Link's Awakening tells the tale of the hero of A Link to the Past and how after his first great victory he set out on a mission of training, to hone his skills, sharpen his wits and master techniques of battle from around the world. Link sailed to foreign lands where he disciplined his mind and body. When he felt ready to return to Hyrule, he bought a small sailboat and headed across the Great Hyrulian Sea. The journey ended in a storm that crushed and sank Link's ship. Clinging to a piece of flotsam, our hero floated toward a mysterious tropical shore, unconscious and barely alive.
When Link washed up on the beach of Koholint Island, he had no energy to stand or cry for help. Through half-closed eyes, he gazed out on a tropical forest with a tall volcano rising in the distance, and he thought it was odd that the volcano was topped by a giant, spotted egg. At one point, it seemed to him that Zelda was speaking to him and that he was in a soft bed. At times, he thought he was caught in a bizarre dream.
Indeed, Link awoke in a soft bed, but the young woman who tended him was not Zelda, but Marin. She had found him and brought him home to heal. From Tarin, Marin's father, he learned that evil creatures had appeared shortly after his arrival. Then, when Link returned to the beach to retrieve his sword, an owl flapped down beside him and told him the strangest story he'd ever heard. According to the wise old bird, Link was the hero who had come to wake the Wind Fish, and he couldn't leave until that task had been done. In the adventures that followed, Link learned that Koholint Island existed only in the dreams of the Wind Fish... and he was a part of that dream. The adventure continues...
This section of the FAQ tells a bit about each item, but not where to find it. That will be dealt with in a later section.
This section of the FAQ will help you progress through the game in terms of conquering dungeons and locating items. The following sections are described in this part of the FAQ:
Fishing Pond, Quadruplet's House, Dream Shrine, Shop, Madame Meowmeow's House, Marin & Tarin's House, Library, Ulrira's House, Phone Booth, Trendy Game
Shield, Ocarina, Two (2) Pieces of Heart
Before you leave Marin & Tarin's House, talk with Tarin. He'll give you your shield. He found it on the shores.
For the beginning player, the library has lots of good books. It will help you to start out your game. The books are: Selecting The Item That's Right For You, Secrets of the Whirling Blade, Fun With Bombs, Properties of Warp Holes, How to Handle Your Shield, and Dark Secrets and Mysteries of Koholint Island. The last book is in real small print. You'll need the magnifying glass to read it.
Lots of games are in Mabe Village. There is the Trendy Game as well as the Fishing Game. Try your luck at both.
Search under the square of bushes for a Secret Seashell. Nab a Yoshi Doll at the Trendy Game.
The Tail Cave, Sale's House of Bananas, Signpost Maze
Boomerang
You must head for the shore to find your lost sword. It is on the screen at the bottom of your map and three from the left.
After recovering the Sword, Link is surprised by a wise Owl. The Owl tells him a mysterious tale about the island. He then tells Link to go north to the Mysterious Forest.
An odd alligator named Sale has a house by the beach. He sells bananas by trade, but he's been known to accept some good deals. To get the bananas, you need to give him some juicy dogfood. Mmmm....
Faerie Spring, Crazy Tracy's, Ghost's Tombstone, Magic Shop, Mad Batter
Tail Key, Sleepy Toadstool, Magic Powder, Secret Medicine, Two (2) Pieces of Heart
Many times throughout the game, you'll see an item that you just can't get to. You'll have to wait until you get a particular item to be able to get it. For example, you may need to pick up a rock with the Power Bracelet, or jump over a gap with Roc's Feather. Be patient. Good things come to those who wait.
In the Mysterious Forest you'll find a Faerie Fountain. She'll only appear if you need healing, though.
After passing the Raccoon, you'll find yourself in a repeating loop. On the screen with the Raccoon, go south one screen and east one screen. Go in to the log cave. Come out the other side to pick up the mushroom. Go back through the log cave. From here go up two screens. Then go right two screens, down two, and right one. You'll now be at the witch's hut. Give her the sleepy mushroom and you'll get some magic powder. Go back to the raccoon and sprinkle some powder on him. He'll bounce around the screen and be revealed as Tarin. Apparently he had a bad dream. Now head north one screen to pick up the Tail Key, in the Treasure Chest.
One (1) Floor, Nine (9) Treasure Chests, Three (3) Small Keys, Roc's Feather, Full Moon Cello, Moldorm
Before entering Tail Cave, you need to buy some bombs. In order to get the shopkeeper to sell bombs, you must first buy the shovel. Then, make sure you've refilled all your hearts.
Tail's Cave is located one screen north of Sale's House of Bananas, but to get to it, you must go right three screens from the exit of Mabe Village, left one, down one, and the right one. Put the key in the keyhole and voila Tail's cave is open for business.
I am doing this information for this dungeon only. I will be referring to a room in the cave by a number and then a letter (ex. 7-G). All dungeons correspond to a coordinate system of a 10 x 8 grid (10 rows, 8 columns). The rows start at the top with 1 and go down to 10. The columns start at the left with A and go to the right until H.
e) Koholint Prairie, Tabahl Wasteland & Cemetery
Crazy Tracy's, Magic Shop, Tabahl Wasteland, Ghost's Grave, The Cemetery, Hidden route from Rock-Surrounded stairs to Graveyard
Special Medicine, One (1) Piece of Heart, Secret Shell
Push the SE tombstone in the SW region of the cemetery. It will uncover a stairway that leads to a nearby circle of stones.
If you want that shovel and the bow, you're going to need some cold hard cash. A great way to build up money is to stand in the graveyard and keep slashing at the zombies that keep popping up. Collect the rupees they leave behind.
Mr. Write's House, Phone Booth, Goponga Swamp, Cave
No Artifacts in this region.
A Moblin guard greets you just inside the cave entrance. Avoid standing on the cracked floor and make short work of him by attacking from the side. More guards gang up on you in the next room, but a couple of well-timed Whirling Blade attacks will put them in their place. The Moblin's main man waits in the next room. You must defeat him to save Bowwow. Jump the arrows he fires, then step away as he dashes the wall. When he's still in a daze, rack him up with the sword. Bowwow will be so happy to see you!
If you return to Mabe Village, Madame Meowmeow will thank you and ask you to take Bowwow for a walk. Lucky for you, Bowwow can sniff out secret seashells for you.
If you visited the swamp before, you noticed that the flowers shot fireballs and that you couldn't defeat them. Luckily for you, Bowwow is a hungry pup! He'll gobble up those plants like nobody's business. Aren't you glad he's on your side?
One (1) Floor, Ten (10) Treasure Chests, Five (5) Small Keys, Power Bracelet, The Genie, Conch Horn
Have Bowwow eat up the plants surrounding the cave entrance, so you can get in. Bowwow is scared of the cave, so he won't follow you in.
Light the Lamps (6-B) - Go up the steps in the center of the room and select your Magic Powder. Sprinkle powder on the two Lamps on the platform. When both are lighted at once, the east door will open. Go through the door and defeat the two Stalfos there to get a Small Key. Go back through 6-B, open the west door and continue up to get the Map from the treasure chest in 5-A.
Trip the Switch (6-D) - Strike the Crystal Switch in the center of room 6-D with your Sword. This will cause the Switch Blocks to drop. Walk over them to 7-D and strike the Switch there to get the Treasure Chest.
Whirl Away (6-E) - The mimics in 6-E mirror your every move. You can't attack them from the front, so you'll have to get near enough to them to use your Whirling Blade Attack to strike them while your back is to them. When you defeat them, you will earn a Small Key.
Quick Flip (6-F) - Your sword does little to deter the Beetles in room 6-F. Use your Shield to turn aside the Spiny ones. Flip them with your shield and swing with your sword. Defeat them and go through the door on the upper right.
Fry the Boo Buddies (1-A) - Boo Buddies guard the Power Bracelet in 1-A. When you light the lamps, you'll fry the Boos. Attack them with your sword to defeat them. Then you'll get the treasure chest with the Power Bracelet!
Hinox (3-A) - The Hinox is a big Cyclops that will grap you and throw you across the room. Avoid his bombs, dash in and strike with your Sword, then run out of his range.
A Vase Lift (Secret Passage #5-6) - Your weight alone isn't enough to make the platform here fall. Grab the large vase and carry it with you. Climb the stairs to reach 4-F.
The Genie. The Genie has two phases. In phase one, the genie with start juggling a bunch of fireballs. This is your cue to get in the lower right hand corner. When he starts to throw them, run to the left across the room. By the time you get to the left side, he'll have thrown three. Move back right now. If you don't hesitate the fireballs won't touch you. Now, he'll retreat back to his bottle. Hit it with your sword to immobilize it. Now, pick it up with the power bracelet. Throw it at the wall. Then, the genie will start over with his fireballs. Repeat this process three times. Then the genie will be hopping mad! Time for phase two. Now the genie will start to produce images of himself that start centering in on the middle of the screen. Equip yourself with the Sword and Roc's Feather. Stand right below the Genie. When the Genie becomes totally solid, jump and swing your sword. You'll jump over the fireball and damage him. Repeat this several times to put an end to the Genie.
Two (2) Phone Booths, Warp Hole, Faerie Spring, Slime Cave, Signpost Maze, Richard's Villa, Catfish's Maw, Hidden Route east of Ukuku Prairie.
One (1) Piece of Heart, Slime Key
After finishing the Bottle Grotto, return Bowwow. Meowmeow will be SOOOOO happy!
Richard once lived in Kanalet Castle. Unruly servants and soldiers rose up against him and drove him out of the Castle. He's mad that he doesn't have his rightful treasures: the Golden Leaves. He asks you to go to the castle to get it for him. In return he'll give you access to the Slime Key.
A couple of well-placed bombs will make getting around Ukuku Prairie much easier. The giant stone Moblin head that blocks your way to the southern prairie can be blasted. Also, north of the Moblin head is a wall that can be bombed. You can get a Faerie inside.
Kanalet Castle, Two (2) Phone Booths, Seashell Mansion, Hidden Route from Outside Castle to Inside Castle.
Level 2 Sword, One (1) Piece of Heart.
If you have no Bananas, go back to the beach and get some. You'll meet Kiki, the monkey, at the Castle's Southeast corner. He wants those Bananas, and if you give them to him, he'll call his friends and have them repay you. The monkeys will very quickly build a bridge for you. Walk across the bridge, and pick up the stick that is left behind. Walk up to the right side of the castle and search for stairs under a bush. When you exit the stairs, start looking for Golden Leaves right away.
Two of the Golden Leaves are held by animals outside the castle, but the rest are hidden inside. You must defeat the servants who have taken the leaves in order to get them. One leaf is held by a mole who pops out of holes on the outside of the castle. Another is obtained by defeating the raven on the left side of the castle. Inside, blow up a part of the wall that looks like a soldier. Defeat the soldier to win a leaf. One can be obtained by defeating all the enemies in a room. The final one is obtained by defeating a large knight in the room on top of the castle.
So you thought Richard would just give you the Key after you got the leaves? Wrong. He will let you have access to a stairway. Once back outside and in the large forest of bushes, be careful. Many have pits underneath them. Look for a route to the owl head, north of the cave you started at.
Two (2) Floors, Ten (10) Treasure Chests, Nine (9) Small Keys, Pegasus Boots, Slime Eyes, Sea Lily Bell.
Link will need lots of bombs for this dungeon. Make sure he's fully stocked.
You must put the Slime Key in the Keyhole which is NW of Richard's Villa. Then, work your way around the east side of the bush garden and then once north of the column of trees, go down a screen. Jump over the water using the Pegasus Boots. The Key Cavern is just to your west.
Break In (8-F) - The pots in the entrance have more uses than meet the eye. Throw them at closed doors.
The Buzz (7-F) - If you hit the "Buzz Bombs" they'll bounce wildly around, and blow themselves to pieces. Get Link out of the way so they won't hit him.
Whack in the Box (6-F) - If you open the Treasure Chest in this room, you'll get a real surprise. Out pops a Gel, who begins to attack. You can make short work of him, but why even bother? Pass up the Chest.
Pairodds (2-A) - Pairodds always seem to appear in twos. These strange birds usually disappear before you can get to them. Try throwing bombs at them. If that doesn't work, anticipate where they'll appear and rack them then.
Hungry Snakes (2-F, 2-G) - These snakes have a weakness for bombs. If you drop a bomb in front of one, it gobbles it up and explodes inside of the snake. Three bombs will destroy one snake. Move to the right to get the Pegasus Boots.
The Dash Jump (2-H, 3-H) - What a large hole! How will Link cross it? Simple. Get a running start with the boots. Then use the feather and you'll cross it easily. After crossing it, go north one room and you'll get the Nightmare's Key.
Slime Eyes. Huh? Where's the boss? Well, you can't see it, but he's stuck to the ceiling. Shake things up a bit by dashing the wall. Now you'll see a mean pair of eyes staring at you. What are you waiting for? Attack. However, you'll notice that while they split apart, they just won't separate. A bit more force is needed. Dash where they are loosely connected, and they'll split apart. Two lone Eyes are no match for your heroic Sword. Following the victory, pick up the Sea Lily Bell.
Art Alligator, Miss Goat, Phone Booth, Chef Bear, Warp Hole
One (1) Piece of Heart.
All the animals in the village just love music! They also say that they like Marin's music especially. A shrewd adventurer would go back to Mabe Village to persuade Marin to give a concert.
Just SE of Animal Village is a large, lazy walrus who blocks your path. To get rid of him, you'll have to have Marin sing to him. This will let to you proceed east.
This trading thing just won't stop! Find Tarin in Ukuku Prairie. He wants to borrow your stick. He takes the stick and whacks a bee hive. The bees chase Tarin away, but you're left with a honeycomb. Everyone knows bears like honey, especially Chef Bear. Give it to him and he'll give you a pineapple. Now if you go to the Eastern Tal Tal Mountains, you'll find the Quadruplet's father, who said earlier he would get lost. He'll eat the pineapple which will give him enough strength to get home. He'll give you a hibiscus (that's a flower for those of you in Rio Linda). Give the hibiscus to Miss Goat. SHe'll ask you to deliver a letter to Mr. Write. Mr. Write resides north of the Mysterious Woods. He'll give you a broom.
Marin's song can do many things. It will move the walrus as well as make all the animals in the village happy. But where do you find Marin? You might check the seashore in Toronbo Shores.
Ocarina, 100 Rupees
Ocarina
The great prize in the Dream Shrine is a musical instrument called the Ocarina, but it is guarded by Mimics and cracked floors. Use the Dash Attack to mow down the Mimics and reach the Ocarina.
With the Ocarina, you can get three tunes. They are: #1 Ballad of the Wind Fish, #2 Manbo's Mambo, #3 Frog Song of Soul. All three are pertinent to your success.
Lanmola
Angler's Key, One (1) Piece of Heart
To defeat Lanmola, just hit him on the head when he emerges from the sand. You should have the feather to avoid the sucking sands. Avoid his body and hit him as much as possible. When you defeat him, the Angler's Key falls into the sand. Jump into the sand whirlpool to claim the key.
n) Tal Tal Heights and Mount Tamaranch
Wind Fish's Egg, Manbo, Warp Hole, Raft Ride, Caves.
Two (2) Pieces of Heart, Manbo's Song.
At the base of the mountains, along a path that borders the river, you'll see a keyhole in the ledge. Stick the Angler's Key in there to open up the entrance to the Angler's Cave.
In front of the Wind Fish's egg, if you play the Ballad of the Wind Fish on your Ocarina, you can open the egg once you have collected all 8 instruments. This isn't until the end of the game, though!
There's only one way to reach the Angler's Cave, and that's from above. You'll have to go through many caves to find an open ledge in the mountains above. Prove Newton's Gravitational Theory by falling down. Luckily, Link is very limber and will not be hurt falling from such a distance. He's now ready to enter the Angler's cave.
To reach the cliff where Link jumps to the Angler's cave entrance, head left from the keyhole until you find the stairs. Go up and continue left. Remove the rock in your path and look for another set of stairs and enter the first cave where you'll have to push some stones around on cracked floors. In the cave with the crystal blocks, use the Pegasus Boots to charge through them, and take the second exit. Outside again, you'll find the ledge where you jump from.
One (1) Floor, Twelve (12) Treasure Chests, Five (5) Small Keys, Flippers, Angler Fish, Surf Harp.
A Flash of Insight (3-B) - You must be cunning to succeed at this game, and the room is proof of it. There are 5 tiles on the floor. To get through you must find the sequence of flashing tiles. Here is the sequence: middle tile, NE tile, SE tile, NW tile, SW tile. This will open up a stairway that allows you to obtain the Nightmare Key.
All For a Key (6-G) - After you defeat all the enemies in this room, you'll get a key. Unfortunately, it falls in a pit. What rotten luck! If you have the flippers, go to Secret Passage #1 to retrieve it.
Sprint! (1-D) - In this room you'll see a door on the left. But there are blocks in the way. Pull on the lever on the right side of the room. This will move the blocks out of the way. Once they're fully apart, make a run for the door. If you're quick, you'll make it.
Swimmingly (1-C) - Once you have the flippers, you can swim around in the deep water. This will allow you to get to the switch that allows you to go to the Nightmare's Lair.
Round and Round (2-D) - The bizarre Cue Ball looks like he might be tough, but you can make short work of him. Stay close to the stone divider in the middle of the room. When he's about to turn the corner you're hiding behind, whack him. Make sure you hit him before he turns, though, because only his sides and back are vulnerable. Once hit, he'll usually change direction. Just to be safe, though, move 90 degrees around the divider.
A Tricky Quickie (4-A) - If you enter this room from the bottom, you'll see that you need to come from the top route, which involves going down a staircase and other stuff. However, you can bypass this with a real sneaky move. Equip the Pegasus Boots and Roc's Feather. Charge up your boots, then jump! Press the control pad up, and you'll land in the center of the room. This is not necessary but it does save a lot of time!
Angler Fish - Too bad Link doesn't have a fishing hook and a worm, or he could fish the angler fish out. No, that won't work. You'll just have to hit him with your sword. Stay just left of center and go nuts with your sword when the glowing feeler is in reach. The best thing to do here is just to attack nonstop and don't worry about getting hit. Just let him have it!
Richard's Villa, The Mad Batter, Ghost's House, Two (2) Phone Booths, Catfish's Maw, Hidden Route.
Slime Key, Necklace, Mermaid's Scale, Magnifying Glass.
After Link finishes the Angler Cave, and gets near Martha's Bay, a ghost will appear. He moans and groans and asks you to take him back to his house. You probably noticed the run-down house before. It's South of Richard's Villa. Take him there. He gets nostalgic, then asks you to take him to his final resting place, to the lone tomb which lies west of the cemetery. You may not want to go out of your way, but if you don't he will stick around and annoy you. Just take him back, if for no other reason, than to ditch him.
Go to Animal Village. Grandma Ulrira is there, but she left her broom in Mabe Village. Give her the broom that you got from Mr. Write. She'll give you a fish hook. Take the fish hook and go swimming in Martha;s Bay. Go east and then south of the Catfish's Maw and swim under the bridge. The fisherman there will let you have his next catch. Lucky you, it's the mermaid's Necklace. Take the necklace to the Mermaid one screen north of the Catfish's Maw. She'll give you a scale from her tail. Take this scale to the Mermaid Statue after you beat the Catfish's Maw and obtain the hookshot. When you put it on the statue, a secret passage will open. Go inside and get the Magnifying Glass.
The Mad Batter is a crazy dude. He can help Link. To get to him, you'll have to cross a bunch of holes. This is a few screens east of the Ghost's House. There are two ways to do this. You can use a Bomb Arrow (See Tricks of the Trade) or use the following method. Equip your Pegasus Boots and Roc's Feather. Now get a running start and jump. In mid-flight, change one of those items to your sword. Swing at the bush as you fall in the hole. Now you can make it to the other side. Find the stairs, which leads to a closed-off place north of the ghost's house. Go in the next set of stairs and find the Mad Batter. He'll increase the amount of Powder, Bombs, or Arrows that Link can carry.
One (1) Floor, Ten (10) Treasure Chests, Three (3) Small Keys, Hookshot, Slime Eel, Wind Marimba.
To enter Catfish's Maw, approach from the left side. Follow the row in between stones and dive. You'll come across a small screen where you'll have to swim to get inside the circle of stones surrounding Catfish's Maw. Once you're back breathing air again, go through the Maw
Please note that the lettering system used in this dungeon is a bit different. The very right side of the dungeon corresponds to letter H, but the very left side corresponds to B, instead of A. Please keep this in mind.
Shot Techniques (Secret passage #1-2) - Here's your chance to be come a daring young hero, swinging from heavy chandeliers. Well, maybe not chandeliers but large chains hanging from the ceiling. When you stand on one, the other one will begin to rise. Jump on it. Jump from one to the other to make it across the room.
Master Stalfos (5-F, 4-H, 1-F, 1-B) - You must go in the correct order to fight this guy. Hit him with the sword after avoiding his swipe. Then quickly place a bomb. Krakoom! Two or three bombs and he'll retreat to the next Stalfos room.
Snag the Hookshot (1-B) - After defeating Master Stalfos for the fourth and final time, you'll be rewarded with the Hookshot. Use the hookshot to pull Link across a pit or to defeat far away enemies.
Center Stage Diving (3-F) - After defeating all the Water Tektites in this room, you may grow suspicious of the small pit of deep water. Dive down in the center of the pit to discover a secret passage. Following this passage will lead you to a room with the Nightmare Key.
Spider Eyes (5-D) - Twin Gohmas greet you in this room. When they open their eyes, shoot them with an arrow. When they start to descend toward you, get out of the way fast. Concentrate your attack on the bottom one first because he has the greatest chance of hurting you.
Skyshot (Secret passage #7-8) - In this secret passage the only way to reach the high road is to use your Hookshot on the Bowser statue.
Slime Eel. The Slime Eel's head appears from four holes in the corners of his chamber while his tail swings around in the center. Stay in a corner to avoid being hit by the tail. Use the Hookshot to pull the head of the eel way out. If he's got a heart on his neck, it's the real eel. Attack him with the sword as much as possible. If there's no heart, he's an imposter. Don't attack that one. A few hits to the heart and he'll be gone.
Warp Hole, River Rapids
One (1) Piece of Heart.
This isn't located in the Rapids area, but you should do it now anyway. Go to the Signpost Maze. You should start on the first screen by reading the signpost that says the next one is to the right. Go DIRECTLY to the right of the signpost (not where you're standing; exactly right of the signpost) and you'll find another. Repeat this process many times and eventually a cave will open. Go in and listen to Mamu the frog (who bears a striking resemblance to Wart from SMB2). For 300 Rupees, you can learn the Frog's Song of Soul. This is a necessary and useful song.
The best way to reach the Rafting Shop, is to use the Hookshot on the smooth stone to pull yourself over. If you're in the river, swim up and to the right to the cave by the waterfall. There's a tunnel there that leads to the Raft Shop.
On the Raft, select the Feather so that you can jump up to collect the items that hover above the river. It costs 100 Rupees for the Raft, but you can earn up to 160 Rupees and Hearts, Bombs, Arrows, and Powder.
Face Shrine Dungeon, Southern Shrine, Faerie Fountain.
Face Key.
There is a northern shrine and a southern shrine. Go to the southern shrine first. There you'll get the key to the northern shrine.
On the way to the southern shrine, you'll notice a lot of Armos Statues. When you touch them, they will come alive. Shoot an arrow at one, or use your sword to bat it away.
This stomping fiend is definitely not inanimate like his servants. A constant barrage of Arrows will work. Just shoot 'em up and take 'em down. The Face Key is your reward.
Beyond the Armos Knight, you'll find a dark room with a painting on the wall. Light the torches so you can read the painting. It's got a very mysterious message on it.
One (1) Floor, ELeven (11) Treasure Chests, Three (3) Small Keys, Power Bracelet 2, Facade, Coral Triangle
Go to the island with two Armos Statues on it. Either shoot an arrow at the one on the left or let him sink into the water. Go down the secret stairs. When you emerge, a keyhole on the right side of the Shrine will open the cave for your exploration.
Enter the Eye (4-B, 4-C) - To enter the room that looks like an eye on the map, bomb the right wall in 4-B. You'll enter a darkened room 4-C.
Bubble Trouble (Secret passage #1-2) - The bubble in this passage can't be defeated. Just move under it when it's high up or above it when it's low down.
Power Bracelet 2 (6-B) - Once you've got the Power Bracelet in this room, Link will be strong enough to lift the blocks that look like elephants. You can throw them at doors and enemies, too.
Smasher (4-F) - This creature tries to bowl you over with his giant bowling ball. Return the favor by throwing it back at him.
In a Rut (3-F,5-F,4-F) - If you keep going up through the bomb hole in the wall (3-F) you'll have a definite feeling of deja vu as you reappear several rooms below. Pick up the left elephant block in 3-F to step downstairs and break the loop.
Thwomps (Secret passage #5-6) - Use the Pegasus boots to safely pass these stone stompers.
Take a Big Bite (4-H) - Fight the Dodongo Snakes again. Same strategy as before.
Facade. Dodge the tiles, or to make things easier, just use the shield and they'll break up. After that, just set a few bombs on Facade's face. He doesn't offer much resistance. Just bomb him into oblivion.
Chicken Coop, Eagle's Tower, Faerie.
Bird Key
Go to Mabe Village and push back the Weather Vane. Go in and you'll find an old pile of bones. Play the Frog's Song of Soul to bring life back to the rooster. With the Rooster as your sidekick, you'll be able to fly over obstacles.
Go in the caves of Eastern Tal Tal Mountains. When you find a "bent" pit that will be your cue to use the Rooster to fly over. You'll soon find the Bird Key, to open the Eagle Tower.
Use the rooster to thoroughly explore the Tal Tal Caves. There's lots of interesting stuff, including a Faerie behind a crumbled wall.
Four (4) Floors, Nine (9) Treasure Chests, Three (3) Small Keys, Mirror Shield, Evil Eagle, Organ of Evening Calm.
Place your Eagle's Key in the rock just west of the large tower. The tower will rotate and you'll be able to enter.
The room system is a bit different here. Each floor has a maximum width of 4 rooms and a maximum depth of four rooms. First floor is labeled 1-4, A-D. Second floor is labeled 6-9, A-D. Third floor originally is 1-4, E-H. Third floor after you've knocked down the pedestals is 6-9, E-H.
The Mirror Shield (8-D) - The Mirror Shield can be found in the chest, but it will take a clever hero to reach it. When you get to the room just beneath it, use a key to unlock the keyhole block. Get on the platform high above the room, and then fall off of it in the room with the Shield in it. You'll score the Mirror Shield.
The Key Drop (8-D) - In the room with the mirror shield in it, drop down the very small pit. You'll wind up on a ledge on the first floor. Go north to find a treasure chest with a small key in it. Do a similar thing in the room with Hinox in it.
Pillar Pillage (7-D) - The Orb that you find in this room must be used to knock down the four pillars in rooms 7-C, 8-C, 8-B, and 7-B. Throw it against the pillar to knock it down. You'll have to do some fancy crystal switch work and some bombing to get to all four. Also, if you drop the orb down a pit, it will show up again in its original room.
Hinox High Jinks (9-A) - When battling this monstrosity, make sure you have the feather equipped so you don't fall down a hole on accident. Use the boomerang or arrows to attack from a safe distance.
Grim Creeper (8-H) - The Grim Creeper controls a flock of evil Battle Bats. Destroy all six at once to get past him.
Evil Eagle. This big bird has a variety of attacks. WHen he swoops down toward you, hit him with the sword. If he flies straight across the screen the sword is your best bet. Unless of course he's too high. Then use your Hookshot. The hard part will be when he tries to blow you off the tower. Equip the shield. When he starts to blow the wind, push the opposite direction. The feather attack can be deflected with the shield. Make sure you're never too close to the sides of the tower, as he could knock you off unexpectedly. Battle hard and you'll win. Climb down the tower to claim the Organ of Evening Calm.
Turtle Rock, Warp Hole, Phone Booth, Mad Batter, Wind Fish's Egg.
One (1) Piece of Heart.
After receiving the warning from the owl, go to the western mountains. You'll find Marin stuck on a broken down bridge. Use the Hook Shot to cross to the other side and get her to safety.
Underneath a rock in the Tal Tal Mountains (near a Treasure Chest) you will find a Mad Batter's lair. Enter and he will boost the amount of Arrows, Bombs, and Powder you can hold.
When you make it to the screen with a bunch of rocks and a cracked wall, bomb the wall and go in the cave. There you'll find a Flame Spout that spits out flames. You can't get past it unless you have the Mirror Shield. Block the flames and move off to the left to get close to Turtle Rock.
When you finally make it to Turtle Rock, you'll wonder where the entrance is. Well, the turtle head sure looks real enough. Play the Frog's Song of Soul to wake the Turtle Head. Unfortunately, he's got a bad attitude. Luckily, he's got a bad method of attack. Just rack up on the head with your sword and you'll defeat him with no problems. After that you can enter.
One (1) Floor, Thirteen (13) Treasure Chests, Seven (7) Small Keys, Magic Rod, Hot Head, Thunder Drum.
Fill the Holes With the Rock that Rolls! (7-G) - When you come upon a screen with the moving block that has a large pit, fill the pit in completely to get a Small Key. For those who haven't played puzzle games too much, this may take some practice, but it's not too hard.
Aerial Bombing (3-C, 3-F) - There is an exit to the outside in this room. Take it. Pick up the piece of heart that's up there. Then move right and go through the next entrance. You're back in Turtle Rock, in a room with Dodongo Snakes. The only way to kill them is to place a bomb, pick it up, and throw it at them. This may take some time, as they might move direction. Defeat them to win a small key.
A Shot in the Eye (4-C) - When you enter this room, you'll notice the chime that tells you there's a key. But there are no bad guys to beat! Simply shoot an arrow at the statue and the key will appear.
Crystal Persuasion (6-G) - Just north of the room with the large pit that you must fill in is a room with a Crystal Switch. Hit it once. You're going to end up being awfully mad if you don't.
Boxing Blaino (3-H) - This boxing penguin is a nasty little guy. One uppercut and you're back to the beginning of the dungeon. Equip the Feather so you can jump out of danger, and try to get around to his sides to hit him because he's not vulnerable at his front. When he winds up to land a big punch, get out of there! Hit him several times to defeat him.
The Rod of Fire (2-H) - After beating Blaino, go north through the door and get the fire rod. Aren't you glad you hit that crystal switch, now? The Rod of FIre will help you in room 5-B. Light up the torches on the sides of the room to get the small key.
Hot Head. Who would think that fighting fire with fire would work? Well, it does, because Hot Head is only vulnerable to the Fire Rod. Your general strategy should be to fire off as many shots per second as possible. Don't let up. If a fireball comes toward you, move and resume firing. He'll be gone shortly.
Before you go to wake the Wind Fish, you need to stop in the library. Use the magnifying glass on the book entitled "Dark Secrets and Mysteries of Koholint Island." Write down on a piece of paper the directions it tells you to follow. You'll need them once inside the egg.
To open up the egg, play Marin's Ballad of the Wind Fish on your Ocarina. The eight Instruments will circle you as you play the beautiful tune. This will crack open the egg and lead to your final battle.
Enter the Egg. You'll be in a dark room. Go forward and you'll fall in. Now you'll be in a room with multiple doors. Now is the time to remember the directions found in the book of mysteries. Follow the directions to the letter, and you'll arrive at a room with a great pit. Fall in to start the final battle.
You thought you were coming to wake the Wind Fish, but you are forced to fight the Nightmares! These nightmares from Link's past will make you think because you must use a different strategy for each one. Below is how to defeat each one.
The Giant Gel: This guy is easy. Just sprinkle some powder on him and he'll take some damage. Three sprinkles of powder and he's gone.
Agahnim's Shadow: If you played A Link to the Past, you'll know how to beat this guy. If not, listen up. When he charges up his magic, get in a direct vertical line with him. When he releases it, bat the magic back at him with your sword. He can't stand it very long if you keep up the attack.
Moldorm: Beat this guy in identically the same way you beat Moldorm before. Be sure to equip the shield to protect yourself if he suddenly charges you.
Ganon's Shadow: Link will be having a serious nightmare here! Ganon was the main baddie in the other games. Fortunately, he's a bit easier here. Equip the Boots and the Sword. Dash into him as many times as you can. Don't let up, even to avoid the bats. You won't incur much damage.
Lanmola: This guy is a fruitcake. Why does he even bother? Oh well. One well-placed Hookshot will do it. Or, if you like, try the Fire Rod for a little variety.
Dethl: OK. The rest of the guys were just a warm-up. This is the main fight. Equip the Feather and the Bow. Stay beneath him at all times. When he opens his eye, shoot him. When his swinging arms are about to hit Link, jump! You may have to jump a lot, but be sure you do because he takes a lot of damage off if you get hit. About 15-20 Arrows will do the trick.
I'm not going to spoil the end of the game. Beat it yourself to find out what happens.
This section of the FAQ will tell you where to find those pieces of heart.
This section of the FAQ will help you find the location of each item that you must trade.
Item Must Give Obtained From Located At Yoshi Doll Rupees Trendy Man Trendy Game Ribbon Yoshi Doll Quadruplet's Mom Quadruplet's House Dog Food Ribbon Little Bowwow Bowwow's Doghouse Bananas Dog Food Sale Sale's House O' Bananas Stick Bananas Monkeys Kanalet Castle Bridge Honeycomb Stick Tarin Ukuku Prairie Pineapple Honeycomb Chef Bear Animal Village Hibiscus Pineapple Quadruplet's Dad Tal Tal Heights Letter Hibiscus Miss Goat Animal Village Broom Letter Mr. Write Mr. Write's House Fish Hook Broom Grandma Ulrira Animal Village Necklace Fish Hook Fisherman Under Bridge Scale Necklace Mermaid Martha's Bay Magnifying Glass Scale Mermaid Statue Mermaid Statue
Magnifying Glass: Paths to the Wind Fish.
Once you obtain the magnifying glass, go to Mabe Village's library to read "Dark Secrets and Mysteries of Koholint Island." You will get one of the following paths to the Wind Fish:
Mysterious Forest, Ukuku Prairie, Face Shrine, Tal Tal Mountains.
Mysterious Forest, Martha's Bay, Tal Tal Mountains.
Ukuku Prairie, Mabe Village (2), Kanalet Castle, Face Shrine.
This is the fun part of the FAQ. This will tell you about neat anomalies and fun things to try out. A 5-star rating will be assigned to each item to depict how useful and/or fun the trick is.