- 14.1 Open Eagle’s Tower
- 14.2 Grab the black orb
- 14.3 Flip the Crystal Switch
- 14.4 Get the Map and Compass
- 14.5 Obtain the Stone Beak
- 14.6 Topple the third pillar
- 14.7 Retrieve the Mirror Shield
- 14.8 Bring down the roof
- 14.9 Defeat the Bat Piper for the Nightmare Key
- 14.10 Destroy the Evil Eagle
14.1 Open Eagle’s Tower
The easiest way to leave the dungeon is simply by falling into one of the manifold pits of the dungeon. Doing so will eject you right beneath the waterfalls just north of the fourth dungeon Angler’s Tunnel. You no longer need the Rooster for anything; however, it will stick around as your companion until the end of this chapter when you defeat the seventh dungeon… in case you want to play around with it before losing it forever.
Once you’re outside, head east and then descend the steps back to the pool of water flowing over the mountainside’s cliff; be very careful to not swim off the cliff, lest you have to climb your way back up. Continue eastward. From there, it’s simply a matter of traversing several cave networks to reach the dungeon.
Traversing the caves to Eagle’s Tower
You’ll have to deal with a few Tektites here, but Eagle’s Tower is only one screen to the west. Lift up the rock in front of the keyhole to access it, and then watch the tower spin in place to reveal its entrance.
14.2 Grab the black orb
Eagle’s Tower is a very confusing dungeon for many reasons. First, it breaks the mold in that, unlike every other dungeon in Link’s Awakening, Eagle’s Tower has multiple floors, and you can fall down through pits between floors, and you’ll need to use these to acquire the dungeon treasures efficiently. Second, the Crystal Switches and their blocks are the most convoluted mess to keep track of in this dungeon. And third, it introduces several new concepts that you haven’t had to deal with before.
The first goal is to introduce you to the last of those three pieces. Start by heading east; however, beware once you screen transition. A Trap will come at you the moment you enter the screen, and there are also spikes in the floor not too far into the room. Use Roc’s Feather to hop over the spikes in the path and continue proceeding east.
An Anti-fairy will haunt this room along with two Like Likes. If you haven’t seen Like Likes yet in Koholint or any other Zelda game, they’re generally not fun as they can consume your shield provided you don’t kill them sufficiently quickly after you get eaten by one. Thankfully they don’t damage you; you’ll simply have to struggle free. However, kill the attacker quickly afterwards if possible. In this case, you’ll need to kill both of the Like Likes to receive a key, and you’ll want to spend that key immediately in the locked door leading northward. From there, simply head up to the second floor.
Head north from there, and you’ll come to a room with a black orb high on a dais. This item is the new concept in this dungeon, and you’ll be required to drag it around to complete objectives. The black orb cannot be taken from this floor; if ever it would leave the floor, it will immediately respawn here. However, you can leave the black orb somewhere on the floor, and it will remain there until you come and pick it up, even if you otherwise leave the floor later. (Leaving the dungeon, however, will reset it.)
What’s the black orb for? There are four pillars in this dungeon on 2F, and the black orb will destroy them. To beat this dungeon, you must conquer each.
14.3 Flip the Crystal Switch
Pick up the orb using the Power Bracelet; and then drop it right next to the two blocks blocking the western door. Then return to the eastern side of the room, and pull the handle all the way out. This will open the two blocks temporarily to allow passage through. Once you’ve opened the gate as far as you can, quickly race to the black orb, pick it up, and squeeze through the two blocks.
You’ll immediately be met by a Red Zol. You can try to hit it with the black orb, but if you miss you can use the sword against it. However, this room also has the first of four pillars. Beware of the green Zols that will emerge, pick up the black orb, and hurl it into the pillar in the room’s center. It will immediately crumble into ruin.
The second pillar is in the room directly south. Either throw the black orb over the raised Crystal Switch blocks or the small barrier, your choice, and then jump over the small pit in the lower-right. Retrieve the black orb wherever you left it pre-jump and proceed southward. You can throw the orb against this pillar too, being sufficiently careful not to throw it into the pits.
Bring the ball one more screen south. You’ll see a Crystal Switch waiting there. Toss the black orb over the fence line, and then hit the Crystal Switch with your sword; this will help you retrieve the remaining items of the dungeon.
14.4 Get the Map and Compass
Return north. With the Crystal Switch flipped, you can continue eventually steer along the left side of the room without Crystal Switch blocks stopping you. Pass through the two rooms that both had pillars, and you’ll eventually enter a rather open room with two horse head statues and an Anti-fairy. This annoying challenge rears its ugly head again; if you toss them both so they land right side up, a chest will appear containing the dungeon Map.
Head back one room south. You can push the block blocking the passageway east up or down one square to open the passageway to the west. This will give you just a thin corridor by which you can reach the other northern room. There, you’ll find another favorite enemy: the Three of a Kind. Striking them so that all three of the settle on the same displayed suit will reveal a chest containing the Compass.
14.5 Obtain the Stone Beak
The Stone Beak is tucked away in a rather secure corner of the dungeon. And accessing it requires a little ingenuity, that is, provided you want to make further exploration of the dungeon as painless as possible. For now, it’s time to return to the room with the second pillar in it, which you can get to by heading south, then east, then south again.
Obtaining the Stone Beak
14.6 Topple the third pillar
Hop off of the raised Crystal Switch blocks and ascend the staircase along the northern wall to get back to 2F. You’ll come into a rather open room with two Sparks circling the room, one around the outside and another around the island in the middle. First had south and prepare for a quick fight.
You might remember Hinox from way back in Bottle Grotto. In essence, the mini-boss hasn’t changed any since then. The only extra challenges this time are the fact that there are a few holes in the ground that will drop you down to 1F and that the torch in the corner will send fireballs at you while Hinox is alive. Hinox, for its part, will occasionally charge at you and body slam you into the ground as well as toss Bombs at you. However, it’s just as easy to defeat as ever; hit it with your sword several times, and eventually you’ll be victorious. As a result of that victory, you’ll be granted the second of this dungeon’s three small keys.
From here, you can drop down either of the pits that touch the far left wall. If you do, you’ll fall along the outer edge of the dungeon, and you can follow that northward to claim the 26th and final Secret Seashell.
Head east one screen. You’ll come across another trio of Three of a Kinds, and you’ll unfortunately need to defeat these guys, too. Once you dispatch them, a treasure chest will appear in the room. Unfortunately, you can’t get to it yet, but you do need it to appear.
Head east once more. This should bring you to the room where you left the black orb, which you’ll need to pick up in order to smash the other two pillars. Pick up the black orb and head back west one screen to the room with the Three of a Kind. Here you and the orb will part ways. You will want to throw the orb over the fences and the pit so that it lands on the northern edge of the room.
Once the orb is in place, you can move west to Hinox’s room and then north two screens through the one-way door.
This room will see the return of the Flying Tiles; these Flying Tiles, when they unearth themselves from the floor, will create pits that will cause you to fall to 1F. Your best strategy is to hold up your shield to make yourself invulnerable to them whilst hoping the sole Anti-fairy won’t follow you into your corner. If it does, do your best to find a new safe corner to hide in. Once the Flying Tiles finish their volley, head east.
There’s a pillar in this room, but you can’t do anything about it yet. Instead, place a Bomb along the southern wall between the two sets of torches. You’ll blow open the wall, exposing a new entrance. Do the very same along the south wall in the next room as well, which will eventually bring you back to the room with the treasure chest from the Three of a Kind. With the treasure chest there, you can latch onto it with the Hookshot to drag you across. Then you can pick up the black orb and head north.
From there, it’s a simple matter of destroying the third pillar. That’s three down and just one to go.
14.7 Retrieve the Mirror Shield
The last pillar is just to the north of your current room. However, because of that meddling pit that you had to cross over to get here, one does not simply make one’s way there. Besides, there’s still the dungeon item to pick up as well.
Pick up the black orb again and head south. Throw the ball over the pit so it lands where the Three of a Kind would roam; then fall down the pit, bringing you back to the dungeon entrance.
From here, you’ll follow the familiar route you’ve wandered so far. Head east twice, watching out for the Traps, the floor spikes, and the Like Likes in the upcoming rooms. And then use the northeast doorway to reach the stairwell that will bring you back up to 2F.
With the Crystal Switch tripped, now you’ll be able to access the treasure chest that was once blocked off in this room. Head on over and open it up; this will give you the upgraded Mirror Shield, which you can use to ward off things you couldn’t block with your shield earlier. Now even Beamos won’t be a problem for you!
There is one more small key in this dungeon, but you don’t need to get it to complete the dungeon. The third locked door is in an out-of-the-way location that… doesn’t need to be unlocked. In fact, unlocking the door leads to a dead-end passageway. It’s actually a red herring, one that won’t make any sense to you because you won’t actually go exploring 3F until you’ve collapsed the last pillar. However, if you want to get the key for completion’s sake, fall down the pit in this room.
You’ll arrive on 1F along the eastern ledge overlooking the dungeon. Head north two screens to find the treasure chest with the key. You can get back to this point by walking along the ledge back south two screens, hopping off, and then reascending the stairs.
14.8 Bring down the roof
Head south. The Crystal Switch blocks will block your path, but you can get around them by unlocking the block so that you can stand on the dais in the upper-left corner and then heading west along it. (You can technically flip the Crystal Switch in the Mirror Shield’s room whilst standing on the Crystal Switch blocks, thus making it so you don’t need to do it, but if you do so make sure you flip it back when you reach the next room or otherwise you’ll have a somewhat difficult time getting back.)
Hop off in the room with the Crystal Switch and proceed all the way west, picking up the black orb along your way. Once you reach Hinox’s room, head north two rooms through the one-way door. This will bring you once again to the room with the Flying Tiles. In order to shield the Flying Tiles away, you’ll need to ditch the black orb in a safe location, namely on a floor tile that won’t fly away and leave a pit beneath it. The best spots to do that are along the very large areas near the northwest and northeast corners of the room. Stand along the southern wall and hurl the orb north. Shield until the Flying Tiles spend themselves, and then retrieve the orb before returning east.
From there, it’s a simple matter of tossing the black orb against the last pillar. Once you do this, the four rooms that were on the fourth floor of the dungeon will crash down into the third floor and in effect “replace” the rooms that used to be there. This is hugely important as, as it stood, the third floor was essentially unnavigable, and there really wasn’t any way to reach 4F. Now you don’t have to.
14.9 Defeat the Bat Piper for the Nightmare Key
To reach 3F, however, you’ll need to visit the first floor. You can do this a number of ways to do it. On one hand, you can fall into the pits in this room, fall down onto the criss-cross network of Crystal Switch blocks, and then maneuver your way towards the staircase near the Stone Beak. However, the more familiar pathway, though slightly longer, will feel a bit more straightforward. Push the lone block into the pit below, and then hop over the pit. From here, head south, and then fall into the same pit you fell in earlier that led toward the Stone Beak.
From here, head south into the room that’s full of traps. Avoid the spiked floor and the actual Traps as you make your way back east and north to the staircase that leads to the Mirror Shield room. Now you can head south, where you can climb the stairs to circumvent the raised Crystal Switch block so as to go westward. This will deposit you right next to the stairs to the third floor.
Provided the Crystal Switch is set correctly, you shouldn’t be trapped the moment you arrive on 3F. You’ll find three Iron Masks and a Peahat in the room, but none of them should block your way out of the room. Head north.
The next room is mostly empty, and there’s not much to speak of. Take the eastern door, and be prepared to face what might arguably be the weakest mini-boss to date.
That award goes to the Bat Piper, who will, through the power of music, summon a host of bat friends to attack you. These bat friends are practically as weak as Keese; one sword hit each will do them in. Just stand near the center of the southern wall, wait for the bats to attack, and then just keep swinging to destroy the half dozen that attack. This will, naturally make the Bat Piper extremely angry, so much so as to swear revenge. But he’ll leave you for the time being. He’ll be back though.
“Hey runt! You think you can take me?! All right, boys, get this punk out of my face!”
Head through the unsealed door leading northward. You’ll find three Sparks here, and they’ll make your life very difficult. There’s two blocks in this room, and you’ll need to push them together so that they’re touching to cause the treasure chest with the Nightmare Key to appear. Push the leftmost block right one square and the rightmost block left one square (being very careful about the Sparks), and the Nightmare Key is yours.
14.10 Destroy the Evil Eagle
All that’s left is for you to tackle Eagle’s Tower’s boss. To get there, head back to the Bat Piper’s room and then head two screens to the west. Suddenly you’ll find Goombas that exist outside of the side-scrolling dungeons! Just as you can during the side-scrolling section, you can use Roc’s Feather to jump on top of them to snag a few hearts before the boss.
Unlock the boss door with the Nightmare Key, and then continue north. The boss isn’t here, but it’s not far away. Climb up the staircase and use the Hookshot to latch onto the block on the far side of the room. High atop this upraised platform, follow it south and around until you reach the staircase in the wall that leads up and out of the dungeon.
The DX version of the game offers some secret medicine by following the pathway north and righting some horse head statues. However, getting this Secret Medicine is particularly painful because it’s a matter of chance mixed with a rather unfair mobile Beamos. Only snag it if you don’t already have some Medicine and you’re struggling to stay alive with the boss. In the original version of the game, this chest is a mere 100 Rupees.
It’s been a while since you’ve had to face a boss in a side-scrolling context, but the Evil Eagle does it again. Climb up the staircase to the upper screen of this battle, and from here on do your best not to fall back down as falling down will cause the battle to start over from scratch. You’ll meet the Grim Creeper once again, and he’ll taunt you with revenge. He’ll summon a much bigger flying creature—the Evil Eagle—to attack you.
“Bah! I’m not going to hold back! I’m going to make you wish you were never born!!”
Once the Evil Eagle flies off, equip your Hookshot and your newly acquired Mirror Shield, and do your best to stand in the center of the tower’s highest platform. There are essentially three patterns that you’ll need to identify, and you won’t get much time to react to the Evil Eagle’s flight patterns.
First, the most common attack will be that the Evil Eagle flies horizontally across the screen. Almost always, this will be somewhere above you, but this isn’t necessarily the case. If the Eagle flies above you, do your best to aim your Hookshot straight up into its beak. (It helps to be thinking ahead and looking up.) If the Evil Eagle comes at you from the side, quickly spin to the side and let loose with the Hookshot to smack it in the face. If you manage to do so, the Evil Eagle will stop in its tracks and then just fly up towards the top of the screen after taking damage.
The second attack will be a dive bomb; the Evil Eagle will drop in a steep descent from high on the screen in an attempt to collide with you. It’s much more difficult to score a hit on the eagle when it does this, but still possible. Thankfully, it doesn’t execute this aerial maneuver very often, so you won’t have to think too hard about it.
The last attack requires your Shield. The Evil Eagle will come in from the right or left and pause briefly without flying overhead. Quickly face the direction of the Evil Eagle, hold up your shield, and walk in the direction of the Eagle. For the Evil Eagle’s part, it will be flapping its wings in an attempt to blow you off of the platform so as to regain its health. It will also send a torrent of feathers at you to try to damage you, but you’re holding up your shield, right? They won’t. Just push against the eagle’s air current until it stops flapping. Then restore your own perch in the center of the platform.
All you have to do is strike the Evil Eagle around a half dozen times, and it will quickly give up the ghost. The Bat Piper will curse and scream at you, but it’s too late for him. Collect your Heart Container before clambering back down the ladder to the doorway. Enter in the dungeon, and the secret doorway leading north will have opened. Hop down to it, and enter in to get the Organ of Evening Calm. Only one more Instrument to go!