Showing posts with label The Legend of Zelda: Link's Awakening. Show all posts
Showing posts with label The Legend of Zelda: Link's Awakening. Show all posts

Tuesday, December 15, 2020

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 22 of 22


Here we are: the Color Dungeon and the final battle with the final Nightmare! Let's wake up the Wind Fish and get back home...or something...


Remember the book that gave you the five arrows? This is for a set of five gravestones in the graveyard. Push the graves in the direction the book tells you in the order that the book tells you (from one to five) to open up the entrance to the Color Dungeon. Remember, the directions to open up the Color Dungeon is randomly generated upon file creation.

Color Dungeon


The questions by the two skeletons are pretty easy. They are only there to keep you from playing this outside of the Game Boy Color.

One of them tells you that if you don't have the Magic Powder, then you'd better go back and get it. The other tells you that the fairy queen is waiting for you.

You can easily take out all the ooze monsters at once with the Whirlwind Slash. Just get them towards you and wait for them to come out of the floor.

South of the room with the first Owl Statue is a room you can enter with a bomb. All the Rupees here are worth 5 each, so prepare to get rich!

The colored tiles change from green to yellow to red to...a bottomless pit. Yikes.

The red, blue and green ball monsters can be stunned with the sword and thrown into their respective color holes with the Power Bracelet.

The jumping skeleton guys actually jump on the colored tiles. For best results, let them formulate their own demise. XD

The red and blue statues with the single eye are a puzzle. Make all the red ones blue. For the first one, hit the ones on the upper-left and lower-right.

For the second one, you'll have red, blue and yellow. Hit the upper-left one twice before hitting the lower-right one.

To beat the blue slime, sprinkle the Magic Powder on him. Use your shield so he won't damage you.

To beat the golem, avoid the rocks and spikes, and use either the bombs or the bow and arrow on him.

For the third eye statue puzzle, just hit all the red ones that you see at the beginning. In compass directions, that's north, west, east, and south. (If you're going by numbers on the number keypad, it's 2, 4, 6, 8.) iseewhatyoudidthere.jpg

To beat the boss, just let him back you into a wall and keep whacking away at him. The directions are there to trick you somewhat, guys.

You'll meet the fairy queen. The red tunic works like the Piece of Power, and the blue tunic works like the Guardian Acorn. She'll then show you out automatically.

Koholint

Head back to the Mabe Village library. Read the book on the very lower-left. Since you have the Magnifying Glass, you'll find out where to go when you enter the egg. They're different each time you make a new game.

Head back to the egg. You'll meet the Owl one last time, and you'll finally be able to play The Ballad of the Wind Fish. The other eight instruments will join in, helping you...open a door into the egg. What.

Go into the egg. Go north and enter the pit, and go the same directions that you got from the book in the library. When you reach the end, you'll find a pit. Jump inside and you'll meet the final Nightmare.

The first form is a black blob. Hit it a couple of times with the Magic Powder.

The second form is similar to Agahnim from A Link to the Past. Hit the fireballs he sends at you back at him with the Whirlwind Slash. He does have a fireball that just splits up when you hit it, but he doesn't really use it that often.

The third form is Moldorm. Hit the tail with the Whirlwind Slash. He fights just like he does in A Link to the Past.

The fourth form is Ganon. Hit him with the Whirlwind Slash until he falls, and watch out for both the fire bats and the staff that he throws around. At least you don't have to worry about parts of the floor falling out like in A Link to the Past.

He'll then change into a ball and come at you. Hit him with either a Whirlwind Slash or the Magic Rod.

You'll then meet it's final form: a face with one eye and two spinning orbs. Equip the Roc's Feather and the Bow and Arrow. Jump over the arms, and hit the eye with the Bow and Arrow when it opens. After about 16 or 17 hits, he's done. You can also kill him in one hit with the Boomerang.

Once you've beaten him, go up the stairs to the north and you'll meet the Wind Fish and get off this island! You've won!

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 21 of 22


Time for the final dungeon...and it's the hardest one yet.


When you beat Eagle's Tower, the Flying Rooster returns to the chicken man's house.

Remember the cave with the flamethrower? You'll need the Mirror Shield from the seventh dungeon in order to get past it. Just equip the shield and hold the button you've equipped it to to get past the flame.

Go west of the chicken man's house, and you'll find Marin stranded on a lone area of the broken bridge. Just hookshot to the other side and you'll rescue her. Tarin shows up and then he and Marin walk to the left. (Apparently, I was mistaken. This is the last time you see him.) The Owl shows up and tells you that she sang The Ballad of the Wind Fish in front of the egg. No wonder she was up here in the mountains! He also tells you that the final dungeon is in the west.

Go west again, and you'll find a staircase leading underground underneath the bush. There is a part of the wall in the south end of the screen that you can bomb. Blow it up, then follow the path to find a Heart Piece.

When you make it to the other side, you'll find a lone rock. Pull it out with the Power Bracelet to find yet another underground well. Use the Magic Powder on it to get the ability to carry more arrows!

One screen west, drop down to the south. Bomb the opening in the wall and follow the path to...come across a flamethrower! Since you have the Level 2 shield, you can equip it and use it to get past it. Once you're at the other side, you'll finally be able to make it to the Turtle Rock dungeon. Play the third song to open it up. You'll wake up the turtle head, and it will crane its neck out to try to attack you. Swing at it with your sword as quickly as possible, and it will very easily die. Now you'll finally be able to go in.

Turtle Rock


The flying demons should be killed as quickly as possible, otherwise he'll start moving around the room, spitting fireballs and become even more of a pain in the ass. You'll have to kill the two bats he splits into, and you'll have to do that to get some of the puzzles completed.

The little machines can be controlled with the Control Pad as soon as you walk into them. Use them to get rid of lava and pits.

You won't be able to get to those two lamps quite yet...not unless you have the item for this dungeon.

To the east of the first room after the entrance, you'll have to poke the walls with the sword to find the secret room with the switch in it. When you find the part of the wall that makes a metallic clang noise with the sword, that's your cue to blast that part with a bomb to find it. This room is crucial, as you won't be able to complete this dungeon without reaching it. 

One of the stairs that leads up takes you to a dead end. If you're low on supplies, go over here. It's pretty helpful.

The mini-boss with the boxing gloves can be taken care of very easily with the Whirlwind Slash. If you've hit the switch I mentioned earlier, congratulations! You'll be able to get the Magic Rod, which works like the Fire Rod in A Link to the Past.

The stairway in the wall that goes up in the upper-left corner of the dungeon takes you to the final Heart Piece in the game. It's very easy to get, thankfully. If you go east from here, you'll find a teleporter. Keep going east, and you'll be able to reach the upper platform in the room where the worms that have to be killed with Bombs to the mouth are. This way, you'll be able to open the chest that pops up after you kill them.

Remember those torches near the beginning that we couldn't light earlier because we couldn't reach them? Well, with the Magic Rod, we can!

The Magic Rod can also be used to melt the ice blocks that block your path to the Nightmare's Key.

To beat the Nightmare here, zap it to death with the Magic Rod while avoiding the fireballs that come out whenever it jumps around in the lava. It has a second form, but it's still pretty easy (much like the bosses in the rest of the game).

When you beat the Nightmare here, you'll get the Thunder Drum. It's time to go to the egg.

Monday, December 14, 2020

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 20 of 22


For this entry, we will explore the Eagle's Tower for the seventh Instrument. Unlike the other one, this one has multiple floors.


Eagle's Tower


A lot of enemies and obstacles that you see here are definitely from the last six dungeons.

This is also the only one with individual floors, albeit really small floors.

The mummies don't get knocked back when you hit them with the Sword, so stay on the move as you kill them (or use your Sword Beam if you have the Level 2 Sword).

The orb is used to destroy the pillars in this dungeon. Grab it with the Power Bracelet, take it to a pillar and throw it at the pillar to destroy it. If it falls into a pit for any reason, the orb will reappear where you first found it.

Throwing the two horses so they land right-side up gives you the Map. The three guys with the pips will give you the Compass.

The room on 2F with all the switch blocks that block your way to the chest contains the Mirror Shield. You'll have to either use the Boomerang or hit the switches and move around so that you can get it. This is basically the Level 2 Shield, and it can block energy beams.

The mini-boss is a skeleton guy with a flute who calls bats out to run you down. If you kill all six in one go, you'll beat the guy.

To get the Nightmare's Key in the room to the north, push the blocks so they both touch each other.

You'll meet the one-eyed bomb throwing cyclops again, but he's a real pushover this time. If you fall into the pit to the left of the key, you'll be able to get another Secret Seashell if you're still looking for them.

When you destroy all four pillars, you'll cause the tower to lower, reconfiguring the center four rooms in 3F.

When you make it to the tower, you'll meet the skeleton kid again. He'll call out a giant eagle and take a ride on him, and the eagle strikes. Hit the eagle with either the Sword or the sword beams (if you have the Level 2 Sword), and use the Shield to guard against both the wind and the feathers it shoots at you. If you fall off the tower, you'll have to get back up here and start this battle all over again.

You'll be rewarded with the Organ of Evening Calm when you go back into the dungeon. You're next and final stop is...somewhere. The music of the Ocarina leads somewhere, but...where?

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 19 of 22


In this entry, we prepare to enter the seventh dungeon.


Now that you have the Frog Song of Soul, go back to the Flying Rooster statue. If you push the statue north, you'll uncover an underground stairway. Go in and go north, and you'll find the remains of the Flying Rooster. Play the Frog Song of Soul, and you'll be able to bring the Flying Rooster back to life. The Flying Rooster will then follow you around.

Before you head off to find a way to get the key for the seventh dungeon, you'll need to head towards the castle. Remember the underground stairs behind all those gaps you couldn't even make a running jump over? That leads to a chest containing 20 Rupees (or a Secret Seashell, if you still don't have the Level 2 sword).

From here, head to the mountains. As you approach the mountains, the owl will tell you to go east to the seventh dungeon. Head back to the chicken man's house and talk to the chicken man. He will ask if you have carried the Flying Rooster over your head. Equip the Power Bracelet and go west from the house, and pick up the Flying Rooster with the Power Bracelet to get over the gaps. Throw the Flying Rooster to let go. Go through the underground passage, then go through the area where the boulders drop from the top. There will be a lone rock to the west when you reach the top, and if you lift it up, you'll find a secret passage to the last item upgrade altar.

From here, you'll want to go back to the chicken man's house and go into the cave near it. Make your way to the bit pit that has seemingly no way to get through it and grab the Flying Rooster to fly over it. On the other side is the Bird Key. Then, leave the cave and go east through the bottom of the mountains to get back to Eagle's Tower and put the Bird Key in the nearby keyhole to open the tower up.

Sunday, December 13, 2020

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 18 of 22


It's time to head to two important places this time. Besides the Face Shrine that will net us another instrument, we also have the Dream Shrine, which harbors a deep secret...



Remember the maze we didn't go to until later in the game with all the rocks we had to pull out in order to get anywhere? Well, if you go south in the southeast corner of the maze, there is another maze with a lot of Armos Knight Statues. Believe it or not, you can take them out easily with the boomerang. One of them hides a staircase that leads to a chest. It has 20 Rupees at this point, but it you went here without the Level 2 Sword, you'll get a Secret Seashell.

All the way on the west side of the maze is the Dream Temple. When you go in there, you'll fight a big Armos Knight. Equip the Bow and stay away from him and his jumping attacks while pelting him with arrows. By beating him you'll get the Face Key for the Face Shrine. Continue to the north, and you'll find a mural which basically explains that Koholint Island is an illusion and only exists in the sleeping world, which basically means that the island is the product of the Wind's Fish sleep.

When you leave the Shrine, the Owl will show up. He neither confirm nor denies what you have seen is true, that only the Wind Fish knows the answer for sure, and that you're going to have to find the answer on your own.

The Face Shrine is where the island with the two Armos Knights are. Move the one to the left, get in the underground stairway, use the Hookshot to get over the gap, then use the Face Key on the Keyhole to get in.

Face Shrine


The first thing of importance that you'll see is the Wizzrobes. Their hats pop up, then you'll see them entirely, shooting beams of magic at you. You need Bombs to kill them. There is an interesting thing you can do, though. Put the bow and arrow on one button and the Bombs on the other. You'll drop the bomb and shoot the arrow at the same time, and the Bomb will move with the arrow, creating an exploding bomb. Not sure if this is intentional or an actual glitch, but this is the only game where you can do this, and it's really wonderful. An exploding arrow will take care of a group of Wizzrobes when they're close together.

You can also use the Boomerang or the Magic Powder to stun a Wizzrobe, then manually lay a bomb right next to it. But who has time for that?

The spark creatures that move along the walls can be destroyed with the Boomerang. I did not know this until now.

The Shy Guy acts kinda weird. It moves in the opposite direction that you do. Take advantage of this by turning your back so it turns its back on you, then hit it with the Whirlwind Slash.

Believe it or not, the "eyes" on the map are actually rooms. To reach the left "eye" place a bomb between the two torches on the wall on the screen west of it. Defeat the enemies inside, get through the side-scrolling section without being hit by those large blinking spheres, take out the worm and those Wizzrobes, then go north and get the Level 2 Power Bracelet. This lets you pick up the large elephant statues in this dungeon, along with other things. You can also find a Fairy in this room if you need it.

Go north, and you'll be back in the Shy Guy room. Pick up the elephant statue and throw it at the door to the east to get the 100 Rupees. You can open the door to the south the same way you got in here.
You can stun the Wizzrobes with the Boomerang, believe it or not. Too bad the sword will still fail to work on them.

The horse heads have to be tossed so that they land right-side up. Sadly, there isn't a trick to it. You just have to keep trying.

One of the staircases leads above ground, to an isolated platform in the raft mini-game maze. You'll be able to find another 20 Rupees here (if you haven't found the minimum of Secret Seashells).

The tiles that flew off the floor and rocketed right at you from A Link to the Past are much easier this time around. Just block them all with your shield.

One of the chests has the secret medicine, if you haven't gotten it from Crazy Tracy's.

The mini-boss in the right "eye" is some sort of slug that tosses a metal ball at you. Throw the metal ball back at him with the Power Bracelet until he's destroyed.

The room to the north loops to the bottom of the map if you keep going north from there, so use the Power Bracelet to pick up the left statue and find a hidden passage. Go through the side-scrolling section here and you'll find a path to another side-scrolling section. Use the Pegasus Boots to get past the mini-Thwomps, and when you make it to the end and go back up, you'll take on the Pols Voice. Yep, they're back again. You can use the Ballad of the Wind Fish to take them all out at once.

South of the Pols Voice room is that pair of worms again. Just plant the Bombs in their mouths to blow them up. Go left from here, and you'll find a chest that you seemingly can't open. Throw a pot at it with the Power Bracelet to get the Nightmare's Key.

You know those statues with the eye from A Link to the Past that rotated around it, looked forward and shot a laser at you when you were in its direct line of sight? Well, there's a one-eyed creature just like it near the end of this dungeon, and it attacks the exact same way.

The room with the Nightmare Key door has two unlit torches. If you light them up with the Magic Powder, the two monsters inside the room will turn into Fairies.

The boss here is the floor. Really, it's the floor. When its face shows up, blow it up with a Bomb. Be sure to equip the Shield on the other button, so you can protect yourself from the floor tiles and pots that come out of the ground. When he's out of ammunition, he'll start making tile-sized holes in the floor that you don't want to fall into. Luckily, this guy is a real cakewalk, and he falls after a few Bomb explosions.

You'll be rewarded with the Coral Triangle, and your next destination for another Instrument is the mountain.

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 17 of 22


In this entry, we go through a maze for another Ocarina song, find a hidden Zora and play the river raft game.



Remember the sign maze south of the town exit? Well, we can do it now, since we've got the Hookshot. One of the signs will be start. Read it, then go in the direction the sign tells you. All of the signs are lined up with each other, so keep that in mind when the signs tell you where to go. If you read the wrong sign or read the same sign twice, you'll have to start over from the first sign. The final sign will open up an underground stairway, and if you enter it, you'll see Mumu (who looks like Wart from Super Mario Bros. 2) and two frogs. If you pay Mamu 300 Rupees, you'll learn the Frog Song of Soul, the third and last song for the Ocarina that can be used to liven up unliving things.

Next stop is near the Animal Village. Go to the mermaid statue with the mermaid scale and press A to open up a staircase in the ground. There will be some invisible enemies when you go down, so be careful when you go north and get the Magnifying Glass to complete this trading sequence. When you go back, the invisible enemies will finally be visible. However, there is more to the Magnifying Glass, as you will soon see...

The enemies in the bushes can be exposed with the Hookshot.

While this is not the main use for the Magnifying Glass, you can go to the one house in Animal Village with a pool in it after meeting the photographer in the camera shop and get a picture with a friendly Zora (in relation to the other Zoras in the game). The Zora will also tell you that there is another friendly monster in Toronbo Shores in a cave that you can only see with the Magnifying Glass. This is the empty cave that we found much earlier in the game, and if you go there now with the Magnifying Glass, you'll meet a Goriyah who will trade whatever is in your B button slot for the Boomerang. The best item to trade is the shovel, as you'll need all your other items sooner or later. Just like in other games in the Zelda series, the boomerang travels pretty far, comes back to you when thrown and - unlike other games in the series - defeats enemies upon contact and can destroy bushes.

I finally play the river raft game. For 100 Rupees, you can get on the raft near the river raft shop and control it with the Control Pad. You'll need the Roc's Feather once you go west and then down the waterfall. There will be strong currents that will push the raft around, and you'll also need the Roc's Feather to collect the flying items, most of which will be Rupees. There is an island with a chest in this area, but you won't be able to get to that chest until later in the game. There are two chests to the south of the start of the maze, however, but they will just give you Rupees. You'll eventually land onto more calm waters, and once you do that, the game is over. You'll have to go back to the river raft shop if you want to play the game again.

Saturday, December 12, 2020

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 16 of 22


Now that we've gotten another dungeon completed, it's time to explore the Tal Tal Mountains to the north again!



If you walk into certain graves in the cemetery, you will cause ghosts to come out of them. Sometimes you'll get a really big ghost who will show up, fly around and even cause a bit of slowdown.

The underground stairway surrounded by rocks leads to a Heart Piece. If you have the Hook Shot, you can easily get it. If you go up the stairs near the Heart Piece, push the grave you end up near to the north and go back down the stairs, you can go right, push a rock, then jump southeast with the Roc's Feather and get the Heart Piece from there. You're expected to get it with the Hook Shot, however.

Speaking of the Hook Shot, the log cave with the chest is available now. It will just net you 50 Rupees at this point.

Remember the cave in the northeast corner of the Animal Village? Go back to that pit with the broken rock on the other end. Break the rock first, then go over to the pit and use the Hook Shot to get another Heart Piece.

There is another 50 Rupees in that one cave leading further into the mountains.

Now that you have the Hook Shot, you can explore the mountains even further. The first thing you'll notice is a crack in the wall you can bomb to reveal a Great Fairy. From there, you can climb up some stairs to a room that looks like a skull. If you leave this area, you'll find Eagle's Tower, which you won't be able to access until later. From here, you can drop down to earlier in the mountain cave network. The Bird Key is in the cave near the chicken man's house, but you won't be able to get it yet.

To open the five chests in the "five chests room," you'll have to exit the room to the outside and then come back. From here, you can easily move all the rocks and get 20 Rupees each.

Now that you have the Hook Shot, you can glide across the bridges to more of the mountains. Going all the way west of the chicken man's house takes you to more of the area. There is a nook to the south at the beginning of the path, and if you bomb it, you'll find a path leading to a Heart Piece that we've seen before, but couldn't initially get. Guess what? It's ours now. From here, you'll have to avoid the boulders as they drop down while you follow the path. You'll find 50 Rupees in a chest, but if you drop down on the screen west from there, you'll find a cave that leads to a flame thrower. You will not be able to deal with it with any of the items that you've currently got. Going west takes you back to the area around the swamp.

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 15 of 22


We take some pictures before heading to the Catfish's Maw for the fifth Instrument.



As mentioned earlier, I missed out on a good amount of the photo album because I'm a doofus, so here's that link again.

If you go up to Old Man Ulrira's house after meeting the photographer, you'll be able to get a photo for the album.

If you go up to the lone grave in the graveyard after meeting the photographer and returning the nostalgic ghost back to his house and then his grave, you'll get another photo.

The mermaid will show up on a rock after you give her the necklace. She will tell you about how Schule Donovitch wanted her to pose for a statue and give him a scale, and asks if the legend of the Magnifying Glass is true. Remember that for later...

Anyway, go back to the center of Martha's Bay and dive in the alcove on the left side of the rocks to go underwater. At the other end is the entrance to Catfish's Maw.

Catfish's Maw


The little lizards with the masks can only be hit from behind. You'll find an item that deals with them better than this soon enough.

The weight platforms move like the balances on a scale when you stand on them. Jump at the right time to get to the other side.

When you come out of that side-scrolling section, destroy all the crystals on the floor move the blocks so they form a square. You'll get a small key for your efforts.

The Owl Statue will tell you that if you can't destroy a skeleton with your sword, use a bomb instead. Hmmmm...

The mini-boss here is Master Stalfos. Yep, he's a skeleton. Hit him with a bomb and keep whacking him with your sword. If you have the Level 2 Sword, you can just get back to full health, nail him with a sword beam and keep beating on him from there. He'll run away, and when you enter the next room to open the chest, you'll find out he took what was in it. You'll have to hunt him down and find him to get it.

The next Owl Statue will tell you to dive where the torchlight beams cross. Hmmmm...

There is an intersection with five blocks and a switch on the floor. You'll be pushing that block and walking back and forth from that screen. West of that screen is a path to where the torchlight beams cross. You won't be able to do anything there yet, however.

Anyway, hit that switch. You'll meet Master Stalfos again, and you fight him the same way you did last time. There are four rooms with the skull pattern on the floor, and the number of corners with blocks in them dictates the order in which you have to enter them to fight Master Stalfos. Anyway, after a bit more damage he'll run away again, but this time around he isn't very far. Even then, he runs away, so you'll have to backtrack towards the entrance and make a beeline for that staircase to the side-scrolling section with the weighted platforms to make it to the empty room there. This is the fourth and last room that you'll find the guy in, and once you finish him off here, you've finished him off for good. He leaves the Hookshot, another favorite item from A Link to the Past, and you'll need it to get some of the chests as well as what we're about to do.

Also, it should be noted that if you use the Hookshot on the masked lizards, you'll be able to remove their masks and leave them wide open to attack.

Head back to where the torchlight beams cross. Dive into the center of the deep water and you'll be in another side-scrolling section. Yet another Mario enemy here: Bloopers. Make it to the other end, grab the hook on the bridge at the other side with the Hookshot, then make your way to the chest to get the Nightmare's Key.

The mini-boss on the way to the Nightmare are two Gohmas. Get up close and hit them with the Hookshot when their eyes are open, and don't mind the fireballs. If they stop and shake without opening their eye, they will charge you.

The statues in the side-scrolling section that leads to the Nightmare can be grappled onto with the Hookshot.

To beat the boss, avoid the tail and grab onto the boss's head whenever it peeks out of one of the four holes. By doing this, you'll be able to get the boss out of its hiding spot, and smack the part of its neck with a heart on it with your sword. You have a few seconds to damage it a little bit before it zooms back into the hole. Whenever you get it with the hookshot, the tail reverses direction.

After enough hits, you'll beat the boss and get the Wind Marimba.

Your next mission: the Shrine. Remember where the island with the Armos Statues was? You'll meet the owl there, and he will tell you there are two shrines: one is a dungeon, the other is the Dream Shrine, which has some important information about the island.

If you meet the fisherman that gave you the necklace after meeting the photographer, you'll get a photo for the album.

Friday, December 11, 2020

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 14 of 22


Not much to this video, aside for some exploration. We'll be covering more stuff soon enough, though!



If you equip the bow and the bomb and use both at the same time, you can shoot exploding arrows.

Remember the wooden bridge that lead to the hint owl? If you swim into the right side of it, you'll meet a fisherman. Give him the fishing hook and you'll get the necklace. From here, give the necklace to the mermaid. You'll get a mermaid scale. You won't be able to do anything with the mermaid scale...at least, not yet. If you talk to Schule Donovitch, the artist crocodile, while you have it, he will tell you to complete the mermaid statue with the scale.

You can get close to Bow Wow if you've been to the camera shop to get a photo for the photo album.

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 13 of 22


Now that we have the flippers, there is a lot of exploration that we can do!



Now that we have the Flippers, the map is now blown wide open, so let's not go to the Catfish's Maw just yet.

There was an island with a spiral path with a bush on it near the bay. Under the bush is a Secret Seashell. The location in question is southwest of the mermaid statue.

South of the statue is the underground passage with deep water. Going to the other side leads to another area where you can sprinkle Magic Powder on an altar and get either more bombs, more arrows or more powder depending on what you have.

You can also talk to the mermaid now that you have the Flippers. She will tell you that the ocean washed away a very important necklace, and if you can return it, you can take a scale from her tail as a reward. Keep this in mind for later.

You'll find a future dungeon north of the bay. You'll also find an island with two Armor Knight statues, and the one on the left can be touched to uncover a hidden passage. You won't be able to get past the gap here, however, so keep this place in mind for later.

There is some land you can only reach with the Flippers which leads to a cave. On the other side of the cave if the River Raft game. I don't play it until later, though.

There is a cave that is nothing but deep water. If you dive down in the center with the B button and move around a little bit, you can find another Heart Piece.

If you jump off the left side of the bridge that the monkeys made to the castle, you can swim around in the castle moat. If you swim counter-clockwise around the castle, you can go to the area with the pit that is five gaps long. Dive south of the center of the screen here to find a Heart Piece that is way too easy to miss.

I finally check out the Camera Shop near the second dungeon here. Guess what? I do it too late, and after I took Marin to Animal Village, at that...so therefore, I can't show off all the photos for the Photo Album. I can, however, leave a link that does.

The first picture you can do can be done in one of two ways. Either you can just take the picture, or you can just keep selecting "no" until you get an alternative one where Link is dizzy and against the wall.

Now that we can swim in the mountain ranges, we can explore more of the mountains. Here, you can meet a guy who feeds chickens who will tell you that chickens were able to fly back in the old days, but not anymore. To the east of the house is a rock with a Secret Seashell underneath. If you go one more screen east after checking out the Camera Shop, you'll be able to get a picture of the photographer falling off the bridge as he tries to take a picture of you.

There is a cave near the chicken man, but you'll need to find a way to fly across the gap to the north somehow. If you fall into the pits at any point, you'll fall down the waterfall and into the lower, watery area of the mountain. If you go all the way to the east, you'll find a cave that will eventually lead to another part of the mountains...or do you? There is a dry tile not covered by water, and if you bomb it, you'll find another alternate route that contains five Rupees with 50 Rupees each. Due to how the game treats chests, if you open one chest and leave the room, the game treats it as you opening all of them, due to the game only having one chest in a room at any given time, making this room the exception to the rule. You don't get anything extra for pushing all the rocks to the right places and opening them all up; you just get 250 Rupees from opening all the chests and that's it. Going south from here leads to a chest with a Secret Seashell.

Going further east from here leads to the Eagle's Tower, which is the seventh dungeon of the game. You won't be able to enter this dungeon until you're near the end of the game. From here, you have a small labyrinthine system of cave openings, but you won't be able to make much in the way of progress here until later.

West of the Angler's Tunnel is a cave opening with two fish carvings above it. Here, you can talk to a giant fish named Manbo and learn to play Manbo's Mambo, which will take you back to Manbo Pond near Crazy Tracy's Health Spa. If you use it in a dungeon, you will warp back to the beginning of a dungeon.

Now that we have 20 Secret Seashells, we can return to the Seashell Mansion. Doing so with 20 Secret Seashells nets you the Level 2 Sword, which lets you fire beams out of your sword only if you are at full health. Here's an entire list of all the ones I've ever found. There are others, so in case you miss the ones that are exclusive to coming to the Mansion with five and ten shells respectively, there are others that you can get. If you have the Level 2 Sword, any chests that would contain Secret Seashells will just give you Rupees.

Secret Seashells

1. The empty lot full of bushes and grass in Mabe Village contains a Secret Seashell in one of the bushes.

2. The chest blocked by a rock in the Mysterious Forest contains another Shell.

3. Go back to the doghouse near Madame Meow Meow's house where you got the Ribbon, and use the Shovel. You'll find a Secret Seashell in one spot.

4. The crack in the wall in the Tail Cave requires a bomb to open up. Going inside takes you to a chest with a Secret Seashell.

5. The screen south of the lone grave contains a Secret Seashell underneath the bush.

6. When you collect five Shells, don't collect any more until you enter the Seashell Mansion. You'll get a sixth one. This one is pretty easy to screw up at getting if you're overly eager to explore Koholint Island.

7. Go one screen east of the Seashell Mansion and cut the bushes. You'll find another one.

8. In the pig-man maze just southwest of the Seashell Mansion, lift the rock with the Power Bracelet to get another Secret Seashell.

9. Go into the cave in the pig maze. Go one screen west and use a bomb on the small nook on the west end of the room to find a staircase. Go up and get out of the cave from there, then go north. Use the shovel on the ground where the owl head is to find another Secret Seashell.

10. On the other side of the screen with the mermaid statue is a lone bush. Cut it with the sword to get another Shell.

11. Come back to the Seashell Mansion with exactly ten shells. You'll get another Secret Seashell. Just like the sixth, being too eager to explore the island will cause you to miss out.

12. It's located in the chest in the dungeon that leads to the Slime Key maze.

13. On the path to the Key Cavern, there is a space in between four patches of grass. Use the shovel on it to get another Secret Seashell.

14. Go to the phone booth near the Key Cavern and run into the tree next to it with the Pegasus Boots. You'll cause a Secret Seashell to pop out of the tree.

15. One of the Armos Knights in the Armos Knights maze hides an underground passage to a Secret Seashell.

16. The owl head near Animal Village is the site of another Secret Seashell. Use your Shovel to find it.

17. Run into the tree west of the Tail Cave to knock a Secret Seashell out of it.

18. After you leave the quicksand cave in the Yarna Desert, go south and use the Power Bracelet on the rocks. You'll be able to get a Secret Seahell.

19. When you get the flippers, swim up to the island with the lone bush near the pig-man maze. Destroy the bush to get another Secret Seashell.

20. The bush on the island just southwest of the mermaid contains another Secret Seashell.

21. A few screens east of the chicken man's house is a pair of rocks. One of them has a Secret Seashell underneath.

22. The chest south of where the "five chest room" is contains a Secret Seashell.

/Secret Seashells

Secret Seashells (for this video, more or less)

18. The bush on the island just southwest of the mermaid contains another Secret Seashell.

19. When you get the flippers, swim up to the island with the lone bush near the pig-man maze. Destroy the bush to get another Secret Seashell.

20. A few screens east of the chicken man's house is a pair of rocks. One of them has a Secret Seashell underneath.

21. The chest south of where the "five chest room" is contains a Secret Seashell.

Thursday, December 10, 2020

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 12 of 22


It's now time to head to the fourth dungeon in the game...where we finally get the ability to swim!



Well, we have nothing else to do, so we might as well head back to where the Angler Key hole was and use the key that we got there. This will open up the entrance to the dungeon, but how do we get down there?

To do that, we're going to have to back up the mountain. Remember that one part nearby that was flooded with water? Well, it's not anymore, and you can drop down at that point and land in front of the dungeon entrance.

Angler's Tunnel


The cracked blocks can be taken care of the same way as you would a crack in a wall: just use a bomb on it to break it. You'll have to do this to get one of the keys.

The Peahats (the little helicopter-like things that look like flowers) can only be struck when they land on the ground for a brief time.

The owl head tells you that the glint of the tile will be your guide. Hmmmm...

You'll see five tiles with a circle in the center. Don't bother with these for now, you'll see what they do later.

The octopus mini-boss is easy to beat. Just hit him with a Whirlwind Slash when he comes your way.

Use the Power Bracelet on the pull switch in the wall to open up the blocks that are in your way.

When you get the Flippers, you'll be able to move around in the dark water without drowning and being returned to where you entered the screen from. This will not only give you access to previously unreachable areas, but it will also open up the World Map quite a bit. You can use A to swim faster, and you can also use the B button to dive underwater for a few seconds, which lets you swim underneath bridges and whatnot.

South of the room with the Flippers, you'll see those same tiles again, except they're glistening. It's the center one, followed by the upper-right, the lower-right, the lower-left and the upper-left when you step on the ones that glisten. Remember this for the other set of these tiles that you've seen.

The key that fell into the pit can be accessed when you enter the steps that go down. You'll have to have the flippers to actually swim in the water that the key lands in, though.

It should be noted that you cannot use the Roc's Feather for the tile puzzle. You have to use the Flippers. Thanks, game.

Anyway, finishing that other tile puzzle takes you into a side-scrolling area where you have to avoid those giant crushers. You'll have to stand on the second one with the help of the Roc's Feather in order to make it to the other side. This will lead you to the Nightmare's Key.

Apparently, the only fish in this area are in a staircase that was blocked by that switch we couldn't step on until after we got the Flippers. They're Bloopers, all right, and you can simply take them out with a sword swipe or two.

When you enter the Nightmare's Key door, you'll find...a set of stairs. Go down and jump into the water. From there, go down and you'll meet up with a giant Angler Fish. All you have to do is to be just above (or below) its angler and smack it with the sword. He sends other fish after you, but he's so much of a real pushover that the fish won't even pose a threat to you. Once you beat him, grab the Heart Container as it sinks to the ground and head back up. Since you've beaten the boss, the door here will open when you come back upstairs. You'll be rewarded with the Surf Harp. Next stop: the bay.

When you get back to the village via the warp system, you'll be visited by a ghost all of a sudden. You will have to take the ghost back to the abandoned house by the bay. The ghost will look at his house, then tells you to take him to the lone grave in the northwest corner of the graveyard. By doing this, the ghost will tell you to look inside his old home for a jar. The Owl will then show up and tell you to go to Martha's Bay and enter the Catfish's Maw for the next instrument.

By the way, there is an island near the Slime Cavern that you can only access with the flippers, and on that island is a bush. Underneath that bush is a Secret Seashell. 

Wednesday, December 9, 2020

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 11 of 22


In this entry, we do things with Marin, then head to the Yarna Desert.



If you head to Marin and Tarin's house while Marin is at Toronbo Shores, you'll find a note saying that Marin is at the beach, telling you to go to Toronbo Shores.

Head to Toronbo Shores now. There is one spot as far south as you can go that served no purpose up until this point in the game. This is where you'll find Marin. When she asks you to speak to her for a while, say "Yes." Marin will tell you about how she thinks there must be something beyond the sea, and that your sudden arrival on the island may have proved that. She then wishes she was a sea gull so she could fly away and sing to many people. When she asks if you are listening, say "yes" so you don't have to go through all that dialogue. You'll then have Marin following you, and from here, you can take her to the Animal Village and wake up the walrus. Once you do that, she goes back to Animal Village, and she never tags along with you again.

This last part is pretty important, as there are some things you can only do with Marin at your side. Be sure you go to the Camera Shop near the swamp dungeon before you get Marin in your party, so you can do these.

For added fun, fight enemies with her, explore with her, go through a dungeon with her, and even go to the cliff edge directly south of the entrance to Toronbo Shores (this one is GBC-exclusive, since all it does is give you a picture for the Album). If you jump into the well with Marin, she'll ask if you're okay (and you'll also get a picture for the Album if you're playing the GBC edition - which reminds me, how does the photographer know we're going to do this?).

Another weird thing you can do is have her play the Trendy Game when she asks to. Just go over there and when she asks to play the Trendy Game, say yes. She'll grab the guy running the game with the hook and then drop him off at the conveyor belt where the prizes land, then he'll kick the both of you out for being a pro.

In the GBC version, you can walk up to the Flying Rooster statue and get another picture for the Album! You'll get to see Tarin one last time here (unlike the original monochrome version, where you wouldn't see him again after getting the honeycomb until you beat the game).

I wouldn't recommend it if you're going for a perfect game, but Marin does react if you steal something from the store with her in tow.

If you throw a pot or hurt a Cucco, she will chew you out for doing either action. If you look at a set of drawers, Marin will ask you if you always look in people's drawers.

If you go back to Marin and Tarin's house while Marin is with you, Tarin will be in bed, tuckered out from being chased by the bees after you gave him the stick.

If you talk to one of the quadruplets, they will unintentionally imply that you are dating when you're just taking her to the Animal Village. Speaking of the Animal Village, most of the residents there will be excited that Marin is there.

If you play the Ballad of the Wind Fish in front of Marin while you're not directly in front of the Walrus, Marin will complain that your rendition of the song is not very good.

Running into the northern bookshelf in the village library with the Pegasus Boots will knock down a book you normally could not reach. Reading this book will give you directions to the GBC-exclusive Color Dungeon, which will be different every time you play. Just push the gravestones on the screen with the five gravestones in certain directions in a certain order, and you'll be able to access the dungeon. We won't be going there until later.

Once Marin wakes up the walrus, you are free to head into the Yarna Desert that the walrus was blocking. One of the areas in the desert is a whole floor of quicksand with a hidden hole in the center. Here, you'll face a worm similar to the Desert Palace worm boss from A Link To The Past. Strike it in the head with your sword and keep away from it - and the hole in the center - as you fight this thing. After beating this thing, you'll be able to get the Angler Key. If the key falls into the hole into the center, just go down there with it; you'll still be able to get it. From here, getting out is easy, and you'll be able to enter the fourth dungeon of the game. Before you do that, however, tap the northern wall where you dropped down to. You'll find a bombable wall that will lead to a Heart Piece.

The hint owl just talks about how dreams end.

In the desert itself, you'll be able to fight Pokeys. Use the spin attack to take care of them as quickly as possible. 

After you leave the quicksand cave in the Yarna Desert, go south and use the Power Bracelet on the rocks. You'll be able to get a Secret Seashell.

As you head out of the desert, you'll meet the Owl. He'll tell you to head to the key hole at the mountain waterfall.

Secret Seashells

17. After you leave the quicksand cave in the Yarna Desert, go south and use the Power Bracelet on the rocks. You'll be able to get a Secret Seashell.

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 10 of 22


In this episode, we tackle more of that trade sequence as we go exploring again.



Remember the phone booth you see when you go south from the eastern village exit en route to the Key Cavern? If you run into the tree nearby with the Pegasus Boots, you'll find another Secret Seashell.

Also, remember the screen where the bee's nest was? You'll find Tarin there now. Give him the stick and you'll be able to get the honeycomb off of the tree with his help.

Now that we can use the Pegasus Boots in the cave near the pig-man maze, we can get 50 more Rupees out of the chest we originally could not get to. There is also a bombable wall on the east side that leads to a Heart Piece.

Now that you have the honeycomb, head back to the Animal Village and talk to the chef bear. You'll be able to give him the honeycomb and get a pineapple in return.

When you leave the Animal Village and head north, you'll be able to go to another maze. Remove the rocks with the Power Bracelet, watch out for flying mushroom enemies that drop bombs and fight the Tekties. There is a bombable wall in the northwest corner of the maze that contains another Great Fairy that will refill all your health, should you need it. In the northeast corner, you'll find another hint owl that tells you that the Wind Fish will not wake up on its own.

Now that you have the pineapple, you can go back to the mountains and bring the pineapple to Papahl. In return for getting him some food - which he devours so voraciously that the music speeds up and Braun Strowman is brought to mind - you'll get a hibiscus flower.

Go back to Animal Village. Talk to the letter writing goat and you'll trade the hibiscus for a letter to Mr. Write. Mr. Write is north of the Mysterious Forest, in case you don't remember, and if you give him the letter, you'll see a picture of Princess Peach enclosed with the letter before getting a broom. Select "Fine" and take it.

If you go back to where Marin was in the village at this point, she will be gone. You'll find out from one of the quadruplets who is now there that Marin has gone to Toronbo Shores if you talk to them.

The chest north of Mr. Write's house contains 50 Rupees, now that we have the Power Bracelet.

Go back to the village and talk to the woman who was sweeping with the broom, who will now no longer have a broom. Give her the broom and you'll get a fishing hook.

Secret Seashells

16. Go to the phone booth near the Key Cavern and run into the tree next to it with the Pegasus Boots. You'll cause a Secret Seashell to pop out of the tree.

Tuesday, December 8, 2020

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 9 of 22


In this entry, we check out the Animal Village for the first time and check out the surrounding areas.



Talking to Marin at this point in the game gives you different dialogue.

You may remember the Dream Shrine from earlier. Now that you have the Pegasus Boots, you can take care of all the enemies here more easily. You can not only get the 100 Rupee Chest, but you can also run through the diamond and get the Ocarina. You'll be using this item later in the game for sure. Of course, if you use it as soon as you get it, you won't be able to play it. This is weird, considering Link had no problem doing such in A Link To The Past, which took place before this game.

If you talk to Marin with the ocarina equipped, however, she will ask you to accompany her as she sings. Suddenly, Link can play the ocarina. When Marin asks if the song sticks in your mind, pick Yes. You'll learn the Ballad of the Wind Fish, one of the three songs that you'll need for the game. From here, you can use Left and Right to switch between songs when you highlight the ocarina when it is in the inventory.

In the mountains northeast of the second dungeon entrance, you'll find the Wind Fish's egg. You could play the Ballad of the Wind Fish yet, but it won't do anything as you do not yet have all of the instruments.

There is more you can do in this mountain area as well. Entering the cave will take you deeper and higher into the mountains, Along the way, you'll find chests you won't be able to reach and a Heart Container you'll need to find an alternate route for.

Along the way, you'll find Papahl. If you come across him, he will tell you that he is lost and hungry and needs some food before he can go back home. It will be a while before you can do that.

There is also a watery area, but you will drown if you go past a certain point east.

You'll be able to go even further east once you go back down the mountain. Here, you can find another warp point, which means that returning back to the village is a snap. You'll also find the Angler Keyhole, which opens up the fourth dungeon when you put the Angler Key in it. Sadly, you won't be able to go through the gap with the water until later.

South of the phone booth that is south of the eastern village exit is an area where you can use both the Pegasus Boots and the Roc Feather to jump across a gap of several holes. Here, there is a game you can play. One of the signs will tell you to go a certain direction. You'll need to find the starting point, go in the direction the sign tells you and read the next sign to find out where you need to go next. If you need to go east, position yourself east of the sign and go east until you run into a sign, then read the next one. Sadly, you're going to need an item from later in the game to play this game.

Now that you have the Pegasus Boots, you can use them to run into a lone tree west of the Tail Cave dungeon entrance. When you run into the tree from the east side, you can get a Secret Seashell.

The Pegasus Boots allow you to knock the monkeys that throw explosives at you off the tree on Toronbo Shores.

Speaking of Toronbo Shores, you can now use the Pegasus Boots and the Roc's Feather for a shortcut to the area near the Mermaid Statue. You can use the Roc's Feather to jump to a bush near the underground staircase and slash it, then make a running jump with the Feather and the Boots to go into the stairway. Unfortunately, you can don't anything in the cave area you find here, either.

Remember the one underground passages with the leaping Piranhas and the crystals? You can use the Pegasus Boots to rush through the crystals and find a way to get to the Animal Village. If you look around even further, you'll also find a hint owl that states "SECRETS ARE LIKE WATER WHEN IT COMES TO BRIDGES." If you dig around it with the shovel, you'll find a Secret Seashell.

When you enter the Animal Village, you'll find out that the path to the Yarna Desert is blocked by a sleeping walrus. You'll have to find a rather unique way to get him out of your way.

As you check out the village, you'll find a goat writing a letter. She wants some hibiscus flowers. She might just be a good pen pal for Mr. Write, since her house has the same music as his...

One of the houses is the home of a bear. He's a chef, and if you were to give him honey, he'll give you a pineapple to keep the trading game going. If you talk to him again, you'll find out that Marin could be able to wake that walrus up. We'll find honey soon enough; we just need to keep the item trading side-quest going to get it.

To the south of Animal Village is a third warp point. You won't be able to find the fourth one until quite a bit later in the game.

There is a wall you can blow up with a bomb in the northeast corner of the Animal Village, but you won't be able to get the Heart Piece you'll find here until later, even if you bomb the wall north of the cave entrance and throw a bomb at the cracked roll near the long gap.

Secret Seashells

14. Run into the tree west of the Tail Cave from the eastern side to knock a Secret Seashell out of it.

15. The owl head near Animal Village is the site of another Secret Seashell. Use your Shovel to find it.

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 8 of 22


It's dungeon time again! This time, it's off to the Key Cavern, which is one big key reference.


Key Cavern


The Bob-ombs blow up whatever it his after you smack it with the sword. When you do that, it bounces around the room, before it either explodes or hits a few walls (whatever happens first).

Some chests will have enemies in them after this point.

Go into the room to the north first when you go upstairs. You'll find the switch to strike with the sword, which lets you open the chest you just passed up downstairs and get the owl beak.

To beat the birds that throw shurikens at you, hit them before they can throw them at you or hit them with the bow and arrow.

When you take the right door, you'll reach another staircase. From there, go north and place a bomb next to the segment of wall between the two torches. You'll find a hidden room, and you can also go north by blowing up the crack in the wall. (The room to the north of this has an arrow pointing south.)

If you hold your sword out and walk into the wall, you can make a clinking sound. If you make a loud clinking sound on the wall in your present location, you can drop a bomb there and bust a hole in it there, allowing for entry into another room.

The Bob-ombs here act a little differently. Once you strike them, they'll follow you around. If you can keep them away from you, they'll explode without hitting you after they count down from three to one.

The mini-boss here is a pair of worms. You have to either place a bomb in their mouths while they're moving or throw the bombs at their mouths. For best result, get them into a corner and throw the bomb at their mouths. Once you beat them, you'll be able to get the Pegasus Boots. With these, you can use them in combination with the Roc's Feather to jump past long pits and with the sword to break the crystals that are in your way. The Pegasus Boots work in this game the exact same way that they did in A Link to the Past.

Now that you have the Pegasus Boots, use them with the Roc's Feather in the secret room to fly over the pit and get the Nightmare's Key.

Also, you can now go to the room to the right at the beginning and get past the vortex monster that pushes you back. This will net you a much-needed key.

The huge stone that blocks your path in the downstairs chamber can be taken care of with the Pegasus Boots. Just charge into him and he'll come crashing down into the spike pit, acting as a bridge. The room to the right of this has a Piranha Plant. Yet another Mario reference. Just destroy it with your sword.

The Pegasus Boots can be used to kill the shuriken-tossing birds if you also have the sword equipped.

The boss here is a slime. He sends a few normal slimes after you, then the big one finally drops down from the ceiling. Beat him up until he looks like he's about to split in to, then run straight into the middle of him with the Pegasus Boots. From there, he'll split in two and you can take both of the slimes out easily. Just watch out when those slimes jump up and try to land on you on the way down.

When you beat the boss, you'll get the Sea Lily's Bell.

Koholint

After getting the bell, you'll be told to head to the waterfall. You'll also meet the Owl again on the way back, and he tells you to head to the Yarna Desert.

By the way, north of the Key Cavern is a space of ground between four spaces of grass. If you dig in that spot, you'll find a Secret Seashell.

Secret Seashells

13. On the path to the Key Cavern, there is a space in between four patches of grass. Use the shovel on it to get another Secret Seashell.

Monday, December 7, 2020

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 7 of 22


We have some more things to do before opening up another dungeon.



Remember the path to the Mushroom in the Mysterious Woods? Well, we can use the Power Bracelet to get the Heart Piece that we saw along the way.

Anyway, we can now go east from Toronbo Shores, thanks to the Power Bracelet. You'll find an abandoned house complete with cracks in the floor, but further east takes you to a big gap three holes wide. You'll need to be able to run to clear it, and that won't be possible until later.

There is a cave entrance that you can bomb in Toronbo Shores, though there won't be anything in the cave that you reveal until much later in the game.

From here, it's time to head to the castle to get the five Golden Leaves. There is a bush near the castle that hides an underground passage. This will allow you to get into the castle itself.

There is a raven that simply sits there on the tree even when you get up close to it. Use the Power Bracelet to throw a rock at it, then smack it with the sword to get a Golden Leaf.

Aside from ravens, you also have Armos Knights to deal with, but they're easier to deal with than in the first Zelda game.

The second Golden Leaf is in a screen with six pits. An Armos Knight will pop his head out of the pits to throw bombs at you. Two Whirlwind Slashes will take him out and give you the second Leaf.

The inside of the castle marks the game's first appearance of the Anti-Fairies from Zelda II: The Adventures of Link. Using Magic Powder on them will get rid of them.

One screen in the castle is full of enemies, and if you destroy them all, you'll get a Golden Leaf. You'll also find a switch that opens the castle gate in another.

When you go upstairs in the castle, use a Bomb on one of the Armos Knight designs in the wall. An Armos Knight will pop out, and if you destroy him you'll get Golden Leaf #4.

The guy with the ball and chain has the last Golden Leaf. To enter the room he's in, hit the door that leads into it with a pot, then use either the bow and arrow or bombs to kill the guy.

When you have all five Golden Leaves, go back to Richard. He'll let you enter the dungeon that leads to the key to the Ukaku Prairie dungeon. Don't forget to open the chest while you're down there to get the Secret Seashell.

You'll then enter a maze full of bushes and grass. If you cut the bushes down, you'll find out that this is a hedge maze. Make it to the owl head popping out of the ground and use the shovel on the space where the bush near it is. You'll get the Slime Key. Now head back to the north and touch the keyhole for the Slime Key and you'll open up the dungeon.

Secret Seashells

12. It's located in the chest in the dungeon that leads to the Slime Key maze.

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 6 of 22


We have a lot more ground to cover now that we have the Power Bracelet...so let's do it!




Now that we have the Power Bracelet, the map is blown wide open.

Since I have the money, I not only buy the bombs from the village shop, but I also buy the shovel, which will come in handy. Of course, once I buy the shovel, I can buy the bow...but that will prove expensive at 980 Rupees.

The Dream Shrine north of the shop is now accessible, but we still won't be able to do anything here yet. This is a good thing, as the monsters that mirror your moves do three hearts' worth of damage if you touch them.

Using the shovel in the doghouse next to Meow Meow's house will net you a Secret Seashell.

There's not much else to do, so I head east. Not far from the village is not only an Octorok with wings (either use the Whirlwind Blade, or hold out the sword while you're charging the move up and then run the sword into them), but a teleporter pad. There are four of these in the game, but it will take a while to find them.

To the south is a Slime Keyhole, but we will not be able to do anything with it yet. Going north takes you over to the Mysterious Woods and Graveyard area. You may remember seeing a lone gravestone. Going south from it and using the shovel in the space where the bush is will net you another Secret Seashell.

To the right is a staircase leading underground. There is a Heart Piece on the other side, but it will be a while before you can get to it. The nearby stairs lead back up to the graveyard.

You can now also access Crazy Tracy's Day Spa. If you have enough Rupees, you'll be able to get a bottle of medicine from Crazy Tracy that will revive you fully if you die during the game. It only works once, and if you use it, you'll have to go back to Crazy Tracy to get it again. The first purchase is 28 Rupees, and every subsequent purchase is 56 Rupees.

By following the dirt path, you'll face worms that strike at you if you get too close to some of the holes in the ground. Along the way, there is a cave you cannot do anything at, as you cannot get rid of the crystals that are in your way.

You'll also find a beehive, but you won't be able to do anything with it yet. The cave that you can blow up the entrance to hides a Fairy Queen that will 

To the south is a giant skull. You'll need to use a bomb to get rid of it. From here, you'll see flying mushroom-shaped enemies that will drop bombs on you...and they hurt!

By going north, you can go to a castle, but you won't be able to access it quite yet. In the meantime, avoid the spiders that come out of the holes and you'll find a maze-like area. There is a rock you can pull up to find a Secret Seashell underneath. Watch out for the pig men; they can fire arrows at you.

When you find five Secret Seashells, don't get any more. There is a reason for this that I will mention later.

There is a cave in the west end of the maze area, and there is a spot you can place a bomb to find a hidden room. If you hold A and walk into a wall, and tap the wall to hear a tinny noise, that wall can be blown up. Watch out for the skulls, as there are enemies hidden in them that will charge at you and hurt you if you get too close. If you can push the blocks, you can go up the cliff near the pig-man maze. There is a secret you can find here, but we're not going to look for it yet, as it involves a Secret Seashell.

Taking the normal path takes you south of the pig-man maze. Again, there's not much you can do here, either.

You are not able to swim in water yet. If you move into it, you will lose health and be placed back on dry land.

East of the pig-man maze entrance is a hidden staircase, but you can't get to the stairs on the other side. Ditto on dry land, as a gap with water blocks your path.

If you go south after the skull and follow the dirt road east, you'll find the Seashell Mansion. Bring Secret Seashells here, and you might get rewards If you go in with exactly five Secret Seashells, you'll get a sixth one.

If you go east of the Seashell Mansion and cut the bushes, you'll find a secret Seashell.

If you drop down from there and go north, you'll meet a monkey who will want your bananas. If you give the monkey your bananas, he and his monkey friends will build a bridge to the north. There will be a stick left over. Take it; you'll need it to continue the trade sequence. You'll now have access to the castle grounds to the north. You won't be able to much there yet.

Let's go back up to the cliff above the pig-man maze and go north. By doing so and using the shovel, we can find yet another Secret Seashell.

The path leading south out of the cave past the pig maze that we skipped earlier leads to a bunch of screens. There is not much we can do south past the pig-man maze cave...not yet. However, on one screen, you can see a mermaid statue. Thankfully, you can cut the bush to find yet another Secret Seashell.

It's time to go south on the screen after the skull we had to blow up. There is a whole area full of bushes and grass, and there is also an area with islands in the water we can jump to. At least here, we can reach the Slime Dungeon, but we still don't have the key. The area with bushes and grass can be accessed, and to do so, you'll need to enter the nearby house. When you enter this house, you'll meet Richard. He's the prince and main (friendly) rival in a Japanese-only Nintendo game known as "Kaeru no Tame ni Kane wa Naru." The frogs in the room are also a reference to him and the game he's from.

Anyway, he'll help you out with getting the key to the dungeon in Ukaku Prairie. To do that, you'll have to head to the castle and find the Five Golden Leaves. He will tell you that you will need the shovel for this. The castle is northeast of Richard's Villa.

After all of this exploration, I head back to the Tail Cave. Why? Because there was a wall that I could not bomb simply because I did not have any bombs. Go back there with a bomb and blow up the cracked wall. You'll find a room that contains a Secret Seashell in a chest.

When you have ten Secret Seashells, stop looking for Secret Seashells and go to the Seashell Mansion. You'll get your eleventh Secret Seashell if you do.

Secret Seashells

3. Go back to the doghouse near Madame Meow Meow's house where you got the Ribbon, and use the Shovel. You'll find a Secret Seashell in one spot.

4. The screen south of the lone grave contains a Secret Seashell underneath the bush.

5. In the pig-man maze just southwest of the Seashell Mansion, lift the rock with the Power Bracelet to get another Secret Seashell.

6. When you collect five Shells, don't collect any more until you enter the Seashell Mansion. You'll get a sixth one. This one is pretty easy to screw up at getting if you're overly eager to explore Koholint Island.

7. Go one screen east of the Seashell Mansion and cut the bushes. You'll find another one.

8. Go into the cave in the pig maze. Go one screen west and use a bomb on the small nook on the west end of the room to find a staircase. Go up and get out of the cave from there, then go north. Use the shovel on the ground where the owl head is to find another Secret Seashell.

9. On the other side of the screen with the mermaid statue is a lone bush. Cut it with the sword to get another Shell.

10. The crack in the wall in the Tail Cave requires a bomb to open up. Going inside takes you to a chest with a Secret Seashell.

11. Come back to the Seashell Mansion with exactly ten shells. You'll get another Secret Seashell. Just like the sixth, being too eager to explore the island will cause you to miss out.

Sunday, December 6, 2020

PrinceWatercress plays The Legend Of Zelda: Link's Awakening DX - Part 5 of 22


Not long after going through the first dungeon, we take on the second one!



This dungeon brings us a new kind of puzzle: light up all the lanterns with the Magic Powder to open the door to the next room. You'll see this one a few times here and also throughout the game.

The room in the upper-left corner of the map contains the Power Bracelet. This lets you not only pick up bottles with the button you equipped it on, but you'll be able to move those rocks stuck in the ground, too.

Some of the Stalfos Knights are a little faster, and when you swing at them, they'll try to pounce on you. Be careful!

Remember the crystals in A Link to the Past that turned from blue to orange when you hit them? Well, they're back in this game (except they're all in one color). Hit the crystal with your sword, and some blocks in the ground will be raised up like a big protective wall that blocks your path while others lower.

To the right of the first crystal you see are a pair of Shy Guys. They go in the same direction you do. To beat them, hit them from behind with the Whirlwind Slash. It'll take some clever navigation, but it can easily be done.

The hooded Stalfos with the sword and shield can be easily taken care of with a Whirlwind Slash, much like the Moblins with the sword and shield. They basically act the same way, too, so there's nothing new here.

The mini-boss here is one of those one-eyed guys from the Dark World in A Link to the Past that throws bombs at you. Yep, he's been elevated to mini-boss status. Avoid those bombs and whack him with your sword.

After the mini-boss, you'll meet a vortex-like hole in one of the corners of the room. This guy will try to suck you into the pit. He also sucks the enemies towards him, which can be both a gift and a curse.

To take out the Boo Buddies, light up one of the lanterns. This will cause them to freak out and turn black. From there, you can hit them with your sword.

There is a room with a Pols Voice, a bat and a hooded Stalfos. Defeat the Pols Voice (the thing that looks like a hopping bunny) first, then the bat, then the Stalfos. You'll get the Nightmare's Key.

The side-scrolling section with the lowering platforms is pretty interesting. The first one goes down to the lower level easily, but the second one requires some work. Equip the Power Bracelet and pick up a pot, then walk back up and stand on the platform. Since you weigh more due to that pot you're carrying, the platform has no choice but to budge.

The boss here is a genie. To beat the boss, hit the bottle with your sword while the bottle is moving and then throw the bottle into the wall with the Power Bracelet. In the meantime, avoid the fireballs that the genie throws at you.

Once you break the bottle, he'll teleport everywhere before throwing a fireball at you. When he starts following you, hit him. After enough damage, he'll die. You'll get another Heart Container as well as the Conch Horn. Your next destination is the prairie.

Now that you have the Power Bracelet, there is a secret staircase you can reveal and enter now that you can pick up and throw away rocks. Inside is an altar that you can sprinkle Magic Powder on, and if you do that, you can double the carrying capacity of your arrows, your bombs or your magic powder. If you don't want a certain upgrade, just select "No" until you get the one you want. There are three in all, so you'll be able to get all three upgraded eventually.

You can also get the Heart Piece on the way to the mushroom, now that you have the Power Bracelet. There is also a chest you access with the Power Bracelet, which will give you a Secret Seashell.

There is another place you can get to that leads to a chest, but you'll need an item from much later in the game to get it.

If you talk to Madame Meow Meow at this point, you can return Bow Wow.

Secret Seashells

2. The chest blocked by a rock in the Mysterious Forest contains another Shell.