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The Legend of Zelda: Oracle of Seasons Hidden/Optional Dungeon: Hero's Cave (Part 1)

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Published on Mar 13, 2009

Annother benefit of a password game is the optional dungeon Hero's Cave. It's not really a dungeon per say, just a collection of difficult and complex puzzles. If the main dungeons weren't enough of a challenge for you, this is the place to go. In order to get to the end, you'll need all the dungeon items except the Hyper Slingshot (although it does help)

I wouldn't recommend watching this video if you intend to play a password game, as figuring these puzzles out for yourself is incredibly satisfying. If you get stuck however...

Room 1: Leave the end pot in the top row, and the middle pot closest to the door. Push the blocks above to clear the way. Note that the L2 Sword can break pots.

Room 2: You'll need the Power Bracelet here. Pretty simple, just don't break the pots at the end!

Room 3: Push the end pots first, and work from the inside out. You'll find your first 'checkpoint' here. These give you a Gasha Seed and a warp point to and from the beginning. Handy if you end up dying.

Room 4: You'll need the Roc's Feather/Cape here. This is the most important room in the entire cave. Make sure you talk to the lone Zora for possibly the most crucial password in the game. Tell it to the King Zora in Oracle of Ages and he'll give you the Master Sword. You can't defeat Ganon without this (actually you can, but it's much MUCH harder)

Room 5: Hit the buttons in the corners of the room, while avoiding Wallmasters. It's easier with the Roc's Cape. (as I demonstrate)

Room 6: Similar to 2, but avoid stepping on the cracked floors. Hit the button for the second checkpoint.

Room 7: You'll need the Zora's Flippers to continue. You'll also face Zolas here. They're vulnerable to Ember Seeds fired from the Slingshot. Be sure to push the block in frount of the purple square down before lighting the torch, otherwise you won't be able to get the chest.

Room 8: A complex block pushing puzzle, watch the video if you're stuck.

Room 9: Just kill the enemies. I'd recommend the Hyper Slingshot, but if you get an oppertunity to use the sword, do so. For some reason, the second Zola didn't appear the first time I entered the room. Not sure if it's a glitch.

Room 10: Light the torches for the third checkpoint. Ignore the long trail of cracked blocks, it's just a waste of bombs.

Room 11: Uuse the Magnetic Gloves and set them to North, otherwise you'll be repelled from the room if you try to use them. This is hard at first, but you'll get the hang of it eventually.

Room 12: Same as before. I kind of cheated the last jump, but I don't see any other way.

Room 13: Oh crap. Crystal switches moving at seisure-inducing speeds. Use the Boomerang or Slingshot, and just be patient.

Room 14: Blue Lionels (if I recall correctly) are some of the strongest enemies in the overworld, and this is the first time you'll see them in a dungeon. Stunning them with the boomerang helps a lot. To get the checkpoint, don't puch the pot, use the Iron Ball.

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