Saturday, July 23, 2016

HCBailly plays The Legend of Zelda: A Link to the Past - Part 18 of 26


We find some more Heart Pieces and tackle the sixth dungeon!


Misery Marsh


It's time to head into the dungeon in the lower-left corner of the Dark World. The only catch is getting there, and since you can't enter that area on foot like you could the Light World, here's how to get there.

Return to the Light World. Play the Ocarina, and choose number 6 for the landing location. From there, pick up the rock to the right where you land and you'll find a teleporter underneath. Congratulations, you're finally at the secluded marshlands area.


When you enter the building to the left of the dungeon entrance, move the blocks around so you can open both chests. (It's pretty easy.) From there, you can get another Piece of Heart.

Also, walk to the upper-right corner and you'll find a nook that doesn't exist in the desert in the Light World. Walk into this area, use the Magic Mirror, and lift the Rock to find a hidden passage. Go inside to find another Piece of Heart.

The building to the right contains a large Faerie that completely refills your health.

The enemies in the mire can be easily defeated with the whirlwind slash.

You'll see the Ether Medallion symbol near what should be the entrance. Use the Ether Medallion here and you'll stop the rain, causing the dungeon entrance to appear.

Misery Mire Dungeon



All Misery Mire maps by Iron Knuckle.

You can make it across the pit at the beginning without the Hookshot. To do that, just run into the block near the pit and hold Right on the Control Pad when you're knocked back.

The Wizzrobes rear their ugly heads here, and they'll shoot beams at whatever direction they see you in. They're limited to four directions, however, and having the Level 3 Sword, especially at full health, makes them much easier to kill.

You'll also start seeing the lamps spit fireballs at you now.

The slugs not only do three hearts' worth of damage to the touch, they also drop bombs at random intervals. Take them out with the whirlwind slash.

There is a telepathic message tile with a message from Sahasrahla saying to light the four torches to continue. This is in reference to the two rooms that come before this one, where you have to light the four torches in both rooms to move a wall and find a passage to another part of the dungeon. If you move any of the blocks in either of these two rooms in the wrong direction, just go back down a floor and then return.

The big yellow square-shaped monster with spikes on each corner is a larger version of the spiked squares that you see in the dungeons. They can move in any direction and will move rush you when they sense you. 

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