- 4.1 Take BowWow for a walk
- 4.2 Grab the Stone Beak and Compass
- 4.3 Reach the first staircase
- 4.4 Defeat Hinox
- 4.5 Obtain the Map and Power Bracelet
- 4.6 Find the Nightmare Key
- 4.7 Destroy the Genie
Take BowWow for a walk
You can take BowWow back to Madam MeowMeow if you really want. There’s no harm in doing it. She’ll thank you, but then she’ll ask of you yet another request, and she’ll just assume you’re doing it before you have the chance to disagree. She’ll ask you to take BowWow for a nice walk. Where to? Well, MeowMeow doesn’t really care, but given that the Owl has hinted that you should head to the Goponga Swamp, maybe that’s an ideal location for a dog to be.
Head east and then south to return to the cross-shaped pit that held a Piece of Heart. Jump over the pit, and then jump back onto the mainland so that you can head west back into the Mysterious Forest. Kill or bypass all the Moblins and Zols that you encounter and continue west all the way past the Tail Key until you cannot head west any further. You might notice, as you make this journey, that BowWow will just casually chow down on random enemies if he gets close enough to them.
Once you reach the western end of the island, a single Moblin will await you here, and if you head north from him, you’ll pass the edge of the forest.
Outside of the forest, head back eastward in order to reach Goponga Swamp. One new enemy will greet you just before the swamp when you reach the phone booth; this cylindrical shaped enemy with a hole in the middle is called a Like Like, and they’re bad news. They’re not easy to kill, but if you get sucked into them, it can eat Link’s shield if you have it equipped. You can defeat it in order to get your shield back, but it’s mostly an annoyance. Just don’t let it touch you, and you won’t have to deal with it.
The swamp begins one screen to the east, and the swamp contains some both the normal and giant forms of Goponga Flowers. At the current moment, you don’t have anything that can deal damage to these mostly invulnerable plants; however, BowWow loves to chow down on these guys; in fact, they’re his favorite food. There are some Piranha fish here as well, and those you can defeat, but BowWow might also do the work for you.
From the start of the swamp, head north one screen. Allow BowWow to eat the bottommost Goponga Flower and then proceed east. You’ll find the Giant Goponga Flower here on this screen; you’ll need to be careful because the giant ones will hurl spores at you. If you want to earn some quick cash, take the easternmost exit to the south; one more Giant Goponga Flower will block access to a chest containing 50 Rupees.
Once you’ve got it, however, head north and the east to arrive at the entrance to the second dungeon. All you have to do is let BowWow consume any one of the five flowers blocking the entrance, and then you can head in like you own the place.
Grab the Stone Beak and Compass
This being Bottle Grotto, you might expect that bottles take center stage here. Not only is the dungeon in the shape of a bottle, but there are hundreds of bottles and pots being stored in this place. In fact, the opening room has a bunch of pots blocking a tempting treasure chest. However, those pots are too heavy for now. You’ll just have to wait to get it later.
Head north. Immediately you’ll enter a completely darkened room, and a Spark will be slowly travelling counterclockwise through it. Immediately it looks like a dead end, but there are two unlit torches high on the dais. Head up the staircase and use your Magic Powder to light both torches. Immediately the sealed door leading east will open. Head on through.
You’ll then find two Stalfos in this room—one green and one yellow. The green one you’ve seen before; it will shy away from attacks. However, the yellow one is more aggressive. It will actually pursue you and then occasionally leap up into the air and try to slam on your head. Defeat both of them, and a key will fall upon the marked tile. Use it to unlock the door immediately south.
The room will only have a solitary enemy in it; it looks exactly like a Shy Guy from Super Mario Bros. 2, though it’s technically called the Mask-mimic. The Mask-mimic will mirror all of your moves; when you move left, it will move right, and vice versa. Furthermore, the only place it can take damage is on its backside. As a result, manuever yourself so that you’re facing away from the Mask-mimic but also so that it’s close. Charge up your sword and unleash a Spin Attack. It will kill the Mask-mimic in one shot, and it will cause a chest containing the Compass to appear. Once you have it, head back north.
The pathway will be free to move east, and there only a single Spark will harass you. You’ll also find a Crystal Switch; Crystal Switches toggle certain blocks (such as the ones you just passed getting to this room and just below said Switch) to rise and fall, becoming barriers and pathways with each flip. Hit the Crystal Switch with your sword to lower the blocks to the south and proceed.
A Sword Stalfos, which is mostly identical to a Sword Moblin, will await you. Defeat it before attempting to get the treasure chest in the room. The Crystal Switch in the previous room raised the blocks to prevent access to this, but you can hit the Crystal Switch in this room—despite the fact that it’s inside the raised blocks—to lower them. Doing so will get you another Small Key.
To get the Stone Beak, you’ll need to do a lot of backtracking back to the darkened room just past the entrance. Hit the Crystal Switch in this room, go north, hit the Crystal Switch in that room, and then head west twice. You can then unlock the door in that room to head west once more.
Be wary as you enter this second darkened room as Traps will spring from the doorway. Jump over them or wait for them to retract before entering in full. Defeat the two Keese hidden in the shadows to unseal the door to the north, and carefully enter it.
A single Hardhat Beetle guards the chest on the other side of the pit. In order to safely cross, walk to the far left or far right side of the platform you entered in on to lure the Beetle to that end of the room. Then quickly return to the center and use Roc’s Feather to hop over the gap. You can then use the sword to push the Hardhat Beetle into the pit, which will unseal the door back out. But more importantly, you can now get the Stone Beak from the treasure chest!
The DX version of the game switched the locations of the dungeon Map and Stone Beak. As a result, in the original version of the game, this chest will grant you the Map instead.
Reach the first staircase
From here, you’ll need to return from whence you came. Head one room south and then continue heading east—lighting the two torches with Magic Powder—until you reach the room with the first Crystal Switch. Strike it again and then head south; strike that Crystal Switch to unblock the corridor heading eastward.
With the current Crystal Switch block formation, it should be extremely easy to reach that conspicuous switch on the far side by jump across the topmost of the three rows, snagging some bonus Magic Powder in the process. Once you land on the switch, a treasure chest will appear on the island just to the north. Hop over the gap to reach it, and open it up to find a Small Key. Hop back to the switch, head left two islands, and then jump north to exit through the northern door.
Two more Mask-mimics will great you in this room; you know the drill. Weave your way around to their backside, face northward, and then Spin Attack into both of their backs. They’ll both be defeated, and a Small Key will drop…
… Except that Small Key will be on the other side of that block barrier, which is rather annoying.
Head south and then west. Flip the Crystal Switch there and then continue north. Once you head east, the Small Key will drop from the ceiling again since the Mask-mimics won’t have respawned. Grab the key to up your total to two; then reverse the route back to the other side of the blocks. Once you’ve made it there, proceed eastward.
You’ll run into an old nemesis from the last dungeon: the Spiked Beetle. You can fight these guys if you really want, but they’re really more trouble than they’re worth; also, you don’t get anything from them. So you should really focus on using one of your two keys on the locked door leading north.
This last room in the first half of the dungeon is rather cramped. There’s a ton of pots in this room, and the Spark that’s tracing the outer perimeter will travel through every free tile in the area. So you’ll just have to creatively avoid it. The two Keese are pests, and you should kill them, but they’re not that troublesome. However, killing them won’t reveal the path forward. Instead, you’ll need to push the block on the left right one square and the block on the right left one square; this way, both blocks should be resting on the blue diamond tiles in the room’s center. Once you’ve done that, a staircase will appear in the upper-right corner of the room, and you should take it straightaway.
The underground section isn’t complicated at all. You can fall off the ladder onto the moving platform that hovers over the spikes. Ride it to the room to the left. Then all you need to do is hop over the spikes and onto the vertical platform to reach the staircase back into the dungeon.
A Keese and a Spark haunt this room, but you technically won’t need to deal with either of them. Take the shortcut by hopping onto the island in the middle, snagging the flying heart in the process. Then hop over to the north platform and enter the one-way door to face the mini-boss.
Hinox is a one-eyed, muscled ogre that can toss you around like nobody’s business; it also likes to drop Bombs around the room, so you’ll need to be nimble on your toes to dodge both. Remember that the crumbling floor will change into a pit if you stand on it for too long, so don’t stay near the edge of the room if you don’t have to.
To defeat Hinox, sneak into melee range and strike him with your sword. Once you do this, you’ll need to retreat for a moment as Hinox will throw a Bomb at you. Make sure you’re out of the blast radius of it, and then you can repeat this process over and over again.
Every now and then, Hinox will telegraph a bull rush towards you; right before he does this, he will grunt and do a small little dance, raising its arms in the air. Make sure to get out of the way or Hinox will grab you and throw you somewhere in the room, possibly onto a crumbling floor tile; if this happens, you won’t be able to recover in time before the floor gives way and drags you in.
Otherwise, there’s nothing else to be said about the fight. After you deal enough blows, Hinox will die, and you’ll have a fairy and a halfway teleportation point for your efforts.
Obtain the Map and Power Bracelet
From Hinox’s room, head east. There’s a staircase in the room, but you still can’t reach it on account of all that pottery. No matter; you don’t actually need to take it as it won’t save any time (though you can later if you really want to see Mario‘s Piranha Plants!). Instead, just head around the room, jumping over the pits and dispatching Keese as you go. Once you reach the exit to the north, head through.
You’ll encounter a rather strange trap within this room: the Vacuum Mouth. Whenever it’s activated, both you and every enemy in the room will slowly get dragged toward it. It’s because of that trap that you won’t even have to deal with the three Keese; it’ll destroy them for you! However, it will make getting that treasure chest tricky; you will have to fight its tractor-beam-like draw in order to reach it. However, if you manage to successfully open it, you’ll be granted the dungeon Map.
Continue north here. Each end of the room will have a single Keese, and you can defeat them remarkably easy. If you don’t have much Magic Powder, go ahead and grab it now; otherwise wait until you come back to this room. You can also grab the treasure chest for some quick Rupees. However, beyond that, there’s really only one way to go, and that’s through the locked door to the west.
You’ll be greeted with two more enemies from the Mario franchise: This time, you’re meeting Boo Buddies. Because the room is dark, they’re not all that much afraid of your gaze. Wherever they are in the room, they’ll home in on you wherever you are. You can send them away temporarily by swinging your sword at them; it won’t do any damage to them yet, but they will teleport away, giving you a bit of time.
However, if you light even just one of the two torches with the Magic Powder, the Boo Buddies will turn black and slowly simper away. Don’t let them get far though; before they fly beyond the walls, strike them with your sword. It’ll kill them, and a treasure chest will appear to give you the Level-one Power Bracelet. Finally, you’ll be able to lift up those pots and rocks that have been blocking your path!
Find the Nightmare Key
You’re done with the Boo Buddies, so you can head back east.
There are two separate paths that continue eastward, and you’ll want to take the one along the northern wall. Pick up the Magic Powder if you haven’t already done so; then lift the pots out of the way and continue eastward.
Eventually you’ll see a Crystal Switch appear on screen and a series of blocks that it controls stand between you and a treasure chest. While the solution the developers intended isn’t this one, there is a remarkably cheesy way to get that last Small Key.
Getting the last Small Key, the cheesy way
You’ll have to get past a Hardhat Beetle and four Keese in the next two rooms, but you don’t have to kill any of these to make your way to the Nightmare Key. You won’t even have to deal with the Crystal Switch the Keese are guarding; you just have to get past them. Kill them if you wish, but just head east until you find the last locked door. However, instead of unlocking the door just yet, head south.
If you’ve listened at all to the Owl Statues in this dungeon, one of them will have told you about this room. The Compass will tell you that the Nightmare Key is hidden here; however, simply killing all the enemies won’t work. You have to defeat them in a certain order for the key to appear.
Making the Nightmare Key appear
Defeat the Genie
It’s time to close out the dungeon. Head north, and then unlock the door to the east. You’ll have to deal with two more Pol’s Voices and a red Zol. The Pol’s Voices can only be killed using the pots, so pick them up and slam it into the Pol’s Voices. You should do the same for the Zol as well since pottery will cause it to not split apart into Gels. Once all three enemies are gone, a staircase leading downard will appear, and you should descend down the steps.
Fall down the ladder and then stand on the grey platform to the left. Once you stand on it, it will start to descend, taking you down to the lower level. From there, you can proceed left. You’ll then see a solitary pot in the next screen. Pick it up, but don’t throw it away! If you do, you’ll need to reset the room. With the pot overhead, climb the ladder, and then stand on the grey platform. A strange face will appear, meaning that it’s trying desperately to stay afloat. However, the weight of both you and the pot is too much, so it will fall. Once you can make your way to the ladder, head back up.
From there, it’s a simple matter of leaping over the gaps to reach the boss’ lair.
The boss for this dungeon is the evil Genie. It will taunt you, attempting to declare that it’s completely invulnerable to all damage. And that’s mostly true, but you might have guessed that its bottle is its protection; if you can destroy it, you can win the day.
To destroy the bottle, however, you need to do some legwork.
“NYAH NYAH! You can’t hurt me as long as I have my bottle!”
When the Genie is hovering over its bottle, it will start to juggle some fireballs in its hands. During this phase of the fight, it’s best to have the Roc’s Feather equipped, and you’ll want to constantly be on the move. The Genie will then start hurling fireballs at you; they will target the space you were standing on when thrown, so as long as you’re moving, you should dodge it, though it doesn’t hurt to jump either.
The Genie will throw eight fireballs exactly. Once done, it will settle down into its bottle; you’ll then need to quickly change to having your sword and Power Bracelet as your main items. Strike the bottle with your sword, and then lift it up with the Power Bracelet. It’ll taunt you as you’re doing this, but throwing the bottle into the wall will cause the bottle damage. You’ll need to rinse and repeat this process three times before the bottle breaks; once that happens, you’ve entered the second phase of the fight.
With the bottle gone, you can now strike the Genie with your sword directly. Hit him, and immediately two ghost images of the Genie will start swirling about the room. Be on your guard, and try to be on the move. After a few moments, one of the two ghost images will solidify. Immediately afterwards, the Genie will throw another fireball at you. Do your best to dodge it as you will get little time to react to it. You’ll then be hotly pursued by the boss, so strike it again.
You’ll have to continue this process for about seven to eight hits. Once you’ve dealt the fatal blow, the Genie will explode in violent fury, and it’ll drop a Heart Container. Pick it up so you can exit the room to pick up the Conch Horn, the second of the eight Instruments of the Sirens.