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Zelda franchise strategy guide/Enemies/Wizzrobe

Wizzrobes are magic-using enemies from The Legend of Zelda series. They attack Link, the protagonist and player character, with different magic attacks. Wizzrobe's name is assumed to be a portmanteau of the words "wizard" and "robe".

Characteristics
Wizzrobes often wear long robes that covers their body along with a pointy hat, similar to wizards in popular culture. Their faces usually cannot be seen, except for a pair of glowing eyes. Wizzrobes appearing throughout the Zelda series show up only in dungeons, except for in The Wind Waker, where they sometimes appear on sea platforms.

The Legend of Zelda
Wizzrobes first appeared in the first game of the series, The Legend of Zelda. They come in orange and blue variations. The orange Wizzrobes disappear and reappear around the room and shoot magic at Link, but only in a straight line, while the blue Wizzrobes move freely around the room and attack whenever Link is in their line of fire. The blue ones also have the ability to enter into the doorways of the rooms and to phase across barriers. In this game, Wizzrobes wear hooded robes and cast their magic with the aid of a magical wand.

The Adventure of Link
In The Adventure of Link, Wizzrobes appear like figures with white robes and pointed white hoods that cover their faces completely, having a red cross where their faces should be. They appear, throw a spell at Link, and vanish again. Wizzrobes are invulnerable to sword attacks, and can only be defeated with the Reflect spell. When Link casts Reflect, a Wizzrobe's magic is reflected back at it, killing it. Carock, a larger and stronger form of a Wizzrobe, also serves as a boss later in the game.

A Link to the Past
In A Link to the Past, Wizzrobes are essentially the same as The Legend of Zelda, but with updated graphics. They gain the pointed, wide-brimmed hats they wear almost consistently later on, and begin resembling black mages at this point.

Link's Awakening
In Link's Awakening, they are again the same as in The Legend of Zelda, but with no tougher form. They are however not affected by the sword and require 4 arrows or a bomb to finish off. They can be stunned with a boomerang to give the player a better chance to vanquish them. They are also instantly destroyed by hitting them with a thrown item such as a pot, or a stunned Wizzrobe (they usually appear in groups).

Majora's Mask
In Majora's Mask Wizzrobes are very different in appearance from their earlier appearances. They have blue skin, zombie-like faces, and wear short robes. Wizzrobe is a miniboss in four areas in the game, including Snowhead Temple and Ikana. They have two attack methods; first they move between warp tiles and shoot blasts of ice or fire then warp to another tile. Second, they have decoys to confuse Link; the real one spins around on one of the warp tiles (his location is the red dot on the map). In this game, Wizzrobe was accidentally spelled with one Z.

Oracle of Ages and Oracle of Seasons
In 'Oracle of Ages and Oracle of Seasons', they are again similar to their appearance in The Legend of Zelda. Green Wizzrobes merely sink into the ground leaving only their hat exposed. Red Wizzrobes are stronger and teleport randomly around the room after firing. Blue Wizzrobes are stronger still and act like the blue Wizzrobes of The Legend of Zelda.

The Wind Waker
In The Wind Waker, Wizzrobes wear robes and bird-like masks resembling the beak of a toucan, and teleport around the room and shoot magic at Link from afar, usually in mid-air and out of reach of Link's sword. Red ones shoot three fireballs at a time at Link while the yellow version can shoot fireballs and summon other enemies. Blue ones are similar to the red ones, but more powerful. The miniboss Wizzrobes are like the yellow hooded ones, but more powerful and can summon bigger enemies such as Darknuts, Moblins, and even other Wizzrobes. They also produce a distinctive chime so that the player would notice when one pops up, and they howl when defeated.

Four Swords Adventures
In Four Swords Adventures, Wizzrobes appear the same as in The Legend of Zelda, but some have the ability to shoot fire and ice, and sometimes suck out a player's Force Gems. They also have sound clips from The Wind Waker.

The Minish Cap
In The Minish Cap they are the same as in Four Swords Adventures. They appear taller and more slender than their previous appearances and seem to have long, white beards. Fire Wizzrobes would shoot fire, while Ice Wizzrobes would shoot ice, burning or freezing Link, respectively. The Ice Wizzrobe is easily killed with the Flame Lantern item. The Flame Lantern also works on the Fire and normal Wizzrobe.


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Zelda franchise strategy guide/Enemies/Iron Knuckle

An Iron Knuckle (アイアンナック) is an enemy in The Legend of Zelda video game series. A massive armored foe, they are often confused with the similar Darknut and Armos. Although they wielded swords and shields in the earlier games they now typically appear armed with a large labrys. They typically remain still and motionless, but when an intruder is detected, an Iron Knuckle will come to life and mercilessly strike.

Zelda II: Adventure of Link
The Iron Knuckle first appeared in The Adventure of Link in three colors - orange, red, and blue, in order of difficulty. Each is armed with a sword and shield, and able to block attacks. They are often considered the toughest non-boss enemy in the game, since their swords are quite powerful and their shields are capable of blocking Link's sword from almost any position he can swing from. Additionally, their helmets can successfully deflect most attacks from above.

The stronger Blue Iron Knuckles can throw swords. In some instances, they enter battle on a floating metal horse, wielding a lance. After dehorsed, they behave as slightly stronger versions of the normal Blue Iron Knuckles. These mounted Blue Iron Knuckles were also known as Rebo Knuckles or Rebonacks (from the Japanese rebonakku, whereas Iron Knuckle is aiannakku), and are treated as either bosses or mini-bosses.

Ocarina of Time and Majora's Mask
In both Ocarina of Time and Majora's Mask, Iron Knuckles attacked with a monstrous axe that did massive damage to Link. This axe, however, is fairly slow and can sometimes get stuck in the ground for a few seconds, giving Link a better chance at a counterattack. The Iron Knuckle's swings would also destroy stone pillars in the rooms where he was encountered. After several blows, the Iron Knuckle's armor would partially fall off and, as a result of losing some of the added weight, give the Knuckle greater mobility. After losing its armor, the Iron Knuckle would become vulnerable to arrows, which would simply bounce off it before. In Ocarina of Time, there are four variants of Iron Knuckle: Silver, Black, White and the one Nabooru appears as. In Majora's Mask there were three that were Silver, Black and White.

Familiar faces
Iron Knuckles seem to share similarities with several other enemies seen in the Zelda series. The most noticeable are the Darknuts. Both Iron Knuckles and Darknuts are knight-like enemies that wear heavy armor and are incredibly strong and durable. Also, in the 3D Zelda games, players are able to strip the armor off of both enemies (Iron Knuckles shed their armor as they take damage, while Darknut armor can be removed by executing different kinds of parry attacks or attacking from the rear).

A key difference between the two enemies (in later Zelda titles) is that Iron Knuckles are often referred to as animated suits of armor, whereas Darknuts are some type of creature (depicted as man or beast, depending on the game) wearing a suit of armor.

The Castle Guards from A Link to the Past are another similar enemy but, again, the Castle Guards are also clearly human soldiers wearing heavy armor.

In Oracle of Seasons, Onox is strikingly similar in appearance to an Iron Knuckle, and even has Gerudo colors that are visible in the cloth he wears underneath the armor, he also is seen having the symbol of the Gerudo's on his chest plate.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Zelda franchise strategy guide/Enemies/Octorok

Octoroks are round, cephalopod-like land creatures that appear in most of  games. They are one of the series' most common and recognizable enemies.

In many of the Zelda games, Octoroks have appeared across the overworld and other areas as land-dwelling animals, but in Ocarina of Time, they also started appearing as aquatic enemies who attack similarly to Zoras from previous games. However, in prototype versions of Ocarina of Time, they were the same design as A Link to the Past. They appear as octopus-like enemies that can shoot rocks from their mouth, hence the name.

The Legend of Zelda

The Octoroks are creatures that come in shades of red and blue, and shoot rocks at Link. They are commonly found in the areas near the game's starting point.

The Adventure of Link
Their appearance remained the same for the most part, but only some actually move around. Some jump in place, firing as it jumps. As in the first game, there are Blue and Red variants.

A Link to the Past
In A Link to the Past, there is only one shade (red) for the Octoroks. They are much faster than previous Octoroks, and some possess the ability to shoot rocks in four directions quickly. Octoroks only appear in the Light World, though a similar creature (slightly resembling the Ocarina of Time style of Octorok) appears in the Dark World. Signs made to look similar are in a Shooting Gallery. In the Palace of the Four Swords (a bonus dungeon only found in the GBA re-release), there is a dark room with three Golden Octoroks inside.

Link's Awakening
In this game, they remained the same as in A Link to the Past ' s. Like those in A Link to the Past, they lack a color difference, and only come in one form. There is also a new type of Octorok called the Flying Octorok. It has large buglike wings, and flies over Link when attacked, much the same way a Stalfos jumps out of harm's way. The best way to defeat one is to run into it with the Sword and Pegasus Boots equipped. As with Stalfos, they won't detect a charged spin attack, giving the player another possibility for defeating them.

Zelda: The Wand of Gamelon
Although Octoroks do not make an appearance in this non-canon Zelda game Link does briefly reference the creatures in the opening FMV by commenting "I'm so hungry, I could eat an Octorok!" to the King. However, there is an enemy similar to an Octorok found before talking to Impa at Tykogi Tower, right down to its octopus-like appearance and tendency to spit rocks.

Ocarina of Time
In Ocarina of Time, Octoroks made a drastic change to sea-dwelling creatures. They now sit in place, and wait for a while before firing directly at Link. The only way to defeat them is with a projectile weapon or by deflecting their shots back at them.

Bigocto
Bigocto is a sub-boss in Ocarina of Time who traps Princess Ruto, and fights with Link by chasing him around a large platform in circles. It looks very different from the other Octoroks of that game, but bears a similar face. Although it has a mouth similar to the other Octoroks, it appears to lack the ability to shoot rocks.

Majora's Mask
In this game, they kept Octoroks as sea-dwellers. Like many elements of Majora's Mask, Octoroks and Big Octos were reused from Ocarina of Time. Octoroks are often required to get to various places by freezing them and using them as platforms. There are also two Big Octos guarding caves in a Swamp, and the only way to get rid of them are certain items (such as the Bow & Arrows) and having Koume's boat crash into it as it passes them.

Octoroks are used as targets in the Town Shooting Gallery, with red ones being the desired target and blue ones being the ones to avoid. If the player manages to shoot forty of the fifty targets, they win a quiver upgrade. If all fifty are shot, a piece of heart is won. It should be noted that the blue Octoroks are exclusive to the Town Shooting Gallery and are not found elsewhere in the game. Additionally, you can get the third prize of 20 rupees at the Camera Shop by taking a photo of one of the Big Octos.

Oracle of Ages and Oracle of Seasons
Octoroks come in shades of Blue and Red, akin to the original Legend of Zelda ' s style, and the fact that Blues are more powerful than Reds. Blue enemies appear in the past and during Summer and Winter, while Red appear in Present time and appear during Spring and Autumn. They look exactly the same as Link's Awakening ' s Octoroks. In Oracle of Seasons there is a Gold Octorok who appears in the Spool Swamp during the Summer. In Oracle of Ages Link must help a Great Fairy that is cursed to live in the form of an Octorok.

Octorok Ring
In both games, the player can acquire a magical Ring that transforms Link into an Octorok. He cannot use any attacks in this form, but he is ignored by other Octoroks, and also cannot be eaten by Like Likes.

Super Smash Bros. Melee
Octoroks appear as random enemies, usually found in Boxes and Barrels, in their sea-dwelling form. They fire Rocks at the player, but the Rocks can be deflected back at them. Also found in Adventure Mode, in the Legend of Zelda Adventure Stage. There is also an Octorok trophy available by random lottery.

The Wind Waker
Octoroks return as sea-dwelling creatures in The Wind Waker. Some Octoroks (blue) lurk around in shallow waters on islands and fire at people, hiding whenever someone comes near, while others (red) dwell in the ocean, firing Bombs from their mouth at random travelers. A rare type of Octorok known as the Big Octo (which look different from the ones in Ocarina of Time and Majora's Mask, insofar as they resemble squid) appears in certain areas, where Seagulls are circling. They await passing boats and create a whirlpool to suck up the boat and Link, launching them far away. The number of eyes they have varies from four, to eight, and even twelve, with more eyes representing stronger Octoroks (since ALL the eyes must be destroyed to defeat the monster). Once slain, the Big Octo leaves an underwater treasure chest which, when fished up, will reveal either a piece of heart or an orange Rupee (there is one exception: One Big Octo has eaten a Great Fairy, and killing it will free the Fairy, who will double your magic meter). The figurine of the Octorok gives it the "perfect attendance award" for being in all of The Legend of Zelda games.

The Octorok sprite from The Legend of Zelda appears on the Figurine Fanatic (Manny)'s pack.

Four Swords Adventures
Their appearance most resembles that of The Minish Cap, and they fight in almost the exact same way, except they can shoot in four directions. There are three varieties: Red, Blue, and Pink, but they are all more or less of equal power. Red and Blue tend to attack individually, with Blue taking multiple hits (each hit causing a slight expansion in size) before they are destroyed. Blues must be repeatedly attacked at a constant rate or they will shrink in size, thus the process of destroying them will have begin again. Pinks tend to attack in swarms and have the ability to rapidly spit rocks in near continuous streams.

The Minish Cap
They once again return as land-dwelling red and blue Octoroks, with blue being stronger than red. They fire rocks at Link, and through Kinstone fusing, rare Golden Octoroks sometimes appear. These Octoroks are much faster and stronger than regular Octoroks. They also fire rocks, but when they do, they fire three rocks in rapid succession, rather than just one. However they leave behind great wealth if defeated.

Big Octorok
Big Octorok (the fourth major boss of the game) is an Octorok who was frozen solid inside the Temple of Droplets. Like with the Giant ChuChus the name is a bit of a misnomer. The Big Octorok is actually a standard sized Octorok, but Link is minish size during the fight. When the player let sun shine into the temple to thaw out the frozen Water Element, the Big Octorok also thawed, and ate the Element (its figurine states that it was frozen for so long it was starving). Along with the normal rock-spitting ability of Octoroks (which is extra powerful due to Link's size), the Big Octorok can transform into a frozen form, and can put out the light by spitting dark clouds of ink.

Phantom Hourglass
Octoroks return as relatively unimpressive enemies in Phantom Hourglass. They are red with a blue ring around their mouths. The rocks they spit are no longer able to be deflected, however.

Trivia

 * In Paper Mario: The Thousand-Year Door, Lord Crump uses a battleship with a huge cannon distinctively shaped like an Octorok.
 * In Mario and Luigi: Superstar Saga, one of the non-optional minigames featured Chuckoroks.
 * The Pokémon Octillery closely resembles the Octorok, complete with the cannon snout.
 * The only canon Zelda game where the Octorok has not made an appearance in is Twilight Princess. The reason is unknown. However, the Toadpoli enemy which made appearances in Goron Mines and the Lakebed Temple share similar characteristics with the Ocarina of Time Octorok.
 * In Super Mario Galaxy, there is an enemy that physically resembles Octoroks, as well as in its ability to spit out rocks. When defeated, it triggers a slight pause in gameplay, similar to when enemies are defeated in 3D Zelda games.


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Zelda franchise strategy guide/Enemies/Gohma

Gohma is a monster and a recurring boss character in The Legend Of Zelda series of video games, where the player fights it as the protagonist, Link. Although Gohma's appearance is different in every game, it is always a giant cyclopic arthropod its eye is always its weak point. In the non-canon CD-i titles it bore a strong resemblance to an Alaskan King Crab.

The Legend of Zelda
In The Legend of Zelda, the first game of the series, Gohma is a boss creature, appearing as a large, one-eyed arthropod that shoots fireballs at Link. It has a wide shell on its back making it look somewhat like a crab. Gohma could be harmed only by shooting arrows at its eye when it opens. Gohma has two variations. One is orange and takes a single shot by a normal arrow to defeat it. The other is the same size and shape, but is blue and takes three shots from a normal arrow to defeat it. Since one rupee is required to shoot an arrow, it is possible that the player could run out of rupees during the battle with Gohma, and if this is the case they must leave the room to collect more. Most other boss battle rooms in this game do not have this feature, the only other being the smoke-hating Dodongo. In the first quest, the red Gohma is the boss of level six and blue Gohma makes an appearance in level eight. In the second Quest, the blue Gohma appears in levels five, six, and seven, and acts as the boss of level six as well.

Link's Awakening
In Link's Awakening, multiple Gohmas appeared as a sub-boss in the Catfish's Maw. They would jump back and forth with their eyes closed, and would only be vulnerable to the Hookshot when they were open. They can either lunge forward or diagonally, and when they open their eyes, a projectile will soon follow, but if attacked soon enough the effect is canceled.

Ocarina of Time
In Ocarina of Time, Gohma is the first boss Link battles. In this game it is referred to as Parasitic Armored Arachnid: Gohma, and is a giant crab-like enemy used by Ganondorf to curse the Great Deku Tree when he was denied the Kokiri Emerald. Link is requested by the Great Deku Tree to rid him of Gohma. Inside, there are several Deku Scrubs who swear allegiance to the Queen Gohma until they are defeated by Link, at which point they reveal the creature's weakness to him.

Eventually Link reaches Gohma's lair deep inside the Great Deku Tree. The battle does not commence until Link spots her glowing red eye high on the ceiling, at which point it manipulates its legs to look like a mutated hand with an eye ball in the center; upon further inspection, however, it does still have its arthropod appearance. After attack, it will retreat to the ceiling to spawn eggs that drop and quickly hatch into Gohma Larvae, small Gohmas that were encountered as enemies earlier in the dungeon.

Link battles and destroys Gohma, but the Great Deku Tree reveals that Gohma had done too much damage to him already, and soon dies.

Gohma Larva
Gohma Larvae are the offspring of the Queen Gohma. They only have two legs (no arms or additional legs), one eye, and appear to be sprouting something atop of their head. They attack by lunging at Link.

Oracle of Seasons
In this game, Gohma is a giant, cyclopean fiddler crab that guards Soothing Rain in the Dancing Dragon Dungeon. It attacks by swinging its claw at Link and by birthing larvae that will stick to Link and slow him down.

The Wind Waker
Gohma serves as the boss of Dragon Roost Cavern in The Wind Waker, where it had been harassing the dragon Valoo, disturbing the order on Dragon Roost Island. This version of Gohma is the most unusual of it's kind, since this Gohma appears more like a cross between a centipede and scorpion, with a hard carapace. This version of Gohma is a larger and more powerful version of an enemy from the game, the Magtail, a species of scorpion/centipede hybrids that reside in lava and also have one eye. Gohma attacks by trying to crush Link with its body, or breathing fire at him. Link fights back by using his Grappling Hook on Valoo's tail, which in turn makes a part of the rocky ceiling fall down on Gohma, crushing some of its carapace. It is later fought again (in black and white) in Ganon's Tower.

Four Sword Adventures
In the Four Sword Adventures Gohma appears in two variations. The first type is a large, one-eyed arachnid that aimlessly wanders about the fields of Hyrule. The second type also appears as a large, one-eyed arachnid, but acts as a mini-boss that shoots fireballs at Link.

Twilight Princess

In Twilight Princess, Gohma goes by the name of Twilit Arachnid: Armogohma, and appears as a giant spider with an eyeball located in its back. Its name is most likely a mix of "armor" and "Gohma", as it seems the creature is wearing some kind of armor on its main body around its eye. Such an assumption gains strength after the first form of Armogohma is defeated. It is found in the Temple of Time, the sixth dungeon in the game. This version of Gohma is hairy and has eight legs, heavily resembling a huntsman spider or tarantula. Its single eye can shoot a fiery laser. Armogohma can also lay dozens of eggs, which hatch to reveal small spider-like enemies, known as Baby Gohma. Upon getting its body destroyed, Armogohma's eyeball reveals itself to be a small spider of its own, and tries to escape along with some of its spawn. Link then kills it, and it releases the third shard of the Mirror of Twilight.

Young Gohma
Young Gohmas are presumably the offspring of Armogohma, and are common enemies in the Temple of Time. They are roughly human-sized, one-eyed spiders (resembling tarantulas, like their adult counterpart) with four legs. They attack by ramming Link.

Baby Gohma
Baby Gohma are the offspring of Armogohma. They are incredibly weak, easily being killed with even the Slingshot. Although they all look the same, they act differently depending on where they are fought. When they are fought as normal enemies, they will run away from Link when he faces them, but will attack him from behind. When Armogohma spawns Baby Gohmas after taking damage, this litter will attack Link aggressively, whether or not he is facing them. The last variation is formed when Armogohma's body is destroyed, leaving only Armogohma's eye. They crowd around their parent, running away from Link with the eye. Interestingly, Baby Gohmas greatly resemble Mitites from Pikmin 2.

TV series
Gohma made at least one minor appearance on the television series adaptation of The Legend of Zelda series. On the TV show, however, Gohma was a large, blue -like creature, very similar to the Tektites. Like its other incarnations, its eye was its main weakness. In the episode "Cold Spells" Ganon attempts to feed Zelda and Link to Gohma, which behaves a lot like a tamed pet, but Link manages to trick Ganon into destroying Gohma by dodging a fire attack meant for him and causing it to hit Gohma in the eye, destroying it. In another episode, "Stinging a Stinger", Ganon attempts to feed Zelda, Link, and another character named Sleeze Nose to Gohma, but Link and Zelda manages to defeat this one. In the final episode, "The Moblins are Revolting", two Gohmas made a small appearance carrying the Evil Jar.


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Zelda franchise strategy guide/Enemies/ChuChu

A ChuChu is one of the many enemies in  series. ChuChus are gelatinous creatures that come in many different colors, shapes, and forms. In most cases, when one is destroyed, it will leave behind what is called Chu Jelly which can be stored in Empty Bottles. Each color of Chu Jelly will affect Link in a different way when it is drunk. The consequences usually effect Link's hearts or magic meter, but other uses have been seen.

The Legend of Zelda: Majora's Mask
ChuChus are a species similar to Gels that are often found in Termina Fields as Red and Green ChuChus. If they are carrying something, it is visible in their insides. They hop towards their prey when someone gets too close. The main variants are Red, Blue, Yellow and Green. Red contains a heart (although it would give Link a Green Rupee if his health was full), yellow contains arrows, and green contains small magic jars. Blue contains nothing, but can be frozen with the ice arrow to form a block. In this form they have short, fat bodies and eyes that rest on tall stalks. They resemble tinted bottles, and on the fat body area there is a large mouth that does not seem to open.

The Legend of Zelda: The Wind Waker
ChuChus have evolved since their appearance in Majora's Mask. They resemble a combination of Gels and Buzz Blobs. Oddly enough, they are quite similar now to the Pokémon Wobbuffet. They are now completely filled in, whereas their Majora's Mask counterparts were translucent. Like Majora's Mask 's ChuChus, they hop at any creature that comes near them.

ChuChu Jelly is the main ingredient of Potions.

Varieties

 * ChuChus mostly come in Red and Green, with Green being able to hide as a pool.
 * Another form of the ChuChu is the Blue ChuChu, which are very rare, and give off electricity. They appear mostly on the small, generally deserted islands of the Great Sea. Their jelly is limited to 20, as there are only 20 Blue ChuChus in the game; they themselves will always come back, but will not drop jelly more than once apiece.
 * Some Dungeons have Yellow ChuChus, who also give off electricity, and produce red and green Jelly.
 * In later dungeons the player will find Shadow ChuChus, which are dark purple in color, who must be turned to stone by beams of light (and if you move them away from the light, or the light away from them for too long they'd eventually return to their dark purple state) from the Mirror Shield or Medli's harp then picked up and thrown to be destroyed. Hitting them with the sword will make them break apart and immediately reform. When turned to rocks they can also be defeated by breaking them with the Skull Hammer.

The Legend of Zelda: The Minish Cap
ChuChus remain relatively the same as in The Wind Waker, except that now, Chu Jelly isn't the main ingredient of Potions. A new addition to the ChuChu family is the Spiny ChuChu, a gray ChuChu who can generate spikes to hurt Link and defend itself. The gray ChuChu can be stunned using bombs, a Spin attack or Hurricane attack or the Boomerang, and can subsequently be killed far more easily. There are also red ChuChus with rock helmets making them invulnerable with them on.

Giant ChuChu
A giant Green ChuChu appears as a boss in The Minish Cap, in the first dungeon, Deepwood Shrine. While not actually a giant, it appears very large from the perspective of the Minish-sized Link at that point in the game. A similar giant Blue ChuChu appears later on as a mini-boss in the fourth dungeon.

The Legend of Zelda: Twilight Princess
Red, Purple, Blue, Yellow, and Rare ChuChus (now simply called "Chus") return in Twilight Princess, as faceless, amorphous slug-shaped gelatinous creatures. They move on their stomachs rather than stand upright as in previous incarnations, and can merge together (and subsequently split when attacked) to form larger, single creatures. Their Chu Jelly can again be collected, however it is consumable immediately after collection, unlike The Wind Waker, where it has to be made into Potions first. Like most bottled goods, each Chu Jelly the player receives can only be used once.

Bottling Chu Jelly
Link can scoop up, in a bottle, the Chu Jelly that remains when they are defeated.
 * Red Chu Jelly is identical to Red Potion, which restores eight hearts worth of health.
 * Blue Chu Jelly is identical to Blue Potion and restores all hearts.
 * Yellow Chu Jelly can be used in place of lantern oil in order to replenish it with fuel.
 * Purple Chu Jelly causes random effects on health (similar to consuming a bottled Poe spirit in Ocarina of Time). It will either restore one heart, restore all hearts, take away one heart, or take away all but one quarter of one heart.
 * Rare Chu Jelly is identical to Great Fairy's Tears, in that it restores all hearts and doubles sword damage for about 15 seconds.

Combinations and Green Chus
Damage inflicted on a large Chu can break it up into two smaller ones, and Chus can continue to be halved until they are small enough to kill.

A negative side effect of this is that, given enough time, the smaller Chus can combine again into larger Chus. If two Chus of different color combine, they will turn purple (and cannot be separated into their original colors again).

The exception to this rule is if a blue and yellow Chu combine - they create a green Chu, whose jelly is supposed to refill magic. However, the magic system was removed from Twilight Princess at some point before release, so the green Chu jelly has no effect. In the GameCube version of the game, combining a yellow and blue Chu will merely make a purple Chu. This can only be done in the Cave of Ordeals.

Black Chus
There is also a mysterious black Chu jelly that can only be obtained in the Nintendo GameCube version of Twilight Princess with an Action Replay cheat device. It takes away Link's hearts, anywhere from one to all of them. Black Chus attack with a lunge. The jelly is similar to the Nasty Soup which can be scooped from Coro's pot in Faron Woods.

Phantom Hourglass
Red, Yellow, Stone, Green and Blue ChuChus appear in Phantom Hourglass, in a very similar form to how they appear in the prequel to the game, The Wind Waker.

Red ChuChus are always vulnerable to any attack. A Stone ChuChu is simply a Red ChuChu with a stone covering, with must be blown up by a bomb in order for it to become vulnerable. Yellow ChuChus are "electrified" and will shock the player, causing damage, when struck at while they are in this state. However, after a few seconds, their electric barrier will diminish, allowing the player to attack. Blue ChuChus are very similar in the way they wield electricity, but don't drop their barrier unless hit by a long-range attack, such as a boomerang or arrow. Green ChuChus collapse for protection when struck at and can't be hurt in that state. They rarely appear in this game.


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Zelda franchise strategy guide/Enemies/Keese

Keese are fictional bat monsters from The Legend of Zelda series of video games, and have appeared in almost every game in the series to date. Keese are often found in caves and dungeons, and sometimes even found in the overworld. They usually have black skin, and fly towards Link.

The Legend of Zelda
Keese appear in every dungeon throughout the game, and often litter areas in those dungeons. They fly around the screen, not heading towards anything in particular, and stop for a short amount of time.

There are three colors of Keese:

 * Blue, the most common.
 * Red, which appear in pairs when a Vire is harmed but not killed.
 * Black, which appear in the more advanced dungeons.

Unusual for the Zelda games (where color usually indicates the enemy's level of difficulty), the different colors of Keese have the same abilities, statistics, and movement patterns.

The Adventure of Link and A Link to the Past
In both games, Keese take a similar approach in their attacks — they only move when Link gets close (in The Adventure of Link, they are instead called Aches). They aren't as common an enemy as they were in the original Legend of Zelda. They stay dormant, and fly around only when they are approached, stopping after a while. In A Link to the Past ' s Dark World, Keese are replaced with winged eyeballs, which behave similarly, but with a vastly different appearance.

Link's Awakening
Keese return to their roots in this game, taking on a darker color, like in The Legend of Zelda. They are similar to their original form, being weak and moving around randomly. There are also larger Keese that only appear during the fight with the Grim Creeper, the sub-boss of the seventh dungeon, and are stronger than regular Keese. The Vire in Turtle Rock, when destroyed, turns into Big Keese that fly into Link and leave quickly.

Ocarina of Time
In Ocarina of Time, Keese are black, yellow-eyed bats, found mostly in dungeons. Whenever one sees Link, it will swoop down at him to attack. Regular Keese can become Fire or Ice Keese if they come in contact with either of the elements.

Majora's Mask
Keese remain exactly the same in Majora's Mask as they did in Ocarina of Time, including being mostly found in dungeons. There are larger forms of Keese that are found outside called Bad Bats, which act the same, but are stronger.

Oracle of Ages and Oracle of Seasons
Keese are the same as they were in Link's Awakening, on account of the fact that Flagship used the original "formula" to make Keese. However, they are a lot more erratic. One form of Keese that appears in these games is the Fire Keese, similar to the Fire Keese of past games. Any Keese that encounters fire will become one. They fly higher in the air than regular Keese, and swoop down on their enemies. Big Keese sometimes accompany the enemy Blue Stalfos.

The Wind Waker
Keese appear more like vampire bats in this game, flying faster than before. They are usually found in dungeons, and also appear as Fire Keese. Unlike other Keese, they do not head straight into their enemy; they wait and prepare to strike.

The Minish Cap
Keese slowly fly around dark caves and dungeons, with no real pattern of movement.

Twilight Princess
Regular, Fire, and Ice Keese return in Twilight Princess. This time around, they have a long tail with a hook on the end, and their attack pattern is similar to that in The Wind Waker.

Phantom Hourglass
Regular, Fire, and Ice Keese also appear in Phantom Hourglass. They commonly appear in caves and look very much like their counterparts in The Wind Waker.

Ache
Although Keese do not appear in The Adventure of Link, Aches, a similar species of bats, do. Though usually found in forests and caves, Aches are occasionally found in towns. They hang at the top of the screen, waiting for Link to pass, and dive down to attack. It should be noted that the official name of these enemies is actually Ache, but they behave like Keese in almost every respect, so they are often confused with them. In certain towns, some Aches disguise themselves as villagers and attack Link when he tries to talk to them, breaking their disguise. These are commonly referred to as the "Eyes of Ganon".

Acheman
Acheman are Red Aches that fly down and turn into a red goblin-like creature. They are only able to transform into this state when on solid ground, and shoot fireballs from their mouths at their prey.

Bad Bat
Bad Bats are larger variants of Keese found in Majora's Mask. They seem to prefer outdoor environments, as opposed to the cave or dungeon-dwelling Keese. Bad Bats can even be found during the day.

Battle Bat
Battle Bats are Keese are found in Link's Awakening, and are stronger than normal Keese. The only six Battle Bats found in the game are fought during the fight against the seventh dungeon sub-boss, the Grim Creeper.

Fire Keese
When Keese are exposed to an open flame, they can transform into Fire Keese. In Ocarina of Time and Majora's Mask, Keese can be transformed by Fire Arrows or torches. They will set Link on fire, simultaneously putting themselves out. In Ocarina of Time, if Link is equipped with the Deku Shield when hit, the shield will burn (as it is made of wood).

Ice Keese
Ice Keese are Keese exposed to cold, such as an Ice Arrow or Blue Fire. In Ocarina of Time and Majora's Mask, they freeze Link and return to normal. In Twilight Princess, Ice Keese cannot be changed into regular Keese or vice versa.

Shadow Keese
Shadow Keese are only found in the Twilight Realm in Twilight Princess. The have dragon-like bodies and strange, funnel shaped heads surrounded by a ring of grey plumage. Their faces are featureless save for red symbols. They appear to be identical to Shadow Kargorocs, except for the fact that they are smaller and weaker. As with many Shadow creatures, Shadow Keese have a distinctive cry; rather than the squeaking of the other Keese variations, Shadow Keese make a noise reminiscent of a hammer clashing on metal.

Gomess
Gomess is a powerful vampire that hides in the darkest room of the Stone Tower Temple, in Majora's Mask. It is surrounded by thousands of Keese and carries a huge scythe. It appears to be modeled after the Grim Reaper.

Vire
Vires are large humanoid/bat creatures, who fly and hop around the area, sometimes shooting fireballs. They split into two Keese after taking a certain amount of damage. In The Legend of Zelda, Vires are large, blue bat creatures that hop around aimlessly. They are only found in dungeons, and when harmed, split into two red-colored Keese, which float around the room like regular Keese. In Link's Awakening, Vires appear in only the Turtle Rock. They fly around and shoot fireballs. Then they will swoop down at Link. After being damaged, they will explode into two Big Keese. In Oracle of Ages and Oracle of Seasons, Vire appears as a unique enemy, a henchman to both Veran and Onox. Depending on which game is played first, Vire will begin as an underling of one or the other, with events surrounding him being altered in the second.


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Zelda franchise strategy guide/Enemies/Moblin

Moblins (モリブリン) are fictional pig or bulldog-like monsters in The Legend of Zelda series of video games. They often reside in forests, where the player battles them as Link, the games' main character and protagonist. Moblins commonly carry spears, but some carry swords and clubs as well. Moblins can usually be found wandering the overworld of each game in which they appear.

For the piggish brutes, food and Rupees are all that matters. As long as there is pay, nothing is too low for the selfish swines; if there is a reward, Moblins won't hesitate to act. Ganon, the games' main antagonist, has been known to frequently utilize their greedy natures by hiring Moblin mercenaries to seek out and destroy Link.

There are few individual Moblins—the only Moblins that are part of their game's storyline are the Moblin King (Link's Awakening), the Great Moblin (Oracle of Ages and Seasons), Moe (The Wind Waker), and the Monster Lady (The Minish Cap).

Etymology
In Japan, where The Legend of Zelda games are developed, Moblins are known as モリブリン, written in romaji as "Moriburin". The word "Moblin" is likely a portmanteau of the words "mori" meaning "forest", and "goblin". In the English releases of The Legend of Zelda and The Adventure of Link, this name was first translated into "Molblin", sparking debates over the true origins of the name of the species. Nintendo of America translated it to "Moblin" in A Link to the Past, and the name has been consistent in all games since. Other similar changed translations have been "Gannon" to "Ganon" and "Zola" to "Zora".

The Legend of Zelda
Moblins first appeared in The Legend of Zelda as spear-throwing bulldog monsters. Their spears can be blocked by Link's Shield, and they had two key varieties, orange and blue; blue are stronger than orange, as they require more hits to kill. They are most commonly found in forest areas. A few orange Moblins hiding in secret hideouts across Hyrule give the player Rupees and deliver the famous quote, "ITS A SECRET TO EVERYBODY".

Notably, there is a Goron in The Legend of Zelda: Twilight Princess that states "It's a secret to everybody." when spoken to after the Hyrule Castle has been encased in a barrier. Though he says it in a different context, it is likely a tribute to the original Moblin.

The Adventure of Link
In The Adventure of Link, Moblins come in many new forms. The top-down view of the original Zelda made them seem short and squat, while the side-scrolling view makes them look tall and quite thin. The Moblins in this game are after Link's blood, which would have been used to resurrect Ganon, who was previously vanquished by the "original" Link. Usually, they will come at Link with defenses up, throwing Spears, while others continue regenerating and coming at Link from both sides of the screen, stealing EXP from Link whenever their spear points touch him. Link can block their spears with his shield. The different varieties of Moblins in The Adventure of Link include red Moblins, blue Moblins, and orange Moblins. Orange Moblins simply throw their Spears at Link. Red Moblins cannot throw their spear, but they can stab high or low with it. Blue Moblins can throw their spears and stab low with them.

A Link to the Past
In A Link to the Past, Moblins can only be found in the Dark World, taking the place of the variously-colored soldiers in the Light World. While the Pig Soldiers appear to be Moblins, they are never referred to as such. The ones who are Moblins are the spear-throwing ones, whose spears can be blocked by Link's shield. The ending added to the remake of this game implies that Moblins and Pig Soldiers are actually Ganon's only true soldiers, and that the other enemies are not on his side, but influenced by Agahnim's guise as the king of Hyrule. In its Satellaview direct sequel, BS The Legend of Zelda: The Ancient Stone Tablets, there are no Moblins, on account of the fact that the Dark World is not present.

Link's Awakening
Link's Awakening marks the first time a Moblin ever used a sword. Moblins only appear in the Mysterious Forest and the Moblin Hideout, as Sword Moblins (always with shields as well). The Moblins with swords do not wander around aimlessly throwing spears like most of their race, but instead home in on intruders (Link in this case) like the guards in A Link to the Past. Some Moblins in this game, however, do maintain the tactic of wandering and firing arrows. The Moblin King, who kidnapped Madam Meow-Meow's Bow-Wow (a Chain Chomp from the Mario games) resides in the Moblin Hideout, and serves as a boss in this game. Since Link's Awakening has nothing to do with Ganon directly, it is unknown whether these Moblins are under his control (but not likely, as Koholint Island is a foreign land, as well as merely a dream of the Wind Fish).

Link's Awakening seems to also mark the transition in appearance of Moblins. In older games they resemble bulldogs, but in later installments of the series, they resemble pigs instead. Interestingly, in addition to bulldog-like Moblins, there are enemies that move and attack exactly like them (both with swords and shields, and bows) that are pig-like (called Butablin in the Japanese version, buta meaning pig). These enemies are found mostly in the area of Tal Tal Heights, near the Wind Fish's Egg.

Ocarina of Time
In Ocarina of Time, Moblins only appear in the Sacred Forest Meadow when Link is an adult. All but one of them will charge at Link with a spear when they spot him; the last one guards the corridor leading to the entrance of the Forest Temple, and when Link approaches it, it will hit the ground releasing shock-waves from its club that will harm Link if they make contact. Both the regular Moblins and the guardian are much larger than any previous Moblins. Although these Moblins are also pig-like in form, they have a somewhat bulldog-like face and a bull-like scream when they charge. Those found in the maze area can be defeated using a large variety of weapons, although the large Moblin wielding a club is best countered with arrows because of its range, or with the Hookshot, Longshot, or sword from behind. Unlike other enemies in this game, Navi is unable to lock on to or provide information about the Moblins here.

In the Master Quest version of Ocarina of Time, a Club Moblin that causes shock-waves like the one guarding the Forest Temple entrance can be found in the Spirit Temple.

Oracle of Ages and Oracle of Seasons
In Oracle of Seasons and Oracle of Ages, Moblins are one of the most common enemies. They act exactly as they did in Link's Awakening. They come in red and blue varieties, and Oracle of Seasons features a one-of-a-kind gold Moblin; the blue ones are usually more difficult to find and to defeat.

The Great Moblin
The Great Moblin terrorizes the populace in Holodrum and Labrynna — however he is never in two places at once; he is always in the land of the game played first, and then when Link drives him out of that land he goes into the other land, where the player can further humiliate him if they follow him by playing a linked game using a password from the first. He will also recognize Link in that second land, whereas in the non-linked game he has never seen him before.

In Labrynna he builds his Moblin Keep (with warning signs all around it) and rules over the mountain and its inhabitants, preventing the Gorons from growing their famous Bomb Flowers — he makes the more traditional sort of bombs (by hand), so it is to be assumed that he wants to drive them out of business.

In Holodrum he builds another Moblin Keep, but this one is very different and has cannons all around the walls. He stands on the wall, waiting to take out anyone who comes near. However, his cannons fire bombs rather than cannonballs, so he is more an annoyance to Link rather than a real threat.

The Great Moblin and his henchmen are greedy, and always out to make a profit. In Holodrum (depending on the story strand) the player will find his minions surrounding Dimitri. They intend to sell him ("Bwee! I found somethin' weird! If we catch it and sell it, we'll be rich!!! And the Great Moblin will be very pleased!!!"). If Link wants to rescue Dimitri from this fate he has to pay them a total of 80 Rupees in exchange for him.

If the player is in Holodrum while playing a linked game, the Great Moblin kidnaps Princess Zelda, once again hoping to make a profit ("Such fine clothes... You must be a high-class girl! Rupees, jewels, everything! Give me your valuables!"). After a brief skirmish, though, he retreats back to the Moblin Keep.

After Link destroys the Holodrum Moblin Keep, he will not leave the land (like he does when his Keep in Labrynna is destroyed) but will instead move into an abandoned house in the south-eastern corner of Sunken City. There he and his minions make bombs, apparently to sell to get the funds to rebuild the Keep. If Link drops a bomb or an Ember Seed on this pile and then runs out the door, the house explodes, and the Great Moblin and his henchmen narrowly escape the smoldering ruins. They soon return again to rebuild the house (which is a much shabbier version of the building) and continue making bombs once more. Link can blow up this second house too, and they will flee yet again. The next time they rebuild, however, the moment Link ignites their pile of bombs the Great Moblin says, "Bwee-hee! So it was you! You'll pay!!! An eye for an eye!". They throw Link into the house and run away, and it explodes with Link still inside, killing him (and giving the player the save/continue menu as with any death).

Moblin Ring
In both Ages and Seasons, Link can acquire a magical Ring that transforms him into a Moblin. He cannot use any attacks in this form, but he is ignored by any Moblins (with the exception of the Great Moblin), and also cannot be eaten by Like Likes. The ring can only be found in Maple's possession, or inside of a Gasha Nut.

The Wind Waker
In The Wind Waker, Moblins are large, gray-brown or blue pig monsters who carry glaives. They do not appear as often here as in previous Zelda installments, on account of them being much more powerful than most types of Moblins. If they catch Link inside the Forsaken Fortress while he is unable to defend himself, they will set him alight with their lanterns and throw him back into his cell. They can use their glaives to thrust at Link, which they usually do 2-3 times before unleashing a very wide swipe. They are one of the first enemies that are introduced in this game. Link can disarm a Moblin and use the glaives they wield as a weapon, albeit a rather cumbersome one. Link can also use the Grappling Hook to steal a Moblin's Skull Necklace—a valuable treasure that can be given to a certain character in the game to earn rewards.

The Wind Waker Moblins are fairly comical. When their Skull Necklaces are stolen, they cry out in surprise with a shocked expression on their face. Also, when they are cut from behind (stabbing attacks are most effective for this), they start hopping around in pain, holding their rear end. Sometimes, they also panic and run away from bombs thrown at them, and will not start fighting until the bombs explode. If a Moblin is lured to run over a high ledge, it will hang suspended in the air Looney Tunes style until it looks down and flails wildly before falling to its death.

The Wind Waker saw the introduction of the first Moblin with a specific name: "Moe". Apparently, he worked at the Forsaken Fortress and developed a relationship with Maggie, the daughter of the rags-to-riches villager on Windfall Island (Moe is supposedly the source of the man's new-found wealth, as Maggie's father sold the Skull Necklaces that Moe gave to Maggie for a high price). The father forbids the relationship, but Link can help her by delivering a letter to Moe. As it turns out, Moe has mail for Maggie as well (which Maggie interprets to be romantic, when in fact Moe writes that he likes her so much that he would like to eat her for dinner). For helping Maggie and Moe, Link receives a Piece of Heart. Although Moe is crucial to this side quest, the player never sees him. But, this shows that Moblins can read and write, probably in the same language as post-Great Flood Hyruleans, and that perhaps Moblins are capable of love.

Furthermore, the first form of the final sub-boss of Ganon's Castle, Puppet Ganon, seems to be based on the Moblin, though it may be based on Ganondorf's pig-like form, which the Moblin may in turn be based on.

Bokoblins
Relatives of Moblins are the smarter, but less powerful Bokoblins, little pig-imp creatures with a speared tail, who are often found in dungeons and all over the Great Sea, often on rafts and lookout towers and in submarines. They come in blue, green and pink colors, and often carry telescopes, machetes, or Boko Sticks. Some also wield small wooden shields that bear the post office marker of the Forsaken Fortress. Their attack style is straight-on, weaving left and right until an opportune moment to strike, and they often perform jump attacks. They are also capable of operating machinery, such as the giant search lights at the Forsaken Fortress. Skills such as the ability to operate machinery and use various tools may render the Bokoblin much more intelligent than their relatives, the Moblins. They also carry Joy Pendants as spoils which is the first item that is stolen when a Grappling Hook is used on one or when they are killed. The Joy Pendants can be surrendered to the schoolteacher on Windfall Island, which will yield Link great rewards.

Miniblins
Even smaller than Bokoblins, Miniblins are a type of pygmy side species. They repeatedly spawn and attack in masses until the player leaves the area. They appear mostly in caves, but also appear in certain sections of the Great Sea. They also appear to be less intelligent than Moblins, in that they can be easily distracted if Link throws some bait in their direction, to the point where they fight each other for it.

Miniblins also appear in Phantom Hourglass.

The Minish Cap
Moblins in The Minish Cap are virtually identical in appearance and actions to their The Wind Waker counterparts, except they never carry torches. They are equipped with either bows or spears. The bowmen will shoot Link on sight, while the spearmen charge at him in a straight line (they have no slashing attack). They come in "flesh" and gray varieties, and often drop large amounts of Rupees when slain.

The first Moblins appear when Link leaves the Sanctuary. Link is confronted by Vaati, who then locks him in a pen with two Moblins.

Interestingly, there is a woman who appears in another person's house at some point in the game, the lights are turned off, but if Link lights the torches, she will turn into a Moblin, but will not attack him. This is likely a reference to the first Zelda game, in which non-violent Moblins can be found.

It should also be noted that one book in the library is titled: Married to the Moblin. While this could be a reference to Maggie and Moe's relationship in The Wind Waker, it is more likely a play on the title of the 1988 film "Married to the Mob".

Twilight Princess
Although Moblins appeared in the 2004 trailer of Twilight Princess, they do not show up in the final release. Instead, Bokoblins return from The Wind Waker, along with a new Moblin relative called Bulblins, which are humanoid orc-like creatures with bull-like horns. Bulblins are armed with maces or bows, and can ride in pairs on boars known as "Bullbos". The Bulblins are led by King Bulblin.

Bokoblins in Twilight Princess can be found in various areas. Their endurance and difficulty is dependent on their colors; blue or red (wielding wooden and steel swords respectively), the latter being the more powerful enemy. Unlike their The Wind Waker versions, these Bokoblins have whitish hair, and look much more human having lost their pig-snouts and tails.

Moblins in the cartoon series
The Moblins in the DiC cartoon series had red eyes (like those in the original Zelda game) and a bulldog-like appearance. Their trademark stupidity led them to constantly foul up their master Ganon's plans. However they could still think for themselves, and at one point decided Ganon was so hopeless (Link always thwarted his schemes) that they were better off without him; they overthrew him and formed "The Brotherhood of Underworld Monsters" with the other liberated monsters that were previously under Ganon's rule (such as the Stalfos, Mobys and Wolfos), but in the end they weren't much more effective without their leader.

Moblins in the comics
As in the animated series, the comic book Moblins are not intelligent, but they do have individual personalities and are able to speak. Moblins in The Wind Waker are known to speak and understand Hylian.


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User talk:Sourish-001

Editing other people's userpages
Please don't edit other people's userpages. it's quite annoying, and messages should be left on my talk page, not user. Thanks! SHB2000 (discuss • contribs) 05:42, 8 July 2021 (UTC)

Ok, I'm a new account on Wikipedia, so I'm learning how to edit and contribute in it. Thanks for reading! Sourish-001 (discuss • contribs) 07:25, 8 July 2021 (UTC)
 * This isn't Wikipedia though. SHB2000 (discuss • contribs) 07:39, 8 July 2021 (UTC)

title: User talk:Sourish-001


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User talk:Ts12rAc

Welcome, Ts12rAc!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally.

And thanks for reverting the vandalism on my userpage. I've warned the user. Thanks! SHB2000 (discuss • contribs) 05:44, 8 July 2021 (UTC)

Your speedy deletion nomination.
Books here,like articles on Wikipedia,expand over time,so I reverted your speedy deletion nominaton. Tgregtregretgtr (discuss • contribs) 18:20, 12 January 2022 (UTC)

title: User talk:Ts12rAc


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Skaneateles Conservation Area/Invasive species/Ligustrum

<< Prohibited invasive plants at the SCA

Ligustrum spp. (privets)
Privet (in one or more Ligustrum species) is very common at the Skaneateles Conservation Area. In some areas it's quite dense.

In general, the several privet species, none of which are native to the western hemisphere, have been found to be invasive, and some are quite difficult to control where they have naturalized. The New York Flora Atlas reports that Ligustrum obtusifolium (border privet) is by far the most common and invasive of the naturalized privets, but that Ligustrum vulgare (European privet) can be locally quite aggressive as well.

Invasiveness ranking for Ligustrum spp. (privets)
The relative maximum score for the two privets evaluated in 2008 was:
 * Ligustrum obtusifolium (border privet) - 76.67% (high) (prohibited in New York by state law )
 * Ligustrum vulgare (common privet) - 67.82% (moderate)

Ecological impact

 * Ligustrum spp. (all privets):
 * Form dense thickets that shade out and take the place of native shrubs and herbaceous plants.
 * Make conditions unsuitable for native seedlings.
 * Phenolic compounds in the leaves protect plants from leaf-feeding insects which include native herbivorous species

 * Ligustrum obtusifolium (border privet):
 * Can form exceptionally large stands, which reduce light availability and eliminate layers below.
 * May outcompete native shrubs in regenerating communities and remain persistent in these areas thus resulting in significant reduction in the populations sizes of these native species.

 * Ligustrum vulgare (common privet):
 * Dense growth clearly limits light availability to layers below thus influencing ecosystem processes to a minor degree.

Biological characteristics and dispersal ability

 * Ligustrum spp. (all privets)
 * Resprout readily and produce fairly abundant seed with high viability, but may produce less fruit in low-light situations.

 * Ligustrum obtusifolium:
 * Birds consume fruits and spread seeds long distances; vegetative spread through root suckering.
 * Formerly sold as an ornamental landscape plant and used for waste landfill remediation but now prohibited in NY.
 * Disposal of yard waste and highway maintenance may transfer seeds.


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Template:Skaneateles Conservation Area/Cite NY ranking form

M.J. Jordan, G. Moore & T.W. Weldy (2008). Invasiveness ranking system for non-native plants of New York. Unpublished. The Nature Conservancy, Cold Spring Harbor, NY; Brooklyn Botanic Garden, Brooklyn, NY; The Nature Conservancy, Albany, NY. assessed by,.


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Zelda franchise strategy guide/Races/Zora

A Zora is a species from The Legend of Zelda series, found in varying forms. Notably, in many games Zora are either friendly or hostile depending on the game, rather then categorically friendly like the Rito or the Hylians.

Ocarina of Time
The Zoras in Ocarina of Time take a drastic turn from the ones in the earlier games (in which they were called 'Zola', 'Zora's Spawn' or 'river zora', depending upon the game). In those games, they were more monstrous, and breathed fire, while in the 3D games, they were humanoid, blue and scaley, with a more gentle look, and a decidedly more amiable disposition. Zoras primarily reside in the Zora's Domain, while some may appear in Lake Hylia. They can exist both in and out of water, but they work best in water. There are two Zora scales obtainable in Ocarina of Time; the Silver Scale, from the Zora in Zora's Domain as a reward for winning the diving minigame, and the Golden Scale, a reward for catching a giant fish.

Princess Ruto
Princess Ruto is a young Zora whose job it is to feed Jabu-Jabu. When Link arrived at Zora's Domain, she had mysteriously disappeared. Link finds a Letter in a Bottle from her, and gains access to Jabu-Jabu's Domain. He enters Jabu-Jabu's Belly through the means of feeding him a Fish, causing Link to be eaten as well. Ruto is found in his stomach, and she demands that Link carry her around and help her find the Zora's Sapphire she lost. She eventually is trapped by Big Octo, saved, and later trapped again by Barinade, the boss of the dungeon. Upon defeating him, Link gets a scolding from Ruto, and they leave Jabu-Jabu's stomach. She gives him the Zora's Sapphire, which, in the Zora ways, makes them engaged. Later, in the future, Ruto has blossomed into a woman, and encounters Link in the Water Temple, and reminds him that they were to be wed. Once Link defeats the temple boss, Morpha, Ruto realizes she is a Sage, and thus cannot marry Link, letting him off the hook.

King Zora XVI
King Zora is the King of all of the Zoras in the Zora's Domain. He is a large, rotund Zora, differing in appearance from the sleek, thin appearance of Zoras in general. He is the father of Princess Ruto. In the future, Zora's Domain is frozen over, and King Zora is encased in ice.

Majora's Mask
The Zoras remain, for the most part, exactly the same as the Zoras in Ocarina of Time. The only unique Zoras are the members of the Indigo-Gos. The only location that Zoras live in that you can visit is Zora Hall, located in the Great Bay. Most Zoras are found further out in sea, although the player can not go there.

Indigo-Go's
The Indigo-Go's are a band consisting of six Zoras.

 * Lulu - The lead member of the Indigo-Go's, who has a beautiful singing voice. Unfortunately, when her eggs were stolen by the Gerudo Pirates, she lost her voice, and cannot regain it unless she hears a certain song played on Mikau's guitar. Her voice awakens the Giant Turtle, which takes Link to the Great Bay Temple. She was modelled after the adult Princess Ruto from Ocarina of Time
 * Mikau - The lead guitarist in the Indigo-Go's. Mikau is covered in many tattoos, which no other Zora seems to have.  Link first encounters Mikau when he sees the guitarist floating lifelessly in the ocean.  When Link brings the wounded Mikau to shore, Mikau gets to his feet and in a rather humorous manner, he tells Link what happened by playing a song and singing.  Afterwards, he collapses.  Link then plays the Song of Healing, sending Mikau's spirit off, leaving a Zora Mask behind, which allows Link to become a Zora.
 * Evan - Evan is the band leader, and the keyboardist, of the Indigo-Go's. He looks very different from any Zora, featuring more golden colored scales. He sent Mikau to retrieve Lulu's missing Eggs. Evan writes the songs for the band, and dislikes it when others write songs without his input. His scales may not be one-of-a-kind, as the Golden Scale is similar to his scales.
 * Japas - Japas is the bassist in the Indigo-go's. He is friends with Mikau, and has fins stylized in 'punk rock' hair. Uses a piece of a giant crustacian for the body of his bass guitar.
 * Tijo - The drummer of the Indigo-go's. He is somewhat larger than the average Zora, and has a large drum set. Knows a little bit about what's troubling Lulu. His drums are made up of large, puffed up fish. He looks more like a manta then a Zora.

 * Toto - Toto is the manager of the Indigo-go's. He is found at the Mayor's Office, trying to arrange the concert in Clock Town. He somewhat resembles King Zora in shape, but has a different face and is much smaller.

Oracle of Ages and Oracle of Seasons
In Oracle of Ages, Zoras live in an underwater city, which Link can access after he has acquired the Mermaid Suit. In Present time, King Zora has perished, and Jabu-Jabu is a large fish, but without King Zora's consent, Link cannot enter Jabu-Jabu. In the Past, the king is gravely ill, and requires a Potion in order to survive. Link can get one from Syrup, Maple or a Gasha Nut, and once the king is given it, his health improves. Link asks King Zora to allow him entrance into Jabu-Jabu to get an Essence of Time, but Jabu-Jabu is too small. But Link can go into the future, and gain access to the mature Jabu-Jabu. Zoras only appear in Oracle of Seasons through a linked game, and will give you an item. There is also an old Zora far away from the Zora City, who will give you the Broken Sword in exchange for a Sea Ukulele. The Oracle games are the only two games to feature both friendly and hostile Zoras.

The Wind Waker
Zoras are supposedly extinct in The Wind Waker, but the accepted theory is that the Ritos are evolutions of Zoras. This theory came to light on account of the fact that Medli is the descendant of an ancient Sage, Laruto, who is a Zora. Ritos are bird people, who gain their wings through acquiring a scale from Valoo.

Evolution
It is possible that the Zoras have evolved into a bird-like race in The Wind Waker. This half-bird, half-human race known as Ritos make multiple references to the Zoras. The most convincing is the fact that Medli shares the bloodline of the Zora Earth Sage Laruto. Also, we see the symbol of the Zora Sapphire (which is used as the Zora's royal family symbol) in multiple places on the Ritos' home of Dragon Roost Isle. It is unknown why this change would have occurred since the Zoras in Oracle of Ages have been shown to be able to live in the sea off the coast of the island of Labrynna; however, unlike the Great Sea, the Zoras seemed to be living in a controlled environment without interruption from other sea dwellers. Regardless, the name similarity between "Rito" and "Princess Ruto" indicates strong evidence for this possibility. Another piece of strong evidence is the fact that besides the Hylian Royal Family, there are no other races that use the title Prince/Princess other then the Zora, and in Wind Waker, the Rito are the only ones left who use that title.

On the other hand, it is also possible that the Great Sea, once sunken, reverted Ritos to an aquatic state once again. It is also implied that the home of the Zoras in The Wind Waker is actually at Great Fish Island which was the home of the Great Jabun (who speaks ancient Hylian and whose name is an obvious reference to Jabu Jabu) and was home to some race before the island was destroyed by Ganon. The dragon that lives atop Dragon Roost Isle, the volcano, the appearance of bomb rocks, and the red stone that the player acquires there is a bigger reference to the Goron area of Ocarina of Time than the Zora area. Yet it could have been that in desperation, after the great floods the Zora's nation was destroyed by Seahats and such, and that they used grappling hooks to get to new lands. The dragon on dragonroost island gave the zoras scales, meaning they were Magically transformed, not naturally evolved.

It must be taken into account however that Zoras still exist in The Legend of Zelda as enemies, although the game seems to take place after Ocarina of Time and The Wind Waker; the manual, however, lists these enemies as Zolas, and it is unknown whether these two names truly denote two separate races or species or they are the same and the spelling is a result of confusion in the Japanese language of the l and r sounds in the Japanese phonology. An evolutionary offshoot or a hybrid is more likely than the prospect of an entire population taking this evolutionary course, especially considering that the Zoras in Oracle of Ages denote a difference between the "noble sea Zoras" and the "savage, vulgar river Zoras."

Oracle of Ages and Oracle of Seasons
In both Oracle of Ages and Oracle of Seasons, Zoras appear as enemies, acting exactly as past Zoras. However, there are also Zoras that are similar to the ones in Ocarina of Time in Oracles of Ages. In that game, the more gentle Zoras make a distinction between them and the monstrous Zoras, claiming that they are river Zoras as opposed to noble sea Zoras.

The Legend of Zelda
In The Legend of Zelda, Zoras were mistranslated as Zolas, and even now, people interpret Zolas as different from Zoras. Zoras are water-dwelling fish monsters that shoot fireballs at Link. The fireballs are only blockable by a Magic Shield. They dive down into the water and come back up to attack passersby.

A Link to the Past
Zoras (called Zora's Spawn here) appear all over Hyrule. They act almost exactly as the Zoras in the original Zelda act, but look more advanced. This is the first Zelda to feature a unique Zora (the only creature in the game to actually go by the name 'Zora'), who lives beneath a waterfall. He offers to sell you Flippers for 500 Rupees. In BS The Legend of Zelda: Stone Tablets of Antiquity, he's actually called King Zora, and at certain times in a certain week, he will offer them to you for 300 Rupees. He also gives Link the ability to use the warping Whirlpools in both the Light World and Dark World. This is the first and only game to have the enemy Zoras able to jump high in the air and walk on land and shallow water. Often give Bombs. In the Dark World, Zoras take the shape of a strange, one-eyed fish.

Link's Awakening
Zoras only appear as enemies, with the exception of an invisible Zora, who is only viewable with a Magnifying Lens in The Legend of Zelda: Link's Awakening DX. Talking to him gets the Photographer Mouse to take a picture of Link and the Zora, which is printable with the Game Boy Printer.

Oracle of Ages and Oracle of Seasons
In both Oracle of Ages and Oracle of Seasons, Zoras appear as enemies, acting exactly as past Zoras. However, there are also Zoras that are similar to the ones in Ocarina of Time in Oracles of Ages. In that game, the more gentle Zoras make a distinction between them and the monstrous Zoras, claiming that they are river Zoras as opposed to noble sea Zoras.


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The Legend of Zelda: Link's Awakening

Table of contents

 * /Introduction/

/Gameplay/

 * /Controls/
 * /Characters/
 * Nightmares
 * /Enemies/
 * /Items/
 * /Koholint Island/
 * Mabe Village

/Walkthrough/

 * 1) The Mysterious Forest
 * 2) Tail Cave
 * 3) Before Bottle Grotto
 * 4) Bottle Grotto
 * 5) Key Cavern
 * 6) Angler's Tunnel
 * 7) Catfish's Maw
 * 8) Face Shrine
 * 9) Eagle's Tower
 * 10) Turtle Rock
 * 11) Wind Fish's Egg

Sidequests

 * Secret Seashells
 * Heart Pieces
 * Trading Sidequest
 * Photographs (DX only)
 * Color Dungeon (DX only)

title: The Legend of Zelda: Link's Awakening


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The Legend of Zelda: Link's Awakening/Gameplay

In Legend of Zelda: Link's Awakening you control a hero, Link, in a quest across the fantasy world of Hyrule. During the game, Link can progressively acquire several weapons and armors, but also many other items and a wide array of spells.

Link's Awakening is an action-adventure video game, but it's often considered also a role-playing video game. Specifically, it belongs to the sub-genre of action-RPVGs (Action Role Playing Video Game).

Three aspects that can define the genre of RPGs are listed here, and they apply to Link's Awakening as well:

 * Text is an essential part of the game, and the characters have to talk and interact with non-evil characters to proceed in the adventure;
 * There are permanent upgrades, in the form of enhancements of the various attributes of the characters (attack, strength, magic etc.);
 * There is freedom of exploration, all the areas are connected by an "overworld", and areas that have been previously cleared can usually be re-visited; in other words, the game is non-linear.

Older Japanese-style RPVGs (focused more on the plot) and American-style RPVGs (focused more on exploration and roleplaying custom characters) typically feature turn-based battles, while the slightly more recent action-RPVGs like Link's Awakening feature a continuous flow action between exploration and battle. Nevertheless, all three aspects listed above are present in every RPG.


text: The Legend of Zelda: Link's Awakening/Controls


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The Legend of Zelda: Link's Awakening/Enemies

Anti-Fairy
Threat: 3/10

Speed: Medium

Attacks: Contact:

Defense: Invincible to everything but Magic Powder, and the Boomerang. Magic Powder:1 sprinkle, Boomerang:1 throw

Description: Commonly found in dungeons, but not found in the overworld at all. These enemies will move around aimlessly bumping against walls and the edge of the screen. Just jumping over them using Roc's Feather if you're in a small passageway.

Anti-Kirby
Threat: 3/10

Speed: Slow/Medium/Fast

Attacks: Contact:

Suction:

Defense: Invincible to everything but Bombs, the Boomerang, and the Magic Rod.

Description: There is only one of these in the entire game, and it's in Eagle's Tower. So just ignoring it, but if you want to attack it, then use the boomerang from afar.

Arm Mimic
Threat: 7/10

Speed: Medium

Attacks: Contact:

Defense: L-1 Sword: 1 Hit L-2 Sword: 1 Hit Pegasus Boots: 1 Dash

Description: Arm Mimics are not very common. They are scarce is due to the fact that they can be very annoying to encounter. They mirror your every move. If you move up, they move down, If you move left they move right, and visa-versa. Just moving up to them slowly and slashing until they are destroyed.

Armos
Threat: 7/10

Speed: Medium/Slow

Attacks: Contact:

Defense: Invincible to everything but Bombs, Arrows, and the Boomerang (Hookshot freezes it). Bombs: 2 explosions Arrows: 2 shots Boomerang: 2 throws

Description: Armos come to life when you come in contact with them or walk by them. They can be very threatening due to there speed and damage ratio. The easiest thing to do is to is shoot them with two arrows.

Ball and Chain Trooper
Threat: 8/10

Speed: Slow

Attacks: Contact:

Spiked Ball:

Defense: L-1 Sword: 8 Hits L-2 Sword: 4 Hits Bombs: 2 Explosions Arrows: 2 Shots

Description: As his name implies this enemy has a ball and chain that he uses to hurt you. Whenever this guy hurls his ball and chain at you dodge it and slash him with your sword. DO NOT attempt to slash him multiple times, you could get hurt many times doing this. You have to be patient when fighting this enemy.

Beamos
Threat: 3/10

Speed: Medium

Attacks: Beam:

Contact:

Defense: Invincible

Description: A live statue that shoots a beam whenever it sees you. It's no use fighting it since it's invincible, so just run away from it when it sees you. If you have Roc's Feather, then use it to jump over the beam.

Beetle
Threat: 1/10

Speed: Slow

Attacks: Contact:

Defense: L-1 Sword: 1 hit, L-2 Sword: 1 hit, L-3 Sword: 1 hit

Description: Basically the weakest enemy in the entire game. Beetles don't even try to attack you, and them have the second lowest damage ratio. Just slash it once with your sword to kill it.

Blade Trap
Threat: 3/10

Speed: To Target: Fast, Retraction: Slow

Attacks: Dash:

Defense: Invincible

Description: This enemy will dash out at you trying to hurt you, just like everything else. Just jump over them when they dash out.


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The Legend of Zelda: Link's Awakening/Items

Item List

 * Bomb
 * Boomerang
 * Bow
 * Fairy Bottle (Switch)
 * Hookshot
 * Koholint Sword
 * Magic Powder
 * Magical Rod
 * Mirror Shield
 * Ocarina
 * Pegasus Boots
 * Power Bracelet
 * Powerful Bracelet
 * Roc's Feather
 * Shovel
 * Sword

Dungeon Items
Each dungeon has the following items.

Rupees
Rupees are the main currency and have different values based on the color.
 * Switch
 * Green 1
 * Blue 5
 * Red 20
 * Purple 50
 * Silver 100
 * Gold 300


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The Legend of Zelda: Link's Awakening/Walkthrough

This guide will help you along in your journey through Koholint Island. Good luck, brave Link.


text: The Legend of Zelda: Link's Awakening/Walkthrough/The Mysterious Forest


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The Legend of Zelda: Link's Awakening/Walkthrough/Tail Cave

Walk up to the middle statue to use the key you found in the forest. This will open the way for you to enter the dungeon. From the entrance go left and you will see two Hardhat Beetles. Use your sword to knock them off the edge and you will get a key. Continue left and you will be in a room with four Zols. Kill them with your sword to open the door that closed behind you and then collect the compass from the treasure chest. The compass will sound when you enter a room with a key, making them easier to find.

Now, backtrack to the entrance. Go up and you will be in a room with two Gels and a Hardhat Beetle. The Gels can't hurt you but they can latch on to you and slow you down. Kill them with your sword and knock the Hardhat Beetle down into a hole. Step on the button to reveal a treasure chest containing a key.

From there, go right and defeat all the enemies for a map. Walk up to the person-shaped portion of the wall which will swing you to the next room. There isn't much to do here, so unlock the door and head right. From this room, go up and you will see three enemies with playing card suits on them, the Three-of-a-Kind. When you hit them with your sword, they stop on the suit they are currently showing. Freeze them all at the same suit for a treasure chest containing a Stone Beak. This allows the Owl Statues to give you advice.

Backtrack two rooms and this time head for the left room. Inside of the chest in this room is a key. You have to be quick because of the Spark moving around it. You will be able to defeat these when you have the boomerang, but that is much later in the game. Continue left, because going up leads to a dead end.

In this room you will see a cracked wall, if you have bombs already you can bomb that area and in the room it leads to, receive a Secret Seashell. Otherwise, just defeat the Mini-Moldorm to receive 50 rupees. You can break the crystals with your sword to go down, but that just leads to somewhere you've already been. For now, go upwards instead.

In this room, you see a Blade Trap that will slide towards you if you try to go for the next room. Push the block into its way so that it can't slide at you when you try to cross.

From here, you have to zig-zag a little bit. Continue along the narrow walkway while avoiding the Sparks. Eventually, you will come to a closed door. Push the leftmost block right to open it, keeping in mind that the Spark will start moving around the block once you've pushed it.

Now you will find yourself in a room with two Spiked Beetles. Let them ram into you when you have your shield up to flip them over and attack their underbelly with your sword. You can now descend the staircase that appears.

You are now in sort of platformer environment. You can see Goombas moving at the bottom. Simply walk off the left ledge to fall to the next and walk off that and climb the ladder you fall near. Just keep doing this while working your way across and you'll eventually come up in another room. From this room, go up and you will see a flying heart. You can get this soon. Go up again and while avoiding the sliding Blade Traps, grab the treasure chest for the Roc's Feather, which allows you to jump.

You'll have to head back a fair bit now. Go back to the room just before the one with a bombable wall. Take the upper right way out. Continue along until you come to a room with a Hardhat Beetle. Knock it down the hole and jump across. Use a key on the block and continue to get the Nightmare Key. Now go back to the room just before the one where you got the beak. Jump across the hole and be ready for a mini-boss, and have the Roc's Feather with you.

Rolling Bones

The mini-boss of Tail Cave is Rolling Bones. He will roll a spiked bar at you and hide behind it. You simply need to jump over the bar and slash at him as he works his way across the room. It shouldn't take long to wear him down. Your health will be fully restored upon defeating him by a fairy and a warp point will appear, allowing a quicker path between this room and the dungeon's entrance.

Continue up to the next room. Be careful not to get hit by the sliding Blade Traps that will attack anything near the edge of the room. Don't bother going down the stairs, they are only needed if the Nightmare ahead knocks you down.

Tail Beast: Moldorm
In this room you will encounter your first Nightmare: Moldorm. The Nightmare is fairly straightforward. Moldorm scuttles around his lair, trying to catch you off guard. The only problem is, he can clobber your health in moments if you keep getting struck by him. Keep Roc's Feather handy to jump over the malicious worm.

The real challenge is taking Moldorm down. His lair has no walls surrounding it, and you can be sent flying if you make contact with him. If Moldorm knocks you down below, you can just work your way along and come up at the staircase before you fought him. However, his health will be refilled again if this is the case. To damage him, simply attack the sparkling end of his tail. This is where things get hectic: Moldorm will speed up for a few seconds and charge across his lair. An easy way to defeat him is with Spin Attacks, since you only need 2 of those. Make sure you don't get knocked down, though. After about four hits from your sword, he will fall. Collect the 'Heart Container he drops. You'll get an instant refill of health, and receive a fourth heart in your Health Meter.

After this hard-fought battle, you have a reward waiting in the next room. The door will lock, meaning no turning back. Go on to collect the Full Moon Cello, your first Instrument of the Sirens.

And that's it, you've completed Tail Cave. However, you'll be warped out of the dungeon and given a hint to the location of the next. The swamp seems quite peculiar...


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The Legend of Zelda: Link's Awakening/Walkthrough/Before Bottle Grotto

When you finally beat dungeon 1, you'll get a vision saying that a path opened in The Swamp. After the vision you wake up in front of the Tail cave gates. Go west one space for a meeting with the Owl.

The Wise Old Owl tells you that he could not believe you were real until you got the one 8 special instruments of sirens and that you are going to have to collect them to be able to wake the windfish and get off the island. He gives you a special hint he tells you were the next instrument is located.

Before you can get to Dungeon 2 in the swamp. There will be a chain of events that will need to be done first before you will be able to even enter dungeon 2.

Koas moblins attack
When you return to Mabe Village, the two kids that were originally playing catch will run up to you telling you about the crisis afoot they tell you to head to the Madam Meow Meow's house. Talk to her and she'll tell you that a bunch of moblins stole her prize Bow wow and asks for someone to help.

Now that you know who is responsible for the kidnapping of Madam Meow Meow's prized Bow wow. Refill your hearts before trying to locate the Moblins. Head to the mysterious forest to the north, and reach the exit in the north-east corner. When you leave the forest on the other side, you should find a field of holes surrounding a piece of heart, which you can collect with the Roc's feather. Jump north, and turn towards the right. The cave next to the owl statue is the Mobiln's cave.

There are three rooms standing in your way of BowWow. The moblin guard in the first room will alert all the moblins that an intruder has entered their hide out. Go through the chambers slaying the Moblins in each chamber until you get to the boss Moblin.

Another short speech before your final battle with the moblins. This is sort of tricky, but can be done in one of 2 ways:
 * 1) You can use the shield to block the arrows, and when the boss begins to charge, wait until the last second to get out of the way. He will bash against the wall, and become vulnerable to attack for a few seconds.
 * 2) As an alternative to walking, you can use Roc's Feather to jump over his attacks. When you jump over his charge, he will run underneath you, and slam into the wall.

When he is defeated, you can proceed to the next room to retrieve BowWow. Although a short-term companion, he can quickly swallow any enemy that comes too close.

To the Dungeon
Go east one screen then you will meet the Owl one last time before you go to dungeon 2. He will remind you that you need to get the second instrument, in the swamp. To reach the swamp, head to the north-west exit of the mysterious forest, where you first found the Tail key.

When you approach the entrance of the cave, BowWow will quickly eat the Goponga Flowers that surround the entrance, allowing you to enter the Bottle Grotto.


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The Legend of Zelda: Link's Awakening/Walkthrough/Bottle Grotto

The Bottle Grotto is the second dungeon. To enter the main part of the dungeon, you must have at least two doses of magic powder. However, you can collect extra powder once you manage to enter the dungeon.

Stone beak
First, you must equip magic powder. Then go up to the next room. An spark will be circling around the room. Go to the empty torches and use the magic powder to open the door to the right. Proceed through the door.

Defeat the two Stalfos, and collect the first key when it drops from the ceiling. Head left, and open the door. When you go through the door, wait for the traps to trigger before passing through. Defeat the two Keese and head north. Jump over the gap, and knock the Hardhat Beetle into the chasm. Open the chest to collect the Stone Beak.

Compass
Head back, and go one screen right from where you found the first key. You should see a blue crystal, which may be struck to raise or lower the obstacles. Strike it, and head south. Strike the crystal in that room, and open the chest to get another small key. This allows you to access the locked door you passed earlier. Enter that room, and defeat the shy guy by facing away from it, holding your sword, backing towards it, and making a spin attack. This reveals a chest containing the Compass.

Now, return to the stone owl room. The path right is blocked, but contains a key you need to collect. If desired, you can try backing into the wall to trick the shy guys to approach, and defeat them to instantly drop a key. If you can't do this, then you will have to back track.

From the stone owl room, head south, then east. Jump towards the button in the south-east corner to reveal a chest, which you can open to collect a key. Continue north and defeat the Shy Guys if you haven't already (although you will have to backtrack for the key). Head east and equip a shield to repel the Spiked Beetle.

Head north and push the blocks towards each other to reveal a staircase. You will need the Roc's Feather to jump in the underground area, and once you surface, jump to the middle island and collect the piece of heart. Proceed north.

Miniboss: Hinox
Hinox is a miniboss, but it is quite easy to defeat. His main attack is a charge towards you before grabbing and throwing you (possibly into a weak floor). When he signals his attack and charges, swing your sword to hit him. He will retaliate by throwing a bomb. You should be able to approach him now, and attack again and dodge any bombs he throws.

When he is defeated, a portal between this room and entrance is now usable, and you can continue right.

Map and Power Bracelet
Jump across the gaps, check the owl statue for a clue, and turn north. Wait at the entrance first. A Vacuum will start pulling you to the corner. Wait for it to stop, before heading to the chest to collect the map. When you have the map, you can jump across the gap, and head north again.

The chest in this room contains 20 rupees. Unlock the door to the left, and you will have to fight against two Boos. They disappear when you try attacking them, but you may use magic powder on the torches to make them vulnerable. When they are defeated, you can collect the Power Bracelet from the chest.

With the bracelet, head right, and throw the pots out of the way and take the upper exit. Strike the crystal twice, advancing when possible, to reach the chest (If you can't, you will have to backtrack to a crystal, or take a staircase two rooms south). This reveals a small key, to which the door is only two more screen east.

Nightmare key
Before taking the small key, head south instead (or use the staircases visible earlier). You should see a room with an imprisoned Pols Voice, a Keese, and a Shrouded Stalfos. You need to defeat them in the correct order to reveal a Nightmare Key, and this order was given by an owl statue earlier. You first have to reach the Pols Voice, by pushing one block down, and one to the side, and defeat it by throwing a jar at it. After this, defeat the Keese and then the Stalfos to reveal the nightmare key.

Next, head up, and to the right. In this room are two Pols Voices and a Zol. You can't harm the Pols Voices with your sword, but you can throw the jars at them. When the monster is defeated, continue down the stairs to the underground section. stand on the first platform to lower it, but when you reach the second platform, you will need to pick up a jar first for the weight to push the platform downward. When you climb up, you should be in front of the nightmare door.

Boss: Genie
The trick to defeating this boss is to break the Genie's bottle, but you need to catch it first. To do so, you need to strike it with your sword. When the bottle stops jumping, pick it up using the Power Bracelet and throw it against a wall. Repeat this until the bottle breaks and releases the Genie. While the genie exits the bottle from time to time, you can't harm it or the bottle until it begins to charge at you once more.

When the bottle is broken, it will turn invisible, when it appears, be prepared to spin attack it before it can shoot fireballs at you (or failing that, dodge by moving downward before it reappears). If you can interrupt its attacks, you should have no problem defeating it before it can kill you.

When the Genie is defeated, head west and collect the Conch Horn. In the following scene, you receive a call to visit the Prairie. You may optionally return to the dungeon, and collect the first chest that contains 50 rupees.


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The Legend of Zelda: Link's Awakening/Walkthrough/Key Cavern

Since you completed Bottle Grotto, you don't need BowWow to continue the quest. If you keep him around, he can still help you in combat, or help detect the locations of Secret Seashells, but neither Richard nor the monkey will help you.

Exit to the right, and find Richard's Villa. He gives a quest to find the Golden Leaf in the castle. There's five leaves to find, and you'll need to get a shovel. Purchase it from the store if you haven't already.

You will also need to start on the Trading Sidequest. get the Yoshi Doll from the store and trade it to the northern house for a ribbon. The ribbon is given to the chain-chomp puppy for Dog food. The dog food is then used to purchase bananas.

With the bananas, you can head to the castle. The moneys will build a bridge for you, to the right of the castle. In addition, you will receive a stick for the trading sidequest.

Golden Leaves
Continue north, and turn west. Slash the bush, and continue underground into the castle. There are five leaves to collect:

 * 1) To the right of a castle is a set of six holes. Hit the Mad Bomber as he pops out, and dodge the bombs he throws. He drops a leaf when defeated.
 * 2) To the left of the castle is a bird sitting in a tree. Startle the crow with a rock on the bottom right, and defeat it for the leaf.
 * 3) Enter the castle.  In the second room, eliminate the enemies for a leaf.
 * 4) Head upstairs. Bomb the two wall statues in the first upstairs room to detach them from the wall. Defeat them both for the leaf (If you don't have bombs, you can harvest some in the room before the final leaf.)
 * 5) Exit to the south, and re-enter by the center doorway.  The door will block progress, but you can grab an urn and throw it to smash it open. Continue north and defeat the Ball & Chain Trooper.

Return to Richard, and he will open a passage for you. The passage leads to the pothole maze, which you gradually reveal by cutting away the shrubs. There are diagonal shortcuts available if you want to speed through it. At the end of the maze is an owl status overlooking some grass. Cut the grass, and dig in the empty spot to get the key for the third dungeon.

Key Cavern
You may now explore the key cavern proper. In the first room, pickup a pot, and throw it against the northern door. Continue north, defeat all monsters in the room, and get a small key. Since the west path is blocked, take the east path. The doors will close, forcing you to defeat all monsters in the room to continue (excluding the one in the chest).

Continue north, until you reach a staircase. when you head down, you should be in a room with four locked doors. Of those four doors, the west and south passages lead to dead ends, but you can obtain a key if you defeat all monsters within the room.

Beak, Map and key
If you take the northern exit in the 4-way, you will see a crystal that you can strike. When you do, you may now access the chest just before the staircase, which contains the Owl Beak. You can head two screens south and one screen east to also collect the Map of the dungeon.

Pegasus boots
Taking the east route opens a room with a conveyor belt, with stairs at the end. Climb up the stairs. Within this section, you will need to collect enough keys to reach the nightmare. In the first room, you will need to find all hidden Zols and destroy them to get the key. Continue north, and head left. In this room, you need to defeat all enemies to unblock both doors. If you have sufficient bombs, you may head north to the miniboss; otherwise, continue west.

In the southwest room, you will be attacked by two Pairodds. You can defeat them for another small key, although doing so may be difficult without the Pegasus boots. However, you can place a bomb at the point they will teleport and approach them to destroy them. Defeating them should release a key. Continue north for two rooms, and grab the bomb pickup. You may now return through the stairs, and proceed to the miniboss.

The miniboss are two Dodongo Snakes. To defeat one of them, you need to place three bombs in its mouth. To defeat both, you will need six bombs, although a quirk allows you to only defeat one snake and leaving the room to destroy the second. When they are destroyed, you can proceed right to collect the Pegasus Boots.

With these boots, you can backtrack to the beginning of the dungeon, and head east. You can now run past the vacuum, and collect the small key. However, you will still need to continue to the east from where you collected the boots.

The arrow shows where you can place a bomb, which can be done later. Continue north, and defeat the Bombites and other hidden monsters. Continue left for a compass and search for a breakable wall on the left (by tapping it with your sword) and blow it open. You should find another key.

Next, bomb the wall marked by the arrow. Use the boots and feather to jump over the gap, and turn north to obtain the nightmare key.

Slime Eyes
To reach the nightmare, head to the room south of the miniboss. Unlock the series of four gates using the keys collected. You will need to get past the spikes, which is performed by ramming the Thwomp to the right. When you get to the stairs, you can ram the Pairodds with the boots and sword to quickly defeat them.

Continue left. If you want to explore more of the dungeon (which is optional at this point), you can defat all the keese to release a key. otherwise, head north to engage Slime Eyes. It will first taunt you, saying that you can't see it. Ram the back wall to force it to fall down, then attack it with your sword. When it begins to divide, use the boots again to split it in half.

Once the eyes are separate, you can slash them to death. However, if one of them jumps high up, you will need to switch the pegasus boots with the feather to avoid being stunned when they slam against the ground. Once both eyes are destroyed, you may proceed north to collect the Sea Lily's Bell.


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The Legend of Zelda: Link's Awakening/Sidequests/Secret Seashells

Scattered throughout the island are 26 Secret Seashells. If you collect 20 seashells, you can get a more powerful sword, capable of ranged attacks.

Seashell 1
Slash the bushes out of the way to find your first Secret Seashell.
 * Item needed: Sword

Seashell 2
Dig in Bow-Wow's kennel for a second Secret Seashell. It is found in the bottom-right corner.
 * Item needed: Shovel

Seashell 3
From the entrance of tail case, head north, west, and north. You should see a cracked wall on the left. Use a bomb, and collect the chest.
 * Item needed: Bombs

Seashell 4
In the mysterious forest, one of the southern parts of the forest has a chest behind a rock. Lift the rock, then open the chest.
 * Item needed: Power Bracelet

Seashell 5
Take the east exit of the mysterious forest, and head south. Lift the rock. You should see a lone bush, which may be removed, and dug.
 * Item needed: Power Bracelet, shovel

Seashell 6
Enter Seashell Mansion with exactly 5 seashells.

Seashell 7
East of the seashell mansion, slash the upper two bushes to reveal the shell.

Seashell 8
North of the mermaid lake, you should see a stone. Lift it.

Seashell 9
North-west of Martha's bay is a cave. Enter it, and head to the left wall with a different floor tile; tap it with your sword to confirm if it can be bombed, and go through. At the end of that tunnel and cave, you should eventually reach an owl statue, which you can dig around.

Seashell 10
After completing Bottle Grotto, look for mermaid lake. It is located in the same area as the mermaid statue. Chop the bush to get it.

Seashell 11
Enter the seashell mansion with exactly 10 seashells.

Seashell 12
When you collected five gold leaves, you can enter the tunnel below Richard's Villa. Take the left path, push the block forward, and open the chest.

Seashell 13
To the right of the Key cavern, there is a stairway leading up. Head left one screen, and you should see a clear patch between four grass patches. Dig here.


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The Legend of Zelda: Link's Awakening/Sidequests/Heart Pieces

Heart Piece 1
Any time after you've got your sword, slash the bushes and fall down the Mabe Village well for a Piece of Heart.
 * Item needed: Sword

Heart Piece 2
Head into the first Mysterious Forest cave, the one on the way to the toadstool, to find this piece.
 * Item needed: L-1 Bracelet

Heart Piece 3
After getting the Roc's Feather, jump onto this platform to claim your third Piece of Heart.
 * Item needed: Roc's Feather

Heart Piece 4
North from Bow Wow's house you can talk to a man and play the fishing minigame. Catch the large fish closest to you for a heart piece. You may have to clear out the other fish first by catching them too, so bring plenty of Rupees.