Zelda Link’s Awakening walkthrough half 4: Animal Village, Yarna Desert and Angler’s Cavern Dungeon

Once you’re out of the Key Cavern dungeon, it’s time to set our sights on dungeon 4 – however there’s quite a bit else we have to do first.

First of all, take your self again to Mabe Village. You can get there any approach you want – stroll, teleport, no matter. We belief that you recognize the map effectively sufficient at this level to seek out your approach again. Once you’re within the city, head to the north-east of it, the place there’s a constructing surrounded by stones. We can carry these stones now, after all, so head inside.

Zelda Link’s Awakening walkthrough half 4: Animal Village, Yarna Desert and Angler’s Cavern Dungeon

Completing the Dream Shrine to get the Ocarina

In this room, the Dream Shrine, there’s a mattress. If you get into the mattress, Link will go to sleep and seemingly be inside a dream. There’s loads of enemies right here which can be near-invulnerable, however you possibly can lastly take them out with the Pegasus Boots, which you picked up within the final dungeon. Dash into them to kill them, following the room round. That’s why we left this place ’til now – you really want each gadgets to succeed. On the opposite aspect of the room there’ll be a set of steps resulting in a chest with Rupees, then some blocks you possibly can smash acquire with the Pegasus Boots to succeed in the second set of stairs the place there sits the Ocarina.

This clearly is way extra related to another Zelda games, nevertheless it’s nonetheless extraordinarily helpful in Link’s Awakening. Exit the shrine, and as soon as out head to Marin, who as at all times is hanging out close to the wind vine on the town. If you communicate to her you possibly can play a duet in your new Ocarina along with her, and that’ll train you a candy new track, the Ballad of the Wind Fish. Nice. This can turn out to be useful all through the remainder of the game.

With that carried out, it’s lastly time to maneuver on. You’ll be attending to the place it’s worthwhile to go from simply south of Kanalet Castle, so head in that path.

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Animal Village and Yarna Desert

Just south-west of Kanalet Castle is likely one of the cellphone sales space buildings. Head east from this constructing, then if you hit a lifeless finish head south some till you cross the department that results in the Secret Seashell constructing, then east once more. Alternatively, you may simply teleport to the Seashell Mansion after which head south some, then east. There’s even a signpost that claims Animal Village, nevertheless it leads… nowhere?

Have no worry! Just east of that signpost is one other suspicious shrub. Chop this bush all the way down to measurement to disclose a stairway. Enter, after which keep away from the fish within the underground space and preserve going proper, utilizing the Pegasus Boots to smash the obstacles. Head again up the opposite set of stairs and also you’ll be the opposite aspect of the river. Head south from right here, and the Animal Village might be proper in entrance of you, on the best.

Feel free to discover Animal Village, however the vital factor is to go to the bottom-right home, which is residence to an enormous bear. He’s really one stage of the buying and selling aspect quest when you have the Honeycomb, however even when not he provides you an vital trace: there’s a Walrus blocking the trail to the Yarna Desert, however you may wake him up with Marin and her track. If you need to go to the Walrus by taking the left-hand southern exit from Animal Village and following the trail round, you’ll even see in his textual content he’s dreaming of Marin.

So! We have to move again to Mabe Village, proper? If you are taking the right-hand southern exit from Animal Village there’s a warp portal, or you possibly can stroll it – as much as you. When you get there, for those who head to the place Marin normally sings… she’s not there. There’s a younger lad right here, although, and he acts like he thinks Marin is with you. Marin discovered you on the seaside if you washed up at the beginning of the game, so she clearly goes for walks down there… so let’s head to the seaside.

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On the seaside, straight south of the monkey tossing issues (who now you can knock down with the Pegasus Boots sprint, by the way in which), you’ll discover Marin hanging out on the water’s edge. Stick round for a cute story sequence and you then’ll get Marin to tag together with you. What we have now to do subsequent is fairly easy: return to the Animal Village and Walrus to clear a path. However, you possibly can take a while out to discover with Marin in tow for those who like. There are a couple of scenes hidden round (for example, on the western-most penninsula of the seaside out to the ocean, contained in the effectively at Mabe Village and better of all on the Trendy Game) and Marin can even react to belongings you do like digging, hitting chickens, smashing pots and even Link getting beat up in a dungeon. It might be enjoyable to simply discover along with her.

When you’re prepared, return to Animal Village (the quickest approach is to take the warp portal at Ukuku Prairie to the Animal Village portal), then head out via the south-west exit. Visit the Walrus, wake him up with Marin’s track, and also you’ll lastly have a path to the desert. Marin will head again to Animal Village to entertain its inhabitants.

The desert is basically fairly small within the grand scheme of issues – from the place Marin helped you progress the Walrus, simply head east into the desert. There’s a bunch of enemies right here. Head up via the small hole within the north after which north once more; you’ll discover a spot the place there’s quicksand. As you method you’ll see a particular enemy – that’s the Lanmola, a sub-boss of types. Defeat the boss by hitting it on its head; it’ll take a number of hits, however you’ve received to watch out to not get sucked down the center, or else you’ll have to begin over to flee. When the boss is killed, you’ll get the Angler Key, which is vital (get it?) to getting into the following dungeon.

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Tal Tal Heights, The Waterfall, and Anglers’ Tunnel Entrance

Now is a good time to take a while to discover extra, for those who like. There’s one explicit notable process you possibly can undertake at this level within the game – for those who head to Mabe Village, you need to use the Pegasus Boots within the library close to the place the youngsters are enjoying catch to seek out the directions on methods to enter the Color Dungeon, a novel and non-obligatory dungeon within the game that has a reward that may energy up both your assault or protection. If you need to try this, head to the library and knock the ebook off the highest shelf on the again – however we’re not masking that dungeon on this information because it’s simple and likewise not a part of Links Awakening’s important path. If you’re questioning the place the blue tunic in screenshots is from, it’s that dungeon.

Otherwise, take your self to the north, via the forest or the graveyard. We’re heading again in the direction of the place the doorway to Bottle Grotto (dungeon 2) was, with the flowers you wanted BowWow to clear. Press east from there after which toss some rocks to clamber up in the direction of the mountains. You can go up the primary set of steps, bit they’re not what you want proper now – preserve heading east till you discover a gigantic lock. You genuinely can’t miss it. Use the Angler’s Key right here to open the dungeon door – however you possibly can’t get to it from right here.

Head again west, and head up the primary set of steps you come throughout, up onto the mountain. Lift the rocks to achieve entrance to the cave, then observe the cave via. You’ll attain a room with the blocks you possibly can solely smash with the Pegasus Boots throughout the underside of the display – try this and take that exit, then preserve heading east on the trail. Eventually you’ll attain a ledge the place you possibly can drop down – and enter the Angler’s Tunnel.

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Angler’s Tunnel Walkthrough – Dungeon Level 4

As at all times, you enter right into a primary room. Head north and defeat the enemies, then up the steps and east. From right here head north, then east, following the trail round. When you attain a display edge and may go north or east, take the jap path to seize the dungeon map for Angler’s Tunnel. Head south from this chest to the place there’s a plus-shaped gap within the ground – use the Pegasus Boots and Roc’s Feather combo to leap from the left aspect to the best aspect, then go into the jap room.

Here there’s two blocks in entrance of a chest. One of them is cracked. Bomb that block to smash it to smithereens, then push the opposite into the water. This’ll allow you to open the chest to seize a key. Head north till you see one other cracked block – three of them, the truth is. Bomb, head via, and seize the chest for one more key. Now backtrack to the plus-shaped hole and leap again over, proper to left.

Climb the steps after which head west and south, backtracking. Keep going south till you possibly can no extra, then head east. There’s a free chest within the subsequent room with the stone beak for Angler’s Tunnel.

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Now head again up the steps on this room after which as much as the display with the higher walkway. Head west, then again down the steps to that first space you walked into. Defeat the enemies then head east, and on this room there’s one other chest, this time containing the compass. If you’ve killed the enemies the door to the south might be open, so head that approach.

You’ll have to defeat the enemies on this room to reopen the door you got here via, smash the crystals to seize the important thing from the chest, and keep away from drowning within the deep water. Do that, then head again north, and this time head east, utilizing a key to open the door there. Work via this nook room, which you visited the higher stage of, after which north, via one other locked door. Keep going north till you attain a niche and a few blocks – that is the plus-shaped gap, however from one other angle. Use the Pegasus Boots and Roc’s Feather once more to leap the hole, this time backside to high.

Keep going north. There’s blocks and a few enemies right here. Unlock the important thing block after which push the close by block to maneuver on. The enemies offers you a tough time right here. Head west when you’re via – we are able to’t take these stairs simply but. Defeat the blob enemies on this room to spawn a key – besides it drops down a gap. Head south.

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There’s an owl statue on this room that offers a touch; “The glint of the tile will be your guide…” Make a psychological be aware. Head south from the statue after which if you hit the underside of the room go west, leaping over the gaps within the shallow water platforms so that you don’t drown. Eventually the trail heads north – there’s a chest right here, nevertheless it has an enemy inside. Keep going north as a substitute.

Here’s the place the mysterious tiles are. We really don’t want them proper now, nonetheless – head east, and seize the small key inside that room’s chest. Grab it fast and head again west to the tile room earlier than the Beamos zap you. Now head south, backtracking all the way in which round – south, then east, then north – proper to the room the place the important thing dropped via the opening within the ground. Use the important thing to open the door to the north and meet Cue Ball, Angler’s Tunnel’s mini boss.

Cue Ball isn’t very troublesome. It merely prices you. If it will get shut block it together with your defend. The best strategy to beat it’s to leap over it with Roc’s Feather after which slash it within the again. You also can chase it with Roc’s Feather or use bombs, however they’re more durable strategies. Once Cue Ball is defeated, the door to the north will open. Head on via.

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Here’s a timing-based puzzle. You’ll want to drag again the lever on this dungeon to maneuver the blocks, however the lever then slowly returns to its base place. Pull the lever all the way in which again after which sprint to get via on the west earlier than the blocks seal the doorway again off. In the next room you’ll get this dungeon’s priceless merchandise: the Flippers! These allow you to swim in deep water, so that you gained’t have to tiptoe across the Angler’s Tunnel to keep away from drowning now.

Head south from this room. There’s extra tiles in right here. Defeat the enemies to clear the room, after which stroll over the tiles within the order of the glisten. The tiles will gentle up blue as you stroll over them in the best order. Understand? Cool. Now head south, shove the block out of the way in which, then west.

We’re again within the different tile room now. Clear the enemies, once more, after which stroll over the tiles within the order. This order is randomly generated, so it’ll be trial and error, however tiles flash blue if you get them appropriate. This makes stairs seem. Head into the primary of Angler’s Tunnel’s sidescrolling areas.

The blocks right here will smash down on you want Mario’s Thwomps, so simply tease them to make them drop after which sprint previous once they’re retreating again to full top. The second one you really need to make use of as a platform – get it to drop, then sprint to the ladder, climb it and leap atop it because it rises. Then use it to leap to the higher platform and the ladder out of this space. Head south a display from the place the steps spit you out to seize the Nightmare Key.

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From right here, head north, leap off the ledge and use your shiny new flippers to swim to an non-obligatory chest simply to the east for some money. We have to cross by this fashion anyway: head north from right here to succeed in the room earlier than the boss, with the 2 holes the place the important thing dropped. Go east from right here, then down the staircase we ignored earlier. Head via the aspect scrolling space and dive into the water to seize your ultimate key for the Angler’s Tunnel. This is the important thing that dropped via the opening; if it’s lacking, return to the room with the 2 holes and defeat the purple blobs to drive it to spawn.

Leave this side-scrolling space. If you push the blocks and head south from this space there’s an non-obligatory chest you possibly can swim over to with extra rupees. in any other case, head from the steps again to the room with the holes, then south and west. There’s a change on this backside fringe of the trail because it loops round. It’s subsequent to a locked door. Swim over and stand on the change to unlock the door, then head via and unlock the block together with your final key. Finally, head down the steps. There’s a side-scrolling part with extra Mario enemies, Cheep Cheeps.

Head via this space then via the boss door, then down extra stairs. That’s proper – it’s a side-scrolling, underwater boss. Don’t neglect you could swim quicker with the A Button, however typically it is best to simply intention for the large glowing appendage on the top of the Angler Fish boss. Avoid rocks when it makes them fall and kill some other fish it summons. Other than that, this boss is only a struggle of attrition – preserve hitting it.

Head again as much as the earlier space and thru the newly open door when the fish is lifeless. It’s time to seize the Surf Harp instrument – and get a clue of what’s subsequent – a visit to the Bay. As an apart, if you first exit Angler’s Tunnel for those who swim to the west slightly there’s a cave the place you possibly can meet a fish, Manbo, who will train you an non-obligatory Ocarina track. That track permits you to teleport out of dungeons, so it’s price grabbing.


 
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