Passages for Zelda: Majora's Mask, platform N64

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Cheat codes - Zelda: Majora's Mask cheats - Passages

Passages for Zelda: Majora's Mask, platform N64

The Legend Of Zelda
-------------------

       The Legend Of Zelda: Majora's Mask full walkthrough with every secret
revealed. All 24 Masks. All 52 Heart Pieces. Every Stray Fairy and Gold
Skulltula. Every Hidden Song and everything else. Any questions send them to
ss3growntrunks@yahoo.com I am Trunks, today is November 1, 2002 and this is
version 1.52 of my walkthrough.
       	
       Index:
1.	Walkthrough
2.	Masks
3.	Items
4.	Heart Pieces
5.	Bombers' Notebook
6.	Skulltula House Strategies
7.	Songs
8.	Credits

       Walkthrough

Prelude
-------

1)The Deku Curse
--------------

Pursue the Skull Kid: Your quest begins as Link
pursues the skull kid and his fairies through the forest. This part is a brief
reintroduction to the controls of Zelda, so get the hang of them now while you
have all the time that you need. When you finally catch up to the skull kid,
he'll transform you into your first new from.

2)Practice Your Deku Abilities
----------------------------

Dekus have the ability to burrow into
flowers and then pop out and float short distances (while burrowing, hold down
the button till you see the little puff of smoke). You'll need to use this
trick to cross this small cavern, and a short detour will lead you to a chest
full of deku nuts. You can equip these to one of your c buttons if you want,
but there aren't any enemies to worry about in this part of the game.

       At the end of the road, you'll find a mask salesman who will offer to
lift your deku curse if you bring him the mask the skull kid stole. Your search
begins in clock town, the massive city that lies at the center of the new
continent Termina.

3)Find the Fairy Fountain
-------------------------

Your new ally tatl suggests you that you seek
the great fairy in the north sector of clock town.  You'll come out of his
clock tower facing south, so you'll need to loop around the tower to get to the
north clock town.

       You'll find her cave in the grassy area, but the great fairy won't be
able to help you now, as she has lost a piece of her essence.

4)Recover the Stray Fairy
-------------------------

The fairies send you to recover that lost piece,
which is a small fairy floating somewhere in clock town.

   The fairy actually moves around a bit. During the day (6 am to 6 pm) you
can find it hovering over the water in the small park in the southwest. At
night, it moves to east clock town, and you'll need to use the deku flower to
get it.

Buy a Clock Town Map
--------------------

The great fairy gives you a magic bar that you can
use to build up little snot bubble with the B button. Fire a shot at the
balloon holding up the little green man, and tingle will drop down to sell you
his maps. The clock town map is only 5 rupees, and you can easily find that by
cutting the shrubs in the corner.

5)Pop Jim's Balloon
-----------------

There's another balloon, floating just south of
tingle. Pop this one and you'll get the attention of Jim, leader of the brutal
"Bombers" street gang. He'll offer you a chance to take the bombers'
initiation, a bloody, no-holds-barred game of hide-and-go-seek. Play if you
dare!

6)Play Hide And Go Seek
---------------------

There are 5 bombers total: two in the north, two
in the east, and one in the west. You'll need to touch them to catch them, but
they won't go quietly, so you may need to use your deku spin for a burst of
speed.

     The 2 in the north clock town are easy: one near where Jim was standing,
and one in the corner by the slide. The one in the west clock town is at the
top of the stairs, by the swordsman school. But the 2 in the east are trickier.
One id on top of the milk bar, and will try to escape by floating away on a
chicken when you approach. The other is a top the inn's balcony by the bell,
and can only be reached by using the deku flower.

7)The Observatory Path
--------------------

When you've found all five hide-and-go-seekers,
return to the north clock town and write down the numbers on the bombers'
shirts as they turn your back on you. Like most street gangs, the bombers can't
get enough astronomy and cosmology, and they've claimed the astral observatory
as their turf. You'll need this password to access their secret path, which can
be found in east clock town.

    Hop from step to step over the water, and stay on the water until you
turn to avoid the big Skulltula that ambushes travelers. (If you do fight it,
Z-target it and bubble blast it when it turns its back). You'll need to use
your bubble again on the balloon that blocks ladder, but there are no other
enemies here.

Meet Pierre
-----------

Fans of Zelda: Oot may remember Pierre, the wacky scarecrow
you could summon when you needed a hookshot target. Pierre still serves that
function, bur now he'll also invite you to dance with him, a process that skips
you to the next morning or night. You probably don't have much time to spare,
so pass for now.

8)Observe Your Enemy: Get The Moon's Tear
---------------------------------------

The kind astronomer of the
second floor of the observatory will invite you to take a look through his
telescope. You'll get a great view of termina field from here, but it's the
figure dancing atop the clock tower that commands you attention now. Zoom in on
him with a button, and telescope will automatically pan to the grimacing moon
above, as it shoots a flaming tear at the observatory.

 Take the blue door to the observatory's small yard and pick up the
glowing moon's tear. Then take the bombers' tunnel back to clock town.

9)Trade The Moon's Tear
---------------------

You may have already been accosted by the akindo
nut that appears when you pass by the deku flower in the south town. Equip the
moon's tear to one of your c buttons and go talk to him now. When he asks about
the tear hit the appropriate c button to trade it to him for the land title
deed to his flower.

       Now you can use this flower to fly to the entrance of the clock tower. It
won't open until the night of the final (at midnight), so you might have some
time to kill before then.

The Heart Piece And Treasure Chest
----------------------------------

The heart piece by the entrance to
the clock tower isn't hard to get... just fly over and grab it. As old-school
Zelda fans know, you get one new heart added to your life bar for every four
pieces you pick up. In majora's mask, this is the first of 52 total heart
pieces to find!

       Getting the other treasure requires a bit more effort. On the final day,
a treasure chest appears on the ever-rising scaffold just south of the clock
tower. Fly straight towards it from the deku flower, and then hit the A button
to drop when you're right against the edge. You'll grab onto it, and can pull
yourself up to collect 50 rupees. But you'll lose them if you don't immediately
deposit them in the clock tower bank (in the west clock town).

10)Confront The Skull Kid: Get The Ocarina Of Time
-----------------------------------------------

At 12:00 am sharp, float
across to the clock tower entrance and pay a visit to your new nemesis. There's
nothing you can do to hurt the skull kid (he won't attempt to hurt you either),
but a well-aimed bubbled blast will knock the ocarina out of his hand. Grab it,
and you'll be reminded of Zelda and the song of time she taught you.

       Equip the ocarina and play the song shown below to warp back to the
moment you entered clock town. You'll lose your rupees. Deku nut, and the land
title deed, but keeps the ocarina and your new song.

Learn The Song Of Healing: Get The Deku Mask
--------------------------------------------

The mask salesman will meet
you at the entrance to clock town, and the song of healing. This versatile
melody has many effects, the first of which lifts the deku curse. The process
also creates a deku mask, which you can use at any time to revert to your deku
form.

       When you use the song of time from now on, you'll go directly to clock
town, right in front of the clock tower. But as your quest progresses, you can
always visit the mask salesman here for friendly (if overly cryptic) advice on
how to use your masks.

Exploring Clock Town
--------------------

Every cycle of the game begins here in clock town,
and it's here where you'll spend much of your time. If you want to go running
off to the southern swamp to begin your quest, go right ahead. But there's a
lot of thing to do, characters to meet, and items to win right here in clock
town. You can't do everything now, but it's a good idea to get acquainted with
the city and its residents before you get too enmeshed in your quest. It's also
a great place to kill time, when you're waiting for a specific event or have
some extra tome on the clock at the end of a cycle.

West Clock Town
---------------

Swordsman's School
------------------

The swordsman's school offers two
courses: the novice one cost 1 rupee and simply goes over the various attacks.
In the expert one (which cost 10 rupees), Link earns points based on the
difficulty of his attacks... just use the jump attack on every target to get the
max score and an easy heart piece! Remember to unsheathe your sword as soon as
the

The Post Office
---------------

The postman character is a major player in many notebook
events, and this where you can find him at certain times of day (his schedule
is on the wall). Come during his training hours, and he'll invite you to play
his absurdly difficult timing game. Without a clock to look at, you have to hit
the button after exactly 10 seconds- to the hundredth of a second. Either count
time by the rotation of Tatl's crosshairs (this takes practice) or come back
wearing the bunny hood to make the game easier (the timer will stay on screen).
The prize is another heart piece.

Clock Town Bank
---------------

Mere moments after unlocking the secrets of time travel,
Link is already using its unfathomable power to commit bank fraud. And who can
blame him, really? This whole I'll write your bank balance on your forehead
system is just begging to be abused. If you remember to warp back to clock town
and deposit all of your rupees before each time warp, you'll then be able to
withdraw the rupees that you deposited in a completely different time stream,
on future cycles! This will probably result in a devastating crash of the bank
and the complete destabilization of clock town's economy, but hey, that still
beats being obliterated by a falling moon. So defraud away, and earn valuable
prizes while you're at it.

       The banker gives out prizes as your balance reaches certain milestones.
You'll get an adult wallet (which can hold 200 rupees) at 200 rupees, and a
heart piece at (gulp) 5,000 rupees.

Lottery Shop
------------

Don't feel bad about using time travel to rip off this
lottery... they're the ones paying 5:1 on 100:1 odds, so really, who's cheating
who? To make a bit of cash, invest 10 bucks each day in a ticket and go back
each night to get the winning numbers. Then, in any future cycle, buy a ticket
with those numbers (they won't change) and collect your jackpot of 50 rupees.
It's free money, but it requires you to visit the lottery shop twice a day, so
it's a bit of a hassle.

The Bomb Shop
-------------

You need a bomb bag, so make that one of your first
purchases. But forget buying bombs; you can find them for free on the field
once you have a bag. Bombchus are fun but not particularly useful, and the
powder keg won't come into play until much later.

       Come back after saving the old woman who works here to buy the big bomb
bag (90 rupees).

Trading Post
------------

You know, I don't think I've ever bought anything here.
Arrows, deku nuts, deku sticks and fairies can easily be found for free, and
potions just aren't very useful.

       If you lose your shield to a Like Like you can buy a replacement here,
but it's easier just to kill the Like Like and get it back.

The Curiosity Shop
------------------

The curiosity shop serves a few functions. You can
buy stolen items here, including the bigger bomb bag and the all night mask
(for 500 rupees, on the last night only). It's also where any items stolen from
you will turn up.

       The proprietor will also buy things from you. You can't sell anything you
need, so it's mostly just rare bottled stuff like Poes. The gold dust you win
in the goron races nets you 200 rupees!

Bombers' Notebook #1: Join the bombers' gang as Link
----------------------------------------------------

The bombers'
notebook is one item you definitely do not want to miss. It's the key to twenty
different subplots that involve many of the game's supporting characters. You
can read about the notebook at the sign on the east clock town balcony where
the bomber with the chicken hid in the prelude. Then, once you've been accepted
as a member, you'll get your own and can join this though street gang in their
own ruthless brand of good samaritanism.

       There are two ways to join as human Link: Either takes off your deku mask
after popping Jim's balloon (and repeat the hide-and-go-seek event): or use the
password from the prelude to enter the observatory path and they'll admit you
to the gang when you come back out.

       You can get started using that notebook right away, as there are a number
of clock town residents who need the help of a stranger. I'll point them out in
"Bomber's Notebook" corners like this one as we progress.

South Clock Town
----------------

The First Owl Statue
--------------------

The most important thing in this
part of town is the owl statue. Make sure to strike it with your sword to
activate it (you will not need to do this again on future cycles). Now you'll
be able to warp back to his statue (when you get the appropriate song), and you
can also use it to save you game when you need to shut off the game but don't
want to play the song of time and erase your accomplishments.

The Two Treasure Chests
-----------------------

Even as a human, you can repeat the part of the
prelude where you trade the moon's tear for the land title deed. Using that
deku flower you can get both the chest atop the scaffold, and another one
(containing 20 rupees) in the southeast corner of this map. Fly past the
scaffold to the straw roof that's just west of the chest, then transform to
Link and do a rolling jump (press A before you run off the ledge) to get to the
area with the chest.

Southwest Clock Town
--------------------

Free Rupees
-----------

You can find 5 free rupees in the box
by the bench at any time, and 60 (!) in the river, but only on the second
night.

Bombers' Notebook #2: Guru-Guru, Band Leader
--------------------------------------------

Once you have earned the
bombers' notebook come here between 6 pm and 6 am on the first or second day to
meet Mr. Guru-Guru.

       All you need to do to bring him peace is to listen to his bizarre tale,
and he'll reward you with the Bremen mask. You'll also get his happiness seal
in your notebook.

       The Bremen mask makes certain animal obey you (when you march by holding
down the B button). Try it out with the dog in south clock town!

East Clock Town
---------------

More Free Rupees
----------------

Forget messing around trying to get 20
or 50 rupees... you can start every cycle with an easy 100 free rupees if you
come here first. All that's required is mastery of the rolling jump mentioned
previously

       Go up the stairs in the middle part of town, so you're above the milk
bar. Then face south and do a series of rolling jumps, over honey and darling's
sign. You'll find the chest at the end, behind the shooting gallery's sign.

Yet More Free Rupees
--------------------

That one not enough for you? If you want another
100 free rupees, head to the observatory path, enter your password, and turn
left when you get down the stairs. Swim against the wall to avoid another
Skulltula attack, and plant a bomb near crack in the alcove at the end (or use
your blast mask). The chest inside contains 100 rupees, and you can get it at
the start of every cycle. Remember, you only need to deposit 200 rupees to get
the adult wallet from the banker.

The Milk Bar
------------

The milk bar is strictly for members only, so they won't
let you in during business hours unless you have proof of membership... something
that you can't get yet.

Town Shooting Gallery
---------------------

This shooting gallery offers a couple of neat
prizes: You'll get a big quiver if you score over 40 points, and a heart piece
if you get a perfect score. But that doesn't matter now, since you can't play
until you have a bow.

The Mayor's House
-----------------

There are lots of interesting people to meet here. The
left room contains the mayor, who will be added to your notebook.

       The right room contains Madame Aroma, the mayor's wife, who will solicit
your help in finding her missing son, Kafei. The Kafei's Mask she gives you is
the first step of a long subplot we'll cover in more detail later. You may also
find Toto, the Indigo-gos manager, and on the first morning, you can see an
interesting event involving Gorman. Both will be added to your notebook.

The Stock Pot Inn
-----------------

This large building is home to a number of the
characters that are covered in you notebook. Among them are Anju, the fiancee
of the missing Kafei. Talk to her between 2 and 10 pm while wearing his mask to
get started on her side quest (which you can't yet complete).

       Anju's grandmother is another notebook character: Letting her read you
stories is a good way to kill time, and you can use them to skip ahead 2 hours
or a whole day. There's also an amusing subplot regarding her senility if you
come while Anju is serving lunch, and then read grandma's diary later.

       Many inn events require you to come at night, when it's closed. You can
use your deku form to get up to the rooftop balcony, or you can get the inn key
and come and go as you please. Talk to Anju after 1:30 pm on the first day and
tell her you have a reservation... what do you know, there's a Link in the
reservation book! But if you stick around a minute or two, the Link who
actually made the reservation will show up and be turned away, you selfish
jerk.

Treasure Chest Shop
-------------------

In this fairly easy game, you run through randomly
generated mazes trying to get to the chest in time. As with any maze, the best
strategy is just to pick a side (say, left) and keep running so the walls are
always on that side of your characters. The prizes (and costs to play) differ
per character: Link can win 50 rupees, the deku can win deku nuts, the zora can
win 20 rupees, and the goron can win a heart piece (the first time only, of
course).

Egads! Yet More Free Rupees?
----------------------------

These take timing, but Link can grab
another pair of solver rupees in the Inn. If you get the inn key, you'll find a
rupee chest in "your" room (on the 2nd floor). There's another rupees chest in
Anju's room, although her door is only unlocked after midnight on Day 3.

Bombers' Notebook: The Mysterious Hand
--------------------------------------

The inn is home to what is surely
the most disturbing notebook side quest. Go to the bathroom at midnight and
you'll find a hand sticking out of the toilet. It wants paper badly, and if you
give him a paper item (such as one of the deku deeds, or one of the letters
involved in other subplots), it'll give you a heart piece. Although I
personally wouldn't add anything that's been pulled out of a toilet to my life
essence.

Honey & Darling's Shop
----------------------

These obsessive lovers some how manage to peel
themselves away from each other long enough to put on a different game each
day. You'll win 50 rupees if you beat each one (it costs 10 to play), and
you'll get a heart piece if you beat all three in one cycle. Don't fall off the
platform, or it's game over.

       Day1 is bombchu bowling. Hit targets at different heights from a spinning
platform.

       You need a bomb bag for day 2. Using careful l timing, toss bombs into
wall-mounted baskets.

       You'll need the bow for day 3. You're supposed to hi the targets, but
shooting honey & darling id good for a laugh.

North Clock Town
----------------

The Fairy Mask
--------------

Remember how the great fairy asked you to come back when
the curse was lifted? Pay her a visit now and she'll give you the fairy mask,
an item that is essential for catching the pieces of the other great fairies
that have been scattered throughout the game's four temples.

       The mask does 3 things:
1.	It emits sparkles when a stray fairy is in the room.
2.	It attracts the fairy to you once it is freed (they're usually
trapped in bubbles, crates, chests, and enemies).
3.	It completely revolts me. Purple hair, the hooknose, the moles, and
that caked-on mascara on Link's little body... It's a sight I'd hoped
I would never have to see.

Deku Scrub Playground
---------------------

Like honey & darling's, the deku scrub playground
game changes on each of the three days. It costs 10 rupees to play, and victory
on the first 2 day will earn you 50 rupees. Beat all three in one cycle, and
you'll get the heart piece. In the game, you fly from flower to flower on
moving platforms, trying to get all the rupees in the time allotted. They give
you plenty of time (and there's no additional prize if you're quicker), so take
it slowly and carefully. It's a tricky game, but the skills you learn will come
in handy later.

Bombers' Notebook #4: Old Lady From Bomb Shop
---------------------------------------------

Come here at a little
after midnight on the first day, and you'll see a thief ambush and mug this
kind old lady. Give him a taste of your blade and the old woman will reward you
with the awesome blast mask, which effectively gives you unlimited bombs! It
damages Link, but inexplicably he can prevent the damage (from his face
exploding?) by readying his shield with the R button. Also, the bomb shop will
begin selling the big bomb bag after you complete this event. If you fail, it
will end up at the curiosity shop.

The Heart Piece
---------------

Now that you're human again, getting this heart piece in
the tree by the slide is a snap. Just climb up the first block and jump across
the others to get to the tree.

Part 1 - 1: The Southern Swamp
------------------------------

1)Cross Termina Field
---------------------

Head out of the
south gate in clock town, and the entrance to the southern swamp will be right
in front of you. All that stands in your ways is a few chuchus, weak enemies
that contain items and regenerate endlessly. Kill them for hearts and magic
pots and prune the bushes for bombs and rupees.

       If you stray into the tall grass on either side of the path, expect to
face a few deku babas. Kill these easy enemies while they're just sprouts for
some deku nuts, or kill them when they're fully-grown and get deku sticks.

       Before you challenge swamp road, you might want to explore the various
hidden pits in these part of termina field. These optional areas and the danger
they contain are discussed on the next few pages.

Cow Pit #1
----------

Plant a bomb in the dead center of the log tunnel to reveal
the first of several cow pits. The cow you find here can't do anything for you
now, but remember this spot. If you come back after you learn Epona's song,
you'll find the residents of this pit to be convenient source of life-restoring
milk.

Secrets Of The Observatory
--------------------------

If you head west from the south gate, you'll
get to the astral observatory. You can use the deku flower to get over the
gate, but you'll still need to take the long way out.

       Why even bother? Because there are some interesting things to see through
that telescope. Best of all is the akindo nut that flies from clock town to a
pit just west of the observatory. If you then leave the observatory and track
him to that pit, you'll find an akindo that's willing to deal. He'll offer to
sell you a heart piece for 150 rupees. Don't got that much on you? Say no and
he'll lower it to 100, but that's as low as he'll go. Note that this pit will
be empty if you didn't spot the akindo through the telescope first.

       There are a couple of other things you can see through the telescope.
Follow one of the crow-like Guays as they fly across the map, and you may see
it drop some red rupees near the observatory. Sure enough, they'll still be
there when you get outside.

       You'll also see men standing on the field and waving their hands. They
won't be there when you go outside, but you'll find a pit in each of the spots
where they once stood.

More Free Rupees
----------------

Need more rupees? There are plenty of ways to get them
on the field. You can find 5 invisible rupees atop the log tunnel, a hest with
20 in the southeast corner of the map (in the tall grass) and another 20 in a
deku baba pit near that. There's another rupee chest atop a stump near the log
tunnel, but you'll need the hookshot to get it.

       If you don't mind a bit of petty thievery, the most amusing place to get
rupees is just south of the observatory. Roll into the tree that the man is
climbing, and he'll be knocked to the ground. Then you swipe his rupees and
run, hero.

Duel In The Peahat Pit
----------------------

There's another hidden pit in the tall grass near
the entrance to milk road - you can spot it by the butterflies that flutter
above it. Inside is a Peahat, a difficult enemy that you may not be ready for
yet. But if you're bold and you're quick, you can slay it with 10 - 12 hits of
your kokiri sword. Make sure to always stay on the opposite side of its
lopsided rotors, or this odd beast will shred Link like a field mouse caught in
a lawnmower. If it burrows into he ground, toss a bomb to flush it out and do
some easy damage. Victory nets you another sweet heart piece.

Beware Of The Takkuri Bird
--------------------------

If you veer towards the southwest, you can
visit milk road, an area we'll cover in more detail later on. But even
approaching the entrance will draw the attention of the dreaded Takkuri bird
(which appears as a red dot on your map). When this pest hits you, it will
either knock a bunch or rupees out of your hand, or snatch a truly important
item, like your sword or a bottle. If it gets something good, it will
immediately fly off to clock town and hock it at the curiosity shop for
birdseed and cuttlebones, or whatever the heck Takkuri birds like. You'll have
to wait until nightfall and buy the item back.

       It's best to avoid it, but it is possible to kill it. An easy way is to
transform into a deku, wait for it to attack, and deku spin right before it
hits you. It'll take 15-20 hits, but when it dies you'll get a very rare orange
rupees (worth 200r!).

2)Traverse Swamp Road
---------------------

This small area is fairly easy to cross, especially
during the day when it's wolfos-free. Head straight south for now, since the
only thing of interest in the east passage is a swamp shooting gallery that you
can't participate in until you get the bow.

       The one pit, near the bat tree, contains 20 rupees-just enough to buy the
map of this area from tingle, which's floating near.

Climb The Bat Tree
------------------

This tree isn't too inviting, but the heart piece at
the top sure is. The bad bats will try to knock you off as you climb, so first
switch to deku form and use your bubbles to shoot down as many of them as you
can (Z-target them if possible). Then climb up and claim your prize.

3)The Art Of Slaying Wolfos
---------------------------

As soon as night falls, the wolfos emerge.
These crafty enemies can be difficult to defeat if you don't know their
weakness... the trick is to Z-target them, then stand so that you'll be just out
of range of its claws (don't use your shield). After its second attack misses,
the wolfos will be spun around, it's back to Link. Quickly backstab the wolfos
with a jumping slash (A while Z-targeted) to kill it in a single strike.

4)Warp Point #2: Koume Is Missing
---------------------------------

The first thing to do here is activate
the owl statue. You'll get the song of soaring soon, and this is a very handy
warp spot. After that, head into the tourist info center just south of the
entrance. This is where you can sign up for a swamp cruise, which will take you
past the giant octoroks. But the tour guide, Koume, has gone missing.

Deed Trading Game #1
--------------------

There's an akindo nut outside of the tourist info
building, and he'll start selling magic beans in the near future (after someone
else teaches you how to use them). But for now, you can trade him the land
title deed you got from trading the moon tear to the akindo nut in clock town.
He'll give you the swamp title deed, and vacate the magic flower so you can use
it to get to the heart piece.

5)Follow The Monkey: Get The Empty Bottle
-----------------------------------------
6)Save Koume's Life
-------------------

If you
arrive at the northeast part of swamp A on the first day, you'll find Kotake
asleep in her potion shop. On the 2nd and 3rd day, you'll see her fly from her
shop into the forest. Either way. She's concerned about her sister Koume, who
has disappeared into the woods of mystery.

       Fortunately, the monkey that meets you at the entrance to the woods of
mystery seems to know where Koume can be found. It runs extremely fast, tough,
so you'll need to work hard to keep its pace (your deku form in quicker, so you
may want to switch). Ignore the snapper enemies that you pass - the only way to
kill them are with bombs or by shooting out of the deku flowers while they're
above them. If you ever take a wrong turn, you'll end up at the beginning,
where the monkey will be waiting.

       After you find Koume, talk to her (as human Link), and then go talk to
Kotake. On day 1 she'll be in her shop, but on day 2 or 3 you'll find her here
in the woods of mystery. She'll give you a bottle full of restorative potion,
which you must take back to Koume. When Koume is healed she'll fly back to the
tourist info building, and the empty bottle will be yours to keep.

7)Help The Monkeys
------------------

After you save Koume, the monkeys will ask you to
travel to deku palace to save a friend... and that means taking a swamp cruise.
Just in case something goes wrong, cut the shrubs by the owl statue on your way
back, and use your bottle to catch the fairy that appears.

       You could also use your bottle to hold the potions Kotake sells, but
fairies are far more useful. There is one good use for the potions, though; if
you have to redo this quest on future cycles (and you will), you can save time
by buying the red potion and taking it directly to Koume.

Get The Pictograph Box
----------------------

Koume owes you a favor, so this one time only,
the cruise is free (gee, and all you had to do to save 10 rupees was save her
miserable life). But before you set sail, talk to the man who runs the photo
contest. Koume will give you a free pictograph box, a camera that can only hold
a single shot. Bring him the best shot you took during the cruise to see if
you've won a prize.

8)Take The Swamp Cruise
-----------------------

There isn't much to do on the swamp cruise but
enjoy the scenery and take pics with your pictograph box. You can take as many
shots as you want, but you can only keep one at a time- so don't save over a
favorite shot! The prizes for the contest are listed below, so don't look if
you don't want to spoil it.

       Watch your step when you get off the boat. The purple water is poisonous
to Link, so don't fall in! The monkey will meet you at the entrance to deku
palace and tell you what you need to do next.

9)Meet The Deku King
--------------------

All you need to do now is go straight ahead. Humans
aren't allowed in the deku palace, but all deku are... so slip on that mask and
go see the king.

       The monkey you're here to save is in the cage to the left of the king.
After taking to both the monkey and the deku, it should be apparent that
diplomacy won't be the solution this time. You have no choice but to infiltrate
the castle and save the monkey the old-fashioned-way.

The Winning Shot
----------------

Most of the pictures you take on the cruise are worth 5
rupees. A few, like the monkey or the big octorok, are worth 20. But there are
only 2 shots that will take the top prize of a heart piece: The deku king, or
Tingle, the contest judge missing son. Since you'd have to go back to swamp
road to get Tingle, you might as well just snap the king.

10)Infiltrate The Palace
------------------------

As you leave the throne room, go on the door on
the Link's right. Weave around to the north, then cut west and grab the heart
piece. It sounds easy, but there's a catch: The entire area is patrolled by
deku guards. If you cross their line of sight, they'll toss you right out of
the castle. If you're having trouble avoiding them, wait until nightfall, when
you can see their line of sight, making this much easier.

11)Buy Magic Beans
------------------

On the east side weave through the deku guards and work
your way to the pit that is located in the corner at the very end. Drop into
the hole immediately! Once inside you'll end up in a cavern with a man selling
magic beans. They're only 10 rupees, so pick some up and be sure to fill your
bottle with spring water. Plant the bean in the plot of land and pour the
spring water to grow a bean flower. Jump onto the bean flower for an easy ride.
The flower will fly you over to a rupee chest in the corner.

12)Hop To The Back Door
-----------------------

Refill you bottle with spring water and buy a few
more magic beans before you move on. Exit the palace and hop across the
lilypads to the small yard in the northeast corner of your map. Grow your bean
leaf and ride it to the palace's secret back door.

13)Fly To The Monkey Cage
-------------------------

This is where the skills you learned in the deku
scrub playground come in handy. Soar from flower platform to flower platform
through the entire palace and into the monkey's cage. But things get tricky
when you start running into the mad nuts. They'll try to shoot you down, but
your snot bubbles have longer range, so if your aim is good you can snipe at
them from the platforms before you jump. If you have trouble with that, just
fly at them and dive bomb them with deku nuts before you land. If you fall,
you'll have to go back outside and start over, so don't.

Learn The Sonata of Awakening
-----------------------------

Talk to the monkey as Link, and he'll urge
you to try cutting the rope. When that plan fails, he'll ask you if you have an
instrument... transform into a deku and show him your trumpets. The monkey will
then teach you the sonata of awakening, the song you need to enter the game's
fist temple. And once you learn it, you'll never have to do the deku palace
event again, even if you later use the song of time.

       Sadly, there's no way to free the monkey yet. And the king wasn't kidding
about sacrificing it: Head back in after you've been thrown out and you'll see
the monkey being boiled alive! Mmmm... the sweet aroma of hot, juicy, boiled
monkey... NO! He is our friend and we must save him! Wipe the droll off your lips
and head back outside. Hop across the lilypads to the deku flower and use that
to get into the little cave labeled "Woodfall shortcut."

14)Soar Through The Marsh
-------------------------

You've been in this area before, but never from
this vantage point. By flying from flower to flower, you can reach the ledges
on either side of the waterfall. But watch out for the dragonflies! An unlucky
hit from theirs stingers will send you crashing to the swamp below, and you'll
have to cut through the deku palace area to get back here. If you get a clear
shot, nail them with magic bubbles before you take to the skies.

15)Learn The Song Of Soaring
----------------------------

Waiting at the ledge is Kepola Gebola,
everyone's favorite owl spirit guide! Kepola will point you to the near by
engraving of the song of soaring, and teach you how to use it to warp to any of
the owl statues you've activated with your sword.

       You may be tempted to give it a whirl and warp back to clock town or
something, but if you persevere a little further, you'll get a chance to hit a
new statue right outside the Woodfall temple, and then you'll never have to
deal with the koume the swamp cruise or the deku palace ever again.

       Spider House #1: The gold skulltulas from ocarina of time are back in
this small, optional temple. If you can get all 30 gold skulltulas tokens here,
you'll be rewarded with the mask of truth.

       But skulltula hunting is a time consuming job, so you may want to wait
until after you've cleared the Woodfall temple. When you are ready to go, bring
an extra magic bean, and use a deku stick as a torch to burn the web blocking
the door. See the skulltula section for full coverage.

       Cross The Woodfall Area: The temple won't be there when you first enter
this area. To make it appear, you'll want to go counter- clockwise from the
entrance until you reach the high platform to the south. But that's not easy to
do... the thin bridges are guarded by pesky Hiploop bugs that can't be slain
directly. Shoo them with magic bubbles or , as Link, use deku nuts to stun them
and the kokiri sword for the kill (or just push them off the bridge with your
shield). There are plenty of mad nuts here too, which you can snipe with magic
bubbles or dive bomb with deku nuts.

16)Activate Warp Point #3: Play Sonata of Awakening
---------------------------------------------------

Strike the owl statue,
catch a fairy from the nearby pots, and step up to the deku seal. As a deku,
play the sonata of awakening, and the Woodfall temple will appear. If you're
running low on time, this is a good opportunity to warp back to clock town,
deposit your cash, and play the song of time.

Nearby Treasure
---------------

After activating the owl statue, there's no reason not
to go for this easy heart piece. Just soar over to the bench in the southeast
(the cave above the beach if this area's great fairy fountain), and use the
series of deku flowers to fly north to the treasure chest. No need to take long
way back: Just use the song of soaring to warp back to the platform (from
there, you can fly to the temple).

Part 1-2: Woodfall Temple
-------------------------

1)Weave Through the Roots
-------------------------

The first stray fairy
will meet you at the entrance to this temple. All you need to do to get it is
slap on the fairy's mask and wait for it to come to you. A second fairy waits
in the chest to your right, so you'll have to use the deku flower and hang a
very sharp right to get it.

       Getting to the door on the other side isn't as easy as it looks. It's
guarded by 2 big skulltulas (one in front of each torch), so you'll need to fly
right in between them. If they knock you out of the sky you'll have to walk
back to the ladders at the south end of your room. Use your spin attack to deal
with the black boes on the floor.

       Since not everyone cares to find the stray fairies, we'll list their
locations paragraphs like these ones. As we mentioned above, there are 2 stray
fairies here: One at the entrance, and one in the treasure chest.

2)Hop Across the Poison Pool
----------------------------

Take special notice of the weird flower-
shaped mechanism in the center of this room, as it will be important later. For
now, it's just the red flower things floating on the poisonous water that
matter. You can hop over them on your way to the sole unlocked door on the west
side of the room (but only as a deku- the flowers will eat Link!). The second
floor is not currently accessible.

       There are 4 fairies in this room, but you can only get 2 now. The first
is in one of the pots in the southeast corner. To get the other you'll need to
kill the deku baba near the locked door.

Get Small Key
-------------

You'll need to hop to the deku flower in the center of
this room and use that to get to the treasure chest and the small key it
contains. Use the same flower to soar to the door to room D.

       While you're at the treasure chest, use your magic bubble to shoot down
the hive in the northwest corner. That will reveal a fairy that you can attract
with the fairy's mask.

3)Get Dungeon Map: Return to Room E
-----------------------------------

You ran by these spiky snapper turtles
in the lost woods, but there's no avoiding them this time. Bombs are one
strategy, but the easiest way to kill them is to burrow into the flowers, wait
for one to go sliding over you, and pop out at just that moment to send it
flying. The timing of this takes some practice, but it's the safest path to
victory. Grab the dungeon map, and head back west to room E.

4)Light Brazier #1
------------------

As soon as you enter, push the block forward, then loop
around (watch out for a big skulltula ambush) and push the block two squares
back the way you just came. Then, using a deku stick as a torch, you can easily
run some flame from the lit brazier in the corner to the unlit one by the door.
Then head on through.

       Three fairies here: one in a hive near the center of the room, on in the
big skulltula in the northwest corner, and one underwater (but you'll probably
want to wait until the water is cleared).

Get the Compass
---------------

Magic bubbles are the best way to kill dragonflies, but
you can hit them with the whole pop-out-of-the-flower trick if you timing is
good. Kill both to unlock the door and make the treasure chest that contains
the compass appear.

5)Light Brazier #2
------------------

Whip out another deku stick, and make a torch from the
upstairs brazier. Jump across the floating platforms until you get to the web-
covered door at the top. Now you head upstairs to room G.

6)Illuminate the Darkness
-------------------------

This spooky tunnel is infested with black boes,
so charge through the darkness doing the deku spin the entire way. When you get
to the brazier, use a deku stick to make a torch and light the other three
braziers.

       When all the torches are lit, scour the room for any boes you missed and
finish them off. When the room is clear, a chest with a stray fairy will
appear.

7)Soar Across to the Stairs
---------------------------

A bad tumble here may send you back to room B,
so be careful! You may want to go to the bottom level and use your magic
bubbles to kill the dragonflies before you attempt the flight.

8)Hit the Ladder Switch
-----------------------

As human Link, hit switch #1 to make a ladder
appear. If you're low on health, you may want to head downstairs and crack the
pots for some recovery hearts before you enter room I.

       Tow more fairies in room B: One is just in the balloon to your right as
you enter. To get the other, use a flower to fly to switch #2 in the northwest
corner. Hit that to make a fairy chest appear, and use the ladders to get back
up.

9)Defeat the Lizalfos: Get the Hero's Bow
-----------------------------------------

The Lizalfos you face here can
be tough if you don't yet know how to fight defensively. Block with your shield
until the Lizalfos leaves an opening, then hit it with a jumping jump slash.
But beware of its fire breath: That can't be blocked.

       The prize is the hero's bow, which you can put to immediate use on your
way out. Shoot the eye switch on the ledge in the opposite side of room C to
raise the deku flower that will allow you to cross to the mini-boss.

Defeat the Gekko: Get the Boss Key
----------------------------------

This battle is a little trickier.
After receiving a few easy hits, gekko will summon his steed, a giant snapper.
As you may recall, the only way to deal with these guys is to burrow into a
flower and blast off when it's directly above you. But you haven't done any
damage yet: the will just send gekko scurrying to the ceiling, and you'll have
to switch to Link and pick him off with your bow. Get close, he moves pretty
fast. After 3 hits he'll revert into a harmless frog, allowing you to snag the
nearby boss key.

11)Raise Flower Platform
------------------------

With the hero's bow and boss key in your
possession, head back to room B. from the ledge with the first foot switch,
fire an arrow straight through the lit brazier into the unlit one on the big
wooden flower platform thing in the middle. It will rise and begin spinning.
The poisonous water will finally drain away, giving you easier access to the
underway stray fairy in room E.

       One more ting to do: From the center of the spinning platform in room B,
shoot another arrow through the fire and into the unlit brazier on the ledge be
the second foot switch. This will open the door to the dungeon's final room.

12)Cross to the Boss Room
-------------------------

The various alcoves in the south wall contain
fairies and the supplies (such as magic pots and arrows) that you'll need to
get through this room. When you have them all, shoot the crystal switch from
the farthest west alcove to temporarily extinguish the flames. Then quickly fly
through the middle platforms from west to east, until you get to the deku
flower that will take you to the boss door.

       You'll find 3 fairies in the alcoves in the southern wall, and one
floating in a bubble inside a pillar of flame. Shoot it with your bow and use
the fairy's mask to lure it home.

Masked Jungle Warrior: Odolwa
-----------------------------

The game's first boss is a snap to beat.
Keep him Z-targeted, and nail him with an arrow whenever he lets down his
guard. Then, while he stunned, go for a jumping slash. You can block all of his
attacks with you shield, except for his big swipe, which you can roll under.
When he begins summoning bugs from the ceiling, you nay want to use the bombs
to kill them, or just spin attacks. If you have the blast mask, you can let
them gather around while you block, and blow them all up at once.

13)Rescue the Princess
----------------------

This is optional, so if you're out of time, don't
worry. In future cycles you'll be able to warp right to the boss upon entering
the temple, rekill him, and save the princess whenever you want. To do so, cut
away the vines that imprison her, pop her into a bottle, and hock her at the
pawn shop... Err, bring her home, I mean.

The Great Fairy's Boon
----------------------

If you've diligently collected all 15 stray
fairies, take them to the woodfall great fairy's fountain to collect your
reward. The cave is in the beach southeast of the temple, and you can reach it
by flying from the deku flower at the end of the nearby bridge. The prize is a
powered-up spin attack with much wider range.

The Deku King's Reward
----------------------

Deliver the princess to her home to complete your
quest to save the monkey. He'll be freed, the king will get a savage beating,
and you'll be rewarded with the mask of scents... just as soon as you go get it
yourself.

       Follow the king's butler to the treasure room on the west side of the
palace area. To get the mask, you'll have to chase him through a massive maze
of traps and blind turns.

       This'll take practice, but you can save time by being the deku until you
need to transform to Link to use the bow on a crystal switch and jump over rock
spires. If you want to cheat, try it with the bunny hood.

Archery Practice #1
-------------------

If you visit Koume after defeating Odolwa in the
same cycle, she'll be offering a new safari shooting game. If you can shoot 20
or more of the targets she holds up during the cruise, you'll get a heart
piece. If you accidentally shoot her too many times, the game will end, but
that doesn't happen frequently, so don't be afraid to take risky shots. This is
probably the easiest of the 3 archery games.

Archery Practice #2
-------------------

And this is definitely the hardest. Don't waste time
keeping score: You won't min anything unless you get a perfect score (more than
2180). The first time you achieve that you'll get a bigger quiver, the second
time you'll get a heart piece.

       This game requires precision! The mad nuts are the easiest to hit, but
you have to hit all four each time they pop out (5 time's total). Also, there
are two hidden mad nuts that must be shot, in the upper-left and upper-right.
Wolfos can run across the screen periodically, and there are four flights of
three guays (which fly back the way they came, giving you a second shot). To
keep track of it all, listen to the various whistles as each enemy enters the
board, and memorize their patterns.

Archery Practice #3
-------------------

The archery game in clock town is a lot easier. The
trick is to shoot the red octoroks and not the blue ones, or you'll waste time
(which will prevent you from being able to play the final round, which has five
red ones). There are fifteen rounds total, and 50 red octoroks in all. You'll
get the bigger quiver or if you already have it then the biggest quiver for
nailing 40, but you need to get all 50 to win the heart piece.

Part 2-1: Mountain Village
--------------------------

The Dodongo Pit
---------------

Dodongos are tough, so
fighting two in close quarters won't be easy. Their weak spot is their tail,
but it will take nearly a dozen kokiri swords stabs to bring each Dodongo down
(and you'll leave yourself vulnerable to their damaging tail swipes). Instead,
go long range and use bombs or your bow from a safe distance (6 arrows to the
backside will drop each Dodongo). Hill both and you'll get a heart piece. Just
stay away from their exploding corpses...

Skull Kid's Symphony
--------------------

Every few hours you'll find a new set of notes on
this graffiti clef. Plat the tune and earn a few rupees (anywhere from 3 to
60).

The Gossip Stone Quartet
------------------------

An open pit just off the trail from clock town
and a second pit under a bombable boulder both lead to small caves with a
quartet of gossip stones. These may look familiar: There are two more gossip
stone pits, one between the swamp path and milk road, and one just behind the
astral observatory.

       The stones like music, but aren't big ocarina fans. Instead, transform
into a deku (or any other species) and play the sonata of awakening (or any
other song that's colored in your status screen). The large stone will change
color (depending on you race). Play the same tune as the same form to all four
pits, and you'll receive a heart piece.

Bombers' Notebook #5: Kamaro, Ghost of a Charismatic Dancer
-----------------------------------------------------------

If you're
still hanging around in the north part of termina field at midnight, you'll
hear an eerie tune coming from one of the frozen trees. Do a rolling jump off
the ledge and talk to Kamaro. If you play the song of healing for him, he'll
give you the kamaro's mask. Put in the mask and do that funky dance.

The Rosa Sisters
----------------
Surprisingly, the ability to break into interpretative
dance with a tap of the B button isn't a great asset on the battlefield. But
the Rosa sisters, who try to work out new dance steps every night in west clock
town, will be grateful for the lesson. Do you sexy dance for them, and they'll
thank you with a heart piece.

1)Clear the Mountain Pass
-------------------------

Big chunks of ice block your progress to the
north. But as tatl will point out, a dangling icicle provides a solution. Fire
an arrow or two and it will obliterate the blockade as it falls.

2)Cross to Mountain Village
---------------------------

This uneventful mountain pass is full of giant
snowballs, pesky tektites, and camouflaged white boes. Some of the snow balls
contain hearts and magic pots, but be careful: a few conceal white wolfos
enemies. Near the top the snowballs will actually block the path, so make sure
to save at least a few bombs.

3)Activate Warp Point #5: Head East to Frozen Lake
--------------------------------------------------

First things first:
Cross the little bridge in the northwest corner of this icy valley and activate
the owl statue. You'll also notice a goron here, starved and shivering beneath
a frozen waterfall. There's nothing you can do for him now. The building is a
mountain smithy where you can get Link's sword upgraded, but the block of ice
on their hearth has put them out of business for the time being. Neither of
these geniuses have struck on the idea of using fire to melt the ice, but they
have heard tales of a hot spring hidden nearby. Head east to goron village for
more information.

4)Continue on to Goron Village
------------------------------

The surface of this lake is frozen solid,
but you'll still need to use the network of bridges to get across to goron
village, since there is no ramp leading from the lake's surface to the city's
entrance. Impeding your progress are a trio of white wolfos, who you're better
off running from. Tingle can also be found here: He's selling maps of snowhead
for 20 rupees and romani ranch for 40. Speaking of the snowhead map, you'll
note that it lists a treasure chest in this area. But if you follow it to the
spot, you'll find it frozen far beneath the ice. There's no way to get it now.

5)Follow Kepola Gebola
----------------------

If you reach the exterior of goron village on the
first day, you'll find a sentry who will let you in. but he'll freeze up and
turn into a rolling snowball on later days, so unless you want to bomb him out
of it you won't be able to get inside.

       But that's not a problem, since the event we're waiting for happens
outside. Meet Kepola at the ramp in west, and he'll guide you to a floating
cave. You won't be able to see the platforms yet, but if you follow the
feathers he sheds, you'll make it safely across.

Deed Trading Game #2: Buy the Biggest Bomb Bag
----------------------------------------------

One other thing you can
in goron village is talk to the akindo nut as a deku, and offer to trade your
swamp title deed for his mountain title deed. Is a deal he'll gladly accept,
leaving his flower so you can get the heart piece. He'll also offer to sell you
the biggest bomb bag for 200 rupees and your big bomb bag. But that offer is
for gorons only, so come back when you get the mask.

Get the Lens of Truth
---------------------

The lens of truth you'll find in the floating cave
shows you hidden chests, enemies and platforms, but slowly saps your magic
reserves. If you equip it now and fire it up, you'll find an invisible chest
guarded by an invisible skulltula. If you have a bomb, you can find a second
chest behind one of the big rocks.

       The feathers are gone, but your lens of truth will let you see both the
path back to goron village, and the specter that awaits you.

6)Pursue Darmani's Ghost: Get Goron Mask
----------------------------------------

Darmani's ghost isn't quite sure
you really can see him, so after your initial conversation he'll go running out
of goron village, past the frozen lake, and into the mountain village. Follow
him closely and you'll end up in front of the sheer wall past the icy river in
the north end of mountain village. With your lens activated, you'll be able to
see the hidden rungs that lead to the top of the cliff. When the ladder forks,
head right, then left, then right again, and you'll soon find yourself outside
of goron graveyard.

       Put the goron hero to rest with the song of healing, and he'll bequeath
you his earthly form by giving Link the goron mask.

7)Open Hot Springs
----------------

The text on the grave will help you learn your new
form's abilities, but the cave's biggest secret lies beneath. Transform into
goron and give the grave a tug to reveal the first of two hot springs.

       When you fill your bottle with hot spring water and empty it at the block
of blue ice, the ice will melt. Give it a try on the goron outside, and then
refill your bottle, dive off the cliff, and get ready to run. This is time of
essence, since the water will lose its efficacy in one real world minute, or if
you land in the cold water. You can use this water to defrost the elder, but I
recommend you first dash off to the frozen lake and use it to melt the ice that
blocks the entrance to the second hot spring. This hot spring id mush more
convenient and you want to have to climb all the way up the invisible ladder
every time you need a refill.

8)Talk to Baby Goron
--------------------

If you haven't been inside goron village yet, you
need to go there before you can proceed. Human Link needed to speak to the
sentry to get in, but goron Link can get in by himself. Just do your goron
smash in front of the door and head inside.

       Besides an over-priced shop and a bunch of maddened gorons, there isn't
much to do here. And that's fine, because baby goron's walls don't get any more
pleasant. Talk to the baby and his caretakers and get out of there before
you're driven to violence against your speaker system.

9)Defrost the Elder
-------------------

Baby goron isn't gonna shut up until he hears from
daddy, and at the rate his father's moving, that isn't going to be anytime
soon. The elder goron actually does get a bit closer to snowhead each day.

       When you find him, either bomb or goron punch away the snowball, and
empty your hot water bottle. If you've already spoken to his son, he'll give
you the first few notes of the lullaby that will finally send his colicky brood
straight to sleep.

Learn the Goron Lullaby
-----------------------

The elder goron couldn't remember the whole
song, but if you play whet you have for baby goron, he'll fill in the blanks
and the goron lullaby will be saved to your song page. Play it here and now as
a goron and baby goron will drop like a log, as well as every other goron in
the hearing distance. If only the military could somehow harness the power of
this astonishing lullaby technology!

       In addition to silencing the kid, this song is the key to entering the
snowhead temple. And now that you have it, you'll never have to do any of the
earlier stuff again.

Get Don Gero's Mask
-------------------

If you can use a deku stick to light all the
braziers in goron village before the first one goes out, you can get the giant
chandelier in the roof to start spinning. Then morph into a goron, head back to
the red carpet outside of the baby's room, and do your goron roll over the ramp
and into the chandelier-mounted pots. One of the five contains a big hunk of
what the goron refer to, as rock sirloin.

       Grab that, and carefully carry it all the way back to frozen lake and
toss it over to the shivering goron beneath the frozen waterfall. He'll reward
you with don gero's mask, which lets you talk to frogs. When you bring together
all five frogs you'll get a heart piece.

The Razor Sword
---------------

If you bring some hot water to the black smith and
defrost his hearth, he'll express his gratitude by offering to severely
overcharge you for a crappy sword.

       Yeah, it's not even close to worth it. The razor sword upgrade costs 100
rupees, take a day, whenever you turn it in, it'll be ready the next morning,
falls apart after 100 swings, and can not be taken back in time with you. It's
fun to play with, but swordplay won't be much of a factor in the next dungeon,
and you can get a permanent upgrade to the gilded sword after that.

10)Roll to Snowhead
-------------------

After learning the full lullaby, warp back to the
mountain village and head to the northwest. This windy road connects that
village with Snowhead Mountain, but crossing it isn't easy. You'll need to
transform into your goron form, do a goron roll, and hit the ramps at full
speed to make it over the gulches.

       Goron rolling can be tricky at first. Hold down the A button and press
gently forward to build up some steam, you'll start to flame, then the spikes
will pop out. When the spikes come, press full forward, you don't need to hold
it, and aim for the first ramp. You may want to slow down a bit for the tricky
hairpin turn before the second ramp, but don't worry about the snowballs. When
you're at full-speed, you'll plow right through them.

11)Play the Goron Lullaby: Activate Warp Point #5
-------------------------------------------------

No matter how careful you
are when trying to cross this thin ledge, you'll be blown off into the abyss
every time. If you want to know why, use your lens of truth: A giant invisible
goron is blowing blizzards your way. But we know how to deal with gorons, don't
we? Play your lullaby to stop the wind and send the bewitched goron tumbling
down the mountain.

       Strike the owl statue, bottle an extra fairy from one of the small
snowballs near the entrance, and carefully make your way to the mountain. When
the snowballs roll your way, just give them a hearty goron punch.

       When you reach the mountain area, you'll be attacked by white wolfos,
enemies that take more finesse to beat then your goron form can manage. Just
roll on by and take the corkscrew path to the entrance of the second temple.

Part 2-2: Snowhead Temple
-------------------------

1)Push the Sliding Block
------------------------

Either the goron or
human Link can easily clear away the ice stalagmites in the entryway. Push the
block behind then into the pit, and you'll end up in a chamber with three
doors.

       You'll recognize the ice block on the middle door, but there's no hot
water in here, so only fire arrows will do the trick. For now, just kill the
wolfos and head into the door on the right.

2)Roll Across the Bridge
------------------------

The bridge across this lava pit is out, but a
high-speed goron roll can make the leap. Avoiding the ice breath and rolling
straight can take practice, but don't worry if you mess up: Lava doesn't hurt
gorons.

       Before you head into the door on the left, room D, transform into Link,
jump across to the stairs, and take a brief detour for the dungeon map.

       There are two fairy bubbles here. Use the great fairy's mask and take two
good bow shots from the north platform near the crate.

Get Dungeon Map
---------------

If you've dealt with the bomb dog in this room before,
you'll know to keep your sword in its sheath. The weapon of choice for dealing
with real bombchus is your shield; when they charge, whip it out and they'll
bounce off and detonate harmlessly. After you grab the map and some rupees head
down to room D.

       The fairy here is a cinch to get: It's right in the corner west of the
chest.

3)Melt the Ice
--------------

Room D is a five-story chamber that connects every room in
this dungeon, but most of them are frozen shut. But you can melt the one that
leads back to room A by firing an arrow through the torch flame and into the
ice. That shortcut will come in handy after we get the small hey in room E. If
you drop down to level B1 of this room, you'll find a switch in the lava. Step
on it as a goron and a chest with a fairy will appear.

4)Move the Block: Get Small Key
-------------------------------

The one door in room D that isn't frozen
lead to this small room. Grab the blocks and pull them back to reveal a hidden
alcove, and a chest with a small key.

       If you're collecting stray fairies, keep pulling the block into the
farthest notch on the floor, when you get it right, you'll hear a chime. This
will make a chest appear, and give you a way to get to it a bit later on.

5)Get Compass: Open Stairwell
-----------------------------

After melting the ice in room D, take that
door back to room A, and use the small key to unlock the room on the left.
There are a lot of ice blocks here, but all you can do now is fend off wolfos
ambushes as you grab the compass. Then take a bomb or the blast mask and blow
away the wall in the west, revealing a staircase to level B2.

6)Smash Ice Blocks: Get Small Key
---------------------------------

If you take a look towards the ceiling
in this cavern, you'll see an icicle dangling precariously over each ice block.
Fire a few arrows into each one to send them crashing into the chunks of ice
that are blocking your path. Then jump from pillar to pillar until you get to
the ledge with the big snowball. Bomb or goron punch it away and grab another
small key.

       Use your lens of truth in the southeast corner of the room and you'll see

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