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dangodofthunder

Fruitbats's LTTP NMG Notes - Typed Out

Feb 20th, 2017
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  1. Do not mash with X, opensup the menu
  2.  
  3. Hyrule Castle
  4. Poke and spin sword to kill blue guard in first chest, take his key, don't bother with chest.
  5. Green Knights/Spine room – Line up at the bottom of the right low wall.
  6. Charge spin going up, kill green guy. Poke/Spin Blue Knight. Get Boomerang
  7. Ball and Chain Knight is two pots.
  8. Get the Lamp. Get Zelda
  9. Get the key on the right side in room after snake hallway.
  10. Left after the locked door, head up.
  11. Rat in left corner near the unlit torch has a small key.
  12. Hug left wall, bats dodge every time.
  13. Room right before the two switches, hold RIGHT when entering and skip Zelda dialogue. Pull right switch.
  14.  
  15. Eastern Palace
  16. First armos statute, activate it, boomerang it, walk past it.
  17. SAFETY STRAT: at cannonballs, take a left, walk around, get the 100 rupees for a bottle.
  18. Skeleton dust room: Pick up the upper right pot then walk left, line up with the skull directly north of center pot. Walk down to right above the pot, turn right, chuck pot. Pick up upper left pot. Throw downwards.
  19. After bow chest, pick up the first pot before right door to get 5 arrows. Head down up stairs.
  20. Dark Room: Boomerang tentacle pile, step on switch, go forward, outracing bubbles.
  21. Dark Room 2: Grab key under pot, right wall upper middle side.
  22. Dark Room: Go around, use the boomerang to stun, locked door on left side.
  23. Big Key Chest: Take damage off the tentacles, I-Frames to grab the pot off the key and hit the button, get the Big Key
  24. Get the two pots on the right side so you get 10 arrows.
  25. Bow and arrow right cyclops
  26. Lower cyclops for the button.
  27. BOSS FIGHT: Armos Knights – When music starts/armos start bouncing. Line up above the knights, and above upper mid/upper right. Once they're vulnerable, fire five arrows right (Should kill 1). Line up with left side knights and shoot down to kill rest of the knights. Can one cycle, no red knight.
  28. Desert Palace
  29. Jump left, jump left, go down to old guy. Get Pegasus Boots. Dashing is almost always faster.
  30. Dash Tech: If you start your dash in one direction, then switch direction in the last second, you can instead dash in a different direction. Use this to bonk open the area above to get 100 rupees and 3 bombs (mid/right)
  31. Dash into the bookshelf to get the Book of Mudora.
  32. SAFETY STRAT: Dash into the back of the bar, get Bottle
  33. SAFETY STRAT: Go to building above, get the Net from the sick child.
  34. SAFETY STRAT: Go to the bottle vendor in the middle of town, get the second bottle.
  35. SAFETY STRAT: There are faeries just north of Link's House, bonk open the pile of small rocks.
  36. Dash into desert right above the lower two patches of grass, will permit a dash all the way across.
  37. Stop right before the wall bonk, dash up. Use the book, enter the palace. `ash left, dash up, grab bottom pot for arrows, kill monster.
  38. Antlion like assholes can be killed by sword spin.
  39. Beamos Room: Bonk into wall right above the torch and it'll cause the key to fall off. Torch is also fine.
  40. Dash all the way right, then down, right through locked door.
  41. Kill tentacle monsters. Head up, don't get chest.
  42. Cannonballs are somewhat random. Dash up, dash back.
  43. Pick up middle pot for the 5 arrows. Dash all the way back. Go through left door.
  44. Pots Room: Get the pots at 10, 11, and 3 o'clock. 10 o'clock opens the door. Goi back, hug right wall on the wall, head down all the way then left.
  45. Low block on right side activates the door
  46. Lower left pot has the key.
  47. Key Dash: Hug bottom wall of the room. Dash right, turn up and move north.
  48. Kill tentacle monsters in next room
  49. 3rd pot over has key
  50. Scrape along the torch's left to Key Dash
  51. Upper right pot has the key.
  52. Restock in pots in front of cyclops, light the torchesSS FIGHT: Dash, bonk on the wall. Shoot arrows as they spawn left right down. Fire at Lanmolas at the same time. Flank them to fire arrows.
  53. Tower of Hera
  54. Dash right, line up on wall, dash down to the top of the Octopus looking ground
  55. Dash Right out of desert.
  56. Dash up, lift boulder. Make the left afterwards, take the left around the castle.
  57. North up through the forest
  58. Pass the jump point.
  59. Right pass the electric cactuses, throw the boulder, into the cave.
  60. Head east, meet up with the old man. Can't dash.
  61. Head east w/old man and hug left wall on the south turn to avoid the bats.
  62. Hold sword out when outside to defend vs. stone gophers.Get the mirror.
  63. Climb the mountain, warp into dark world.
  64. North, warp using mirror, enter the tower of Hera.
  65. Walk down left stair case after slashing
  66. \ the switch, warp out after getting the key.1.5 left, one down. Throw boomerang right, dash up, you'llhit the switch after passing the blue.
  67. Locked door northwest.
  68. Hit the switch, don't get hit by tiles. gotta wait.boomer the last one.
  69. Boomerang the switch in moldorm room.
  70. Light all four torches and use the Mirror.
  71. Right staircase,
  72. Go through boss key, if you hug the bottom wall and dash right without holding a button on dpad you can clear it.
  73. Moon Pearl Bomb Jump: Slash the sword and charge. Back up until close to the pit. Drop a bomb, dash into the left wall and explosion should propel you across.
  74. Up the stairs.
  75. BOSS FIGHT: Keep a charged sword. Hold in opposite direction of the pit to prevent falling off while holding sword.
  76. Dash left, jump down, jump all the way down. Dash left through the mountain cave.
  77. Second dash down angled corridor: Pause prior, swap to boomerang, gives enough time to cancel left input and dash input.
  78. North, then northwest to Lost Woods
  79. Dash left, Uturn in the double logs
  80. - Back out the sword room
  81. - SAFETY STRAT: Get the mushroom on the way out.
  82. - Back out, south east instead of second part of the ut-run.
  83. - Right, south east from the harbor.
  84. - down, southeast back to Hyrule Castle
  85. Hyrule Castle: Left, up the stair case and out the south door.
  86. - Charge sword and face down. When gold knights shoes touch, back into them and unleash charge.
  87. - Key Dash: Dash left turn up to key dash.
  88. - Down and left to small key, maneuver around to SE corner to get through locked door.
  89. - Dash right and ignore enemies. Door to north.
  90. - Door to left, dash southwest
  91. - Northwest then east to exit.
  92. - Kill blue archer in bottom. Can Key Dash to get through and up if not noticed.
  93. - Don't need to kill the bats, just javelin guys in next two rooms.
  94. - Boomerang to get the key, get the NE corner pot for arrows.
  95. - Initiate Agahnim from the left side. Swipe middle cloth.
  96. BOSS FIGHT: Spin attacks to defelect the energy ball, Stand about one or 1.5 panels away and time the spin.
  97. Stand to a corner to avoid lightning attack.
  98. Palace of Darkness
  99. - Back to the old East Palace, have 110 rupees to get the chimp and open the door.
  100. - this entrance is a little bit east to initiate.
  101. Left entrance/switch. Get a bomb in north pot in 2nd room.
  102. - SW pot, get the key, mirror out.
  103. - Center entrance, get left pot for bomb
  104. - Jump down to the right on the left side, by the fire spitter.
  105. - Pot, switch, warp out in turtle/skulls room.
  106. - Center entrance, get left pot for bomb again.
  107. - Head left. Bomb the cracked platform and fall through.
  108. - Head up to locked door.
  109. - Get the big key then mirror.
  110. - Center entrance, left pot for bomb a third time.
  111. - Right, push the block down and go through.
  112. - Get small key, jump off the platform and dash through the bubble left. Key Dash possible here, start at bottom facing right and turn up.
  113. - Collapsing Floor cut through helmasaurs and go right.
  114. - Left stairs down.
  115. - loop around, avoid antifaeries, get the key in the chest.
  116. - Go back to the collapsing floor room, key through left.
  117. - Dark Maze Room: throw a bomb downwards as soon as you enter to break open wall.
  118. - SE corner for key.
  119. - head to left wall, down, stay on the wall until right, loop back to get that key. Head up back to get the bomb.
  120. - Big chest for hammer, mirror out.
  121. - Center entrance, left pot for a bomb #4.
  122. - Right entrance, push down block and go through.
  123. - Can hit the left switch underneath the chest but above the wall, few pixels to hit it. Arrow the switch.
  124. - Right through the area lowered. Push statute onto switch in next room.
  125. - Arrow each green mimic. Fire and move red mimic into arrows.
  126. - Arrow the eyegore statute after switch.
  127. - Hammer on left, sword beam or boomerang switch to get left.
  128. - Six turtle Room: Hold down B for charge, hammer the bottom two turtles, knocks the four up.
  129. - Block at 2 o'clock push down to go to orange warp.
  130. - Hammer the turtles.
  131. - Boss Fight: Hold the sword out. Hammer while holding the sword out. 8 hits after 2nd armor piece breaks. Sword him after armor breaks.
  132. Thieves' Town
  133. back out the way you came through the hedge maze.
  134. Bash the left solo tree to the right of the arrow you exit for faeries.
  135. Hammer the stakes to the south
  136. line up with the north bushes on the dash to avoid the spear thrower
  137. - Go to the grove to talk to the armadillo thing. Get the shovel then mirror.
  138. Light world: Shovel to the bottom center square on upper left patch, get Ocarina. Dash to the south, head to Kakariko
  139. Go to the wooden bird, break it free.
  140. Call the bird with the flute, go to spot TWO
  141. Get the shroom, give it to the witch. Leave screen and come back to go to the hut and get the magic powder.
  142. Flute back to spot 3.
  143. Dash to northwest exit. Head north around the blue guards.
  144. First right, go exit, hammer the stake, lift the rock to the portal
  145. Dash through the g rass line.
  146. Line up your dash to the top of the dash line. Grab the ft pitchfork and pull to minimize rollback.
  147. Jump down, northeast exit.
  148. Leave to the east, immediately south.
  149. Up the stairs, jump down again, west exit to the chest for boss key.
  150. Head north through first narrow exit, north through screen transition and up the stairs.
  151. Northeast to the key door. Dash all the way up, lift the right pot to get key and use it on door in same room to south.
  152. Grab pot, throw from above the blade traps to flip switch.
  153. Switch is under southeast pot.
  154. Bomb the hole in the gated floor and head back. The grasshoppers suck.
  155. Conveyor hallway, restock on faeries/hearts and go through depressed blue switch upper path
  156. Head down the north staircase.
  157. Lift big block head south.
  158. If you use the magic powder on left pot in front of maiden, you can get fairy.
  159. Get the girl.
  160. Dash left through locked door. Hammer through to get the Titan's Mitt.
  161. Head back way you came, pick up the rock again.
  162. Northeast pot has the switch. Head north.
  163. BOSS FIGHT: Initiate a dash, bonk off the top wall. Hold down B, sword intersect's Blind's head. Hold it out..
  164. Focus on Blind, do not focus on the heads. Dodge the heads.
  165. Skull Woods
  166. Bomb the little locked house open for 300 rupees in southwest corner of town
  167. Head back south. Talk to the frog and get him. Head back north, dash back east.
  168. Lift dark rock into stake field. Mirror into light world in front of house to the north.
  169. Half Magic Safety Strat: Hit stake, jump down the well, use powder on red colored bowl.
  170. Head into the door, get the dwarf. Leave, re-enter the house, give them the Master Sword (10 Rupees)
  171. Warp to the dark world. Enter the door slightly, don't enter, mirror in. Gets you into building immediately. Get Tempered Sword. Warp back to dark world as soon asyou exit.
  172. Into Kakariko Village.
  173. House to the north has 300 more rupees (second house on the east side, there's a blank patch. It's the one above the hammer stake house)
  174. Pile of rocks next to fortune house has faeries.
  175. Dash into the old lost woods.
  176. Don't dash through middle of 3x3 bush patch. Enter dragon mouth to the southwest of that patch. Push the statute onto the switch.
  177. Faerie under the pot. Get the big key, mirror out and leave.
  178. Enter dragon moutth by 3x3 patch.
  179. Bomb jump to get the fire rod, mirror out.
  180. Go back to the first dragon head and go left, dash left two rooms. Get the small key in the upper left, WALLMASTER. Go left and north.
  181. Fire rod the spine to open up last part of dungeon.
  182. Dash on left side, go through the door.Can go diagonally through the center area to miss the pit and the stars.
  183. Fire rod the mummies and torches
  184. Swipe north of the bunny beam to pass through
  185. - Fire rod enemies in next room, the zombie has the key.
  186. Fall down the pit to
  187. BOSS FIGHT: Conveyor belt moves random. Mothula does NOT take damage from the spikes. Fire rod pulls him out of a corner.
  188.  
  189. Ice Palace
  190. Warp to Light World immediately upon exiting the Skull Woods
  191. Ocarina to Point 4
  192. Get the faeries if needed.
  193. Head up to the castle, auto warp to dark world.
  194. East one screen, north, north east naturally. Lift the small rock to kill the tentacles.
  195. East up to the big rock and through.
  196. South, right at the piles of rocks, head east and right on that same screen up the mountain piece
  197. Jump down the ledge on the next screen Throw a skull rock into the circle, get the Quake Medallion and warp to Light World.
  198. Dash up and go to extreme NE corner of map to get the flippers (*take far south path where it branches)
  199. Waterfall down, waterfall down. Dash left. Head down
  200. Use the whirlpool between rock barriers, head north, use the warp to the Dark World
  201. Switch to fire rod. Be a little to right of the left statute, kills the ice statute monster
  202. Bottom jelly has the key
  203. Push block to head south, double back, push the block up and hit` the switch to go east in the + sign room
  204. Hold B entering the next room, release to kill the east penguins. Pick up bottom pot, switch, exit.
  205. Head north in the + sign room
  206. Cut the switch, if you're a little to the right of the orange blocks when you toss the bomb it will break the floor and trip the switch.
  207. Pick up left upper pot, throw it, drop a bomb half on the tile for pot. Pick up bottom pot, turn around, throw it into the Stalfos and it should kill both Stalfos's simultaneously. The key is to be close to the bottom wall when you turn around, and the pot throw has to be right before the Stalfos lands.
  208. Kill the 2nd Jelly for the key in conveyor belt room
  209. Switch should be blue when you use the key.
  210. Ice Palace Bomb Jump: Back up to the wall, flush to the wall. Back up, see how many pixles there are on the 2nd triangle on the edge. It needs to be 0, 1, 2, or 3. Drop the bomb, slash, and charge. There should be 1 pixel of gap between the sword, and the shadow of the bomb.
  211.  
  212. IF YOU HAVE NO PIXELS, TWO, OR THREE ON THE TRIANGLE, SWORD 1 PIXEL FROM SHADOW.
  213. IF YOU HAVE NO PIXELS OR 1 PIXEL, SWORD TOUCHES THE BOMB'S SHADOW.
  214. Hit the southwest switch and dash into the wall to jump across via knockback.
  215. Charge, move, use sliding momentum to kill all the enemies charging.
  216. Slashes can give you some movement control.
  217. Fall down the pit after fire column.
  218. Push the bottom block down the pit. Push the block onto the switch after moving pot.
  219. Left size pull/hammer puzzle, jump down.
  220. BOSS FIGHT: Equip the Fire Rod. Aim for the left corner of him. After hit 7, prepare to line up, and on hit 8, charge and move to his bottom left corner. Spin slash and start swiping at him to keep him in the corner.
  221.  
  222. MISERY MIRE
  223.  
  224. Mirror to light world
  225. SAFETY STRAT: GOLD SWORD AND SILVER ARROW ROUTE
  226.  
  227. Ocarina to 1
  228.  
  229. Climb Death Mountain again, same route as to Tower of Hera
  230.  
  231. Take the warp again to dark world.
  232.  
  233. Head left of the tower of hera to get Ether Medallion
  234.  
  235. Ocarina to 8
  236.  
  237. Head northtwo screens. Head up to the bombable block. You need two bombs
  238.  
  239. Grab the ice rod.
  240.  
  241. Ocarina to 6
  242.  
  243. Lift up the rock to head to dark world.
  244.  
  245. Dash up, avoid the Pterodactyl.
  246.  
  247. Ether medallion up, opens up Misery Mire
  248.  
  249. BOUNCE JUMP: Line up like for a bomb jump, dash into the block and while in mid-air hold right.
  250.  
  251. Murder everyone in the next room with beam/fire rod to open north door.
  252.  
  253. Head down the stairs, go around to the 2nd stairs on the right. Go right, upper left pot has the key.
  254.  
  255. Back to main room.
  256.  
  257. Northwest ladder, LOWER door on the left.
  258.  
  259. Kill blue jelly, switch must be BLUER, go through locked door
  260.  
  261. South exit.
  262.  
  263. Slugs drop bombs, magic refill in upper right, head around.
  264.  
  265. A block in motion can be fire rod'd over, push then fire, push then fire, same in southern room or get the last one from underneath.
  266.  
  267. Drop down pit on right, get the boss key
  268.  
  269. Teleporter tile.
  270.  
  271. Go right. Head down in room with orange blocks
  272.  
  273. LOW HEALTH STRAT: grab the key after crossing the nettingHead to southeast ladder, right door, right door
  274.  
  275. Disappearing Block Tunnel: Dash south, dash east, race the falling platform to the Cane of Somaria.
  276.  
  277. Head north through the door and hold B to kill skeleton immediately.
  278.  
  279. Spikey Room: If you didn't get the LOW HEALTH STRAT key, key under the pot in bottom right corner. If not use it here.
  280.  
  281. Jump down and head left.
  282.  
  283. Down the staircase after wood bridge.
  284.  
  285. Cane of Somaria on the left button under the pot ASAP and walk through south door directly below it
  286.  
  287. Door to the left.
  288.  
  289. Duck into first hall, swing around, head down the second hall, swing around and north, Cane of Somaria at the bottom to hit the Blue Switch all the way at the top of the screen, exit southwest of the cane block
  290.  
  291. Bomb the North Wall
  292.  
  293. Flip switch to blue, exit and head left.
  294.  
  295. Dash up, throw the pot to turn switch to orange, head back asap.
  296.  
  297. BOSS FIGHT: slash to left, charge up sword heading in. Charge in and spin attack, fight aggressively. When attacking right side charge to the right. Two charged swords on each side kill. Arrow Vitrius afterwards to kill, 8 arrows needed unless you get his eye in swords.
  298.  
  299. SWAMP PALACE
  300.  
  301. Warp the light world
  302.  
  303. Ocarina to 4
  304.  
  305. Faeries if needed
  306.  
  307. South, west, magic hammer and into the dark world via warp.
  308.  
  309. Hammer out, Dash down, mirror in front of the dungeon.
  310.  
  311. Push middle block, left/right. Pull the right switch.
  312.  
  313. Back into dark world via portal, to the Swamp Palace
  314.  
  315. Northwest, kill the 3 fleas to get small key.
  316.  
  317. Bottom pot has the small key, go through locked door
  318.  
  319. Lower level, take the stairs, head north get key and escape, go up the other stair case and locked door.
  320.  
  321. Hammer/Turnbuckle switch, exit south.
  322.  
  323. Swim to the west exit.
  324.  
  325. Dash off the ledge to kill the flea, southwest corner exist.
  326.  
  327. Head down to the key a second time. Go back into the main room.
  328.  
  329. Northwest exit, use the key.
  330.  
  331. Flip switch, turnbuckle switch, flip switch so it's orange/blue UP again.
  332.  
  333. Back to southwest , are the blue pylons raised?
  334.  
  335. West exit from southwest room. Dash off, push the blocks in the Y formation to go up the staircase.
  336.  
  337. Northeast in fire bar room to jump down.
  338.  
  339. East to the big key
  340.  
  341. 100 more rupees needed to beat the game, the big key pots have 25 total rupees, there's 10 more.
  342.  
  343. Dash down, back to the main room in southeast
  344.  
  345. Main room: Center, get the hookshot
  346.  
  347. Hookshot to the right pot, small key in pot, go back to the big chest, head north with hookshot.
  348.  
  349. Push the statute north directly. Pick up the potthen go on the far door on the right, NOT the staircase.
  350.  
  351. Head down staircase, turnbuckle switch to drain the water, down the stairs and left.
  352.  
  353. North exit, 2nd to last waterfall is false door.
  354.  
  355. Arrows to right, hearts to left
  356.  
  357. Go to the right to get the key, flea might hit you, tank the hit and go into boss room.
  358.  
  359. Boss Fight:Hookshot/slash to kill puff balls. Argus jumps up when they're all gone. Be in the southeast corner, and he'll slam down, spin attack twice to kill
  360.  
  361. Turtle Rock
  362.  
  363. SAFETY STRAT: Gold Sword/Silver Arrows
  364.  
  365. Need 100 Rupees for Giant Bomb
  366.  
  367. Get a Big Bomb for 100 Rupees at Link's House, just walk up.
  368.  
  369. Mirror to the Light World at some point. Cannot dash with the big bomb. Cannot jump off ledges with big bomb.
  370.  
  371. Press the A button to drop the bomb at the crack in the pyramid. Bomb blast can't hurt you
  372.  
  373. Toss in the sword, then the bow. Upgrade.
  374.  
  375. To the Light World
  376.  
  377. Ocarina to 1
  378.  
  379. Climb up Death Mountain, dash to the right instead of climbing up. Hookshot across the bridge that's out.
  380.  
  381. Cave to the right, up the stairs on the left.
  382.  
  383. Dash through mini moldorms. Rock pile has a fairy
  384.  
  385. Go north and around.
  386.  
  387. Lift up the boulder and hammer the 3 stakes East, North, West. Take the warp tile.
  388.  
  389. Quake Medallion, most of the way up is fine to activate it on the ramp. Jump off to the left or right and go in.
  390.  
  391. Left pot has magic refill.
  392.  
  393. Cane of Somaria to. Tank hits from Jellies. Take the northeast exit.
  394.  
  395. Cane of Somaria, go up, fire rod down, right right hookshot the bottom left torch. Return to start position and head through the previously closed door.
  396.  
  397. Spike Rollers: Hookshot down to produce i-frames. Get the right chest for a small key and mirror.
  398.  
  399. Cane of Somaria again and through.
  400.  
  401. Cane of Somaria again, take the left and go to the northwest corner. Spin sword to kill the pokey and get the key.
  402.  
  403. Chain Chomp Room: Cane of Somaria on the left or right switch to lower Blue Blocks. Stand on the blue blocks and Cane of Somaria detonation to raise the blue blocks you are standing on. Place the blocks the same spot.
  404.  
  405. Southeast to the pipe, pipe travel is automatic. Center pot for 5 arrows.
  406.  
  407. Take the first pipe (SE)
  408.  
  409. Fire Rod to kill the pokey, or the bunny. Get the key.
  410.  
  411. Take the pipe. Grab the master key in the chest and go back into the same pipe.
  412.  
  413. Flip the switch on the way back out.
  414.  
  415. Back to the other pipe (Northwest) in the northeast corner (So take the pipe you didn't take)
  416.  
  417. Fire Rod the two Pokeys.
  418.  
  419. SAFETY STRAT FOR MIRROR SHIELD: Head south, then west, bomb the south wall in the room with 5 pots. Head around, Cane of Somaria, get the Mirror Shield.
  420.  
  421. Head East if you don't Mirror Shield.
  422.  
  423. Take the pipe, go to the north west exit.
  424.  
  425. Dash through the pokey and bonk the wall.
  426.  
  427. Cane of Somaria, pass through the spike wall, blow up the block to flip the switch to get the small key. Do this again to leave.
  428.  
  429. Cane of Somaria Room: Hookshot to use i-frames.
  430.  
  431. Right, Down, down around the bend, right, down, get off the platform. Hit the switch
  432.  
  433. Right, Right (Hookshot), Down to go south, Down, left at the T (Hookshot), Hold left while going left and west, take the first left after the bend, get off the platform.
  434.  
  435. Dash across.
  436.  
  437. Cane to knock the beetle off.
  438.  
  439. Laser Skip: Line up between the two platforms, you'll be low enough to activate the laser but too high to get hit. Dash, dash will get you around and hold up to avoid being hit.
  440.  
  441. Pylon Room: Hit the switch to Blue, West, North, West, Pot to turn the switch to Orange, Cane of Somaria, walk over orange north, detonate the block, west over blue, dash north through staircase.
  442.  
  443. Left pot has magic. Cane of Somaria.
  444.  
  445. Boss Fight: Switch to Ice Rod. Ice Rod the Fire Head, two slashes, switch to fire rod, one slash, then kill blue head with fire rod stun. Slash the head instantly to get one hit, center is vulnerable after. Alternatively, about halfway down and 1/2 tile left, spin slash at right time for instant kill with one more followup.
  446.  
  447. Ganon's Tower
  448.  
  449. Dash left, out of the screen.
  450.  
  451. Left again.
  452.  
  453. Tower's here!
  454.  
  455. Northwest Exit
  456.  
  457. Bonk the torch, head left
  458.  
  459. Hammer the key
  460.  
  461. Hammer east and west moles, push the block right. Switch to the hookshot
  462.  
  463. Hook the block to the south using some funky positioning, hook south, hook south
  464.  
  465. Slash the right switch, cane of somaria, detonate it after you pass the blue blocks
  466.  
  467. Cane again, get the bottom right key and then detonate the block
  468.  
  469. Stand ON the blue pylon to flick the switch and head right through teleporter
  470.  
  471. Dash bonk onto the bottom right wall to jump the fire worm
  472.  
  473. Push the out of place block in the middle row far left, hookshot to the chst. Head south.
  474.  
  475. Southeast Warp
  476.  
  477. Left Teleporter
  478.  
  479. Bottom left teleporter
  480. Dash on bottom of the wall
  481.  
  482. Jump over the teleporter by dashing up when as close to teleporter as possible, turn left, bonk over OR can beetle d-boost. No real penalty other than a little time if failed
  483.  
  484. Invisible maze room: Get the bottom pot. Dash up, turn left, bonk over the pit and walk up to avoid the maze.
  485.  
  486. Bomb the southeast corner
  487.  
  488. Armos Fight 2: Knights only need one shot each. Head north.
  489.  
  490. Grab the big key in center key, left key has ten arrows.
  491.  
  492. SAFETY STRAT: RED MAIL
  493.  
  494. Head left, bonk the north wall if you need faeries otherwise stairs UP
  495.  
  496. Push the right block, big chest for the Red Mail. Mirror.
  497.  
  498. Head up center staircase.
  499.  
  500. Arrow/Beam the switch to turn it blue. Walk on the spikes at double blue, push the northwest block up one space, exit south.
  501.  
  502. Two mimics rooms
  503.  
  504. Key dash through boss key, no inputs prior and it's doable.
  505.  
  506. Center pot for the switch.
  507.  
  508. Cannonball Room: Walk, don't dash.
  509.  
  510. Gauntlet 1: Arrow the first skeleton, sword from there.
  511.  
  512. Gauntlet 2: Pots or arrows
  513.  
  514. Gauntlet 3: Pots
  515.  
  516. Gauntlet 4: Sword
  517.  
  518. Gauntlet 5: Dash south, slash the red horseman
  519.  
  520. Lanmolas Fight 2: Each die to 1 arrow
  521.  
  522. Cane of Somaria, Detonate to kill 3 wizzrobes
  523.  
  524. Invisible walkway: 4 panels down, one panel left, 3 panels down, 1 panel right, one panel down, exit.
  525.  
  526. Dash right for eye hallway.
  527.  
  528. Cane of Somaria for more Wizzrobes
  529.  
  530. Dash up between right side and right conveyor belt.
  531.  
  532. Lamps for the 3 lamps (East, North`
  533. West), fire rod the South lamp.
  534.  
  535. Southeast, southwest, west, east for the four torches with fire rod.
  536.  
  537. Be in the center but not on conveyor belt, directly west of exit. Drop bomb, pick it up, throw it south, detonates to destroy south wall.
  538.  
  539. Dash into the wall so the yellow spikey doesn't hit you and avoid around it
  540.  
  541. Flip the southeast switch to drop the orange blocks, get the pot directly southwest of it for magic refill
  542.  
  543. Moldorm 2: Two slashes with gold sword, have hookshot open before the fight, hook across the chest.
  544.  
  545. Hookshot while first block moves to latch onto block and jump over it
  546.  
  547. Stun the helmasaur, wait for bumpers, dash through and head up
  548.  
  549. Aganim 2: The fakes always shoot good energy. Can hit him multiple times per round.
  550.  
  551. Ganon: Slash before the text pops up. First phase is six hits. Only uses the trident. Second phase get the hookshot out, use the iframes to avoid the fire wheel or bats. Third phase he teleports, chase him around. Swipe whenever you can. Switch to silver arrows at 4 hits, get dialogue. Slash him to stun, get the hit with the arrows, fire rod to light the torches. Can get multiple arrows on him if he is stunned in the middle of the room.
  552.  
  553. Timer ends when you walk into the door above.
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