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| ====Advanced==== | | ====Advanced==== |
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− | Requirements: 5 purple potions, Pegasus Boots, Big Spin (100 Maiamais), Nice Fire Rod, Nice Ice Rod, Nice Tornado Rod, Foul Fruit, and full health (sword beam) | + | '''Requirements''': 5 purple potions, Pegasus Boots, Big Spin (100 Maiamais), Nice Fire Rod, Nice Ice Rod, Nice Tornado Rod, Foul Fruit, and full health (sword beam) |
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− | Additional things to learn: (1) learn to adapt to randomness of enemy movement (react well for good Big Spin placements), (2) always pegasus dash towards the door after you defeat the enemies in the room (unless you're very close to the door), (3) learn to do 45 degree pegasus boots dash towards to door, (4) do your best not to get hit - sword beam is extremely useful throughout the run to minimize the effects of bad RNG, (5) memorize the sequence of all the rooms so that you know in advanced which items to equip on Link (this way you won't have to change items during the room you need them) | + | '''Additional things to learn''': (1) learn to adapt to randomness of enemy movement (react well for good Big Spin placements), (2) always pegasus dash towards the door after you defeat the enemies in the room (unless you're very close to the door), (3) learn to do 45 degree pegasus boots dash towards to door, (4) do your best not to get hit - sword beam is extremely useful throughout the run to minimize the effects of bad RNG, (5) memorize the sequence of all the rooms so that you know in advanced which items to equip on Link (this way you won't have to change items during the room you need them) |
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| *For the following guide, any floor with "(RNG)" means that your performance may vary due to randomness of enemy movement or initial enemy positioning* | | *For the following guide, any floor with "(RNG)" means that your performance may vary due to randomness of enemy movement or initial enemy positioning* |
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− | 1F: 2 big spin attacks will finish off the blobs (for the 2nd wave of blobs, make sure you are in the center of the stage)<br> | + | '''1F''': 2 big spin attacks will finish off the blobs (for the 2nd wave of blobs, make sure you are in the center of the stage)<br> |
− | 2F(RNG): Big spins to take out the rats (try to get them all within 2-3 big spins). For the wave of Ropes, use a big spin in the center of the stage, then use sword beam to take out the top left and top right Ropes.<br> | + | '''2F(RNG)''': Big spins to take out the rats (try to get them all within 2-3 big spins). For the wave of Ropes, use a big spin in the center of the stage, then use sword beam to take out the top left and top right Ropes.<br> |
− | 3F(RNG): A quick single tornado rod should take care of the group of Keese<br> | + | '''3F(RNG)''': A quick single tornado rod should take care of the group of Keese (Take a couple of steps forward before using it though)<br> |
− | 4F: Perform a quick tornado rod, then finish off the Green Knights with a big spin attack<br> | + | '''4F''': Perform a quick tornado rod, then finish off the Green Knights with a big spin attack<br> |
− | 5F: After slicing the middle Armos with your sword, charge a quick big spin attack to finish off the rest of the Armos<br> | + | '''5F''': After slicing the middle Armos with your sword, charge a quick big spin attack to finish off the rest of the Armos<br> |
− | 6F(RNG): Try to defeat the Poes with one big spin attack. If the Poes stray away from Link, take them down with a sword beam. Straight after the poes go down, charge for a big spin attack to take out the incoming Hyus. The Hyus will always travel to the right at first.<br> | + | '''6F(RNG)''': Try to defeat the Poes with one big spin attack. If the Poes stray away from Link, take them down with a sword beam. Straight after the poes go down, charge for a big spin attack to take out the incoming Hyus. The Hyus will always travel to the right at first.<br> |
− | 7F: There are 4 columns of Rupee Like Likes. Pegasus dash between the columns to activate their awakening animation (don't fall into the pit!). For fastest speed, try to take out 2-3 Like Likes for each sword slash (having sword beam helps).<br> | + | '''7F''': There are 4 columns of Rupee Like Likes. Pegasus dash between the columns to activate their awakening animation (don't fall into the pit!). For fastest speed, try to take out 2-3 Like Likes for each sword slash (having sword beam helps).<br> |
− | 8F: Immediately charge for a big spin attack. Release the attack once all of Tektites are within the range of the spin attack.<br> | + | '''8F''': Immediately charge for a big spin attack. Release the attack once all of Tektites are within the range of the spin attack.<br> |
− | 9F: Immediately charge for a big spin attack, get up in their face, and release the attack to defeat them all. If you don't have sword beam however, there will be 2 surviving knights - finish them off with quick sword swipes.<br> | + | '''9F''': Immediately charge for a big spin attack, get up in their face, and release the attack to defeat them all. If you don't have sword beam however, there will be 2 surviving knights - finish them off with quick sword swipes.<br> |
− | 10F: Pegasus dash to the next room (even if you're hurt, don't stop to pick up the hearts). You will naturally grab one heart.<br> | + | '''10F''': Pegasus dash to the next room (even if you're hurt, don't stop to pick up the hearts). You will naturally grab one heart.<br> |
− | 11F: 2 good placements of big spin attack will take out all the Kodongos. <br> | + | '''11F''': 2 good placements of big spin attack will take out all the Kodongos. <br> |
− | 12F(RNG): Once again use big spin attacks to beat all the Slaroks. Hopefully you can take them all out within 2-3 great spins. Sword beam is useful against the ones that try to run to the corners of the room.<br> | + | '''12F(RNG)''': Once again use big spin attacks to beat all the Slaroks. Hopefully you can take them all out within 2-3 great spins. Sword beam is useful against the ones that try to run to the corners of the room.<br> |
− | 13F(RNG): Try to charge for big spin attack to defeat the crabs. Sword beam is useful against the ones that try to run to the corners of the room. Once the crabs are defeated, move to the door and fend off all the incoming Kus that pop out of the ground (with your sword). Have quick reactions as they are fast!<br> | + | '''13F(RNG)''': Try to charge for big spin attack to defeat the crabs. Sword beam is useful against the ones that try to run to the corners of the room. Once the crabs are defeated, move to the door and fend off all the incoming Kus that pop out of the ground (with your sword). Have quick reactions as they are fast!<br> |
− | 14F: Swipe the middle 2 Pengators with your sword, then immediately charge for a big spin attack to dispatch the rest.<br> | + | '''14F''': Swipe the middle 2 Pengators with your sword, then immediately charge for a big spin attack to dispatch the rest.<br> |
− | 15F: Use your 1st purple potion immediately to take out the Bari swarm. Following this is 2 well placed big spin attacks to take out the smaller forms.<br> | + | '''15F''': Use your 1st purple potion immediately to take out the Bari swarm. Following this is 2 well placed big spin attacks to take out the smaller forms.<br> |
− | 16F: Use your 2nd purple potion to end the Goriyas quickly.<br> | + | '''16F''': Use your 2nd purple potion to end the Goriyas quickly.<br> |
− | 17F: Take a few steps forward, then tornado rod the group of Tarosus. Then charge for a big spin attack to dispatch them all.<br> | + | '''17F''': Take a few steps forward, then tornado rod the group of Tarosus. Then charge for a big spin attack to dispatch them all.<br> |
− | 18F: Charge for the big spin attack while moving forward and release once charged (MAKE SURE NOT TO GET HURT FROM RECOIL). Charge for a 2nd big spin attack, but release it slightly after when the giant Pengators bounce off the north wall (their 2nd wall bounce). If timed well, the big spin will not only defeat the giant Pengators but the recoil from attacking will propel Link towards the door. Make sure you are between the 2 Pengators during this fight.<br> | + | '''18F''': Charge for the big spin attack while moving forward and release once charged (MAKE SURE NOT TO GET HURT FROM RECOIL). Charge for a 2nd big spin attack, but release it slightly after when the giant Pengators bounce off the north wall (their 2nd wall bounce). If timed well, the big spin will not only defeat the giant Pengators but the recoil from attacking will propel Link towards the door. Make sure you are between the 2 Pengators during this fight.<br> |
− | 19F: 2 big spin attacks will defeat the giant Bari (Do not move from the south door). Once it splits into the smaller forms, 2 more big spins will take out the smaller forms. If you still have sword beam at this point, you can take out the smaller forms with one big spin attack!<br> | + | '''19F''': 2 big spin attacks will defeat the giant Bari (Do not move from the south door). Once it splits into the smaller forms, 2 more big spins will take out the smaller forms. If you still have sword beam at this point, you can take out the smaller forms with one big spin attack!<br> |
− | 20F: Pegasus dash to the next room (even if you're hurt, don't stop to pick up the hearts). You will naturally grab one heart.<br> | + | '''20F''': Pegasus dash to the next room (even if you're hurt, don't stop to pick up the hearts). You will naturally grab one heart.<br> |
− | 21F: Charge for a great spin attack while moving towards the center of the room, then release to kill all the Kyunes.<br> | + | '''21F''': Charge for a great spin attack while moving towards the center of the room, then release to kill all the Kyunes.<br> |
− | 22F: As with the previous rats and Ropes room, the strategy is almost identical. The only difference is that the Ropes can all be defeated with one big spin attack if you use it in the center of the room.<br> | + | '''22F''': As with the previous rats and Ropes room, the strategy is almost identical. The only difference is that the Ropes can all be defeated with one big spin attack if you use it in the center of the room.<br> |
− | 23F: The vulture room - Immediately use ice rod. Then walk to the center of the room and use ice rod once again. Then face diagonal-upwards-left for the 3rd and 4th ice rod use.<br> | + | '''23F''': The vulture room - Immediately use ice rod. Then walk to the center of the room and use ice rod once again. Then face diagonal-upwards-left for the 3rd and 4th ice rod use.<br> |
− | 24F (RNG): Use your sword to defeat the center Popo, then immediately charge a big spin attack to defeat the Wizrobes. Sometimes, your big spin may not reach all of them depending on where they appear. If you still have sword beam, you can blast Popo straight away when you enter the room, and charge your big spin right away as a result.<br> | + | '''24F (RNG)''': Use your sword to defeat the center Popo, then immediately charge a big spin attack to defeat the Wizrobes. Sometimes, your big spin may not reach all of them depending on where they appear. If you still have sword beam, you can blast Popo straight away when you enter the room, and charge your big spin right away as a result.<br> |
− | 25F(RNG): The 2 most bottom Moldorms will always move south towards Link, so swipe them with your sword to dispatch them immediately. As for the rest, they move at random as always with Moldorms. They may be easier to take down after tornado rod, but make sure you catch a lot of them if you decide to use tornado rod (tornado rod takes up a lot of time). Another unfortunate reality is that whenever they bounce off the bumper in the center, they are invulnerable during the bounce animation, so watch out.<br> | + | '''25F(RNG)''': The 2 most bottom Moldorms will always move south towards Link, so swipe them with your sword to dispatch them immediately. As for the rest, they move at random as always with Moldorms. They may be easier to take down after tornado rod, but make sure you catch a lot of them if you decide to use tornado rod (tornado rod takes up a lot of time). Another unfortunate reality is that whenever they bounce off the bumper in the center, they are invulnerable during the bounce animation, so watch out.<br> |
− | 26F: Immediately charge for a big spin attack, then release it once all the Eyegores awaken.<br> | + | '''26F''': Immediately charge for a big spin attack, then release it once all the Eyegores awaken.<br> |
− | 27F: Take a couple of steps forward, then use tornado rod. Then charge for a big spin to dispatch all the knights. <br> | + | '''27F''': Take a couple of steps forward, then use tornado rod. Then charge for a big spin to dispatch all the knights. <br> |
− | 28F: Do the same exact strategy as the previous room (27F)<br> | + | '''28F''': Do the same exact strategy as the previous room (27F)<br> |
− | 29F(RNG): There are 3 Lynels. The immediate ones to take care of are the 2 that are closest to Link. Use fire rod on one of them (especially ones that face towards south). For the other (assuming it isn't facing towards Link), make it fall off the edge with multiple sword strikes. As for the 3rd one near the top of the room, you will need to take care of that last. You can use fire rod to push the Lynels off the edge from a distance if they try to attack Link with fire. The general idea is to push all 3 off the edge as fast as you can with sword strikes and fire rod. If 2 or 3 of them are facing south when the battle begins, good luck getting a good time...<br> | + | '''29F(RNG)''': There are 3 Lynels. The immediate ones to take care of are the 2 that are closest to Link. Use fire rod on one of them (especially ones that face towards south). For the other (assuming it isn't facing towards Link), make it fall off the edge with multiple sword strikes. As for the 3rd one near the top of the room, you will need to take care of that last. You can use fire rod to push the Lynels off the edge from a distance if they try to attack Link with fire. The general idea is to push all 3 off the edge as fast as you can with sword strikes and fire rod. If 2 or 3 of them are facing south when the battle begins, good luck getting a good time...<br> |
− | 30F: Pegasus dash to the next room (even if you're hurt, don't stop to pick up the hearts). You will naturally grab one heart.<br> | + | '''30F''': Pegasus dash to the next room (even if you're hurt, don't stop to pick up the hearts). You will naturally grab one heart.<br> |
− | 31F: IMMEDIATELY move towards the center of the room (DO NOT get yourself hit!). Slightly move Link to the right, then slightly to the left to activate the unborrow animation of the blobs. Once all the enemies are on the screen, IMMEDIATELY use your 3rd purple potion to dispatch them all. This room may be tough to master, but it has to be done this way - Hardhat Beetles are a major pain to defeat fast otherwise, especially on ice.<br> | + | '''31F''': IMMEDIATELY move towards the center of the room (DO NOT get yourself hit!). Slightly move Link to the right, then slightly to the left to activate the unborrow animation of the blobs. Once all the enemies are on the screen, IMMEDIATELY use your 3rd purple potion to dispatch them all. This room may be tough to master, but it has to be done this way - Hardhat Beetles are a major pain to defeat fast otherwise, especially on ice.<br> |
− | 32F: Immediately use your 4th purple potion to defeat this other-wise annoying room with the ghosts.<br> | + | '''32F''': Immediately use your 4th purple potion to defeat this other-wise annoying room with the ghosts.<br> |
− | 33F: Move towards the Freezors to activate their awakening, then fire rod them to death. Since you're on ice, you can preemptively use the fire rod as you move towards them to save a bit of time.<br> | + | '''33F''': Move towards the Freezors to activate their awakening, then fire rod them to death. Since you're on ice, you can preemptively use the fire rod as you move towards them to save a bit of time.<br> |
− | 34F: Yet another pitch-black room. Without moving, charge for a big spin. Then move slightly towards the center of the room to release a big spin attack. Then charge another big spin while moving slightly towards the upper half of the dark room, then release the spin attack. The door will open and you won't even know what you defeated.<br> | + | '''34F''': Yet another pitch-black room. Without moving, charge for a big spin. Then move slightly towards the center of the room to release a big spin attack. Then charge another big spin while moving slightly towards the upper half of the dark room, then release the spin attack. The door will open and you won't even know what you defeated.<br> |
− | 35F: Charge your sword for a big spin attack as you are going towards the center of the room. As soon as you grab the heart, the Zazakkus will appear. When they land, that's when you make them regret coming down.<br> | + | '''35F''': Charge your sword for a big spin attack as you are going towards the center of the room. As soon as you grab the heart, the Zazakkus will appear. When they land, that's when you make them regret coming down.<br> |
− | 36F: Move slightly towards the upper half of the room, then use the tornado rod to take out all the flying mushroom guys. This also stuns the Ropas that were trying to attack Link. Since they have surprisingly high hit points, you will unfortunately have to charge for a big spin attack to take care of them. <br> | + | '''36F''': Move slightly towards the upper half of the room, then use the tornado rod to take out all the flying mushroom guys. This also stuns the Ropas that were trying to attack Link. Since they have surprisingly high hit points, you will unfortunately have to charge for a big spin attack to take care of them. <br> |
− | 37F: It's the pitch-black room with the group of Eyegores. Charge for a big spin as you walk towards the next door. The Eyegores will awaken, but remain calm and hold your sword charge - wait for the 2 most northern Eyegores to come after Link, THEN release the big spin attack to take them all out in one go. <br> | + | '''37F''': It's the pitch-black room with the group of Eyegores. Charge for a big spin as you walk towards the next door. The Eyegores will awaken, but remain calm and hold your sword charge - wait for the 2 most northern Eyegores to come after Link, THEN release the big spin attack to take them all out in one go. <br> |
− | 38F (RNG): While you are still at the south part of the room, quickly melt the 2 Ice Armos from a distance with your fire rod. Then charge for the big spin to take out the incoming wizrobes. Like the other wizrobe room, you may not catch them all with the big spin depending on their spawn points. If any remain, defeat them quickly with your sword or sword beam if you still have full health.<br> | + | '''38F(RNG)''': While you are still at the south part of the room, quickly melt the 2 Ice Armos from a distance with your fire rod. Then charge for the big spin to take out the incoming wizrobes. Like the other wizrobe room, you may not catch them all with the big spin depending on their spawn points. If any remain, defeat them quickly with your sword or sword beam if you still have full health.<br> |
− | 39F: Against the flaming fire knight from hell, all you have to do is use the fire rod twice, then charge a big spin to take this guy out.<br> | + | '''39F''': Against the flaming fire knight from hell, all you have to do is use the fire rod twice, then charge a big spin to take this guy out.<br> |
− | 40F: Pegasus dash to the next room (even if you're hurt, don't stop to grab the fairy). If you are lucky, the fairy will be in the center of the room as you dash for the door.<br> | + | '''40F''': Pegasus dash to the next room (even if you're hurt, don't stop to grab the fairy). If you are lucky, the fairy will be in the center of the room as you dash for the door.<br> |
− | 41F: Move a bit towards the Tarosus, then use tornado rod to stun them (and to take out 2 flying mushroom guys). Big spin attack the Tarosus away, then move upwards for a 2nd tornado rod to finish off the remaining flying mushroom guys.<br> | + | '''41F''': Move a bit towards the Tarosus, then use tornado rod to stun them (and to take out 2 flying mushroom guys). Big spin attack the Tarosus away, then move upwards for a 2nd tornado rod to finish off the remaining flying mushroom guys.<br> |
− | 42F: Foul Fruit the Stalfos to stun them, then take them out with 2 big spin attacks.<br> | + | '''42F''': Foul Fruit the Stalfos to stun them, then take them out with 2 big spin attacks.<br> |
− | 43F(Slight RNG): This is the 2nd room with a group of Baris. Charge your big spin as you walk towards the center, then release once you're there. You'll have to do big spin attack two more times to take out all of the mini-baris that come out of the main body.<br> | + | '''43F(Slight RNG)''': This is the 2nd room with a group of Baris. Charge your big spin as you walk towards the center, then release once you're there. You'll have to do big spin attack two more times to take out all of the mini-baris that come out of the main body.<br> |
− | 44F: IMMEDIATELY fire rod the giant Ice Armos without moving at all.<br> | + | '''44F''': IMMEDIATELY fire rod the giant Ice Armos without moving at all.<br> |
− | 45F: Right after the Moblins notice Link, use your last (5th) purple potion to finish the other-wise lengthy room.<br> | + | '''45F''': Right after the Moblins notice Link, use your last (5th) purple potion to finish the other-wise lengthy room.<br> |
− | 46F: Charge your sword for a big spin attack as you are going towards the center of the room. As soon as you are in the center, the Zazakkus will appear. When they land, that's when you make them regret coming down...For the second time.<br> | + | '''46F''': Charge your sword for a big spin attack as you are going towards the center of the room. As soon as you are in the center, the Zazakkus will appear. When they land, that's when you make them regret coming down...For the second time.<br> |
− | 47F: This room is pretty challenging to get down right, so don't be discouraged if you can't master it straight away. As soon as you enter the room, get beside the bottom-most Ice Armos (directly left of the Ice Armos) and use your fire rod to take out all of the Ice Armos. Then quickly slash away the regular Armos that are chasing after you. IMMEDIATELY after you dispatch them, go towards center-left area of the room and drop ice on the Fire Armos with your ice rod. While frozen solid, push them off the ledge with your sword.<br> | + | '''47F''': This room is pretty challenging to get down right, so don't be discouraged if you can't master it straight away. As soon as you enter the room, get beside the bottom-most Ice Armos (directly left of the Ice Armos) and use your fire rod to take out all of the Ice Armos. Then quickly slash away the regular Armos that are chasing after you. IMMEDIATELY after you dispatch them, go towards center-left area of the room and drop ice on the Fire Armos with your ice rod. While frozen solid, push them off the ledge with your sword.<br> |
− | 48F: Walk slightly forward, then use the tornado rod. Then use big spin attack to dispatch all of the knights.<br> | + | '''48F''': Walk slightly forward, then use the tornado rod. Then use big spin attack to dispatch all of the knights.<br> |
− | 49F(RNG): This is the 2nd Lynel room. The strategy is identical with the previous triple Lynel room. Only difference is that the punishment for messing up is greater as they are the Dark Lynel versions.<br> | + | '''49F(RNG)''': This is the 2nd Lynel room. The strategy is identical with the previous triple Lynel room. Only difference is that the punishment for messing up is greater as they are the Dark Lynel versions.<br> |
− | 50F(RNG): Boss Moldorm appears to troll Link once again. Two big spin attacks dispatches Boss Moldorm, but the recoil from using the big spins is insane, so don't fret if you end up falling off the edge. If the RNG god is with you, Boss Moldorm's tail will be close by Link at all times.<br> | + | '''50F(RNG)''': Boss Moldorm appears to troll Link once again. Two big spin attacks dispatches Boss Moldorm, but the recoil from using the big spins is insane, so don't fret if you end up falling off the edge. If the RNG god is with you, Boss Moldorm's tail will be close by Link at all times.<br> |