Covered in hard, spiny shells. Few attacks work on them. You have to flip them over to hurt them. 072. Eyegore Statue: Appears in Castor Wilds. They move when you put an arrow in their eye. No other attacks work. You can always just let them pass... 073. Business Scrub: Appears in caves, etc. Normally stay underground. They'll pop out and spit seeds at you, but if you get to know 'em, they're not so bad. 074. Armos: Appears in the Wind Ruins. Built by the Minish for the Wind Tribe long ago. They look like stone statues, but if you get too close, they move! 075. Keese: Appears in various areas. These bats live in dungeons and caves. Their movement is unpredictable, so use range weapons from a safe distance. 076. Keaton: Appears in various areas. This thieving fox preys upon travelers and merchants. He may not be strong, but he will attack very quickly, so be careful. 077. Ghini: Appears in the Royal Valley, Dark Hyrule Castle, etc. These dark beasties are attracted to light, and if they attack you, they may suck your life away! 078. Gibdo: Appears in the Palace of Winds. These mummies keep coming at you when you attack. It's better to fight from a distance if you want to avoid damage. 079. Rollobite: Appears in various areas. His hard shell protects him from swords, but once he rolls into a ball, you can use the Gust Jar to draw him in. 080. Spark: Appears in dungeons. They cling to walls and move quickly. Normal attacks may not work, but the boomerang is pretty effective. 081. Dark Nut: Appears in Dark Hyrule Castle. These armor-clad soldiers are tough. Use your shield and Roll Attack to find an opening in his defenses... 082. Red Dark Nut: Appears in Dark Hyrule Castle. These Dark Nut commanders are strong, but if you relax and find an opening, you can still defeat them. 083. Chaser: Appears in dungeons. They move quickly to chase you once they spot you. If you attack, they'll stop. Use that to your advantage! 084. Rock Chuchu: Appears in various areas. These tough Chuchus have rocky heads. It will be hard to damage them until you can knock that rock off. 085. Moldorm: Appears in various areas. These guys move quickly and randomly. Trap them in a corner and take them out quickly. 086. Door Mimic: Appears in the Royal Valley & Dark Hyrule Castle. They look like doors, but they're really traps! If you get too close to one, it will fall down on you! 087. Peahat: Appears on Mount Crenel, etc. These strange beasts hover on propeller-like leaves. You can pull them out of the sky with your Gust Jar. 088. Helmasaur: Appears in various areas. Their fronts are protected with metal masks, but their backsides aren't! Pop off that mask for an easy battle. 089. Wall Master: Appears in dungeons. If these guys grab you, they'll send you back to the start of the dungeon. Dodge them as they fall, then attack. 090. Floor Master: Appears in dungeons. If these guys grab you, they'll send you back to the start of the dungeon. Watch out when he attacks with others. 091. Acro-Bandits: Appears in the Eastern Hills, etc. Five of them pop out at once. If you smack each one as they pop out of the ground, they're a piece of cake. 092. Bob-omb: Appears in dungeons. They often gather in groups in narrow areas. Once activated, they go a little crazy. Take them out with arrows. 093. Bombarossa: Appears in dungeons. They float in the air and explode when touched. Walk carefully, and you may escape unhurt... 094. Like Like: Appears in caves, dungeons, etc. Don't let them grab you: they'll eat your shield if they hold you long enough. Swing your sword to escape. 095. Rupee Like: Appears in caves, dungeons, etc. This Rupee Like has a Rupee dangling from its head stalk. This clever lure attracts greedy and delicious heroes. 096. Rope: Appears in various areas. They'll come straight for you if they spot you. Just swing your sword when they charge at you. 097. Boulder: Appears on Mount Crenel, etc. These huge boulders come crashing down from cliff walls. They fall in a random pattern, so watch your step! 098. Ball & Chain Soldier: Appears in the Palace of Winds and Dark Hyrule Castle. They're not fast, but that iron ball is a bruiser! Try to hit them after they swing the ball. 099. Spiny Beetle: Appears in various areas. They hide under common rocks and grass. Be careful, because they can pop out when you least expect it! 100. Spear Moblin: Appears in Minish Woods, etc. They rush you on sight. They also block head-on attacks with their spears, so circle around to attack. 101. Bow Moblin: Appears in various areas. They fire arrows at you on sight. Block these with your shield and then close in to attack. 102. Cloud Piranha: Appears in the sky. They swim through clouds like fish in water. Attack them in that brief moment when they pop out! 103. Mulldozer: Appears in Minish roads, dungeons, etc. There are red and blue ones. They may look small and weak, but their hard shells make them formidable. 104. Pesto: Appears in Minish roads, dungeons, etc. There are red and blue ones. The blue ones are stronger and throw things down on your head. 105. Puffstool: Appears in Deepwood Shrine. These mushroom beasties scatter spores all over dungeons. When their caps are red, they are invincible. 106. Wizzrobe: Appears in the Palace of Winds & Dark Hyrule Castle. They fire magic bolts from afar. Hit them when they appear so they don't cast another spell! 107. Fire Wizzrobe: Appears in the Palace of Winds & Dark Hyrule Castle. They wield fire magic. Hit them when they appear so they don't cast another spell! 108. Ice Wizzrobe: Appears in the Palace of Winds & Dark Hyrule Castle. They wield ice magic. They're weak against fire, so hit them with your Fire Rod! 109. Wisp: Appears in dungeons. They float in midair. They won't hurt you, but if you touch them, you won't be able to use your sword for a while. 110. Octorok: Appears in various areas. There are red and blue ones. They've appeared in every Zelda game to date. They spit rocks, so be careful! 111. Golden Octorok: Appears in... Well, we're not sure! The legendary Golden Octorok. It can't be confirmed, but they are said to shoot chunks of pure gold... 112. Golden Tektite: Appears in... Well, we're not sure! The legendary Golden Tektite. It has much more power. 113. Golden Rope: Appears in... Well, we're not sure! The legendary Golden Rope. It's much more aggressive than the normal ones: it will attack you on sight. 114. Crow & Takkuri: Appears in various areas. The black one is Crow. If you touch Takkuri, he will steal Rupees from you, so be careful! 115. Lakitu: Appears in the sky. They float on clouds. They don't move, but they do throw lightning bolts. Steal their clouds with the Gust Jar. 116. Stalfos: Appears in dungeons. Blue ones jump, and red ones throw bones. See what happens when you remove their heads with the Gust Jar. 117. Beetle: Appears in various areas. They appear under rocks and grass. If they grab you, you won't be able to move. Swing your sword to get away. 118. Chuchu: Appears in various areas. Chuchus come in many colors. Each color is a little different, but ranged weapons work well against all. 119. Tektite: Appears on Mount Crenel, etc. They move by jumping long distances. Their movement can be unpredictable, so attack them when they are still. 120. Trap: Appears in various areas. A trap with sharp blades. Some are triggered by nearby intruders, while others follow a set path. 121. Leever: Appears in Castor Wilds, Mount Crenel, etc. These baddies move freely underground and pop out for a surprise attack. Keep your shield up! 122. Madderpillar: Appears in Deepwood Shrine, etc. This caterpillar moves in a zigzag pattern. If you hit him on the nose, he gets upset and starts running around. 123. Spiny Chuchu: Appears in various areas. These Chuchus project spikes from their bodies at the first sign of danger. Try a well-placed bomb. 124. Octorok: Appears in the Temple of Droplets. Frozen solid by the power of the Water Element. He's been frozen so long that his hunger is unbearable. 125. Gyorg Pair: Appears in Palace of Winds. Females are larger than males. They fly around the Palace of Winds, preying on adventurers. 126. Biggoron: This is a legendary Goron with a body bigger than a mountain. It is so big, in fact, that no one has ever seen it all at once. 127. Big Green Chuchu: Appears in Deepwood Shrine. A perfectly ordinary Chuchu. Though not much of an enemy usually, they are terrifying to anyone Minish-sized. 128. Gleerok: Appears in the Cave of Flames. A Gleeok with a hard, rocky shell found in Mount Crenel. Hiding in lava, this beast spews fire on everything it sees. 129. Mazaal: Appears in the Palace of Winds. Constructed by the Wind Tribe to repel intruders, this sturdy machine cannot be destroyed by any external force. 130. Big Blue Chuchu: Appears in the Temple of Droplets. An ordinary blue Chuchu. Fighting him while Minish-sized is daunting, but just try to avoid that electric attack. 131. Zelda & Link: These two became fast friends because of Smith and the king of Hyrule. Zelda wishes that the sometimes unreliable Link were just a wee bit stronger. 132. Minish Ezlo: The Minish Ezlo, before he was cursed by Vaati. He is a famous Minish sage. Even among Minish inventors, he was renowned for his amazing creations. 133. Black Knight: Appears in Dark Hyrule Castle. This is the strongest Dark Nut, with a good balance of attack and defense. They will do anything to stop you. 134. Vaati Reborn: The sorcerer Vaati took this form after draining the power of the light force from Princess Zelda. The evil beams from his eyes are devastating. 135. Vaati Transfigured: Once Vaati's body has been shattered, this dark form rises up, all that remains of the evil sorcerer. Only the sacred Four Sword can defeat him. 136. Vaati's Wrath: This is the embodiment of purest evil, the final form of the power-mad Vaati. Its mind is consumed with a hunger for destruction. Find its weakness. Whew. Finally done! ======================================================================= 3-F: SWORD TECHNIQUES AND NEWSLETTER TRANSCRIPTS ======================================================================= -- a. SWORD TECHNIQUES ------------------------------------------------ Do you remember how you got the Spin Attack as soon as you got a sword in A Link to the Past? Or how you automatically held up your sword in front of you while running? Well, here, in The Minish Cap, you have to learn those skills! There are a bunch of Blade Brothers that live throughout the world of Hyrule, and each of them teaches you a skill. Whenever you learn such a skill, you will get a Tiger Scroll that you can review in your menu. Here is a list of where and what: Spin Attack: (#1) ¯¯¯¯¯¯¯¯¯¯¯¯ - Trained by Swiftblade in Hyrule Town (wooden hut near entrance). - Can be done after getting the Earth Element. Not possible before that because the carpenters are in the way, now allowing you to enter the town. - "Press and hold your sword button. Charge and release!" The attack that you can find in any Zelda game nowadays. Just hold the attack-button and your sword will charge up. When you let go of the button, you'll spin around and hit everything around you for more damage than a normal hit. Sword Beam: (#2) ¯¯¯¯¯¯¯¯¯¯¯ - Trained by Grimblade in the Hyrule Castle Garden (lower-right corner, under the bushes). - While it is possible to reach this secret trainer early in the game, you can only learn this skill when you have the Flame Lantern to create some light in the room. Otherwise, it's too dark! - "When your hearts are full, swing your sword!" Great attack, just too bad that if you get hit, you can't use this anymore. Nice to hit enemies far away from you. Dash Attack: (#3) ¯¯¯¯¯¯¯¯¯¯¯¯ - Trained by Swiftblade in Hyrule Town (wooden hut near entrance). - Requires the Pegasus Boots. - "Equip your Pegasus Boots and sword, then dash away!" This just allows you to hold your sword in front of you while you run forward with the boots. Good to damage enemies without stopping, or to mow down lanes of bushes in one second. Peril Beam: (#4) ¯¯¯¯¯¯¯¯¯¯¯ - Trained by Waveblade in Lake Hylia (left of Hagen's cabin, across the water). - You have to have at least 10 Heart Containers. And in practice, you need the Flippers as well, in order to reach him. - "When you have only one heart left, swing the sword!" Basically, it's the same as the Sword Beam, except with a different heart requirement. Rock Breaker: (#5) ¯¯¯¯¯¯¯¯¯¯¯¯¯ - Trained by Swiftblade in Hyrule Town (wooden hut near entrance). - Requires you to have the Fire Element. - "Break pots with your sword! That's all there is to it!" Jars and rocks that you have to lift and throw away in order to get rid of them can now be done away with by using your sword. Roll Attack: (#6) ¯¯¯¯¯¯¯¯¯¯¯¯ - Trained by Grayblade on Mt. Crenel (from the Wind Crest, jump down the ledge and make it all the way to the right. Climb up the wall and use the cloning technique inside to reach him). - Since you need to be able to clone to open the door to his room, you need to have the White Sword. - "Roll! Then swing your sword as you start to get up!" Just like it says. It makes you do a forward thrust, and like you will read in the seventh newsletter (see below), you can also do it right in the beginning of the roll. Down Thrust: (#7) ¯¯¯¯¯¯¯¯¯¯¯¯ - Trained by Swiftblade in Hyrule Town (wooden hut near entrance). - The Roc's Cape is needed to learn this. - "Equip the Roc's Cape and the sword!! Jump and swing!" Looks awfully painful for monsters that get hit by this attack. :) Great Spin Attack: (#8) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Trained by Swiftblade the First in the Castor Wilds (in the lower- left corner of the swamp, north of the three statues, is a grave that you can push up). - All seven other techniques have to be learned to do this. Check the amount of Tiger Scrolls that you have to see your progress. - "Perform a Spin Attack... and hit the button repeatedly!" Did you like the Spin Attack? Well, it was powerful, but a little annoying... this technique, however, allows you to use a couple of Spin Attacks consecutively! It's a dominant attack, and definitely one to use in tough battles. -- b. SWORDSMAN NEWSLETTERS ------------------------------------------- Once you get the Pegasus Boots (maybe earlier; I'm not sure), you can fuse Kinstone pieces with the postman running around in Hyrule Town. Fusing successfully makes a girl appear in the post office in the upper-left corner of the town. Talk to this girl, and she will offer you to sign up for a Swordsman Newsletter for 200 Rupees. This newsletter contains hints and tips from the Blade Brothers themselves, and each time you learn a new sword technique from Swiftblade or one of his brothers, you'll be able to read a new newsletter. So if you have 7 Tiger Scrolls and you sign up for the 8th, it will only appear once you've found the 8th Blade Brother and learned a new skill there. Being 200 Rupees apiece, it's expensive to subscribe for all newsletters. If you want to unlock everything there is in this game, then you're going to have to collect enough Rupees for this, but if you don't want to spend all that money or if you want to read them in advance, I have the transcripts here: Swordsman Newsletter 1: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Some Walls Go Boom... It may look like a regular wall, but it may be something you can blow up. There's actually an easy way to tell. And I'm here to teach you! Build up the power in your sword and start stabbing the wall. If you pay attention, you'll find that some spots make a different sound! Teach us, Teacher! Monsters got you? Don't give up! Start mashing buttons! You might be able to escape quickly! Swiftblade's Gossip Column The Magical Boomerang... Somewhere in Hyrule, you can find an incredibly handy boomerang. It's designed so you can change its direction after you throw it! Or so I've been told. But it's just a rumor... Swiftblade, Signing Off! That's it for our first issue! We plan to bring you helpful questing hints every week, so check your mail! See you in issue 2! Until next time, warriors! Swordsman Newsletter 2: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This Year's Must-Have Item! Have you seen those sparks that move along walls? Your sword doesn't work, so maybe you've just given up fighting them. But have you tried ALL your items? Like... what about your boomerang? Give that a shot! You might be surprised at the results! Teach us, Teacher! Monster took your shield? Well, don't get all down about it. All hope is not lost. Beat him up quickly, and you might just get it back! Swiftblade's Gossip Column The Mirror Shield... A beautiful, glimmering shield capable of reflecting monsters' shots. You can use it to turn their attacks back at them. Or so they say... But it's just a rumor... Swiftblade, Signing Off! Issue 2 is out the door! We've got our first reader mail! Let's answer it now! "Hey, Swiftblade, what's your best feature?" That would be my eyebrows! I spend a lot of time grooming these suckers! See you in issue 3! Until next time, warriors! Swordsman Newsletter 3: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Got a Bone to Pick? You're sure to run into more than a few skeletons on your journey. That's why this week's newsletter is dedicated to all you bone- breakers! A good, solid whack to the head should do the trick. That's their weak spot! Try smacking them with a beam from your Cane of Pacci. You should also try your Gust Jar. That head should just pop right off! They go all to pieces once they lose their head. Teach us, Teacher! Those darn Bob-ombs! If you hit them with your sword, they'll run all over the place and explode! But don't you worry. This newsletter's here to teach you how to cope! Your best bet is arrows! One shot can take them down! You can fire from a safe distance, too! There's also your Gust Jar... Draw them in and shoot them out, and they'll even blow up whatever they hit! Swiftblade's Gossip Column Light Arrows are amazing... They go through grass! They fell a monster with one strike! They're handy! They're dandy! They're a super-duper-ultra-item! Or so it seems... But it's just a rumor... Swiftblade, Signing Off! We've got more reader mail this week! "Hey, Swiftblade! How many siblings do you have?" There are nine of us, not counting the ghost of Swiftblade the First. I'm the oldest, but again, that's if you don't count Swiftblade the First! See you in issue 4! Until next time, warriors!!!! Swordsman Newsletter 4: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Seek Out the Strong! Have you ever seen a golden monster? When you fuse Kinstone pieces, you might get the rare chance to meet one. They're much stronger than the regular version of that monster. Of course, if you beat one of 'em, you'll get something REALLY good! If you see one, go fight it instantly! Just drop everything and go! Teach us, Teacher! Coping with a Thorny Situation Those thorny little thorn monsters! Your sword doesn't hurt 'em at all! But if you bump 'em with your shield up, they'll totally flip! There are other ways, though. Flip 'em with a bomb! Or your Cane of Pacci! Or with a well-placed down thrust! How's that for options? Your head must be swimming at the possibilities! Swiftblade's Gossip Column Remote Bombs... Here's a secret: you can blow them up whenever you want! How cool is that?! Or so it seems... But it's just a rumor... Swiftblade, Signing Off! I went to Lon Lon Ranch the other day. I saw the ghost of Swiftblade the First defeat a cow with his bare hands! It was kind of sad, really... See you in issue 5! Until next time, warriors!!!! Swordsman Newsletter 5: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Fire Up That Chilly Chump! Have you seen a sorcerer who throws cold curses at you? Yeah, the one who keeps disappearing! That's him! Well, next time he shows up, whack him with your lantern! Fire against ice! It's the law of nature! Teach us, Teacher! Those pig-faced Moblins... You see them around the Minish Woods, right? They're big and dumb? Well, they're also rich! Beat one up for some quick cash! Swiftblade's Gossip Column A tidbit about amulets... I hear that there's a mysterious amulet that raises your abilities if you use it! Well, that's what I heard, anyway... But it's just a rumor... Swiftblade, Signing Off! I went to Smith's the other day. The old guy's still looking pretty good. ... ... But I AM a little concerned about the guy in green tights on the hill there... See you in issue 6! Until next time, warriors!!!! Swordsman Newsletter 6: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's What You Do! Have you seen a monster wrapped in bandages? It tries to grab you? Well, here's a pro tip: bandages burn easily, especially on a mummy! I don't have to spell this out, do I? Yeah, you know what I'm about to say! That's right, it's time to light up their world! FWOOOSH! Teach us, Teacher! Those heavy-handed Floor Masters... And their irritating friends, the Wall Masters... They're really annoying, but if you beat one, they say you'll be rich!! But it's just a rumor... Don't complain to me if it turns out to be wrong. Swiftblade's Gossip Column Rupee-stealing nasties... Those Rupee-camouflaged creeps have been ripping a lot of you off lately. I've heard that you greedy adventurers are getting soaked! In fact, I hear that the greedier you are, the more it takes! Or so it seems... But it's just a rumor... Swiftblade, Signing Off! We've got reader mail again! "Hey, Swiftblade, do you have a hobby?" Training! See you in issue 7! Until next time, warriors!!!! Swordsman Newsletter 7: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ For Real Swordsmen Only You know the Roll Attack, right? Yeah, the one you do midroll! I bet Grayblade told you to attack just as you finish the roll, right? Well, actually, you can do it just as you start the roll, too! But the timing is very tricky! You can do it! Hone your skill! The journey of a thousand miles begins with a single step! Or... something! Teach us, Teacher! Camouflaged shell-shockers... These fiends festoon themselves with grass and rocks to deceive your eyes. But you can remove their camo without trying to pick them up, you know! Hit them with that Cane of Pacci! Suck them with the Gust Jar! How do you like that!? Now you're a camo-buster! Swiftblade's Gossip Column Those short-fused Bob-ombs... I told you about them in issue 3, but here's another thing... Apparently they drop bombs at a higher rate than other enemies! Or so it seems... But it's just a rumor... Swiftblade, Signing Off! The next one is our last issue! After that, it'll be time for me to put down my pen. As much as I like writing, I'm a teacher at heart. But I know you'll miss me when I'm gone. I'm like a star! A superstar! Issue 8, the last one, is coming soon! Hope you're looking forward to it! Until next time, warriors!!!! Swordsman Newsletter 8: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Way to the Sacred Blade Have you ever wished you could unleash your Spin Attack a little faster? Or perhaps split faster? Or maybe you wanted a longer Great Spin Attack? It's only natural to want these things. Every warrior wants to be his best! So now for some good news! I haven't confirmed it, but there MAY be a way! All of these things could be yours if you only figure out how to do it! Teach us, Teacher! The one-eyed statue Eyegore... You have to shoot him with an arrow to make him move... But if you beat him, he almost always drops spare arrows for you! So don't you worry about running out of arrows once you've beaten him! Just fire away! Swiftblade's Gossip Column Armos, fabled creations of the Minish. I hear that they drop Kinstone pieces when you beat them! Or so it seems... But it's just a rumor... Swiftblade, Signing Off! That's all the news for you! If you get lonely, just come over and spar for a while! And thanks for reading! I hope you've enjoyed it as much as I have. And now, let me sign off one final time with that oh-so-familiar farewell... Until next time, warriors!!!! -++++++++++++++++++++++++++++++- PART 4: FREQUENTLY-ASKED QUESTIONS -++++++++++++++++++++++++++++++- 1. WHAT THE HELL DO YOU MEAN WITH "GREEN-2" AND "RED-3" AND STUFF? ---------------------------------------------------------------------- Since there are multiple Kinstone pieces of the same colors (just the shape is different), I'm forced to number them. See the beginning of section 3-D, entitled "Kinstone Fusions," for a table of descriptions. 2. HOW DO I GET MANY KINSTONE PIECES FAST? ---------------------------------------------------------------------- After getting the second element, there will at some point be a guy selling Picolyte in Hyrule Town. Buy the Picolyte that allows you to find Kinstones easier for a limited amount of time (I think that the effect increases if you drink a few of them), and go to an area with a lot of grass/bushes (such as South Hyrule Field). Cut, cut, cut, and get lots of pieces! Even blue/red ones if you drink enough Picolyte, it seems. 3. I FORGOT TO SAVE THE OLD MAN AND WENT INTO THE CLOUDS. CAN I STILL GET THE LIGHT ARROWS? ---------------------------------------------------------------------- Sorry! It appears that there is absolutely no way of getting them after you miss your chance to heal the old man, so your only choice is to start a new game. 4. CAN I MISS CERTAIN (OPTIONAL) THINGS IF I CONTINUE STORYLINE-WISE WITHOUT DOING THEM? ---------------------------------------------------------------------- It appears so. The Light Arrow-thing (see previous question) for one thing, and when you infuse the last element in your blade, you are unable to enter the library again. You need to use the library to enter a small passageway in the water of the town. However, what you miss is not really significant; just make sure you save the old man before going up into the clouds to get the Light Arrows. As for the rest: Kinstone fusions cannot be missed! If someone disappears, the fusion can be done with another person. That is the reason I cannot make an accurate list of people to fuse with. 5. HOW DO I FIND THE THIRD HOUSE? ---------------------------------------------------------------------- It seems that there is none! The guy selling the residences talks about placing a house on the spot where the cats are; I don't know, however, how to get rid of the cats. Perhaps the game developers forgot to put this in because they rushed, or something. One of the users of the GameFAQs message boards posted that he e-mailed Nintendo, who responded with the message that they did not add it in the game. Too bad! 6. WHAT IS LINK'S SECRET THAT EZLO TALKS ABOUT IN LINK'S ROOM? ---------------------------------------------------------------------- It's been a question without an answer for about a month, but it's been figured out at last: go outside and dig the ground using your Mole Mitts. Somewhere should be a red Rupee (20 Rupees), and the best thing about it is that it reappears (enter and exit your house). You can get 999 Rupees in no time that way! 7. I CAN'T REACH THE OTHER SIDE OF THE CHASM WHEN I PULL THE MUSHROOM THINGY! ---------------------------------------------------------------------- That's because you are using the Gust Jar to suck the mushroom to you. Using the Gust Jar is only needed when you can't reach the mushroom because it's on the other side; if you can touch it you should pull it yourself (without the jar). 8. TINGLE TELLS ME I HAVE JUST A FEW KINFUSIONS TO GO, BUT I'VE TRIED EVERYWHERE! ---------------------------------------------------------------------- Here is a small list to help you out (this EXCLUDES the fusions I've listed in section 3-D, so make sure you check out that section as well): - Don't forget to check the Picori in Hyrule Town. Also, you can fuse with some of the animals (even the cat swiping at you). And the purple teacher in the school *might* want to fuse; re-enter the school multiple times and try fusing. - Try everyone in the Minish Woods/Village (the Business Scrub in the tree, Belari, and the villagers). - Don't forget about the Business Scrub in Mt. Crenel's Base (the one selling bombs), and the Forest Minish inside the crack near where you planted the green bean. - There is a Crenel Hermit, living in a cave near the Crenel Wall on Mt. Crenel. He might fuse, and if you still have a lot of fusions to go, he can fuse multiple times. - Talon in Lon Lon Ranch might want to fuse, as well as Elsie, the cow living in the ranch (inside the hut that Talon is in). - There is a Forest Minish in North Hyrule Field (eastern part, destroy the rock and bump into the tree to shrink). - You can fuse twice with some of the Tingles (which I discovered after 2-3 hours of nonstop searching for my last kinfusion). The most-missed kinfusions appear to be the one in Mt. Crenel's Base (Forest Minish, near where you planted the green bean), and the one in the Wind Ruins (Forest Minish in a crack, who tells you that you can climb in an Armos to activate it). -++++++++++++++++++++++++++++++- PART 5: THE FAQ'S REAR BUTT -++++++++++++++++++++++++++++++- -- LEGAL JUNK --------------------------------------------------------- Copyright (c) 2004, R.D. "Phoenix 1911" van Heuven van Staereling This _unofficial_ FAQ is protected by the international Copyright law. All content within is created and owned by Phoenix 1911 (unless specifically stated otherwise), and may not be reproduced and/or altered in any way (in part or in whole) without permission, except for personal, private use. No complaining or breaking the rules, boy, or your ass and my foot will have an appointment. No copyright infringement was intended during the development of this document; all copyrights and trademarks included within this document are owned by their respective holders. -- ACKNOWLEDGMENTS ---------------------------------------------------- This FAQ is dedicated to one of the greatest authors known in the FAQ writers' community, and an inspiration to all: Kao Megura, in real life known as Chris MacDonald, who unfortunately passed away on May 17th, 2004. Special Thanks: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - CJayC, for hosting this FAQ on his wonderful website! - J. Parish (ToastyFrog), my all-time favorite author, and a handful of other great writers, like AdrenalineSL, for the inspiration. I love all your work! - The current FAQs by Gray Fox and Grawl were referenced to check if I didn't miss anything. I also notice I forgot to mention a hidden treasure in the Royal Valley, thanks to Efrem Orizzonte's FAQ. - The message board for this game on GameFAQs has been a very invaluable source of information; lots of information in this guide was obtained by delving into the mass of threads there. - All the kind people e-mailing me with nice words and appreciation for the guide. I'm glad I still receive 'em, even though I have practically given up on FAQ-writing. Contributor Credits: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - A motherload of people who told me about the bigger/biggest bomb bag that appears in the US version. Too many names to list here, but thanks to all of ya! - Valdek, for correcting that you can get the bigger wallet from the fairy earlier than I said. - jgkspsx, for clarifying two things in the Piece of Hearts-section, and telling me about some Kinstones in the Castor Wilds. - Thaer, for an easier way to get past some switches in Dark Hyrule Castle. - Lestor Wong, for a pointer in Dark Hyrule Castle (bombs/crack thing). - Gameing20, for telling me that green isn't purple (Farore's Charm). - Christopher Arnold and Andy Goth, for noticing that I forgot that the Select-button can also be used to invite a squawk from Ezlo. - Lillianne Summer Scott, for a correction in the figurines-section. - Pat Blankenship (and others who e-mailed me after him), for telling me that the cucco-chasing game can be completed with just the roll. - Pixie noticed that the figurines for the great fairies all said "of Mount Crenel," but that it doesn't mean that they all appear there. - ViruX, for pointing me to a chest with 200 Rupees I missed in the Palace of Winds (Inside/4F). - You, perhaps? You'd do me an immense favor if you report any inaccuracies, or if you contribute tips/strategies! If you wish to contact me for questions or additional info regarding this FAQ, you may do so at . But... NO QUESTIONS REGARDING THE GAME PLEASE! What do you think I wrote this FAQ for? I simply won't (be able to) reply to questions I've handled in this FAQ, due to lack of time and stuff. I told you I was lazy. -- REVISION HISTORY --------------------------------------------------- Dates are in (mm/dd/yy) format. 0.0 -- 11/21/04 -- Started on this document. 1.0 -- 12/05/04 -- First revision, walkthrough up, appendices done. 1.05 -- 12/08/04 -- A chest in the Royal Valley and Link's "secret" added. Small corrections here and there. 1.1 -- 05/07/05 -- Bunch of corrections since the US release of the game, thanks to the hundreds of people who mailed me. FAQ should be pretty much final now. 1.12 -- 06/20/05 -- Added a missing chest in section 2-O and done a few corrections in several parts of the guide. -- FINAL WORDS -------------------------------------------------------- Well! Hope you liked my guide! I did this guide because I had nothing better to do, and because it's a really cool game for the GBA, after GTA: Advance and others (which were a bit disappointing). So I chose this! It took a lot longer than expected and the guide turned WAY bigger than I thought it would be, but at least I've used my time to make this guide as good as possible. Of course, I'm not perfect, and I'm sure not all things there are to discover about and in the game are listed here. I'm open for corrections, though--my e-mail address can be found at the top of the file. See ya next update, and thanks for reading! -- phx Other FAQs written by me, myself, and I: http://www.gamefaqs.com/features/recognition/19734.html