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Adult Link 2012-10-13

Jul 22nd, 2017
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  1. --- First Act ---
  2.  
  3. Chapter 1
  4.  
  5. We open with a lengthy cutscene narrated by the Deku Tree. Navi finds Link in his house and introduces herself, before control is turned over to the player. You can exit your house into the Kokiri Village.
  6. Jump down from your house and run straight ahead to the building across the way; behind it is a Blue Rupee, worth 5. Inside the same house, against the far wall, are two chests each with 5 R's. Exit and run forward up the slope to the fences; backflip over these and you should be awarded another 5 R's. Enter the hole in the wall and navigate the small maze with the rolling rock, to the large chest with the KOKIRI SWORD.
  7. Backtrack through the maze, claiming the two Blue Rupees in the dead ends as you go. At the fences again, find the signs in the far right corner of the yard; target it and do a forward slash for a 5-Rupee prize. You should have over 30 Rupees by this point. Continue down to the right (East), toward the red-trimmed building near the water. Jump the three platforms over the water for 5 R's. Inside the shop, around the corner to the right is one last Blue Rupee. Go ahead and purchase the Wooden Shield.
  8. Back outside, head toward the east. Make sure your stuff is equipped and talk to the fellow guarding the path. Down this path, attack the plant enemies that appear for a couple Deku Sticks. You'll encounter the Deku Tree at the end, and he asks you to venture into his innards and find out what's wrong with him. Go inside to begin the first of the three "Kid Dungeons."
  9.  
  10. Inside the Deku Tree, run straight for the back wall and climb the vines. Turn right and continue around the perimeter of the room, past the chest, to the door. Jump across the platform to find the SLINGSHOT in the chest. Equip it to C, then turn around and shoot down the ladder above the door to exit. Walk back down to that other chest and shoot the spiders on the vines, and climb up the right-most side of them.
  11. Up the next level, seek out the next door, which leads to the Compass Room. Hit the switch on the floor and use the risen platforms to get to alcove on the left (jump past the big spider). The only thing of interest in this room is the Gold Skulltula. Jump back down and climb up to the entrance door; use a stick to light the torch and exit. Back in the main room, run to the nearest "diving board" and kill the big spider over it. Jump off from this height and aim for the center of the big web on the bottom floor.
  12. Swim over and stand in the shallow water, and face the vines leading back up. To your right and left are two dry ledges; the opposite side of the room is too high to access now. Shoot the Gold Skulltula on the vines leading back up; also shoot the one on the grate a ways off to the left. Climb the vines to and claim the first token, then find the switch (which activates a torch), and leap over to grab the other token. Light a stick and cross the shallows to the other ledge; burn down the web to proceed.
  13. Note: You can save a burning Deku Stick by swinging your sword, entering a door, or pressing A to "Put Away". Otherwise, the stick will burn up after a specific amount of time. (When you light a torch with it, though, its timer gets reset.)
  14. Through the door, run and stand on top of the guy in the middle (no need to fight him; he just tells you the "2-3-1" code). Shoot the Silver Eye above the door and proceed. Jump into the water on the left side and dive to hit the switch on the bottom. Climb back out and wait for the moving platform, and use it to cross over. Climb onto the blue block (no need to even push it), and jump diagonally to the ledge -- hitting the spider doesn't matter as long as you get enough height into your jump.
  15. In the next door, light the two unlit torches to proceed. In the following room, light a stick and run to the web farthest from the the torch to uncover a hole. Crawl through, and we'll have circled around to the large room we were in previously. In front of you is another web in the floor. To the left, push the block along the track into the water, and light a stick with the torch you activated earlier. Take it back to the block and hop up, and roll left over the web to burn it and fall through.
  16. At the bottom, face the 3 Deku Scrubs in order: 2nd from the left, then 3rd, then 1st. Only the last one ("1st") will require you to chase him down. He opens the door to the Boss for you.
  17. When you step into the Boss Room, immediately look with C-Up at the yellow eye on the ceiling. Queen Gohma will come down, and the fight will begin with Link directly in front of her. Shoot her eye with the Slingshot, then do a Jump-Slash-plus-Crouch-Stab combo. If you're lucky, you'll get in enough hits to finish the fight quickly. If not, she'll climb up the wall to the ceiling; just shoot her eye while she's up there to bring her down again. Pick up the Heart Container and take the warp to exit.
  18.  
  19. The Deku Tree presents you with a cutscene, and then Link is on his own to set off for Hyrule Castle. Follow the trail back to your hometown; talk to Mido who blocks the path once more. Run through the center the village and exit the other side. There's a scene where Saria gives Link her old Ocarina, and then you're outside at Hyrule Field. You'll encounter the Owl sitting in one of the trees; make sure you answer, "Yes, I understand" when he asks.
  20. Since time passes here, we want to reach the Castle before sundown; so point your compass to the top-center of the map (visually, you'll be aiming yourself a little left of the path, between some trees and up the hill). Walking backwards should get you to the drawbridge before it's raised for the night. When you approach, be sure not to fall into the moat. You can run up one of the chains and jump towards the other, and you'll pick up 1 or 2 Red Rupees (worth 20) out of the air. You can wait for the drawbridge to come up before going in.
  21. Immediately to the right (upper part of the screen), go in the door and run to the back of the room. Break the box on the right for a Gold Skulltula. Smash some pots on the way back out for some rupees. Proceed to the next area. If it is NIGHT, move immediately left, behind the first table in the empty marketplace. Find the white dog behind it and assure he follows you; once a dog is following you the rest will ignore you. Take it to the other side (right) and into the alleyway. Straight through the door ahead you'll find Richie's owner, who rewards you with a Heart Piece.
  22. Back in the marketplace, head to the path opposite the drawbridge direction, behind where a red-haired girl is singing. Hyrule will be before you, but immediately exit back to town and then return. Now the red-haired girl, Malon, will be standing by the vines to the left. She will give you an unhatched Egg. The tree in the corner hides a Gold Skulltula, which you can bring down by rolling into the trunk. The Owl will talk to you when you go to do that.
  23.  
  24.  
  25. After Sheik finishes talking, save. (Appx time: 3h30)
  26.  
  27.  
  28. --- Second Act ---
  29.  
  30. Biggoron Sword
  31. Chapters 8,9
  32. Forest Temple
  33. Chapter 10
  34. Archery Gauntlet
  35. Chapters 11,12
  36. Return to Childhood
  37. Chapter 13
  38. Spirit, Fire, Water & Shadow
  39. Chapters 14-17
  40. Last Boss
  41. Chapters 18-19
  42.  
  43.  
  44. Chapter 1
  45.  
  46. Leave the Temple and exit Castle Town, and head straight for Lon Lon Ranch. Talk to Ingo at the gate to the pasture and pay him 10 R's so you can ride the horses. Inside, immediately play Epona's Song, and then run her clockwise around the field, jumping the two hurdles as many times as possible (don't bother trying to talk to Ingo before time runs out). Pay Ingo for another session, and talk to him again once you're on Epona - he'll challenge you to a race.
  47. The first race shouldn't be any trouble; just pace yourself, don't run out of carrots. In the second race, you'll need to look for an opening to pass Ingo, if you don't manage to pull ahead right at the start. Once you do get ahead, do your best to block him by getting directly in front, and try to restore a couple carrots. Once you're confident in your carrot store, you can tear ahead. If you lose this race, you'll have to start over with the first race, and it'll also cost you 50 R's.
  48. When you win, Ingo will throw a fit and "stroke it", and lock you in the gates. Just take Epona to the right and jump over the outer wall. Congratulations, you got the HORSE. Now, turn left and head on up to Kakariko Village.
  49. In Kakariko, gallop back to the well, and slide East. Before going up to Graveyard, talk to the Cucco lady to get an Egg, the first item of the Biggoron Sword sequence. In the Graveyard, open the grave on the far left, and don't forget to take the Beanstalk up to the Heart Piece in the crate. Jump into the open grave and meet Dampe.
  50. You'll chase Dampe's ghost through the maze, while avoiding the fireballs he drops behind him. It's best to roll as often as possible, and take corners as tightly as possible, though keeping sight of the fireballs is the biggest priority. At the point in the maze where the path branches and you can climb up in 3 different directions, Dampe will take the left step, but you should climb the one directly ahead. On top of the step, turn around and gallop backwards, then side-hop to the right: you'll move in front of the passage that Dampe emerged from, and another 2 hops from there is as far as you want to go (a third hop will send you into the chasm). Roll up the ramp and go through the door, hopefully with a time of 1m00 or less.
  51. Talk to Dampe, and then open the chest which has the HOOKSHOT. Unfortunately, we need to race him once more for a Heart Piece. Proceed down the passageway and clear out the Song of Time blocks, and climb the stairs to emerge into the Windmill. On the way through, pull out your Ocarina in front of the guy, and he'll teach you the Song of Storms. Now you can run back into the Graveyard to race for the Heart Piece.
  52. Tip: As you approach the finish of the second race, if it looks like your time will be 1:01 or higher, just jump into the chasm to restart the race. To have to run around and enter a third time is a serious bummer.
  53. As you exit the Windmill for the last time, play the Sun Song to hatch the egg. Jump down past the well and enter the house on the right, at the base of the stairs. Use the newly hatched rooster to wake up Talon, and then return to the Cuccoo lady outside. She will ask you to take her brother's Blue Cuccoo, which is Biggoron Item 2. Now we can turn back east and head up to the Goron City.
  54. Ride the Beanstalk from the opening of the Dodongo Cavern up to the entrance of the City. Inside, walk the rope to the platform at the center, and slash the Gold Skulltula behind the wooden display. Jump down one level and watch for the rolling Kid Goron. Pull out a bomb when he approaches, such that it'll explode in your hands as he runs into you.
  55. Tip: It's better to start the bomb earlier than later; if need be, you can run toward him to close some distance. If you try to extend the distance, he may change direction as you're backing away, and you'll lose him.
  56. Talk to the Kid Goron, who is Darunia's son, and he'll tell you about the Dragon, and then he'll tell you how all the Goron tribe is trapped in the Fire Temple. The Fire Temple is ways down the line yet, but for now we'll take the Red Tunic from him, and with the door to Darunia's chamber open, Upon entering the volcano, hookshot over the fallen out bridge to encounter Sheik and learn the Fire Song. Now we'll hookshot back and exit the way we came.
  57. Coming out of Darunia's room, head toward the stairs, veer left a little. Hookshot up to the nearest target/pole in sight (try to hit the very end so that you drop down, rather than ending up on top of the pole). The entrance right beneath that pole will take us to the Lost Woods.
  58. Once in the Lost Woods, assure that it's NIGHT time. Take the left passage (East), and play Saria's Song for Mido, who guards the way forward (North). Past Mido, take another left (West) into the dead-end area, and ride the Beanstalk up to a Gold Skulltula [#]. Exit back South, then go left twice (North, West), and finally enter the Sacred Meadow to the North.
  59. Proceeding, Navi will give you a run-down about looking around corners. Pull out your Hookshot and, without stepping into the beasts' line-of-sight, shoot him in the front or back. Going right (East), we'll move in an S-shape through the maze. If you think you can reach one of the grassy safe-spots before a beast reaches you, go for it; hopefully he'll charge on past and you can book it forward before he turns around. At the point where you have to proceed through a grassy patch halfway down a corridor, take the left (West) route; it's ok if you get slammed into the water. Climb out of the water North, and there will be one more beast around the corner, in the last East-West corridor.
  60. Climb the stairs up, and outsmart the huge guy with the club (be careful not to *touch* the club either, or you'll get the same effect as being smashed with it). At the very top you'll meet Sheik, and receive the Forest Song. At this point, playing the Sun Song is a good way to get back to entrance. Leave the Lost Woods by going forward down a "wrong way" passage, and then re-enter.
  61.  
  62. Assure whether you'd like it to be DAY or NIGHT before trying this segment; this may affect your route through Kakariko. Head left (West) and use the Blue Cuccoo on the sleeping pale kid. He'll give you a time-sensitive Mushroom (Item 3), and you'll have to run out of the room South (not the way we came in), and use the Beanstalk to access the bridge. Jump West and exit the woods.
  63. Book it with the mushroom to Kakariko any way you know how. If it's DAY time when you enter the village, you can climb up the stairs West and enter the potion shop. Exit through the back door, and make your way around the building, up some stairs, to the Witch's shop. The other option, whether it's DAY or NIGHT, is to run up to the door of the Windmill, and hookshot to the roof of the Witch's shop, dropping carefully down to the door.
  64. Trade in the Mushroom for a Jelly thing (Item 4), and return to the pale kid in the Lost Woods. Standing in his place is a Kokiri girl. Present her with the Jelly medicine, and she'll turn over to you the Poacher's Saw (Item 5). Now, exit the woods by taking the Beanstalk over to the bridge once more, and take Epona West, to the Gerudo Valley.
  65. If you'd like to grab the Gold Skulltulas in this area now, assure it is NIGHT. Epona can jump the enormous chasm where the bridge is fallen down, and being at top speed isn't necessary, either. Dismount from Epona in front of the bridge, taking care not to engage in talking to the Boss Carpenter (a chatterbox). Present him with the Saw, and he'll exchange you for the Broken Knife (Item 6), which may in fact be part of the Biggoron Sword. If it is NIGHT, hunt down the Gold Skulltula on the wall behind the tent; run to the big arch in the West of the area, and there is another up on the West side of the arch. Once you've secured the Broken Knife, warp to the Volcano.
  66. Hookshot over the fallen bridge in the Volcano, as before. This time, head to the left of the passage which leads to Darunia's room, and over a bridge. Straight ahead, there's a rock on the very edge which you can jump past to reach another platform with a ladder leading up. Take the ladder, and turn to your right and exit the volcano through the tunnel. You'll meet the Biggoron, and in exchange for the Broken Knife, he'll give you an eyedrops Prescription (Item 7), which he needs to begin making the sword for you. Warp back into the Volcano using the Fire Song.
  67. Now, we'll hookshot over the bridge and exit to Darunia's room, and, as before, we'll hookshot up to the post and enter the Lost Woods. Turn left (West) and dive into the pool of water, to emerge at the top of the Zora River, and play Zelda's Lullaby to access Zora's Domain. Climb up to the top of the area, past King Zora who is frozen on his throne, and proceed into the iced-out Zora Fountain, where the next Part of this guide begins.
  68.  
  69.  
  70. Chapter 2
  71.  
  72. Walk up the ice ramp where Jabu-Jabu once was, and begin hopping across iceberg platforms, aiming for the Heart Piece away on right. The difficulty of this segment is mostly owing to the close-in camera position; if you keep moving, you should easily avoid the Octoroks' projectiles. If you fall off into the water, look for a platform that's either moving or spinning, and negotiate yourself to climb onto it; the stationary platforms are the ones that tilt, and are generally impossible to climb onto (unless you get a "boost" up by a Octorok bullet). Once you have the Heart Piece, you can jump off the port-side into the water and swim to one of the spinning platforms. Hop up into the big alcove to enter the Ice Cavern.
  73.  
  74. Overview: The Ice Cavern presents a couple challenges. One is the enemies that can freeze you, and another is the disorienting effect of its winding and branching passages. You'll also need two free bottles to complete it, preferably three.
  75.  
  76. Proceed down the first passage of the cavern, to the first large room. You'll need to destroy the 3 ice-breathing Wizards in this room to continue; one of the Wizards turns invisible and slides around the room. Jump-slash-crouch-stabbing works well on them.
  77. Stay oriented: On the threshold between the large room and the entry/exit passage, there are 3 destroyable icicles.
  78. Continue further into the cavern, and you'll encounter another large room with a huge "ice-sickle" that whirls around the room. Collect all 5 Silver Rupees to unlock the door up top; one of the Rupees is behind breakable ice, along with a Gold Skulltula (?).
  79. Note that there are 4 directions to travel from this room, but the left and right paths are blocked for now by red ice.
  80. Through the newly unlocked path, make your way down into one more large room, which is essentially a dead end. There are 3 ice bats in the area; one will probably find you right away. Climb up and defeat the Wizard, and hop over to the Blue Fire. Fill all your bottles with the fire, and leave the room. (The Chest in here has the Map.)
  81. As you approach the sickle room, you'll have a view of one of the blocked passages away to the right. Use fire to open that passage first, but don't follow it. Head to the other side of the room and open the other passage, and follow it to the end. Carefully break the icicles straight ahead without waking up the bats on the Blue Fire vessel. Dispose of them and then refill your bottles with the fire. Facing the Blue Fire, the left side of the room has a frozen Heart Piece and a Gold Skulltula. The Chest on the other side has the Compass. Go ahead and refill your fire again and leave.
  82. Cross the sickle room to the other passage now, which leads to a block-sliding room, also infested with 3 ice bats.
  83. Stay oriented: As you enter the room, you're facing West. There's a Blue Fire vessel straight ahead in the West wall. The North wall (right) has a Silver Rupee frozen in ice, and the South wall has the exit door. On the East wall, where you've emerged from, is a Gold Skulltula.
  84. The first thing to do is dispose of the bats, and grab the Gold Skulltula on the wall near the entrance. Then, push the block North, toward the alcove with an ice crystal in it. Make a strong jump to reach it, and unfreeze the Silver Rupee. Push the block into a hole to reset it. If you're out of Blue Fire, you'll need to collect some before proceeding. Now, collect the Rupees set up high as you push the new block South, then West, North, East, and finally all the way South. Enter the door, and there is some red ice to burn down that's blocking the way.
  85. Inside the next door is the Crystal Room, and defeating the White Wolf will award you with the Iron Boots. Sheik then appears to teaches you the Water Song, which gives warp access to the Lake. Drop into the hole filled with water behind the chest, and equip the Iron Boots to exit. You'll emerge in the first large room of the dungeon. Assure that you have a bottle of Blue Fire remaining, and then exit left.
  86. Back outside, at the frozen Zora Fountain, leap toward the center of the lake and use the Iron Boots to grab the Heart Piece at the bottom. Resurface toward the north of the lake, and exit the Fountain. You can now unfreeze King Zora using the Blue Fire, and if you talk to him he'll reward you with the Blue Tunic.
  87. This next segment continues the Biggoron Sword sequence, and is a timed run from this location to Lake Hylia.
  88. Give the Prescription to King Zora, and he'll give you the Frog (Item 8), which needs to be delivered to Lake Hylia within 3 minutes. Go left and jump down the frozen waterfall, and climb the ladder out. Then, jump down into the Zora River. Turn all the way around to face the waterfall and gallop backwards down the river, hopping to the right whenever you encounter an obstacle. Summon Epona out on the Field and jump the gates to the south that lead to the Lake. Rather than go straight to the Lab, you should have enough time to take a detour to the Scarecrow patch. Play your Scarecrow Song to the dude, then go park Epona facing away from the Lab, for another quick take-off. Go inside to meet the old man, and exchange the Frog for the Eyedrops (Item 9).
  89. You're given 4 minutes to take Eyedrops (Item 9) up Death Mountain to the Biggoron. That should include ample time to first ride the Beanstalk outside the Lab up to the roof and climb the ladder to the Heart Piece. There is a pesky crow that would like to knock you off the ladder; if you see him approaching, just hit A to drop down, and then resume climbing again quickly. Jump down and take Epona out of the Lake area and up to Kakariko Village.
  90. Run backwards to the Western stairs. At the base of the stairs, you can turn away from the wall, side-hop up the stairs, step back, side-hop back along to the left, and then run backwards up the rest of the stairs. On the Trail, go around the first corner, then hug the left wall as you run backwards to the Beanstalk. Ride it all the way up to that hole in the ground, then book it up the final stretch to the climbing wall. Use the first spider to boost you left onto the first platform, and clear out the second spider. Climb up to next platform on the right
  91. Tip: You can hug the bottom of the next platform where it crops out and you'll be "shifted" leftward as you climb. Beware, though -- if you attempt this against the outcropping on the left side, Link will simply let go and fall.
  92. Walk behind the Gossip Stone and continue to climb; you'll be out of range of the last spider. Finally, give the Eyedrops to the Biggoron; he'll hand you the Claim Check (Item 10), the last item in the Biggoron Sword sequence. Now you have a 3-day wait (or rather, a stare-down), so play the Sun Song until you've heard three rooster crows, then go ahead present the Claim Check. Congratulations on obtaining the BIGGORON SWORD. (Equip that stuff!)
  93.  
  94. This also marks the approximate halfway-mark of the entire run. ( ~ 4h30 )
  95.  
  96. Chapter 3 - Forest Temple
  97. Fairy Bow, Heart Container, Forest Medal
  98. Gold Skulltulas: 5 (§¶ 1, ...
  99.  
  100. Play the Forest Song to warp to the entrance of the Forest Temple, and hookshot the tree up to the door. Although it still looks like the woods, this is inside the Temple. Dispose of the wolves, then hookshot up the vines to the right and climb on top of the tree. Hookshot the Gold Skultulla further up the wall. Walk to the end of the branch, and hookshot to the chest, which contains Small Key 1. Drop down and enter the building.
  101. Get past the big spider to the Main Room, where we witness 4 colorful Poes fleeing to different corners of the temple. We are to hunt them down and reactivate the elevator at the center.
  102. Head straight across the room and up the stairs to the door; before entering, grab the Gold Skulltula to the right. Run past the Bubble to a room with 2 Stalfos. Crouch-stabbing with the Biggoron Sword makes easy work of them. At the back of the room is a pot with a Fairy; catching one here isn't a bad idea. Open the chest for Small Key 2 and exit back to the Main Room.
  103. We want 3 small keys before we begin unlocking any doors. Take a sharp right out of the door to find a passage blocked by a Song of Time block. Through there, we enter into a courtyard area, and you want to head right all the way to vine wall crawling with spiders. Kill the two that are in reach, and stay to the right as you climb up to avoid the third one.
  104. In this door, kill the Bubble by stunning it with the Hookshot. This unlocks the way forward; disregard the large chest with the Map. We emerge in a courtyard area, though not the same one as before. Hookshot the target to the left and step on the switch.
  105. Tip: The spider there on the wall may be an easy kill, but it's a trap. Miss by just a little bit, and you'll hookshot yourself right next to it, assuring you'll collide and end up on the ground, which means making another circuit to reach that switch again.
  106. The switch drains the well in this area; drop down into it and you'll see that it connects the two courtyard areas. At the far end of the well bottom is Small Key 3. Climb out of the well and find the door in front of the huge Deku Baba on the ground that leads back to the Main Room.
  107. Continue counter-clockwise around this room and go up into the first locked door. Get past the big spider, and in the next room run past the Bubble to the ladder. Climb up and enter the little passageway. When Navi tells you about the arrows on the floor, look left and pull the huge blue block towards you, then push it right as far as it goes. Where the blue block originally was, climb the ladder, then run around right and push the brown block forward. Drop back down a level and navigate the passages to approach the blue block from the south, and push it north. Use it to climb up, and climb a ladder to find the brown block and push it south. This leads to an area with 2 Bubbles and a locked door.
  108. The door leads to a Twisted Hallway, and at the end of this is a little room where you need to hop over to yet another locked door. This opens into a kind of Stairwell area, with portraits on the walls that sometimes have a Red Poe on them. Disregard these and jump down the two staircases to enter the door at the bottom.
  109. Stay oriented: This is one of two almost identical Stairwells. The landing at the bottom of the Red Poe stairwell is basically empty. Opposite to this is the Blue Poe stairwell, which has 4 pots sitting in a corner along a wall.
  110. Here is another Stalfos fight, with a large hole in the middle of the room (we are directly above the room where the previous Stalfos fight was). Kill the "levitating" Stalfos (who can run around over the hole), and 2 more will be lowered down. These two must be killed fairly quickly one after the other, as the remaining one can "revive" the fallen one. It shouldn't be any trouble, especially if you alternate between them when attacking. The Big Chest awarded to you holds the FAIRY BOW.
  111. Stay oriented: Before you move from in front of the open chest, note that the door to the right leads back to the Red Poe Stairwell, and the room to the left of the chest will advance you to the Blue Poe Stairwell.
  112. Turn left and enter the Blue Poe Stairwell. It isn't necessary to do anything here yet, as we'll have to come back through here later, but this a pretty good place to use Farore's Wind.
  113. Turn back and re-enter the Red Poe Stairwell. Run up the first set of stairs and stand in the middle of the landing. The Red Poe will appear either in the upper or lower portrait, and then in the other. Then shoot the portrait behind you to initiate the battle on the bottom landing.
  114. The Red Poe will charge at you repeatedly with a spinning torch move. You can try to hit it in between these moves, or you can just get hit yourself, and counterattack while it recovers. It will then turn invisible, in which case you want to have it charge but not hit you. It will then turn visible again and you can hit it for the second and last time. The Red Poe awards you with Small Key 4.
  115. Climb the stairs again and exit at the top of the Red Poe Stairwell. Hop over and run through the Twisted Hallway again. Shoot an arrow at the Silver Eye above the door you emerge through, then re-enter it. Down the newly straightened hallway, jump down to the yellow Boss Key chest, taking care not to accidently enter the hole in the center of the floor. Proceed down the hole, to find a 2 Bubbles that need to be stunned and killed for the door to open.
  116. Through the door, you'll be back in a Courtyard area, up on a long platform. Jump to the smaller structure ahead to carefully collect some hearts and hookshot a Gold Skulltula on the wall. Get back to the long platform, past the big Deku Baba, and enter the slidey door in the third alcove.
  117. Here is a Hand enemy that turns green and charges you. Attack it and it'll split temporarily into 3 small hands. Use broad horizontal slashes to kill them before the large hand can regenerate, and you'll be rewarded with Small Key 5. You can then immediately use Farore's Wind to return to the Blue Poe Stairwell.
  118. If you haven't defeated the Blue Poe yet, you can do so now. You can disregard the chest it leaves, which has the Compass. Exit through the locked door top of the stairwell, hop over to the other platform, and run down the long hallway with two hovering Green Bubbles. Through one more locked door, we enter a strange room with 4 platforms circling a stationary platform with a lit torch. The Silver Eye on the right side of the room needs to be unfrozen and activated, and the easy way to do this is to hop to the platform below it and use Din's Fire. Get back to the door by hopping to the torch platform and over.
  119. Through the newly twisted hallway, jump down into the hole at the bottom of the room and you'll be in the Checkerboard area. Proceed into the opening off to the side and use the door. We're once again in a Courtyard area, away up on a little platform. Stand on the very corner, if you're confident, and use the Hookshot to clip the Gold Skulltula directly beneath you. You can also play the Scarecrow song and jump down; there's a recovery heart in the little chest.
  120. Back in the Checkerboard room, run forward until Navi stops you, and wait for the ceiling ahead to fall. As it rises again, run through the middle of the room, and veer right to hit the switch. Stand on the switch until the ceiling falls once more, then continue running through the middle of the room, past the chest (no need for arrows), and out the door.
  121. This room has a block-pushing puzzle that's activated by shooting the Yellow Poe's portrait; don't stand on a shadow when you do so or you'll be squished. You'll have 1 minute to line up four blocks that complete the Yellow Poe's image; the trick is that a fifth block, located in the center, isn't part of the picture. The other blocks don't need to be rearranged either, they just need to come together. So, you can look at the shadows as you stand facing the portrait, and plan out your moves.
  122. It's good to begin by pushing the middle block one space left (3 "pushes"). Move the other blocks inward by pulling them whenever possible. Upon completion, the Yellow Poe will engage you in a battle identical to the Red and Blue Poes'. The door will open, and the passage will lead back to the Main Room, where the Elder Poe awaits.
  123. Approach the Elder Poe, and it will make 3 copies of itself and begin to revolve around you. Watch for the one that starts its movement with a quick 360 turn; that's the one to shoot. The battle may be easier if you move outside of the little square perimeter to one of the corners of the red carpet. After several arrows, the Poe is defeated, and the elevator's made accessible.
  124. Take the elevator down, and move around to the clockwise-side of one of the big handles on the edge of the room, and push it counter-clockwise. In the alcove that opens up, press the switch. Push the room counter-clockwise again, and the other alcove will have a switch. Another time counter-clockwise, and the open alcove has a Gold Skulltula on the right wall. A final push counter-clockwise reveals another switch, which opens the gate to the alcove on the other side, which has the Boss Door.
  125. Through the door, walk up and into the middle of the floor, and then attempt to leave. The Forest Temple boss, Phantom Ganon, will appear. This is a 2-stage battle.
  126. For the first half of the fight, Phantom will make a copy of himself and ride his horse into one of the 6 paintings. They'll then ride down the paths in the paintings, and you have to shoot the correct one as he emerges, or you'll get shot yourself by a powerful attack. The copy appears as mostly very black, with little detail, while the real one has a "shiny" sort of look, and you can see light parts on him from a long way off. Rather than looking around with your bow out, pivot around with Z to check the paintings, then ready your bow. After 3 arrows, the second stage begins. Phantom will hover above you and sling charged shots at you, which you have to deflect back by slashing with your sword.
  127. Tip: You sort of have to swing when it seems a bit too "early"; if you're missing often, it's very likely you're swinging too late.
  128. Phantom will usually send the charge back to you, in which case you have to continue the volley until it finally connects with him. Once he's on the ground, jump-slash and stab him until he gets up or is defeated. Take the Heart Container and leave through the Warp. There's a scene in the Chamber of Sages for the Forest Medal, and then you'll meet the Deku Sprout, who tells you some history.
  129. Forest Temple completed.
  130.  
  131.  
  132. Chapter 4 - Archery Gauntlet
  133. Big Poes (4th bottle), Kakariko Archery (Quiver upgrade),
  134. Gerudo Fortress (Member Pass)
  135.  
  136. Now begins the archery-heavy part of the run, so make sure you've got a friend who's good at archery handy. The Big Poe collection quest is up first. There are 10 large white Poes which appear at different points around Hyrule Field, and their appearance is triggered by taking Epona directly through or past a specific landmark. Regardless of which direction you're moving when you pass the trigger, it'll appear immediately ahead of you and begin flying backwards. While you're approaching a landmark, you can ready an arrow before it appears; they take 2 arrows to defeat. Then you have to dismount and touch the spirit it leaves (a dialogue will ask if you wish to collect it).
  137. We'll begin the Big Poe collection by rounding up the 3 Poes in the Southeast Field. The first appears when you pass near the rock which sits before the fence running between the Ranch and east side of the field. The second is triggered by a patch of bushes as you approach the grove in the south. The last one is triggered by the tree behind the rock that sits in this grove -- not the tree immediately next to the rock, but just east of it.
  138. With 3 Poes in tow, head to Castle Town. You'll probably encounter the Big Poe near the sign in front of the drawbridge; we're going to save that fellow for last. Find the Poe Collector inside the old Guardhouse. Just show him the Big Poes and he'll mark points on your account; he'll also give you 50 useless Rupees each for them. (Really, what is there to spend them on?)
  139. Next, we'll gather the 3 Poes in the Northeast Field. The first one is triggered by the tree in front of Lon Lon Ranch, and the second one near stone wall set to the east: touch the point of it as you run along the bottom/outside of it. Finally, the cliff deal that hangs over the river, overlooking the zone in front of the Kakariko stairs, triggers the last one. In the writer's opinion, this is the most frustrating one to hit. You essentially want it to have it floating away off toward the castle wall; it'll continue quite far, though it makes for a difficult target. If you get him, jump down from Epona and sprint backwards to where he landed; chances are he's pretty far over there. You can come back after the next section if you're out of arrows.
  140. Go to Kakariko in the DAYTIME and enter the new building near the Well; the Shooting Gallery has an Archery minigame. This game is structured identically to the Slingshot minigame, except that the order in which the rupee-targets appear is random. Generally, keep your aim even on the vertical axis, not too low and not too high, and always return to the middle. The right-side Blue Rupee will always come after the left one, but apart from that you can't predict what'll happen. The reward is a Quiver upgrade, which will replenish your arrow supply to 40, so that you can continue the Poe hunt.
  141. After handing over Poes 4 through 6, we'll go now to the West Field. In the very northwest corner, follow the river to the end farthest from the castle. Two bushes are set pretty close to the water, and the third bush set farther back between them triggers a Poe. Farther south and down the slope, the lone tree near the cliffs triggers another one. At the 3-way fork in the trail that leads up to the red ground of the Gerudo Valley access, the third Poe appears; face directly down the trail leading south and then trigger it.
  142. Return these Poes to the Poe Collector, then get the 10th and final one from that sign just outside. Upon reaching the 1000-point mark, you'll get the 4th Bottle as a reward. Now we can proceed to the Fortress on the other side of Gerudo Valley. Jump the chasm as before, and this time continue straight ahead past the tent.
  143.  
  144. Ride down the road until the first right you can make with the horse. Hug the left wall until you reach the Fortress building, and quickly enter the door. The guards walking around have a pretty limited range of sight, but we don't want them walking up too close to us. The objective of this maze-like fortress is to find the 4 prison cells, and defeat a Gerudo soldier in each, in order to free a carpenter dude. You encounter the first one right away; the soldier appears when you speak the carpenter.
  145. When the soldier drops down behind you, target her and immediately put some distance between you and her. The move to watch out for is where she winds up a sort of spin-jump attack. If this connects, you'll be captured and placed in a holding cell of your own (located above the first door of the Fortress). You can shield yourself from the attack, but it isn't a sure thing; the best course of action is to keep your distance. Either she'll use the attack, and you can then jump-slash her as she recovers, or she'll run towards you to. She won't use the spin-jump when she's right up in your business.
  146. After you connect a couple jump-slashes, she'll drop the key to the cell. Inside the cells, you have to talk the carpenters and listen to their stories, and then they'll scamper off. The door on the other side of the room will lead outside to a clearing, and the next door to enter is straight forward. Dash up the ramp and turn right, step quickly past the crates and take the passage on the right; the guard at the end of that hall can catch you, but not if you're fast enough.
  147. Once again you're outside on the second level, and to the left of the door (Link's right) is another ledge, which looks like it might be a little difficult to jump to. If you manage this jump, I find it to be a neat little time-saver. The way to do it is jump diagonally, not quite toward to the ledge, but toward the wall between the ledge and the door. You should slide along the wall a little and reach it; make sure the angle you jump at isn't too sharp, or Link won't be able to grab a hold. (You may instead continue the path up, just watch out for the guard around the corner. Carpenter 2 is in the door.)
  148. If you make the jump, enter the door on the left to find Carpenter 3. It's a little quicker to do it in this order. Defeat the Gerudo soldier as before, etc. Do not proceed through the passage marked by the skull with green wings; it'll put you right out in front of a guard and you'll certainly be captured. Instead, return the way you entered. Climb the vines and take the door straight ahead.
  149. Note: Excepting Carpenter 1's room, do NOT take an exit marked by a green (or blue) winged skull, UNLESS it is the ONLY way that goes up a ramp.
  150. Carpenter 2 is in this room. After the fight, take the ramp up to exit this room, regardless of how you entered it. If you haven't found Carpenter 3, jump down the vines and enter the far door. Otherwise, take the door nearest the top of the vines. From the landing in here, you can see two guards walking around a table, and another landing on the opposite end of the room. There is a small platform between the landings; it's within jumping distance but you CANNOT jump to it. Counting from the other side, hookshot the 3rd beam (keeping near the left wall), land on the platform, then hookshot the last beam or jump across to exit.
  151. Outside once more, play the Sun Song if it isn't NIGHT. A Gold Skulltula will appear up on the wall, which we'll return to shortly. Climb the ledge next to the door, and run to the far wall. Jump over the gap to the next platform, which is slightly lower, and climb the vines around the corner. Run all the way around the top of the Fortress, and play the Scarecrow Song when Navi indicates. The Scarecrow appears over near the chest, and it seems just barely out of reach of the Hookshoot. Position Link directly on the corner (make sure that if you fall that you'll go forward, not to the left), and aim at the base of the Scarecrow's stick. The red dot won't show up, but the shot will connect. The chest has a Heart Piece.
  152. Jump down and snag the Gold Skulltula, then jump down one more level, where there is a door on the side. This holds Carpenter 4, and when you release him a Gerudo officer will approach you and register you into the camp. You can now explore the grounds freely.
  153.  
  154. Chapter 5 - Archery Gauntlet, cont.
  155. Training Ground (Ice Arrows), Gerudo Archery (Quiver upgrade),
  156. Wasteland crossing (Desert Song)
  157.  
  158. Out in front of the Fortress now, one of the first things to do is talk to the officer in white at the gate on the south end. For a small fee, you can enter the Training Ground, which houses the Ice Arrows. They're accessed by way of Small Keys won from a series of trials (you need 7 keys total, out of 9 possible). Take the lion door on the left to begin the challenge. First is a timed fight between a Stalfos duo (the regenerating kind), in a room with soft sand. The best strategy is to do jump-slashes to keep on top of the sand. The reward is Small Key 1.
  159. The next room sets a timer for you to find 5 Silver Rupees. Walk forward to corner that leads to the right, and aim upward with the Hookshot; there's a Silver Rupee above the door. The right turn you're at has a fire barrier, so take the next right-hand passage. This room is composed of three long corridors, with rolling rocks in the outer two. Watch for rocks here and run down to get the Rupee from the other side of the fire. Head up the slope and take the ramp up left to the middle corridor. Turn left to face the entrance door below, and jump to grab the Rupee. Take the passage right to the last of the corridors. Follow a rock left for the fourth Rupee; the final rupee is at the top, where the rocks fall from. Hookshot over the fire there to exit.
  160. In the next room, two pairs of wolves appear. Approach the fake door on the right side of the room, and stand on the crack in the pavement about a step back from it. Shoot the Hookshot into the darkest seam on the wall above the door, and you should connect with a target. Ignore the switch and proceed through the door. In here, do a jump-and-slash to the platform in the middle of the lava, and go around the statue counter-clockwise, shooting the eyes with arrows. Small Key 2 will appear on your platform. Jump in the lava and you'll warp to the entrance of the room. Run around the top and enter the newly unlocked door to find Small Key 3.
  161. From the bottom of the lava room, proceed through the next door to find a "kill room" with 2 slugs and 2 fire bats. The door will unlock and you'll encounter another lava room, this time with Silver Rupees. Step to the end of the entrance platform, and hookshot above the door for the first one. Hop down to the pillar, and then to the next one, and play the Ocarina to generate some Song of Time Blocks. Use these as a central stepping stone between the pillars here, since they're pretty far apart. Collect a couple more Rupees, then climb above the Time blocks to find Small Key 4 sitting there (don't enter the passage). Drop to the right where there's a switch which lowers the fire around the last Rupee. Jump to the pillar beside the Time blocks, then up the blocks again, and you can reach the last Rupee from where Key 4 was. With the puzzle finished, jump in the lava.
  162. We want to take the door on the left side of the lava room, which leads to a little room with Song of Time blocks in the floor. Clear them and jump into the water that's revealed. This is yet another Silver Rupee room; use the Iron Boots to touch down right in the center for the first Rupee. There is a pretty strong counter-clockwise current in this underwater chamber. There are a couple Rupees right above the floor, where you can set yourself a little ways upstream of them (clockwise from them), remove the Iron Boots, and swim to collect them. There's also a Rupee on the wall with a Hookshot target, and one right up on the ceiling which you can swirl around to grab and then climb out. The chest has Small Key 5.
  163. Exiting through the left-hand door of the lava room brings you to a "kill room" with 2 Lizalfos and a Laser Eye. Throw a bomb at the Laser first, then focus on the lizards. A chest appears with Small Key 6. Exit to the left of the chest, back into the main room of the Training Ground. Now, enter the central one of the three lion doors, and unlock the door on the LEFT (going right will waste your keys). Through the first locked door, climb the fence-wall next to it and proceed through the ceiling, where's there a chest above the entrance with Small Key 7. Jump back down and follow the sequence of locked doors to center of the maze, to find the ICE ARROWS.
  164.  
  165. Back outside the Training Ground, assure it is NIGHT and take Epona up the hill and back into the large area with targets. Run all the way to the far target and snag the Golden Skulltula sitting high up on it. Play the Sun Song to return to DAY, and run Epona up to that area once more. Talk to the attendant there who runs the Horse Archery minigame. For 20 Rupees, you're given 20 arrows. This is a fairly difficult game, especially for the 1500-point prize. Epona will run in a set course, at a set pace, while you shoot any of the targets set up.
  166. First, shoot the seven pots along the right as you approach them. Hit the first pot as early as possible (your sight won't quite be directly on it), then keep your aim steady and shoot the subsequent pots as Epona moves ahead. These are worth 100 points each, but don't worry if you miss one. Once the last pot is hit, immediately turn left to the big target that had the Gold Skulltula on it. While you're still a ways off, fire arrows rapidly at its center, slowly adjusting your aim as you approach. 1,000 points wins the Heart Piece, and if you win 1,500 after that, you can claim the Quiver Upgrade.
  167.  
  168. Now we're going to attempt a Wasteland crossing. From the Fortress, ride down the hill on the far end to find the big gate on the right. Climb up the long ladder and talk to the attendant, and she'll open the gate. Proceed into the Wasteland, and once there, assure it is NIGHT.
  169. The first obstacle is the quicksand pit, which normally you'd need the Longshot to traverse. Head to the left end of the pit, and there'll be a corner to it. Do walk past this corner, or you'll be sent back, as if you'd gotten lost in the desert. Stand on the white stripe before the corner, and look to the right across the pit, to the rightmost of the three crates. Flip around 180 degrees, and prepare by making small movements to loosen yourself from the sand. Run backwards over the pit and stop when you emerge next to the crate (don't go any farther).
  170. Now, follow the flags through the desert. They're generally in a zig-zag pattern, so you don't have run up all the way to each; just use them as a guide. You'll find a circular stone structure, with a door in the front and a ramp around it. Fall in through the door and find the Gold Skulltula at the bottom, and climb back out. Circle around to the exact other side of the structure; the tablet on the roof is what you want to align yourself with.
  171. Face the flag and follow the white stripe down into a very small valley, about 2-rolls' distance past the flag. Pay very close attention to the contours as you go; these small valleys and ridges are the landmarks that will keep us from getting "lost" and sent back to the beginning of the area. On the *far side* of the valley, turn left, and keeping the trough of the valley at your left at all times follow it until it flips into a ridge. Do not cross the trough, but once you reach the ridge, cross the crest of it so that it is on your right.
  172. Now, follow the ridge up the incline, keeping the crest on your right at all times. Count the white stripes that you pass, starting from the bottom. By the fifth white stripe, the contour will change again: there is now a ridge running slightly to the left. Keep it on your right and follow it for two more stripes. Look directly down this seventh stripe, and you'll spot a crate out there. Make a run straight for it, as sand enemies will start to pop up now. On the crate, look due West and you'll see a pair of flags; run straight past them to discover the Desert Colossus.
  173.  
  174. There are just a few things to do in this area. Follow the right wall to a pair of palm trees, and blast the wall open to find a Great Fairy Fountain. She gives you the last magic spell, NAYRU'S LOVE. Now, go ahead and enter the Colossus. There's nothing to do in here, so immediately exit; Sheik will appear to teach you the Desert Song, and hints that you ought to return here in child form. Finally, follow the right wall back towards the other end of the area, to a huge dried up pond with trees around it. A Gold Skulltula appears on one of these trees.
  175. You can fill the pond by standing on the stone in front of it and playing the Song of Storms; fairies will spout out of it. I like to take this opportunity to make a 5th bottle out of the Biggoron's claim check: Take out an empty bottle to catch a fairy, and while Link is in mid-swing, simply set the claim check to the C-key in place of the bottle.
  176. Warning: Fairies in the 5th bottle will not revive you. You also cannot use this bottle to buy, sell, or trade items with NPCs.
  177.  
  178.  
  179.  
  180. Chapter 6 - Kid Mode FINAL
  181.  
  182. On the way out of Castle Town, you can stop in the alley and enter the left door to buy some Bombchus. 20 Bombchus costs 180 Rupees, and we'll find a 200-Rupee chest soon enough. Outside Castle Town, book it straight to Kakariko. Open the door to the Windmill and play the Song of Storms to drain the Well. Regardless of where you play the song, you'll end up in front of the music dude, so you have to exit. Down the Well, you'll enter a mini-dungeon.
  183. The big spider blocks your way, so you have to clear him. Through the false wall, you enter a big square-shaped circuit with a huge Green Bubble flying around it counter-clockwise. Follow the Bubble's path all the way around to the opposide side of the square, and play Zelda's Lullaby when you find the Triforce mark on the floor. Rather than jump into the hole ahead when the water drains, run all the way back to where you came in from and enter that hole. Climb past the big spider down here and enter the door.
  184. The four long white arms belong to Dead Hand, a crazy looking thing that pops out of the ground when one of the arms grabs you. You want to let one grab you, and struggle free by holding Z and trying to side-step or back-flip away; if you don't get far enough away when you're freed, you may be grabbed again. Dead Hand will approach you, and you want to sit in a crouched position (i.e. without targetting), ready to stab him when he lowers his head. It may take 3 cycles for you defeat him.
  185. The reward is the Lens of Truth. In the middle of the back wall, there's a small invisible chest with 200 Rupees. When you're done with this room, play the Light Song to return to the Temple of Time. Assure it's NIGHT, and enter the door just before the alley, where you'll find the Treasure Chest minigame. Use the Lens on each pair of chests to find the Small Key to proceed; a Heart Piece is at the end. Instead of backtracking out, go ahead and SAVE and RESET, in order to warp to your house in Kokiri Village.
  186. Enter the Lost Woods, and navigate to the Zora River warp point (right, left, right). Jump from the top of the river and make your way down to the Frogs. They haven't heard the Song of Time yet, so play one and the fifth frog will grow up. Then, play the Song of Storms for a Heart Piece. Engage them again, and they'll challenge you to an Ocarina game, in which you have to play the notes indicated by a butterfly that moves over the frogs. The reward for this is another Heart Piece.
  187. Ready your Magic Beans and bugs, and warp to the Volcano. As previously, plant your bugs and then your beans, and harvest the Gold Skulltula that pops out. Then, warp to the Colossus and repeat, using your last Magic Bean and getting one more Gold Skulltula. There is now one final task to complete in your childhood: the Colossus mini-dungeon.
  188. Go ahead and enter the Colossus. It's a good idea to un-equip your Wooden Shield in here, as there are Fire Bats and fire-breathing enemies. Nabooru is standing near a small hole to the left. Tell her you have nothing to do, and she'll send you on a recruit you to retrieve the Silver Gauntlets for her, so that she can push that huge block and beat the Spirit Temple. Crawl through the hole to begin the mission.
  189. Protip: Nabooru is a badass.
  190. Defeat the enemies in this room to unlock two doors. Enter the door on the right first, and catch the Gold Skulltula sitting with the bats. Use Din's Fire on the torches to trigger the chest on the other side of the fence, and leave. Through the left door, stun the Stalfos and hit crystal switch. In the next room, approach the floating snake enemy (it mirrors your movements around the room, and destroy it with Din's Fire to open the door. Get the Small Key from the chest, and either backtrack out or collect the Silver Rupees to exit.
  191. Use the Small Key...
  192.  
  193.  
  194. Chapter 7 - Spirit Temple
  195.  
  196. Chapter 8 - Fire Temple
  197.  
  198. Chapter 9 - Water Temple
  199.  
  200.  
  201. Stand in the corner. After a moment a tentacle will extend toward you trying to grab you, but you'll be just out of reach. The nucleus will be inside the tentacle, so approach it and hookshot the nucleus to extract it. Keep grappling the nucleus so it doesn't jump away, and back into the corner with it. Maneuver around the other side of to face the corner, while continuing to grapple it, and make sure you're about a jump-slash's distance away from the corner (back away from it if you need to). Now, do a horizontal slash followed closely by a jump-slash & crouch-stab combo. The horizontal slash will send the nucleus into the corner, and you'll trap it with the jump-slash. It'll be defeated quickly, if doesn't wriggle away.
  202.  
  203. Chapter 10 - Shadow Temple
  204.  
  205. Chapter 11 - Ganon's Castle
  206.  
  207. In a way, this may be the actual end of run, as progress in the following part isn't saved in the game data. Though, it is perhaps necessary for true completion.
  208. Approximate time: 9 hours.
  209.  
  210. Part 12 - Final Battle
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