Legend Of Zelda Level 2 Map

The Legend of Zelda Wiki Guide
Dungeon Two
Getting to the Dungeon
Optional task - Obtaining the Alphabetic character
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Later arriving dorsum exterior the dungeon, move beyond the bridge. You're dorsum on i side of the bridge. Assuming you accept a Blue Candle (if you don't, read the Optional Task: Increasing Link'southward Maximum Health to find out how to go one), burn down the shrub where indicated in the screenshot to reveal a subconscious staircase, leading to a hidden Rupee stash.
Later on, head east i screen followed immediately past heading n. From this point, keep heading east across a couple screens until you lot get in at a familiar rock formation (that is, assuming you got the optional Heart Container from earlier). If it doesn't look familiar to you, don't worry. Head 1 more than screen to the right until you arrive by the h2o'due south edge forth a field itch with Octoroks of each hue and a Zola. Place a bomb on the wall to the right of the blueish vertical path to reveal a secret cave and go 30 Rupees richer.
Follow the water'south edge northward to the side by side screen, and so e, ignoring the northbound blue path here, and follow the blue path in the next screen to the north one time once more. This fourth dimension the path leads to a cave, inside which resides an Onetime Man. He tells you to give this to the Old Adult female. Move frontwards and grab the Letter. This particular volition allow you to purchase Medicine, which will exist very handy later.
Return to the water-filled area, where you bombed the rock to find the Rupee cavern, and caput south. The area is Blue Moblin territory, and they're accompanied by ii completely still Armos. After vanquishing the troublesome Moblins, crash-land into the correct-hand Armos to animate it and go it to budge. You discover a clandestine staircase that leads to another Rupee stash. Score!
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The entrance to the 2d dungeon is about five screens e of the entrance to the first dungeon. We highly recommend that you practise the optional task mentioned above to observe your way at that place much easier. From the Rupee stash, caput southward one screen, and then cutting to the left and north again to go far at the second dungeon.
Obtain the Map and Compass
Meet the following link for a map of this Dungeon!
Dungeon 2 Map
Two options: right or up. Correct leads to some new ophidian enemies called Ropes and a Cardinal. After obtaining the Key, opt to render left to the entrance and caput up here. Clear the Ropes to open upwardly the door on the left and head through. Obtain another Primal through defeating the Ropes. You should now have ii Keys. Head back to the previous room and run across to the opposite room, where you will find the Compass.
After grabbing the Compass, move up into a throng of Goriyas. The locked door on the right leads you to the Map. With both the Compass and Map, we at present accept a better sense of direction.
Obtain the Magical Boomerang
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Have the Map and Compass back in the previous room and go on north this time, where you run into more than Ropes. Neutralize the slithering threats to earn a Key. The room to the right is one that is truly dangerous. The mediocre pay-off for your efforts may or may not be worth it. You lot accept 3 Blue Goriyas to contend with along with four statues set at each corner of the room shooting fireballs in brief intervals. With all this stuff going on, it's difficult to contrivance for the average Zelda actor. You might desire to come back later on when you have full health and tin unload sword projectiles unto these enemies for the Magical Boomerang.
Defeat Dodongo
Continue north into a sand-filled room, a home that belongs to two lurking Moldorms. Just go behind them and pop their individual fiery balls 1 past i until it disappears in a puff of fume. Defeat both to receive another Primal. Keep due north, ignoring the passages leading right. You go trapped in a room clearly with the intent of testing your skill against some Red Goriya. Eliminate them in social club to proceed to face the boss. Equip your Bombs and get ready to kick some scaly butt.
A flake of a pushover, Dodongo's the principal of this dungeon. Dodongo will just trample around the room. All you need to do is lay a Flop correct in its path, baiting him to selection upwardly the delicious explosive and swallow it. Do this twice to end the fight.
Grab the Middle Container and walk into the side by side room to merits the 2d piece of Triforce!
Upwardly Next: Dungeon Three
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Source: https://www.ign.com/wikis/the-legend-of-zelda/Dungeon_Two
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