In this entry, we enter our first dungeon!
The first thing you want to do is to find the Roc's Feather. You'll find out what it does soon enough.
When you go left after you begin, knock the two monsters into the pit to get a key. Keys (obviously) let you open locked doors. Be careful not to fall into the pit or you'll get hurt. Go into the room on the left, and open the chest to find the Compass. Be sure to destroy all four slimes that come out with the Whirlwind Slash before you open it, so you can easily get back out.
Most of the rooms that involve some work to get out of either involving taking out all the enemies, pushing a block or hitting a switch on the floor somewhere. Prepare to see this a lot for the whole game.
The Compass will tell you where the chests and the Nightmare are hidden. In this game, it will also tell you if a key is in the room as soon as you enter. The Map gives you the entire floor plan for the dungeon, so you'll now know exactly what the dungeon looks like. This first dungeon looks like a tadpole (or the worms that you find in this dungeon). Get used to seeing this in dungeon maps, as the others you'll see are shaped like other things. It's actually slightly funny.
The Stalfos are easily defeated with the Whirlwind Slash (they run and jump away otherwise). You can also trap them against a wall and whack at them that way, too.
The door in the wall with the body molding on it is a one-way door. Once you go through, you can't get back out through the other side. You'll have to find another way to get back.
Doors with keyholes obviously require a small key. As in every game, be sure to use all the keys that you find in a dungeon exclusively in that dungeon.
The sparks that crawl along the walls and around anything else in their path are indestructible. Don't even take them on.
The three monsters with the card pips are pretty interesting. To beat them, simply hit them to get them to stop on a symbol. When all three of them have the same symbol, they'll disappear and you'll get an item to appear. If you get all three on the heart, you'll get three hearts to refill your health with, and if you get all three on the diamond, you'll get three Rupees.
Anyway, you'll find a stone owl statue in one of the walls. (In the original Game Boy version, it's just a large stone slab.) Thankfully, those three monsters with the card pips reveal the stone beak for the owl statue (in the original Game Boy version, it's a stone slab). Since you have the beak, you'll find out that you'll have to turn over the spined ones with a shield. Hmmmm...
The worms are just like the ones in the Eastern Dungeon in A Link to the Past. They move around randomly and can be easily defeated.
The blocks that have spikes (or in this case, blades) on four sides are a Zelda mainstay. They move towards you when you get close, but you can get out of their way before they can hit you, just like in earlier Zelda titles.
After the second Owl statue (which I don't remember being in the original, as the DX version adds some to make it easier), you'll meet "the spined ones." Just like in the hint, turn them over by blocking their ram attack with your shield. You'll send them lying on their back for a few seconds, making them fair game for your sword.
The stairway that goes down is going to be important, and you'll find it after taking down those spiked Helmasaurs. Go down it.
This game has side-scrolling sections, similar to Zelda II: The Adventures of Link. There are Goombas here (sure are a lot of Mario references around here). You can hit them with your sword, but there's another item that you can use to defeat them with, which I'll mention next.
When you come up from the other side, you'll find the Roc's Feather. When you have it equipped, you can use the button you equipped it to to jump. This is basically my favorite item in the whole game, as you can use it to jump over pits...and also jump on the Goombas to squish them and get hearts. Nice. I usually replace the shield with it and have this bad boy equipped throughout the rest of the game except when necessary.
You can also use the Roc's Feather to pick up an item on wings. If it's a heart, you'll be able to refill three hearts on your health meter. Speaking of jumping, you can use the Roc's Feather to jump on the Goombas to get a heart. Nice!
If you see a crack in the wall, you can use a bomb on it. You'll have to get some bombs in order to equip one and break something down, though.
Another new addition to this game are the key blocks. These blocks will get in your way unless you have a Small Key.
The Nightmare's Key lets you open the door to the Nightmare's Lair. You'll have to beat the Nightmares to get closer to waking the Wind Fish.
On the way to the Nightmare, you'll fight a mini-boss. To beat this guy, equip the Roc's Feather and jump over the spiked pillar he rolls to the other side of the room, then slash him with your sword as he hops back to his weapon. When you beat him, you'll get a fairy (which refills a nice amount of health) and a ball of energy that basically acts as a teleporter. If you walk into it, you'll return to the dungeon. Thankfully, you'll also have one at the entrance to the dungeon whenever you unlock it, so you can get where you need to go in less time.
To the north of the mini-boss room is the path to the Nightmare. Guess what? Moldorm's back. To beat him, use your shield and sword (you can use the Roc's Feather if you need to) and keep yourself from falling off the edge into the pit. If you fall off, you'll be in the pit where the stairs before the Nightmare's Lair would take you, and you'll have to start the battle over again. From there, hit the giant worm's tail. If you use the Whirlwind Slash, you'll be able to do more damage.
Once you beat Moldorm, you'll get a Heart Container which increases your maximum health by one heart (you'll get one from beating all of the Nightmares in this game). From there, go to the newly opened door and you'll get your first instrument: the Full Moon Cello. You'll need these instruments to wake up the Wind Fish. You'll then get a message saying that you'll have to go to the swamp.
When you move away from the Tail Cave, you'll meet the Owl again. He'll tell you about the Full Moon Cello, and how it's one of the Instruments of the Sirens that will wake the Wind Fish when combined with all the other Instruments. He'll then instruct you to go to Goponga Swamp, where the second dungeon is located.
Head back to the village. Two of the quadruplets will tell you, interjections and all, that something has happened to Madame Meow Meow's house. Head there, and you'll find out that Bow Wow has been kidnapped by Moblins. If you use one of the phone booth to call Ulrira, you'll find out that you have to head north to Tal Tal Heights to find Bow Wow.
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