----------------------------------------------------------------------- THE LEGEND OF ZELDA: THE MINISH CAP (tm), for the Game Boy Advance Complete FAQ/Walkthrough (rev. 1.1, May 7th, 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?! (05/07/05) ŻŻŻŻŻŻŻŻŻŻŻŻ - Not a really massive update, but an important one nonetheless, based entirely on received e-mail; I forgot to update this thing for, like, half a year. But better late than never, eh? - I have at least 100 mails (no kidding) in my inbox regarding the bigger bomb bag. So I updated that part. - And a bunch of small corrections here and there. I might have missed a few things, but if you e-mail me I'll put it up. - Also, if you wish to host this FAQ on your site, feel free to do so without my advance permission, as long as your site is related to Zelda in a big way (i.e. no sites that host all types of FAQs and stuff). Just don't change it in any way or make it appear like it's written by you or whatever. -++++++++++++++++++++++++++++++- 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. Note for Americans: this game reached Europe before you, HA HA HA! At last! After countless of games that you bastards got earlier, WE FINALLY HAVE OUR REVENGE! On a less-blissful note, it is said that the American version of the game will have an improved script (I've read in an interview that they kinda rushed it this time, and that the translation started while the Japanese version hasn't gone gold yet) and corrections here and there. -- 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 now, 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, so forget about it. 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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's possible to manage the first five challenges (although the last one is _very_ tough), but after that it becomes impossible to continue without having some turbo boost pack or something. So... we'll return later. :) More Odds and Ends: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ + 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ + 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 newl