Chapter 17: Wind Fish’s Egg
  1. 17.1 Read the mysterious book
  2. 17.2 Crack open the egg
  3. 17.3 Navigate the endless maze
  4. 17.4 Vanquish the Nightmares
  5. 17.5 Awaken the Wind Fish

17.1 Read the mysterious book

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You can’t go to the Wind Fish’s Egg quite yet. There’s one last task you need to accomplish, and that’s figuring out how to navigate the Egg once you get there. The secret to that is in a book tucked away in Mabe Village’s library.

Trading Sequence Requirement
You will need to have finished the trading sequence and obtained the Magnifying Lens in order to proceed. Technically, it’s not an absolute requirement as there are only four possible pathways through the Wind Fish’s Egg, but without this strategy guide you’d be wandering around for hours exploring all 6,561 possible pathways through the Egg.
The easiest way to the library is to hoof it.

The easiest way to the library is to hoof it.

For once, the easiest pathway to your destination isn’t to simply warp to where you want to go. Head east one screen in order to find a break in the wall in the cliff. Hop off the wall, and now you’ll be just west of Goponga Swamp. (Incidentally, should you ever wish to return to level 2, the Magic Rod will easily kill those Goponga Flowers.)

To reach Mabe Village, head west one screen, and then head south two in order to enter the Mysterious Woods. This path is probably very familiar by now, but the path to Mabe Village is east one, south three, west one, and then south four. This will bring you straight to the library.

Enter the library, and then go and walk toward the bottom-rightmost book of the library, which is entitled Dark Secrets and Mysteries of Koholint. The book will give you a small little poem about the Wind Fish’s Egg, followed by eight directions to follow. This sequence will tell you which pathways you’ll need to follow to find the Nightmares deeply embedded within the Wind Fish.

17.2 Crack open the egg

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Unlike just before, the quickest way to get back to the Wind Fish is by warping using the Ocarina and Manbo’s Mambo as the ticket. Hopefully you’re not sick of the song, but, if you are, this will be the last time you’ll have to play it. Play the song to warp to Crazy Tracy’s Health Spa, and buy some Medicine if you’re in need of it, just in case.

To travel to the Wind Fish’s Egg, head west one screen and north two in order to bring you to Bottle Grotto in Goponga Swamp. Travel east two screens to reach the first long staircase cut into the mountainside.

la17-2cTravel north along the staircase, and you’ll run into your old friend and guide, the owl. He will implore you onward, beckoning for you to climb the mountain and to play the eight Instruments of the Sirens for the Wind Fish to begin the awakening process. Even though you know that playing this song will ultimately cause Koholint to disappear, you know this that is the only path that will allow you to leave the island and return to Hyrule.

Once he flies off, continue north to view the actual Egg in full.

Climb halfway up, and then bring out your Ocarina. In order to crack open the Egg, you will need to play a melody you haven’t played for a long time: Marin’s “Ballad of the Wind Fish.” Once you play it, you will be treated to an extended melody of it with all eight instruments in percussive harmony.

When the song has been concluded, a rumbling will occur, and then the Egg will crack open, exposing a weakness therein. The owl will great you one last time, hurrying you inside. The Nightmares are restless, and they await your arrival.

“The time has come… the wind fish awaits… enter the egg… hoot! Hoot!”

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17.3 Navigate the endless maze

For all that pomp and circumstance, the inside of the Egg doesn't look like much.

For all that pomp and circumstance, the inside of the Egg doesn’t look like much.

The Egg is dark, and the pathway unclear. Continue north, and eventually you’ll find an immense pit in the floor. Fearlessly jump into it, and you’ll fall into the endless maze. At any time, should you walk southward, you will break the endless maze and start proceeding back towards the entrance of the Wind Fish’s Egg, allowing you to change your mind if you actually don’t feel you’re ready.

However, whilst you’re in the maze, any other direction—up, left, or right—will simply return you to the same room in endless sequence. In order to navigate the maze, you will need to apply the sequence of eight directions will “trapped” within this room. Those eight directions will be one of the following four sequences:

1. ←← ↑ →→ ↑ ← ↑
2. ← ↑ → ↑ ← ↑ → ↑
3. → ↑  ↑ → ↑  ↑ → ↑
4. →→→→ ↑  ↑  ↑  ↑ 

This sequence can be started at any time, so if you make a mistake and go the wrong direction, simply start again from scratch. Once you’ve followed the directions perfectly, you will find yet another deep pit to jump down. Again, make the bold leap, and prepare to face the Nightmares. There’s no escape from this battle, so only head in if you’re ready!

17.4 Vanquish the Nightmares

The final villain will monologue for just a moment before you face it. It will boast that you won’t be able to defeat it. And truly, the Nightmares are a much more resilient foe than the bosses you’ve faced thus far. The Nightmares will go through six different forms, some of them ridiculously easy while others are much more formidable. You’ll have to conquer each in sequence to win the day.

“If the Wind Fish doesn’t wake up, this island will never disappear! We would have been masters of this place…”

 

Form 1 Reduce the Giant Zol to dust

The first form of the Nightmares is the Nightmare of the Giant Zol. Much like ordinary Zols, it will pop out of the ground and then make a few large hops in your general direction. After two or three hops, however, the Nightmare will sink back into the ground, unable to be harmed.

To defeat this form, you’ll need a small dosage of Magic Powder. Wait for the Giant Zol to hop and then freeze for a few moments. During that opportunity, hit it with your Magic Powder. Once you’ve managed to sprinkle the Nightmare with Powder three times, this phase will be complete.

Form 2 Give Agahnim his own medicine

If you’ve played A Link to the Past, then this form will be horribly familiar. Agahnim is one of the major bosses from the game, and this battle works almost exactly like it. You can’t harm Agahnim directly via any means. Instead, you will need to use your blade to reflect the wizard’s shadow’s magic back at him.

The Nightmare of Agahnim will teleport around the room to a somewhat random location. For your part, you will want to stand directly in line with him, aligning yourself either horizontally or vertically, your pick. Agahnim will begin to charge up a magic blast, and then once released, you’ll have to quickly decide what it is you need to do.

The first type of spell is a large orb of magic. These are blasts you’re able to reflect, and so you’ll want to swing your sword to send it back. Once hit, it will reverse direction and blast itself in the wizard, causing him grievous injury. You’ll need to send enough of these back at him to kill him.

The second type of spell is one you’ll want to avoid. You can identify these as they do look like a spinning X-shaped spell with four orbs spinning about each other. These will break apart into four smaller orbs flying diagonally whenever they’re hit. If you try to swing your sword into these, you’ll no doubt take damage. To dodge them, just walk a few squares away to make sure you’re not hit from the smaller magic orbs after it hits the wall.

Form 3 Knock down Moldorm’s shadow

You generally have plenty of time to go in with a Spin Attack.

You generally have plenty of time to go in with a Spin Attack.

The third phase actually will take you all the way back to Tail Cave as you’ll have to revisit the Nightmare of Moldorm. Moldorm functions quite similar to the original Moldorm; it’s completely invulnerable except for its tail. The one advantage you have this time is that there’s no pit for you to fall down, so there’s no way Moldorm can restore its health by knocking you in it.

Moldorm is incredibly slow, so you have every opportunity to use Spin Attacks for great success. Equip either Roc’s Feather or the Mirror Shield and go in swinging. Once you hit Moldorm, it will be stunned for a few moments before it lashes out. It will speed up for a few seconds, randomly flinging itself about the room before it resumes its normal pace. You can try to attack it while it’s going berserk, but honestly that’s a pretty tough call. You should probably wait until it resumes its normal pace so you can go in for a much stronger attack.

Keep attacking the tail, and after a few strikes, Moldorm will be no more.

 

Form 4 Send Ganon into the pit

Ganon is next, and again it's a page straight out of A Link to the Past.

Ganon is next, and again it’s a page straight out of A Link to the Past.

The Nightmares will now assume the form of Ganon. Again, this fight should be vaguely familiar for anyone who has played A Link to the Past as it borrows heavily from the first half of that fight.

Ganon is armed with a trident, and every so often Ganon will start twirling his trident in the air. After a few moments, he will throw it in a certain direction. While he does this, Ganon will “teleport” to a new location, and the trident will eventually curve back like a boomerang to where he is. Unlike the A Link to the Past fight, Ganon doesn’t truly teleport; he will actually just pull himself to his new location, meaning that he can damage you and you can damage him en route.

You’ll need the sword for this fight, but your sword is actually too weak to defeat him, even with the powered up Seashell Sword. Instead, you will either have to Dash Attack or Spin Attack Ganon in order to do damage. The choice is yours, but the Spin Attack has always felt easier to execute for me personally. Charge up while Ganon is tossing his trident, and once the Nightmares catch it, go in for the strike.

It will take 12 hits with your starter sword or six hits with the Seashell Sword to defeat Ganon.

Form 5 Douse the Lanmola with magic

The fifth form simply requires a shot from the Magic Rod. After this, the true battle begins.

The fifth form simply requires a shot from the Magic Rod. After this, the true battle begins.

There’s one final phase before you face the Nightmares’ true form, and this form is the easiest of all. The Nightmares will turn into a variant of the Lanmola. However, this Lanmola don’t jump out of the ground or fly through the air; this will just spirit itself very quickly across the ground, always aiming directly for you.

However, all you need to do to send this form away is to hit it once with the Magic Rod. Just one hit will cause the Nightmares to become truly serious and come at you with something wholly new.

Form 6 Defeat Death Eye

The Death Eye (sometimes referred to as DethI, where that last letter is a capital I instead of a lowercase L) is the Nightmares’ final form. It consists of two large, swinging arms orbiting—one clockwise and one counterclockwise—a giant central body containing a single eye, which of course is the very obvious weak spot for the boss. Death Eye will gradually roam the room, swinging its arms about in an attempt to damage you.

For your part, the spot to be is at the very bottom part of the room. If you’re too far to the north, there’s no way you’ll be able to damage it as the eye only opens so that you can attack from below. You’ll want to equip the Bow and ever-useful Roc’s Feather for this battle. There’s essentially a four-step strategy to this fight.

Discovering Death Eye’s pattern

Step One Generally you'll want to stand directly in front of Death Eye, following its movements, in preparation for the eye to open. We'll call this being in attack position to help describe this. If the eye ever opens while you're in this position, you should be on the attack.

Step One Generally you’ll want to stand directly in front of Death Eye, following its movements, in preparation for the eye to open. We’ll call this being in attack position to help describe this. If the eye ever opens while you’re in this position, you should be on the attack.

Step Two As the arms start to swing back towards where you are, pick a direction and jump over the arm coming from that way. This will take you out of attack position.

Step Two As the arms start to swing back towards where you are, pick a direction and jump over the arm coming from that way. This will take you out of attack position.

Step Three Immediately after you land, you'll want to hop back over the arm coming from the other direction.

Step Three Immediately after you land, you’ll want to hop back over the arm coming from the other direction.

Step Four Once you're back in attack position, wait for the boss' eye to open up so you can shoot it.

Step Four Once you’re back in attack position, wait for the boss’ eye to open up so you can shoot it.

 

The Bow is your weapon to actually damage the boss. It will require 20 successful hits to defeat it; as a result, having the Bow upgrade is absolutely crucial for this fight as, otherwise, you won’t be allowed to miss once.

Once you manage to reduce Death Eye to about half health, the pattern will change ever so slightly as one of its two arms will start rotating faster. Before this, the arms would always coincide directly above and below the boss; however, now it means that this coinciding position will be changing. This actually has the fringe benefit that it’s easier to stay in attack position; however, you’ll have to adapt to this as the battle progresses.

Once you score your 20th hit, however, the Nightmares will be destroyed.

“This island is going to disappear… our world is going to disappear… our world… our… world…”

17.5 Awaken the Wind Fish

A small staircase will appear once the Nightmares are destroyed. Walk to the ladder; once you set foot upon it, it will magically extend upwards and allow you to walk into and through a dreamlike ether. Amongst the inky blackness, both the Owl and then the Wind Fish will appear, and it will awaken at long last. Unfortunately, that means Koholint will disappear, fading away into nothingness. All that’s left of it is your memories.

“verily, it be the nature of dreams to end! When I dost awaken, koholint will be gone… only the memory of this dream will exist in the waking world…”

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