In this episode, we do a little bit of exploring after our trip to Kakariko Village.
There's not much left you can do here, so head north out of the village and make your way east to the mountains.
Watch out with the bow and arrow soldiers, as they have some range.
As you go east, you'll be at the Witch's House. Give her the mushroom and she'll be able to finish her brew and have something for you when you come back later. Also, the house next to her has the Red, Blue and Green Potions. We've already seen the Red Potion, but you'l find the Blue and Green Potions here. The Green Potion refills your Magic Power, while the Blue Potion is a combination of both the Red and Green Potions. (In the GBA version, the woman in the house is Maple from the Game Boy Color Zelda games.) I later found out that the Witch's name is Syrup, and Maple is supposed to be her granddaughter.
Technically, once you give the witch the Mushroom, you can just go to an adjacent screen and instantly return back to the house to get the Magic Powder inside the shop. The Magic Powder can do many things, such as light lanterns, change the green waddling guys that shock you into a brown variation that can talk to you and say strange things if you're close enough, and kill the Anti-Faeries in the Eastern Palace as well as many other caves and dungeons you'll come across throughout the game. If you use it on the Anti-Faeries, it changes them into regular Faeries, making it easier to refill your health in case you're in a tight spot.
You may have noticed that just southwest of the wooden bridge near the Witch's House is a bush surrounded by grass that can be cut with the sword. If you cut the bush, you'll find a hole in the ground. Jump in to find a larger Faerie that will refill all your health when you approach her. There are quite a few caves in the overworld that contain larger Faeries who will completely refill your health, so find and remember where they are.
Whatever you do, don't hit the green guy that's waddling around with your sword. You will get shocked and take damage. Use the boomerang to stun him, then hit him with your sword.
Going east and then further south will take you to Lake Hylia. Along the way, you'll meet the Octoroks, which are known for moving around and spitting rocks. Sometimes they will spin around and spit rocks in four directions. They don't do it very often, but at least the rocks are easy to deflect: just face the rocks and stand perfectly still. The shield will do the work. No additional button presses necessary! You'll also meet bird enemies who fly at you if you get close enough. There will also be soldiers that try to line themselves up with you to shoot arrows at you. There will be a store in this area for you to buy red potions, hearts and bombs at, and there is also another fortune teller.
West of that area is Link's house, which is pointless to go to in-game, but is a point where you can start your game from when you load your game up. To the south of Link's house and the swamp. There is a small building you can enter and pull a switch and drain the nearby swamp. If you do so, you can find a Heart Piece. If you leave the screen and come back, the water will be back to normal.
If you pick up a fish that comes out of the now-drained water and take it one screen north and throw it in, you'll get 10 Rupees while getting a message along the lines of "keep this between us." Even the fish talk in this game. Fun. (You can also go back to Kakariko Village and give it to the guy who sold you the Magic Bottle for a couple of Rupees, too, but I forgot about the former trick that I mention here.)
You will not be able to travel in dark blue water, and if you do that, you will lose a little bit of health. You won't be able to swim until later.
If you cut the grass out from the blue enemies that leap in and out of the ground, they will say "All right! Take it, thief!" before giving you a Heart to refill your life with.
To the west of the swamp area is the southeast corner of Hyrule, and if you follow the path, you can bomb the wall and get the Ice Rod, which can shoot ice magic at enemies. It uses a lot of magic power at this point in the game, but it's nice to have it early. Along the way, you'll fight crabs that alternate between slow and fast speeds and move around randomly. The Zoras will peek out of the water and spit fireballs at you if they happen to be on-screen. There is also a flying enemy that will explode and split into six; the tiny enemies can be destroyed with the Whirlwind Slash.
Be careful with bushes and grass. Besides finding bees that will want to sting you and bombs that will explode when you touch them, you'll sometimes find enemies hiding in bushes and tall grass.
To The Elder!
Just southeast of the witch's house is the elder's hiding place.
The Armos Statues do not need to be touched to be disturbed and come to life; instead you can pass closely by and they will still wake up.
You will find a small building in which an old man lives. This is Sahasrahla, the Kakariko Village elder and a descendant of the Seven Wise Men. He'll tell you that to find the Master Sword, you must find the three Pendants. Your first test will be to go to the Eastern Palace and retrieve the Pendant there. Your reward will be more of the legend as well as a magical artifact.
Bomb the crack in the north wall to find 100 Rupees and some Bombs.
If you check your world map, you'll now know the location of the three pendants as well as the Master Sword.
To the northeast is the Eastern Palace. We'll be heading there next time.
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