Zelda Link’s Awakening: Catfish’s Maw walkthrough and returning the Ghost

Once you permit the Angler’s Cavern dungeon, you’re freed out into the overworld as soon as once more. But on the best way to the Catfish’s Maw dungeon Link has some… ghost issues.

Now the Anglers Cavern is finished, you are able to do no matter you want for a bit now – it’s a really perfect time to undertake some exploring or facet quests. We truly need to wander round for a bit, as a result of doing so will get Link a barely spooky pal… a ghost!

Zelda Link’s Awakening: Catfish’s Maw walkthrough and returning the Ghost

Taking the Ghost Home in Link’s Awakening

The Ghost will seem and offer you some fairly apparent questions: he desires to go residence. As it hangs round you the ghost will point out just a few extra issues – it’ll point out a home, after which get extra particular and straight-up say that the home is down close to the shore – so to the south of the Island, close to the seaside. There’s two methods you’ll be able to reliably attain the ghost’s home: both by happening to the seaside and heading arduous east till you see some liftable rocks, or by going south from Ukuku Prairie after which heading West throughout a big hole you can soar with the previous Pegasus Boots and Roc’s Feather one-two combo.

When you attain the home, which is sweet and apparent, head inside. The ghost has a go searching after which asks to be taken to its grave. This is clearly up in direction of the graveyard. If you’ve unlocked Manbo’s Mambo, you’ll be able to play that in your Ocarina and warp to Manbo’s Pond – you’ll be able to head west and south towards’s the Witch’s House, after which it’s simply to your west. Alternatively, backtrack to Mabe Village and again to the Witch’s Hut, the place you bought the Magic Powder early within the game. The ghost’s grave, as we mentioned, is on their own simply to the west. Once you get to the grave the ghost will acknowledge it, after which offer you an Empty Bottle merchandise earlier than disappearing and leaving you by yourself as soon as once more.

The owl will come and replace you in your goal, telling you that it’s good to go diving in Martha’s Bay in an effort to enter Dungeon Level 5, Catfish’s Maw.

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Gaining Entrance to Catfish’s Maw

With your new useful flippers, you’ll be able to swim and use that reality to achieve entry into a wide range of completely different locations all through Koholint Island. You can be happy to discover if you need – and earlier than we go any additional, we extremely counsel that you simply take a small detour to Mabe Village and purchase the Bow and Arrow. At this level it’s best to have the money for them – however when you don’t you would steal them, hit up the Color Dungeon which is obtainable to you at this level, or in any other case discover to tug collectively the Rupees.

When you’re prepared, it’s good to head to Martha’s Bay. This space is east of the seaside – so you’ll be able to go to the seaside and previous the ghost’s home, leaping the hole – or you’ll be able to go east from Mabe Village to Ukuku Prairie after which head south just about instantly. You can’t miss the doorway to the dungeon, both manner – it lives as much as its title because it’s a large Catfish head, surrounded by rocks that seal it in.

To get to the dungeon, search for a tile of water that’s effervescent on its left hand facet, flanked by rocks. Swim there, then dive underwater – that’ll get you contained in the rock formation and to the dungeon entrance. Head inside…

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Catfish’s Maw Walkthrough – Dungeon Level 5

We’re on the midway level of the core dungeons in Link’s Awakening, and as such issues are beginning to get actual right here. This is a extra labyrinthine dungeon to take care of, however fortunately we’re right here to help. From the doorway room, head west, then clear the room of enemies. Remember, you’ll be able to solely defeat the Iron Mask enemies by hitting them within the again, and also you’ll see them rather a lot on this dungeon. Head west once more. When the enemies are lifeless on this room, one other door west opens – head via.

Grab the Compass from the chest on this room. There’s some enemies too – kill them if you need, then head down the close by stairs. The dangling stone platforms on chains are fairly self-explanatory right here – they’re like a see-saw. Use the Roc’s Feather to leap from them on the superb time to make your manner throughout the side-scrolling room in just a little platforming problem.

You’ll find yourself in a room with a bunch of Stalfos Skeletons and crystals. Kill all of the Stalfos, however don’t depart the room. Instead, take a look at the blocks on the ground: plus the 2 high blocks left and proper to make an ideal sq. of blocks. A key will drop from the skies. Grab it.

Now head again down the steps, backtracking to the room the place you bought the compass, after which east one room. There’s a door to the north – use your key and open it, then head instantly west, taking out the enemies on the best way if you need. Kill the Iron Mask baddies on this room to open the western door, then head via. There’s but extra Iron Masks in right here – kill them, clearing the room, to spawn a chest with Catfish’s Maw’s stone beak. You can use the bottles to kill the enemies when you discover that simpler.

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Now head east two screens again to the room with the crystals, then north. You’ll be in one other Stalfos room. Defeat them to make the door within the north open. In this room is a mini boss: Master Stalfos. This man is a ache, however there’s a trick: watch for him to swing up for an assault, then hit him. He’ll collapse right into a pile of bones; depart a bomb on that pile of bones to do some harm. Three rounds will do the trick.

With the Master Stalfos lifeless, take your self out of the newly open door to the east. There’s a chest right here… and it’s empty, emptied by the Master Stalfos. He’s nonetheless alive, and he’s being much more of a ache. Go north from the empty chest. There’s blocks at a four-way junction right here – push the center block up and head to the west, the left. We don’t truly need this room, nevertheless – flip round and head again to the junction room to seek out the block positions have been reset.

Now push the center block to the appropriate and head north. Once once more flip straight again round to the junction – push the block once more, and this time you’ll be able to lastly exit to the east. The Master Stalfos is on this room; use the identical strategies we did earlier than to do away with him. Once you’re executed, head west once more, push the block to the left after which head north.

We’re truly going to make use of this room this time. If you want extra bombs for the following encounter with the Master Stalfos, there’s 10 you’ll be able to seize within the room to the east. Otherwise, beat the cloaked Stalfos and the star enemies on this tall room, then head north to the highest of this room, then west. There’s three inexperienced blobs on this room – it’s good to defeat all three to open the door to the north. You’ll additionally must push a block to succeed in the third blob, on the left facet of the door. Take the northern door.

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Here, once more, is the Master Stalfos. Beat him. Once he’s retreated once more you’ll be able to take the western exit to the following room, grabbing the Dungeon Map from the chest inside. Once executed, we have to backtrack all the best way to the dungeon entrance… both on foot, utilizing that map, or by taking part in Manbo’s Mambo in your Ocarina to warp there. Our information picks up there.

From the doorway, we’re heading west – all the best way west, again to the underground space with the see-saws, via there, and again to the room with the Stalfos, the crystals and the blocks we pushed earlier. West of right here is the ultimate Master Stalfos boss room; defeat him and he’ll depart behind the merchandise he stole earlier – it’s the dungeon merchandise for Catfish’s Maw, the Hookshot – a basic Zelda staple. Now it’s time to tear this dungeon broad open.

Backtrack to the third room of the dungeon, two screens west of the doorway. This room has a north-eastern exit behind some blocks. Take it, then head east. There’s a chest throughout a protracted hole right here – use your new hookshot to seize the chest and drag your self over to it. This chest solely has money, but it surely’s a fantastic instance of what you are able to do with the hookshot. Hookshot again over the hole by hitting the close by block, then head west and north. Take the western exit right away right here, then as soon as once more go north.

There’s a Beamos on this room capturing lasers at you and a floating arrow pick-up. On the right-hand facet of the room, there’s a degree you’ll be able to hookshot – and whenever you do, it creates a bridge for you. Ignore that for now, nevertheless – simply head west. In this room there’s a number of gaps and people slidey-slicey obstacles. You can’t soar the gaps with out getting sliced – however you’ll be able to shortly hookshot all the best way throughout. So try this! Head west into the following room, hookshot to the chest, clear the enemies after which open the chest to get a small key.

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Backtrack to the room with the floating arrows and the bridge factor you’ll be able to pull throughout on the japanese facet. Pull it throughout and now head north. There’s a locked block right here – and you may unlock it together with your key… and inside is one other mini-boss… Gohma. There’s a catch right here: Gohma is definitely an elective boss, and requires the bow and arrow to beat. If you don’t need to do it, skip this step. If you’ve following this walkthrough you picked up the bow, nevertheless – so we need to enter. Unlock the block and enter that room, and in basic Zelda custom hit Gohma in its eye with an arrow. Once Gohma is down, you’ll get your portal again to the center of the dungeon.

Leave the Gohma boss room from the bottom-right exit, then head south, again to the room with the beamos, the cool hookshot bridge and the floating arrow pick-up. From this display screen head south a display screen, east a display screen, after which go north a number of rooms. You’ll acknowledge that is the place we first met Master Stalfos. Go east from right here after which down the steps we ignored earlier than, via an underground space with Cheep Cheep fish enemies.

Head up the steps to a brand new room, then east. The owl statue right here as some key recommendation: “Dive under where torchlight beams do cross…” With that in thoughts, backtrack to the place the steps had been, the previous empty chest room. Now we’re heading north, again to the four-way junction with the pushable block. Push that block north and now head west, then on this new room go north.

In this room there are a bunch of Tektike enemies on the water. Kill them, then remembering the Owl Statue’s trace, soar into the deeper water and dive down. You’ll undergo a side-scrolling phase after which arrive right into a room with one other hookshot bridge. Pull it over, take the trail and seize the Nightmare Key. It’s nearly boss time.

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Backtrack via the side-scrolling space, then south and east from the room you emerge into. You’ll be again within the block junction room. Push the block to the appropriate and now head north. There’s a chest on this space you’ll be able to hookshot to get some rupees. From this chest, head east. Get some extra hookshot motion on right here to cross a big hole and seize a small key. With that executed, head again west after which hookshot the bridge within the north for one more money chest. Now hookshot to the left, and head to the underside of this room and exit to the south, again to the junction block room.

We must go south from the junction room – so push the block south, go east into the Master Stalfos room, then again to the junction. This time push the block left, after which head down. Easy. In the room to the south, head down the steps, again via the room with the cheep cheeps, and again to the room the place the advice-giving Owl Statue was. Ignore it, and head east, and maintain going. There’s a block to push – push it, and if the game routes you down the steps, ignore it. Instead, unlock the important thing block. Hookshot on over the hole after which open the boss door.

The boss of Catfish’s Maw is Slime Eel – and that’s a fairly descriptive title. It’s a slimy eel. It pokes itself out of holes within the wall, whereas its tail will get in the best way from the center of the room. When the pinnacle comes out of a gap with an open mouth, hit it together with your hookshot. That’ll expose a glowing weak level. Hit it. If the tail approaches, use Roc’s Feather to leap over it.

Once the Slime Eel is defeated, it’ll have some ominous phrases for you… but it surely’ll additionally drop a pleasant shiny new Piece of Heart and the Wind Marimba, the most recent instrument in your quest. That’s the tip of Catfish’s Maw – however subsequent you must head to the considerably creepily-named Face Shrine Dungeon – however in fact, there’s some duties to finish earlier than you do.


 
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